"Humanity, technology, and our accretion of miscellaneous stuff are compared unfavorably to the emptiness of the natural world. In later levels, twisted transmission towers and power lines invade the fields, dragging nature’s serenity into darkness and scorching some of your flower petals if they come into contact with the structures. The only technologies the game doesn’t hold in contempt are those that coexist with their natural surroundings, like wind turbines. On the whole, though, humanity and our inventions are stifling and malignant."

Our series on emptiness in games concludes with a look at thatgamecompany’s Flower.

gameandgraphics:

Super Famicom box art design. 

What you see here are some good examples of japanese graphic design in videogames. While in Europe and America Super Nintendo box art was limited by black frames and closed templates, in Japan packaging designers had a good amount of freedom for displaying images and typography in a large rectangular canvas.

If you want to know more about the differences between japanese and occidental Super Nintendo game boxes you can read a good article in Super Famicom Guy blog. He’s also the author of these pics, follow him on Instagram for more of them.

"Axiom Verge stands apart from the retro revival crowd by looking beyond the design and aesthetic sensibilities of classic games. Happ and his creation have a reverence for the sense of the unknown that surrounded video games during their infancy. It was a time where a game’s every secret wasn’t immediately laid bare on the Internet, and we didn’t fully understand that a glitch was usually just a glitch rather than a carefully hidden secret. Axiom Verge would be promising even if it were nothing but a loving, detailed take on Metroid, but this additional layer channels a passion for some of video games’ long-lost mystery.” 

This Could Be Good: Axiom Verge’s love of glitches makes it more than just a Metroid lookalike

"Sharing painfully earnest high-fives with strangers is a rarity on the impersonal confines of the E3 show floor. But in 25 short minutes, three other players and I, brought together by the hands of fate (or rather the hands of a game studio PR person), had just slain the mighty Kraken in a thrilling back-and-forth match of Evolve. I fought off the urge to buy my teammates a round of drinks over which we would tell stories about the Big Hunt while the polite bearded man who’d been controlling the creature put down his PlayStation 4 controller and slunk away in quiet defeat.”

This Could Be Good: Evolve ratchets up the tension between man and monster