
Keith Stuart
Video Games Correspondent at The Guardian
Author of Boy Made of Blocks, Frequency of Us, Love is a Curse. Video games correspondent for The Guardian. Not posting here anymore, rarely checking DMs
Articles
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4 days ago |
hccegalitarian.com | Keith Stuart
There was a time when certain shops would resemble nightclubs at about midnight: a long queue of excitable people, some of them perhaps too young to be out that late, discussing the excitement that awaits inside. The sight of throngs of gamers looking to get their hands on the latest hardware when the clock strikes 12 is growing increasingly rare.
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6 days ago |
theguardian.com | Keith Stuart
There was a time when certain shops would resemble nightclubs at about midnight: a long queue of excitable people, some of them perhaps too young to be out that late, discussing the excitement that awaits inside. The sight of throngs of gamers looking to get their hands on the latest hardware when the clock strikes 12 is growing increasingly rare.
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1 week ago |
theguardian.com | Keith Stuart
Last week, the Guardian spoke to the team behind Lili, a video game retelling of Macbeth, shown at the Cannes film festival. The headline quote from the piece was “Shakespeare would be writing for games today”, which I have heard many times, and does make a lot of sense.
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2 weeks ago |
ca.finance.yahoo.com | Christian Donlan |Keith Stuart
This year’s surprise hit Blue Prince is a proper video game wonder. It’s an architectural puzzler in which you explore a transforming mansion left to you by an eccentric relative. The place is filled with secrets, and whenever you reach a door you get to pick the room on the other side from a handful of options. The whole game is a rumination on houses and how we live in them. Nostalgic and melancholic, it feels designed to make us look harder at what surrounds us.
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2 weeks ago |
theguardian.com | Christian Donlan |Keith Stuart
Mount Holly, Blue PrinceThis year’s surprise hit Blue Prince is a proper video game wonder. It’s an architectural puzzler in which you explore a transforming mansion left to you by an eccentric relative. The place is filled with secrets, and whenever you reach a door you get to pick the room on the other side from a handful of options. The whole game is a rumination on houses and how we live in them. Nostalgic and melancholic, it feels designed to make us look harder at what surrounds us.
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