Video games have an advantage in how they pace a story. They can offer the choice of speeding up the plot or they can offer the option of slowing it down, perhaps to experience something less crucial to that plot, like the memories of a dead man.
24 Nov 2015
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
I don't have a problem if you want to play Grand Theft Auto from a first person perspective. Knock yourself out. But I won't be doing so anytime soon.
05 Nov 2014
Is the Grand Theft Auto series still relevant? It is if you're willing to follow it to its conclusions.
17 Feb 2014
Grand Theft Auto V's Trevor picks on social groups, rednecks, gang bangers, military personnel, and hipsters, and when he does so, he takes offense at one or two members of that social group before he then allows his rage to explode into a kind of murderous generalization. If one hipster offends, then kill them all.
30 Oct 2013
The purely sociopathic Grand Theft Auto player just seems like another character in a narrative designed to critique the game's shortcomings as a game, more a straw man than any real player that I know (or am).
09 Oct 2013
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.
23 Apr 2013
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