Lewis Gordon

@lewisgordon.bsky.social

Culture on computers, mostly | ✍ The Verge, FT, The Ringer, The Nation, ArtReview, Eurogamer, The Guardian, Vulture | ✉️ lewisjohngordon~at~gmail~dot~com | he/him

Here's my review of @househouse.com's Big Walk: an enchanting, if occasionally frustrating, paean to play and discovery; a balm for the pernicious attention-holding logic that shapes so much of online communication. Go play it! (if you're not already) www.theguardian.com/games/2026/a...

Big Walk review – larking around with mates elevated to an artform

The creators of Untitled Goose Game return with an online, open-world adventure that delivers slapstick silliness and bucolic majesty in nearly equal measure

theguardian.com

More Big Walk thoughts in lieu of my review going live. If you want to get a bit more context on where the devs are coming from philosophically, check out my piece on Melbourne-based crew (feat. some of the Big Walk devs) who cracked out into a RDR2 netherworld. www.theguardian.com/games/2022/m...

‘A giant grey cube floating above the landscape’: exploring the forbidden reaches of Red Dead Redemption 2

A new documentary chronicles the adventures of the Grannies, a group of friends who went looking for the glitchy event horizon of Rockstar’s virtual-western epic

theguardian.com

I love dice rolls in videogames, I love the way they invite the player to narrate their experience in relation to unexpected events, I love their connections to the history of chance as a storytelling tool, I love the way they attack the player's tendency to want everything their own way.

I read it as a kind of treatise on every generation's desire to leave their mark, be that as politics, goods, technology, or, in the case of the protag Reno, as tyre marks on the Utah salt flats made by a motorcycle hurtling at great velocity (petrol-head land art -- what a thing!)

Lewis Gordon@lewisgordon.bsky.social · 2w ago

What to say about this except, 'It fucking rips'? Kushner delivers the most insanely readable meditation on the hopes and ills of the 20th century: modernism, revolutions, sports cars, rubber production, bullshit art scenes.

This "too many games" rhetoric needs to stop. It covers up the real driving force of this crisis in the games industry which is tied to the larger structural organization and political economy of the tech industries and how they want to constrain and control the consumption of their products.

The issue is that not that there are "too many games for society to realistically support." It's that digital distribution has been monopolized by a few companies who have done everything in their power to construct deeply exploitative platform ecosystems.

Post nicht verfügbar.

I posted my History of Games keynote: - A materialist reexamination of the canonical game crises from a developer's POV - Thoughts on the ongoing game industry restructuring - Indiepocalypse, AAApocalypse, deprofessionalization, games at the knitting stage www.molleindustria.org/HistoryOfGam...

A History of Games Through Mass Extinctions

A transcript of Paolo Pedercini’s History of Games Conference keynote (2026).

molleindustria.org