The Good, the Bad, and the Moral: An Exploration of Ethical Questions in the Gaming World | 10 Oct 2012 // 6:14 PM
Modelled after the introversion of the comics on which it’s based, The Walking Dead tries to deal more with exploring the human condition rather than bathing in the fantasy of a zombie apocalypse.
In Episodic Games, Space Should Matter More Than Time | 22 Jun 2016 // 9:30 PM
The most successful episodic games have mimicked television episodes. What could a purely game-like "episode" look like, though?
The Walking Dead: Michonne's Second Part Is All About Momentum | 20 Apr 2016 // 3:00 AM
The real success of "Give No Shelter" is the episode's length, resulting in an episode moved along by pure momentum.
The Walking Dead Season Two, Episode 2 | 31 Mar 2014 // 2:20 AM
Clementine is an 11-year-old girl in an incredibly hostile world, and often her only tool to aid in her survival is language. Escaping danger, saving lives, condemning others are all based on the careful application of words.
'Zero Time Dilemma' Argues for the Necessity of Trauma | 16 Nov 2016 // 3:00 AM
The structure of Zero Time Dilemma suggests that learning how to solve problems can only occur after having lived through suffering.
The Moving Pixels Podcast Looks at the Scenic Vistas and Human Drama of 'Firewatch' | 2 May 2016 // 3:21 AM
This week we consider the beautiful world that Campo Santo has built for us to explore and the way that the game explores human relationships through its protagonist's own explorations within that world.