logo
#

Latest news with #puzzlegames

The Atlantic is making a big push into games
The Atlantic is making a big push into games

The Verge

time17-06-2025

  • Entertainment
  • The Verge

The Atlantic is making a big push into games

Daily puzzle games are seemingly everywhere right now, and starting today, you'll be able to add a new stop to your puzzle rotation: The Atlantic. The publication is launching a new hub for its growing game offerings, including already available games like Bracket City and Caleb's Inferno Crossword Puzzle, as well as some new puzzles. You'll be able to access the hub on both the web and in The Atlantic's app. Caleb Madison, The Atlantic's director of games, gave The Verge a demo of most of the games available in the hub ahead of today's launch: Bracket City, which The Atlantic licensed earlier this year, requires you to solve clues nested in brackets that eventually resolve into a fun fact about that day in history. Stacks, a new game, is kind of like Tetris meets Wordle, Madison says. You have a bank of words that you have to place in the correct order, on top of letters already on the board, to form other words. In Fluxis, another new game, you try to figure out words that build off the previous word and incorporate some kind of characteristic. Madison showed me an example of needing to build an adjective off the word 'checkerboard' — he went with 'arduous.' Caleb's Inferno Crossword Puzzle, which is already included in the monthly Atlantic magazine and available online, is last game Madison showed me. Caleb's crossword is a narrow rectangle instead of a square, but as you move farther down the puzzle, the clues get more difficult to solve. Madison doesn't necessarily see The Atlantic's games as replacing your visits to other daily puzzles. 'I think people have a pretty ravenous diet for new games, so I don't think coming to The Atlantic precludes any of these other amazing games that are at The New York Times or Apple News or LinkedIn,' Madison says. 'What I feel like The Atlantic has to offer that's different from those publications is a little bit more of a bespoken, artisanal aesthetic.' Madison also tries to bring an 'aesthetic narrative component' to games to help them feel 'immersive and special.' Bracket City, for example, has some city-themed elements sprinkled throughout, like the 'fan mail' email being mayor@ Like with The New York Times, some aspects of The Atlantic 's games will only be available if you're a paid subscriber. Bracket City and all of its archives are free. The full archives for Stacks, Fluxis, and The Atlantic 's daily mini crossword will be behind a paywall, however; nonsubscribers will only have access to the three most recent puzzles for those games. All of the Caleb's Inferno crossword puzzles are exclusive to subscribers. Madison says he has 'a lot of plans' for more games, including long-form games of some kind. 'I'm trying to make no assumptions as to what that would look like and just forge forward creatively to see what a more layered day-to-day experience would be like.' He didn't want to give anything specific away, but he says, 'I am excited to innovate in the game space and bring unique and authentic, long-form game experiences to The Atlantic users and to people online.'

How storytelling computer games is changing literature
How storytelling computer games is changing literature

RNZ News

time18-05-2025

  • Entertainment
  • RNZ News

How storytelling computer games is changing literature

media arts about 1 hour ago You find yourself adrift, far, far below the ocean's surface in an octagonal ball-shaped subversive submarine. Deep sea divers have come to your aid. They have a home base on the seafloor, but are fighting over whether to take you to their shadowy leader, called The Mind, or to the dangerous world of the surface. Time is ticking: the horror of the attention of a krake, a giant sea monster await those who dally. You have to try and get this bunch of divers to pull in the same direction. Sub-Verge is a tense narrative puzzle based computer game, which debuted at narrative video game festival LudoNarraCon this month. It's a game full of characters, dialogue and story twists. And its creator is Zach Dodson, who has even authored a prequel novella called Subtle Mind. An Associate Professor at Te Herenga Waka Victoria University of Wellington Dodson leads a newly launched Design & Visual Narrative programme bringing together students from film, music, theatre, and design. He also teaches the Writing for Games course in the School of Design and co-founded what is called the Visual Narrative Lab at Te Herenga Waka. With his teaching and his own independent game studio he aims to push the boundaries of narrative-driven games. That started with actual books. He wrote, designed and illustrated what he calls an 'illuminated novel' Bats of the Republic which in recognising as one of the books of 2015 The Washington Post called "a glorious demonstration of what old-fashioned paper can still do in the hands of a creative genius." Dodson is part of the drive in New Zealand for the development of innovation in game development, with funding received from New Zealand Film Commission and CODE NZ towards research into interactive dialogue systems. Kuu is a new moonbase based game that started as a book (Zach shows you through it here) and it was recently pitched to publishers at the Game Developers Conference in San Francisco as part of Representing Games, a group of eight Aotearoa New Zealand design studios funded by CODE NZ to generate business opportunities for the country.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store