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	<title type="text">PopMatters: Play</title>
	<subtitle type="text">Gaming and multimedia reviews, features, columns, and news.</subtitle>
	<link rel="alternate" type="text/html" href="http://www.popmatters.com/" />
	<link rel="self" type="application/atom+xml" href="http://www.popmatters.com/pm/feeds/fd_play/" />
	<updated>2009-11-06T15:53:22Z</updated>
	<rights>Copyright (c) 2009, PopMatters.com</rights>
	<id>tag:popmatters.com-play,2009:11:06</id>
	<entry>
<title type="html">Cut Scenes Can Work in Games (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115833-cut-scenes-can-work-in-games" />
<id>tag:popmatters.com,2009:pm/post/115833-cut-scenes-can-work-in-games/35.115833</id>
<published>2009-11-06T16:00:00Z</published>
<updated>2009-11-06T16:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<p><i>Uncharted 2: Among Thieves</i> is proof that, when done right, cut scenes can add to the depth and enjoyment of a game.</p>
I recently read a rumor that Assassin's Creed 2 might have three hours worth of cut scenes. Unlike a lot of gamers, I don't mind most cut scenes. I remember when games would advertise "X hours of realistic CG cut scenes" as a good thing. I understand the common complaint against them, but I also think cut scenes are a fine way to tell a story in a linear game, and Uncharted 2: Among Thieves&#8230;]]></content>
</entry>
<entry>
<title type="html">Parent-Child Bonding: Video Games that Bridge the Generation Gap (Columns)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/column/115192-parent-child-bonding-video-games-that-bridge-the-generation-gap" />
<id>tag:popmatters.com,2009:pm/column/115192-parent-child-bonding-video-games-that-bridge-the-generation-gap/19.115192</id>
<published>2009-11-06T07:00:08Z</published>
<updated>2009-11-06T07:00:08Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/columns_art/m/movingpix-gengap-splsh.jpg" /><br /><p>Can Gen X parents bond with the newest generation of gamers given the ways that cooperative gameplay has changed over the years?</p>
No one needs to convince kids to play video games. The Millenials are a group that easily embraces the medium of video games. But since there are quite a few 30-somethings that play games targeted towards mature audiences, there isn't necessarily a clear bridge between the games that we like to play and the ones that our kids are playing. Worse, most modern multiplayer games are not designed to play alongside a small human in&#8230;]]></content>
</entry>
<entry>
<title type="html">Br&amp;#252;tal Legend (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/115677-bruetal-legend" />
<id>tag:popmatters.com,2009:pm/review/115677-bruetal-legend/5.115677</id>
<published>2009-11-06T06:00:00Z</published>
<updated>2009-11-06T06:00:00Z</updated>
<author><name>Arun Subramanian</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/b/brutal_legend_front_alt1.jpg" /><br /><p><i>Br&#252;tal Legend</i> might actually be the best use of Jack Black yet, affording him a starring role that caters to his comedic roots and sensibilities while allowing everything around him to be more over the top than he is.</p>
Long a hero to gamers familiar with his seminal LucasArts PC titles, developer Tim Schafer's first foray into console gaming came in 2005 with the wildly creative Psychonauts. The main conceit of platforming inside the minds of other characters in order to combat physical representations of emotional issues or memories was immensely enjoyable for a variety of reasons, not the least of which was the thoroughly unique presentation and gameplay elements of each level. Further,&#8230;]]></content>
</entry>
<entry>
<title type="html">Democratizing Dictatorship: Tropico 3 (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115671-democratizing-dictatorship-tropico-3" />
<id>tag:popmatters.com,2009:pm/post/115671-democratizing-dictatorship-tropico-3/35.115671</id>
<published>2009-11-04T19:00:00Z</published>
<updated>2009-11-04T19:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/t/tropico_3_little_girl.jpg" /><br /><p>Despite being a simulation of dictatorship, <i>Tropico 3</i> is largely about questioning authority.</p>
In Tropico 3, you take on the role of a Latin American dictator on a fictitious island in the Caribbean. Sounds like fun, right? Well, as anyone who likes to play god in simulation games by taking on the role of managing cities, zoos, movie studios, or amusement parks can tell you, doing so is generally a fairly complex undertaking that generally tests your own abilities in administrating but rarely tests your authority. Despite being&#8230;]]></content>
</entry>
<entry>
<title type="html">Google's desire to scan old books has critics casting it as Goliath (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/115732-googles-desire-to-scan-old-books-has-critics-casting-it-as-goliath" />
<id>tag:popmatters.com,2009:pm/article/115732-googles-desire-to-scan-old-books-has-critics-casting-it-as-goliath/23.115732</id>
<published>2009-11-04T11:54:09Z</published>
<updated>2009-11-04T11:54:09Z</updated>
<author><name>Mike Swift</name></author>
<content type="html"><![CDATA[
San Jose Mercury News (MCT) -- SAN JOSE, Calif. &#8212; Google's ambitious plan to scan millions of old, out-of-print books, many of them forgotten in musty university libraries, has turned into one of the biggest controversies in the young company's history. A broad array of opponents, ranging from Google competitors Microsoft and Amazon to libraries and copyright scholars, has joined forces to oppose Google's proposal to create a comprehensive online repository of the books and split the revenue from access to&#8230;]]></content>
</entry>
<entry>
<title type="html">Animal Kingdom: Wildlife Expedition (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/115653-animal-kingdom-wildlife-expedition" />
<id>tag:popmatters.com,2009:pm/review/115653-animal-kingdom-wildlife-expedition/5.115653</id>
<published>2009-11-04T06:00:00Z</published>
<updated>2009-11-04T06:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/a/animal_kingdom_splash.jpg" /><br /><p>If you&#8217;re going to claim that a game is about observing animals and taking pictures, there are certain things a person is going to impulsively want to do.</p>
In a game, there is always a difficult balance between meeting expectations about the experience that it is claiming to give us and handling the technical realities that hold it back. If you&#8217;re going to claim that a game is about observing animals and taking pictures, there are certain things a person is going to impulsively want to do. Get close to the animals, be able to sneak around to get clever shots, explore a&#8230;]]></content>
</entry>
<entry>
<title type="html">Can bigger screens save a shrinking market? (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/115703-can-bigger-screens-save-a-shrinking-market" />
<id>tag:popmatters.com,2009:pm/article/115703-can-bigger-screens-save-a-shrinking-market/23.115703</id>
<published>2009-11-03T19:50:45Z</published>
<updated>2009-11-03T19:50:45Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
Kotaku.com (MCT) -- News of a new, extra-large, extra-priced portable from Nintendo was met more with confusion than enthusiasm when it was unveiled last week. The DSi XL has screens that are an inch bigger than the DSi, comes with a regular sized and extra large stylus and is closer to size of a netbook than it is to something you would want to squeeze into a pocket or purse. But while Nintendo president Satoru Iwata says he&#8230;]]></content>
</entry>
<entry>
<title type="html">The Modern FPS (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115579-the-modern-fps" />
<id>tag:popmatters.com,2009:pm/post/115579-the-modern-fps/35.115579</id>
