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Monday, Apr 2, 2012
The podcast draws its own conclusions about the controversial conclusion of Bioware's epic trilogy.

Having spent last week discussing the manner in which our personal playthoughs have affected our sense of Mass Effect on the whole through the series’s seemingly consequential storytelling, this week we move on to a discussion of Mass Effect 3 more specifically.


We begin at the end by discussing the controversy surrounding the game’s ending and the notion of requesting (or demanding) that some changes might be in order to a game in which player choice has always seemed to be of some importance to the developer.  However, we also get into the game as a whole, considering some of the other moments that mattered to us in the trilogy’s concluding 40 hours.


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Monday, Mar 26, 2012
With the ability to carry over story data from one game to the next, we consider how this system in Mass Effect affects the way we play the game and how much control we assert over getting "our" Mass Effect experience just right.

Last week our podcast crew had all only gotten started playing through Mass Effect 3, so the three of us got together to discuss our initial impressions of the game as well as how we have played through the trilogy.


So, this week’s podcast concerns our sense of the significance of how the ability to carry over story data from one game to the next affects the way we play the game and how much control we assert over getting “our” Mass Effect experience just right.


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Monday, Mar 19, 2012
How many stoic lone gunmen and delicate and sensitive female healers can one medium bear?

Stoic lone gunmen?  Check.


Delicate and sensitive female healer?  Check.


Rogue with a heart of gold?  Check.


Video games, like most media, draw on some fairly stock types to build their characters.  However, since so much of games’ plots and characterization just feel tacked on in spots, sometimes these stock types remain just that—never given the opportunity to grow as characters that we can relate to or representing ideas that we might, likewise, relate to.


Archetypal characters and stereotypical ones populate games, and it may be a fine line that developers walk between characters that personify an idea and characters that are merely simplistic placeholders for more legitimately developed ideas.


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Monday, Mar 12, 2012
The Moving Pixels podcast discusses the troubling, provocative, and alluring world of The Binding of Isaac.

Theology, horror, and an old school console aesthetic combine in Edmund McMillen and Florian Himsl’s The Binding of Isaac.


Nick Dinicola and G. Christopher Williams return from Isaac’s basement with stories to tell and more than one observation about this troubling, provocative, and madly additictive roguelike shooter.


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Monday, Mar 5, 2012
This week the Moving Pixels discusses the changing face of the gamer, a term that perhaps is no longer so easily coupled with the concept of "the geek."

This week the Moving Pixels podcast is joined by former Digital Cowboy and current host of the Digital Gonzo podcast Alex Shaw to discuss the changing face of the gamer.


When a game full of dungeons and dragons can sell to the tune of hundreds of millions of dollars on release (yes, we’re looking at you, Skyrim), it seems that what was once perceived as a hobby for freaks and geeks may “belong” to a slightly broader slice of the general culture than it used to.  We consider generational shifts in attitudes towards gamers, the advent of social gaming, and the inclusivity and exclusivity that gaming as a past time may or may not have come to represent as a cultural practice as we have moved into the twenty-first century.


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