An Atlantic Canadian cryptid who subsists off of pastries, games, and SFF books. She also writes a lot of games criticism for various publications, most notably Unwinnable and Paste Games.
How meaningless are the products or services you cultivate in satirical clicker games, in comparison to irreplaceable things like a livable environment?
Phoenix interviews the artist duo working on the ongoing project +1-home, a multimedia art installation that shows how the concept of home is multifarious and based in kinship across time and space.
The polluted island setting of 24 Killers is an effective microcosm for what the interrelationship of home and community could be like. The driver for this speculation is the game's absurdism.
Amping up retro technological friction encourages the player to decipher an IF game's interface as if it is an alien device with its own "emotional language".