<published>2009-11-03T12:00:00Z</published>
<updated>2009-11-03T12:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<p>In what way has the design of the FPS changed in the past ten years?</p>
A while back I was lucky enough to be asked to talk about what had caught my interest in the 2009 crop of video games for a Brainy Gamer podcast. The thing that caught my eye at that point was the curious rejection of a particular brand of FPS that was prevalent on the Wii and DS. Due to the technical limitations of these platforms, a game like The Conduit mostly takes place in hallways&#8230;]]></content>
</entry>
<entry>
<title type="html">Tornado Outbreak (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/115402-tornado-outbreak" />
<id>tag:popmatters.com,2009:pm/review/115402-tornado-outbreak/5.115402</id>
<published>2009-11-02T06:00:00Z</published>
<updated>2009-11-02T06:00:00Z</updated>
<author><name>Thomas Cross</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/t/tornado_outbreak_splash.jpg" /><br /><p>It is as if a Saturday morning cartoon had been spun through some kind of faux-intellectual blender.</p>
Tornado Outbreak is a game that feels strangely, exuberantly inadequate. It plays like some kind of odd take on the (admittedly already odd) Katamari Damacy franchise and is possessed of a bizarrely out of place tone. Or, it could be a completely brilliant and subversive tone. It is hard to say which one is accurate after playing through the game&#8217;s smallish campaign. In Tornado Outbreak, you play as a Zephyr, taking on the role of&#8230;]]></content>
</entry>
<entry>
<title type="html">That Good Ol' Ultraviolence (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115512-that-good-ol-ultraviolence" />
<id>tag:popmatters.com,2009:pm/post/115512-that-good-ol-ultraviolence/35.115512</id>
<published>2009-10-30T12:00:00Z</published>
<updated>2009-10-30T12:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/c/clockwork_orange_pixels.jpg" /><br /><p>The more blood there is in a game, the more unrealistic it becomes; it ceases to have any real meaning and becomes a joke.</p>
Whenever a critic of the gaming industry starts to decry the level of violence in games, the response is generally the same. It's standard to point out that violence in games pales when compared to the more explicit violence and gore in movies. While that may be true when comparing a game like GTA IV (the mass media's favorite whipping boy) to a movie like Hostel, it doesn't hold up for games versus movies in&#8230;]]></content>
</entry>
<entry>
<title type="html">NHL 2K10 (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/115400-nhl-2k10" />
<id>tag:popmatters.com,2009:pm/review/115400-nhl-2k10/5.115400</id>
<published>2009-10-30T06:00:00Z</published>
<updated>2009-10-30T06:00:00Z</updated>
<author><name>Chris Gaerig</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/n/nhl2k10_splash.jpg" /><br /><p><i>NHL 2K10</i> feels like a game made by people who have never played the game of hockey or even watch much of it.</p>
In 2009, to make the grave mistakes that 2K Sports&#8217; NHL 2K10 does is unforgivable. One example that typifies the game&#8217;s myriad problems is in one of the basics of the game of hockey: line changes. When attempting to change lines on the fly during the flow of play, you are presented with your various line options and each one&#8217;s corresponding button. Unfortunately, one of the lines is associated with the pass button, and when&#8230;]]></content>
</entry>
<entry>
<title type="html">Hard Boiled Heroism For the Kids: MySims Agents (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115285-hard-boiled-heroism-for-the-kids-mysims-agents" />
<id>tag:popmatters.com,2009:pm/post/115285-hard-boiled-heroism-for-the-kids-mysims-agents/35.115285</id>
<published>2009-10-28T16:00:00Z</published>
<updated>2009-10-28T16:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/m/mysimsagents_splash.jpg" /><br /><p>The game is less interested in presenting a building simulation (as the previous games in the series were) as it is in presenting a world of mystery where persistence, not problem solving, is key to resolving a mystery.</p>
There are also a few badly-scared champions of the formal or the classic mystery who think no story is a detective story which does not pose a formal and exact problem and arrange the clues around it with neat labels on them. Such would point out, for example, that in reading The Maltese Falcon no one concerns himself with who killed Spade&#8217;s partner, Archer (which is the only formal problem of the story) because the&#8230;]]></content>
</entry>
<entry>
<title type="html">Our House: Party! (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/115286-our-house-party" />
<id>tag:popmatters.com,2009:pm/review/115286-our-house-party/5.115286</id>
<published>2009-10-28T06:10:00Z</published>
<updated>2009-10-28T06:10:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/o/ourhousepartysplash_alt.jpg" /><br /><p>The biggest disappointment about the game is how much it fails to actually be an engaging Home Depot commercial.</p>
Making a video game that advertises a product is nothing new. Whether it is being released to support a movie or build on a successful IP, games that are little more than glorified advertisements for other products have always been around. Eventually people started to notice the effectiveness of these games for spreading brand awareness and you began to see products like Burger King&#8217;s Sneak King that built on their bizarre mascot. To my knowledge,&#8230;]]></content>
</entry>
<entry>
<title type="html">Cybertext (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115223-cybertext" />
<id>tag:popmatters.com,2009:pm/post/115223-cybertext/35.115223</id>
<published>2009-10-27T12:00:00Z</published>
<updated>2009-10-27T12:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<p>A breakdown of the arguments made in Espen J. Aarseth's seminal video game text.</p>
Espen J. Aarseth&#8217;s Cybertext is one of the first, and arguably strongest, books to outline how games work as their own artistic medium. Written from 1989 to 1997, it details a wide range of textual interactions that attempt to identify the interactive component of electronic media: the act of traversing and controlling a text. He defines a cybertext as &#8220;a machine for the production of a variety of expressions&#8221; (3). This does not have to&#8230;]]></content>
</entry>
<entry>
<title type="html">The Navy bla bla bla&amp;#8230;but not charged with a hate crime. (Sources Say)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115177-the-navy-blab-la-blabut-not-charged-with-a-hate-crime" />
<id>tag:popmatters.com,2009:pm/post/115177-the-navy-blab-la-blabut-not-charged-with-a-hate-crime/32.115177</id>
<published>2009-10-27T07:30:11Z</published>
<updated>2009-10-27T07:30:11Z</updated>
<author><name>Diepiriye Kuku</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/misc_art/d/dontaskdonttell-splash.jpg" /><br /><p>Forced retirement is a lot better off than the dishonorable discharge many face under DADT, and the gap in pay and benefits is huge.</p>
We should all just be plain ole Americans, right? And we could all just get along because we all have the same fair chances, right? Just consider how many men and women in service suffer in silence. In his interview given to YouthRadio.org, young veteran Joseph Christopher Rocha comes out about how during his Middle East war tour, he suffered everything from &#8220;being duct-taped and locked in a dog kennel to being forced to simulate&#8230;]]></content>
</entry>
<entry>
<title type="html">Mario &amp; Luigi: Bowser's Inside Story (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/115193-mario-luigi-bowsers-inside-story" />
