Moving Pixels

February 2013

‘Dead Space 3’ and Co-op Horror

The art of designing for horror takes practice. I gladly applaud those not yet willing to surrender defeat.


I don’t think you can win this game. On the box, it says it’s a tragedy.

Hamlet tried. Lear tried. Macbeth tried. Pac-Man tried. Play while you can. For in another level or two, you may die.


The Original First Person Walker: ‘Dear Esther’

The audience, if they’re still watching (or playing), becomes hyper focused on the mundane details that in other works would be ignored or edited out.


My Mechanical Journey With ‘Journey’

All games are simulations. They use the cold, pure logic of mechanical systems to create warm emotional connections.


Finding the Right Amount of ‘Asura’s Wrath’

Can planet-sized explosions ever get boring? Asura's Wrath suggests that the answer involves finding the right dosage.


Size, Grandeur, and the Inevitable Disappointment of the Boss Fight

As much as I kind of hate its retrograde commitment to the classic boss fight, still I have to admire the “truthfulness” of Devil May Cry in allowing the numbers behind the image and the actual image itself to reflect one another. That giant-unborn-baby-guy boss is what he appears to be -- frickin' hard.


‘Deponia’ Is No ‘Monkey Island’

Deponia demonstrates that LucasArts was so far ahead of its time.


Moving Pixels Podcast: The Unsettling Allure of Violence in ‘Hotline Miami’

Does Hotline Miami have anything to say about video game violence or does it just allow us to further exercise our own grossest tendencies?


Style is Substance in ‘Ni no Kuni’

In my head I kept comparing Ni no Kuni to Xenoblade Chronicles, but they evoke their sense of adventure in two very different ways. Instead, the way that Ni no Kuni uses its world rather than its story to evoke adventure means it actually has more in common with Skyrim than a JRPG.


January 2013

Permadeath Pokémon and Flexible Systems

Those willing to take the "Nuzlocke Challenge" may find a difficult yet enriching experience that teaches them as much about pokémon training as it does about system design.


December 2012

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August 2012

//Mixed media
//Blogs

Players Lose Control in ‘Tales from the Borderlands’

// Moving Pixels

"This is an interactive story in which players don’t craft the characters, we just control them.

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