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| title = Islands: Non-Places
| developer = Carl Burton
| platforms = {{ubl|[[
| genre = [[Art game]]
| released = November 17, 2016
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== Gameplay ==
[[File:Islands Non Places palm tree escalator.gif|left|thumb|In this excerpt from one of the game's vignettes, a procession of palm trees ascends an escalator toward a landing. The lights on the landing indicate an opportunity for the player to interact with the scene.]]
''Islands: Non-Places'' consists of a series of ten anonymous, abstract [[Diorama|dioramas]] which appear mundane at first.<ref name=":
The
The gameplay is extremely [[Minimalism (visual arts)|minimalist]]: the [[Virtual camera system|camera]] can be rotated around the scene in a fixed circle, but the player cannot move within it. The only means of interaction is clicking on the environment to prompt the next step of the scene to unfold.<ref name=":22" /><ref name=":52" /> Interactive areas are usually, but not always, noticeably lit up.<ref name=":62" /><ref name=":82">{{Cite web|last=Rich|first=Rob|date=November 23, 2016|title=ISLANDS: Non-Places Review – Non-Puzzles|url=https://www.gamezebo.com/2016/11/23/islands-non-places-review-non-puzzles/|url-status=live|access-date=June 17, 2021|website=[[Gamezebo]]|language=en-GB}}</ref> There are no puzzles to be solved, and no overarching [[narrative]] or goal aside from interacting with the current scene.<ref name=":52" /><ref name=":32">{{Cite web|last=Wilson|first=Mark|date=December 20, 2016|title=This Beautiful iOS Game Is Tappable Art|url=https://www.fastcompany.com/3066729/this-beautiful-ios-game-is-tappable-art|url-status=live|access-date=June 15, 2021|website=[[Fast Company]]|language=en-US}}</ref> The game is short, and can be completed in less than an hour.<ref name=":02" /><ref name=":22" /> Because of its minimal interactivity and heavy emphasis on visuals, it is usually described as an [[art game]].<ref name=":42" /><ref name=":32" />
== Development ==
[[File:James_Turrell_-_Rendering_for_Aten_Reign_-_Photo_01.jpg|thumb|upright=1.5|Rendering of the interior of the [[Solomon R. Guggenheim Museum|Guggenheim Museum]] installation ''Aten Reign'' (2013), by [[James Turrell]]]]
''Islands'' was developed and published independently by artist and animator Carl Burton, best known for the animated [[GIF]] illustrations he created for season two of the ''[[Serial (podcast)|Serial]]'' podcast.<ref name=":0">{{Cite web|last=Webster|first=Andrew|date=November 17, 2016|title=This surreal game makes mundane places magical|url=https://www.theverge.com/2016/11/17/13657214/islands-surreal-game-carl-burton-pc-mac-iphone|url-status=live|access-date=June 14, 2021|website=[[The Verge]]|language=en}}</ref><ref>{{Cite web|last=Boyer|first=Brandon|date=December 30, 2016|title=The 20 games you shouldn't miss in 2016|url=https://boingboing.net/2016/12/30/the-20-games-you-shouldnt-mi-2.html|url-status=live|archive-url=|archive-date=|access-date=June 14, 2021|website=[[Boing Boing]]|language=en-US}}</ref> The game was released on November 17, 2016, on [[iOS]], [[PC game|PC]], [[MacOS|Mac]], and [[Linux]].<ref name=":0" /><ref>{{Cite
In creating the game, Burton was inspired in part by [[Marc Augé|Marc Augé's]] book ''Non-Places: An Introduction to Supermodernity'' (1995), in which Augé coined the term "[[non-place]]" to refer to places such as hotel rooms, parking lots, and airports, which are ubiquitous in the modern urban landscape, but feel anonymous and interchangeable.<ref name=":2">{{Cite web|last=Meier|first=Allison|date=November 25, 2016|title=Urban Sprawl and Its Perfect Palm Trees Haunt This Eerie Game|url=https://hyperallergic.com/340666/islands-carl-burton/|url-status=live|access-date=June 15, 2021|website=[[Hyperallergic]]|language=en-US}}</ref><ref name=":1">{{Cite web|last=Holmes|first=Kevin|date=November 28, 2016|title=Corporate Spaces Become Mysterious Video Game Places in 'Islands'|url=https://www.vice.com/en/article/vvywaj/mysterious-video-game-corporate-spaces-islands|url-status=live|access-date=June 14, 2021|website=[[Vice (magazine)|Vice]]|language=en}}</ref> With ''Islands'', Burton sought to explore the strangeness of these mundane environments in a way that was accessible to anyone, so he built the game without challenging [[game mechanics]].