RE:BIND

Browsing category: Overviews

(Content Warning: Parents, Familial Relationships)

Bookstores are a special kind of consumptive hell, their walls insulated with the drab unending detritus of bygone publishing trends. Countless tomes wash up upon the shelves where Graphic Designers trade in their enthusiasm for cynical cash-ins to survive, their work adorning the latest innovations in shallow pop-philosophy, tacky comic books disguised as ‘novels’, and ahistorical biographies that skip over all the messy bits. Yet here you are, still browsing them in an endless mobius strip of indecisiveness, stuck wandering between the trite poetry and the robust offerings of wizard fan fiction, trying to find something compelling for dear old dad.

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Jazz TimeBy Keavon Chambers, Conor Walsh, Gabriella Santiago, Joe DeLuca, Yu Park, Nathan Ybanez

The Great Engine has ground to a halt, parts are missing, smoke is everywhere! Is that guy’s hair on fire??? The inner workings are so incomprehensible, it’ll take years of expert analysis to figure out how to fix all of this. Panic! Fish! Despair!

Well, the economy aside, there is some good news: your time machine is broken, and that’s waaaay easier to understand how to fix.

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Night Of The ConsumersBy Germfood

Sitting in your car, you take a deep breath in a vain attempt to mellow your nervous tics and anxiety. You’ve been showing up increasingly earlier to your store over the past month, you lie to yourself that you’re just playing it safe to avoid rush hour traffic, but deep down you realize it’s become harder and harder to work up the nerve to walk through those doors.

Sitting there in a moment of numb serenity as the clock ticks closer to the top of the hour, you shut off the engine, the radio cutting out after half a second. As soon as the cold silence of the car interior hits, your stomach drops and the anxiety comes flooding in: Time to start your shift.

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Hail Eris.
(FAITH, by Airdorf)

[Content Warning: Discussions of death, murder, trans/queerphobia, exorcisms, religious and familial abandonment, and teenage pregnancy.]

Disclaimer: Mx Medea was apprenticed under a pastor in the protestant church for several years.

As I walk through the valley of the shadow of death…

There is a monster here, although not the one charging at me from the treeline, nor the one hovering towards me with supposedly murderous intent, instead the monster is more austere, more insidious, more indignant. This demon wears a clerical collar, waves aloft a crucifix, and is absolutely convicted that what he is doing is not only acceptable, but the will of a completely just and loving God. Today, his God says to kill.

FAITH, by Airdorf, is a retro-styled game that leans heavily upon Exorcist horror tropes that compliment the simple style quite well by framing the expected archetypes clearly within the mind of the player by evoking already established characters. It’s a well-made horror game that stays true to its roots and will definitely make you more afraid of a white pixel-monster charging towards you than any game since Ski Free.

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An incessant churning strikes the ears, a hidden note obscured from your senses as you pass a metal hatch cold to the touch. Vivid, unspeakable colours flood through your retinas into the cones of your eyes, refracting a garish disco of bygone excess and artificial hostility manifested in defiance of any natural order.

You, adventurer, for better or worse, are now in a place far beyond your comprehension.

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A porcelain doll staggers up from a menacing crouch over something ambiguously corpselike, two blackened holes where eyes normally are meet your gaze as you aim down the sights of a police issue pistol. It’s hard to distinguish the cacophonous shattering of ceramic from the sudden crack of a .32 ACP round discharging from the chamber, the shell casing hitting the floor blending seamlessly with the clattering of shards against hard wood.

Golden gears glisten in the gaslight, catching your eye as you return to your senses. It’s not like you’ve never seen action in the line of duty before, but the tight confines of the study and the horrendous acoustics seemingly unravel your nerve, leaving you more disoriented than ever. After coming to terms with the fact that this house is inhabited by malevolent clockwork automata, you begin to formulate a plan to escape not only the confines of this porcelain hell, but also this ridiculous outfit.

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‘The Last Day’ (Demo) – by Studio Kiku

Guy Debord argued in his 1967 work, La société du spectacle, that modern culture was subject to an ongoing impoverishment of authenticity, a controlled demolition of the boundaries that distinguish past and present in favor of the all-encompassing spectacle.

The Last Day is a dutiful exploratory adventure piece that illustrates this concept succinctly, presenting us with an experience that drives to the heart of how the bleak erasure of divisions between the personal and professional, even having lost within ourselves any sense of ownership over our private time, has affected us on a deeply scarring level. Through the sacrifice of unpaid labor and personal time upon the altar of The Commute, we cede our agency to uncaring concrete gods in hopes they will grant our meek wishes for modest fortunes in return.

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[Image by MOYA Horror]

Disclaimer: Catherine Brinegar is a contributor to the Haunted PS1 Demo Disk, with a game in the collection.

The demo disk. A forgotten byproduct of a simpler era where consoles lacked one distinct feature we now take for granted; namely, internet connections. Magazines were the marketing avenue de jour for promoting upcoming releases, and what better way to instil hype for these games than collecting them into a little disk of demos packed in the magazine? A revolutionary way to boost subscriptions and games sales all in one tidy package

As we moved into the modern era of consoles that could always be online, demo disks became unnecessary since the demo could just be downloaded. Online journalism slowly killed the gaming magazines of the day, further paving the way for utilizing the internet as the means of distributing information. Demos too have slowly fizzled away, as games become far more complex and intricate than a demo could reasonably convey.

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Driving games have a sort of uncategorizable mystique, which has over the years come in myriad flavors. Something about the experience of driving, or perhaps its situational surrounds, serves as a passage ritual, representing a journey not merely through space but also through the psyche.

The Interlude, on the other hand, self-identifies as an anti-thriller and is all about the space between those dramatic highs and lows found elsewhere, it is the eye through which we needle our narrative thread.

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Red Desert Render‘ – by Ian MacLarty

The American West is not exactly a unique landscape given the ubiquity of Eurowesterns like Western All’Italiana or Osterns, which were Soviet produced films imbued with alternative underlying political subtext to counter capitalism’s individualistic narratives.

Yet despite the inexplicable fixation the global imagination has for of the genre’s impact on our culture having redefined our perspective of Cinema endures to a point of spilling over into video games long past parody.

Enter Red Desert Render.

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