communication is abstract; between what is communicated are spaces called ambiguity. it is within these spaces that what is communicated is interpreted. videogames, being inherently a form of communication (the player provides input, the game responds with output, the player responds to that output with further input), contain a great deal of abstraction.
the la la land games, of which there are (to my knowledge) five, are haunting and surreal short tales. in the way that static might draw attention to the pauses in a phone conversation, la la land emphasizes those vast between-spaces in the dialogue between player and game. it is here that the games take place.
la la land is highly regarded in my circle of friends but rarely-mentioned otherwise; i was happy to see la la land 5 in paul eres’s hundred game maker games video (and close on the heels of mighty jill off, too). i’ve known the games to be hard to find for a while, particularly the first (and fairly different) episode, so i’m hosting them here: all five la la land games.