The Digital Miracle: Videogames Are Magic

As an elder statesman of gaming (I’m in my mid-40s), I believe that videogames are magic; they are a modern form of alchemy that combines narrative, art, music and agency into a singular experience that no other medium can replicate. Composer (and problematic Right Wing favourite) Richard Wagner called his works Gesamtkunstwerk as he thought of his operas in this way. For me, however, there is a profound power in the interactivity of videogames that I simply cannot find anywhere else. While a book describes a world to me and a movie shows me a world, a videogame asks me to exist within it.

The capacity to transform into someone else, and walk in their shoes, is perhaps the medium’s greatest miracle. I often feel trapped in the singular perspective of my own life, bound by my specific geography, history and body. Videogames break these chains and allow me to inhabit the skin of a grieving father, a wandering samurai, a mythical creature or a soldier in a forgotten war. This is not just passive observation but active participation- when the character struggles, my hands sweat, when they triumph, my heart races. This creates a bridge of empathy that connects me to experiences I would never otherwise understand, curing the empathy fatigue of the real world by recharging my ability to feel for others through a safe, structured environment.

Videogames also give me the ability to forget the state of the world - at least for a while. This is scientifically backed with the concept of the Flow; when a game engages me, and the challenge perfectly matches my skill, my brain enters a state of cognitive absorption. The noise of reality fades. The physical pain, the heartbreak, or the grief that occasionally hums in the background is temporarily silenced because my brain is fully focussed on the task at hand - it is a balm, smoothing over the jagged edges of my anxiety.

They do not let me escape forever and nor should they but the majesty of videogames lies in their ability to serve as a way station. When the weight of the world threatens to overwhelm me, a game offers a place to set that burden down for an hour or so. It is a momentary suspension of gravity, a pause button for my soul. I return to the real world not just distracted, but restored. I bring back a piece of that digital bravery, that puzzle-solving resilience, and that quiet peace.

The Japanese concept of "Kando" is all about experiencing emotions and feelings of euphoria and some games have taken me there to a higher plane, usually it's been Cave bullet hell games or synaesthesia-themed games like Tetris Effect or Rez Infinite.

Life often feels chaotic, unfair, and devoid of clear rules. Existential dread creeps in when I feel I have no control over my destiny and, for those who have the Black Dog of depression over their shoulder, videogames offer a miraculous counter-balance: Order.

In a game, problems have solutions. If I try hard enough, learn the patterns, and apply my skills, I will overcome the obstacle. This loop of effort and reward provides a sense of agency that the real world often denies me. It reminds my subconscious mind that I am capable, that I can affect change, and that I can survive.

To play is not merely to waste time; it is to engage with a miracle of human creativity that offers solace to the wounded. It is a magic spell cast in code, offering me a chance to be more than I am, so I can face who I must be. With that said, I'm off to explore the platforming challenge of Bubble Bobble.

DoDonPachi Resurrection- Videogames As Art

My initial encounter with the arcade world happened when I was just 6 years old. It took place in the cozy confines of my local video shop which housed iconic games like Pacman and Space Invaders . These captivated my young mind but I found myself drawn to the allure of shoot 'em up games, with their pulse-pounding action and excitement. I vividly remember my fascination with the compact, sit-down cocktail cabinet Space Invaders game.

They've always held a special place in my heart as once the enemy patterns are learnt and memorised you can look like a boss completing a game. I have a vivid memory of playing R-Type at Heathrow Airport and getting to level 3, that huge base ship. I bought the game on the Amstrad CPC 464 and felt like a bad-ass as my little ship  took down a warship that was bigger than a screen, in fact it was a whole level in and of itself. Over the years I bought R-Type again on the Master System and then progressed to the Megadrive where I continued my love of shoot 'em ups with the Thunder Force series.

However, with time, bullet hell games took over. I liked them as I felt zen when I played them but they were not the same as the shoot 'em ups I grew up with. Bullet hell games made their way West in larger numbers during the reign of the Xbox 360 Live Arcade and included games like Deathsmile and Akai Katana (both of which I owned and still have). They have a place in my heart but, according to aficionados of the genre, they were stagnant compared to Dodonpachi and Ikaruga, the true exciting innovators of bullet hell. Luckily, I was able to buy Ikaruga on the Switch and recently purchased DoDonPachi Resurrection. It is a brilliant game and rock hard are Cave shooters usually are. Anyways, here are screenshots of my playthough.

Bullet Heaven- Shoot 'em Up Games

I picked up the latest issue of Retro Gamer and was excited to see that as well as featuring awesome art by Oliver Fray (who I have really like)  it had an article on shoot 'em ups. Whilst reading the article and munching on old skool treats I got to thinking about the genre. My first experience at the arcade was when I was 6 and it was at my local video store, there was Pacman and Space Invaders. I suppose that was my first intro to shoot 'em up games, that little sit down cocktail cabinet.

Retro Gamer and retro sweets, a winning combination.

They've always held a special place in my heart as once the enemy patterns are learnt and memorised you can look like a boss completing a game. I have a vivid memory of playing Rtype at Heathrow airport and getting to level 3, that huge base ship. I bought the game on the Amstrad CPC 464 and felt like a bad-ass as my little ship  took down a warship that was bigger than a screen, in fact it was a whole level in and of itself. Over the years I bought RType again on the Master System and then progressed to the Megadrive where I continued my love of shoot 'em ups.
Unfortunately over the last few years bullet hell games have taken over, I like them as I feel Zen when I play them but they are not the same as shoot 'em ups. Bullet hell games, especially the ones that have made their way West in the last few years on console including Deathsmile and Akai Katana have a place but they do feel stagnant compared to Dodonpachi and Ikaruga, the true exciting innovators of bullet hell. But generally bullet hell games have a different feel and mechanics.

So here these are some of my favourite shoot 'em ups, there are no SNES shoot 'em ups as I only had a Master System and Megadrive growing up and only got a SNES later in life. I'm playing some of the SNES shoot 'em ups now so this list will be updated later.

RType

Fantasy Zone

Ranger X

Thunderforce III

Thunderforce IV

Zero Wing