Never Alone: Video Games as Interactive Design
5 stars
An excellent art book with a fresh perspective on the games we play

Art books about video games tend to be authored by collectors and enthusiasts, often lacking a critical outside perspective. Never Alone: Video Games as Interactive Design accompanies an exhibition at the New York Museum of Modern Art of the same name.

In the book, the organizers of the exhibition explain why they selected the specific titles they did. Richly illustrated with screenshots and printed on glossy black coated paper, each featured work is given space to look its best in a static format.

The book is divided into three sections, The Input, The Designer, and The Player, which loosely serves as a way to offer a different focus when discussing each title.

For example, the book explains how sandbox games like Minecraft and SimCity come to life through player actions and emergent behaviors in ways their designers could never have predicted.


The books makes good use of space to immerse the reader in each title’s visuals. Depicted here is “Monument Valley”, a gorgeous mobile game. (Credit: Ustwo Games (Monument Valley) / MoMa. Fair use.)

Occasionally, the book offers a perspective on how games can perpetuate real world biases, as in the ridiculous cast of characters that comprise Street Fighter II, based on national and ethnic stereotypes (the “Yoga Master” Dhalsim was literally named after an Indian restaurant; his name translates to “lentils and beans”).

Among the 35 games are classics from video game history (Space Invaders, Tetris) and lesser known titles that have explored new possibilities of the medium (the Memento Mori mini-game Passage, the minimalist rhythm game Vib-Ribbon).

It’s a fine selection, and the only fault I can find with the book is that it’s a bit short (just under 140 pages) and a bit expensive (the official sales price is just under $40 as of this writing). With those caveats in mind, I would recommend it to anyone who appreciates the art and design of games.

Full list of titles featured in the book
  1. Pong (and its Magnavox Odyssey precursor)

  2. Space Invaders

  3. Asteroids

  4. Pac-Man

  5. NetHack

  6. Tetris

  7. Snake

  8. Katamari Damacy

  9. Canabalt

  10. Monument Valley

  11. Tempest

  12. Yars’ Revenge

  13. Another World

  14. Myst

  15. Portal

  16. Dwarf Fortress

  17. Passage

  18. fl0w

  19. Flower

  20. Journey

  21. Papers, Please

  22. Never Alone

  23. This War of Mine

  24. Inside

  25. Everything is Going to Be OK

  26. Getting Over It with Bennett Foddy

  27. Return of the Obra Dinn

  28. Street Fighter II

  29. SimCity 2000

  30. The Sims

  31. Vib-Ribbon

  32. Eve Online

  33. Minecraft

  34. Biophilia

  35. The Stanley Parable


4 stars
A reflection on choice and circumstance

In British author Ian McEwan’s 2016 novel Nutshell, the protagonist is a precocious fetus, who shares his observations about the drama unfolding outside the womb and ruminates about the human condition. The conceit sometimes serves a stand-in for the author to hold forth about subjects dear to his heart.

McEwan’s latest work, Lessons, takes the more honest approach of blending fiction and autobiography. The main character, Roland Baines, is the author’s alter ego, with a point of departure in his teenage years that leads to a quite different life.

The road not traveled

McEwan was born in 1948; his father rose to the rank of Major in the British military after World War II, and young Ian spent parts of childhood in Libya, Singapore and Germany. He has described his father as a “hard-drinking man, quite terrifying”.

In Lessons, he processes these experiences by describing childhood episodes in Roland’s life, focusing on moments in Tripoli that give Roland a hunger for the elusive and the extraordinary.

After Roland is shipped to boarding school back in England, an encounter with a piano teacher (not based on any actual person) pushes him down a road the author never traveled.

As a young man, Roland becomes a drifter, avoiding career and family until the 1980s. Then he falls in love with Alissa, whose life is similarly unmoored, and who harbors dreams of becoming a novelist. Soon enough, Alissa gives birth to their son, Lawrence. A child might anchor them both—but Alissa decides that she has other plans.

Unfolding history

In McEwan’s narrative, we jump back and forth in time—to the 1950s, the 1980s, the 1940s—only to eventually find ourselves in the present day, when Baines tries to make sense of his untidy life story. Historical events like the White Rose resistance against the Nazis, the Chernobyl disaster and the fall of the Berlin Wall provide a momentous backdrop to the much smaller scale events at the heart of the story.

This is a story that rejects the notion that narratives must offer closure. It encourages the reader to reflect on the past and future points of departure in their own lives. It is also metafiction, in which Alissa’s decision to “raid her past” in order to craft her own novels is contrasted with McEwan’s choice to do the same.