<ref name=":0" /><ref name=":10">{{Cite web|last=Priestman|first=Chris|date=November 17, 2016|title=Carl Burton's first videogame reveals the surreal secrets of the city|url=https://killscreen.com/previously/articles/carl-burtons-first-videogame-reveals-surreal-secrets-city/|url-status=live|access-date=June 17, 2021|website=[[Kill Screen]]|language=en-US}}</ref> Speaking to ''[[Fast Company]],'' he stated, "I'm not really interested in puzzles as difficult obstacles. I wanted a more light and realistic sense of momentary confusion, like when you're staying at a friend's house and have to figure out how their shower works."<ref name=":3">{{Cite web|last=Wilson|first=Mark|date=December 20, 2016|title=This Beautiful iOS Game Is Tappable Art|url=https://www.fastcompany.com/3066729/this-beautiful-ios-game-is-tappable-art|url-status=live|access-date=June 15, 2021|website=[[Fast Company]]|language=en-US}}</ref>
The [[installation art]] of [[James Turrell]], who works with color and light in large built spaces, was an inspiration for the neon palette and haziness of ''Islands''.<ref name=":1" />
==
Critical reception for ''Islands'' was generally positive, with particular attention given to the [[uncanny]], dreamlike atmosphere created by the abstract visuals and ambient soundtrack.<ref name=":4">{{Cite web|last=Kelly|first=Andy|date=January 10, 2017|title=The dreamy interactive art of Islands: Non-Places|url=https://www.pcgamer.com/the-dreamy-interactive-art-of-islands-non-places/|url-status=live|access-date=June 14, 2021|website=[[PC Gamer]]|language=en-US}}</ref><ref name=":1" /><ref name=":12">{{Cite web|last=Parkin|first=Simon|date=November 28, 2016|title=Islands: Non-Places review|url=https://www.eurogamer.net/articles/2016-11-28-islands-non-places-review|url-status=live|access-date=June 17, 2021|website=[[Eurogamer]]|language=en}}</ref> The visuals were similar to his previous animated work, with Rob Funnell at ''[[TouchArcade]]'' noting that the game felt like "a relatively logical step" for Burton to take.<ref name=":10" /><ref name=":9">{{Cite web|last=Funnell|first=Rob|date=November 17, 2016|title=Explore Atmopsheric Environments in Carl Burton's 'Islands: Non-Places', Out Now on the App Store|url=https://toucharcade.com/2016/11/17/explore-atmopsheric-environments-in-carl-burtons-islands-non-places-out-now-on-the-app-store/|url-status=live|access-date=June 17, 2021|website=[[TouchArcade]]|language=en-US}}</ref> Some found the game mesmerizing or hypnotic, while others found it eerie.<ref name=":2" /><ref name=":4" /><ref name=":1" /> In his review for ''[[The Verge]],'' Andrew Webster wrote that the colorful yet shadowy visuals "create a haunting feeling".<ref name=":0" /> Andy Kelly of ''[[PC Gamer]]'' described ''Islands'' as reminiscent of the "nonsensical micro-dreams you have when you’re trying to stay awake while jet-lagged."<ref name=":4" /> Similarly, Philippa Warr of ''[[Rock Paper Shotgun]]'' described the game's transformations as "more of a gentle dreamtime absurdity."<ref name=":11" /> An anonymous reviewer at ''The Massage'' found that playing the game felt like being "lost in a movie scene," and noted a similarity to the work of American director [[David Lynch]].<ref name=":13" />
Some individual scenes stood out as particularly memorable to reviewers. Warr described a scene which features a series of [[Potted plant|potted plants]] on an [[escalator]], and wrote that seeing "a palm tree masquerading as a serious shopper" made her smile.<ref name=":11" /> For Simon Parkin at ''[[Eurogamer]]'', the most notable was a vignette that depicts the nighttime routine of an unseen person in a home. He felt the scene had a sense of loneliness and menace, which reminded him of "the jarring asynchronicity of modern life; the cloistered way in which we live in cities, so close, so apart."<ref name=":12" />
