Articles tagged bioware, mass effect, mass effect 2, arrival, batarians, american militarism

Gaming the Dice: How Randomness Contributes to Game Experiences

More than any other medium, games allow randomness. Dumb chance or unfulfilled omens in a film are labelled plot holes, but unpredictable consequences are natural to games. It’s perfectly acceptable for a video game hero to get by with the help of luck, as players we experienced it so we don’t need a strict explanation for every second of play.

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“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.

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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.

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Scary Transmedia Synergy Within the  ‘Gears of War’ Universe

Perhaps in this age of serialized television, franchise-driven films, and transmedia everything, the very idea of a stand-alone product is antiquated.

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Thematic Confusion in the Branching Narratives of Video Games

Maybe David Cage of Quantic Dreams had the right idea when he suggested people play through Heavy Rain one time only. After all, you can’t recognize the inconsistency of branching plots if you only see one of them.

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22 Aug 2011 // 9:00 PM

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.

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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.

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

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

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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.

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“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.

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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”.

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Moving Pixels Podcast: A Look at Inclusivity in Video Games

This week the Moving Pixels podcast interfaces with writers from The Border House, Gay Gamer, and The Vorpal Bunny Ranch to discuss inclusivity in video games.

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‘Dragon Age: Origins’ and A Few Notes on Class

In games, we always play as middle class. We just occasionally start out in peasant drag.

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The Narrative Pastiche of Games

Beyond the cinematic presentation of many games, their pacing and storytelling has more in common with novels and television than with film.

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Filling in the Gaps: Gray Areas in ‘Knights of the Old Republic’

The Star Wars universe gets a shot of complexity from Bioware's celebrated RPG.

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Let’s Play: Interactivity by Proxy in a Web 2.0 Culture (Part 4)

The ways gamers customize their gameplay and then document that play has the potential to significantly affect how certain titles and their surrounding culture of players are perceived.

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Moving Pixels Podcast: Everyone Is the Champion of Kirkwall

Despite its more limited geographical scope, Kirkwall is a game world well suited to an expanded discusssion.

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Take Your Damn Rivalry Points Like a Man: The Non-Dialectic of ‘Dragon Age II’

This whole outcry stands as a testament to why gamers need to get over notions of "fairness" -- especially when "fairness" isn't really fair.

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The Sisterhood of the Traveling Pantsless Rogue: ‘Dragon Age II’‘s Isabela

If there's one thing I never expected a game to do, it would be to teach self respect.

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‘Dragon Age II’: Making the Case for “Quality” Games

The game makes the most of its often glaring limitations to deliver on some of the strongest character-driven storytelling that we've seen out of a Bioware title.

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Double Take: 'Fantasia' Muses on Music

// Short Ends and Leader

"Fantasia stands alone as a virtuoso tribute to the virtuosity of its music.

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