Cloud from Final Fantasy VII has a depth and roundness that is unique not just for video games of its time but throughout the medium's history.
Unlike a video game hero, the action hero doesn't have to practice that tricky jump a dozen times, and he never gets wasted by a fluke grenade. The action and the story of a great blockbuster movie is designed to make the experience as novel and streamlined as possible.
If video games often tell the story of the boy saving the girl (from another castle, from a very large ape, or whatever) by allowing the player to take on that gendered role of hero and protagonist, it does raise the question of what the end goal of a player taking on the role of the girl in this oft told scenario should be.
The cultural politics that voice acting implies often escape analysis.
This week the Moving Pixels podcast crew discuss the history of the cutscene in video games, what they may or may not have evolved into, and whether or not they still have a place in video game storytelling.
Even as military shooters become more and more derivative, they can at least be creatively derivative.
Big budget games have usurped film as the go-to venue for spectacle.
In noir, men do bad things to women, women do bad things to men, people do bad things to each other. One of the central conceits of noir is very simple: people are creeps.
There are other meanings and contexts for violence that major releases should have the courage to explore.
This week we consider the history and evolution of the boss fight in gaming, as well as the posibility of alternatives to this most expected of medium conventions.