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We Become What We Behold looks at how social media magnifies small differences into gross monstrosities.
08 Mar 2017
In an age when I can I have nearly anything shipped to me in three to five days by Amazon, Kingdom Death: Monster's exclusivity is its chief lure.
14 Dec 2016
The structure of Zero Time Dilemma suggests that learning how to solve problems can only occur after having lived through suffering.
16 Nov 2016
Posthuman suggests that if a player can't win, then they can damn well make sure that everyone (not no one) wins.
12 Oct 2016
I have found that I am not looking for games that are relatable and expressive of my own problems, so much as the ones that more ideally promise progress and solution to some unspecific ones.
15 Sep 2016
Pokemon Go's buddy system is a step in the right direction for the game, but when you do the math, it may be way, way too many steps for many players to take.
14 Sep 2016
Arkham Knight actually features sequences in which Batman has to get his car somewhere and not the other way around.
10 Aug 2016
the static speaks my name creates an uncomfortable intimacy between the player and the protagonist.
29 Jun 2016
Holding down B to run changed our relationship to video games. It let us slow down enough to understand choices we never knew we had.
25 May 2016
Hardcore Henry's forward moving ferocity doesn't allow its viewer or Henry time to think on why its action and violence might or might not be justifiable.
11 May 2016
Henry isn't the only surrogate for gamer identity in Hardcore Henry.
26 Apr 2016
Trashy gameplay calls for trashy presentation, and sophisticated gameplay calls for sophisticated presentation. However, Duke Nukem 3D is a game that is constantly in tension between these two principles.
23 Mar 2016
Dating sims and apps may bring a new level of interactivity, or even intimacy, to escapist romance, but they don't seem to me like a specific response to changing 21st century attitudes about sex and relationships.
16 Mar 2016
Maybe I'm addicted to critique, to learning through failure, or maybe I'm just addicted to the simple, clear reminder that video games give me sometimes: “Pay more attention, stupid!”
09 Mar 2016
The Flame in the Flood provokes musings on the often troubling determinism of American naturalism.
02 Mar 2016
In creating a plot device to motivate its characters, a MacGuffin, Firewatch competes against itself, with a story that it is a gimmick and a story that it really wants us to care about.
17 Feb 2016
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