<id>tag:popmatters.com,2009:pm/review/115193-mario-luigi-bowsers-inside-story/5.115193</id>
<published>2009-10-26T06:00:00Z</published>
<updated>2009-10-26T06:00:00Z</updated>
<author><name>Arun Subramanian</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/b/bowsers_inside_story_splash1.jpg" /><br /><p>As much as is possible in this cartoony world, it's difficult not to sympathize with Bowser.</p>
It seems quite common that there are overall fans of a particular medium who have certain genres they've never quite gotten a handle on. Perhaps it's a music fan who seems to like everything except for jazz, or a film connoisseur that doesn't quite see the appeal of gangster movies. Personally, despite my affection for video games at large, I've rarely been swept off my feet by a traditional RPG. I never really had the&#8230;]]></content>
</entry>
<entry>
<title type="html">Does This Hurt? A Look at Torture in Games (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115127-does-this-hurt-a-look-at-torture-in-games" />
<id>tag:popmatters.com,2009:pm/post/115127-does-this-hurt-a-look-at-torture-in-games/35.115127</id>
<published>2009-10-23T19:40:00Z</published>
<updated>2009-10-23T19:40:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<p>A look at the various incarnations of torture in games.</p>
Saw VI comes out today, the latest movie in the "torture porn" sub-genre of horror. When this sub-genre first began to grow in popularity, many film critics lamented that torture had become something entertaining, but in all the time since then, horror games have not jumped to cash in on the trend. Horrow games have changed dramatically over the six years since Saw was first released but not along the same lines that their filmic&#8230;]]></content>
</entry>
<entry>
<title type="html">Ninja Gaiden Sigma 2 (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/115012-ninja-gaiden-sigma-2" />
<id>tag:popmatters.com,2009:pm/review/115012-ninja-gaiden-sigma-2/5.115012</id>
<published>2009-10-23T06:00:00Z</published>
<updated>2009-10-23T06:00:00Z</updated>
<author><name>Mike Schiller</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/i/image_ninja_gaiden_sigma_2_splash.jpg" /><br /><p>Ninja Gaiden Sigma 2 is one of the first games in which immersion is actually a strike against it.</p>
This review contains mild story-related spoilers. There's a moment toward the end of Ninja Gaiden Sigma 2 in which Sonia, the in-over-her-head stereotypical female who constantly insists on tagging along and being captured by baddies (a completely unnecessary subplot to an appropriately epic primary narrative) can't help herself anymore and leaps into a hug with her (and our) hero, Ryu Hayabusa. Ryu is taken aback by this sudden infringement into the personal space that he&#8230;]]></content>
</entry>
<entry>
<title type="html">Inclusive Criminality: Multiculturalism and Saint's Row (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/115011-inclusive-criminality-multiculturalism-and-saints-row" />
<id>tag:popmatters.com,2009:pm/post/115011-inclusive-criminality-multiculturalism-and-saints-row/35.115011</id>
<published>2009-10-21T12:00:00Z</published>
<updated>2009-10-21T12:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/r/row_splash.jpg" /><br /><p>Unlike the radical individualism that marks and perhaps romanticizes the protagonists of <i>Grand Theft Auto</i>, <i>Saint's Row</i> succeeds in creating a positive response to the Saints through their representation of them as a gang of slightly more thoughtful, slightly more opened minded thugs.</p>
Most games based on the Grand Theft Auto formula of creating an open world, in which a player in the form of a criminal is allowed free reign to explore and dominate a world, have a tendency to attempt to distinguish themselves from this forerunner in some fundamental kind of way. Games like The Godfather or Scarface have attempted various ways of changing up the open world formula by grafting area control and economic development&#8230;]]></content>
</entry>
<entry>
<title type="html">Windows 7: What happened to gaming? (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/115007-windows-7-what-happened-to-gaming" />
<id>tag:popmatters.com,2009:pm/article/115007-windows-7-what-happened-to-gaming/23.115007</id>
<published>2009-10-21T08:06:35Z</published>
<updated>2009-10-21T08:06:35Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
Kotaku.com (MCT) -- In 2006, then-Microsoft Vice President Peter Moore apologized for what he called a dereliction of duty to the company's No. 1 gaming platform: The PC. Now, more than three years after promising &#8212; and some say failing &#8212; to deliver a PC gaming renaissance with the Vista operating system, Microsoft is set to roll out Windows 7. But this time there are no apologies or promises. PC gaming, it seems, has taken a back seat.&#8230;]]></content>
</entry>
<entry>
<title type="html">Women's Murder Club: Games of Passion (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/114963-womens-murder-club-game-sof-passion" />
<id>tag:popmatters.com,2009:pm/review/114963-womens-murder-club-game-sof-passion/5.114963</id>
<published>2009-10-21T06:00:00Z</published>
<updated>2009-10-21T06:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/w/womens_murder_club_splash.jpg" /><br /><p>The game is clearly written by someone who thinks that they&#8217;re producing a TV episode or book.</p>
As games begin to come into their own, people who specialize in producing dialogue and narrative that works well for the medium are becoming more prevalent. There are certain tropes, such as the story progressing in different ways based on player input, that you just need practice and experience before you can really write well. Expectations vary for this, a linear sequence of cutscenes mixed up with gameplay is still a fun way to play,&#8230;]]></content>
</entry>
<entry>
<title type="html">ZA Critrique: Spider: The Secret of Bryce Manor (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/114859-za-critrique-spider-the-secret-of-bryce-manor" />
<id>tag:popmatters.com,2009:pm/post/114859-za-critrique-spider-the-secret-of-bryce-manor/35.114859</id>
<published>2009-10-20T17:00:00Z</published>
<updated>2009-10-20T17:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<p>A breakdown of the passive storytelling techniques in Spider. Spoilers abound.</p>
The techniques for telling stories in games has often been dictated by the graphics. Long paragraphs of text were relied on for text parsers and by their 8-bit brethren. As the graphics improved, less detail had to be explained and could simply be observed: at first a chest or save point would be a symbol like a spinning octagon, then as a clunky abstraction, then something that looked very much like a chest. Today, graphic&#8230;]]></content>
</entry>
<entry>
<title type="html">Marvel Ultimate Alliance 2 (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/114792-marvel-ultimate-alliance-2" />
<id>tag:popmatters.com,2009:pm/review/114792-marvel-ultimate-alliance-2/5.114792</id>
<published>2009-10-19T06:00:00Z</published>
<updated>2009-10-19T06:00:00Z</updated>
<author><name>Ryan Smith</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/m/marvel_ultimate_alliance_2_splash.jpg" /><br /><p>I couldn't help but notice that one puzzle in which you must fit four different shaped blocks in four identically shaped holes in order to open a door was eerily similar to a Fisher-Price puzzle that I once solved at age four.</p>
When making Marvel Ultimate Alliance 2, developer Vicarious Visions seemed to have the old adage &#8220;if it ain't broke, don't fix it&#8221; in mind. However, they probably should have considered another: &#8220;Familiarity breeds contempt.&#8221; The sequel to Raven Software's 2006 action role-playing game is so slavishly devoted to keeping things pretty much the same that its sequel borders on expansion pack material or, at the very least, resembles something like an update similar to what&#8230;]]></content>
