Articles tagged trivial pursuit

New releases for the week of 2009-03-09

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21 Dec 2005 // 10:00 PM

Endgame

All life's games must come to an end. Harvey writes on the importance of a closing narrative... and bids adieu.

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24 Oct 2005 // 10:00 PM

Power Through Responsibility

While working on a storyline for a video game that wants you to care, really care, about the characters, Harvey puzzles over how best to craft letters aimed for the heart.

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23 Aug 2005 // 10:00 PM

Fear and Loathing in London

In keeping with the times, the video game, Killer 7 brings on suicide bombers. Also in keeping with the times, there is no clear solution for stopping them.

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20 Jun 2005 // 1:00 AM

This adult on holiday is inclined to play with dolls — and bugs.

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20 Apr 2005 // 1:00 AM

PopMatters Columnist Colin Harvey actually gets paid to play video games. He has attained geekdom and its highest level.

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23 Feb 2005 // 1:00 AM

Our sophisticated game culture critic goes infantile, and has a blast doing it.

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17 Nov 2004 // 1:00 AM

Games move through time because everything else moves through time. Including us. Constantly, inexorably.

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20 Oct 2004 // 1:00 AM

For those types of games that allude in same way to the real world, weather's configuration, representation, and possibly meaning, ought to be a major consideration.

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21 Sep 2004 // 10:00 PM

Whether you are a philanthropist or a desultory sadist, you get to name and nurture or abuse and ignore your new pet according to your generous spirit or whim... much like real parenthood, dare I suggest.

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25 Aug 2004 // 1:00 AM

For thoughtful liberals and libertarians such cases are tricky ones to manoeuvre without tying ourselves in knots of hyperbole, and allowing our democracy to be jeopardized.

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21 Jul 2004 // 1:00 AM

Controlled flashbacks in XIII highlight the problem of flashbacks within a play environment; play is about present tense, and games are about making the right decision so that the future turns out how it's meant to.

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22 Jun 2004 // 10:00 PM

What made the joystick beautiful was what it enabled us to do as players, the blocky vistas it opened up, the luminous cartoonish characters, darting spaceships or multicolored sports cars it let us manipulate.

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For those involved in designing video games the tension between making tasks suitably difficult without rendering them totally impossible is a perennial issue. The fact that nobody really minded the difficulty in the case of The Hitch-Hiker's Guide to the Galaxy is a tribute to how well the thing was written. It was the journey that mattered, not the destination.

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21 Apr 2004 // 1:00 AM

Columnist Colin Harvey writes that video games suggest we may be altogether more Renaissance -- and less of a divided mind -- than we give ourselves credit. On the one hand we have video game players: art lovers who aren't allowed to say it and science buffs who don't realize it. On the other hand we have the creators of games: mathematicians and scientists who are really artists, and artists who are really scientists.

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24 Mar 2004 // 1:00 AM

Mainstream (and some non-mainstream) games' re-articulation of the dominant perspectives regarding the War On Terror makes it all the more important that there are alternative games attempting to subvert this process . . . If you can become a Palestinian, Israeli, Spanish or Iraqi civilian, adopt the role of an American GI or British squaddie, if you can assume the role of a general or president, you might understand better the world in which you live.

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1 Mar 2004 // 1:00 AM

In a game, someone triumphs and somebody or something loses: we laugh with good reason at the absurdity of the Caucus-race in Alice's Adventures in Wonderland when the Dodo concludes that, 'Everybody has won, and all must have prizes.'

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28 Jan 2004 // 1:00 AM

If the world continues heading in the disastrous direction it's adopted since the turn of the millennium, video game renderings of key world cities may be all our descendants have to go on as a guide to the recent past.

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7 Jan 2004 // 1:00 AM

Then, at Christmas, I received my first video game . . . Suddenly I wasn't watching Harrison Ford act out Han Solo or playing with a tiny plastic doll of Han Solo: I was Han Solo.

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5 Nov 2003 // 1:00 AM

Video games play us as much we play them. They do this by keying into our emotions as a means of generating feelings, a precedent set by many other cultural activities.

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More Recent Articles
//Mixed media
//Blogs

'Solitaire' and the Ubiquity of the Single Player Game

// Moving Pixels

"Gaming isn't leaving your granny behind any time soon.

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