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Edwin is also @EdwinEvansThirlwell@mastodon.online
@dirigiblebill
News editor . Previously etc. Recovering PhD. Vegan, he/him.
rockpapershotgun.comJoined March 2009

Edwin is also @EdwinEvansThirlwell@mastodon.online’s posts

A special one: I spoke to Red Candle about the making of Devotion, a brilliant Taiwanese horror game forced off sale after the discovery of a joke about China's president. Covers the game's gender portrayals, the storybook and TV sequences and much more.
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Scoring Dwarf Fortress is like treating a glacier as a convenient source of ice cubes, but here's a little review anyway of the new Steam edition - a downright hospitable creation with such eldritch new features as "full mouse control" and "tutorials"
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Decades ago in Baghdad following the Persian Gulf War, a self-taught programmer set out to make an Amiga adaptation of the Epic of Gilgamesh, the world's oldest surviving work of literature. I spoke to him about it for Eurogamer.
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I have a piece in edits that is about acts of protest within blockbuster online games. It needs more voices. If you've been involved with something like the below (especially if it concerns GTA and military shooters) I'd love to hear from you. DMs open.
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In my first for Fanbyte, I spoke to 10 developers from across the globe about how their games re-interpret the "natural world" and wrestle with its colonial-capitalist baggage. Huge thanks to and for their edits and suggestions.
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For Wired, I explored the curious subgenre of the nomad city-builder, looking at how these games meddle with SimCity's understanding of the city in response to ecological disaster. With thanks to , and
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OK! #Reviewjam 2023 is underway. The premise: create a videogame review that isn't quite a videogame review. Experiment freely with a well-worn critical form. The jam runs till 11.59pm UK on 31st Jan - I'll promote submissions in the replies to this tweet.
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For this month's Edge, I spoke to Iraqi game developers about portrayals of Iraq in games and the state of game development in Iraq. With huge thanks to , and the makers of the wonderful , an Amiga game created in Baghdad following the Gulf War.
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Unravelling @ArkaneStudios' stunning action thriller Deathloop, as the developer reinvents the wheel it spent two decades perfecting. E357 is on sale now: bit.ly/EDGE357
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According to the UN, to be a mum is essentially to pay society an invisible hand-out. Videogames often perpetuate this devaluing and disappearing of mothering work - I wrote and spoke to about one that challenges it, We Happy Few.
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I reviewed Sunless Skies and, predictably enough, thought it was rather brilliant - outer space as imagined by a Victorian naval officer turned occultist, with peerless writing and art. It harbours immensities, and plenty of tea.
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My Work Is Not Yet Done is a fascinating exploration of faith, divinity and personal crisis via the mechanisms and conventions of a wilderness survival game. I spoke to its creator - once an aspiring priest - about the project's origins and tensions.
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Absolver from is a game that lets you build your own martial art from around 200 beautifully animated punches, kicks and sword strikes. Three years after release, I went back to see just how many disciplines the game's community had invented.
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Very grateful to have been nommed for my and work alongside some wonderful pieces - Nicole Carpenter's comprehensive unionisation primer, Gabrielle de la Puente's essays on Sable, The Long Dark and disability, PMG's principled and approachable reporting
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Here are all the @NYVGCC @NYGameAwards Nominees for the Knickerbocker Award for Best Games Journalism! Congratulations! nygamecritics.com/2023/01/10/awa
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A forager, a botany professor and a programmer walk into an article about the consolations of videogame plantlife. My latest for the Guardian - hopefully a nice distraction from all the cyberpunking.
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Very pleased to have a piece of found text butchery in the new issue of Heterotopias - a curving meditation on the connections between slaughterhouses and videogame level design, facilitated by Amnesia: A Machine for Pigs.
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Long COVID Mode is a series of mods for Elden Ring, The Witcher and Minecraft that simulate long COVID symptoms to raise awareness. I spoke to about their creation, and the challenge of living with a condition that eludes easy definition.
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For & , I spoke to the unstoppable about how lonely it feels to be a creative, the democratisation and precarity of gamedev today, and the need for greater transparency and understanding between players, developers and press
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