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<oembed><version>1.0</version><provider_name>The Escapist</provider_name><provider_url>https://www.escapistmagazine.com</provider_url><author_name>Logan Westbrook Legacy Author</author_name><author_url>https://www.escapistmagazine.com/author/loganwestbrook/</author_url><title>Tetris Could Be Our Modern Art - The Escapist</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="Yh5ROUxXr4"&gt;&lt;a href="https://www.escapistmagazine.com/tetris-could-be-our-modern-art/"&gt;Tetris Could Be Our Modern Art&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.escapistmagazine.com/tetris-could-be-our-modern-art/embed/#?secret=Yh5ROUxXr4" width="600" height="338" title="&#x201C;Tetris Could Be Our Modern Art&#x201D; &#x2014; The Escapist" data-secret="Yh5ROUxXr4" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script type="text/javascript"&gt;
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</html><description>Is Tetris just a simple puzzle game, or a complex critique on stressful modern living? Perhaps, it&#x2019;s a little bit of both. When discussing the cultural impact themes of videogames and what they have to say, the conversation tends to focus on games with complex narratives like BioShock or Silent Hill 2. But in Issue 273 of The Escapist, Robert Buerkle makes the case that a game that is outwardly more simple &#x2013; Tetris, to be precise &#x2013; can still be interpreted in a lot of different ways. Imagine that I tell you about a particular creative work that has [&hellip;]</description><thumbnail_url>http://cdn.themis-media.com/media/global/images/galleries/display/68/68816.jpg</thumbnail_url></oembed>