</entry>
<entry>
<title type="html">Video-game business still grappling with digital distribution (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/114844-video-game-business-still-grappling-with-digital-distribution" />
<id>tag:popmatters.com,2009:pm/article/114844-video-game-business-still-grappling-with-digital-distribution/23.114844</id>
<published>2009-10-18T13:46:07Z</published>
<updated>2009-10-18T13:46:07Z</updated>
<author><name>Dan Gallagher</name></author>
<content type="html"><![CDATA[
MarketWatch (MCT) -- SAN FRANCISCO &#8212; Being able to buy and play high-end video games without leaving home may still be a way off, but the industry isn't waiting for its fate to be decided by outsiders. Spooked by what has taken place in the music and movie businesses, the video-game industry is taking its own steps to get ahead of the curve as technology develops to the point that gamers need not visit a retail store to&#8230;]]></content>
</entry>
<entry>
<title type="html">Interoperability overdue for instant messaging (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/114843-interoperability-overdue-for-instant-messaging" />
<id>tag:popmatters.com,2009:pm/article/114843-interoperability-overdue-for-instant-messaging/23.114843</id>
<published>2009-10-18T13:45:23Z</published>
<updated>2009-10-18T13:45:23Z</updated>
<author><name>Troy Wolverton</name></author>
<content type="html"><![CDATA[
San Jose Mercury News (MCT) -- You would think it was crazy if your cell phone could call only people with phones on the same network. But we put up with that absurd situation when it comes to instant messaging &#8212; and have for years. Worse, there's little sign of change anytime soon. On a typical day, I have three &#8212; and sometimes four &#8212; instant messaging clients running at the same time. I run Yahoo Messenger because it was the&#8230;]]></content>
</entry>
<entry>
<title type="html">The Next Visual Leap in Gaming (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/114737-the-next-visual-leap-in-gaming" />
<id>tag:popmatters.com,2009:pm/post/114737-the-next-visual-leap-in-gaming/35.114737</id>
<published>2009-10-16T12:00:00Z</published>
<updated>2009-10-16T12:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<p>Will 3D be the next big visual leap in gaming?</p>
A couple weeks ago I wrote that graphics simply can&#8217;t get much better, and while I firmly believe that, I also believe that gamers are constantly awaiting some new leap in visuals. It&#8217;s something we&#8217;ve been conditioned over decades of consoles to expect, and we still expect it now. But if graphics can&#8217;t get much better, is a new visual leap is even possible? In September Resident Evil 5 was released for PC with an&#8230;]]></content>
</entry>
<entry>
<title type="html">Dead Space: Extraction (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112840-dead-space-extraction" />
<id>tag:popmatters.com,2009:pm/review/112840-dead-space-extraction/5.112840</id>
<published>2009-10-16T06:00:00Z</published>
<updated>2009-10-16T06:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/d/dead_space_e_splash.jpg" /><br /><p><i>Dead Space: Extraction</i> breathes new creative life into what was one of the most derivative genres in gaming, the "on-rails shooter," turning it from a mindless virtual shooting gallery into a valid avenue for storytelling.</p>
Dring the build up to the release of Dead Space: Extraction, developer Visceral Games never described their game as a "rail shooter," which is a kind of shooter, typically in first-person, in which the player doesn't have direct control over their avatar, who instead moves along a set path as if on rails. The term has long been associated with arcade shoot-&#8216;em-ups to differentiate these two different types of games. Dead Space: Extraction, though, had&#8230;]]></content>
</entry>
<entry>
<title type="html">The Gleam of Electric Sex: What Video Games Might (or Might Not) Teach Us About Sex (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112658-the-gleam-of-electric-sex-what-video-games-might-or-might-not-teach-" />
<id>tag:popmatters.com,2009:pm/post/112658-the-gleam-of-electric-sex-what-video-games-might-or-might-not-teach-/35.112658</id>
<published>2009-10-14T12:00:00Z</published>
<updated>2009-10-14T12:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/e/electric_sex_splash.jpg" /><br /><p>We may have to reconsider who we are as we play out the sexual experiences of someone else.</p>
Only one thing could've dragged me away from the soft glow of electric sex gleaming in the window.--Ralphie, A Christmas Story (1983), MGM/UA Entertainment Much like the &#8220;major award&#8221; won by Ralphie's father in A Christmas Story, contemporary video games with &#8220;the snap of a few sparks, and a quick whiff of ozone&#8221; tend to offer rather ideal, if incomplete images of lurid matter to their audience. Indeed, sexuality tends to get treated in one&#8230;]]></content>
</entry>
<entry>
<title type="html">When the going gets tough ... let the game play itself (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/114614-when-the-going-gets-tough-...-let-the-game-play-itself" />
<id>tag:popmatters.com,2009:pm/article/114614-when-the-going-gets-tough-...-let-the-game-play-itself/23.114614</id>
<published>2009-10-14T10:31:48Z</published>
<updated>2009-10-14T10:31:48Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/news_art/s/superhelper.jpg" /><br />McClatchy-Tribune News Service (MCT) -- Like many younger brothers I had a contentious relationship with my older brother. We butted heads, fought, lied, accused each other of unimaginable atrocities and genuinely despised one another &#8212; while secretly caring deeply what the other thought. But there was one thing that always brought us together: Difficult video games. In the '70s and '80s, the heyday of gaming's explosive appearance in homes and arcades, playing a video game with your brother usually meant&#8230;]]></content>
</entry>
<entry>
<title type="html">Need For Speed: Shift (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/113149-need-for-speed-shift" />
<id>tag:popmatters.com,2009:pm/review/113149-need-for-speed-shift/5.113149</id>
<published>2009-10-14T06:00:00Z</published>
<updated>2009-10-14T06:00:00Z</updated>
<author><name>Thomas Cross</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/n/need_speed_splash.jpg" /><br /><p>You can drive as messily or cautiously as you want, and the game will reward you. It goes a long way toward making the game feel like <i>your</i> racing experience.</p>
The Need for Speed series has been the home to great games, good games, and absolutely awful games. It&#8217;s also the first title (that I ever played) that introduced the aggressive AI driver, in the form of a police car, designed to take you down at all costs. Since the arrival of Hot Pursuit on the scene, Need for Speed has struggled to reattain its brilliance. Porsche Unleashed was a fun racer, but the hemmed&#8230;]]></content>
</entry>
<entry>
<title type="html">Two Books on Games &amp; Violence (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/113062-two-books-on-games-violence" />
<id>tag:popmatters.com,2009:pm/post/113062-two-books-on-games-violence/35.113062</id>
<published>2009-10-13T11:00:00Z</published>
<updated>2009-10-13T11:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<p>A breakdown of two books that deal with the question of what effect video games may have on young players.</p>
