Killscreen

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Killscreen

Killscreen

@KillScreen

Intertextuality for interactive media. We cover the artists who keep coming back to play as their medium. Weekly newsletter ↓ https://t.co/CBz8GZd1Uu

Los Angeles, CA शामिल हुए Aralık 2009
1.5K फ़ॉलोइंग19.7K फ़ॉलोवर्स
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Killscreen
Killscreen@KillScreen·
We're documenting how interactivity is reshaping culture beyond gaming. From VR art installations to architectural play spaces, we explore where interactivity meets creativity. (Like Sahej Rahal's DMT!) Reply "NOTES" below for our curated insights + newsletter.
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Killscreen
Killscreen@KillScreen·
"Black holes are fundamentally about the wavelength of desire" might be the best description of quantum entanglement I've ever heard. Alice Bucknell made a game about it where you navigate by controller vibrations to find your antimatter half. It's physics as romance!
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Killscreen@KillScreen·
In Alice Bucknell's Nightcrawlers, the flower player moves as electromagnetic pulses through root networks. This is based on real plant biology—how plants communicate through their roots. The game that takes multi-species cooperation as seriously as a biology textbook.
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Killscreen@KillScreen·
The reason people get "controller anxiety" in galleries and museums—but not arcades—has nothing to do with skill level. It's because cultural institutions position games as precious objects to be observed, not systems to be broken. It's why love artists messing w multiplayer.
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Killscreen@KillScreen·
Full interview with Alice Bucknell on Killscreen. We talk about: why plants make good dance partners, how black holes are about desire, and what bats can teach us about echolocation as love language. killscreen.com/alice-bucknell…
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Killscreen@KillScreen·
Games have predicted the future of joy for 30 years: social networks, VR, button design, interactive TV. Maybe they're about to predict the future of how we think about partnership, cooperation, and what it means to navigate the dark together.
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Killscreen@KillScreen·
Everyone's been making games about competition for 50 years. Alice Bucknell made two games about love instead. One where you're a flower seducing a bat. One where you're antimatter searching for your other half in a black hole. Here's what happened: 🧵
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Killscreen@KillScreen·
Severance isn't trying to be solved. It's trying to be played. The severance procedure is an information system. Perfect information = Chess. Imperfect information = Poker. Severance is Poker for consciousness. Every character has cards they can't see. & we're playing too.
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Killscreen@KillScreen·
@b4bendetta Yeah interesting! Maybe I can get an answer for you someday.
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Matt B@b4bendetta·
@KillScreen The meta aspect, the outdoor exploration that reminds me of their outdoor retreat. The feeling that you can’t tell what’s real and what’s a simulation. Probably a lot of specifics I forgot. I wonder if we can get any clarity on the connection to the game from the creators.
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Killscreen
Killscreen@KillScreen·
Information is the measure of uncertainty in a situation—not the stuff you know, but the condition of not knowing. This changes how you watch Severance. The show's real currency isn't answers. It's controlled uncertainty.
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Killscreen@KillScreen·
What other shows are secretly using game design?
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Killscreen@KillScreen·
Every Severance character hides information from themselves. Innies don't know their outies. Outies don't know their innies. The show's entire architecture is built on information asymmetry. That's not mystery—that's game design.
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