Moving Pixels

November 2014

Regional Authenticity and Video Games

It’s refreshing when video games feel like they resonate with real places that I’ve been.


April 2015

Moving Pixels Podcast: The Ghost of ‘Murdered: Soul Suspect’

Generally regarded as a failure, we consider Murdered: Soul Suspect's effort to produce a game focused on investigation rather than on gunplay.


Leaders Shouldn’t be Mute

Silent protagonists will always be awkward in video games, but there’s one easy way to avoid a lot of that awkwardness. Don’t make them a leader.


‘Bloodborne’ and Firewalking: Play As Social Ritual

Playing Bloodborne is like willingly partaking in a rite of passage, an individualized ritual imbued with social meaning.


Ever Expanding Rather than Moving Forward: The Narrative Experiment of ‘The Charnel House’

The Charnel House is a fascinating narrative experiment in video game storytelling, attempting to tell a story not by moving from point A to point B, but by starting at the center of a story and moving outwards.


Action Games Are About Escalation, Not Reduction

We grow over the course of Battlefield: Hardline, not so much as a character, but as a performer.


Self-improvement Through ‘Bloodborne’

Next time you think about eating an entire tub of ice cream, try taking a stroll to Oedon Chapel.


One Arrow, One Shot, One Hit, One Life, One Kill

Titan Souls requires of its player only one thing: perfection.


‘Valiant Hearts’: The Unneeded Narrator

In the midst of all this human drama is the narrator, lavishing us with needless exposition.


Moving Pixels Podcast: ‘The Cat Lady’ and the Terror of Loneliness

The Cat Lady is a game that is interested in the horrors of grappling with depression and anxiety, despite its often horror-movie-inspired presentation.


March 2015

February 2015

January 2015

December 2014

November 2014

October 2014

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