It is unfair for me to write about the issue of games and violence without acknowledging that I am not inclined to believe there is a causal relationship. I have played games my entire life even Wolfenstein when I was barely old enough to understand basic DOS. I learned to read and write by playing adventure games. I also do not have children, so these thoughts are all coming from a person with no experience&#8230;]]></content>
</entry>
<entry>
<title type="html">Trine (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112928-trine" />
<id>tag:popmatters.com,2009:pm/review/112928-trine/5.112928</id>
<published>2009-10-12T06:00:00Z</published>
<updated>2009-10-12T06:00:00Z</updated>
<author><name>Mike Schiller</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/t/trine_splash.jpg" /><br /><p><i>Trine</i> is a platformer of obligation.</p>
There are myriad reasons to recommend Trine. It's beautiful, for one. Playing through Trine is like gazing at a gorgeous oil-painted landscape that just keeps moving, keeps developing, and keeps finding new ways to make your jaw drop in silent awe. Few games have been produced that have this sort of richness of color and aesthetic, enough so that one would almost rather watch than play simply so that the details of it all won't&#8230;]]></content>
</entry>
<entry>
<title type="html">Moving Pixels Plays Telephone Part 3: The Right to &amp;#8220;Gank&amp;#8221; the System in Video Games (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112621-moving-pixels-plays-telephone-part-3-earning-the-right-to-gank-the-s" />
<id>tag:popmatters.com,2009:pm/post/112621-moving-pixels-plays-telephone-part-3-earning-the-right-to-gank-the-s/35.112621</id>
<published>2009-10-09T12:00:00Z</published>
<updated>2009-10-09T12:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/s/system_gank_splash.jpg" /><br /><p>Summary:  Early this week, our Moving Pixels writers decided to play a game of telephone.  Leading off with some observations about considering whether or not the idea of &#8220;ganking&#8221; can be applied to single player experiences, L.B. Jeffries <a href="http://www.popmatters.com/pm/post/112619-moving-pixels-plays-telephone-part-1-considering-ganking-the-system-/">began a discussion</a> that has considered what rules mean to players.  G. Christopher Williams <a href="http://www.popmatters.com/pm/post/112620-moving-pixels-plays-telephone-part-2-ganking-broken-systems-in-video/">continued this discussion</a> that has focused on the differences between playing and gaming and what limits we may want to place on ourselves as players of games.  Nick Dinicola concludes our series today with some final thoughts on whether or not we can earn the right to gank the system.</p>
Over the past week on Moving Pixels, L.B. Jeffries and G. Christopher William have written about system gank in games, a term that describes &#8220;a situation in which a player is still operating legitimately in the confines of the game but has broken the system.&#8221; They wrote mostly about the negative consequences of &#8220;breaking the game,&#8221; but I think ganking the game can be a good thing, at least in single player games. On a&#8230;]]></content>
</entry>
<entry>
<title type="html">Fatale: Exploring Salome (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112745-fatale-exploring-salome" />
<id>tag:popmatters.com,2009:pm/review/112745-fatale-exploring-salome/5.112745</id>
<published>2009-10-09T06:00:00Z</published>
<updated>2009-10-09T06:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/s/salome_splash_alt2.jpg" /><br /><p>If any pleasure is to be derived from <i>Fatale</i>, it is likely the pleasure that one derives from the activities of looking and observing, which is in itself a problem if it is about Salome.  The Biblical story indicates that being looked at and observed is the catalyst for potential nastiness and ultimately an ending.</p>
This review contains some spoilers. This is not a game. You will die. But that should go without saying, since you should know what you're getting into in the first place with a game whose subtitle indicates an interest in &#8220;exploring Salome.&#8221; The story of Salome and her connection to the execution of John the Baptist already suggests the terminal as a theme, both in its biblical version and its revision by Oscar Wilde. However,&#8230;]]></content>
</entry>
<entry>
<title type="html">Video chat gets an upgrade (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/112856-video-chat-gets-an-upgrade" />
<id>tag:popmatters.com,2009:pm/article/112856-video-chat-gets-an-upgrade/23.112856</id>
<published>2009-10-08T19:00:33Z</published>
<updated>2009-10-08T19:00:33Z</updated>
<author><name>Mike Swift</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/news_art/b/biz_cpt-videochat_3_sj.jpg" /><br />San Jose Mercury News (MCT) -- SAN FRANCISCO &#8212; It's a sparkling morning in the South of Market neighborhood, the city's tech ghetto. But at Global IP Solutions, the light outside Niklas Enbom's office is shading toward an evening blue. Enbom is on a video chat to Global IP Solutions' San Francisco headquarters from Sweden, where it is nine hours later and dusk is fast approaching. The company, which typically uses its acronym GIPS, provides the underlying video and audio technology&#8230;]]></content>
</entry>
<entry>
<title type="html">Twitter's becoming an important tool for job seekers and employers (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/112855-twitters-becoming-an-important-tool-for-job-seekers-and-employers" />
<id>tag:popmatters.com,2009:pm/article/112855-twitters-becoming-an-important-tool-for-job-seekers-and-employers/23.112855</id>
<published>2009-10-08T15:00:14Z</published>
<updated>2009-10-08T15:00:14Z</updated>
<author><name>Patrick May</name></author>
<content type="html"><![CDATA[
San Jose Mercury News (MCT) -- SAN JOSE, Calif. &#8212; As the Internet's microblogging superhero Twitter continues to balloon with 40 million users worldwide and countless apps like Twhirl and TweetDeck, the Twittersphere has been overrun lately with refugees from the real world's recession: Twousands and twousands of job seekers. "Twitter's going to become more and more valuable as a job-hunting tool because you can build up a job-search network in an afternoon and effectively create a whole self-presentation in the&#8230;]]></content>
</entry>
<entry>
<title type="html">Twitter to offer business accounts with expanded features, and fees (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/112857-twitter-to-offer-business-accounts-with-expanded-features-and-fees" />
<id>tag:popmatters.com,2009:pm/article/112857-twitter-to-offer-business-accounts-with-expanded-features-and-fees/23.112857</id>
<published>2009-10-08T12:21:08Z</published>
<updated>2009-10-08T12:21:08Z</updated>
<author><name>Wailin Wong</name></author>
<content type="html"><![CDATA[
Chicago Tribune (MCT) -- CHICAGO &#8212; Without advertisements or subscription fees, the micro-blogging service Twitter has had many wondering how the site makes money. Since Twitter's creation in 2006, co-founders Biz Stone and Evan Williams have been reticent in putting an end to this guessing game surrounding their business model. In an interview with Tribune Newspapers, Stone offered a hint of Twitter's evolution toward a service that offers premium features at a cost. Stone said the company will introduce&#8230;]]></content>
</entry>
<entry>
<title type="html">Moving Pixels Plays Telephone Part 2: &amp;#8220;Ganking&amp;#8221; Broken Systems in Video Games (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112620-moving-pixels-plays-telephone-part-2-ganking-broken-systems-in-video" />
<id>tag:popmatters.com,2009:pm/post/112620-moving-pixels-plays-telephone-part-2-ganking-broken-systems-in-video/35.112620</id>
<published>2009-10-07T12:00:00Z</published>
