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Living Folklore in 'Year Walk'
Year Walk tells a story that comes alive in its telling, that grows up around the player, out of its display box, and into a forest. [12.Sep.14]
Less Is Much, Much More: Making Do in 'Dead Rising 3'
Time and efficiency are most often the factor that creates tension in a zombie story, which is about when you will be overwhelmed and then if you have enough time to prepare to do something about it. So where is the source of tension in Dead Rising 3? [10.Sep.14]
Yet Another Perspective on 'Another Perspective'
By Paul Grosskopf
What Another Perspective wants to say is that the the essence of the video game is rooted in interaction. In other words that “You are me. I am you.” [9.Sep.14]
What Happens When an Interactive Horror Experience Figures Out the Fourth Wall?
P.T. has the digital world bleeding out into the real, hands flailing in search of something to hold onto so it can pull itself out of the game and into your living room. [9.Sep.14]
Moving Pixels Podcast: Transitioning to 'Transistor'
We discuss Supergiant Games's follow up to what many critics felt was the best game of 2011, considering if Transistor measures up to the legacy of Bastion. [8.Sep.14]
Reviews
By Paul Grosskopf
What Another Perspective wants to say is that the the essence of the video game is rooted in interaction. In other words that “You are me. I am you.” [09.Sep.14]
The game earns a trust that allows you to let go of your worries and to just let the mood wash over you, vagaries and all. [02.Sep.14]
With episode 4 of its second season, I feel as if the well is running dry on Telltale's ability to wring new meaning out of The Walking Dead franchise. [26.Aug.14]
The game plays like it belongs in a museum, one of those interactive displays that invites people to navigate the art rather than stare at it. [25.Aug.14]
Orbital Gear is missing an important label that would allow me to forgive its flaws: the "Early Access" label. [18.Aug.14]
A book on the origins of Sega, a gaming industry giant of great historical importance, could have been great. [17.Aug.14]
OlliOlli doesn't care about conforming, it doesn't care about its peers, and it doesn't care what you think of it. All it cares about is landing that trick. [01.Aug.14]
Noir isn't about deduction or reasoning. It's about shaking the trees and seeing what falls out. That's what these episodes are about. [28.Jul.14]
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]
From The Blogs
Columns
Texts, Lies, and Subtweets
P.T. has the digital world bleeding out into the real, hands flailing in search of something to hold onto so it can pull itself out of the game and into your living room. [08.Sep.14]
Moving Pixels
By Erik Kersting
Despite putting on display both the virtues and vices of man, Dark Souls does not make a judgment call about humanity, but rather leaves that up to the player. [13.Aug.14]
Moving Pixels
Black Flag isn’t interested in breaking the world into two opposing ideologies. It’s interested in how those ideologies sell themselves to a broken world. [29.Jul.14]
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]
Features
Hearthstone offers a Free-to-Play model that Candy Crush Saga and Tetris Blitz have only claimed to do. [05.Aug.14]
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