What can games teach about design?
What does subversive play look like?
1987. I really like saying that. Nineteen eighty seven. It was the year I was born.
Playing is mostly a reading affair, watching scenes between characters and seeing how the stories connect. Corpse Party is also part adventure game, with the player taking control of a character and moving through a ‘board game’ rendition of the school.
If the philosophies concerning the criticism of sequels weren’t convoluted enough, the Final Fantasy series makes things even more complicated.
Skyrim is a revitalization of Naturalism as its graphic achievements added a new layer to The Elder Scrolls series.
There is something to how a game describes itself. A “2-D interactive narrative” straddles the ‘is this a game or not?’ fence, encouraging the player (reader? participant?) to develop their ideas about both.
Let’s get this out of the way: Okabu is freakin’ adorable, no matter what demographic you claim.