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Thursday, Feb 9, 2012
It’s odd to think of such an expensive hobby that is so often associated with a privileged class as designed purely for escape. What could such an audience have to escape from?

Life is slow moving and mundane, games aren’t. Therefore, games satisfy a need for speedy, direct progress. It’s difficult to point to when the idea that games exist for the sake of escapism was popularized, but in recent years, such an idea has driven much of games journalism and probably a good deal of design as well. It’s odd to think of such an expensive hobby that is so often associated with a privileged class as designed purely for escape. What could such an audience have to escape from?


Final Fantasy Tactics Advance, released in 2003 for the Gameboy Advance, however, rejects the idea of games merely existing as a form of escapism. The game acknowledges the idea that many have that games are escapist and refutes it.  It’s a game about gamers and the dangers of escaping into gaming too deeply. The thesis of Final Fantasy Tactics Advance is that escapism is not just dangerous to the medium but to those of us that love it.


Thursday, Feb 9, 2012
Despite sharing many of the same problems, I'm willing to cut Mirror's Edge more slack than Sonic CD.

This week, I take aim at an easy target: myself.  I recently reviewed Sonic CD and was a bit underwhelmed.  However, after re-reading the piece, I noticed that most of my criticisms of Sonic CD are equally applicable to Mirror’s Edge.  Both games offer fast-paced platformer experiences and both fall victim to some of the same pitfalls brought on by such a combination.  I’m on record for calling Mirror’s Edge tragically under appreciated, so I thought it might be a fun thought experiment to compare the two games in hopes of discovering why Mirror’s Edge sprints where Sonic stumbles.  Will I be able to defend my own opinions from myself?  Let’s find out.


Wednesday, Feb 8, 2012
It isn't really a song about video games, of course. However, it is interesting for what it implies about games by taking gaming for granted as a normalized cultural practice.

I know that Lana Del Rey is receiving all kinds of critical backlash at present from the music community about her authenticity as an artist, her botched SNL performance, and the like.


However, one way or the other, “Video Games” is a rather beautiful song.  It strikes a pretty, but mournful tone that is full of a melancholy, uncertain nostalgia from a twenty-something-years-old artist, and it has managed to solder itself into my consciousness pretty effectively in recent days.


Tuesday, Feb 7, 2012
Two men dictated by driving: one driven by an intense focus on the calm precision necessary to master the physical science of it all, the other driven by the raw emotional power that a two ton extension of the self provides.

I watched Drive the other night, a movie that takes place in California about a nigh unstoppable badass, a possible sociopath with an almost supernatural ability regarding cars, whose enemy is a crime lord who will stop at nothing to kill him. Before putting the DVD into the player I was wondering if it would have any thematic connection to a certain video game, namely Driver: San Francisco, a video game that takes place in California about a nigh unstoppable badass, a possible sociopath with an almost supernatural ability regarding cars, whose enemy is a crime lord who will stop at nothing to kill him.


Beyond that superficial comparison of the details, the movie and the game don’t really have much in common. Drive is a mostly slow paced affair concerned with character development and the main character’s relationships with others, punctuated by sudden violence, which brings a grim underworld into the stark light of day. Driver concerns an internal cerebral battle, in which the violence is presented as so over the top that the player is lucky that he doesn’t consider the main bad guy a Saturday morning cartoon villain. Really I could pack it in there and call it a night—save for one thing. Ryan Gosling’s character is solely defined as a person by his most potent ability: driving. He has no name, no past, and all the human contact that he has is filtered through driving. The dates that he goes out on? They’re night drives. The business ventures that serve as his main means of human contact? They are his job at a garage and stock car racing. He meets his “love interest” by helping her with her car. In an action video game, the protagonist is solely defined by the verb that the player uses to interact with the game. In the case of Driver: San Francisco and John Tanner, that verb is “drive.”


The Moving Pixels podcast crew get together to discuss the varied approaches that they took to exploring the vast world of Skyrim.

Between them, hundreds and hundreds of hours committed to The Elder Scrolls V: Skyrim.  Rick Dakan, Nick Dinicola, and Mattie Brice get together to discuss the varied approaches that they took to exploring Skyrim.


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