Joshua Rothman writes on the New Yorker about the games Rogue, Shattered Planet, Hoplite and Out There. “Hoplite and Out There aren’t exciting games, because they don’t work in real time, and you can take as long as you want to decide what to do next. For that reason, they’re not to everyone’s taste. Still, there’s a lot to be said for their slowness. Video games can leave you feeling tense and exhausted. Roguelikes, I find, have the opposite effect. They’re oddly restful. They encourage caution and patience. And, when you die, a whole new world begins”.
Read the full article at: http://www.newyorker.com/online/blogs/culture/2014/04/video-games-that-embrace-irony-and-death.html