Moving Pixels

October 2010

‘Fallout’: The Scrounging Simulator

In tough economic times, it doesn't hurt to have a game that encourages a mindset of frugality and efficiency in terms of our relation to material goods. Using what you have as efficiently as possible and only clinging on to the most useful and valuable stuff isn't a bad attitude to perpetuate even in a pre-apocalyptic American wasteland.


Into the Danger Zone with Licensed Games

Under the governance of a model like synergy, media conglomerates could get away with treating a game adaptation and a plastic Burger King cup as two spokes of the same promotional wheel. No more. Synergy is (in theory) politically dead; its replacement, transmedia, is interested not simply in the transmission and sale of images but in gaining an invitation to the world of creating unique content.


Moving Pixels Podcast: Schooling the Video Game Tutorial

This week the Moving Pixels podcast crew discuss how gamers are taught to play.


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.


September 2010

August 2010

July 2010

June 2010

//Mixed media
//Blogs

In Defense of the Infinite Universe in 'No Man's Sky'

// Moving Pixels

"The common cries of disappointment that surround No Man’s Sky stem from the exciting idea of an infinite universe clashing with the harsh reality of an infinite universe.

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