They create worlds: Return to the Zone

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Way back in 2007, the Ukrainian video game developer GSC Game World released Stalker: Shadow of Chernobyl, a game that some would describe as a diamond in the rough, while others called it masochistic Eurojank. The first Stalker game, based on the Strugatsky brothers’ classic sci-fi novel Roadside Picnic and influenced by Andrei Tarkovsky’s loose film adaptation Stalker, was soon followed by Stalker: Clear Sky and Stalker: Call of Pripyat. All three games were janky and brutal, offering not conventional power fantasies so much as gruelling expeditions into the Chernobyl exclusion zone surrounding the power plant at the centre of the 1986 disaster. They weren’t fun games – but they were unique, atmospheric, and different from pretty much all shooters at the time.

GSC Game World’s games weren’t for everyone, but they found a community of fans. A sequel was announced, then cancelled, until, in 2018, Stalker 2 resurfaced. The game was scheduled for release in 2022 – a schedule that proved impossible to uphold when Russia invaded Ukraine on 24 February 2022. In spite of setbacks, Stalker 2: Heart of Chornobyl finally came out in November 2024. Two years later, I got around to returning to GSC’s new version of the Zone: from the Strugatskys’ region pockmarked by objects left behind by mysterious aliens, via Tarkovsky’s wet, verdant purgatory, to the surroundings of the Chernobyl Nuclear Power Plant, a region populated by warring factions and mutant creatures, and strewn with reality-bending artefacts.

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I’ll be in my trailer… watching trailers: So Long, Marjane

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

Two days ago, we learnt of the tragic death of Marjane Satrapi, French-Iranian writer and filmmaker, perhaps most famous for her graphic novel Persepolis and its later adaptation into a film, also by Satrapi. If you haven’t yet seen (or read) Persepolis, make sure to seek it out – it is a story that is timely not only because of its author’s untimely death.

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I’ll be in my trailer… watching trailers: In brightest day, in blackest night

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

How do you remember your teenage years? Matt remembers them being heavily pixelated – which gave him an ideal in into the time capsule that is Perfect Tides.

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They create worlds: Perfect Tides (2022)

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

What do you think of when you think of your teenage years? Do you think of hormones and crushes, of defying your parents and going to parties you shouldn’t have gone to? Do you think of crushing insecurity and emotions that could go from elation to depression within seconds, based on how someone did or didn’t look at you?

Quite honestly, when I think of my teenage years, the thing that perhaps comes to mind most is this: chunky square pixels.

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Six Damn Fine Degrees #286: The King’s Avatar

Welcome to Six Damn Fine Degrees. These instalments will be inspired by the idea of six degrees of separation in the loosest sense. The only rule: it connects – in some way – to the previous instalment. So come join us on our weekly foray into interconnectedness!

Oh boy, do I have opinions on actors and the right age to cast them. One of them being: You can’t fake age. An old actor, no matter how brilliant, can’t believably inhabit the role of a young man, or the other way round. The body doesn’t play along. It’s too stiff, or not stiff enough. The voice is too rough. The mind doesn’t play along. It’s too careful, or too reckless in how it launches the body forward to claim space. The really good actors who try, have a sort of uncanny valley effect on me, an unsettling nimbus of “not quite right”. This is what made Dorian Gray so compelling: he found a magical loophole to fake his own youth.

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A Damn Fine Espresso: April 2026

While we do post articles about video games occasionally, the medium is pretty much underserved by A Damn Fine Cup of Culture’s podcasts – but we are hoping to remedy this at least somewhat with this espresso podcast: our guest for April is Johanna Pirker, computer scientist and educator at Graz University of Technology and the Technical University of Munich. In 2025, Johanna published her book The Game is On (currently only available in German, but there are plans for an English translation – and a Thai version is in the works!), in which she talks about the revolutionary potential of video games. Join Matt as he talks to Johanna about her work, her book, and about video games, from Johanna’s earliest memories of playing Prince of Persia on her father’s PC to more recent developments in the medium and art form.

For more from Johanna, make sure to check out her website and YouTube channel. Also, we’ve previously written about two of the games Johanna brings up in the podcast: Journey and Dear Esther.

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They create worlds: Size matters, virtually

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Virtual Reality is one of those technologies that sound tremendously cool – on paper. No longer are you just looking at a 2D representation of whatever world a game creates: you can be fully immersed in a real world! Except it’s not that easy. For one thing, not everyone has the necessary space at their disposal, so you can actually walk around in the virtual world. For another, not a few people simply get nauseous in VR. And then there’s the challenge of tactility: not just seeing but feeling and touching whatever you’re interacting in the virtual world. There is a not inconsiderable gap between the idea of VR and the actual practice – a gap that can be reduced by means of clever game design, but this kind of design doesn’t necessarily lend itself to what people expect from VR gaming.

Ten years after the release of Oculus Rift, VR isn’t the runaway success that some breathless PR people predicted, and as a result, less and less money is being put into the development of VR experiences and games. If your audience is relatively small, you can’t really afford to develop VR fare that has the kind of AAA production values you get in normal video games. And this generally means that big games, with large worlds, the kind of thing you find regularly in non-VR gaming, are a rarity when it comes to Virtual Reality. A lot of games developed for the tech are much smaller in scope, somewhere in between an escape room and a theme park ride, and they are generally as on-rails as the latter. With a modest budget, you may still be able to put together a handful of interconnected rooms that are reasonably detailed and nice to look at; a whole world, though, is an entirely different matter.

A whole universe? Now you’re talking

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Six Damn Fine Degrees #272: Live, Die, Repeat

Welcome to Six Damn Fine Degrees. These instalments will be inspired by the idea of six degrees of separation in the loosest sense. The only rule: it connects – in some way – to the previous instalment. So come join us on our weekly foray into interconnectedness!

Time loop narratives are almost always power fantasies. Sure, there’s a comical element about them, but that’s part of the fantasy: the protagonists of time loop stories are caught in an existentialist Looney Tunes short, but whenever they step on a rake or have a bomb blow up in their faces, they go back to start with added knowledge: if they cut this wire instead of that one, if they push this button rather than pulling that lever, if they jump to the right two seconds after they hear the car horn, they’ll survive. And thus, step by step, they master their situation.

In that sense, time loop narratives are the kind of power fantasies that are typical for video games.

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Shortcuts: January 2026

Considering how much we watch, read, listen to and play in any given month, it’s almost a bit sad that we only write about a fraction of these. So, starting this month, we’re trying a new monthly format: on the last Wednesday of each month, we will release a few shortcuts: quick impressions of films, series, books, albums, games, or any other damn fine cups of culture that we’ve enjoyed this month, whether they are new or we only just got around to them now.

So, with no further ado, here are our first Shortcuts. Enjoy!

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