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The Moving Pixels Podcast Comes to an End with 'Torment: Tides of Numenera'

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.

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The Moving Pixels Podcast Kills Nazis Again, in 'Wolfenstein 2: The New Colossus'

This week, Nick and Eric take up arms in order to free America from the Nazi regime, and occasionally talk about Wolfenstein: The New Colossus.

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The Moving Pixels Podcast Plays 'Pyre'

This week, Nick and Eric discuss the religious fantasy basketball of Pyre.

Games

The Moving Pixels Podcast Discovers 'What Remains of Edith Finch'

This week, Nick and Eric dive deep into the cursed family history of the Finch family.

Games

The Moving Pixels Podcast Tells 'Stories Untold'

This week, the Moving Pixels podcast delves into the experimental horror text adventure anthology Stories Untold.

Games

We Write Our Own Ends: Emergent Endings in Gaming

There’s no such thing as a premature ending for a video game. There’s only your ending.

Games

The Sanctity of Endings in 'Dark Souls III'

The Sable Church tells us to work towards the Darkness, yet it also tells us not to let the First Flame go out; it tells us to take the flame for ourselves.

Games

Can Transparency Motivate Gamers?

Transparency means that I can always find enjoyment in improving my personal high score when I play a game, whether or not I win or lose.

Games

'Inside' the Lie of Ambiguity

Inside is too literal to be expressionistic, but too vague to be a narrative. It's so ambiguous that it fails to be anything.

Games

The Dangers of Playing in Unfinished Houses: Considering Early Access Video Games

Playing a game in its alpha or beta form is like living in an unfinished house; it's habitable, but some things seem off or don't work or might get better (or worse).

Games

What Defines an "Old School" JRPG?

There’s a common assumption that a story starring kids is also for kids, and that a kid’s story is inherently less complex, less nuanced, and simply lesser in quality.

Games

In Episodic Games, Space Should Matter More Than Time

The most successful episodic games have mimicked television episodes. What could a purely game-like "episode" look like, though?

Film

'Hardcore Henry' Tells Gamers Sorry, There Is No Princess

Hardcore Henry questions gamers' instinctual need to fulfill a particular role within the context of a presumed masculine identity.

Games

The Dark Side of Pacifism in 'Undertale'

What does mercy mean to someone who hates herself? How can pacifism combat depression? How does euthanasia fit into Undertale's moral code?

Games

How Do Video Games Force Us to Gain Perspective?

Sometimes “hard” in a video game isn't just a difficulty setting.

Games

Should Hideo Kojima Just Go Make a Movie, Already?

In Metal Gear Solid V: The Phantom Pain, Kojima uses the language of cinema in ways that are only possible in a virtual game.

Games

'Dying Light', 'Evolve' and 'Battlefield' Deserve a Replay

These three 2015 early releases are maligned and misunderstood -- and worthy of reconsideration.

Games

Meaning is Fleeting in 'The Moon Sliver'

The Moon Sliver is a jigsaw puzzle constructed from jigsaw puzzles.

Games

Why the Arcade Matters

The arcade snatched video games from the rarefied spaces of industry and academia, making playing video games into a truly populist pastime.

Games

Lovecraft Was Wrong: Knowledge Is Power in 'Bloodborne'

Bloodborne is not about the horror of knowledge, but the horror of unfettered knowledge.

Games

As 'The Longest Journey' Makes Clear, a Good Story Is Not Timeless

The Longest Journey isn’t just dated because it has obtuse puzzles and blocky graphics. It’s dated because it tells a serious story that it doesn't know how to take seriously.

Games

Where Did All the (Action Figure) Girls Go?

The scarcity of the Black Widow action figure on toy shelves has me thinking about what we think we know about gender identity in play, be that play with toys or play in video games.

Games

The Deconstruction and Destruction of a Hero

Shadow of the Colossus begins as a game about a hero rescuing a princess, but by the end, there are no heroes and there are no princesses.

Games

The True Dogs of War: Nation, Language, and Identity in 'Valiant Hearts'

Valiant Hearts challenges the barbaric connotations of the appellation “the dogs of war” by making a dog, the only creature blind to the “essential” identity markers of nationalism and language, the hero.

Games

The Assassins' Aristocracy

Assassin's Creed: Unity highlights the difficulty of influencing social change from the shadows.

Games

Every Blade of Grass: The Pros and Cons of Photorealism in Video Games

The dream of creating photorealistic video games seems odd to me when considering the medium itself, especially in contrast to other artistic mediums.

Games

Creepypasta Gaming: Where the Internet "Learns Our Fears"

When knowledge falls outside of that which is found on the Internet, it falls outside of modern understanding. Thus, games like these, which fall outside of the norm, become intensely compelling.

Games

Six Little Horror Games That Would Like to Play With You This Halloween

Here are a few little games to put you in the spirit of the spooky season. How you will come out of the other side is up to you.

Games

From Nietzsche to Hegel: Perspectives on Humanity in 'Dark Souls'

Despite putting on display both the virtues and vices of man, Dark Souls does not make a judgment call about humanity, but rather leaves that up to the player.

Erik Kersting
Games

The Assassins' Propaganda

Black Flag isn’t interested in breaking the world into two opposing ideologies. It’s interested in how those ideologies sell themselves to a broken world.

Games

Fleeing the Familiar, Embracing the Abject in 'Beyond Two Souls'

Within the spaces of darkness or the unknown, Beyond Two Souls asserts that we can exist without being shaped, manipulated, or brutalized by outside forces.

Paul Grosskopf
Games

The New Puritanism, or, Some Troubling Tendencies in Video Game Criticism

Is the role of the video game critic to protect us from that which we may find offensive?

Games

There Are No Villains, Only Victims with Power

I Have No Mouth and I Must Scream argues that there's no such thing as a true villain, just people who have been wronged and have the power to exact revenge.

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