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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>2012-02-09T15:22:34Z</updated>
	<rights>Copyright (c) 2012, PopMatters.com</rights>
	<id>tag:popmatters.com-play,2012:02:10</id>
	<entry>
<title type="html">Glee Karaoke Revolution Volume 3</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/154393-glee-karaoke-revolution-volume-3/" />
<id>tag:popmatters.com,2012:pm/review/154393-glee-karaoke-revolution-volume-3/5.154393</id>
<published>2012-02-10T07:00:00Z</published>
<updated>2012-02-10T07:00:00Z</updated>
<author><name>Jamie Lynn Dunston</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/g/glee_kr.jpg" /><br /><p>The problem isn&#8217;t the game itself. <i>Glee Karaoke Revolution</i> is fine, fine. The problem is that I also own one of the <i>Sing It!</i> games.</p>
Music games. Guitar Hero, Rock Band, Sing It, Karaoke Revolution -- even the now-classic Donkey Konga are all part of this stunningly popular genre. Though once they were the stepchild of gaming, earning the derisive descriptor of &#8220;casual,&#8221; they&#8217;ve become so huge that any serious gamer can&#8217;t afford to ignore them. And why should we? No matter how nerdy you are, chances are, you&#8217;ve secretly dreamed of being a rock star, renowned for your good&#8230;]]></content>
</entry>
<entry>
<title type="html">Anti-Escapism and 'Final Fantasy Tactics Advance'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/154325-/" />
<id>tag:popmatters.com,2012:pm/post/154325-/35.154325</id>
<published>2012-02-09T17:00:00Z</published>
<updated>2012-02-09T17:00:00Z</updated>
<author><name>Mark Filipowich</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/f/fftacticsadvance.jpg" /><br /><p>It&#8217;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?</p>
Life is slow moving and mundane, games aren&#8217;t. Therefore, games satisfy a need for speedy, direct progress. It&#8217;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&#8217;s odd to think of such an expensive hobby that is so often associated with a privileged class&#8230;]]></content>
</entry>
<entry>
<title type="html">Faith vs. Sonic</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/154360-/" />
<id>tag:popmatters.com,2012:pm/post/154360-/35.154360</id>
<published>2012-02-09T13:00:00Z</published>
<updated>2012-02-09T13:00:00Z</updated>
<author><name>Scott Juster</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/s/sonicfaith.jpg" /><br /><p>Despite sharing many of the same problems, I'm willing to cut <i>Mirror's Edge</i> more slack than <i>Sonic CD</i>.</p>
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&#8230;]]></content>
</entry>
<entry>
<title type="html">The other Academy Awards</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/154379-the-other-academy-awards/" />
<id>tag:popmatters.com,2012:pm/article/154379-the-other-academy-awards/23.154379</id>
<published>2012-02-08T17:35:17Z</published>
<updated>2012-02-08T17:35:17Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/t/the-interactive-achievement-awards.jpg" /><br />McClatchy-Tribune News Service (MCT) -- Last month the Academy announced their award nominees, but you likely didn&#8217;t hear about it. Later this month, they&#8217;ll host a red-carpet awards show, but chances are you won&#8217;t be watching. While the Academy Awards features all of the fanfare and glitz that Hollywood can muster packed into a single night, this Academy&#8217;s award show for video games doesn&#8217;t get quite the same attention. The Interactive Achievement Awards still has a red carpet, and does&#8230;]]></content>
</entry>
<entry>
<title type="html">Lana Del Rey's &amp;#8220;Video Games&amp;#8221; and, Well, Video Games</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/154154-lana-del-reys-video-games-and-well-video-games/" />
<id>tag:popmatters.com,2012:pm/post/154154-lana-del-reys-video-games-and-well-video-games/35.154154</id>
<published>2012-02-08T13:00:00Z</published>
<updated>2012-02-08T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/l/lana_del_rey_games.jpg" /><br /><p>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.</p>
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, &#8220;Video Games&#8221; 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&#8230;]]></content>
</entry>
<entry>
<title type="html">Does Silence Speak in the Loudest Voice?: Misconceptions about Silent Protagonists in Video Games</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/feature/148757-does-silence-speak-in-the-loudest-voice-in-video-games/" />
<id>tag:popmatters.com,2012:pm/feature/148757-does-silence-speak-in-the-loudest-voice-in-video-games/21.148757</id>
<published>2012-02-08T07:00:15Z</published>
<updated>2012-02-08T07:00:15Z</updated>
<author><name>Kevin Dickinson</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/features_art/l/link_klimt.jpg" /><br /><p>Granted, Link does &#8220;hiyah,&#8221; &#8220;eyah,&#8221; and &#8220;ahh&#8221; his way through all of his post-64-bit adventures, but no amount of elfish interjections can change his status as a silent protagonist. Is a failure to communicate much, a failure to communicate?</p>
As far as narrative and gameplay mechanics go, the silent protagonist has a long and venerable history in video games. In fact, it is only a slight exaggeration to say that the silent protagonist has been around as along as the medium itself. In the late 70s, the text-based RPGs Colossal Cave Adventure and Zork featured silent protagonists borrowed straight out of the D&D tradition, and the advent of graphical interfaces gave the first Ultima&#8230;]]></content>
</entry>
<entry>
<title type="html">'Driver: San Francisco' and 'Drive'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/154296-/" />
<id>tag:popmatters.com,2012:pm/post/154296-/35.154296</id>
<published>2012-02-07T13:00:00Z</published>
<updated>2012-02-07T13:00:00Z</updated>
<author><name>Eric Swain</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/d/drive_movie.jpg" /><br /><p>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. </p>
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&#8230;]]></content>
</entry>
<entry>
<title type="html">The Moving Pixels Podcast Explores the World of 'Skyrim'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/154207-the-moving-pixels-podcast-explores-the-world-of-skyrim/" />
<id>tag:popmatters.com,2012:pm/post/154207-the-moving-pixels-podcast-explores-the-world-of-skyrim/35.154207</id>
<published>2012-02-06T13:00:00Z</published>
<updated>2012-02-06T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/s/skyrim_village.jpg" /><br /><p>The Moving Pixels podcast crew get together to discuss the varied approaches that they took to exploring the vast world of <i>Skyrim</i>.</p>
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.]]></content>
</entry>
<entry>
<title type="html">Not-So-Central Casting: Kevin Smith and the Birth of the Reality Podcast</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/feature/150949-not-so-central-casting/" />
<id>tag:popmatters.com,2012:pm/feature/150949-not-so-central-casting/21.150949</id>
<published>2012-02-06T07:00:15Z</published>
<updated>2012-02-06T07:00:15Z</updated>
<author><name>Emilio Bellu</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/b/babbleonnewbg.jpg" /><br /><p>Filmmaker Kevin Smith may be in a celluloid slump, but his new podcast network is on point.</p>
Just two years ago, Kevin Smith was at a crossroads. Cop Out, the first movie he directed from a script he didn't write, starring Tracy Morgan and Bruce Willis, tanked at the box office. It was the second straight box office bust for him after the weak performance of Zach and Miri Make a Porno. But Cop Out was different: it was panned by critics and not received warmly by his old fans. Burned by&#8230;]]></content>