I often find myself frustrated when authors jump between timelines, or nest flashbacks within flashbacks. McEwan manages to bridge the decades without leaving the reader bewildered or lost. That’s in large part thanks to his mastery in setting a scene and bringing characters to life. Opening a random page, here is a description of Alissa’s father:

Heinrich’s manner and convictions were remote from Roland’s but he warmed to the older man, who wore a tie at all times and sat stiffly upright in even the softest chairs. He was an active member of the Christian Democratic Union, a lay reader in the local church and had given his life to the law as it impacted on the lives of farmers in the surrounding countryside. He approved strongly of Ronald Reagan and believed that Germany needed a figure like Mrs. Thatcher. And yet he thought rock and roll was good for what he grandly called the “general project of happiness".” He didn’t mind men with long hair or hippies so long as they caused no harm to others, and he thought that homosexual men and women should be left in peace to live their lives as they wished.

In a recent interview, McEwan described his approach to writing the book. For key events in Roland’s life, McEwan intentionally avoided thinking about what Roland would do, until the time finally came to write it. When Roland rings the doorbell to his piano teacher’s home later in life, the author rings it with him. Perhaps it’s this approach that makes Lessons feel lifelike, both engrossing and anticlimactic.

The Verdict

Roland Baines appears to share McEwan’s liberal politics, leading Jacobin to call Lessons “a centrist agitprop novel”. In truth, Roland’s views of the world are too disjointed and incoherent to turn him into an effective advocate for any particular political position.

With Lessons, the aging author has written a kind of secular, intergenerational homily, which readers may find bland, edifying, or—in my case—both. The lessons the book conveys most successfully are between the lines, in the highs and lows of Roland’s life.

I found the book more engaging than Nutshell and Machines Like Me, but it lacks the dramatic payoff of McEwan’s finest work (Atonement). If you have enjoyed any of the author’s other works, I would definitely recommend it.


3 stars
A trip back home that doesn't quite deliver

The protagonist holds a stressful job in the big city. Circumstances lead them to an extended stay in their old hometown. They rekindle old relationships, form new ones, and ultimately have to make a big decision.

It’s a trope all too familiar from film and television, but less common in video games. Lake, released by Dutch indie studio Gamious in 2021, embraces the premise wholeheartedly.

Holiday job

The year is 1986. You play as Meredith, a 44-year-old programmer who spends her holiday in her old hometown of Providence Oaks, Oregon. It’s not much of a vacation, though! For two weeks, you fill in for your dad at the local post office, delivering letters and packages to members of the small lakeside community. Meanwhile, your parents are on an actual vacation in Florida.

The core mechanic of the game is to drive the Post Office truck, put letters in mailboxes, and deliver packages to homes and businesses. Occasionally, this offers opportunities for interaction with the town’s residents. These interactions are used to advance a slice-of-life narrative.

There’s no larger plot to uncover here, but you can get involved in small town drama. A lumberjack is protesting plans for real estate development; a young couple is on the run from the law; a small video rental store is fighting for its survival. Many of the characters are one-note stereotypes, but it’s still fun to talk to them.

Trucking along

These interaction opportunities are only delivered in small morsels. You spend a lot of your time just driving around and delivering mail without talking to anyone. (Occasionally, Meredith will issue a bit of monologue when putting a letter into a mailbox, like “Here’s your mail”.)

The local radio station helps break the monotony, until you notice that the same handful of songs keep repeating, at which point you’ll want to turn the radio off to keep your sanity.


Meredith is driving her truck around the lake. Get used to the view, because you’ll be seeing it a lot. (Credit: Gamious. Fair use.)

When outside the truck, Meredith can walk slowly or … walk slowly. In theory, you can accelerate her walking speed, but the increase is almost imperceptible.

Lake, then, is a game best played when you want to let your mind wander. The town is pretty to look at, and there are some nice details, like a fox or a deer crossing the road, or changes in the weather.

Uncanny hometown

Overall, however, the game’s reach exceeds its grasp. There’s a reason most “walking simulators” stick to just that: walking. The driving mechanic is awkward and immersion-breaking—you can drive your truck into anything or anyone without as much as a honk or a frown.

On my system, which plays far more demanding games without issues, the game’s frame rate dropped from time to time, and the audio sometimes fell out of sync. There were also occasional visual glitches: cars floating in the air, people disappearing, lights flashing or flickering. Close-ups on characters are straight from the uncanny valley, with dead stares and robotic lip movement.

The game has three different endings; to its credit, you can pursue a male or female love interest. It doesn’t really broach the issue of small town homophobia in a meaningful way, and I was disappointed in the limited choices it ultimately offered for Meredith’s future.

The Verdict

All in all, I cannot recommend Lake: the mail delivery mechanic is too tedious, the technical problems are too numerous, and the story is too underdeveloped. Indie games like Firewatch and have demonstrated that it’s possible to deliver technically excellent narrative experiences with a small team—Lake never reaches that high bar. That said, many folks have found enjoyment in the game, and if you’re really looking for that small town vibe, you may want to check it out.