''Islands'' drew comparisons to other minimalist art games, such as [[Flower (video game)|''Flower'']] (2009) by [[Thatgamecompany]], [[Monument Valley (video game)|''Monument Valley'']] (2014) by [[Ustwo]], and [[Mountain (video game)|''Mountain'']] (2014) by artist [[David OReilly (artist)|David OReilly]].<ref name=":11">{{Cite web|last=Warr|first=Philippa|date=November 18, 2020|title=Magical spatial daydreams in ISLANDS: Non-Places|url=https://www.rockpapershotgun.com/2016/11/18/islands-non-places/|url-status=live|access-date=June 17, 2021|website=[[Rock Paper Shotgun]]|language=en-US}}</ref><ref name=":3" /><ref name=":13">{{Cite web|last=|first=|date=November 18, 2016|title=Carl Burtonによる初のゲーム作品「ISLANDS: Non-Places」。輪郭を失った世界で浮かび上がる無意識のザワつき|trans-title=Carl Burton's first game "ISLANDS: Non-Places". Unconscious rustling that emerges in a world that has lost its contours|url=http://themassage.jp/en/islands_non-places/|url-status=dead|archive-url=https://web.archive.org/web/20170320224802/http://themassage.jp/en/islands_non-places/|archive-date=March 20, 2017|access-date=June 17, 2021|website=The Massage}}</ref> Jesse Singal at ''[[The Boston Globe]]'' compared it favorably to the classic [[adventure game]] ''[[Myst]]'' (1993), finding it less frustrating.<ref name=":5">{{Cite web|last=Singal|first=Jesse|date=November 23, 2016|title=In ‘Islands,’ a parking lot isn’t just a parking lot|url=https://www.bostonglobe.com/arts/2016/11/23/islands-parking-lot-isn-just-parking-lot/g27Q3i2uESaOn6XOmv7vZJ/story.html|url-status=live|archive-url=|archive-date=|access-date=June 15, 2021|website=[[Boston Globe]]|language=en-US}}</ref> Many reviewers felt the minimal gameplay made the game feel less like a traditional video game and more like a piece of [[interactive art]], although none were entirely certain of Burton's intended meaning, or even if there was one.<ref name=":4" /><ref name=":7">{{Cite web|last=Bird|first=Campbell|date=November 17, 2016|title=ISLANDS: Non-Places review {{!}} 148Apps|url=https://www.148apps.com/reviews/islands-non-places-review/|url-status=live|access-date=June 17, 2021|website=148 Apps}}</ref><ref name=":3" /> Warr speculated that the game represented "what the objects themselves might be dreaming."<ref name=":11" /> Several critics felt that the game left them thinking about the hidden beauty or wonder within mundane things, both within the game and in the real world after playing.<ref name=":12" /><ref name=":1" /><ref name=":5" /><ref name=":6">{{Cite web|last=Wise|first=Joshua|date=December 5, 2016|title=Islands: Non-Places is Thought-Provoking Art that Won't Be For Everyone|url=https://twinfinite.net/2016/12/islands-non-places-review/|url-status=live|access-date=June 15, 2021|website=Twinfinite|language=en-US}}</ref> Christ Priestman at ''[[Kill Screen]]'' wrote "the game lures you into seeing these pedestrian spaces as a kind of secret machine...like a car made for [[James Bond (literary character)|James Bond]] that has taillights that flip to reveal missile launchers."<ref name=":10" />
Both Joshua Wise of ''Twinfinite'' and Rob Rich of ''[[Gamezebo]]'' expressed some frustration with the interaction mechanics, which they noted did not always clearly indicate where to click next.<ref name=":6" /><ref name=":8">{{Cite web|last=Rich|first=Rob|date=November 23, 2016|title=ISLANDS: Non-Places Review – Non-Puzzles|url=https://www.gamezebo.com/2016/11/23/islands-non-places-review-non-puzzles/|url-status=live|access-date=June 17, 2021|website=[[Gamezebo]]|language=en-GB}}</ref> Rich's review was critical of the game as a whole, finding that the environmental fog detracted from the intriguing visuals, and the gameplay "boils down to just spinning the camera around and tapping on everything" in an unsatisfying way.<ref name=":8" /> Allison Meier of ''[[Hyperallergic]]'' found that the limited gameplay eventually became repetitive, but was overall impressed by the way each scene unfolded in an unexpected way.<ref name=":2" /> Parkin's review dismissed those criticisms as "obvious [and] uninteresting," and argued that the lack of traditional gameplay in ''Islands'' "adds to its transgressive appeal."<ref name=":12" />
== See also ==
|
Revision as of 16:09, 3 July 2021
Islands: Non-Places | |
---|---|
Developer(s) | Carl Burton |
Platform(s) | |
Release | November 17, 2016 |
Genre(s) | Art game |
Mode(s) | Single-player |
