‘I learned about storytelling from Final Fantasy’: novelist Raven Leilani on Luster and video games

Drawing on her own cathartic relationship with role-playing games, Leilani uses gaming as a narrative device and an inspiration in her acclaimed debut

There is an extraordinary and telling moment in Raven Leilani’s acclaimed novel Luster, about a young black woman who has an affair with a middle-aged white man and ends up living with his family. The woman, Edie, is heading back to her lover’s house with his adopted black daughter, Akila, when the pair are stopped and questioned by two police officers. Although Edie is compliant, Akila – younger and much less worldly – challenges the cops and gets thrust to the ground and restrained. The confrontation is rife with fear and tension, and when it’s over (diffused when Akila’s white mother intervenes), the first thing Edie and Akila do is go inside, sit down and play a video game.

Much of the fervid discussion around Luster has focused on Leilani’s astute and witty analysis of sexual politics and racial power structures in the 21st-century US. But a key part of her acutely realised portrayal of a millennial protagonist coping with crappy jobs and crappier love affairs is Edie’s natural relationship with digital culture and technology. At a time in which video game references are still mostly consigned to YA and sci-fi books, Leilani has made them a central component of a literary novel.

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Eat, drink, play: the recipe for memorable food in video games

You can’t taste it or smell it, but food and drink play a big role in video games, providing everything from sustenance to secret weaponry

Food has always played a vital role in video games. From Pac-Man’s bonus fruits to Mario’s magical mushrooms, it has provided everything from sustenance to supernatural abilities – and in games such as Cooking Mama and Overcooked, food preparation became a genre in its own right. Game developers, like the creators of cooking programmes and recipe books, have discovered that well-presented food is irresistible – even when we can’t eat it.

In the modern games industry, where detail and authenticity are paramount, the depiction of food has become an art form. Kaname Fujioka, executive director on Capcom’s fantasy adventure, Monster Hunter: World, says: “We design the ingredients and recipes based around the grade of the food, as well as any seasonal events it may be tied to. Since we’re unable to showcase the most important elements of food (taste and smell), we have to alter, exaggerate or potentially deform the visuals in a way that conveys that as best as possible. In order for players to believe that the visuals look ‘delicious’, a lot of fine-tuning is done on details like the colour, lighting and softness.”

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