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Monday, Sep 12, 2011
Should game developers be considered auteurs? And how might such a self presentation effect the marketing and sales of video games?

This week regular podcast contributors G. Christopher Williams and Nick Dinicola are joined by veteran podcaster Scott Juster of ExperiencePoints.net for a discussion of auteur theory and how it may or not apply to a discussion of video game development.


Playing fast and loose with the concept of the auteur, we consider both some aesthetic concerns, issues of intentionality in communicating such a “signature” of self in a game, and how marketing and commerce might be affected by the way that game developers present themselves to the public.


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Tuesday, Aug 30, 2011
We discuss three flash titles that feature anxious video game worlds in progress, scary mommy AIs, and, of course, the hungry zombie hordes.

This week G. Christopher Williams and Nick Dinicola form a dynamic duo of flash game playin’, flash game analyzin’, and flash game discussin’ excitement.


We take a look at three of 2011’s more interesting releases, Jonas Kyratzes’s Alphaland, Thomas Brush’s Skinny, and Sarah Northway’s Rebuild.  Two of the titles are platformers and one is a turn-based strategy game, and they feature anxious video game worlds in progress, scary mommy AIs, and, of course, the hungry zombie hordes.


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Monday, Aug 22, 2011
Settle in for an evening with Moving Pixels as we explore the dark themes and curious gameplay of Atlus's biggest release to date, Catherine.

A new puzzle game from the Atlus Persona Team, Catherine blends surprisingly difficult puzzle platforming with a strong narrative on masculine anxieties and adult relationships. Most interestingly of all, the game asks players to voice their own opinions on love, marriage, and children, but does it really demand a truthful answer?


Moving Pixels podcast regulars G. Christopher Williams and Kris Ligman are joined this week by Skyler Moss from Gamepad Dojo to discuss the game’s mechanics, characterization and gender representation. Disagreements over interpretation abound as we explore Catherine‘s morality system, multiple endings, and structural cohesion in attempting to marry gameplay to a very dissimilar plot—or is marriage even the appropriate metaphor to deploy here?


Secrets are revealed, plot twists are spoiled, and the titular Catherine receives a thorough deconstruction, along with several others of the game’s colorful cast. Can Skyler decide whether to agree with Chris or Kris and escape the podcast unharmed? When the night sky turns to glamor, anything could happen.


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Monday, Aug 15, 2011
It's high noon at the Moving Pixels blog as the podcast crew set their sights on Supergiant Games's charming Western action RPG, Bastion.

With one Chris out and another Kris stealing his chair again, the members of the Moving Pixels podcast discuss the game which kicked off Xbox Live’s 2011 Summer of Arcade, Bastion. This debut title from the small development team at Supergiant has garnered plenty of attention for its lush visuals, solid gameplay, and unique “dynamic narration.”


Join us as we discuss Bastion‘s place within the Western genre, the role of its soundtrack and narrator, and how the player brings himself to the gameplay through the game’s unique challenges. We also dig into the game’s multiple endings, so those averse to spoilers should watch their step.


Tagged as: bastion, supergiant
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Monday, Aug 8, 2011
Butting heads and battling Skype lag, the Moving Pixels crew turn their attention to Tetsuya Mizuguchi's newest synaesthetic rail shooter and the impassioned responses that it has generated.

With G. Christopher Williams out this week for some much-deserved R&R, podcast regulars Nick Dinicola, Rick Dakan, and Kris Ligman are joined by frequent PopMatters.com contributor Mike Schiller to discuss Child of Eden, an eye-pleasing and unassuming little release that has unexpectedly torn the Moving Pixels blog right down the middle.


A smaller release that was by and large overlooked next to the torrential negative press of Duke Nukem Forever, Child of Eden is a first-person bullet hell game with unexpected nuance, which may or may not work for the player. We also debate what Kinect functionality adds or subtracts to the experience and whether the included “god mode” truly breaks the game or offers something richer.


Tempers flare, questionable textual interpretations are invoked, and a good time is had by all as our podcasters volley back and forth on Child of Eden‘s gameplay and aesthetic merits. Listen for yourself to see if we come up with a solution . . . or if all of us even come out alive.


Tagged as: child of eden
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