Islands: Non-Places is an abstract art game developed and published independently by artist and animator Carl Burton, best known for the animated GIF illustrations he created for season two of the Serial podcast. The game was released on November 17, 2016, on iOS, PC, Mac, and Linux. The short game consists of a series of anonymous, liminal environments which appear mundane at first, but become increasingly surreal as the player interacts with the scenery. Each scene is rendered in the stylized manner that characterizes Burton's work, with solid monotone colors, dark shadows, and foggy backgrounds. The gameplay is extremely minimal and consists mainly of clicking on the environment and observing what unfolds.
In developing Islands, Burton drew inspiration from the work of anthropologist Marc Augé and the installation art of James Turrell. Critical response was generally positive, with much of the reception focused on the abstract visuals and sound design, although some critics were disappointed with the limited gameplay. Although divided on the precise message of the game, many critics described the game leaving them with a feeling of wonder at the mundane.
Gameplay
Islands: Non-Places consists of a series of ten anonymous, abstract dioramas which appear mundane at first.[1][2][3] Each scene is rendered in the stylized manner that characterizes Burton's work, with solid monotone colors, dark shadows, and foggy backgrounds.[1][4][5] Although each space clearly represents a constructed rather than natural environment, the scenes are devoid of any human presence.[4][6] Each vignette takes place in a liminal space such as a parking lot, hotel lobby, or airport.[a][3][6] These game's environments become increasingly surreal as the player interacts with the scenery.[1][2] In one scene, an empty bus stop becomes an incubator for eggs; in another, a malfunctioning fountain opens up to reveal a vast underground space beneath it.[4][5][9]
The soundtrack mainly consists of assorted artificial sound effects and ambient environmental sounds such as distant cars or birdsong, which are not always obviously connected with the visuals of a scene.[10][11][12] All of the sounds in the game are pre-existing, freely-licensed recordings which Burton found on the internet.[5]
The gameplay is extremely minimalist: the camera can be rotated around the scene in a fixed circle, but the player cannot move within it. The only means of interaction is clicking on the environment to prompt the next step of the scene to unfold.[4][10] Interactive areas are usually, but not always, noticeably lit up.[11][13] There are no puzzles to be solved, and no overarching narrative or goal aside from interacting with the current scene.[10][14] The game is short, and can be completed in less than an hour.[1][4] Because of its minimal interactivity and heavy emphasis on visuals, it is usually described as an art game.[2][14]
Development
Islands was developed and published independently by artist and animator Carl Burton, best known for the animated GIF illustrations he created for season two of the Serial podcast.[15][16] The game was released on November 17, 2016, on iOS, PC, Mac, and Linux.[15][17]
In creating the game, Burton was inspired in part by Marc Augé's book Non-Places: An Introduction to Supermodernity (1995), in which Augé coined the term "non-place" to refer to places such as hotel rooms, parking lots, and airports, which are ubiquitous in the modern urban landscape, but feel anonymous and interchangeable.[18][19] With Islands, Burton sought to explore the strangeness of these mundane environments in a way that was accessible to anyone, so he built the game without challenging game mechanics.[15][20] Speaking to Fast Company, he stated, "I'm not really interested in puzzles as difficult obstacles. I wanted a more light and realistic sense of momentary confusion, like when you're staying at a friend's house and have to figure out how their shower works."[21]
The installation art of James Turrell, who works with color and light in large built spaces, was an inspiration for the neon palette and haziness of Islands.[19]
Reception
