Articles tagged bioware, dragon age, dragon age ii

Tuesday, July 16 2013

Machine Gods: Religion in Games

Religion occasionally gets some lip service when games attempt to flesh out a world, but the deeper issues that guide people to their faith -- the quest for meaning in the universe -- is rarely explored in games. Game worlds operate in systems of miracles, but churches, heroes, and gods within them are treated in a purely utilitarian manner.


Tuesday, February 14 2012

How Could He?: Exploring Social Issues Through ‘Dragon Age II’

No one is implying that the LGBT community turn into blood magicians and that the religious march out to cage and murder them, but this conflict still echoes the tensions felt in the lives of real people.


Tuesday, October 25 2011

“The Shadow to the Substance”: Romanticism in ‘Dragon Age’

No matter how grave or self-destructive the world of Dragon Age becomes, the poet figure is the ideal guide and prophet to Thedas.


Monday, October 24 2011

Other Princesses, Other Castles: The Problem with Playing Romantically in Video Games

The insensibly repetitious nature of romance present in both video game plots and in their mechanics leads to all too familiar storytelling.


Monday, August 22 2011

Dragon Age II: Legacy

For a story pitched as casting a shadow on the Hawke family line, the actual revelation doesn't really tarnish anyone's reputation.


Friday, July 29 2011

The Most Loving Suicide Mission Ever

The climactic suicide mission in Mass Effect 2 is a love letter to the game’s characters, even as it kills them off.


Monday, July 18 2011

Choice, Apathy, and Evil in ‘Dragon Age II’

Dragon Age II, unlike Origins, forces you into the position of a tyrant.


Friday, July 15 2011

Collaborative Conflict in ‘Mass Effect’

Gaming is a process of collaborative storytelling, and as I tried to write conflict into the story of Mass Effect, I ran into conflict with my writing partner, Bioware.


Tuesday, July 5 2011

“That Even Death May Die”: Going Back to the Black Isle with ‘Planescape: Torment’, Part 1

The idea of nothingness as a final reward neatly drives home for the player the grimness of Planescape: Torment's reality.


Wednesday, June 22 2011

Watching As Gameplay: ‘L.A. Noire’ Merely a Visual Novel?

Watching becomes a rather central and active occupation in most games and very often requires more time than “doing something”.


The Least Suicidal Suicide Mission Ever (Moving Pixels) [8.Oct.10]
How Open Is Your Open World? (Moving Pixels) [18.Jun.10]
An Intimate Moment With the Computer (Moving Pixels) [31.Mar.10]
Mass Effect (Reviews) [3.Jan.08]
Jade Empire (Reviews) [13.May.05]
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