Embracing the Unknown in West of Loathing

With hefty doses of dry wit and unexpected hilarity, West of Loathing encourages us to get out of our comfort zones.

By Stephanie Skiles

Sympathy for the Killer in Dead by Daylight

The unique narratives that arise out of each session of Dead by Daylight ask players to acknowledge the humanity of their opponents

By Daniel Motley

Death is Not the End in Rakuen

Rakuen embraces the pain and tragedy of death, demonstrating that losing loved ones is not the end of our story.

By Jonathan Campoverde

Splatoon 2 Mirrors our Distracted, Dystopian World

In the face of a world that seems to be spinning off its axis, Splatoon 2 offers digital reprieve: a world with all of the distraction-heavy forms but without all of the darkness.

By Richard Clark

You Are Not the Sum of Your Opportunities: Nex Machina

In ‘Nex Machia’ every small step forward is a reminder that we are not the sum of our opportunities.

By Tyler Cameron

Religion and Psychosis in Hellblade: Senua’s Sacrifice

Hellblade navigates the difficult space between religion and mental illness.

By M. Joshua Cauller

Embracing Defeat in Pyre

‘Pyre’ deconstructs our preconceived notions about winning, encouraging us to embrace defeat for the good of others.

By Joey Thurmond

Imagination and Longing in Subnautica

Exploring mysterious game worlds like Subnautica provides something of a religious experience, stirring our longing for a better world.

By Drew Dixon

Providing Opportunities for Good: DayZ and the Problem of Evil

A reflection on designing games with opportunities for good and the difficulties of navigating life in a broken system.

By Drew Dixon

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