Tuesday, May 27 2014
The type of puzzle you specialize in solving says a lot about you as a person.
Wednesday, April 23 2014
Is the role of the video game critic to protect us from that which we may find offensive?
Wednesday, March 26 2014
I Have No Mouth and I Must Scream argues that there's no such thing as a true villain, just people who have been wronged and have the power to exact revenge.
Monday, February 24 2014
Gears of War is not about narrative. It's about gut instinct. Pure, primal, primitive emotion. It paints on a big canvas, and uses thick brushstrokes, but the result is an unfiltered, expressionistic roar. It's just like a newborn baby.
Wednesday, February 19 2014
Free-to-play game developers are playing a game of their own. The object of that game is to gain ownership of your time.
Monday, January 27 2014
Players can approach a game however they wish, but a developer has a responsibility to provide some sort of guidance through their virtual world.
Tuesday, January 7 2014
The Room understands that we are gamers, geeks who like to look at a thing, take it apart, and figure out how it works. We aren't mere computers.
Tuesday, November 19 2013
This game revels in watching Batman struggle, throwing villain after villain and crime after crime in his way, trying to overwhelm him, trying to break him -- and it almost does.
Wednesday, October 16 2013
If Grand Theft Auto has nothing to say, as the participants of Slate's recent Culture Gabfest purport, then they must be playing with the sound turned down.
Monday, October 7 2013
Culture, civility, and empathy. When crafted with the elegance and care of Beyond Good & Evil, videogames exceed every arbitrary 'requirement' for Art demanded by those who would deny them worth.
Thursday, September 19 2013
Which has the better ending? Assassin’s Creed 3 vs. Gears of War 3 vs. God of War 3 vs. Halo 3 vs. Mass Effect 3 vs. Modern Warfare 3.
Thursday, August 22 2013
"I expected a monster to greet me at the dias; a foe of unimaginable strength. But when I entered the castle and saw my father -- the king -- sitting atop the dias with goblet in hand, I knew all was lost. He would never die... and I would never be heir."
Tuesday, July 30 2013
Emergent stories are missing the key component of any good story. They’re not about anything.
Thursday, June 20 2013
In the game world, we can't feel the pain of taking a bullet or check our wallet to see what's in it. There just isn't a button for that.
Monday, May 27 2013
In gaming, there’s a story within a sword fight that’s missing from the kind of story told by a gunfight.
Tuesday, April 23 2013
I have found myself struck with admiration recently by games that I have played that have put me in less than empowering positions, games that celebrate difficulty and hardship, struggling and deprivation, rather than empowerment and excess.
Monday, April 1 2013
Even voiceless and often invisible, the characters of Little Inferno manage to ooze more personality than most video game characters.
Sunday, February 24 2013
I feel guilty for things that I have done in God of War. Pushing that caged man over a bed of flames to solve that block puzzle? Still not over that.
Monday, February 11 2013
The last four games in the series have criticized totalitarianism by showing us what would happen if the “select few” in charge didn’t care about the people, but Assassin’s Creed III argues that if the “select few” in charge really do care about those beneath them, then society might flourish.
Monday, January 28 2013
The Manic Pixie Dream Girl not only teaches men how “to embrace life and its infinite mysteries” but also to violate taboos, the mundane, and all that which represents the prison of order and responsibility.