</entry>
<entry>
<title type="html">'SoulCalibur V' Is a Very Vibrant Game</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/154172-soul-calibur-v/" />
<id>tag:popmatters.com,2012:pm/review/154172-soul-calibur-v/5.154172</id>
<published>2012-02-06T07:00:00Z</published>
<updated>2012-02-06T07:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/i/ivy_soul_calibur.jpg" /><br /><p><i>SoulCalibur</i> remains the most accessible fighting game series out there, but it certainly won&#8217;t make anyone a pro.</p>
SoulCalibur is a weird series of games. It&#8217;s always been popular, but unlike Street Fighter, it&#8217;s never been a game that people play in tournaments. It&#8217;s the fighting game for the casual fan, and as such, it refuses to take itself seriously. Each game is populated with weird guest fighters and increasingly nonsensical costumes, even for a fighting game. SoulCalibur V continues the bizarre traditions of its predecessors, and it works. It&#8217;s a flashy game&#8230;]]></content>
</entry>
<entry>
<title type="html">&amp;#8216;Modern Warfare 3&amp;#8217; Successfully Revisits the AC-130</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/154122-/" />
<id>tag:popmatters.com,2012:pm/post/154122-/35.154122</id>
<published>2012-02-03T13:00:00Z</published>
<updated>2012-02-03T13:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/m/modern_warfare_3_-_iron_lady_level1.jpg" /><br /><p>It&#8217;s interesting that the AC-130 makes a return in <i>Modern Warfare 3</i>, and it's impressive that it&#8217;s not just a repeat of what&#8217;s come before.</p>
The &#8220;Death From Above&#8221; level in Modern Warfare was a great, unique level, putting you in an AC-130 raining explosives down upon your enemies. Since then it&#8217;s been mimicked with varying results, and Modern Warfare 2 wisely avoided retreading this familiar ground. So it&#8217;s interesting that it makes a return in Modern Warfare 3 in the level "Iron Lady," and it's impressive that it&#8217;s not a repeat of what&#8217;s come before. Infinity Ward has changed&#8230;]]></content>
</entry>
<entry>
<title type="html">'Quarrel' Is 'Scrabble' Meets 'Risk'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/154074-quarrel/" />
<id>tag:popmatters.com,2012:pm/review/154074-quarrel/5.154074</id>
<published>2012-02-03T07:00:00Z</published>
<updated>2012-02-03T07:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/q/quarrel.jpg" /><br /><p><i>Quarrel</i> is Scrabble meets Risk. It fixes some of the problems of Risk, while adding a few new irritations of its own.</p>
Okay, so if you haven't heard, everybody is saying that Quarrel is a mix of two classic boardgames, Scrabble and Risk. And this is a pretty fair description of this word game released on iOS last year and recently released for XBLA. Basically, Quarrel features a gameboard divided into territories. Each player is assigned a few territories on the board and a number of units that occupy those territories. The object of the game is&#8230;]]></content>
</entry>
<entry>
<title type="html">Social network Pinterest draws interest online</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/154093-social-network-pinterest-draws-interest-online/" />
<id>tag:popmatters.com,2012:pm/article/154093-social-network-pinterest-draws-interest-online/23.154093</id>
<published>2012-02-02T20:35:23Z</published>
<updated>2012-02-02T20:35:23Z</updated>
<author><name>Aimee Tjader</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/p/pinterest.jpg" /><br />Star Tribune (Minneapolis) (MCT) -- Like the images on its site, the clever definitions and analogies by Pinterest users are endless: &#8220;Pinterest is like getting a new magazine in the mail every day.&#8221; &#8220;Pinterest is everything you never knew you always wanted to know about anything.&#8221; &#8220;It&#8217;s like Etsy and Pottery Barn had a baby and made a scrapbook of their cute little family.&#8221; The latest social media craze is a virtual pin board, or scrapbook, to collect and organize&#8230;]]></content>
</entry>
<entry>
<title type="html">The iPhone&amp;#8217;s Siri doesn&amp;#8217;t seem so smart in Scotland</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/154094-the-iphones-siri-doesnt-seem-so-smart-in-scotland/" />
<id>tag:popmatters.com,2012:pm/article/154094-the-iphones-siri-doesnt-seem-so-smart-in-scotland/23.154094</id>
<published>2012-02-02T16:05:38Z</published>
<updated>2012-02-02T16:05:38Z</updated>
<author><name>Henry Chu</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/i/iphone-siri.jpg" /><br />Los Angeles Times (MCT) -- EDINBURGH, Scotland &#8212;D&#8217;ye want me tae spaek more clearly, Siri? Aye, ye would. The Scottish have long been accustomed to ridicule and bafflement over their accents from their fellow Brits, who strain to decipher words like &#8220;cannae&#8221; and &#8220;daftie&#8221; (for the record: &#8220;can&#8217;t&#8221; and &#8220;fool&#8221;). But you&#8217;d think that Siri, the voice-activated virtual assistant in Apple&#8217;s latest iPhone, would take a nice Scottish brogue in its stride. Think again. Since the phone debuted in October,&#8230;]]></content>
</entry>
<entry>
<title type="html">Gated Learning in 'Rayman Origins'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/154023-/" />
<id>tag:popmatters.com,2012:pm/post/154023-/35.154023</id>
<published>2012-02-02T13:00:00Z</published>
<updated>2012-02-02T13:00:00Z</updated>
<author><name>Jorge Albor</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/r/rayman_origins.jpg" /><br /><p><i>Rayman Origins</i> utilizes a gradual teaching method with amazing finesse and offers a great opportunity to explore the risks and rewards of gated learning.</p>
Platformers can offer a reliable breath of fresh air from the cornucopia of complex and dense games. The exhilaration of moving quickly through a level or mastering skilled jumps with ease is endlessly rewarding. More than this, I love the frequent transparency of platformers and the joy of a well taught lesson.Take Outland for example, an overlooked 2011 release from Housemarque. The game is aptly described as an Ikaruga platformer. The protagonist swaps between emitting&#8230;]]></content>
</entry>
<entry>
<title type="html">The Occupy movement&amp;#8217;s rolling arcade debuts amidst roiling riots</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/154033-the-occupy-movements-rolling-arcade-debuts-amidst-roiling-riots/" />
<id>tag:popmatters.com,2012:pm/article/154033-the-occupy-movements-rolling-arcade-debuts-amidst-roiling-riots/23.154033</id>
<published>2012-02-01T17:35:17Z</published>
<updated>2012-02-01T17:35:17Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
McClatchy-Tribune News Service (MCT) -- A gaming arcade machine was pushed and played through Oakland, Calif.&#8217;s riotous Occupy march over the weekend amidst the turmoil of battling police and protesters. The idea, says cabinet co-creator Alex Kerfoot, is that an arcade game will help build a sense of community among the Occupy movement and increase social engagement among protesters. The OAK-U-TRON 201X constructed by a collective of game developers to be played by the &#8220;99 percent&#8221; during protests, marches and&#8230;]]></content>
</entry>
<entry>
<title type="html">Big Games and Little Boys</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/154015-big-games-and-little-boys/" />
<id>tag:popmatters.com,2012:pm/post/154015-big-games-and-little-boys/35.154015</id>
<published>2012-02-01T13:00:00Z</published>
<updated>2012-02-01T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/i/ico_little.jpg" /><br /><p>I'm not around little boys enough to think too much about them.  I kind of take them for granted.  Too often, they just seem loud... and dirty.</p>
I do like games that celebrate little boys.

