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by G. Christopher Williams

28 Feb 2011


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.

by G. Christopher Williams

21 Feb 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. 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?

by G. Christopher Williams

31 Jan 2011


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.

by G. Christopher Williams

24 Jan 2011


As an experiential medium, it is often the little moments that mean so much in video games.  This week we wrap up our discussion of gaming in 2010 by recapping some of the most emotionally affective and just plain cool moments in games like Red Dead Redemption, Bioshock 2, Amnesia, and Heavy Rain (to name just a few).

by G. Christopher Williams

17 Jan 2011


While Infinity Ward has take the franchise to more a contemporary setting, Black Ops developer Treyarch had yet to stray outside the boundaries of World War II with its Call of Duty installments until late last year.  With a Cold War setting and a title suggestive more of espionage than traditional battle, the best selling game of last year attempted to tell a slightly different style of war story.

However, is there any real substance to Treyarch’s style this time out? 

The Moving Pixels podcast crew considers this and other questions by evaluating the phenomenon of Call of Duty: Black Ops.

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