Critical reception for Islands was generally positive, with particular attention given to the uncanny, dreamlike atmosphere created by the abstract visuals and ambient soundtrack.[22][19][23] The visuals were similar to his previous animated work, with Rob Funnell at TouchArcade noting that the game felt like "a relatively logical step" for Burton to take.[20][24] Some found the game mesmerizing or hypnotic, while others found it eerie.[18][22][19] In his review for The Verge, Andrew Webster wrote that the colorful yet shadowy visuals "create a haunting feeling".[15] Andy Kelly of PC Gamer described Islands as reminiscent of the "nonsensical micro-dreams you have when you’re trying to stay awake while jet-lagged."[22] Similarly, Philippa Warr of Rock Paper Shotgun described the game's transformations as "more of a gentle dreamtime absurdity."[25] An anonymous reviewer at The Massage found that playing the game felt like being "lost in a movie scene," and noted a similarity to the work of American director David Lynch.[26]
Some individual scenes stood out as particularly memorable to reviewers. Warr described a scene which features a series of potted plants on an escalator, and wrote that seeing "a palm tree masquerading as a serious shopper" made her smile.[25] For Simon Parkin at Eurogamer, the most notable was a vignette that depicts the nighttime routine of an unseen person in a home. He felt the scene had a sense of loneliness and menace, which reminded him of "the jarring asynchronicity of modern life; the cloistered way in which we live in cities, so close, so apart."[23]
Islands drew comparisons to other minimalist art games, such as Flower (2009) by Thatgamecompany, Monument Valley (2014) by Ustwo, and Mountain (2014) by artist David OReilly.[25][21][26] Jesse Singal at The Boston Globe compared it favorably to the classic adventure game Myst (1993), finding it less frustrating.[27] Many reviewers felt the minimal gameplay made the game feel less like a traditional video game and more like a piece of interactive art, although none were entirely certain of Burton's intended meaning, or even if there was one.[22][28][21] Warr speculated that the game represented "what the objects themselves might be dreaming."[25] Several critics felt that the game left them thinking about the hidden beauty or wonder within mundane things, both within the game and in the real world after playing.[23][19][27][29] Christ Priestman at Kill Screen wrote "the game lures you into seeing these pedestrian spaces as a kind of secret machine...like a car made for James Bond that has taillights that flip to reveal missile launchers."[20]
Both Joshua Wise of Twinfinite and Rob Rich of Gamezebo expressed some frustration with the interaction mechanics, which they noted did not always clearly indicate where to click next.[29][30] Rich's review was critical of the game as a whole, finding that the environmental fog detracted from the intriguing visuals, and the gameplay "boils down to just spinning the camera around and tapping on everything" in an unsatisfying way.[30] Allison Meier of Hyperallergic found that the limited gameplay eventually became repetitive, but was overall impressed by the way each scene unfolded in an unexpected way.[18] Parkin's review dismissed those criticisms as "obvious [and] uninteresting," and argued that the lack of traditional gameplay in Islands "adds to its transgressive appeal."[23]
See also
Notes
References
- ^ a b c d Webster, Andrew (November 17, 2016). "This surreal game makes mundane places magical". The Verge. Retrieved June 14, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c Kelly, Andy (January 10, 2017). "The dreamy interactive art of Islands: Non-Places". PC Gamer. Retrieved June 14, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b Parkin, Simon (November 28, 2016). "Islands: Non-Places review". Eurogamer. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c d e Meier, Allison (November 25, 2016). "Urban Sprawl and Its Perfect Palm Trees Haunt This Eerie Game". Hyperallergic. Retrieved June 15, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c Priestman, Chris (November 17, 2016). "Carl Burton's first videogame reveals the surreal secrets of the city". Kill Screen. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b Warr, Philippa (November 18, 2020). "Magical spatial daydreams in ISLANDS: Non-Places". Rock Paper Shotgun. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ Asuncion, Isabel Berenguer (June 13, 2020). "Living through liminal spaces". Philippine Daily Inquirer. Retrieved 2021-03-05.