Some might argue that most games celebrate little boys, from the juvenile and madcap mayhem of Saints Row: the Third to the countless titles that allow for cooing over big breasts in bikinis or big breasts in chainmail or big breasts in chainmail bikinis.  But I'm not talking about that man-boy crap.  I'm talking about real little boys, the cool ones.]]></content>
</entry>
<entry>
<title type="html">The Sims 3: Pets (3DS)</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/153742-the-sims-3-pets-3ds/" />
<id>tag:popmatters.com,2012:pm/review/153742-the-sims-3-pets-3ds/5.153742</id>
<published>2012-02-01T07:00:00Z</published>
<updated>2012-02-01T07:00:00Z</updated>
<author><name>Arun Subramanian</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/p/pets_3ds_splash.jpg" /><br /><p><i>The Sims 3: Pets</i> is the best available option for playing the addictive series on the go.</p>
Though there's a rich history to simulation video games in general, the subgenre of social simulations (or perhaps more appropriately, virtual doll houses) has existed for much less time. Though arguably introduced with Little Computer People in 1985, these kinds of games didn't really take off until the release of The Sims in 2000. On the surface, social simulations appear to offer a good degree of opportunity for crossover appeal. The gameplay largely skews towards&#8230;]]></content>
</entry>
<entry>
<title type="html">Opening Arkham: A Defense of 'Arkham City'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153722-/" />
<id>tag:popmatters.com,2012:pm/post/153722-/35.153722</id>
<published>2012-01-31T17:00:00Z</published>
<updated>2012-01-31T17:00:00Z</updated>
<author><name>Mark Filipowich</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/b/batman_fighting.jpg" /><br /><p><i>Batman: Arkham City</i> is often criticized for being too open to tell as good a story as <i>Arkham Asylum</i>. But the lack of focus reveals a side of Batman that <i>Asylum</i> couldn't show.  Arkham City isn&#8217;t a prison district, it&#8217;s a playground for a billionaire wearing rubber tights.</p>
2011 wasn&#8217;t a bad year for games. There were some disappointments, some unsung gems, and some outstanding successes. One game that struck audiences as being all three is Rocksteady&#8217;s Batman: Arkham City. &#8220;Sure,&#8221; the universal criticism begins, &#8220;it&#8217;s tightly designed, it has fluid controls and the world -- while having a somewhat silly premise -- is open and free. Still, it can&#8217;t hold a candle to the more focused, superior narrative of Arkham Asylum.&#8221; While&#8230;]]></content>
</entry>
<entry>
<title type="html">Narrative Is a Game Mechanic</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153895-narrative-is-a-game-mechanic/" />
<id>tag:popmatters.com,2012:pm/post/153895-narrative-is-a-game-mechanic/35.153895</id>
<published>2012-01-31T13:00:00Z</published>
<updated>2012-01-31T13:00:00Z</updated>
<author><name>Mattie Brice</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/a/alicestorybook.jpg" /><br /><p>If game mechanics are meant to provide players with experiences such as fun and anxiety, then narrative actually is a game mechanic, as much as game mechanics can also be narrative elements.</p>
Narrative is a naughty word. Its appearance in video game discussions trigger froth to arise from corners of mouths and paints internet forums red. This is most likely because of a prevailing insistence on entertaining an old binary argument: video games are just another medium for telling as opposed to narrative being an inconsequential component in games. The latter opinion, along with the ideas of ludology and formalism, mostly won out, and narrative studies maintains&#8230;]]></content>
</entry>
<entry>
<title type="html">Moving Pixels Podcast: Grand Theft Stupid?</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153898-/" />
<id>tag:popmatters.com,2012:pm/post/153898-/35.153898</id>
<published>2012-01-30T13:00:00Z</published>
<updated>2012-01-30T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/s/saints_row_stupid.jpg" /><br /><p>In which the Moving Pixels podcast considers the merits of the sometimes zany, sometimes puerile, most often both, <i>Saints Row: The Third</i>.</p>
Saints Row: The Third is a title that arrived at the close of the year to a surprising amount of fanfare. Most often seen as a Grand Theft Auto clone, though sometimes admired for some of the polish that it brought to the open-world, crime game, the Saints Row series has often been treated as a competent, but not especially exceptional alternative to GTA. By ratcheting up the general insanity of its world (way, way&#8230;]]></content>
</entry>
<entry>
<title type="html">The Best Games of 2011</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/feature/153592-the-best-games-of-2011/" />
<id>tag:popmatters.com,2012:pm/feature/153592-the-best-games-of-2011/21.153592</id>
<published>2012-01-30T07:00:20Z</published>
<updated>2012-01-30T07:00:20Z</updated>
<author><name>PopMatters Staff</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/b/bestgames2011.jpg" /><br /><p>This year was a year when something called <i>Lesbian Spider-Queens of Mars</i> could be celebrated alongside the latest <i>Gears of War</i> game. This was a year in which one of the most reviled games, <i>Dragon Age II</i>, was also one of the most revered.</p>
Our Game of the Year list is taking shape. I don't remember the previous year being so full of nauseating dilemmas. &#8220;Mass Effect 2! DONE." -- Ludwig Kietzmann (@ludwigk), Senior Editor, joystiq.com It's not clear yet exactly what 2011 will mean for video games once we gain the perspective of hindsight. It could be that the increased quality of independent and digitally-distributed games is blurring the lines of what are considered truly great game experiences;&#8230;]]></content>
</entry>
<entry>
<title type="html">Sonic CD</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/153631-sonic-cd/" />
<id>tag:popmatters.com,2012:pm/review/153631-sonic-cd/5.153631</id>
<published>2012-01-30T07:00:00Z</published>
<updated>2012-01-30T07:00:00Z</updated>
<author><name>Scott Juster</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/s/sonic_cd_splash.jpg" /><br /><p>Sonic CD is the most faithful kind of re-release, if not the most flattering.</p>
The past few years have seen numerous older games updated and released. This can be interpreted cynically as a quick money grab by publishers looking to cash in on aging gamers' nostalgia. Yet it seems that for every attempt at a quick buck there is an example of a respectful remastering. Sonic CD is one such example: it provides ready access to a classic game, allowing us to indulge our nostalgia, experience the game in&#8230;]]></content>
</entry>
<entry>
<title type="html">Award-winning young-adult novelist John Green has leveraged the Web to build a rabid fan base</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153796-john-green-has-leveraged-the-web-to-build-a-rabid-fan-base/" />
<id>tag:popmatters.com,2012:pm/article/153796-john-green-has-leveraged-the-web-to-build-a-rabid-fan-base/23.153796</id>
<published>2012-01-27T16:35:51Z</published>
<updated>2012-01-27T16:35:51Z</updated>
