Latest Blog Posts

by G. Christopher Williams

10 Jan 2011


This week, the Moving Pixels podcast crew trains their eyes on the direct sequel to Assassin’s Creed II. This time the series returns to the story of the Italian Renaissance era assassin, Ezio. 

However, this time Ezio has made a few new friends.  So, among other aspects of the game, we discuss the “brotherhood” that this new Assassin’s Creed has embraced in both its story and multiplayer options.

by Nick Dinicola

7 Jan 2011


So much of what made Enslaved: Odyssey to the West a great game was its characters. Its story would be a close second, but the relationship between Trip and Monkey was easily the most engaging aspect of the game. It’s odd then, that the first major piece of DLC for Enslaved focuses on the only supporting character in the game, the junkyard mechanic Pigsy.

by Jorge Albor

6 Jan 2011


Among the finalists for this year’s Independent Game Festival Seumas McNally Grand Prize is Amnesia: The Dark Descent, a horror game by Frictional Games, the creators of the much loved and feared, Penumbra. Players control Daniel, an amnesia stricken Londoner who awakens in the mysterious and foreboding Brennenburg Castle. The environment has all the trappings required of an unsettling gothic castle—creaky wooden doors, archaic torches, ornate and grotesque statues, and generally dubious safety standards. While the castle’s atmosphere evokes deeply uncomfortable feelings, Amnesia effectively engenders terror by demanding that players create their own topographies of fear.

Throughout Amnesia, hideous creatures lurk the halls of castle Brennenburg, threatening players who explore the haunting corridors too liberally. Players cannot fight these monsters. Instead, players must behave like frightened children and simply run and hide. But there is a catch. In addition to a health status, players struggle with their own sanity. Primarily, sanity depletes while standing in darkness. As the players’ sanity drains, their environment becomes distorted, blurring and hazing the already ominous passages. Sanity can only be regained by standing near a light source.

by G. Christopher Williams

6 Jan 2011


In the first few hours of playing the DC Universe Online Beta, I’d KOed Dr. Fate.  Yeah, Dr. Friggin’ Fate.  To those less familiar with reading DC Comics, I promise this is more impressive than it sounds.

by G. Christopher Williams

5 Jan 2011


Yes, 2010 was full of sequels and other extensions of franchises, but it also saw some unique properties, some oddball worlds, and a few indie offerings that rounded out mainstream publishers efforts to refine, rather than innovate this year.  Refinement is probably the major theme of some of the games that my Moving Pixels cohorts and myself chose as some of our top picks for the year.  Games like Mass Effect 2,Super Mario Galaxy 2, Dead Rising 2,  and Assassin’s Creed: Brotherhood (or even Red Dead Redemption if one assumes that Rockstar’s foray into the Old West is a broadly defined refinement of their typical open worlds) were all follow ups that tweaked, added onto, and otherwise built upon the foundations of previous franchise installments.

However, experiment, some smatterings of the avant garde, strong narrative and characterization, and other general weirdness were also present in new intellectual properties like Heavy Rain, Deadly Premonition, Enslaved, and Loved.

//Mixed media
//Blogs

Hozier + Death Cab for Cutie + Rock Radio 104.5's Birthday Show (Photo Gallery)

// Notes from the Road

"Radio 104.5's birthday show featured great bands and might have been the unofficial start of summer festival season in the Northeast.

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