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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.


December 2014

‘The Masterplan’ Is All About Control

The Masterplan is about a heist gone right.


Personalizing Race in ‘Dragon Age: Inquisition’

Amid the game’s palatial estates and ancient ruins, I found a story that hit much more close to home than I expected. With remarkable subtlety, the world of Dragon Age creates a personalized experience of race.


Ghosts in the Procedural Machine

The power of procedurally generated content is being harnessed to make everything from realistic texture maps to entire universes. However, procedural generation is, by no means, a magic bullet.


Considering the Two Seasons of ‘The Walking Dead’ Video Game

The first season of Telltale's The Walking Dead earned widespread critical praise, mainstream public appreciation, and a bevy of game of the year awards in 2012. Two years later, The Walking Dead Season Two has received a somewhat more muted reception.


In ‘Lifeless Planet’ We’re Not Forced to Wander Aimlessly in Search of a Plot

Lifeless Planet uses minimal details to establish a compelling mystery, to subvert our expectations, to create dramatic tension, and to guide exploration.


Nintendo in the Internet Age

When it comes to modern online experiences, Nintendo soars one moment and then stumbles the next.


Five of the Best Mobile Games of 2014

Here are five of the best mobile games of this year, games that defy the stereotype of iOS and Android games being no more than simple time wasters.


The Moving Pixels Podcast Steps Over ‘The Line’

Spec Ops: The Line is rife with atrocities and tragedies, and challenges us to consider the choices we make in video games and in the real life "game" of war.


‘Stranded’ Is Too Minimal for Its Own Good

In its attempt to be minimalist, Stranded removes all the things that drive an interest in atmosphere, mystery, and exploration.


November 2014

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