Call for Essays About Any Aspect of Popular Culture, Present or Past

Moving Pixels

February 2014

More is Less in ‘Montague’s Mount’

Montague’s Mount has no faith in its audience -- and no faith in itself.


The Politics of ‘Netrunner’

As the card pool grows, opportunities for tidbits of political commentary grows. The cards act as interactive political cartoons, artistically and mechanically


‘The Stanley Parable’: Mapping Choice to Spatial Movement

By taking the concept of choice and mapping it onto spatial relativity, The Stanley Parable has created an extended metaphor that comments on the whole concept of choice in video games.


Connectivity Issues: Abstraction, Subjectivity, and “Close-Playing”

The "close-playing" brand of games criticism is a tough sell because it deals mostly with the abstract qualities of games. And that necessitate a subjective reading.


A Love/Hate Relationship with ‘Flappy Bird’

I love Flappy Bird because it isn't easy. I hate Flappy Bird because it isn't easy.


Puzzles Are Scary: The Pleasures of Genocide and ‘Plague Inc.’

Plague Inc. knows that we’ll willingly silence our conscience if we’re given the proper mechanics to do so.


Nintendo and the Wario Approach

Ever the villainous outsider, Wario may be the hero Nintendo needs.


‘9.03m’: A First Person Walker Critique

Point-and-click adventure games tend to be more intellectual affairs, and a minimalist version of one almost seems counter intuitive.


Moral Ambiguity and ‘Pikmin 3’

From an aesthetic perspective, Pikmin 3 is everything that a Nintendo game aspires to be and more. Yet, it completely misses the fact that combining cute, sympathetic characters and mass murder can be a little off putting.


Moving Pixels Podcast: All the Terror of Hide-and-Seek

This week we take a look at the surreal game of hide-and-seek that forms the central mechanics of Ice-Pick Lodge's indie horror game, Knock-Knock.


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