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.
Thursday, May 6 2010
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
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
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
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
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.