Freedom Bridge

Freedom Bridge screenshot

A very small notgame about Freedom Bridge, in Korea. Takes about two minutes to play through.

In 2011 Freedom Bridge was showcased by Extra Credits as one of twenty-seven "most interesting games of recent years that you might not have tried (or heard of)." In 2012 it featured in the Belgian textbook, Les Serious Games: Une Revolution.

Discussion and Reactions: Notgames Forums, TIGForumsFlashpunk Forums, NewgroundsKongregate, Twitter.

This game was ported to HTML5 in 2020. For those interested, the original SWF file from 2010 can be downloaded here.


Some kind words:

One of the most intense interactive experiences I’ve ever had. I went on and watched some short documentaries about Korea afterwards in order to process the tension it had left me with (Mitsche, FlashPunk Forums).

I’ve listened to countless NPR stories and read dozens of New York Times pieces on the complicated situation between North and South Korea, but nothing emotionally immobilized me the same way that Jordan Magnuson’s Freedom Bridge did (Patrick Klepek, EGMi issue 241.5, page 5).

One of the best video games I’ve played all year (Fraser McMillan, Resolution Magazine).

Freedom Bridge is close to the Platonic ideal of the disempowerment fantasy game (Ian Bryce Jones, Intermittent Mechanism).

An excellent demonstration of how you can use the medium to really have an impact (Brooks Harrel, college student with a ‘starving artist’ passion for game design).

Short, to the point, and beautiful (benedict, FlashPunk Blog).

Very much worth the quick playthrough! (GameSetWatch).

I often take issue with games this short and message-centric, but it was very effective (Bryan Suchenski).

Here, despite being the barest representation possible, is something far more deeply affecting than the biggest budget "emotional experience" being crafted today (Eolirin, Raph Koster’s Blog).

Best flash game ever? (multiple posts on Twitter).

On the flip side:

Sorry, but I have a hard time calling this a game. The supposed interaction was so limited as to be meaningless (BigJonno, Resolution Magazine comments).

You know, a game doesn’t become good or moving just because a poignant message is flashed at the end (Desper, Resolution Magazine comments).


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