G. Christopher Williams is an Associate Professor of English at the University of Wisconsin-Stevens Point. He posts his weekly contribution to the Moving Pixels blog at PopMatters every Wednesday. Besides also serving as Multimedia Editor at PopMatters and writing at his own blog, 8-bit confessional, he has also published essays in journals like Film Criticism, PostScript, and the Popular Culture Review. You won’t find him on Twitter, but you can drop him a line with that old fashioned thing called e-mail at firstname.lastname@example.org.
Tuesday, December 16 2008
What might be remembered of the life of a woman who was long ago replaced by her own representation?
Thursday, June 5 2008
Author Patrick Rothfuss talks to PopMatters about the pivotal role of language in magic, the structure of storytelling, and the role of fantasy in contemporary fiction.
Thursday, April 24 2008
With the rise of the metrosexual and the fall of the patriarchal society, some men, lost in a gray zone, compensate by joining Gold’s Gym, screaming at Packers games, and driving big-ass Hummers
Thursday, September 20 2007
Unlike more passive forms of art that largely require the participation of viewers as interpreters and observers of their subject matter, video games raise thorny questions about "viewing" content, since the action of a player is more directly participatory for the audience.
Friday, March 30 2007
The controversial French philosopher's legacy has been tarnished by reductionist readings of his work, generated precisely by the tendencies of the mass media he sought to illuminate.
Wednesday, April 24 2013
I have found myself struck with admiration recently by games that I have played that have put me in less than empowering positions, games that celebrate difficulty and hardship, struggling and deprivation, rather than empowerment and excess.
Monday, February 25 2013
I feel guilty for things that I have done in God of War. Pushing that caged man over a bed of flames to solve that block puzzle? Still not over that.
Monday, January 28 2013
The Manic Pixie Dream Girl not only teaches men how “to embrace life and its infinite mysteries” but also to violate taboos, the mundane, and all that which represents the prison of order and responsibility.
Tuesday, October 16 2012
In film, the salacious is something to see. In video games, however, the salacious needs to be something to do.
Friday, August 17 2012
The greater the failure of the video game player, the greater the financial reward of the video game machine’s owner. More frustration, more 'death', used to mean more quarters per hour. These days, it means something else, entirely.
Monday, March 25 2013
This story is largely told through Lara's body in the game, as we watch her initially stumble and fall a lot, scream in terror at what confronts her, limp wounded away from a fight, and hesitate to climb heights that the older version of Lara would not have even blinked at.
Wednesday, February 13 2013
The more one plays the larger economic game, the more one admires the game's commitment to marrying its mechanics to its themes.
Monday, February 11 2013
This is a game about forward momentum and going nowhere.
Friday, February 1 2013
In a sense, the new Dante feels a bit like a Twilight-ified version of the original devil hunter.
Wednesday, November 21 2012
Murder seems to be the thing to do this holiday season in gaming. And if there is one assassination simulator you play this year, you won't go wrong with the stealth-puzzle strategies of Hitman: Absolution.
Wednesday, May 15 2013
While one would hope that humanity would aspire to a cleaner, post-apocalyptic condition, for the sake of art I guess I have to settle for dirty toilets and filth encrusted walls.
Monday, May 13 2013
This week, it's minimalism. It's video games. What more can we say?
Wednesday, May 8 2013
Sometimes an instruction as simple as "Press X" in a video game can lead to something profoundly familiar, profoundly intimate.
Wednesday, May 1 2013
We follow that disembodied tutorial voice without ever asking why. And even when we don't, when we insist on attempting to ignore those prompts, we find that ultimately we are chained to the elements necessary to drive the plot of Bioshock Infinite (or any game) forward.
Monday, April 29 2013
From whether we can stand a huge helping of Disney Princess behavior to considering what lurks behind that doorway to the infinite, the Moving Pixels podcast explores the infinite possibilities of Bioshock Infinite.