I'm Drew Cook (aka kamineko or biting cat)! I make content about narrative games. Some bullet points:
making stuff ✨
talking about making stuff ✨
IF is for everyone, games are for everyone 💫
In terms of raw numbers, I think I might be best known for some of my game criticism, but I love making games more than anything. Click on for some links and stuff!
I'm the author of Repeat the Ending, an Inform 7 (parser) game that has gotten some nice reviews. It is a "critical edition" of a 1990s IF, so it includes footnotes, essays, and other memorabilia. You can learn more about it (and read some reviews) here:
Explore an all-new "critical edition" of a 1996 Inform 5 game about mental illness, magic, and the second law of thermodynamics. When D, a
I write game criticism and Inform 7 tutorials here:
a biting cat website
I write about 1980s parser games here, focusing on a publisher called "Infocom:"
Gold Machine : Literary readings of interactive texts.
I sometimes podcast about older games (link, but it's on other platforms, too).
Drew Cook (and sometimes cohost Callie Smith) discusses narrative games past and present with a humanities and craft writing emphasis.
You don't need a special invitation to send me an ask. Feel free to ask me anything, anytime! If you are new to IF, that's cool, everybody was new once. I still feel new, tbh.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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One of my A Mind Forever Voyaging pieces got mentioned in Critical Distance's "2023 in videogame blogging." Don't see a lot of text game writing out there in mainstream video game discourse. Feels good!
It probably doesn’t bear repeating that 2023 was a roller coaster of a year. The highs were very high, the lows were very low, and we spent
It has a Kierkegaard quote and everything, very classy.
In this final post about Steve Meretzky's A Mind Forever Voyaging, Gold Machine assesses the conclusion of that groundbreaking game.
Hi everybody. It's been a challenging few months, as my disability symptoms have really been acting up. The result is that I haven't been able to work on any of my projects, no matter how much I normally enjoy them.
But things are looking up! Here's the first podcast episode in 20 months, and more stuff is coming soon.
If it isn't showing up on your favorite platform, let me know and I'll get it added.
After nearly two years, host Drew Cook returns solo! This reboot episode lays out a framework for future discussions of Infocom's Trinity an
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Problems of urgency and seriousness in Trinity and A Mind Forever Voyaging
The bulk of the discussion is about Nelson's Craft of the Adventure, a foundational work of game design craft. It has broad application beyond parser works and is definitely worth a look!
This discussion is all building toward a future analysis of narrative friction in Brian Moriarty's Trinity.
Drew returns to discuss a foundational work of game design craft, Graham Nelson's The Craft of the Adventure (1995). This is part of a large
Hi, I'm Drew Cook. I'm probably best known for my long-form criticism of 1980s text adventure games by a company called Infocom. They made thirty-five games in total, and are probably best-known for the Zork trilogy of games. My interests as a critic are mostly cultural and historical. For instance, I choose to look at Zork through a post-colonial lens.
My work has been featured at Critical Distance many times, including their "2022 Year in Videogame Blogging" roundup.
When I stick to my posting schedule (every two weeks), I get around five hundred unique visitors a month. That's pretty large for such a niche topic. Reactions to the site have made me very happy. It's called Gold Machine. Come pay me a visit!
Gold Machine : Literary readings of interactive texts.
I have also collaborated with Callie Smith on a few podcast episodes about Infocom games. It's called Gold Microphone. Unfortunately, we haven't had time to update it in a long, long while. We still want to get back to it. Last time I checked, it was on all major podcasting platforms.
I also write parser interactive fiction. My first game, Repeat the Ending, is a work of speculative metafiction about grief, mental illness, and the second law of thermodynamics. I tried to resist the tendency of parser games to be about things, focusing instead on narrative, psychological portraiture, and lots and lots of paratext. In fact, one of its themes is concerned with the limitations of parser-based narratives. It's been well-received so far, and earned ribbons for Best in Show, Best Art, and Best Writing in Spring Thing 2023. You can check it out here (linked below) and read some nifty extras, including the source code. Note the "play online" button at top right, and don't forget to save your game!
Explore an all new, "critical edition" of a 1996 Inform 5 game about mental illness, magic, and the second law of thermodynamics. Features
Feel free to ask me anything about game criticism, RTE, or even my work in progress. Or something else, it's cool.
I'm considered disabled due to the severity and prognosis of my mental illness. I'm not going anywhere with that; I'm just saying.
If you enjoy any of my projects, including my recently started posts about Inform 7 for beginners, consider telling your friends about it/them, or even rating Repeat the Ending at IFDB if you felt it was worthwhile. I do all of this for free, and always will, so knowing people find value in my work is what motivates me.