In addition to the similar games listed above, which have been linked to this game specifically in the database, you may find games with a similar theme to Carrion in the following lists:
Growing up playing video games creates a strong sentimental connection to the sounds, sights and feeling those experiences gave you. Returning to these games in adulthood is a un diversion, but often the experience doesn't live up to the memory.
The games in this list have been recreated (sometimes officially and sometimes unofficially) by developers who love and respect the original while also wanting to update it for modern technology and players.
Video games are a great way for children to play. However, they are also contested spaces often created with profit as well as play in mind. How do we empower children to play, break the rules and self-determination in light of other pressures and owners of these digital spaces?
We worked with Sara Grimes on this list of games that offer new and emergent ways to provide play possibilities to children. Her book, Digital Playgrounds
explores the key developments, trends, debates, and controversies that have shaped children’s commercial digital play spaces over the past two decades.
The politics of children’s play aren’t something we often talk about. This is more than decrying big business muscling in on childhood. It’s about understanding digital play in a holistic sense so it can be all it needs to be in the life of a child. Sara describes this as an embrace of the complexity of children’s online playgrounds, virtual worlds, and connected games.
It comes down to something at the heart of our database: seeing games more than mere sources of fun and diversion. “Games serve as the sites of complex negotiations of power between children, parents, developers, politicians, and other actors with a stake in determining what, how, and where children’s play unfolds.”
We’re excited about games in this list as they are not only digital spaces where these things meet, but that children use them in ways they weren’t intended. These games can be places where children push back at the powers-that-be and take ownership of these digital public spheres in unexpected ways.
Metaverse rule making and breaking in games like Roblox and Fortnite, where the context offers more than competition. Children often invent their own rules and ways to play not instigated by the developer.
Citizenship their own way in games like Alba, Cozy Grove or Unpacking where children have agency to influence and contribute (or not) to public spaces. Then there's games like and Please Touch The Artwork and Sloppy Forgeries that invite usually discouraged behaviour.
Undirected play can lead to unintended scenarios in games like Pok Pok Playroom, Kids, A Short Hike or Townscaper where play isn’t directed or capitalised upon, but left alone to be an end in its own right.
Purposeless Exploration in games like , Proteus and Ynglet can be used as a way to waste time, not progress and refuse direction.
Misbehave in games like Untitled Goose Game, Donut County, Carrion, Fable, Scribblenauts and Beholder is expected. But how children stretch and reinvent (or refuse to partake in) this usually frowned on behaviour opens unexpected possibilities.
The Let's Game It Out
YouTube channel is a great example of games you can play in ways (very) unexpected by the developers. These aren't all child friendly, but are fascinating examples of play transgressing intended rules.
While many games include characters to interact with, some are specifically designed to make relationships a central element. Whether this is during the rounds of a puzzle game amidst a zombie outbreak or as we race cars around a circuit, they can offer a unique way to think deeply about how we relate to each other and to the games people play.
In contrast to films or books, characters and relationships in video games need to be discovered by the player. Some of my favourite relational moments in games happen amidst other action. Often these other actions – whether shooting, puzzle-solving, or fetching and carrying – serve to underline the difficult, awkward and snatched nature of interpersonal interactions.
Video games usually let us step into the role of the hero. Sometimes our heroics result in many henchmen or even innocent bystanders getting killed. But our hearts are thought to be in the right place.
The games on this list, however, are all great examples of where you intentionally ruin other people's days. Whether that's playing the blood sucking alien in Carrion
or just stealing, breaking and hiding things in Untitled Goose Game
it's both intriguing and entertaining to not play by the usual moral rules of the game.
Then there are games where you think you are doing things for the right reason but this turns out not to be the case, like Braid
or Spec Ops The Line
. Or games where the slow drip of doubt builds until you regret your actions, like Shadow of the Colossus
Usually when you press a direction in a game, your character moves their limbs (and other parts) to go in that direction automatically. There are some games where you control your character's body directly with the controller sticks and buttons.
At first these games seem uncontrollable. But give them some time (and shouting and swearing and throwing the controller) and these controls can actually be more effective than the more helpful schemes. Rocket League
is super challenging when you start, but once it clicks there's no going back to arcade-style driving controls. Similarly, games like LocoRoco
or Just Pogo
seem overly limiting at first. But keep trying and you discover that there's much more control than first appeared.
You can aid the happiness of your brain by taking on activities that generate key experiences and chemicals:
Dopamine for motivation, learning and pleasure.
Oxytocin for trust and building relationships.
Serotonin for significance and importance.
Endorphins for euphoria and elation.
Without endorphins we can struggle to cope with pain and stress. We also need endorphins when we want to push ourselves beyond our discomfort in chosen activities. They are also needed to help with sleep, particularly when there is anxiety or worries on our minds.
Along with getting outside for exercise, eating well and nurturing conversations, video games can also help. Games that help create endorphins are those that let us experience excess emotions. Video games that make us laugh or cry do this. Also, games that let us feel the exhilaration of creating something beautiful or being part of that creative process help generate endorphins. Horror games can do this for some, offering the stress of fear and jump-scares before the euphoria of escape and mastery of both the situation and our fears. Extreme racing games can also generate endorphins as you narrowly escape a catastrophic crash, or if you take on a super long challenge like Le Mans 24 Hours.
The British Academy Games Awards are presented annually to recognise, honour and reward outstanding creative achievement in Games. The awards categories reflect the wealth and diversity of the games sector.
The awards started in 2004 and are presented by the British Academy of Film and Television Arts (BAFTA). For parents, they are a great way of discovering brilliant games to play in their family. The games included here are from these categories:
The Family Games Award highlights games that will work really well for parents and children. These often include multiplayer features and feature a cast of family-friendly characters.
The Games Beyond Entertainment award is also of interest as this highlights more unusual games with an emphasis on storytelling that addresses topics that parents may find appealing themselves.