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

Tuesday, June 11 2013

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.


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.


Friday, September 23 2011

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.


Friday, September 2 2011

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.


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.


The Narrative Pastiche of Games (Columns) [18.May.11]
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]
Consequence Without Morality (Moving Pixels) [26.Jun.09]
Mass Effect (Reviews) [3.Jan.08]
Jade Empire (Reviews) [13.May.05]
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