GameFeel

Shivers in the Syntax: The Horror of Words


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My name is Graham Walker. I am a professional psychotherapist and lover of all things video game. GameFeel is the podcast that explores what gaming and therapy can teach us about playing better and living better.

In this second episode of series one of Game Feel, we explore how more text-based games like Citizen Sleeper and Disco Elysium still evoke powerful emotional responses like fear, but without high-fidelity graphics or voice acting. Through the lens of psychotherapy, we examine how the brain treats imagined scenes as real, and how fear, immersion, and even physical responses like salivation can be triggered by nothing morethan words. Featuring thought experiments, game design reflections, and a deep dive into a Sleeper’s existential dread, this episode asks: how can we imagine fear into existence and then back out of it?

Video Games discussed:

Citizen Sleeper & Citizen Sleeper 2: Starward Vector(2022; 2025, Developed by Jump Over the Age)

Disco Elysium (1993, Developed by ZAUM)

Lorelei and the Laser Eyes (2024, Developed by Simogo)

Music Credits:

‘Suncatchers’, ‘Blade in the Dark’, ‘Blink’, ‘Another Cycle’by Amos Roddy (from Citizen Sleeper 2: Starward Vector, Developed by Jump Over the Age)

Available at: Citizen Sleeper 2: Starward Vector (Original Soundtrack) | Amos Roddy

‘Tiger King’ and ‘Detective Arriving on the Scene’ by SeaPower (from ‘Disco Elysium’, Developed by ZAUM)

Available at: Spotify

‘Fungal Wastes’ by Christopher Larkin (from ‘Hollow Knight’, Developed by Team Cherry)

Available at: Hollow Knight (Original Soundtrack) | Christopher Larkin

Titles by Linnea Olsson, Daniel Olsén (from ‘Lorelei and the Laser Eyes’, Developed by Simogo)

Available at: Spotify

‘Forest Interlude’ by David Wise (from ‘Donkey Kong Country 2’, Developed by Rare)

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