<author><name>Susan Carpenter</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/j/john_green.jpg" /><br />Los Angeles Times (MCT) -- While watching one of his recent YouTube videos, it&#8217;s immediately clear that John Green isn&#8217;t just an author. He&#8217;s a multimedia darling playing to 1,000-seat auditoriums of screaming fans. Some of the crowds showing up for his mostly sold-out, 17-city tour in support of his latest young-adult novel are subscribers to the Vlogbrothers, the video blog Green runs with his brother that draws 7 million viewers per month. Others rank among his 1.17 million Twitter&#8230;]]></content>
</entry>
<entry>
<title type="html">'Amy' Is a Horror Game That Is Broken in All the Right Ways</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153770-/" />
<id>tag:popmatters.com,2012:pm/post/153770-/35.153770</id>
<published>2012-01-27T13:00:00Z</published>
<updated>2012-01-27T13:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/a/amy_survival.jpg" /><br /><p>Tank controls, bad checkpoints, and awkward combat can be good things.</p>
Video game controls are complicated. Not just using them, but creating them. Whether or not something controls well can be extremely subjective, but even if a developer creates a universally praised control scheme that everyone else latches onto as a template (I&#8217;m looking at you Call of Duty), that doesn&#8217;t mean that it&#8217;s an ideal control scheme. There is no ideal control scheme, even within a single genre (i.e. Halo to counter Call of Duty).&#8230;]]></content>
</entry>
<entry>
<title type="html">The Legend of Zelda: Skyward Sword</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/153273-the-legend-of-zelda-skyward-sword/" />
<id>tag:popmatters.com,2012:pm/review/153273-the-legend-of-zelda-skyward-sword/5.153273</id>
<published>2012-01-27T07:00:00Z</published>
<updated>2012-01-27T07:00:00Z</updated>
<author><name>Mark Filipowich</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/s/skyward_sword_splash.jpg" /><br /><p><i>Skyward Sword</i> marks the point where the Zelda formula finally reaches its expiry date.</p>
It would be entirely fair to say to say that Nintendo &#8220;made&#8221; video games. There was a time not long ago that playing Nintendo was synonymous with playing any type of video game. Suffice to say, they&#8217;ve had a storied history centered around just handful of intellectual properties that have been cycling through their consoles every year for the last two and a half decades. The Legend of Zelda is second only to Mario in&#8230;]]></content>
</entry>
<entry>
<title type="html">Strategy, Tactics, and Turnovers</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153692-/" />
<id>tag:popmatters.com,2012:pm/post/153692-/35.153692</id>
<published>2012-01-26T13:00:00Z</published>
<updated>2012-01-26T13:00:00Z</updated>
<author><name>Scott Juster</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/w/williams_turnover.jpg" /><br /><p>After a weekend of football and board games, I'm finding that video games have more in common with the former.</p>
It was a rough weekend for Bay Area football fans. It was an especially rough weekend for Kyle Williams, the San Francisco 49ers' kick returner. His two unfortunate fumbles were crucial parts of the 49ers' defeat and the end of their Super Bowl run. Now that the disappointment is starting to wear off, I find myself able to appreciate the disastrous sequence of events in an academic sense. There's something exciting about a game in&#8230;]]></content>
</entry>
<entry>
<title type="html">Batman Is Boring in &amp;#8216;Arkham City&amp;#8217;</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/column/153306-batman-is-boring-in-arkham-city/" />
<id>tag:popmatters.com,2012:pm/column/153306-batman-is-boring-in-arkham-city/19.153306</id>
<published>2012-01-26T07:00:15Z</published>
<updated>2012-01-26T07:00:15Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/d/dinicola-arkhamcity-splsh2.jpg" /><br /><p>Batman is a bit player in his own story, and I think a lot of that stems from his desire to save everyone.</p>
Playing Batman: Arkham City has confirmed a suspicion I&#8217;ve had for a while now: Batman is a boring character. Sure, some writers and directors have done interesting things with him, and those stories are rightly propped up as the best of the Batman stories, but for the most part, he&#8217;s surprisingly static. Arkham City serves as the perfect example: Batman doesn&#8217;t change. He doesn&#8217;t develop over the story, he doesn&#8217;t grow, and there are no&#8230;]]></content>
</entry>
<entry>
<title type="html">YouTube video-game channel Machinima aims for the next level</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153723-youtube-video-game-channel-machinima-aims-for-the-next-level/" />
<id>tag:popmatters.com,2012:pm/article/153723-youtube-video-game-channel-machinima-aims-for-the-next-level/23.153723</id>
<published>2012-01-25T22:35:58Z</published>
<updated>2012-01-25T22:35:58Z</updated>
<author><name>Dawn C. Chmielewski</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/m/machinima.com-logo-m.jpg" /><br />Los Angeles Times (MCT) -- LOS ANGELES &#8212; With 125 million viewers watching more than 1 billion of its videos a month, Machinima may be the most-watched channel that&#8217;s not on TV. The specialty channel devoted to video-game aficionados &#8212; which offers game walk-throughs, gaming news, exclusive trailers and original series &#8212; is the channel with the fourth most subscribers on YouTube, itself the world&#8217;s third most popular website, according to online measurement firm ComScore Inc. Machinima may represent the&#8230;]]></content>
</entry>
<entry>
<title type="html">The dawn of the new book</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153710-the-dawn-of-the-new-book/" />
<id>tag:popmatters.com,2012:pm/article/153710-the-dawn-of-the-new-book/23.153710</id>
<published>2012-01-25T17:35:06Z</published>
<updated>2012-01-25T17:35:06Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
McClatchy-Tribune News Service (MCT) -- The future of books won&#8217;t be found in their shift from paper and ink to screens and pixels, but in the mechanics of their comprehension. Scottish-based TernTV believes that this new era of literary criticism will be spurred by their synthesis of video game graphics, acting, deconstructionist text and intellectual interactivity used to create something they call Digital Adaptations. Where Apple and Amazon are pursuing the metamorphosis of the written word through the likes of&#8230;]]></content>
</entry>
<entry>
<title type="html">A Single Player Tutorial: Single Player Mode in 'Battlefield 3'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153443-a-single-player-tutorial-single-player-mode-in-battlefield-3/" />
<id>tag:popmatters.com,2012:pm/post/153443-a-single-player-tutorial-single-player-mode-in-battlefield-3/35.153443</id>
<published>2012-01-25T13:00:00Z</published>
<updated>2012-01-25T13:00:00Z</updated>
<author><name>Chris Gaerig</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/b/battlefield3_tutorial.jpg" /><br /><p>After settling into the competitive, online playing field of some games, I find all other functions of the game superfluous, especially single player mode.</p>
Counter Strike version 1.3 was the first video game that I played online in any capacity. In my high school years, I was a Nintendo devotee, which afforded the bare minimum of online gaming experiences. Though I owned Phantasy Star Online: Episodes I & II for the Nintendo Gamecube, the $10-a-month charge to play online was too steep for my part-time, $7 an hour job. So when a friend told me to buy Half-Life in&#8230;]]></content>
</entry>
<entry>
