August 2010
‘LOST’ and Video Games
At the end of the fourth season, LOST abandoned mimicking the content of video games and instead focused on how they characterize space.
Worlds Without Words: What German Expressionism Can Teach Us About Game Design
A moving picture is worth 24,000 words per second. How about a game?
Moving Pixels Podcast: Max Payne in Love
Our regular podcast contributors take a look at the Max Payne 2: The Fall of Max Payne and consider the evolution of Remedy Entertainment's approach to world building (culminating in their most recent release, Alan Wake).
July 2010
The Spiritual Sequel to the 2008 ‘Prince of Persia’
Prince of Persia: The Forgotten Sands may take place within the Sands of Time trilogy, but it plays like a spiritual successor to the 2008 reboot of the franchise.
‘Limbo’: Art and Frustration
Limbo's aesthetic and gameplay work in perfect synch with one another, and time and again it produces those moments of pure frisson that only a great game can give.
Double-Edged Sword: Making Mistakes in ‘Diablo II’
Like life, Blizzard's classic RPG is often a harsh teacher, giving the test first and the lesson afterwards. But its cruelty is also among its greatest strengths.
The Multiple Choice Game
A multiple choice exam is looking for a sweetspot of a certain percentage passing, not too high and not too low.
Moving Pixels Podcast: Talking With Video Game Costume Designer, Holly Conrad
Holly Conrad is a costume designer and an avid gamer. By costume designer, I mean sculptor, engineer, seamstress, and designer.
Making Emergent Stories Matter: Considering ‘Left 4 Dead’ and ‘Medal of Honor’
It seems impossible to tell a story within the strict rule set of a competitive online game until you play Left 4 Dead or its sequel.
















