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Phoenix Simms on Muck Rack

Phoenix Simms

(She/They)
Canada, New Brunswick
Covers:  Games, game narrative, indie games, game culture, digital humanities, visual culture, decolonialism, intersectional feminism, tabletop games
Doesn't Cover: NFTs and blockchain
Game critic & cryptid (she/they). Interlinked @Unwinnable Contributor @PasteGames. Co Editor of TIER. Biz: phoenix.simms@gmail.com banner @linaw_u, avi Elliot

Phoenix Simms’s Journalist Portfolio

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Canary in the Charcoal Mine: Early Impressions of A Line Held Tight - Unwinnable

Canary in the Charcoal Mine: Early Impressions of A Line Held Tight - Unwinnable

Unwinnable — There's an aesthetic emphasis on hand-wrought analog work in Humble Grove's A Line Held Tight. I mulled on this while playing their early build of the game.

The Shadow Pricing of Forget-Me-Not

The Shadow Pricing of Forget-Me-Not

tier-review.com — How meaningless are the products or services you cultivate in satirical clicker games, in comparison to irreplaceable things like a livable environment?

Paranormacrisis - Unwinnable

Paranormacrisis - Unwinnable

Unwinnable — "It feels as if all the information in the world gets passed through that little black box." - What can we learn of how people from different eras experience permacrisis from Paranormacrisis: The Seven Mysteries of Honjo?

Prismatic Sound - Unwinnable

Prismatic Sound - Unwinnable

Unwinnable — Art in a globalized world is about coexistence and the collective effort making meaning. What does that mean for composers like Final Fantasy series' Nobuo Uematsu?

Home is a Multiverse - An Interview with Sonya Mwambu and Nada El-Omari about +1-home

Home is a Multiverse - An Interview with Sonya Mwambu and Nada El-Omari about +1-home

tier-review.com — Phoenix interviews the artist duo working on the ongoing project +1-home, a multimedia art installation that shows how the concept of home is multifarious and based in kinship across time and space.

The Keen Edge of Legacy: An Interview with tonia laird - Unwinnable

The Keen Edge of Legacy: An Interview with tonia laird - Unwinnable

Unwinnable — "In all of her work there's a deep sense of care and respect for how people, both individually and collectively, are impacted by society's systems of power." An interview with debut Michif author tonia laird about decolonialism, reconnecting with your heritage, and how multimedia storytelling can impact your prose writing.

Home is not an Enclosure - A Reflection

Home is not an Enclosure - A Reflection

tier-review.com — The polluted island setting of 24 Killers is an effective microcosm for what the interrelationship of home and community could be like. The driver for this speculation is the game's absurdism.

Where is the Weird? - Unwinnable

Where is the Weird? - Unwinnable

Unwinnable — I miss AA and AAA being unabashedly bizarro in their design, whether they're story-driven or not. A state of play and by extension my column. Moving forward, I'm focusing on more indie projects.

Fragile Traditions

Fragile Traditions

Unwinnable — So, I replayed Silent Hill: Homecoming for the first time since it came out when I was in high school. A lot of the themes of church and state, hypermasculinity, and mental health surprisingly held up. But this also struck me as rather chilling in the sense of "the more things change, the more they stay the same". Regardless of your reception of this underdog title in the series, it's worth a revisit just to see how unfortunately relevant the intergenerational trauma is in its representation. Scarlet, the giant haunted doll boss, has one of the most intense sequences in the game regarding this aspect of SH:H's storytelling.

Negative Spatial Awareness

Negative Spatial Awareness

Unwinnable — I wrote here about different design aspects of Blue Prince we found evocative. For me, it was the references to surrealist childhood books like The Mystery of Harris Burdick and parallels to Agatha Christie's disappearance.

IF's Retrofuturist Roots

IF's Retrofuturist Roots

tier-review.com — Amping up retro technological friction encourages the player to decipher an IF game's interface as if it is an alien device with its own "emotional language".

A Conversation with Nathalie Lawhead

A Conversation with Nathalie Lawhead

tier-review.com — Nathalie Lawhead joined us on Zoom to talk about their work, interactive fiction, internet subcultures, social media and lots more.

Co-Opting Co-Op

Co-Opting Co-Op

Unwinnable — My latest for Unwinnable, musing about the concepts of cosiness, wholesomeness, and how these terms are becoming more rigid and narrow in gameplay and design thinking. There are many ways to envision cosy atmosphere and care in games, there are titles doing this. I also discuss how Tales of the Shire is an example of marketing goals taking precedence not just over the game's representation of cosiness, but as other games media professionals have noted, was the driver for crunch culture at Wētā Workshop's studio. If care doesn't happen at the development level and its philosophy for designing play, how can we expect the end product to genuinely reflect a caring and wholesome experience?

Selective Attention

Selective Attention

Unwinnable — Back on my voice over labour rights and gen-AI grind. Ever since researching for the piece I wrote for Container Magazine, "The Continued Devaluation of Voice-Over", I continue to periodically keep abreast of how the cult of gen-AI and toxic social media culture intersect. This piece below covers a few incidents about these topics and at its core is about how vital honing our emotional intelligence and critical thinking skills, especially with regards to media literacy, is.

Killing Interactive Art...and Loving It!

Killing Interactive Art...and Loving It!

tier-review.com — At its core, AOTK has an anti-establishment philosophy, much like the avant garde. Especially with its penchant for remixing, and therefore subverting, bourgeois expectations of art objects and texts.

Designing for Land and Body

Designing for Land and Body

Unwinnable — How do you design a truly solarpunk game? Kara Stone knows the way. Known Mysteries is the first solar-powered streaming game project of Solar Server games and a narrative game in the current paradigm of eco-conscious and decolonial CanLit.

An Interview With SEQUENCEBREAK// Curator Nilson Carroll

An Interview With SEQUENCEBREAK// Curator Nilson Carroll

tier-review.com — Grace and I discuss curating an exhibit focused on artists' games and how terminology does a lot for both planning, pitching, and designing such an exhibit.

Nostalgia² - Unwinnable

Nostalgia² - Unwinnable

Unwinnable — There's a curious folding of time and space, or at least our personal perception of time and space when it comes to ludic memory.

Consigning Meaning to the Void

Consigning Meaning to the Void

www.tier-review.com — Lovely Lady RPG's strongest narrative exists in the concept of the void, but the game's self-aware tone often sells itself short.

Rhythm of Stillness - Unwinnable

Rhythm of Stillness - Unwinnable

Unwinnable — There's a poetic quality to having deliberate pauses within a game world.

Status Ailment Era - Unwinnable

Status Ailment Era - Unwinnable

Unwinnable — Do status ailments and their treatments in games perpetuate toxic mythology about diseases and disabilities?

Genre-Queer

Genre-Queer

ghost.io — Heisei Pistol Show is a time capsule of a game. One that intersects with the Menhera community's philosophy of vent art and is a case-in-point that games were always queer and avant-garde.

The Poetics of Endurance

The Poetics of Endurance

ghost.io — OVERWHELM is less about punishment and more about vindication. Vindication that sometimes even perseverance, that vanguard of individualist hope in particular, will fail.

Out of Reach, Out of Mind - Unwinnable

Out of Reach, Out of Mind - Unwinnable

Unwinnable — When you strictly define games as a commercial product you devalue the prominent place games and their rhetoric now have in our current zeitgeist.
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