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Dishonored

Features

Monday, January 14 2013

The Best Games of 2012

Coming as no surprise to gamers, the world didn't end this year. We've been staving off such disaster for decades now in the arcade and at home, so here are a few of the best titles of this otherwise apocalypse-free year.


Columns

Monday, May 27 2013

The Sword Is Mightier Than the Gun

In gaming, there’s a story within a sword fight that’s missing from the kind of story told by a gunfight.


Reviews

Thursday, November 15 2012

'Dishonored': Limitless Gameplay in a Limited Context

The first few days that I played Dishonored, anyone passing by me asked, "Are you playing Bioshock, again?" Ironically, the first hour or two, in some sense, I thought I was.


Blogs

Sunday, March 3 2013

Moving Pixels Podcast: A Heart, Sure, But a Soul for 'Dishonored'?

The game offers a fresh take on stealth mechanics and character building, as well as a fairly fresh looking universe to play in. This episode, though, we consider if Dishonored has a soul?


Wednesday, November 14 2012

Spatial and Social Realism in 'Dishonored'

Despite its abundance of magical rats and the ability to see through walls, Dishonored manages to feel surprisingly realistic.


Tuesday, November 13 2012

The Heart of an Empress: The Surveillance State and 'Dishonored'

Somehow we are to assume that this Empress is some kind of benevolent monarch by contrast to those who killed her, but I'm not exactly sure.


Tuesday, November 6 2012

“Remember to Save Often”: The Meta-Game Tactics of 'Dishonored'

Saving in order to knowingly reload isn't so much prescient as it is a tactic that takes advantage of the memory of prior failures. Exploiting the elements that exist outside of the game proper is done out of a desire to play well and to execute even better.


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