Interviews

Capable Monsters: An Interview with Marlin M. Jenkins

I wanted to pick Pokédex entries that felt resonant, and in most cases, pokémon that I had an emotional attachment to. I didn’t have any criteria that bound me to the first generation—if anything, I wanted to resist the part of the fandom that idealizes the early games/show and dismisses what’s come after.

Far More Playgrounds: A Conversation with Alyse Knorr

But what was important for me about SMB3 was that it was a “safe” environment where I could perform my homosexuality by chasing/desiring the princess. I had this limitless free space in which to explore.

An Interview with Scott Benson (Night in the Woods)

Flannery O’Connor is an ever-present influence in the brand of gothic the game trades in. Her ability to explore the horrors lurking in southern Americana while suffusing the entire thing in this overarching, terrifying presence of grace, is an inspiration.

An Interview with Fullbright’s Steve Gaynor (Tacoma, Gone Home)

The most important thing to us was to use the mechanics to allow the player to compare and contrast each character’s public vs. private self. The voyeurism of the AR scenes allows us to observe how the characters act when speaking to each other in a group, versus when speaking to each other in isolation, or how they behave when entirely on their own.