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Monday, Mar 31, 2014
On this episode of the Moving Pixels Podcast, we explore just how bad we can make the Big Bad Wolf in The Wolf Among Us.

If Telltale Games’s latest episodic game, The Wolf Among Us, was already based on the dark vision of the fairy tale universe of Bill Willingham’s Fables, this episode gets even seamier and more hard boiled.


On this episode of the Moving Pixels Podcast, we explore just how bad the game allows us to make the Big Bad Wolf.


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Monday, Mar 17, 2014
Brothers: A Tale of Two Sons manages to create a unique and seemingly paradoxical game style, a single-player cooperative game in which your right hand has to cooperate with your left.

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.


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Monday, Mar 3, 2014
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.

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.


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Monday, Feb 17, 2014
Is the Grand Theft Auto series still relevant? It is if you're willing to follow it to its conclusions.

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.


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Monday, Feb 3, 2014
This week we take a look at the surreal game of hide-and-seek that forms the central mechanics of Ice-Pick Lodge's indie horror game, Knock-Knock.

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.


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