Moving Pixels

September 2012

‘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.


Moving Pixels Podcast: Attack of the Game Clones

When is a game a clone and when is it simply an example of a genre?


Xbox LIVE Indie Game Round Up—Part 3

There are quite a few excellent and interesting games on the Xbox LIVE Indie service. Here are three of them that stand out to me.


Rediscovering JRPGs

How smart games criticism, a need for structure, and zen gardens rekindled my interest in JRPGs.


Dressing Up and Dressing Down: Clothing, Semiotics, and ‘Sleeping Dogs’

Sleeping Dogs's Wei Shen must appear authentic, or he could end up dead, which is one reason that this game cares so much about appearances.


‘Among Thieves’: Honor or No Honor?

Uncharted 2 is not about honor among thieves or no honor among thieves. You are merely "among thieves," left to make up your own mind about the matter.


Existing Above the Law in Video Games

Games rarely have a parallel to social laws, at least not a parallel that holds any meaning. Social law, in games, doesn’t exist, except in how the protagonist is either above or exempt from it.


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//Mixed media
//Blogs

Anticipation and Expectation in Game Marketing: The Art of “Anti-Hype”

// Moving Pixels

"Watch the trailer for No Man's Sky and then for Frostpunk. There is a clear difference in the kind of expectations each creates in its audience.

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