{{cite web}}
: CS1 maint: url-status (link) - ^ Huang, Wei-Jue; Xiao, Honggen; Wang, Sha (May 1, 2018). "Airports as liminal space". Annals of Tourism Research. 70: 1–13. doi:10.1016/j.annals.2018.02.003. ISSN 0160-7383.
- ^ Holmes, Kevin (November 28, 2016). "Corporate Spaces Become Mysterious Video Game Places in 'Islands'". Vice. Retrieved June 14, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c Singal, Jesse (November 23, 2016). "In 'Islands,' a parking lot isn't just a parking lot". Boston Globe. Retrieved June 15, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b Wise, Joshua (December 5, 2016). "Islands: Non-Places is Thought-Provoking Art that Won't Be For Everyone". Twinfinite. Retrieved June 15, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ Bird, Campbell (November 17, 2016). "ISLANDS: Non-Places review | 148Apps". 148 Apps. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ Rich, Rob (November 23, 2016). "ISLANDS: Non-Places Review – Non-Puzzles". Gamezebo. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b Wilson, Mark (December 20, 2016). "This Beautiful iOS Game Is Tappable Art". Fast Company. Retrieved June 15, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c d Webster, Andrew (November 17, 2016). "This surreal game makes mundane places magical". The Verge. Retrieved June 14, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ Boyer, Brandon (December 30, 2016). "The 20 games you shouldn't miss in 2016". Boing Boing. Retrieved June 14, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ "Islands: Non-Places". Steam. Retrieved July 3, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c Meier, Allison (November 25, 2016). "Urban Sprawl and Its Perfect Palm Trees Haunt This Eerie Game". Hyperallergic. Retrieved June 15, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c d e Holmes, Kevin (November 28, 2016). "Corporate Spaces Become Mysterious Video Game Places in 'Islands'". Vice. Retrieved June 14, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c Priestman, Chris (November 17, 2016). "Carl Burton's first videogame reveals the surreal secrets of the city". Kill Screen. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c Wilson, Mark (December 20, 2016). "This Beautiful iOS Game Is Tappable Art". Fast Company. Retrieved June 15, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c d Kelly, Andy (January 10, 2017). "The dreamy interactive art of Islands: Non-Places". PC Gamer. Retrieved June 14, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c d Parkin, Simon (November 28, 2016). "Islands: Non-Places review". Eurogamer. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ Funnell, Rob (November 17, 2016). "Explore Atmopsheric Environments in Carl Burton's 'Islands: Non-Places', Out Now on the App Store". TouchArcade. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c d Warr, Philippa (November 18, 2020). "Magical spatial daydreams in ISLANDS: Non-Places". Rock Paper Shotgun. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b "Carl Burtonによる初のゲーム作品「ISLANDS: Non-Places」。輪郭を失った世界で浮かび上がる無意識のザワつき" [Carl Burton's first game "ISLANDS: Non-Places". Unconscious rustling that emerges in a world that has lost its contours]. The Massage. November 18, 2016. Archived from the original on March 20, 2017. Retrieved June 17, 2021.
- ^ a b Singal, Jesse (November 23, 2016). "In 'Islands,' a parking lot isn't just a parking lot". Boston Globe. Retrieved June 15, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ Bird, Campbell (November 17, 2016). "ISLANDS: Non-Places review | 148Apps". 148 Apps. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b Wise, Joshua (December 5, 2016). "Islands: Non-Places is Thought-Provoking Art that Won't Be For Everyone". Twinfinite. Retrieved June 15, 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b Rich, Rob (November 23, 2016). "ISLANDS: Non-Places Review – Non-Puzzles". Gamezebo. Retrieved June 17, 2021.
{{cite web}}
: CS1 maint: url-status (link)