Anyone who’s played videogames like Call of Duty or Red Dead Redemption knows what kind of narratives they tell. Their protagonists are snipers or outlaws ready to fight missions that step outside all legal bounds. Game designers Anna Anthropy, Sebastian Janisz and Michael Molinari choose to tell very different stories. No ambushes, no clandestine ops or full throttle attacks. Brooke talks to the designers about their very personal games.


Comments [5]
not yet i played Call of Duty or Red Dead Redemption, now have desided to play this game after seen your blog
George, RDR has been out for almost two years. It's far too late for you to be complaining about spoilers.
I loved Michael's game and how it broke the traditional "push it / jump it" game play with such a direct mechanic with facing away from the wall. At first you are timid to try it, but then It gets you to think that there's more to the game in other ways - the art, the story, the characters - inviting us to move deeper into emotional connections with the virtual Everyman and his (and our) past. Wonderful and deep. I still get tingles about it. Well done Michael!
Michael's game "But That Was Yesterday" was a life-changing game experience for me. Turning away from the monolithic wall was a great thematic moment, and when your friend comes back as a ghost for the platforming bit, I just cried tears of joy.
So, I've been playing Red Dead Redemption on Xbox 360 and I heard this segment of your show where the ending of the game was discussed.
AREN'T YOU FAMILIAR WITH THE CONCEPT OF "SPOILER ALERT"?!? WTF?!?!!!
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