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Moving Pixels

March 2011

Moving Pixels Podcast: The Superhero and the Video Game

Originally conceived of as a discussion of the best superhero video games of all time, the Moving Pixels Podcast crew quickly discovered that super powered games have been -- for the most part -- less than super.


3D Games Are for the Audience, Not the Player

3D is a feature best appreciated by an audience watching a game being played -- because the player isn't likely to notice the effect at all.


The Fate of Documentary Games

The burden of documentary storytelling is too confining. In order to successfully create a documentary, game designers must inhibit their own genre from flourishing.


You Had Me at “Invisible Trousers”

What does the twisted geometry of the rooms that James has to traverse have to do with collecting clues to identify the murderer? Not much. However, this is seemingly the point of The Man with the Invisible Trousers.


Things I Was (Happily) Wrong About in ‘Dragon Age II’

Something tells me that despite its flaws, Dragon Age II is going to have real staying power over time, especially among the critical and theoretical blogosphere where already some important dialogue is taking shape.


The Meaning of Meaninglessness in ‘No More Heroes’

The game slyly informs the player of the pointlessness of their actions by making the motion to recharge Travis' beam sword a mimic of masturbation--another act that achieves nothing but a brief satisfaction and a mess that needs to be cleaned up afterwards.


Moving Pixels Podcast: Boys, Bullets, ‘Bulletstorm’

A perfect storm of masculinity and mayhem or just more boys and their bullets? The Moving Pixels podcast considers Bulletstorm.


A Good Menu Sets the Mood Redux: Three More Memorable Menus

There are three semi-recent games that I feel deserve special mention for their creative use of the normally bland main menu.


Nested Design in ‘Stacking’

Stacking's matryoshka dolls are more than a quirky aesthetic; their nature reflects the game's approach to design and storytelling.


We Need to Stop Saying That Games Tell Bad Stories

Not because they don't -- but for another reason entirely.


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