<title type="html">The Intersection of Mechanics and Aesthetics in 'Driver: San Francisco'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153637-/" />
<id>tag:popmatters.com,2012:pm/post/153637-/35.153637</id>
<published>2012-01-24T13:00:00Z</published>
<updated>2012-01-24T13:00:00Z</updated>
<author><name>Eric Swain</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/d/driver_sf.jpg" /><br /><p>The player is given a power to behave like one would in an exaggerated 1970s cop show. That's the implied memories that that era imbued on culture in our collective memory, a cultural meme that exists in both the real-life player&#8217;s mind and evidentially in the mind of the fictional John Tanner.</p>
Many years ago there was a contentious debate concerning where video games got their meaning from. The debate was broken up into two camps: the narratologists, those that believed that a game&#8217;s meaning came from its story, and the ludologists, those that believed that a game&#8217;s meaning came from its mechanics. Then, it was thought to be somewhere in the middle. Now most agree that a game&#8217;s meaning comes not from a single element but&#8230;]]></content>
</entry>
<entry>
<title type="html">Apple sets out to transform textbooks</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153590-apple-sets-out-to-transform-textbooks/" />
<id>tag:popmatters.com,2012:pm/article/153590-apple-sets-out-to-transform-textbooks/23.153590</id>
<published>2012-01-23T21:35:54Z</published>
<updated>2012-01-23T21:35:54Z</updated>
<author><name>Andrea Chang and Wailin Wong</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/i/ibooks_2_app.jpg" /><br />Los Angeles Times (MCT) -- LOS ANGELES &#8212; Apple Inc. has already transformed the music, mobile phone and personal computing industries, and now the tech giant says its next chapter will be about reinventing textbooks. In New York on Thursday, at the company&#8217;s first product launch event since the death of Steve Jobs in October, Apple announced a trio of new or updated products &#8212; the iBooks 2, iBooks Author and iTunes U applications &#8212; that it said would uproot&#8230;]]></content>
</entry>
<entry>
<title type="html">The pros and cons of binge TV viewing</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153587-the-pros-and-cons-of-binge-tv-viewing/" />
<id>tag:popmatters.com,2012:pm/article/153587-the-pros-and-cons-of-binge-tv-viewing/23.153587</id>
<published>2012-01-23T19:35:29Z</published>
<updated>2012-01-23T19:35:29Z</updated>
<author><name>Mary McNamara</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/t/tv_screens_wall.jpg" /><br />Los Angeles Times (MCT) -- Once fleet and ephemeral, defined as much by time and season as strawberries or sweet corn were, television is undergoing a similar transformation in genetics and packaging that is neatly summed up by the Netflix new original series &#8220;Lilyhammer.&#8221; That Netflix got into the original programming business was to be expected &#8212; eventually, you have to actually make something. That the entertainment company would premiere all eight of its episodes at once was in its&#8230;]]></content>
</entry>
<entry>
<title type="html">Ed Burns keeps it real, and really small</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153505-ed-burns-keeps-it-real-and-really-small/" />
<id>tag:popmatters.com,2012:pm/article/153505-ed-burns-keeps-it-real-and-really-small/23.153505</id>
<published>2012-01-23T15:35:48Z</published>
<updated>2012-01-23T15:35:48Z</updated>
<author><name>Nina Metz</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/e/edward_burns.jpg" /><br />Chicago Tribune (MCT) -- CHICAGO &#8212; A couple of years ago, when Edward Burns had trouble pulling together financing for a film, his thoughts turned to this: &#8220;When I was 25 years old and had no money &#8212; and didn&#8217;t know how to make movies and had no experience &#8212; I was able to get $25,000 together, and that film was &#8216;The Brothers McMullen.&#8217; So let&#8217;s just do that again.&#8221; It&#8217;s unusual to see a filmmaker at his level&#8230;]]></content>
</entry>
<entry>
<title type="html">Moving Pixels Podcast: Leaving the Asylum for the City</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153575-moving-pixels-podcast-leaving-the-asylum-for-the-city/" />
<id>tag:popmatters.com,2012:pm/post/153575-moving-pixels-podcast-leaving-the-asylum-for-the-city/35.153575</id>
<published>2012-01-23T13:00:00Z</published>
<updated>2012-01-23T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/j/joker.jpg" /><br /><p><i>Batman: Arkham City</i> is so much bigger than the <i>Asylum</i>, but is that a good thing?</p>
This is a weird episode.  Because while all three of our podcast regulars appreciate Arkham City on some level, boy, do we all have some criticism to level at this sequel to what many feel was one of the best games of 2009.]]></content>
</entry>
<entry>
<title type="html">Deus Ex: Human Revolution Original Soundtrack</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/153346-deus-ex-human-revolution-original-soundtrack/" />
<id>tag:popmatters.com,2012:pm/review/153346-deus-ex-human-revolution-original-soundtrack/5.153346</id>
<published>2012-01-23T07:00:00Z</published>
<updated>2012-01-23T07:00:00Z</updated>
<author><name>Mike Schiller</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/d/deus-ex-human-revolution-3.jpg" /><br /><p>It's nice to be able to listen to the soundtrack without the distraction of all that pesky, you know, <i>gameplay</i>.</p>
You know you're doing something right when you can make an audio track called "Main Menu" a riveting, touching piece of music. Deus Ex: Human Revolution was one of the most talked about gaming experiences of last year, an exercise in stealth whose fatal flaw was its willingness to abandon that mechanic for three excruciating boss fights. The majority of the game was brilliantly done, however -- the stealth mechanics required patience and skill, and&#8230;]]></content>
</entry>
<entry>
<title type="html">Facebook makes listening to music downright social</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153503-facebook-makes-listening-to-music-downright-social/" />
<id>tag:popmatters.com,2012:pm/article/153503-facebook-makes-listening-to-music-downright-social/23.153503</id>
<published>2012-01-20T21:35:27Z</published>
<updated>2012-01-20T21:35:27Z</updated>
<author><name>Alex Pham</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/f/facebook7.jpg" /><br />Los Angeles Times (MCT) -- LOS ANGELES &#8212; Everywhere you look, people are going about their lives to the tunes of their own personal soundtrack. They sweat through &#8220;YMCA&#8221; at the gym, pound out programming code to Rammstein&#8217;s brutal beats and nurse broken hearts with a mournful Bach cello concerto. In the last few decades, technology has transformed music from a social gathering experience to an intensely solitary one in which donning a pair of headphones in public is equivalent&#8230;]]></content>
</entry>
<entry>
<title type="html">The philosophy of playing with your food</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153504-the-philosophy-of-playing-with-your-food/" />
<id>tag:popmatters.com,2012:pm/article/153504-the-philosophy-of-playing-with-your-food/23.153504</id>
<published>2012-01-20T20:35:08Z</published>
<updated>2012-01-20T20:35:08Z</updated>
