Moving Pixels

May 2015

Can Video Game Mechanics Be “Trashy”?

Speed is the pornography of video games. Like adding skin to a film, adding speed to a game isn't usually about making the game a more thoughtful experience. It is about exciting its audience's instincts on the most visceral level possible.

Moving Pixels Podcast: Unearthing the ‘Charnel House’

This week we discuss Owl Creek Games' follow up to Sepulchre, the triptych of tales called The Charnel House Trilogy.

Eat to Live: The 35th Anniversary of ‘Pac-Man’

The story of Pac-Man is the story of America.

Be Prepared to be Unprepared

Bloodborne wants to catch us off guard, even as it teaches us to always be on guard.

‘Bloodborne’ and Learning to Improve

Let me put this in no uncertain terms: Bloodborne is for everyone.

She Who Controls the Flashlight, Controls the Horror

In Resident Evil: Revelations 2, the flashlight is a source and symbol of control.

Fighting FOMO in ‘Bloodborne’

Bloodborne's biggest challenge? Accepting the fact you probably won’t see everything.

The Rise of and Risk of Multiplayer Gaming

Competitive muliplayer gaming has evolved a great deal over the last 30 or more years, but then again, it also hasn't really evolved that much. How many times can we play the Atari 2600's Combat?

Challenge and Abstract Narrative in Adventure Games

Should adventure games sacrifice story and devote themselves to challenge?

April 2015

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//Mixed media

Because Blood Is Drama: Considering Carnage in Video Games and Other Media

// Moving Pixels

"It's easy to dismiss blood and violence as salacious without considering why it is there, what its context is, and what it might communicate.

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