<updated>2009-10-07T12:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/s/system_gank_splash.jpg" /><br /><p>This week our Moving Pixels writers decided to play a game of telephone.  Leading off with some observations about considering whether or not the idea of &#8220;ganking&#8221; can be applied to single player experiences, L.B. Jeffries <a href="http://www.popmatters.com/pm/post/112619-moving-pixels-plays-telephone-part-1-considering-ganking-the-system-/">began a discussion</a> that has considered what rules mean to players.  G. Christopher Williams is now continuing this discussion by considering the differences between what we mean by playing and gaming and how those ideas relate to rules and the freedom of violating them.  Nick Dinicola <a href="http://www.popmatters.com/pm/post/112621-moving-pixels-plays-telephone-part-3-earning-the-right-to-gank-the-s/">will conclude</a> our series on Friday, so please do stop by for the discussion's conclusion.</p>
In yesterday's Moving Pixels Column, L.B. Jeffries considered the concept of &#8220;ganking&#8221;, a term commonly applied to multiplayer gaming experiences and how the problematic concept of players finding loopholes to circumvent rules in a game might additionally apply to single player experiences. Jeffries began his essay with a kind of real life example of how a system might be &#8220;ganked&#8221;, which I guess is a good enough place as any to respond to some of&#8230;]]></content>
</entry>
<entry>
<title type="html">Demon's Souls (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112659-demons-souls" />
<id>tag:popmatters.com,2009:pm/review/112659-demons-souls/5.112659</id>
<published>2009-10-07T06:00:00Z</published>
<updated>2009-10-07T06:00:00Z</updated>
<author><name>Randy Ma</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/d/demons_souls_splash_alt.jpg" /><br /><p>A player can make mistakes with dire consequences that are absolutely irreversible.</p>
Demon&#8217;s Souls is without a doubt one of the most vexing, frustrating, exhilarating, unique experiences that it has been my pleasure to play through this console generation. The tenacity of Japanese developer From Software and its publisher Atlus has resulted in the creation of a game that perfectly idolizes the design philosophies of the Japanese Role-Playing Game and retains the infamous staples that have led gamers to both attraction to and repulsion from the genre.&#8230;]]></content>
</entry>
<entry>
<title type="html">You Only Live Once (game) (Mixed Media)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112772-you-only-live-once-game" />
<id>tag:popmatters.com,2009:pm/post/112772-you-only-live-once-game/15.112772</id>
<published>2009-10-06T18:49:55Z</published>
<updated>2009-10-06T18:49:55Z</updated>
<author><name>Tyler Gould</name></author>
<content type="html"><![CDATA[
The consequences of death are given no thought in most video games, where, even in the most open-ended games, the player's role is that of an iterator, mechanically moving the plot from one position to another, engaging the game by turning pages and being allowed access to new experiences. The threat of death creates the illusion of challenge, though in modern games it simply results in a restart at the most recent checkpoint. In You&#8230;]]></content>
</entry>
<entry>
<title type="html">Why everyone should be watching the PSPgo (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/112767-why-everyone-should-be-watching-the-pspgo" />
<id>tag:popmatters.com,2009:pm/article/112767-why-everyone-should-be-watching-the-pspgo/23.112767</id>
<published>2009-10-06T17:57:15Z</published>
<updated>2009-10-06T17:57:15Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
Kotaku.com (MCT) -- Video games stored on a disc of plastic and tucked away in a case are approaching extinction. You can quibble about the when and the how of this happening, but the inevitability of games being sold online like music, free of their plastic prisons, is certain. The first real sign of that step away from games sheathed in cardboard and plastic sold in a bricks and mortar store hit earlier this month in the form&#8230;]]></content>
</entry>
<entry>
<title type="html">Moving Pixels Plays Telephone Part 1: Considering &amp;#8220;Ganking&amp;#8221; the System in Video Games (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112619-moving-pixels-plays-telephone-part-1-considering-ganking-the-system-" />
<id>tag:popmatters.com,2009:pm/post/112619-moving-pixels-plays-telephone-part-1-considering-ganking-the-system-/35.112619</id>
<published>2009-10-06T11:10:00Z</published>
<updated>2009-10-06T11:10:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/s/system_gank_splash.jpg" /><br /><p>Throughout this week, our Moving Pixels writers decided to play a game of telephone.  L.B. Jeffries will be leading off our discussions with some thoughts on &#8220;system gank&#8221;.  G. Christopher Williams will be <a href="http://www.popmatters.com/pm/post/112620-moving-pixels-plays-telephone-part-2-ganking-broken-systems-in-video/">continuing this discussion on Tuesday</a>, and Nick Dinicola <a href="http://www.popmatters.com/pm/post/112621-moving-pixels-plays-telephone-part-3-earning-the-right-to-gank-the-s/">will conclude</a> our series on Friday.  So, please do stop by throughout the week as our discussion evolves.</p>
One of the curious tenets of a rule or law is that people have to want it to exist. If nobody thinks a law should be obeyed or has an interest in its sustained enforcement, then it ceases to function. Need precedes Rule. Unfortunately, while this sounds nice in theory, in real life it rarely works out so neatly. Politicians will often posture and gain attention by creating poorly designed laws or without really thinking&#8230;]]></content>
</entry>
<entry>
<title type="html">Tools for the Job: Asserting Femininity in Super Metroid (Columns)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/column/111831-asserting-femininity-in-super-metroid" />
<id>tag:popmatters.com,2009:pm/column/111831-asserting-femininity-in-super-metroid/19.111831</id>
<published>2009-10-06T06:00:38Z</published>
<updated>2009-10-06T06:00:38Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/columns_art/m/movpix-splsh.jpg" /><br /><p><i>Super Metroid</i> is unique in that it is the only game in the series that addresses something distinctly female about Samus besides her looks: motherhood.</p>
Ray Huling pointed out in an article for The Escapist that the only thing that video games rarely borrow from the film Aliens are the motherhood themes ("Woman, Mother, Space Marine", 18 November 2008). The tough image of space marines, the indomitable alien force, or the barren sense of isolation have all been incorporated into various titles. But the theme of being a mother, particularly one that is driven to action in defense of her&#8230;]]></content>
</entry>
<entry>
<title type="html">Spyborgs (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112576-spyborgs" />
<id>tag:popmatters.com,2009:pm/review/112576-spyborgs/5.112576</id>
<published>2009-10-05T06:00:00Z</published>
<updated>2009-10-05T06:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/s/spyborgs_splash.jpg" /><br /><p>Stop me if you've heard this one before: a guy with a robotic arm, a sexy lady ninja, and a giant robot that never talks set off on a trip to beat the crap out of hundreds of robots.</p>
The brawler is a genre that strikes a balance between highly repetitive gameplay and variety. Players learn the nuances of a character&#8217;s moves, usually quickly if it&#8217;s a simple system, and then engages that basic technique in a variety of situations. Epic boss battles, strange puzzles, and QTE sequences are all mixed into the fold to keep a steady pace of brawling with enemies that drives the game forward. Missteps in the genre tend to&#8230;]]></content>
</entry>
<entry>
