Monday, April 29 2013
From whether we can stand a huge helping of Disney Princess behavior to considering what lurks behind that doorway to the infinite, the Moving Pixels podcast explores the infinite possibilities of Bioshock Infinite.
Wednesday, March 27 2013
“Watching” Bioshock was as interactive an experience as playing the game. The experience became a communal act of play. People screamed, people laughed, people offered advice, people criticized play, people debated choices that needed to be made, and I remembered why I play.
Wednesday, September 7 2011
Tetris doesn't say a whole lot about anything, right?
Wednesday, May 18 2011
In order to play, the player needs the game, and in order to exist as a game, the game needs to be played.
Friday, February 4 2011
Any world built upon the bodies of children must be a hellish, nightmarish, or dystopian world. Sometimes it's one in which the player takes on the role of monster.
Wednesday, June 23 2010
While we seemingly get lots of choices in a game about how we get from place to place, how to kill enemies (and with what weapon), and even how we make moral decisions, when the game prompts us we usually get down to doing what it tells us to do.
Sunday, June 20 2010
Baby Boomer films such as Star Wars taught us about the corruptible and corrupting influence of an authoritarian father; now games like Bioshock 2 and Red Dead Redemption explore Generation X's “daddy issues”.
Wednesday, May 26 2010
Much like telling an erotic story within a Victorian backdrop seems ever so sexy, human depravity juxtaposed against a seemingly golden age of good, moral values is darkly comic and that much more disturbing.
Wednesday, March 31 2010
I cared about GlaDOS only because she was the one directing me. Oh, and then I really cared about her because she wanted to kill me.
Wednesday, February 10 2010
“I wouldn't say that games are the ideal way to experience literature. I think literature has done that quite well. That being said, games offer the opportunity to ask interesting questions and allow the player to answer them in a way that transcends previous mediums.” -- Jordan Thomas, Creative Director, Bioshock 2