Monday, February 1 2010
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 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
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 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
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
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
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
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
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
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
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
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 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
This is a game that is incessantly hostile. It is constantly pushing the player to become more efficient at destruction.
Wednesday, March 4 2009
The world of Half-Life 2 depicts the aliens, most of them still unintelligent, overtaking our planet and destroying the norms of civilization.
Wednesday, December 10 2008
The Secret of Monkey Island is one of the '90s' best examples of interactive fiction, and it accomplishes this by using a variety of narrative and game design techniques to deliver a Joseph Campbell experience.
Monday, November 10 2008
The disparity in the approaches Capcom took to Mega Man 9 and Bionic Commando beg the question: what do we want out of a "retro" experience?
Tuesday, September 16 2008
They might make you think, they might make you cringe, they might inspire revulsion or admiration, but are they "art"? A look at some borderline videogames.
Tuesday, July 8 2008
L.B. Jeffries talks to "Boner", a gamer who has managed to build a following simply by allowing an internet audience to watch him play.
Monday, June 2 2008
Let's set aside judging a game purely by the game play or plot, and analyze the actual experience of the game, instead.