Latest Blog Posts

by G. Christopher Williams

29 Aug 2016


In anticipation of our discussion next week of Kentucky Route Zero, Act IV, we have been featuring our previous discussions of the game.

If you missed our episode on Act I, you can find it here, while our episode on Act II is available here.

by G. Christopher Williams

22 Aug 2016


While the mania has begun to ebb in the remaining days of summer, Pokemon Go was the biggest gaming event of the last two months, both a cultural and cross cultural phenomenon.

While our own experiences of the game are localized, this week we discuss our own experiences with Pokemon Go and how they may reflect on the larger phenomenon surrounding its release.

by G. Christopher Williams

15 Aug 2016


In a few weeks, we will be discussing the most recent fourth act of cult hit Kentucky Route Zero. In anticipation of that discussion, we return this week to our initial reaction to one of the strangest and beautifully crafted games of this decade.

by G. Christopher Williams

8 Aug 2016


Inside is Playdead’s follow up to the now cult classic Limbo.

The game is haunting, both in its beauty and in its presentation of body horror, exploring collectivism and control through its weird world and silent protagonist. This week we attempt to get under the hood and toy around with what lurks beneath its often inscrutable surface.

by G. Christopher Williams

1 Aug 2016


Given the popularity of Pokemon Go, it seems appropriate to return to a conversation that we had a few years ago about the nature of co-operative gaming.

G. Christopher Williams, Nick Dinicola, and Thomas Cross, discuss varying kinds of co-op style play from the living room to the arcade to multiplayer online and the kinds of dynamics that these experiences create among players.

//Mixed media
//Blogs

Anticipation and Expectation in Game Marketing: The Art of “Anti-Hype”

// Moving Pixels

"Watch the trailer for No Man's Sky and then for Frostpunk. There is a clear difference in the kind of expectations each creates in its audience.

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