This week we consider how thematic, aesthetic, and narrative contexts effect how we understand the mechanics of the games that we play.
08 Jun 2015
Perhaps in this age of serialized television, franchise-driven films, and transmedia everything, the very idea of a stand-alone product is antiquated.
23 Sep 2011
What 3-D is good for is salaciousness and action, some things that the crop of 3-D games launched with the 3DS are largely bereft of.
24 Aug 2011
Horror can be atmospheric rather than situational. Are abandoned tombs, inky black catacombs in which echo the shuffling, dragging footsteps of fleshy horrors, and the occasional giant mass of flesh, eyeballs, and tentacles glaring balefully at the player scary enough for you?
01 Mar 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.
28 Feb 2011
My wife is right. The Necromorph known as a Slasher is extremely gross. But even though I played Dead Space for hours, I never noticed it.
24 Feb 2011
More than just a video game, Electronic Arts has given Dead Space the full transmedia treatment, shipping movies, comics, and spin off titles with the same grisly themes.
21 Feb 2011
For many, survival horror is the only proper horror game, but no modern game can accurately be called survival horror. So, for those players, no modern game can be a proper horror game.
11 Feb 2011
The Necromorphs represent a level of posthuman development that extends far further than the protagonist of Dead Space is willing to go -- the point at which humanity is erased, allowing for the rise of the posthuman.
08 Feb 2011
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