Latest Blog Posts

by Kris Ligman

17 May 2011

Fanart by
David Müller.

Note: this article contains spoilers.

If you were to step onto an average gaming forum’s discussion thread of Portal 2, you would in very short order encounter some debate about Chell’s parentage. We can hardly evade this theme with the prominence it takes on in the second game (although GLaDOS takes a potshot or two in the original Portal as well), not simply in the main dialogue but through the themes of lineage—in its many forms—taken on in the overarching story.

by G. Christopher Williams

16 May 2011

Of course, we here at the Moving Pixels blog are fans of the work done over at the Critical Distance web site, a site interested in serving in a curatorial role in highlighting and maintaining various discussions in video game criticism.  Conceived by Ben Abraham and launched in 2009, Critical Distance provides a weekly update of some of the best video game criticism published around the internet.  Additionally, they provide a number of critical compilations of writings done by various critics, journalists, and academics on significant game titles.

We wanted to sit down and talk with Ben and fellow Critical Distance contributor, Eric Swain, to talk a little bit about the site, what purpose they see it serving in the emerging conversation about games, and how they manage the Herculean task of locating and managing such a vast array of voices.

by Nick Dinicola

13 May 2011

It can be hard to find good games among the chaff of the Xbox Indie Marketplace, but they’re certainly there. These are three games that I like enough to go back to over and over again every month or so. The fact that their entertainment value holds up so well over time speaks to their quality. This is by no means a comprehensive list—just three games from my collection that I think deserve a special mention.

by Jorge Albor

12 May 2011

We live in an age in which franchises long thought dead rise from the grave, their shambling corpses draped with the finery of modern popular culture to create the illusion of vitality. Some artistic sorcerers do manage to breathe life into the sleeping characters of our youth, reminding us of times past and refreshing our longing for their familiar faces. What magic brings us successful reboots and restorations like Batman Begins, and what devilry haunts us with abominations like The Smurfs? (That’s right. I’m calling it.). Not all franchise face lifts are the same. By taking a look at film and television, we may stumble upon a taxonomy of reboots and help future videogame necromancers invigorate the forgotten.

To briefly define my terms, I will liberally use the term “reboot” to encompass resurrecting franchises as well as deviations from the norm, be they forays into different genres or aesthetic re-branding projects. For example, I would include Kirby’s Dream Course in my definition of a “rebooted” or “refreshed” franchise because the creators were trying to maintain certain elements of the puff-ball’s appeal while simultaneously moving the character into a different genre context. The important feature unifying game “reboots” is the attempt by designers to maintain marketable familiarity during a time of significant transition.

by Rick Dakan

12 May 2011

Chapter 1 of Rage Quit is available here.
Chapter 2 of Rage Quit is available here.
Chapter 3 of Rage Quit is available here.
Chapter 4 of Rage Quit is available here.
Chapter 5 of Rage Quit is available here.
Chapter 6 of Rage Quit is available here.
Chapter 7 of Rage Quit is available here.
Chapter 8 of Rage Quit is available in .pdf format here.

“Well who’s responsible for it then?” Theresa once again asked the assembled developers spread out around the fau x-wood table, sitting in plush office chairs that were more comfortable than the one Randal usually had at his desk. The meeting was not going quick at all, and Randal’s only interaction with PB had been exchanges of raised eyebrows and quizzical looks down the length of the table. PB had already been ensconced with the rest of the programmers by the time Randal arrived. Meanwhile, Lea had sent him two more photos, and forwarded him an e-mail from one woman who thought he was “crazy hawt.”

“It is not a database issue,” Oliver said, also for the fourth time. He was sitting across the table from Randal and refusing to look at him.

//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