Latest Blog Posts

by G. Christopher Williams

18 Jan 2017


This post contains major spoilers for This Is the Police.

Tragedy isn’t a genre that video games handle especially well. I’m talking about classical tragedy, a story about a protagonist that is going to lose, like Macbeth or like King Lear. You may already see where I’m going with this. Video gamers are not accustomed to playing to lose.

Winning is, generally speaking, the essential goal of games. Earn the most points, complete all of the challenges, or “beat the game”, these are all measurements of win-states. Lose-states are what the gamer intends to avoid.

by Nick Dinicola

13 Jan 2017


Event[0] is a mystery that revolves around whether or not we can trust an AI. It’s a standard story conceit in sci-fi—the suspicious computer—but event[0] adds its twist to the trope by highlighting the unique tragedy of artificial life. This is one of the few games that acknowledges the ugly implications of a computerized intelligence.

by G. Christopher Williams

9 Jan 2017


Following our discussion of last year’s smash cut heavy Virginia, the Moving Pixels podcast decided to take a look back at one of Virginia‘s gaming inspirations, Thirty Flights of Loving.

This week the podcast looks at the avant-garde games of indie developer Blendo Games.

by Mantas Krisciunas

28 Dec 2016


It’s funny how the word ‘free’ has become almost pejorative when it comes to gaming. Haunting stories of shady tracking and flat-out player manipulation by Freemium game companies and accounts of people obsessively spending inordinate amounts in virtual marketplaces designed to feed off the easily-hooked have done a good job of filling in the picture of how these games twist the meaning of ‘free’ to still fit their monetization strategies.

The one part of gaming that can lay claim to true, untarnished ‘freeness’ is the open-source world, where other incentives besides profit drive creativity. This niche is rarely discussed in mainstream media as many of these games are rudimentary code-sketches, with art and gameplay light-years behind their commercial counterparts. Their relative obscurity hides a game-making model that is completely unique in how it blurs the line between playing a game and developing it, fosters long-lasting communities and does it all without a lick of profit in the crosshairs. While making quality products according to this model might sound utopian, there is at least one game out there that has proved this is possible.

by Nick Dinicola

16 Dec 2016


Last word (Degica, 2015)

I played a lot of good games in 2016, and while I tried to write about as many of them as possible, some always slip through the cracks. I could wait to write about them next year, but damn it, more games just keep coming out! So here’s a short list of the games I’ve shortchanged in 2016:

//Mixed media
//Blogs

'The Chamber' Keeps the Drama and Suspense Going

// Short Ends and Leader

"The Chamber is the filmic equivalent of a fairground ride, the stimulation of emotion over ideas.

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