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by G. Christopher Williams

23 Apr 2012


We’re all pretty enamored with the simple mechanics and smart reversal of the tower defense genre that serve as the foundations of Anomaly: Warzone Earth.

We decided to attack a discussion of the game from a variety of angles by choosing to play it across platforms in order to see how the game fares as it shifts from bigger to smaller screens.

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

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
//Blogs

Best of the Moving Pixels Podcast: Further Explorations of the Zero

// Moving Pixels

"We continue our discussion of the early episodes of Kentucky Route Zero by focusing on its third act.

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