Moving Pixels

September 2011

Hitting Close to Home: Relating to Catherine’s “Family Values”

What's worse than enduring Catherine's selfish, unlikeable characters? The fact that I found myself relating to them.


Could You Carry Our Stuff? Oh, and Maybe the Plot, Too, While You’re at It

Dead Island's Jin bears not only the weight of the supplies of the protagonists, but also the weight of the game's plot.


The Virtue of Virtual Patience

The Artist is Present is not much of a game, but it functions brilliantly as a comment on time and patience in media consumption.


Giving Death Weight: Hardcore Mode in ‘Diablo II’

The threat of permanent demise adds a certain zest to the proceedings, which gives the game legs that it would not have otherwise.


For the Horde: Marxism in ‘Gears of War’

The Gears of War series, up to the third, has followed all the steps of a proletariat revolution.


The Moving Pixels Podcast Is Being Difficult

The Moving Pixels Podcast considers how difficulty contributes to the pleasure and pain of gaming.


What Do ‘Gears of War’ and ‘L.A. Noire’ Have in Common?

This is a medium that is not so friendly to introspection.


Assessing Digital Diseases

Surely the interactive medium offers wholly unique takes on plagues and pustules? Upon closer inspection, have games upheld the long tradition of exploring social and political issues by horrifying, repulsing, and upsetting us with disease?


Parenting with ‘Angry Birds’

Boy, was I surprised to discover that those angry birds were really just a flock of angry parents.


Aging and Aging Well: The Use of Historical Context in Video Games Criticism

Very few games can withstand not just the test of time but an ever-widening scope of expectations.


August 2011

July 2011

June 2011

May 2011

//Mixed media
//Blogs

'The Chamber' Keeps the Drama and Suspense Going

// Short Ends and Leader

"The Chamber is the filmic equivalent of a fairground ride, the stimulation of emotion over ideas.

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