Moving Pixels

June 2013

Sadism Is Fine As Long As It’s Short

With all the horrible ways to die presented in Tomb Raider, why are the impalings singled out as gratuitous or exploitative? I think that it has less to do with their content and more to do with their context.


The Nuts and Bolts of Play

Playing Cards Against Humanity with my in-laws was a little rough, but not for the reasons you expect.


The Pace of the Game

I wouldn't forget how to read between the one time that I pick up a paperback and the next, but I certainly do forget some of the rules of play for a specific video game often enough between one play session and the next. Relearning how to play creates for a disjointed experience of the long term project of completing a game.


Natural Heroes: Inevitable Environmentalism in Games

There are a number of problems with making a power fantasy in which mechanically the player is incapable of causing harm, among those problems are the fact that the earth and nature are not always positively affected by human interaction.


A Fear of Worlds: ‘Silent Hill: Downpour’ and Level Design

The multiple dimensions of Silent Hill are dangerously close to becoming predictable, but Downpour knows when to adhere to series conventions and when to avoid them.


Finding Meaning in ‘The Road’ and ‘The Last of Us’

These stories appear time and again because, perhaps now more than ever, we find in the complexities of our daily lives a desire to cut away the chaff, the politics, the trappings of modernity, and remind ourselves that below it all, there is something terrifying, inspiring, depressing, or hopeful within ourselves.


Why Superman Fails As a Video Game Character

A test of Superman is a test of selflessness and our expectations of a being that is completely selfless, despite his omnipotence. And, perhaps, selfless behaviors are just not that much fun to enact. Who wants responsibility to others to exclusively motivate play?


I Can’t Break ‘The Walking Dead’

I’ve tried breaking The Walking Dead down to its core components. I’ve tried to analyze it from a distance to figure out how it’s able to so effectively hook my emotions, but I can't break it. I can't "game" it.


Postcards from ‘Proteus’

Proteus shows that chasing a single definition of "video game" distracts us from more important things.


The Many Forks in the Road of Twine

Between the images of the destruction of the game industry and its salvation lie actual Twine games, which are both much more mundane than folks imagine and far more fascinating than the hyperbole implies.


May 2013

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January 2013

//Mixed media
//Blogs

The Moving Pixels Podcast Explores 'This Is the Police'

// Moving Pixels

"This week we take a look at the themes and politics of This Is the Police.

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