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Games

Dying Is Painful, But Also Noble in 'Darkest Dungeon'

We’re not struggling to survive just to survive. Our survival is a righteous act of defiance against evil incarnate.

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Games

Fairness Is a Matter of Context

In Out There, the only enemy is the universe itself, and no one really expects the universe to be fair.

Games

Dead at Last: Notes on the Consequences of Death on the Virtual Body

In games that feature perma death, by melding narrative consequence to mechanical consequence, a great deal of meaning is added to even the most routine of skirmishes. Death makes play matter.

Erik Kersting
Reviews

'Cosmochoria': The Good Kind of Grind

The game fails to properly equip the player for the challenges in the game. That sounds like a criticism, but it really works in its favor.

Games

The Pleasures of the Apocalypse, Fantasies of Pain

We don't want utopia. We already have that. We need dystopia, something less familiar, something challenging, something painful.

Games

'FTL' and the Failure of Text Narratives in Roguelikes

While it is possible for a roguelike to tell a story, textually based narratives are a burden to the genre.

Erik Kersting
Games

Playing to Suffer, Suffering to Play

I have found myself struck with admiration recently by games that I have played that have put me in less than empowering positions, games that celebrate difficulty and hardship, struggling and deprivation, rather than empowerment and excess.

Games

Moving Pixels Podcast: Our Best Games of 2012

The Moving Pixels Podcast gets together to discuss our best gaming experiences of 2012, including a few titles you may not expect.

Games

Moving Pixels Podcast: Spaceships and Sadism, The Universe of 'FTL'

This episode of the Moving Pixels podcast explores what FTL so cruelly does to us and considers whether this is a universe too arbitrary to be fair to its players.

Games

Self Actualization and the Mini-Roguelike

There is something, somehow less deterministic about the mini-roguelike, something more like an advocacy of choice and control being made actually significant when placed in the hands of the player.

Games

Brevity, Death, and Replay Value

I find myself more discouraged by the games that encourage me and more interested in letting brief failure teach me patience, better strategy, and to appreciate the few victories I squeeze out of hours and hours of play.


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