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Monday, Mar 14, 2011
A perfect storm of masculinity and mayhem or just more boys and their bullets? The Moving Pixels podcast considers Bulletstorm.

This week the Moving Pixels podcast considers the ballet of blood choreographed by People Can Fly in their new game, Bulletstorm.


Is the game a perfect storm of masculinity and mayhem or just more boys and their bullets?


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Monday, Mar 7, 2011
Dragon Age: Origins received a great deal of DLC, but do these downloadable prologues, epilogues, and side stories add anything to the diverse and complex world of Origins?

With one Chris out and another Kris in, this week the Moving Pixels crew travels to Ferelden to discuss the world of Dragon Age: Origins and its many expansions. Do these downloadable prologues, epilogues, and side stories add anything to the diverse and complex world of Origins? Or are they just recycled levels splashed together to make a quick buck?  Join us as we dig into everything from the game itself to the demo for the sequel.



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Monday, Feb 28, 2011
With hands covering eyes (though with fingers slightly parted), the Moving Pixels podcast travels down hallways painted in blood and visecra, in order to consider the beauty and grotesqueness of Dead Space and Dead Space 2.

Last week the Moving Pixels podcast crew took a look at Dead Space as a transmedia phenomenon, considering the films, comics, and other spin offs that the series has generated.


This week we look at the games themselves, considering their innovative design decisions and gameplay, alongside their grotesquerie and some of their choice in presentation of issues like work and women.


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Monday, Feb 21, 2011
More than just a video game, Electronic Arts has given Dead Space the full transmedia treatment, shipping movies, comics, and spin off titles with the same grisly themes.

More than just a video game, Electronic Arts has given Dead Space the full transmedia treatment, shipping movies, comics, and spin off titles with the same grisly themes. In anticipation of a discussion of the release of Dead Space 2, the Moving Pixels podcast explores the universe of Dead Space as a media phenomenon. 


Is this all about marketing or do these additional properties flesh out the mythos or enliven the concepts of this action/horror hybrid?


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Monday, Jan 31, 2011
Shifting settings from the mall to the casino, the Dead Rising series hasn't changed in its commitment to gross excess and superficiality.

Shifting settings from the mall to the casino, the Dead Rising series hasn’t changed in its commitment to gross excess and superficiality. 


In a similar sense, much of the approach to grappling with the zombie hordes has not been altered significantly in the 2010 follow up to Dead Rising.  The player is still tasked with killing zombies and psychos, while ensuring the safety of as many of his fellow survivors as he can.  The more subtle changes (“subtle” being a term that is normally very rarely applied to a Dead Rising title) come in terms of combat tweaks, some changes in difficulty, and some very different psycho fights.


This week the Moving Pixels podcast crew discusses the good and bad in those changes and whether or not the follow up is a worthy successor to one of the more popular early titles of this hardware generation.


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