Tuesday, April 11 2006
In many ways, TiVo is a particularly apt platform for a show like Rocketboom.
Thursday, March 9 2006
The rough edges on Chan's work give it an air of urgency.
Friday, February 24 2006
When American 'entrepreneurs' steal game designs from foreign countries, they usually repackage it with stupid names like Snood.
Friday, January 20 2006
Despite the predominance of soulless databases and faceless corporations, the Internet is widely thought of as a space where exhibitionism is the norm, a mess of web logs, podcasts, and other means of personal expression.
Wednesday, December 14 2005
The story which seems awkward on television fits perfectly in the digital medium.
Wednesday, November 30 2005
These intentionally underdeveloped, short-short 'toons are as well suited for inclusion in a podcast as they are poorly prepared for inclusion in any other collection.
Monday, October 3 2005
We've all been blessed with Pro Evolution 5, a game even better than its predecessor -- which many gamers thought was football simulator perfection.
Wednesday, August 24 2005
You can see what it wants to do and what it wants to be, but when it falls short all you can really do is grimace and say, 'Aw... well at least it tried.'
Tuesday, August 23 2005
Obscure is a noble attempt for a newcomer to the industry.
Friday, August 19 2005
When you're a 2D run-and-gun series, originality through level and boss design is really all you have going.
Thursday, August 18 2005
Racial epithets seem largely to be one of the few ways that a young rebel can, well... rebel anymore.
Monday, August 15 2005
For better or worse, Killer 7 is a bold game that sadly seems to suffer from the same disorder as its lead character.
Friday, August 12 2005
Some hardcore gamers may feel a little disappointed as Area 51 does not provide enough 'all-hell-is-breaking-loose' firefights as set pieces.
Thursday, August 11 2005
Wrestlemania 21 is the perfect example of everything that is wrong with the gaming industry.
Tuesday, August 9 2005
Admirably, the writing in Psychonauts succeeds not with non sequitur lines or potty humor, but with clever puns and jokes fully integrated into both the gameplay universe and narrative.
Friday, August 5 2005
The ability of the game's characters to keep things moving even when you aren't keeping up your end of the conversation is a big part of what makes Façade successful.
Wednesday, August 3 2005
The stereotype is that gamers are antisocial, but anyone who plays MMOs knows you have to communicate, collaborate, take calculated risks, learn diplomacy, and hone your leadership skills.
Monday, July 25 2005
What Curse does is something that's rarely accomplished in gaming; it connects you emotionally with the action.
Friday, July 22 2005
A potentially epic space opera is set in motion when Gideon learns some very Jedi-esque abilities.
Thursday, July 21 2005
Instead of adding to the industry, Rare is now subtracting from it, choosing to capitalize on earlier success in lieu of solidifying future achievements and ushering in new gameplay experiences.