Articles tagged bioware

“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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22 Aug 2011 // 10:00 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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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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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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The Business of Falling in Love with the Virtual

The video guy (or girl) isn't attractive simply out of an immediate reflexive response to him but because of an ongoing and ever evolving coexistence shared with him.

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The Least Suicidal Suicide Mission Ever

Attacking the Collectors’ base in Mass Effect 2 is far from suicidal. If I have even a vague sense of what to do, it’s easy to keep everyone alive.

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How Open Is Your Open World?

As worlds become more open they demand more attention, and there’s a clear trade-off between story and environmental details.

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An Intimate Moment With the Computer

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.

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New releases for the week of 2008-09-29...

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3 Jan 2008 // 10:00 PM

Mass Effect

One of the major themes of Mass Effect is xenophobia and the reasons that certain species hate or mistrust the others.

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//Mixed media
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A Chat with José González at Newport Folk Festival

// Notes from the Road

"José González's sets during Newport Folk Festival weren't on his birthday (that is today) but each looked to be a special intimate performance.

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