Moving Pixels

June 2014

‘Badland’ and the Importance of Luck

By its nature, luck should be inconsistent, but Badland, an iOS puzzler, can evoke the feeling with easy regularity.


The Change Economics Wrought on Design: ‘Magic: The Gathering’ and ‘Hearthstone’

Since the recording of our podcast episode on Hearthstone, I’ve been playing the game pretty much every single day and have yet to spend


Masculinity in ‘The Walking Dead: In Harm’s Way’

These blasted landscapes between civilization and chaos reveal how vacuous normative roles can be.


I Am the Tank

The tank endures.


Gaming with an Expiration Date

Online gaming is like attending a concert, seeing the ballet, swing dancing in the crowd. The moment will be lost in time, but sometimes the most effective and intense experiences can't be captured and instead can only be lived.


May 2014

A Good Menu Sets the Mood: Part 5

Some of the best menu screens are the simplest. Everything you want to know about a game is expressed in one image.


The Illusion of Control in ‘Transistor’

Who’s in charge in Transistor? Maybe nobody.


A Girl and Her Sword

In Transistor, a woman lacking a voice and a man lacking a body manage to complete one another. It is a game of impotent men and potent swords.


Moving Pixels Podcast: Exploring the Rituals and Riddles of ‘Year Walk’

While Device 6 is a game about exploring textuality. Simogo's other game of exploration, Year Walk, explores the ritual and folklore of an equally unusual but seemingly more mundane landscape.


Progress Is Power in ‘A Dark Room’

We often don't notice in games how the world must be sacrificed for our progress.


April 2014

March 2014

February 2014

January 2014

December 2013

//Mixed media
//Blogs

Could 'Heroes Reborn' Be the Stealth Reboot the Series Always Needed?

// Channel Surfing

"Heroes: Reborn looks like what the original Heroes could have been in an alternate, better universe.

READ the article