<title type="html">Lost in the Past (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112528-lost-in-the-past" />
<id>tag:popmatters.com,2009:pm/post/112528-lost-in-the-past/35.112528</id>
<published>2009-10-02T12:00:00Z</published>
<updated>2009-10-02T12:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<p>How can games be preserved over time?</p>
I&#8217;ve never played an MMORPG. I&#8217;ve always been fascinated with the genre, but have never felt a desire to enter one of those massive worlds and explore it myself. Until recently. When I heard what the latest expansion for World of Warcraft would do to the game world (that it would completely change it by turning deserts into forests and so on), I felt a sudden urge to play it and see these parts of&#8230;]]></content>
</entry>
<entry>
<title type="html">'Whip It' Makes Roller Derby Equal Female Empowerment (Mixed Media)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112491-whip-it-makes-roller-derby-equal-female-empowerment" />
<id>tag:popmatters.com,2009:pm/post/112491-whip-it-makes-roller-derby-equal-female-empowerment/15.112491</id>
<published>2009-10-02T11:00:41Z</published>
<updated>2009-10-02T11:00:41Z</updated>
<author><name>Ashley Cooper</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/film_art/w/whip_it_movie_poster.jpg" /><br />Well-known actress Drew Barrymore makes her directorial debut with Whip It, the story of a Texas teenage girl Bliss (Ellen Page) who decides to rebel against her beauty pageant upbringing and trades in her chances for a crown in for a pair of roller skates to enter the world of roller derby. "You are my new hero," Bliss tells one roller derby star who she watches pass out flyers for an upcoming event. The derby&#8230;]]></content>
</entry>
<entry>
<title type="html">DiRT2 (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112370-dirt2" />
<id>tag:popmatters.com,2009:pm/review/112370-dirt2/5.112370</id>
<published>2009-10-02T06:00:00Z</published>
<updated>2009-10-02T06:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/d/dirt2_splash.jpg" /><br /><p>The most interesting addition to the racing formula is the rewind ability.</p>
A racing game is about balancing the desire to slam the gas and rocket ahead at full speed while knowing when to cut off that wonderful feeling in time to make a tight turn. Wait too long, and you&#8217;ll be spinning out or worse -- just another another wreck to dodge. Sometimes additions can be made to the formula like Burnout: Paradise&#8217;s open city or Mario Kart&#8217;s power-ups, but the core design is still about&#8230;]]></content>
</entry>
<entry>
<title type="html">The Weirdly Sexed Up Evony Advertising Campaign (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112195-the-weirdly-sexed-up-evony-advertising-campaign" />
<id>tag:popmatters.com,2009:pm/post/112195-the-weirdly-sexed-up-evony-advertising-campaign/35.112195</id>
<published>2009-09-30T12:00:00Z</published>
<updated>2009-09-30T12:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/e/evony_reistration.jpg" /><br /><p>The advertising may be selling itself rather than the product.</p>
Yeah, I know. Sex sells. Indeed, when I teach advertising analysis as an exercise in practicing interpretation and evaluating rhetorical techniques in my freshmen composition classes, I often have students that astutely point out this phenomenon. I do like to point out that selling a product via sex, though, can be a relatively more complex process than that two word phrase might otherwise imply. Once we begin comparing advertisements targeted at different types of audiences&#8230;]]></content>
</entry>
<entry>
<title type="html">Tokyo Game Show slump casts shadow across industry (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/112376-tokyo-game-show-slump-casts-shadow-across-industry" />
<id>tag:popmatters.com,2009:pm/article/112376-tokyo-game-show-slump-casts-shadow-across-industry/23.112376</id>
<published>2009-09-30T10:59:29Z</published>
<updated>2009-09-30T10:59:29Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/news_art/t/tokyo_game_show.jpg" /><br />Kotaku.com (MCT) -- The United States may have given birth to video games, but it was Japan that brought them to life. Games like Space Invaders, Pac-Man and Donkey Kong introduced the concept of plot and character to something that started out as more diversion, more science in motion than art. From these deep gaming roots sprung an entire subculture. And over the years Japan's otaku have metamorphosed from social outcasts to counting among its members: salary men,&#8230;]]></content>
</entry>
<entry>
<title type="html">The New American Spook Country (Features)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/feature/107938-the-new-american-spook-country" />
<id>tag:popmatters.com,2009:pm/feature/107938-the-new-american-spook-country/21.107938</id>
<published>2009-09-30T06:00:08Z</published>
<updated>2009-09-30T06:00:08Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/features_art/t/third_man_splash.jpg" /><br /><p><i>Spook Country</i> is about America&#8217;s loss of innocence, its various ways of remembering the past, and an attempt to find a way of reconciling those memories with the present.</p>
William Gibson was born in Conway, South Carolina and raised in the Virginia portion of Appalachia. His initial claim to fame is coining the term "cyberspace" in his novel Neuromancer eight years before the internet came into existence. The book is a complex discourse on the clash between humanity and technology. His latest books have continued to tackle this existential crisis by setting it in a modern, post 9/11 America. To describe our modern world,&#8230;]]></content>
</entry>
<entry>
<title type="html">Shin Megami Tensei: Persona (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112324-shin-megami-tensei-persona" />
<id>tag:popmatters.com,2009:pm/review/112324-shin-megami-tensei-persona/5.112324</id>
<published>2009-09-30T06:00:00Z</published>
<updated>2009-09-30T06:00:00Z</updated>
<author><name>Azmol Meah</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/p/persona_splash.jpg" /><br /><p>Seen in retrospect, a <i>Persona</i> title stripped of its highly acclaimed social link gameplay is a soulless, characterless, frustrating, and (quite frankly) often boring experience.</p>
Re-releases such as Shin Megami Tensei: Persona often have many reasons for reappearing after years in the wilderness. It might be to make a quick cash-in, to further establish a brand and grow its audience, to build hype for an upcoming new release, and finally, for many such as myself who missed out the first time, to play catch up. As I was only eleven at the time of the original release on the PSX&#8230;]]></content>
</entry>
<entry>
<title type="html">Jesper Juul's Classic Text 'half-real' (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112260-half-real" />
<id>tag:popmatters.com,2009:pm/post/112260-half-real/35.112260</id>
<published>2009-09-29T20:00:00Z</published>
<updated>2009-09-29T20:00:00Z</updated>
<author><name>L.B. Jeffries</name></author>
<content type="html"><![CDATA[
<p>A breakdown of Jesper Juul's classic text on rule structures and game design.</p>
Back during the first tentative steps of video game academia there was an unpleasant clash over how important the story in a video game really is. It&#8217;s hard to really establish a definitive stance on the argument because every game has a unique relationship with its narrative elements. Sometimes there are lucrative goals and engaging plot decisions for the player, sometimes story just adds context to an otherwise purely skill based game. Jesper Juul&#8217;s book&#8230;]]></content>
</entry>
<entry>
<title type="html">Download The Shivah for free! (Mixed Media)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112234-download-the-shivah-for-free" />
