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.
Monday, January 7 2013
The end of the year is a time for festivities, joy... and naysayers to lament the end of cultural artifacts. The naysayers needn't fear. The world hasn't ended, again. It's just different, now.
Sunday, November 25 2012
Modern video games feature a plethora of antiheroes. But there are times when this archetype is taken too far, when the antihero becomes just an asshole.
Monday, October 15 2012
In film, the salacious is something to see. In video games, however, the salacious needs to be something to do.
Thursday, September 27 2012
When members of humankind pray, they pray not out of worship, but because they understand that their help is needed to protect the world.
Thursday, August 16 2012
The greater the failure of the video game player, the greater the financial reward of the video game machine’s owner. More frustration, more 'death', used to mean more quarters per hour. These days, it means something else, entirely.
Tuesday, July 17 2012
Fez may argue that games are just meant to be played, but it makes that argument with such impressive thematic consistency that it also makes an argument for the artistry of play.
Sunday, June 17 2012
Pay attention to the rumblings of E3 2012 and you'll hear what may be a series of forthcoming storms.
Sunday, May 20 2012
Plot just provides us with a win condition, it is not necessary for the act of play. I can enjoy a game without plot, but I can’t enjoy a game without world building because that is a game without rules.