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by Jorge Albor

1 May 2014


“Duel me, noob.” It sounds like a juvenile display of aggression, a challenge issued in a myriad of games but one I hear most often in League of Legends. It demands a demonstration of skill on an isolated battleground, no help from teammates, no backing down. This duel is set in a digital riverbed of Summoner’s Rift, but it’s preceded by the gentlemanly combat of 19th century duelists, who in the early hours of dawn would meet to resolve quarrels in a deadly game of pistols. Are the two so far removed?

For today’s video game combatants, the duel is a proving ground, an opportunity to dominate your opponent and most importantly gain honor relative to another through martial prowess. Our violent aristocrats of yore partook in potentially deadly shoot-outs to (in the most basic sense) maintain existing honor. The difference is an important one. Proving your value via combat, as Kwame Anthony Appiah describes in his book The Honor Code, could be considered a form of “competitive honor, which comes in degrees; but there is also what we could call ‘peer honor,’ which governs among equals.” We have long since abandoned the duel as a socially acceptable method of conflict resolution and notions of honor today often carry negative connotations. Even so, there is something in notions of honor we may yet salvage for video game culture.

by Scott Juster

24 Apr 2014


This post contains spoilers for Metal Gear Solid: Ground Zeroes.

Playing Metal Gear Solid V: Ground Zeroes is like visiting an old friend’s new house. In this case, you’ve known the friend for 27 years (Megal Gear came out in 1987!). They’ve had plenty of time to accumulate the various pieces of furniture, wall art, and knick-knacks that define their various homes, and you’ve had plenty of time to form your expectations (there have been over a dozen Metal Gear games!). So here you are, standing in the foyer of Metal Gear Solid V: Ground Zeroes. What do you see?

by Scott Juster

17 Apr 2014


When I’m looking to encapsulate a game’s tone and its own treatment of its subject matter, I listen to its music. For example, Skyrim takes its high fantasy very seriously. Forged iron, arcane magic, and fearsome dragons rule the land and are treated with respect. It is an earnest world of sword and sorcery that treats all our D&D fantasies with the reverence that we secretly harbor. Just listen to its theme:

by Jorge Albor

10 Apr 2014


Earlier this week right here on PopMatters, Erik Kersting gave his reasons for why the April Fools’ Day game mode for League of Legends needs to go. I agree with Erik, albeit for different reasons that I’ll get to shortly. But before URF takes a bow, we should spend a moment reflecting on what makes a game breaking event like this wonderful. When balance is thrown out the window, we can learn a whole bunch about good game design.

For those missing out on the manatee-inspired “prank,” Ultra Rapid Fire (URF) mode is the same basic Summoners Rift version of League of Legends with a massive twist. All players enter the arena with an endless supply of mana, 80% cooldown reduction on all of their spells, and a 100% faster attack speed bonus for ranged champions. The result is an absolutely chaotic exercise in keyboard mashing. It’s a treat.

by Scott Juster

3 Apr 2014


The following post contains spoilers for the first part of Broken Age (part 1) and BioShock.

Broken Age is a placid experience compared to many other popular games.  As in most point-and-click adventures, action sequences and reflex challenges are minimized in favor of puzzles and conversations with other characters.  In many ways, most of what you do is mundane: collect items, combine them in goofy ways, bring them to other characters, and repeat.  However, these types of actions fit well with the game’s story of characters rebelling against the banal.  Broken Age is about quiet, yet determined struggle against an oppressive status quo.

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Moving Pixels Podcast: Our Own Points of View on 'Hardcore Henry'

// Moving Pixels

"Hardcore Henry gives us a chance to consider not how well a video game translates to film, but how well a video game point of view translates to film.

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