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Monday, Aug 16, 2010
How initial character creation as well as ways of modifying characters, like buying clothing in a game world, affects our sense of the characters that we inhabit when we play games.

We have been focusing on discussions of individual games for a number of weeks. This week we decided to consider some broader interests in games once again. In this case, we decided to talk about how character customization effects our experience of a game world.


As a result, our discussion considers how initial character creation as well as ways of modifying characters, like buying clothing in a game world, affects our sense of the characters that we inhabit when we play games.


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Monday, Aug 9, 2010
The Moving Pixels crew gets lost in the shadows and ambiguities of Limbo's haunting, little world.

Well, if you have been following the Multimedia section of the site for the past few weeks (and if you haven’t there are links below), you know that quite a few of our regular contributors have had a lot to say about Playdead’s Limbo (and we aren’t alone on the Internet).  Having had our chance to have our say individually, the Moving Pixels podcast crew decided to hash out our thinking about the game collectively.


The resulting discussion considers the significance of the game from an artistic perspective, what we feel it gets right and gets wrong, and generally gets lost in the shadows and ambiguities of the game’s haunting, little world.


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Monday, Aug 2, 2010
Our regular podcast contributors take a look at the Max Payne 2: The Fall of Max Payne and consider the evolution of Remedy Entertainment's approach to world building (culminating in their most recent release, Alan Wake).

Following up on our podcast from last month on “The World of Max Payne, our regular podcast contributors take a look at the less successful but critically acclaimed sequel to the 2001 game, Max Payne 2: The Fall of Max Payne, and consider the evolution of Remedy Entertainment’s approach to world building (culminating in their most recent release, Alan Wake).


We also discuss the evolution of the character Max Payne and the gameplay mechanisms that surround him.  We also consider how a playable Mona Sax changes our sense of the series and whether Max (and the player) legitimately falls for her.


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Monday, Jul 26, 2010
Holly Conrad is a costume designer and an avid gamer. By costume designer, I mean sculptor, engineer, seamstress, and designer.

This week we have a special interview for you. We’ll be doing more interviews as time goes on, talking with people who’re not just gamers, but people who’ve been genuinely moved by their love of games.


Holly Conrad is a costume designer and an avid gamer. And by costume designer, I mean sculptor, engineer, seamstress, and designer. She recently became a minor internet celebrity with her audition video for a Joss Whedon produced documentary about Comic Con, in which she showed off the impressive set of Mass Effect 2 costumes that she’s been creating.


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Monday, Jul 19, 2010
Playing the role of prophet is a tradition as old as video game criticism, so look no further for a heap of prognostication and plain ol' guesswork.

Coming off a really solid half year of gaming and in the wake of E3, the Moving Pixels podcast considers the upcoming titles that publishers and developers have just given us a taste for.  Based on screenshots, teasers, and gameplay demos we discuss titles that look exciting, disappointing, and just plain intimidating (I’m looking at you Portal 2 gameplay demo).


Playing the role of prophet is a tradition as old as video game criticism, so look no further for a heap of prognostication and plain ol’ guesswork.


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