This is a kind of game that could have been created thirty years ago, but wasn't. By choosing the Atari, Bogost reflects on a shared nostalgia and invites the player to think about issues of time and experience. It points to different paths videogames could have taken and the undiscovered ones out there still waiting. Technology is not the limit; A Slow Year proves it never was.
—Rod Humble
Executive Vice President, Electronic Arts
A Slow Year resurrects an abandoned platform and excavates from it a series of sad and lovely meditations on perception and time. Bogost demonstrates the power that can be summoned by turning away from our obsession with games' technological future and attending, for a moment, to the particular formal qualities of their technological past. This game is an important milestone in the development of videogames as an expressive form.
—Frank Lantz
Area/Code