<author><name>Brian Crecente</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/p/pig-game.jpg" /><br />McClatchy-Tribune News Service (MCT) -- It started out as a way to stop pigs awaiting slaughter from chewing on each other. But video game design initiative Playing with Pigs quickly evolved to become something more than a simple video game that gets humans to play with their future pork meals. A team of game designers, a philosopher and an animal welfare scientist hope to create something that also spurs people to reexamine the way they think about animals destined for&#8230;]]></content>
</entry>
<entry>
<title type="html">Get Rid of the Mini-map</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153477-/" />
<id>tag:popmatters.com,2012:pm/post/153477-/35.153477</id>
<published>2012-01-20T13:00:00Z</published>
<updated>2012-01-20T13:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/s/saints_row_the_third_-_minimap1.jpg" /><br /><p>If I'm looking at a mini-map instead of the world around me, it's not actually helping.</p>
Minimaps can be helpful, but for some games (or most games, for me personally) they can be too helpful. Since a mini-map usually gives you more information about your surrounding than the surroundings themselves, I usually find myself navigating a world using the mini-map exclusively. This first became apparent as I played through Final Fantasy X, the first Final Fantasy game to have 3D environments. I&#8217;m sure they looked incredible, other people seemed to think&#8230;]]></content>
</entry>
<entry>
<title type="html">The Elder Scrolls V: Skyrim</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/153144-skyrim/" />
<id>tag:popmatters.com,2012:pm/review/153144-skyrim/5.153144</id>
<published>2012-01-20T07:00:03Z</published>
<updated>2012-01-20T07:00:03Z</updated>
<author><name>Mattie Brice</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/s/skyrim_review_splash.jpg" /><br /><p>It isn&#8217;t just being pretty that makes <i>Skyrim</i> feel like a Jack London story, but instead its philosophy of striving for a photorealistic depiction of a reality.</p>
Art has had its periods of depicting reality as plainly as possible, an emphasis on painting or writing exactly the actual object or scene. At those times, gone were hyperbole, mythic interventions, and patchy brushstrokes. One such moment was the advent of Naturalism, whose practitioners usually told stories of characters faring harsh environmental situations and struggling with the uncaring figure of nature. Sound a little familiar? Skyrim is a revitalization of Naturalism as its graphic&#8230;]]></content>
</entry>
<entry>
<title type="html">Art and Business: The Endless Struggle in Video Games</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153143-/" />
<id>tag:popmatters.com,2012:pm/post/153143-/35.153143</id>
<published>2012-01-19T17:00:00Z</published>
<updated>2012-01-19T17:00:00Z</updated>
<author><name>Mark Filipowich</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/z/zelda_pixel_art.jpg" /><br /><p><i>Zelda</i> could not succeed as a business venture if it were to change too radically.  But should art evolve beyond business concerns?</p>
Recently I wrote an article for another website entitled The Problem With the Legend of Zelda. The problem, in a nutshell, is that since Ocarina every Zelda game has been essentially the same and the only time that the series is interesting anymore is when it breaks from form. Unsurprisingly the article was met with vehement disgust, but one of the recurring counterarguments in response to it was that Zelda could not succeed as a&#8230;]]></content>
</entry>
<entry>
<title type="html">'Endeavor' and the Economics of Slavery</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153435-/" />
<id>tag:popmatters.com,2012:pm/post/153435-/35.153435</id>
<published>2012-01-19T13:00:00Z</published>
<updated>2012-01-19T13:00:00Z</updated>
<author><name>Jorge Albor</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/e/endeavor_alt_splash.jpg" /><br /><p>To tap the potential that historical systems have to offer, we must be willing to step on fragile ground.</p>
The strategy game genre has long featured elements that mirror or model colonization, including many of its inhuman components. The Civilization franchise, for example, explores the process of colonization as players settle foreign lands, occupying territory forcibly from &#8220;barbarous&#8221; natives. Up until Civilization V, the series also included slavery. Perhaps Firaxis removed human bondage from the series to avoid discussing such a sensitive issue distastefully. Sid Meier&#8217;s Colonization does the same, which Trevor Owens of&#8230;]]></content>
</entry>
<entry>
<title type="html">Post-It Note Role-Playing, or the White-Collar Warriors of 'Skyrim'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153118-post-it-note-role-playing-or-the-white-collar-warriors-of-skyrim/" />
<id>tag:popmatters.com,2012:pm/post/153118-post-it-note-role-playing-or-the-white-collar-warriors-of-skyrim/35.153118</id>
<published>2012-01-18T13:00:00Z</published>
<updated>2012-01-18T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/s/skyrim_work.jpg" /><br /><p><i>Skyrim</i> most often seems to me like a fantasy veneer spread over the most boring occupation that I can think of, managing and prioritizing tasks at an office.</p>
This isn't the first time that I have felt this way while playing a Bethesda game. A couple of years ago I wrote a blog entry about the manner in which the Fallout series felt like some sort of &#8220;to do&#8221; list simulator (&#8220;Fallout, the &#8220;To Do&#8221; List Simulator&#8221;, PopMatters, 24 November 2010). But in a sense, I don't feel so alone in my feeling this time. Having spent some amount of time in the&#8230;]]></content>
</entry>
<entry>
<title type="html">Mass Appeal vs. Accessibility in Video Games</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153338-mass-appeal-vs.-accessibility/" />
<id>tag:popmatters.com,2012:pm/post/153338-mass-appeal-vs.-accessibility/35.153338</id>
<published>2012-01-17T13:00:00Z</published>
<updated>2012-01-17T13:00:00Z</updated>
<author><name>Mattie Brice</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/s/skyrim_concept.jpg" /><br /><p>Video games reflect themes and skills found in boys&#8217; styles of play as children, and any introduction of qualities that are different from that (especially if tagged as feminine) are cast out as inferior &#8220;casual&#8221; games. </p>
There is a difference between &#8220;mass appeal&#8221; and &#8220;accessibility,&#8221; though some word-slingers and comment fanatics find the terms interchangeable. Who uses them determines a large part of their meaning, as a lot of gaming discussion also determines who belongs to the "in group" and who belongs to the "out group." Games striving for mass appeal tend to come from a series or lineage of some sort that include conventions that appeal to hardcore gamers but&#8230;]]></content>
</entry>
<entry>
<title type="html">Moving Pixels Podcast: Exploring Open Worlds</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153318-moving-pixels-podcast-exploring-open-worlds/" />
<id>tag:popmatters.com,2012:pm/post/153318-moving-pixels-podcast-exploring-open-worlds/35.153318</id>
<published>2012-01-16T13:00:00Z</published>
<updated>2012-01-16T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/o/open_worlds_splash.jpg" /><br /><p>The Moving Pixels podcast talks about what the open world genre means to the last decade in gaming and what kinds of worlds most compel players to explore them.</p>
