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Many fantasy writers have incorporated the visual footprint of the Third Reich into their fictional worlds. Few, however, have done so as extensively as the creator of Attack on Titan, who revisited this terrible chapter of history not to find inspiration for a fearsome antagonist, but to excavate the divisive ideas that lay buried there.
#Coronavirus #COVID19 #Pandemic: Love in the Time of Coronavirus is a series about art and life and the art of living in these times of global health crisis.
Fans have pledged $11M to a Dungeons & Dragons group because they champion safety and inclusion. Does this have larger, real-world implications?
Thurm's Board Games illustrates one of the charms of Avidly Reads, where a nonfiction author who is enthusiastic about their subject matter strives to maintain an even tone, here, their devotion for board games shines through.
Who is man? Who is monster? Apollonian and Dionysian dichotomies are at play in the video game series, The Witcher, soon to be a Netflix series.
Without new footage or a release date, the Tribeca Talk didn't raise my anticipation for Death Stranding, but it was an engaging chat with Hideo Kojima and Norman Reedus.
Without a set form, there can be no water-cooler talk about Bandersnatch, no collective reflection and analysis, because each viewer watched a different movie.
Kingdoms of Amalur takes all of the principles of videogames – agency, choice, exploration, conflict – and turns them into an expansive experience of testing the conventions, and even the technical framework, of videogame fiction itself.
Netflix's interactive movie, Bandersnatch, doesn't really offer choices, but it does offer something else: a warning.
This month, Nick and Eric talk about the epic and dense high concept sci-fi/fantasy of Torment: Tides of Numenera and end with an important announcement about the future of the podcast.
The staff at the World Video Game Hall of Fame have, with great care, winnowed down objects in the medium that they feel best represents the important developments in the history of the video game.
In this edition, we dig into the detective point-and-click text adventure A Case of Distrust, and investigate what makes it good, but not great.
This week we discuss self-consciousness, self-identification, and awful puzzle design in The Fall: Part 2 - Unbound.
What does it mean, ontologically and narratively, when the seeming finality of death disappears from our stories? What does it mean when our stories and our characters, unlike our lives, refuse to come to an end?
This week we discuss The Awesome Adventures of Captain Spirit, and how its status as a prequel/promo for Life Is Strange 2 makes it less awesome.
This month Nick and Eric discuss the economics of robot sentience in Subsurface Circular and the tricky trust issues of alien first-contact in Quarantine Circular.
On this month's games podcast, Nick and Eric discuss the optimistic and mythic post-post-apocalypse of Horizon: Zero Dawn.
Online games make it easier than ever to design and test masks and to experience the hopes, fears, benefits, and harms of reinvention.