Latest Blog Posts

by Boen Wang

24 Feb 2016


Elizabeth, your AI companion in Bioshock Infinite (2K Games, 2013)

Hey, listen.

I’m 12 and my sister’s 15. Mom and dad are upstairs and my sister’s sitting in the oversized wheely chair in front of the computer. She leans way, way forward towards the screen, craning her neck to read the text. She’s always had bad posture. Mom’s not here to yell at her to sit up straight.

by G. Christopher Williams

22 Feb 2016


Limbo (Playdead, 2010)

A couple of weeks ago, we ran our first “Best of the Moving Pixels Podcast” episode, a series in which we intend to reach into our archives and pull out some of our more interesting discussions from the past. We began on a rather upbeat note with a discussion of love and relationships, so we figured it might be good to balance our optimism with a seemingly more pessimistic topic, death in video games.

To be honest, though, given the unlimited lives made possible by this medium, death becomes a less than inevitable outcome in the world of video games and may serve several rather interesting functions. Thus, in this episode, we considered the value of death in games, as a possible lose-state, as a form of punishment, as a way of learning, or even sometimes as a form of pleasure.

by Nick Dinicola

19 Feb 2016


Tharsis is a game centered on the luck of a dice roll, but there’s also a considerable amount of strategy revolving around those dice. It’s a game about managing risk, knowing how to manipulate the many systems in play, so as to increase the odds in your favor. The odds will never be completely in your favor, but that’s fine. That’s part of the challenge. How do you make the best of a bad situation?

by G. Christopher Williams

18 Feb 2016


A teenager putting a gun to his or head and pulling the trigger is a provocative one, stark and extreme.

It is also an image repeated regularly throughout Persona 3, as the “gun” is actually something called an “evoker” and the means of summoning beings called personas to empower the various members of the player-character’s party of heroes in the game. This image of self extinction becomes emblematic of “putting on” a persona that can add to the power of these kids. Suicide becomes an image of extinguishing some former part of the self, leading to the empowerment provided by adopting a persona.

by G. Christopher Williams

17 Feb 2016


This post contains spoilers for Firewatch.

Knowing nothing about it, begin to play Gone Home and you may get the impression that it is a horror game, which it isn’t. Knowing nothing about it, begin to play Firewatch and you may get the impression that you are playing a mystery or a thriller, which it is.

Sort of.

//Mixed media
//Blogs

Independent Film Festival Boston 2016: 'The Anthropologist'

// Short Ends and Leader

"Spry and crisp, The Anthropologist is a solid documentary that avoids bearing the weight of the austere pessimism surrounding climate change.

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