Death and Disparity: Playing Death Squared With A Friend

‘Death Squared’ invites us to acknowledge and embrace the differences between ourselves and those we play with.

By Richard Clark

The Great Equalizer: Death in PlayerUnknown’s Battlegrounds

Player Unknown’s Battlegrounds demonstrates two of death’s redemptive values.

By C.T. Casberg

At Arms Length

While ‘Arms’ is great fun, it is lacking in truly human moments.

By Richard Clark

Should DiRT 4 Let You Run Over People?

The thrill of the rally is rooted in our mortality and yet death is absent in the sport’s greatest videogame.

By Drew Dixon

Lost Odyssey and the Pain of Love

Lost Odyssey testifies that to live is to love, and to love is to be vulnerable.

By C.T. Casberg

Craving Intimacy in the Near Future of Tokyo 42

While games today keep trying to get closer, Tokyo 42 intentionally opts for a perspective that’s further away.

By M. Joshua Cauller

Attention to Detail in an Insane World: An Interview with Jo-Annie Gauthier of Sundered

Sundered rewards the player’s attention to detail.

By Drew Dixon

Gamechurch’s E3 Spiritual Superlatives

Just because E3 is a heartless celebration of capitalism that we’ve all been Jedi-mind-tricked into joining, doesn’t mean our nation’s largest videogame trade show doesn’t have its spiritual side.

By Gamechurch Writers

A Fetish for Religious Tropes in Outlast 2

In Outlast 2, religion is merely a prop for shocking the player’s sense of propriety.

By Jonathan R. Clauson

Beauty from Ashes: Unpacking Grief in RiME

RiME demonstrates that grief shouldn’t be suppressed or reveled in, but honestly and cathartically expressed.

By Joey Thurmond

The Oppressive Violence of Ghost Recon: Wildlands

Should games dealing with oppression require oppression to complete them?

By Jonathan Campoverde

Do Roguelikes Encourage Optimism? A Reflection on Loot Rascals

Might playing roguelikes encourage a radically optimistic view of life?

By April-Lyn Caouette