Columns > Multimedia

Monday, March 28 2011

The Assassins’ Politics

Through a series of puzzles Assassin's Creed: Brotherhood paints a picture of corruption and conspiracy throughout the US government from the 1700s to the present.


Thursday, February 24 2011

Horror in Video Games: There’s Seeing—and Then There’s Realizing What You’re Seeing

My wife is right. The Necromorph known as a Slasher is extremely gross. But even though I played Dead Space for hours, I never noticed it.


Thursday, January 20 2011

Civil Violence in the Old West: ‘Red Dead Redemption’

Red Dead Redemption shows us over and over again that the bonds of society do little to quell man’s violent nature. Rather, man’s violent nature shapes the civilizations that we live in, creating a world of constant conflict on a personal and national level.


Tuesday, January 18 2011

‘Glee’ on the Wii

Video games and cross-promotional marketing yield the inevitable: console karaoke for Gleeks.


Monday, January 10 2011

Frankie Goes to Hollywood & Gets There Behind the ‘Wheel’ of a Classic Commodore 64

'Frankie Goes to Hollywood' on the Commodore 64 is a surrealist nightmare in 16 colours, where GTA-style freeform roaming rules, and the band's sexual imagery forms a hedonistic scavenger hunt for aponia, the Epicurean absence of pain.


Sunday, January 9 2011

Instant (Mixed) Messaging: How to Keep Online Chats from Becoming Personal Spats

Instant messaging is a quick and convenient way to chat, but a lot can be lost in translation.


Sunday, November 28 2010

The Best Flash Games of 2010

This has been an incredibly fruitful year for independent game design, featuring games that are beautiful to look at, funny as hell, and even a few that provoke pleasure even as they make us more than a little uncomfortable.


Sunday, November 7 2010

How Can I Be Me?: The Gamer’s Role in Interactive Fiction

As an interactive medium, the roles that we play in video games are just as dependent on how we approach a game as they are up to the developer. Neither side has total control over the experience, so there’s a constant tug-of-war between authority and autonomy.


Sunday, October 3 2010

Shattered Horrors: Fragmented Perspectives in ‘Fatal Frame 2’

Leaving the dark unspeakable evil unexplained is best because the moment that you reduce such horror to words or images, the player’s imagination no longer feeds it.


Monday, August 16 2010

Mountains of Men: The Mythology of the Male Body in Video Games

People like to talk about the changing dimensions of Lara Croft's chest over the course of years, but have you noticed the upper arm development of Ryu over just four Street Fighter games?


Monday, July 26 2010

Morality in Mystery Dungeon: ‘Shiren the Wanderer’

The moral of Shiren the Wanderer is one of the few that only a game can truly teach; aspects of the story, new locations, items, and characters all have far more emotional resonance if we have to struggle for them.


Sunday, July 11 2010

How Does One Beat the Heat? Try Descending Into Icy Madness

To cope with the heat wave, advisories suggest visiting 'cooling centers' or public pools. To achieve a truly chilled-out state of mind, however, why not open the door to your mind and let the iceman cometh inside?


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.


//Blogs

Authenticity Issues and the New Intimacies

// Marginal Utility

"The social-media companies have largely succeeded in persuading users of their platforms' neutrality. What we fail to see is that these new identities are no less contingent and dictated to us then the ones circumscribed by tradition; only now the constraints are imposed by for-profit companies in explicit service of gain.

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