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Tuesday, Jun 22, 2010
Does this Grand Theft Auto-influenced open world Old West extravaganza live up to its gaming pedigree? Or does it maybe exceed all expectations?

This week we’re a man down, but there’s no stopping us now that we’re hot on the trail. Nick, Tom, and Rick take on the world and game play of Red Dead Redemption in this spoiler-free episode. Does this Grand Theft Auto-influenced open world Old West extravaganza live up to its gaming pedigree? Or does it maybe exceed all expectations? Or does it depend on who you ask? As always, we don’t all quite agree, but we’ve all got a lot to say about the world of Red Dead Redemption.


This podcast is also available via iTunes.


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Monday, Jun 14, 2010
We consider how Bethesda merges a retro American ideal with their post-apocalyptic vision of an America "after the bomb" in Fallout 3.

This week the Moving Pixels podcast explores the American Nightmare that is the Capital Wasteland.  We consider how Bethesda merges a retro American ideal with their post-apocalyptic vision of an America “after the bomb” in Fallout 3.


From the birth of the player character into this American wilderness to the role of the first person perspective in seeing this new world, our regular podcast contributors analyze the quirks and curiosities of this kind of game world.


Tagged as: bethesda, fallout 3
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Monday, Jun 7, 2010
This week's podcast considers how the imaginations of both Alan Wake and the player bring the horrors of Bright Falls to life.

The town of Bright Falls is a pretty creepy place made creepier by the imagination of author, Alan Wake, but also by the player’s own fears.


This week we discuss how effectively terror and fear are generated in the game Alan Wake and how the player is complicit in authoring such horror as well.


Tagged as: alan wake
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Monday, May 24, 2010
Assassin's Creed realizes brutal historical realities within the boundaries of simulated spaces.

The worlds of the Assassin’s Creed series are layered ones. Simulations of historical times and places are nested within a near future world of corporate intrigue and a broader vision of history defined by an ages old battle between templars and assassins.


Our podcast contributors spent this week unravelling these worlds within worlds as well as exploring their interelatedness. Join the Moving Pixels podcast for a discussion of simulations within simulations, historical recreations, and the presentation of worlds both familiar, mysterious, and most often brutally realized.


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Monday, May 17, 2010
Rapture is almost less a city than it is a mood, a tone, an atmosphere.

After last week’s look at the vast reaches of outer space, we decided to change the focus of our discussion from the heavens to the depths of the ocean.  Arguably one of the most fully realized spaces in contemporary gaming, Rapture is almost less a city than it is a mood, a tone, an atmosphere.


Our crew discusses our responses to the latest iteration of the terrifying but often sublime undersea city as it appears in Bioshock 2.


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