Latest Blog Posts

by G. Christopher Williams

16 Apr 2012

This week, the Moving Pixels podcast considers their personal picks for the top five arcade games of all time. 

In doing so, we look back to the arcade and the various spaces that game cabinets existed to occupy our time and extract our quarters. What is the place of the arcade machine in the history of a gamer culture, a culture that has largely moved towards home consoles rather than remained gaming in public spaces?

by G. Christopher Williams

9 Apr 2012

Part parody, part loving homage to the Silver Age of comic books, Freedom Force was the best superhero video game that we played before the advent of Arkham.  This episode, the Moving Pixels podcast turns back the clock to revisit a title by Irrational Games that really holds up despite its age.

by G. Christopher Williams

2 Apr 2012

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.

by G. Christopher Williams

26 Mar 2012

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.

by G. Christopher Williams

19 Mar 2012

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.

//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