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Silent Conversations by Gregory Weir is a little platformer flash game I’ve come back to over and over through the last 10-odd years - it’s quiet and beautiful, an interactive experience with poetry, prose and text that I’ve never seen before or since.
Your goal is to guide your cursor through landscapes the text creates, reading and moving carefully as you travel down the rabbit hole in Alice in Wonderland’s first chapter, into the fog-streaked streets of T.S. Eliot’s The Love Song of Alfred J. Prufrock, and trudge through the desert in chapters of Lovecraft’s The Nameless City- while avoiding the bite of powerful words.
When I’m in a bit of an odd, quiet mood, this is what I turn back to. I thought I would share it, in case any of you needed something simple and beautiful to focus on. Maybe send me something you’ve loved and found comfort in, too?
Last night I had a dream. I floated in darkness, immense, squamous.
The Majesty of Colors (Future Proof Games, 2008)
The first action the player must perform in The Majesty of Colors leads to them altering the game permanently. Following this initial action, the rest of the game is presented in color, and it reinforces the sheer magnitude of the change that the monster has undergone by being exposed to color for the first time.
The Bioshock series is about power and history. Power from flesh and history transformed. I’ve explored its biopunk underpinnings before, but I haven’t explored the most recent and oroborosian entry in the series: Bioshock Infinite: Burial at Sea Episode 2. It strips the wings from a deity in the service of motivating events in the first game that didn’t need justification, but in the process it introduces some interesting stealth elements in a game not originally built for them.
I knew I liked Gregory Weir. He makes a great point about Elizabeth in BAS. In this game she is not important because of her agency or ability but because she enables the events of Bioshock 1.
Check out this article, his blog, and his AMAZING flash games!!!!
One of my absolute favorite flash game designers (Gregory Weir) unexpectedly wrote this AMAZING commentary on the “Alone Together” episode of Steven Universe and how it’s a metaphor for active consent, and I am too flabbergasted by its sheer incredibleness to say much anything else, other than it somehow includes various concepts of queerness in it too. Please just go read this, people.
if you guys haven't ever played philosophical games before you are missing out
Bars Of Black And White (a game created by Gregory Weir)
Think. What this game can mean is up to you. Is it an escape from society? Or an escape from one's mind? The concept varies by what you think. In this game, there is varied bar codes hidden among an apartment. The things you find can be a bit creepy at first, but you understand them as you go along. Or at least you think you do. It's a creative click-and-point game that definitely leaves you with more questions than answers.