Kill Screen Magazine's Blog, page 277

April 2, 2015

Navigate the surreal, wondrous landscape of reincarnation in Vapor

In Vapor, one playthrough lasts a lifetime.

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Published on April 02, 2015 08:00

Take a seat for Last Voyage's beautiful synthesizer space opera

There is no mystery. That is not a problem. 

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Published on April 02, 2015 07:00

March 27, 2015

The Coral Cave's dreamy, watercolor world inspires childhood fantasy

A beautiful game set in Japan's Okinawa archipelago.

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Published on March 27, 2015 08:00

A zine imagines the awesome possibilities of diverse female fighting characters

Crab-women, monster girls, mystic ladies.

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Published on March 27, 2015 07:00

Ping-Pong Go Round brings sport to the conference table

A new Ping-pong table design is one of many ways Forrest Gump could have been improved.

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Published on March 27, 2015 06:00

Can virtual reality make us more empathetic?

Scientists are learning that changing bodies changes minds.

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Published on March 27, 2015 05:00

This colorful virtual reality game is played with a cushion controller

Static Lagoon is a game you play with your butt. It's not as crude as that makes it sound. But it is as capricious as a game of Simon Says. "Sit," its suave black font commands. And so you do. "Stand and keep standing" it then demands. Moments later: "Sit" appears once again. And then, much to the lament of your thighs, "Stand" once more.  


For Static Lagoon is a physical game. If played as intended you actually have to hoist yourself up and collapse back down again, over and over. It was originally designed to be played with a virtual reality headset, and the RestBox, which its creators deem "the world's first cushioned entertainment system." It's a plush, comfortable cube that you operate by parking your backside on it, with the other option being to relieve it of your weight. 



This binary function is formatted as a meditation on the endless routines of our lives in Static Lagoon. It's a non-linear adventure steeped in the mundanity of a morning routine before and during the daily commute. You start by getting out of bed, then having a shower, before catching a taxi across the city to your place of work. This is divided into six segments, each of which have prescribed windows of opportunity; a chance to break the rules—to stand up when you were told to sit—and indulge a forbidden reverie or a moment of leisure.


The game quite clearly wants you to break away from its endlessly looping chapters, too. And this is communicated by more than the enduring repetition. When a distraction from the choreography is possible, it's pronounced with static noise and matching visuals, erupting with a sudden fuzz. The screen is further occupied by the opportune rebellion as a box appears at its center with either "sit" or "stand," proffering the notion with a brazen presentation.



a shinier rendition of our capital lives 



And what should happen if you do take up this offer? While it's best to find out yourself, I'll share a few examples: sitting at a restaurant while various fast food items are passed before you then chucked into the trash; dancing through the mall, where it rains clothes and six-armed persons have evolved to carry flocks of shopping bags; climbing from the window of your bedroom to perform a daring "dumpster dive." They're the kind of wildly imaginative activities you'd expect to be born from procrastination. Whoever wrote the game's description calls them "momentary distractions."


None of this tangential warping of the daily routine feels out of place either. In fact, when compared to the game's florid, color-rich world without walls these distractions seem almost ordinary. Even a ceiling fan isn't untouched, it being comprised of the word "bedroom" criss-crossed to form the fan's blades. It's a world of form, kept simple with structures made of the nouns given to them, as if to elicit the very normalcy of the place. And yet, it's all rendered in bold, garish colors to overwhelm your senses and encourage exploration.



And with no walls to hide spaces there's plenty to look at (including the insides of others' living rooms). It's a visual style that bears similarities to vaporwave and its purpose. That is, to satirize the tackiness and omnipresence of commercialism in our lives by accelerating it to its extreme. There's none of vaporwave's dollar sign fonts, nothing as obvious as that, but Static Lagoon does have its art-pop: uniform rows of bright blue and yellow cars, a dream-like encounter with the mall (the church of commercialism), a weird sequence involving bottled alcohol and the multiplying clothes in your wardrobe. It all being a shinier rendition of our capital lives.


By its end, you enter the ultra-fetishization of the commercial world, surrounded by sports cars, passing by the twitching masses of dancers in what is either a club or a swimming pool, before being swallowed by the work place. Then it starts all over again. The great tragedy being that you're caught up in this great cycle of products and plastic. And using the RestBox makes it as exhausting as implied. Even the optional distractions can't get you out of the repetition for long. Except for one of them. And the ending it takes you to suggests the worst; that the only escape is death.


You can download Static Lagoon for free on its website.

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Published on March 27, 2015 04:00

March 26, 2015

The latest place you can explore dungeons? A deck of cards

Aliceffekt and John Eternal release a game they made during Train Jam 2015.

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Published on March 26, 2015 09:00

This week's Playlist pick: TouchTone

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Also check out our full, interactive Playlist section.


TOUCHTONE (iOS
BY MIKENGREG 

Greg Wohlwend and Mike Boxleiter are outraged at the erosion of privacy in the post-Snowden era. But rather than stepping up to a soapbox to rant about it, they made TouchTone: a puzzle game about a fictional government that crowd-sources surveillance of its citizens to protect the state. You bounce lasers around grids in the game's increasingly tricky puzzles to gain access to emails and text messages that you then deem pertinent or not to the government's fight against terrorism. It evolves from there, but the message remains the same: we should all be worried about who is spying on our lives and why. This is a concerning fiction about the reality that we live in.


Perfect for: puzzle game gurus, conspiracy theorists, Edward Snowden


Playtime: a couple of hours


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Published on March 26, 2015 08:00

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