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Moving Pixels Podcast: It's Very Dead... in Space

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Monday, Feb 28, 2011
With hands covering eyes (though with fingers slightly parted), the Moving Pixels podcast travels down hallways painted in blood and visecra, in order to consider the beauty and grotesqueness of Dead Space and Dead Space 2.

Last week the Moving Pixels podcast crew took a look at Dead Space as a transmedia phenomenon, considering the films, comics, and other spin offs that the series has generated.


This week we look at the games themselves, considering their innovative design decisions and gameplay, alongside their grotesquerie and some of their choice in presentation of issues like work and women.
  


This podcast is also available via iTunes.


 

More discussion of Dead Space:


Review: Dead Space 2 by Nick Dinicola


Review: Dead Space: Ignition by Nick Dinicola


Review: Dead Space: Extraction by Nick Dinicola


Horror in Video Games: There’s Seeing—and Then There’s Realizing What You’re Seeing by G. Christopher Williams


Visceral Games, Body Horror, and the Monstrous Female Body by G. Christopher Williams


The Paradox of Modern Horror: “Survival Horror” by Nick Dinicola


Isaac Clarke: Intergalactic Handyman by G. Christopher Williams


The Cybernetic Conundrum: Posthumanism and Dead Space by Aaron Poppleton


Killing Kids is Scary by Nick Dinicola


 

Our podcast contributors:


Rick Dakan is a regular contributor to the Moving Pixels blog as well as to the Gamma Testing podcast.


G. Christopher Williams is the Multimedia Editor at PopMatters.com.  You can find his weekly updates featured at the Neuromance blog.


Nick Dinicola is also a regular contributor to the Moving Pixels blog.


Thomas Cross contributes frequently to the Multimedia section at PopMatters.com, and he also pens the Diamond in the Rough column for GameSetWatch.

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The art of designing for horror takes practice. I gladly applaud those not yet willing to surrender defeat.
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Dead Space is too normal in video game design terms to remain scary.
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Perhaps in this age of serialized television, franchise-driven films, and transmedia everything, the very idea of a stand-alone product is antiquated.
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