Monday, August 22 2011
Roger Ebert might have a point when he claims that 'games can never be art'. At least, Aristotle and T.S. Eliot would have agreed.
Wednesday, July 20 2011
The infinite lives of video game characters present an interesting narrative conundrum: how does a writer create tension when the hero is essentially immortal?
Thursday, June 23 2011
In games like Kabod Online, male characters expose themselves to an audience. This makes them look stronger, more powerful, more manly than they do with their clothes on.
Wednesday, May 18 2011
Beyond the cinematic presentation of many games, their pacing and storytelling has more in common with novels and television than with film.
Thursday, April 28 2011
Games feature the ability to constantly challenge the forward momentum of time, rewinding (as it were) to reconsider the best route to reach a more optimal solution, challenging what we know about time and how we consider consequence.
Monday, April 4 2011
In the past month, two friends of mine have undertaken major print projects. How are they covering the costs of what some might call a foolish endeavor? By going online for funding, of course.
Monday, March 28 2011
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
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
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
Video games and cross-promotional marketing yield the inevitable: console karaoke for Gleeks.
Monday, January 10 2011
'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 messaging is a quick and convenient way to chat, but a lot can be lost in translation.
Sunday, November 28 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
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
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
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
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
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
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
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.