Nick Dinicola made it through college with a degree in English, and now applies all his critical thinking skills to video games instead of literature. He reviews games and writes a weekly post for the Moving Pixels blog at PopMatters, and can be heard on the weekly Moving Pixels podcast. More of his reviews, previews, and general thoughts on gaming can be found at www.gamehounds.net.
Columns
Tuesday, April 2 2013
We're More Than Our Job: The Characters of 'Little Inferno'
Even voiceless and often invisible, the characters of Little Inferno manage to ooze more personality than most video game characters.
Tuesday, February 12 2013
The Assassins' Failure
The last four games in the series have criticized totalitarianism by showing us what would happen if the “select few” in charge didn’t care about the people, but Assassin’s Creed III argues that if the “select few” in charge really do care about those beneath them, then society might flourish.
Monday, November 26 2012
Of Assholes and Antiheroes: Morality in 'Borderlands 2'
Modern video games feature a plethora of antiheroes. But there are times when this archetype is taken too far, when the antihero becomes just an asshole.
Friday, September 28 2012
God Is My Employee: The Theology of 'Asura’s Wrath'
When members of humankind pray, they pray not out of worship, but because they understand that their help is needed to protect the world.
Wednesday, July 18 2012
'Fez' Argues for the Artistry of Play
Fez may argue that games are just meant to be played, but it makes that argument with such impressive thematic consistency that it also makes an argument for the artistry of play.
Reviews
Monday, May 20 2013
Monaco: What's Yours Is Mine
Monaco is a stylish heist game that’ll make you wonder why there are so few heist games.
Friday, May 10 2013
Dead Island: Riptide
Riptide is good in spite of itself, but it could be so much better.
Friday, April 26 2013
Don't Starve
Even when it’s approachable and tempting, it’s still frustrating. However, its frustrations are born out of a consistent design philosophy, and its world is filled with such unexpected interactive depth and variety that I can’t help but respect it.
Wednesday, April 17 2013
Guacamelee
Charm is the first thing to go once a game gets frustrating. After a particularly grueling battle, you’ll be in such a foul mood that the jokes won’t be funny, the memes and references will seem dumb instead of clever, and the charm of the game will just seem forced.
Wednesday, March 20 2013
Naruto Shippuden: Ultimate Ninja Storm 3
The relentless pace is effective at heightening the drama while lessening our critical thinking. It’s dumb, it’s clichéd, it’s cheesy, but... but Sakura just said she loves Naruto and I know that can’t be true, what is she playing at? It’s all so addictive.
Blogs
Friday, May 17 2013
Rectangles Are People Too in 'Thomas Was Alone'
Thomas Was Alone turns a simple rectangle into a tragic hero.
Friday, May 10 2013
Evoking Horror Through Contrast in 'Dead Island'
The first half of Dead Island contains an interesting subtext concerning class warfare that’s only apparent now after playing the subtext-fee Riptide.
Friday, May 3 2013
Predictable Difficulty is Fun Difficulty
A level doesn’t change. It's predictable, so it's easier to gauge how my skills and knowledge have grown.
Friday, April 26 2013
The Failed Character Arc of Booker DeWitt in 'Bioshock Infinite'
Booker gets the narrative short shrift compared to the city, and as a result, the game’s final moments suffer.
Friday, April 19 2013
'Bioshock Infinite' Needs to Be More Violent
Bioshock Infinite should actually be more violent, or at the very least, its violence should be treated with more gravitas. Either way, there shouldn’t be less violence, but there should be less combat.
































