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by PopMatters Staff

28 Oct 2015

PopMatters (est. 1999) is a respected source for smart long-form reading on a wide range of topics in culture. PopMatters serves as a bridge between academia and popular culture. Thus, our articles are written in an engaging style that is both entertaining and erudite, yet free of stiff and cloistered academic language, and of course, far removed from the novice, the hype and the naiveté that crowds online media.

PopMatters articles appeal to cultural omnivores, historians, pop culture enthusiasts and intellectuals and geeks of many stripes. Our essayists approach their subjects with a strong respect for and knowledge of history—and with an eye toward where they think we may be heading next.

Feature essays are a minimum of 1,200 words, and there is no maximum limit, so long as the essay warrants the length. You may pitch a single essay, or a series of articles. We’d love to hear your ideas.

by G. Christopher Williams

7 Oct 2015

The thing that struck me most about reading the first issue of Titan Comics’s Assassin’s Creed was its focus on an element of the video game series that has faded in its interest for me over the years. This issue spends much of its time, not in the past, but in the present with a character who will be experiencing the simulated memories of an Assassin.

I was fairly intrigued by the first Assassin’s Creed game’s decision to frame the experience of playing an assassin during the time of the Crusades with a conceit that allowed the game to justify some of the more game-like qualities of a somewhat historical simulation. While most of the player’s time with the game is spent in the guise of Altair, the game’s titular assassin, the game also featured brief narrative vignettes that concerned a character named Desmond Miles. In the present, Desmond was actually hooked to a machine called the Animus that allowed him to “play” his ancestor’s past (his ancestor being Altair) through the simulation of that period created by the machine. You know, like he was playing a video game.

by Brice Ezell

17 Jun 2015

The Peanuts Movie is out on 6 November in the USA and 21 December in the UK.

by shathley Q

9 Jun 2015

Don’t read through Sensation Comics: Featuring Wonder Woman #38 too quickly. Released this coming Thursday, the book reads like the great Italian Neorealism and Japanese New Wave cinema of the 1950s and ‘60s. Like de Sica or Oshima, every moment in Sensation #38 is laced with a perfect stillness, perfect repose. Then again, even read it at speed, you’ll lose none of the power and the presence that writer Matthew Manning and artists Georges Jeanty, Karl Story and Dexter Vine bring to this issue.

by Andrew Doscas

22 Apr 2015

Like some mad alchemist, frenetically creating mystery elixirs and potions in search of forming something out of nothing, Chris Claremont singlehandedly forged the modern day X-Men universe from almost nothing at all during his initial 16 year run as writer on Uncanny X-Men. He took a comic book that had been cancelled for five years, made it a monthly series, and then turned it into the highest selling comic book on the market. During this run, which lasted from 1975-1991, Claremont took what was originally considered a second-rate Fantastic Four knock-off and turned it into the gold standard to which all other series were measured against.

//Mixed media

Because Blood Is Drama: Considering Carnage in Video Games and Other Media

// Moving Pixels

"It's easy to dismiss blood and violence as salacious without considering why it is there, what its context is, and what it might communicate.

READ the article