
There’s a cool recent video game called Season in which you wander the rural landscape on a bicycle, taking pictures and, quite wonderfully, making audio field recordings — all in the shadow of a looming catastrophe. I have a full page review of it in the new issue of The Wire (June 2023: the one with a bright red cover that’s dedicated to The Fall).
I’ll post the full text in a month when the next issue comes out. Meanwhile, here’s the opening paragraph:
Have you ever paused in the middle of a video game simply to contemplate your virtual surroundings? Not paused as in hit the pause button — not turned off the game, just eased your urge to level up: to shoot or run or jump, or whatever adrenaline-raising action the game was engineered to impel you to accomplish. Now, what if a game was explicitly designed for you to take such a pause? What if paying attention to the world around you — to the world within the game, the world of the game — was the goal of the game? What if observing — looking, listening, recording — was itself the principal game mechanic?
. . .
Screen shot of a detail of the printed page:
