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Games

'SUPERHOTLine Miami' Is Exactly What It Sounds Like

SUPERHOTLine Miami provides a perfect case study in how slow-motion affects the pace and tone of a game.

Recent
Games

Let's Play: Interactivity by Proxy in a Web 2.0 Culture (Part 2)

Today we look to Let's Plays themselves to start drawing connections between performance and viewership behaviors as well as fan practices.

Games

The Lasting Accomplishment of 'Max Payne'

Max Payne accomplished something unique with its mood and narration, creating a journey into the unraveling psyche of one man pushed to a ragged edge.

Games

Imitating Intimacy in Video Games

Sex is very often (and very unfortunately) just a game.

Games

All This Useless Interactivity

While we seemingly get lots of choices in a game about how we get from place to place, how to kill enemies (and with what weapon), and even how we make moral decisions, when the game prompts us we usually get down to doing what it tells us to do.

Film

Talk, Talk, Talk: October 2008

What studio suit thought this was a good idea? With four months to schedule your high priced efforts, you instead unload almost 30 overpriced pictures on an unsuspecting movie audience.

Games

Zarathustran Analytics in Video Games, Part 5: The Four Forms

L.B. Jeffries continues the Zarathustran Analytics series, putting together his pillars of game design and calling for sense in classification.

Games

Above the Sea of Fog: The New Romantic Era of Video Games

To this next generation of consoles, a challenge has been declared: that the quality of graphics or sound are not gauges for the quality of a game, that they aspire to more than mere satisfaction of a few basic human desires.

L.B. Jeffries
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