Airship

Retrogamer: This Was Never About Sonic

Sonic, for all its hedgehog oddity, never had that extra. It seemed forced, a sped up, dumbed down, pallette-enhanced non-entity. It had the soul of Bennigan’s, the magic of made-for-TV adaptations. And without that 9th dimension, it was only a rapid platform, an artificial barrier to a journey explored and experienced.

The Architecture of Emotion: A Conversation with Matthew Burnside

I’d say half of everything I write concerns a character’s survival through some kind of game, often one they’ve made up. As a kid I used to deal with all my problems by treating life as a game, and I still do sometimes as an adult I admit. I’d say many of us do. It’s powerful but dangerous; imagination is a savior but it’s also damning.

Save Point: Dance Dance Revolution

I remember playing DDR in 1999 when I visited Osaka as an exchange student. The children in my host family had their own in-home dance pad, and we played it for hours: the perfect, wordless icebreaker.

Retrogamer: Failing Up

Start any video game and the beginning is full of fail. Games requiring high levels of twitch facility (think Ghost and Ghouls on the NES or Fallout 3 on modern consoles) result in a lot of deaths early on, until the player masters the dexterity required and the particular skills that respective buttons are mapped to.

One Positive Difference: A Conversation with Marissa Landrigan

I was in awe at the prospect of a same-sex marriage in this world. It was so casual—less than casual, really. The game, being a program, didn’t have any opinion whatsoever about whether my female player-character married a female non-player-character.