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Moving Pixels

September 2012

One Dimension: Women’s Bodies in ‘Tekken’

Tekken is supposed to feature fighters from all over the world, representing unique styles indicative of their region of origin, appearance, and personality. But for featuring such a huge array of playable characters, there’s a very homogenous pattern of bodies, particularly in terms of the game's women.


Moving Pixels Podcast: Disarming the Open World with ‘Sleeping Dogs’

Is the design of Sleeping Dogs's open world vision of Hong Kong a sufficiently unique experience by comparison to its forerunners?


‘Driver: San Francisco’ is a Game Without Stakes

Most of Driver takes place in a dream, so there's almost nothing at stake in this story. Yet it still works.


Kids, Monsters, and Metaphors

Papo & Yo demonstrates that a kid's story in a video game doesn't need to be childish.


Brevity, Death, and Replay Value

I find myself more discouraged by the games that encourage me and more interested in letting brief failure teach me patience, better strategy, and to appreciate the few victories I squeeze out of hours and hours of play.


‘Driver: San Francisco’: The Best Game of 2011 that No One Played

Despite the seemingly superficial nature of the plot, Driver: San Francisco does go places much deeper than an episode of Starsky & Hutch might go. Driver: San Francisco may have those elements, but it is not about them. Instead, it is an exploration of a police detective's psyche.


‘Transformers’ Is a War Story That’s Not a War Story

Death must be ever-present in order to give this absurd tale of robot warfare any kind of symbolic meaning.


Death and Meaning in ‘The Walking Dead’

Deciding who dies has far less meaning than deciding how we move forward with those left behind.


Drake’s Greed and Fortune

In Drake's Fortune, El Dorado is the object of desire and a real monster. It is a disguise and a disease.


Remembering Fun: A Look Back at ‘Prince of Persia: Sands of Time’

If games are to be taken seriously, they can't be making serious things "fun." However, infusing darker, edgier, and more serious elements into contemporary design philosophy should still not come at the expense of fun. Fun should not be allowed to become obsolete.


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