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Sunday, June 20 2010

Father’s Day Is Over, But Daddy Issues Remain in ‘Bioshock 2’ and ‘Red Dead Redemption’

Baby Boomer films such as Star Wars taught us about the corruptible and corrupting influence of an authoritarian father; now games like Bioshock 2 and Red Dead Redemption explore Generation X's “daddy issues”.


Monday, May 31 2010

My Own Private Architecture

When you get to know those hallways during your game experience, when you think of them as hubs wherein change occurs rather than mere passageways, that’s when the transition from a designed space to a personalized space begins.


Thursday, May 6 2010

Google Image Search: A Map of America

Do a Google Image search on virtually any American subject and you’ll get a whole lot of superheroes and villains.


Monday, April 5 2010

The Mass Appeal of Farmville

By integrating itself into Facebook’s social network, Farmville magnifies a sense of accomplishment because the challenges come from the way that you are perceived by a community, rather than on the whims of an unknown developer.


Tuesday, March 9 2010

Creator: Various

In comics not everyone can write nor draw (nor ink, color nor letter). So, there will always be 'great' works that cannot be attributed to a single talented contributor.


Monday, February 15 2010

Is Suda 51 the Alfred Hitchcock of Video Games?

While Suda 51's public persona is one manufactured within the kind of punk sensibility of a Johnny Rotten, it's still as carefully crafted as the celebrity auteurship of Alfred Hitchcock.


Monday, February 1 2010

The Art of Place in Hitman: Blood Money

A game isn’t just its content or game design alone, but rather, the space created when all these pieces come together.


Wednesday, January 13 2010

The ‘Assassins’ Religion

The Assassin's Creed games are interested in presenting a secular form of faith, suggesting that rationalism and faith can coexist despite their seemingly and sometimes contradictory elements.


Monday, December 7 2009

Farmville: Fetch Me My Manure Boots

The surging popularity of the virtual farming game 'FarmVille' seems to imply dissatisfaction with almost every aspect of modern life -- except maybe virtual reality.


Sunday, December 6 2009

Philip K. Dick’s Defense of Video Games

Philip K. Dick’s fiction is a defense of the validity of video games because despite the fact that they are not real, his stories argue that there is still something valid in the artificial.


Thursday, November 5 2009

Parent-Child Bonding: Video Games that Bridge the Generation Gap

Can Gen X parents bond with the newest generation of gamers given the ways that cooperative gameplay has changed over the years?


Monday, October 5 2009

Tools for the Job: Asserting Femininity in Super Metroid

Super Metroid is unique in that it is the only game in the series that addresses something distinctly female about Samus besides her looks: motherhood.


Thursday, September 17 2009

Comic Re-Imagining

Not all comic book adaptations are created equal, especially not when comparing our own imaginings with what actually happens when books are moved from print to screen.


Wednesday, September 16 2009

The Art of Atmosphere: From Bioshock to Wolfenstein

Williams considers how the release of Bioshock has affected the way that apprehension and terror are evoked through the little details in video games.


Monday, August 10 2009

TIE Fighter: A Post 9/11 Parable

As the only Star Wars game that has you serving under the Empire without remorse, TIE Fighter lets you experience being a servant to a massive government just after a terrorist attack.


Sunday, July 26 2009

Teens Don’t Use Twitter (and Why Should They?)

Star intern Matthew Robson’s report on teen Internet use has one key takeaway: for teens, the Internet is fun, and that might be all that it is.


Thursday, July 9 2009

The Mask of the Deviant: Understanding Our Role in Killer 7

Williams considers the often strange roles that masks serve in Suda51's games and how they implicate us as players of video games.


Wednesday, May 27 2009

King’s Quest VI

Sixteen years after its release, King's Quest VI it is still one of the high water marks of the adventure game genre.


Thursday, April 30 2009

Like Movies—with Buttons

Like Edwin S. Porter realizing that a series of shots was how you structured a film, games have to abandon the presumption that they need to obey a linear narrative or controlled message and just let the player loose.


Wednesday, April 1 2009

Far Cry 2: The Heart of Darkness Game

This is a game that is incessantly hostile. It is constantly pushing the player to become more efficient at destruction.


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