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Friday, September 18 2009

Comic Re-Imagining

Not all comic book adaptations are created equal, especially not when comparing our own imaginings with what actually happens when books are moved from print to screen.


Thursday, September 17 2009

The Art of Atmosphere: From Bioshock to Wolfenstein

Williams considers how the release of Bioshock has affected the way that apprehension and terror are evoked through the little details in video games.


Tuesday, August 11 2009

TIE Fighter: A Post 9/11 Parable

As the only Star Wars game that has you serving under the Empire without remorse, TIE Fighter lets you experience being a servant to a massive government just after a terrorist attack.


Monday, July 27 2009

Teens Don’t Use Twitter (and Why Should They?)

Star intern Matthew Robson’s report on teen Internet use has one key takeaway: for teens, the Internet is fun, and that might be all that it is.


Friday, July 10 2009

The Mask of the Deviant: Understanding Our Role in Killer 7

Williams considers the often strange roles that masks serve in Suda51's games and how they implicate us as players of video games.


Thursday, May 28 2009

King’s Quest VI

Sixteen years after its release, King's Quest VI it is still one of the high water marks of the adventure game genre.


Friday, May 1 2009

Like Movies—with Buttons

Like Edwin S. Porter realizing that a series of shots was how you structured a film, games have to abandon the presumption that they need to obey a linear narrative or controlled message and just let the player loose.


Thursday, April 2 2009

Far Cry 2: The Heart of Darkness Game

This is a game that is incessantly hostile. It is constantly pushing the player to become more efficient at destruction.


Thursday, March 5 2009

Half Life 2:  Giant Ants, Head Crabs and Barnacle Creatures

The world of Half-Life 2 depicts the aliens, most of them still unintelligent, overtaking our planet and destroying the norms of civilization.


Thursday, December 11 2008

The Campbellian Myth of Monkey Island

The Secret of Monkey Island is one of the '90s' best examples of interactive fiction, and it accomplishes this by using a variety of narrative and game design techniques to deliver a Joseph Campbell experience.


Tuesday, November 11 2008

Retro-ing Games

The disparity in the approaches Capcom took to Mega Man 9 and Bionic Commando beg the question: what do we want out of a "retro" experience?


Wednesday, September 17 2008

But Where is the Art?

They might make you think, they might make you cringe, they might inspire revulsion or admiration, but are they "art"? A look at some borderline videogames.


Wednesday, July 9 2008

Just as Fun to Watch

L.B. Jeffries talks to "Boner", a gamer who has managed to build a following simply by allowing an internet audience to watch him play.


Tuesday, June 3 2008

Zarathustra-speak

Let's set aside judging a game purely by the game play or plot, and analyze the actual experience of the game, instead.


Thursday, May 1 2008

The Game World / Real World Interface

"Interfacing" is Moving Pixels' way of taking a look at the tenuous relationship between the gaming world and the real world, and the awkwardness and enlightenment that the intersections between the two can achieve.


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