As the year moves toward the winter solstice, this episode of Gaming the System explores how light and darkness function as both technical tools and emotional languages in games. Jem, Alex and Matt reflect on how lighting shapes atmosphere, tension and meaning, and how the darker months influence how we play.
Games including Alan Wake 2, Little Nightmares 3, Abzu, Clair Obscur: Expedition 33, GRIS, Concrete Genie, and, of course, Tomb Raider are discussed as examples of games where light and darkness are central to storytelling.
The episode also unpacks metaphor and subversion: darkness as rest rather than evil, light as exposure rather than safety, and how stealth, shadows and day/night cycles impact game play. From survival games where night radically alters play, to titles that use colour, seasons and weather to evoke emotional responses, the conversation highlights how games mirror our need for contrast, pause and recalibration.
A reflective, quietly festive episode that sits in the space between endings and beginnings.
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