Emily Flynn-Jones Takes Us Back to the ’90s with CURSES
Content Warnings for Mentions of Death of a Parent, Suggestions of Self-Harm, and Abuse
There’s been a recent uptick in‘90s nostalgia and it’s pretty obvious why. What goes around comes around, it’s been 30 years, etc. But what I’ve found particularly interesting in recent years is how ‘90s nostalgia in games often manifests in merely superficial ways. The ‘80s and ‘90s brought about some of the most memorable gaming experiences, both on PC and consoles, and it’s understandable that people would like to revisit those classic gameplay moments (that’s why Metroid-style games continue to perpetuate, afterall). But there’s an inevitable (pun maybe intended) flattening effect in my opinion, when we fixate on things like the pixel count of sprites and similar gameplay loops from specific eras. We don’t often want to create games that portray not just the aesthetics of an era, but the zeitgeist of that era. Arguably, this fixation on recreating the same nostalgic experiences over and over is what partially fuels the industry’s current problem of recreating the same open-world experiences and how Elden Ring threw all those copy-paste experiences into stark relief. But that’s a whole other discussion in itself.
All the above has been rattling about in my head and more after speaking with Emily Flynn-Jones, KillJoy Games’ head as well as writer and designer of CURSES, a story driven game releasing on August 26. CURSES is an Ubisoft Indie Series 2021 Special Prize-winning title that focuses on dealing with difficult feelings as a teen witch known only as Girl, who’s growing up in the early ‘90s in an abusive household where she’s also mourning the death of her mother. The game focuses primarily on a point-and-click experience, not just for accessibility (although that is a major goal for the studio), but to invoke a LucasArts-type PC game sensibility that Emily would’ve been playing as a teen. Additionally, all the game’s choices are colored by a mix and match system of five feelings (despair, rage, determination, uncertainty and vengefulness) attached to various magic rituals like anthropomancy or tarot card reading using Girl’s personally-designed cards featuring her favorite pop culture heroes and loved ones.

Killjoy has put a lot of loving research and care into making Girl’s dark and gritty ‘90s have an authentic feel, emphasizing the isolation of the early internet era, the political moments most relevant to Girl such as riot grrrl and D.I.Y. zine culture, and the materiality of media (VHS tapes and mixtapes with personalized art labels). Their TikTok page highlights many of the alternative media properties and figures that inspired the game’s atmosphere and Girl’s personality and interests. The team even created a glossary of ‘90s slang and language that they curated for Girl and her sassy Familiar cat’s dialogue with one another.
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