Moving Pixels

October 2010

Some Comments on Video Game Commentary Tracks

The commentary offers no insight into the development process and no talk of inspirations behind the story. For a game that was in development as long as Alan Wake, one would think there’d be at least a couple of interesting "behind the scenes" stories to tell.


Dusty Pixels and Patchwork Stories

Aging technology, the difficulty of cataloging games, and the ease of digital revision complicates our grasp of video game history and our ability to critically evaluate the present.


The Comforts of Home, Home Being an Irradiated Wasteland

Fallout 3 sucked me in all the way. I played all of that game, searching every last corner of the map and then buying all five of the DLC packs.


Death Is a Strange Reward: The ‘Gretel and Hansel’ Series

Most modern versions of fairy tales tend to sanitize the more “questionable” elements of such stories, but David Bae and Nathan Ratcliffe's Gretel and Hansel seems to seek to "moralize" in only the most unsettling of ways.


Sacrificing Horror for the Sake of Human Competition

Contextually, multiplayer doesn't make much sense in a game like Dead Space, so the context needs to change.


‘Project Legacy’: My First Facebook Game

Project Legacy is the surprisingly fun Assassin's Creed Facebook game.


Exploring Confined Spaces

The physical presence of a room heightens the overwhelming sense of frustration felt by players who know that all the tools of escape are within their grasp if only they could put together the solution.


I Don’t Know How to Play

I am a gamer, and as such, I need to be told what to do. The experience of play is something different than gaming. Gaming has a win-state or a fundamental goal, whereas pure "play" doesn't require that.


Disney and Square: A Failure of Synthesis

The story that Kingdom Hearts wants to tell is not the story it could ideally tell.


On Design-Centric Game Criticism

L.B. Jeffries bids adieu to the Moving Pixels audience, but before he goes, he has a few words to share about writing game criticism, noting that "the difference between a critical analysis and a game FAQ is that somebody who has never played the game can still gain something from good analysis."


September 2010

August 2010

July 2010

June 2010

//Mixed media
//Blogs

Ubisoft Understands the Art of the Climb

// Moving Pixels

"Ubisoft's Assassin's Creed and Grow Home epitomize the art of the climb.

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