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  1. Last Dream

    A mouse-responsive exploration of the final nightmarish dream of a blind old man. Contains a transient narrative and basic interactive problem solving puzzles. Created using a combination of photography and 3D animated renders. 

    Andy Campbell - 13.05.2011 - 17:06

  2. Evidence of Everything Exploding

    The third part of Jason Nelson's artgame trilogy.

    Video games are a language, a grammar or linguistics of various texts. The sounds, the movement, the graphics, the rules or lack of rules, everything about a video game is a component of language.  A digital poetry game must combine all these elements, strange and interactive stanzas, crossed out and obstructed lines, sounds and texts triggered and lost during the play.  Indeed the game interface becomes a road to inhabiting the digital poem, to coaxing the reader/player into living and creating within the game/poetry space.

    Scott Rettberg - 25.03.2012 - 21:26

  3. Nobody knows but you

    nobody knows but you was written for Double-Cute Battle Mode, an application prototype for a VJ (video jockey) remix battle. DCBM allows two players to combine visuals and special effects in a playful competition for screen space. Using joysticks, players plug their imagination into their computer and share a creative space in an intuitive video-game style interaction. The piece was conceived as a way to ease text back into an image-dominated culture by treating it simultaneously as a visual special effect and as a poem. The twenty-three verses appear on a plane in three-dimensional space. A cube shape displays additional visuals. Both the cube and the plane may be scaled and rotated, and the reader has control over which verse or image is displayed. You may notice in the image at top left, or while watching the installation video, a twelve-year-old girl plopped down in front of the installation. She played with the piece on and off for three hours. She began singing the words, making up melodies and turning certain verses into refrains. There is a clear lack of literature that responds to the intellectual and creative needs of young people today.

    Luciana Gattass - 14.11.2012 - 17:08

  4. Inanimate Alice, Episode 3: Russia

    This is a work of fiction told in verse, cinematically, and with video games about the coming of age of a girl named Alice. This novel— self-consciously labelled as such to evoke the original meaning of the term: a new genre— reinvents the genre in digital media for a generation portrayed through Alice.

    Even though Alice’s circumstances are atypical (living around the world with her oil industry employed father and being home-schooled by her artist mother), she is emblematic of a generation whose experience of the world is deeply interconnected with digital media. Her developing literacy includes programming her animated creation and imaginary friend Brad on a portable device that allows her to take photographs and videos, play games, search information, and symbolically be a part of her, containing some of her memory and identity. This device is the 21st century version of the journal or diary, in which an Alice from previous centuries would have developed her voice and identity through writing, drawing, painting, scrapbooking, and other multimodal forms of writing compatible with paper-based technologies. Curiouser and curiouser.

    Hannelen Leirvåg - 10.02.2013 - 15:03

  5. Inanimate Alice, Episode 5: Hometown 2

    Alice is 16, an aspiring game designer who grew up constantly on the move. Now, she finds that the so-called stable hometown life she yearned for is far from perfect. Bored and restless, she skates into deep trouble.

    Andy Campbell - 29.12.2014 - 20:39

  6. L.A. Noire

    L.A. Noire (pronounced /ˈnwɑr/) is a neo-noir detective video game developed by Team Bondi and published by Rockstar Games. It was initially released for the PlayStation 3 and Xbox 360 platforms on 17 May 2011; a Microsoft Windows port was later released on 8 November 2011. In 2017 it was announced that a remastered version would be released in November for PlayStation 4, Xbox One, Nintendo Switch, and HTC Vive.

    L.A. Noire is set in Los Angeles in 1947 and challenges the player, controlling a Los Angeles Police Department (LAPD) officer, to solve a range of cases across five divisions. Players must investigate crime scenes for clues, follow up leads, and interrogate suspects, and the players' success at these activities will impact how much of each cases' story is revealed.

    Eivind Farestveit - 17.02.2015 - 15:40

  7. All The Delicate Duplicates

    John, a single father and computer engineer, inherits a collection of arcane objects from Mo, his mysterious Aunt. Over time, the engineer and his daughter Charlotte begin to realise that the objects have unusual physical properties – and that the more they are exposed to them, the more their realities and memories appear to change.

    “All the Delicate Duplicates traverses time and alt-realities via a layered character driven narrative world.” – Dr Andrew Burrell

    "I could lose myself in this for hours. This feels so new, unlike anything I’ve ever seen." – Beta Tester at the 2016 Game City Festival.

    “Played one of the most cerebral walking sims I've experienced yet.” – Michael Nam

    Andy Campbell - 27.06.2016 - 14:12

  8. Dwarf Fortress

    Dwarf Fortress is a complex, text-based computer game that has been in development by Tarn and Zach Adams since 2002. The game begins by first procedurally generating an expansive, dynamic world in which players attempt to guide an exponentially increasing colony of temperamental dwarves to build and manage within an ever expanding fortress. The task is made difficult by both the unpredictable and emergent behaviors of the simulation as well as by the anachronistic and arduous interface: a screen full of ASCII characters recalling the personal computers of the early 1980s. Inspired by games like Rogue (1980) and Sim City (1989), the stark textual interface contrasts with the game's complexity as Dwarf Fortress can easily consume all available processing power of a contemporary computer.

    Eirik Tveit - 06.09.2016 - 15:30

  9. Icarus Needs

    Daniel Merlin Goodbrey’s Icarus Needs is part of a series of works in which Goodbrey draws on the dual aesthetics of comics and classic video games. Built in Flash, the piece is strongly visual and provides a world of panels to explore. The player moves Icarus through the panels using standard keyboard controls, encountering dream-like objects (such as an oversized telephone) and hitting many dead ends and simple item-based puzzles that block progression out of the dream. The game as dream metaphor is explored fully (as one fragment of text warns, “Don’t fall asleep playing video games”) and creates a compelling world of flat 2D visuals in different monochromatic palettes. Icarus Needs is a hypercomic adventure game staring everyone's favourite mentally unhinged cartoonist, Icarus Creeps. (Source: ELC 3)

    The goal of the game is to find his girlfriend, save her and escape the game. He need's to complete different tasks to do so. The tasks are puzzles that Icarus needs to solve, and when a mission is given is either by Icarus himself or another character. He communicates trough talking bubbles. 

    Eirik Tveit - 06.09.2016 - 18:07

  10. The Witcher 3: Wild Hunt

    The Witcher 3: Wild Hunt is a 2015 action role-playing video game developed by CD Projekt RED and published by CD Projekt. Based on The Witcher series of fantasy novels by Polish author Andrzej Sapkowski, it is the sequel to the 2011 video game The Witcher 2: Assassins of Kings and the third installment in The Witcher video game series. Played in an open world with a third-person perspective, players control protagonist Geralt of Rivia, a monster hunter known as a Witcher, who seeks to find his missing adopted daughter on the run from the Wild Hunt, an otherworldly force determined to capture and use her powers. Throughout the game, players battle against the world's many dangers using weapons and magic, interact with various non-player characters, and complete main story quests and side quests to acquire experience points and gold used to increase Geralt's various abilities and gear.

    Filip Falk - 19.10.2017 - 19:52

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