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by G. Christopher Williams

17 Mar 2014


With its unique control scheme, I like to think of Brothers: A Tale of Two Sons as a “rubbing your belly, while patting you head” simulator.

A kind of co-operative single player game, Brothers manages to represent a sibling relationship through the controller itself. Two characters can be controlled using each half of a controller, thus creating both a sense of unity between the brothers at the same time as representing the autonomy of each character simply through the act of controlling them as individuals and as a unit.

This week we explore how this 2-in-1 control scheme plays out mechanically and narratively in this indie darling from last year.

by G. Christopher Williams

3 Mar 2014


The Stanley Parable is a game about games. While parables are usually straightforward little tales that have a clear and singular meaning, though, as noted, this is a game about games. Thus it is also a parable about paths, paths that expand, branch out, and loop back on themselves.

This week we explore the branching narratives of The Stanley Parable to see if there can be a singular and straightforward way of understanding Stanley’s plight.

by G. Christopher Williams

17 Feb 2014


Your mom already hates GTA V and now it seems like a fair amount of video game critics do too.

That’s why we’re spending much of our time discussing the endings of GTA V this episode. We want to explore what GTA V has to say about the United States in 2014. And we’re pretty convinced that it has more than a few things to say about the current state of the American economy.

by G. Christopher Williams

3 Feb 2014


It may seem unlikely, but nothing evokes terror more than a game of hide-and-seek. Hiding out and deciding when to put yourself at risk is the core of that game, and Ice-Pick Lodge have cashed in on that familiar childhood terror in its own version of the game, Knock-Knock.

Nick, Eric, and I consider the game’s successes and failures in porting childhood play into video game form. We also consider its bizarre and avant garde presentation and whether or not it amounts to much more than a disquieting mood.

by G. Christopher Williams

20 Jan 2014


By all accounts, it was the best game of 2012. So, we’re back to chat about the newest complications and moral conundrums of the second season of The Walking Dead.

//Mixed media
//Blogs

Bad Graphics Are Still Impressive in ‘Spirits of Xanadu’

// Moving Pixels

"Spirits of Xanadu wrings emotion and style out of its low fidelity graphics.

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