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  1. Limbo and the Edge of the Literary

    Limbo, released in 2010, is a puzzle platformer that features a player character who awakes in Limbo, on the edge of hell. He must traverse a world of bear traps, giant killer spiders, and spinning gears. As with any game, the player of Limbo will necessarily fail while solving the game’s puzzles; however, this game makes those failures especially painful. The player character is decapitated, impaled, and dismembered as the player attempts to solve each puzzle. The game’s monochromatic artwork, its vague storyline, and these gruesome deaths meant that Limbo, predictably, found its way into various “games as art” conversations. However, this presentation asks whether Limbo can serve as a different kind of boundary object. Given its complete lack of text and its minimalist approach to storytelling, what is the status of Limbo as a literary object?

    Stig Andreassen - 25.09.2013 - 14:31

  2. A Republic of Blackboxes: Hijacking Users Devices for the Greater Good

    After Edward Snowden revealed the extent of the National Security Agency's spying program, people worldwide suddenly realised the degree to which their computing devices were gathering personal information that could be accessed by anyone with both the means and the inclination. The games Blackbox and République play with our relationships with our mobile devices, the former by cheekily revealing the functions of the titular blackboxes we hold in our hands, and the latter by crafting a dystopian society in which the player's phone becomes a tool primarily due to its centrality to surveillance culture.

    Li Yi - 03.10.2018 - 15:34