Wednesday, June 23 2010
All This Useless Interactivity
While we seemingly get lots of choices in a game about how we get from place to place, how to kill enemies (and with what weapon), and even how we make moral decisions, when the game prompts us we usually get down to doing what it tells us to do.
Monday, June 21 2010
Father’s Day Is Over, But Daddy Issues Remain in ‘Bioshock 2’ and ‘Red Dead Redemption’
Baby Boomer films such as Star Wars taught us about the corruptible and corrupting influence of an authoritarian father; now games like Bioshock 2 and Red Dead Redemption explore Generation X's “daddy issues”.
Wednesday, May 26 2010
You Say Apocalypse, I Say Retro Chic
Much like telling an erotic story within a Victorian backdrop seems ever so sexy, human depravity juxtaposed against a seemingly golden age of good, moral values is darkly comic and that much more disturbing.
Wednesday, February 10 2010
Of Philosophy in ‘Bioshock 2’: Some Words from the Devs
“I wouldn't say that games are the ideal way to experience literature. I think literature has done that quite well. That being said, games offer the opportunity to ask interesting questions and allow the player to answer them in a way that transcends previous mediums.” -- Jordan Thomas, Creative Director, Bioshock 2
Monday, October 8 2007
Bioshock
The implications of spliced human beings going insane with addictions for genetic material are enough to sit with you long after you're done playing.

