In view of our topic, this episode of the Moving Pixels podcast is expansive. In other words, this is quite a long episode. Nick Dinicola, Mattie Brice, and I found quite a lot to discuss about the open world genre this week. It is a genre that has become widespread across the medium over the past decade (thanks in no part to a little game called Grand Theft Auto III). Worlds of all kinds have&#8230;]]></content>
</entry>
<entry>
<title type="html">'Go Vacation' Is 'Sports Resort' All Grown Up</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/152971-wii-go-vacation/" />
<id>tag:popmatters.com,2012:pm/review/152971-wii-go-vacation/5.152971</id>
<published>2012-01-16T07:00:00Z</published>
<updated>2012-01-16T07:00:00Z</updated>
<author><name>Jamie Lynn Dunston</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/g/go_vacation_splash.jpg" /><br /><p>Add <i>Go Vacation</i> to the ranks of social games that bring face-to-face interactions into a virtual world. Its premise is simple: the game takes you to a virtual resort where you can participate in a variety of mini-games thinly disguised as sports and recreational activities.</p>
When the Wii was introduced in 2006, it was marketed as a kid-friendly console with easy-to-use controls and a wealth of titles that the whole family would enjoy. Its premier launch title, Wii Sports, made eloquent use of the new controls and brought even small children together with their older siblings, parents, and grandparents to experience the joy of gaming. Inherently social, these games function adequately by themselves, but when played with a roomful of&#8230;]]></content>
</entry>
<entry>
<title type="html">Will a tiny Square change the way you shop?</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153189-will-a-tiny-square-change-the-way-you-shop/" />
<id>tag:popmatters.com,2012:pm/article/153189-will-a-tiny-square-change-the-way-you-shop/23.153189</id>
<published>2012-01-13T19:35:32Z</published>
<updated>2012-01-13T19:35:32Z</updated>
<author><name>Tim Barker</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/s/square1.jpg" /><br />St. Louis Post-Dispatch (MCT) -- ST. LOUIS, Mo. &#8212; Wallets may soon be going the way of typewriters, pay phones and videocassette recorders. Oh, they&#8217;ll still be a great place to carry photos, receipts and odd slips of paper, but technology forecasters say we&#8217;ll soon be reaching for cellphones when it&#8217;s time to pay or be paid. It&#8217;s a dream that Kevin Stock is ready to live. For nearly a year, Stock, of St. Louis, has been carrying around a&#8230;]]></content>
</entry>
<entry>
<title type="html">The Hypocritical Cynicism of 'Battlefield 3'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153240-/" />
<id>tag:popmatters.com,2012:pm/post/153240-/35.153240</id>
<published>2012-01-13T13:00:00Z</published>
<updated>2012-01-13T13:00:00Z</updated>
<author><name>Nick Dinicola</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/b/battlefield_3_cynic.jpg" /><br /><p><i>Battlefield 3</I> is neither a cynical war story, nor a heroic one. By failing to take a stand either way, it stumbles along with a painfully inconsistent tone.</p>
Thid discussion contains spoilers for Battlefield 3. It&#8217;s good for a war game to be cynical; in fact it&#8217;s necessary. How else can you mow down hundreds of people with a machine gun and blow up global landmarks with glee? Cynicism and pessimism are -- and always will be -- inherent to war games (at least, as long as they continue to follow their current template), so it&#8217;s in such a game's best interest to&#8230;]]></content>
</entry>
<entry>
<title type="html">LEGO Harry Potter: Years 5-7</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/152960-lego-harry-potter-years-5-7/" />
<id>tag:popmatters.com,2012:pm/review/152960-lego-harry-potter-years-5-7/5.152960</id>
<published>2012-01-13T07:00:00Z</published>
<updated>2012-01-13T07:00:00Z</updated>
<author><name>Mike Schiller</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/l/lego_harry_potter_years-5-7.jpg" /><br /><p>There is a surprising amount of beauty to be found in <i>LEGO Harry Potter: Years 5-7</i>.</p>
There is a fairly limited repertoire of terms that someone who has played any number of the LEGO (Insert Movie) games has at the ready when they begin to play a new one. "Whimsical", "humorous", "silly", "fun", "easy", "great for children", "imaginative", and "collect-athon" come immediately to mind. In general, apart from a few specific sequences in a few specific games, these are almost passive experiences, hyperlinear things that encourage the player to wander from&#8230;]]></content>
</entry>
<entry>
<title type="html">Online music lessons catch on with ArtistWorks</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153188-online-music-lessons-catch-on-with-artistworks/" />
<id>tag:popmatters.com,2012:pm/article/153188-online-music-lessons-catch-on-with-artistworks/23.153188</id>
<published>2012-01-12T20:35:51Z</published>
<updated>2012-01-12T20:35:51Z</updated>
<author><name>Alex Pham</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/a/artistworks.jpg" /><br />Los Angeles Times (MCT) -- LOS ANGELES &#8212; About four times a week, before heading to bed, George Gaffoglio retreats to the upstairs bedroom of his Irvine, Calif., home, where he settles on his couch, picks up his guitar and fires up his laptop. For the next half-hour or so, the 54-year-old sets aside his daily worries and dives into a website called ArtistWorks, where he plays along with instructional videos by Martin Taylor, attempting to mimic a British jazz&#8230;]]></content>
</entry>
<entry>
<title type="html">Social media give customers new ways to bite back</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153185-social-media-give-customers-new-ways-to-bite-back/" />
<id>tag:popmatters.com,2012:pm/article/153185-social-media-give-customers-new-ways-to-bite-back/23.153185</id>
<published>2012-01-12T17:35:02Z</published>
<updated>2012-01-12T17:35:02Z</updated>
<author><name>Scott Canon</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/columns_art/s/stanforth-twitteraddict-splsh.jpg" /><br />McClatchy Newspapers (MCT) -- KANSAS CITY, Mo. &#8212; When Albert Hirschman published his landmark treatise &#8220;Exit, Voice and Loyalty&#8221; more than 40 years ago, he unwittingly helped to predict what Twitter might do to capitalism. In Hirschman&#8217;s framework, consumers had essentially two ways to deal with dissatisfaction. They could take their business elsewhere &#8212; exit &#8212; and if enough others fled, a business might shape up. Or they could gripe &#8212; Hirschman used &#8220;voice&#8221; as a verb &#8212; to&#8230;]]></content>
</entry>
<entry>
<title type="html">Magical Realism as Game Mechanic in 'Driver: San Francisco'</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153101-/" />
<id>tag:popmatters.com,2012:pm/post/153101-/35.153101</id>
<published>2012-01-12T17:00:00Z</published>
<updated>2012-01-12T17:00:00Z</updated>
<author><name>Eric Swain</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/d/driver_san.png" /><br /><p>Magical realism becomes a means of deepening an otherwise standard crime story.</p>
This discussion contains spoilers for Driver: San Francisco. The shift ability incorporated into Driver: San Francisco is something that I wish games did more often. I don&#8217;t mean what the mechanic does physically in the game, but allowing the main activity of the player to correspond directly to the central core of both play and narrative. In the game, magical realism becomes a means of deepening an otherwise standard crime story, allowing it to plumb&#8230;]]></content>
