Moving Pixels

April 2013

We Are One: JRPGs, the Group Journey, and the Mechanics of Cooperation

One of the core mechanics of JRPGs is party management, which has interesting implications for how the game conveys the journey of a cohesive group over that of an individual. In the JRPG, the player doesn’t control a single character. They’re in control of the whole party all at once.


March 2013

Bringing “It” Out in Lara Croft

That intangible, violent “it” is burgeoning in Lara, but it’s also being contextualized so that I still feel bad when she gets shot in the head with an arrow.


Finding a Place for Impact Games

When Apple rejects games like Littleloud's Sweatshop game because it dared to broach a touchy subject, we are losing the "are games art?" debate all over again.


Watching People Watching People Play

“Watching” Bioshock was as interactive an experience as playing the game. The experience became a communal act of play. People screamed, people laughed, people offered advice, people criticized play, people debated choices that needed to be made, and I remembered why I play.


Changing Perspectives: Defining What We See in First Person and Third Person Games

Third person games aren’t about awareness of the specific way that a character sees, but they are about the awareness of the space around the character. All of the dynamics of a third person game come from recognizing the avatar’s place in relation to the objects around them.


‘Crysis 3’ Is a Stealth Game

Crysis 3 is a broken shooter, but it’s a pretty good stealth game.


‘God of War: Ascension’ and The Problem with Prequels

God of War: Ascension highlights some of the main problems that I have with prequels in general while also demonstrating why video game prequels are especially annoying.


With Great Vulnerability, Comes Great Brutality: The Evisceration of Lara Croft

Amid a hail of gunfire, the player-character crumples to the ground, defeated, that is, before a loading screen pops to revive her. At least, that's how most action games represent death. In Tomb Raider, I've seen Lara Croft stabbed through the neck, had her head split open on a coral reef, seen her torn apart by wolves.


‘Proteus’ and the Simple Act of Being

Skyrim put us in Skyrim and Fallout put us in the wasteland, but simply "being" there gets muddled by all of the other elements that those games require of their players. Proteus is tapping into that ability of games to create a sense of immersion and little else.


The Moving Pixels Podcast Has The Fireplace that Burns at 100 Billion Degrees

One of the more interesting indie releases of last year was Tomorrow Corporation's Little Inferno, a puzzle game, a parody of casual gaming, and an opportunity to burn everything in sight.


February 2013

January 2013

December 2012

November 2012

October 2012

//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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