<id>tag:popmatters.com,2009:pm/post/112234-download-the-shivah-for-free/15.112234</id>
<published>2009-09-28T15:02:22Z</published>
<updated>2009-09-28T15:02:22Z</updated>
<author><name>Tyler Gould</name></author>
<content type="html"><![CDATA[
This post is about a video game, but I implore even the non-gamers among us to pay attention, because The Shivah, though it first came out in 2006, is still in a class of its own. You can see right on the cover art that it's a "rabbinical adventure of mourning and mystery", which you generally won't find at your local game dealer. The Shivah is normally a scant $4.99, and is of such a&#8230;]]></content>
</entry>
<entry>
<title type="html">The Hardy Boys: Treasure on the Tracks (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112193-the-hardy-boys-treasure-on-the-tracks" />
<id>tag:popmatters.com,2009:pm/review/112193-the-hardy-boys-treasure-on-the-tracks/5.112193</id>
<published>2009-09-28T06:00:00Z</published>
<updated>2009-09-28T06:00:00Z</updated>
<author><name>Mike Schiller</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/h/hardy_boys_splash.jpg" /><br /><p><i>Treasure on the Tracks</i> is the type of game that allows us to remember the good old days of adventure gaming while simultaneously reminding us that adventure for the sake of adventure can be a pretty hollow experience.</p>
When Nintendo released the Nintendo DS and the Wii, there was an entire faction of PC gamers who instantly saw a tremendous set of possibilities. These were gamers who had assumed that their favorite games had been abandoned with the rise of console gaming, gamers left behind by a tidal wave of twitchy multiplayer shooters, sports games, and Guitar Hero. These are the gamers weaned on LucasArts, the gamers who worship at the altar of&#8230;]]></content>
</entry>
<entry>
<title type="html">Nintendo cuts price of Wii console to $199 (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/112105-nintendo-cuts-price-of-wii-console-to-199" />
<id>tag:popmatters.com,2009:pm/article/112105-nintendo-cuts-price-of-wii-console-to-199/23.112105</id>
<published>2009-09-25T12:33:06Z</published>
<updated>2009-09-25T12:33:06Z</updated>
<author><name>Dan Gallagher</name></author>
<content type="html"><![CDATA[
MarketWatch (MCT) -- SAN FRANCISCO &#8212; Nintendo Ltd. cut the price of its popular Wii console by $50 to $199, the latest price reduction by video game console makers who have watched sales fall sharply over the last six months. Late Wednesday, Nintendo issued a statement announcing the reduction, which had been widely expected across the gaming industry after rivals Sony Corp. and Microsoft Corp. scaled back the prices of their own consoles earlier this year. It is&#8230;]]></content>
</entry>
<entry>
<title type="html">War is (Fun As) Hell (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/112089-war-is-fun-as-hell" />
<id>tag:popmatters.com,2009:pm/post/112089-war-is-fun-as-hell/35.112089</id>
<published>2009-09-25T11:20:00Z</published>
<updated>2009-09-25T11:20:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<p><i>Killzone 2</i> proves that even a dirty depiction of war can be fun.</p>
I played Killzone 2 a couple weeks ago. At one point, after a tough battle, me and Rico, a squad mate, were riding an elevator to a top of a tower. As it was rising, I looked at Rico and noticed him staring at the floor, as if deep in thought. I stepped towards him, wanting to put an hand on his shoulder and as &#8220;You OK?&#8221; I didn&#8217;t really care for Rico, most of&#8230;]]></content>
</entry>
<entry>
<title type="html">Wet (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/112048-wet" />
<id>tag:popmatters.com,2009:pm/review/112048-wet/5.112048</id>
<published>2009-09-25T06:00:00Z</published>
<updated>2009-09-25T06:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/w/wet_rubi_screen.jpg" /><br /><p>It as if <i>Wet</i> seems to <i>apprehend</i> the language of the exploitation cinema that it apes, but it is questionable whether it truly <i>comprehends</i> that language.</p>
I deeply admire the audacity of the title of Bethesda's Wet. &#8220;Wet&#8221; refers to the protagonist, Rubi Malone's, occupation as assassin (skilled at such &#8220;wetwork&#8221;) and also implies a less than subtle bit of sexual innuendo. Given Wet's overt exploitation cinema influences, the ability to work that genre of film's two dominant interests, violence and sex, into just one three letter word is pretty clever. -&#8221;Elegant Tramps: The Bodies of Lara Croft and Rubi Malone&#8221;&#8230;]]></content>
</entry>
<entry>
<title type="html">Bakugan: contender to the Pokemon throne? (PopWire)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/112063-bakugan-contender-to-the-pokemon-throne" />
<id>tag:popmatters.com,2009:pm/article/112063-bakugan-contender-to-the-pokemon-throne/23.112063</id>
<published>2009-09-24T14:58:46Z</published>
<updated>2009-09-24T14:58:46Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
Kotaku.com (MCT) -- "There it is!" The three words electrify the crowd. The children swarming in the front yard of the Denver suburban house run to the curb. They crane their necks, point, howl with excitement. The one-ton truck eases its way through the last turn and straightens, a 42-foot trailer in tow. As the truck rolls down the street past quiet homes and neat yards the excitement grows and the vehicle's detailed decorations begin to come into&#8230;]]></content>
</entry>
<entry>
<title type="html">Elegant Tramps: The Bodies of Lara Croft and Rubi Malone (Moving Pixels)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/111823-elegant-tramps-lara-croft-and-rubi-malone" />
<id>tag:popmatters.com,2009:pm/post/111823-elegant-tramps-lara-croft-and-rubi-malone/35.111823</id>
<published>2009-09-23T12:00:00Z</published>
<updated>2009-09-23T12:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/blog_art/j/jessica_rabbit_splash1.jpg" /><br /><p>The complicated reactions that gamers have to Lara and Rubi might suggest that their representations are, well, at least somewhat complicated.</p>
I deeply admire the audacity of the title of Bethesda's Wet. &#8220;Wet&#8221; refers to the protagonist, Rubi Malone's, occupation as assassin (skilled at such &#8220;wetwork&#8221;) and also implies a less than subtle bit of sexual innuendo. Given Wet's overt exploitation cinema influences, the ability to work that genre of film's two dominant interests, violence and sex, into just one three letter word is pretty clever. Character concept art for WetCuriously, though, despite the come hither&#8230;]]></content>
</entry>
<entry>
<title type="html">Space Bust-A-Move (Reviews)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/111855-space-bust-a-move" />
<id>tag:popmatters.com,2009:pm/review/111855-space-bust-a-move/5.111855</id>
<published>2009-09-23T06:00:00Z</published>
<updated>2009-09-23T06:00:00Z</updated>
<author><name>Arun Subramanian</name></author>
<content type="html"><![CDATA[
<img src="http://www.popmatters.com/images/reviews_art/s/space_bust_move_splash.jpg" /><br /><p>The fundamentals of <i>Bust-A-Move</i> have yet to wear out their welcome, but it might serve future titles well to explore ways in which to present those fundamentals in a fresh context.</p>
All game genres have examples of properties with such strong fundamental mechanics that they can be endlessly tweaked and repackaged. Even so, drawing from the well of a successful concept too frequently can certainly cause it to lose its luster. The Tony Hawk franchise, for example, clearly comes to mind as a series in which interest has waned, largely due to overexposure. The wonderful mechanic of taking the balance and guesswork out of the simplest&#8230;]]></content>
</entry>
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