</entry>
<entry>
<title type="html">At Consumer Electronics Show, seeing the digital future</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153184-at-consumer-electronics-show-seeing-the-digital-future/" />
<id>tag:popmatters.com,2012:pm/article/153184-at-consumer-electronics-show-seeing-the-digital-future/23.153184</id>
<published>2012-01-12T14:07:57Z</published>
<updated>2012-01-12T14:07:57Z</updated>
<author><name>Jeff Gelles</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/u/ultrabooks.jpg" /><br />The Philadelphia Inquirer (MCT) -- LAS VEGAS &#8212; Handsets that listen and respond and make Apple&#8217;s new Siri digital assistant look like a pretender. Cars with steering and motors all built into the wheels, so that the passenger compartment is for work or play, and the whole thing collapses for parking in tight spots. Foldable, flexible display screens &#8212; or a world where you won&#8217;t even need to bring a device with you at all because you&#8217;ll find connectivity everywhere.&#8230;]]></content>
</entry>
<entry>
<title type="html">In Search of  the 'Skyward Sword' Audience</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153106-/" />
<id>tag:popmatters.com,2012:pm/post/153106-/35.153106</id>
<published>2012-01-12T13:00:00Z</published>
<updated>2012-01-12T13:00:00Z</updated>
<author><name>Scott Juster</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/s/skyward_sword.jpg" /><br /><p><i>Skyward Sword</i>'s design raises a simple, yet important question: Who did Nintendo think was going to be playing this game? I don't have the answer, and I don't think Nintendo does either.</p>
I'm not yet finished with The Legend of Zelda: Skyward Sword and I make a point not to formally review anything that I haven't finished, so consider this a critique. It's a critique born of the unorthodox way that I'm playing the game, which is itself the reason that I haven't finished it yet. For reasons I'm still unclear on, my wife Hanah has expressed interest in Skyward Sword, so we're doing a quasi-cooperative playthrough.&#8230;]]></content>
</entry>
<entry>
<title type="html">Requiem for a Tiny Internet</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/152923-requiem-for-the-tiny-internet/" />
<id>tag:popmatters.com,2012:pm/post/152923-requiem-for-the-tiny-internet/35.152923</id>
<published>2012-01-11T13:00:00Z</published>
<updated>2012-01-11T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/j/jeanfrancios.jpg" /><br /><p><i>League of Legends</i> is an excellent multiplayer experience.  Unfortunately, you do have to play it with <i>a lot</i> of other people.</p>
My daughter was recently asked by her teacher to interview my grandfather for her seventh grade class. The teacher was interested in getting some insight into the rapidly disappearing GI Generation, those that served during World War II. One of the questions that my daughter asked my grandfather was what he liked most about living through the 1940s and 1950s. His response: &#8220;I liked that the population was smaller.&#8221; I was really taken by this&#8230;]]></content>
</entry>
<entry>
<title type="html">Pok&amp;#233;mon Rumble Blast</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/review/152958-pokemon-rumble-blast/" />
<id>tag:popmatters.com,2012:pm/review/152958-pokemon-rumble-blast/5.152958</id>
<published>2012-01-11T07:00:00Z</published>
<updated>2012-01-11T07:00:00Z</updated>
<author><name>Arun Subramanian</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/reviews_art/p/pokemon_rumble_blast.jpg" /><br /><p><i>Rumble Blast</i>'s position as a mindless, cute, but somewhat enjoyable title would be completely understandable if the game were marketed as a modestly priced, downloadable title.</p>
There's no denying that Nintendo has been a driving force in the video game industry for decades. Their consoles and first party franchises helped raise a whole generation of gamers. While they are sometimes criticized for releasing titles that are thematically, if not mechanically, identical to games that they've released before, as well as for their stodgy approach to concepts championed by their competitors (most notably online gaming), they've also demonstrated amazing feats of creative&#8230;]]></content>
</entry>
<entry>
<title type="html">Spilling on Twitter can result in blowback for celebs</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153085-spilling-on-twitter-can-result-in-blowback-for-celebs/" />
<id>tag:popmatters.com,2012:pm/article/153085-spilling-on-twitter-can-result-in-blowback-for-celebs/23.153085</id>
<published>2012-01-10T20:35:35Z</published>
<updated>2012-01-10T20:35:35Z</updated>
<author><name>Gerrick D. Kennedy</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/columns_art/s/stanforth-twitteraddict-splsh.jpg" /><br />Los Angeles Times (MCT) -- LOS ANGELES &#8212; Sinead O&#8217;Connor and 50 Cent couldn&#8217;t be more different, but when it comes to over-sharing on Twitter, the 1980s icon and gruff rapper have quite a bit in common. While we&#8217;ve become accustomed to Kanye West&#8217;s rants and boasts on the social media site (such as crowning himself the new Steve Jobs this week), or Laurieann Gibson&#8217;s smackdowns with Lady Gaga fans, O&#8217;Connor and 50 are the latest in a recent rash&#8230;]]></content>
</entry>
<entry>
<title type="html">Apps take e-books beyond reading</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/article/153086-apps-take-e-books-beyond-reading/" />
<id>tag:popmatters.com,2012:pm/article/153086-apps-take-e-books-beyond-reading/23.153086</id>
<published>2012-01-10T18:35:56Z</published>
<updated>2012-01-10T18:35:56Z</updated>
<author><name>Laurie Hertzel</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/news_art/e/ebook.jpg" /><br />Star Tribune (Minneapolis) (MCT) -- MINNEAPOLIS &#8212; You can buy the Kevin Kling-Chris Monroe picture book &#8220;Big Little Brother&#8221; for $17.95 and read it to your child. Or you can buy the iPad app of &#8220;Big Little Brother&#8221; for $7.99 and hear Kling read it himself &#8212; and also watch the characters move and hear the toys talk. Book apps for tablets and smartphones and enhanced e-books for e-readers are going far beyond the transfer of book text to Kindle&#8230;]]></content>
</entry>
<entry>
<title type="html">Moving Pixels Podcast: Game of the Year Edition</title>
<link rel="alternate" type="text/html" href="http://www.popmatters.com/pm/post/153026-moving-pixels-podcast-game-of-the-year-edition/" />
<id>tag:popmatters.com,2012:pm/post/153026-moving-pixels-podcast-game-of-the-year-edition/35.153026</id>
<published>2012-01-09T13:00:00Z</published>
<updated>2012-01-09T13:00:00Z</updated>
<author><name>G. Christopher Williams</name></author>
<content type="html"><![CDATA[
<img src="http://images.popmatters.com/blog_art/g/goty20111.jpg" /><br /><p>The Moving Pixels podcast discusses not just our own picks for game of the year, but what significance (or lack thereof) such declarations about our most beloved games have.</p>
This week Nick Dinicola and I are joined by our fellow blogger Mattie Brice to discuss, in part, the games of the year.

However, with PopMatters posting a forthcoming list of the best games of the year, we discuss more specifically that list, our writers' tastes here at PopMatters, and also what Game of the Year might mean in general to gaming.]]></content>
</entry>
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