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I Care About Story, So Why Don't I Care About These Stories?
Is story so tangential to the gaming experience that even a self-professed story-lover can play an entire game and not glean a single plot point from it all? [25.Jul.14]
A Dance with 'Destiny'
Can we overcome the Darkness through the power of dance? We’ll see. [24.Jul.14]
'Wayward Manor' Is a Bit Insubstantial
Neil Gaiman wrote a video game. [23.Jul.14]
Fighting Games and the Power of Motion
Fighting games are more deeply centered on physical movement than any other game genre and that focus highlights the myriad of ways that motion can be presented. [22.Jul.14]
Moving Pixels Podcast: Even More Mines, Maps, and Madness
This week our podcasters continue to traverse the surreal highways and byways of Kentucky Route Zero, as we focus in on its third act. [21.Jul.14]
Reviews
Neil Gaiman wrote a video game. [23.Jul.14]
By keeping it simple, Bat Country has developed a simple, engaging, and surprisingly relaxing two-player competition to pass the time on a lunch break. [21.Jul.14]
Salem is the perfect setting for the game's slightly unreal premise as even the name of the town evokes such slightly otherworldly possibilities. [18.Jul.14]
Tesla Effect is B-grade fun that unfortunately soon turns into B-grade nonsense. [14.Jul.14]
In Quest for Infamy, you’ll spend more time looking for a story and puzzles than you do participating in a story and puzzles. [10.Jul.14]
By Arun Subramanian
A sequel to the 2009 Japan-only DS release Tomodachi Collection, Tomodachi Life is less a game than a virtual aquarium (or perhaps sitcom set) populated by Miis. [30.Jun.14]
Even calling the seven women of Conception II "heroines" is almost disingenuous, since it's clear from the start of the game who the hero is and who the "help" is. [25.Jun.14]
Noir Syndrome is simplistic enough to pick up and play and clever enough to keep you coming back for more. [20.Jun.14]
Richard & Alice spins out its morose themes with skill in a fittingly moody atmosphere. The drawback is the slow pace of the puzzles. [16.Jun.14]
Thank God for the LEGO games. [11.Jun.14]
Horror is evoked in games by making the player feel helpless, and who is more helpless than a toddler? [08.Jun.14]
This season of The Walking Dead is not satisfied with establishing a status quo, nor with simply playing to expectations. It doesn't care how we think things should go. It isn't that kind of world anymore. [05.Jun.14]
News
By Brian Crecente
What started out as a computer game publicity stunt four years ago has quickly become one of the largest professional gamer competitions… [23.Jul.14]
From The Blogs
Columns
Texts, Lies, and Subtweets
With Google looking to buy Twitch, we take a look back into an early form of videogame spectating and what it means in the context of that acquisition. [16.Jul.14]
Moving Pixels
By Paul Grosskopf
Within the spaces of darkness or the unknown, Beyond Two Souls asserts that we can exist without being shaped, manipulated, or brutalized by outside forces. [25.Jun.14]
Features
By Ciarán Ó Muirthile
How can a character without voice or choice connect with players on an emotional level? [15.Jul.14]
By Miguel Penabella
Though the video game industry bases itself on forward progression, the rich history of the medium is being underserved by the lack of preservation for older, essential games. [06.Jul.14]
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