Assassin's Creed has habituated me to play in a way that enforces a certain dramatic performance on my part.The Miracle Is in the Execution: The Indifferent Kill in Assassin's Creed
Assassin's Creed has habituated me to play in a way that enforces a certain dramatic performance on my part.
New Moving Pixels podcast is up. For some reason, I only have the foggiest sense of what we all discussed during the 'cast. Well, I know that it is about Fallout: New Vegas, but the specifics elude me.
If you can believe it, the Moving Pixels writers have yet more to say about Fable III. Even when Molyneux doesn't succeed though (or not in the way you expect), he always produces work that is interesting and worth talking about becase he makes you reconsider what is possible in game design.

Tired. Exhausted. End of semester. Trying to get thesis proposals from students. Reduced to writing... lists.
Kind of a follow up to "Fallout: The Scrounging Simulator", this week's post concerns the sort of work that sidequests in Fallout: New Vegas entail.
Guitar Hero 5 was better than The Beatles, but Rock Band 3 is better than Warriors of Rock.
Maybe this is more of a review than an essay? I don't know. I categorized it as a review rather than as a blog entry this week.
We recorded this episode quite a while back (around the same time that I wrote a post called "I Don't Know How to Play", which also concerned Minecraft). In retrospect, it was pretty bad pool to participate in this discussion only having played the browser version of the game, but I still think that just that experience was interesting in it own ways.
More review than any heavy analysis this week. I cover my experience with Undead Nightmare, a solid piece of DLC for Red Dead Redemption, especially given the $10.00 price tag.









Any excuse to post the above image of Sephiroth is a good one.
Something kind of unusual for me this week, as I discuss a television show. However, Dancing With the Stars is a competition, a game of some kind, right? In my estimation, it also isn't exclusively a competition based on physical performance either.
Death happens in games. A lot.

Samus Aran is a tricky one. Like many Nintendo characters, she has (in most games) been voiceless. As a result, there hasn't been a whole lot of character development surrounding this icon (though in some sense more than a Link or Mario). She still has this status as an important character in gaming history as a female protagonist in one of the longer running Nintendo franchises, especially with the heavy emphasis on her gender at the close of the original game.






This week's Moving Pixels podcast is a discussion of the kind of dynamics created between players of co-operative games. We discuss a bunch of different games as well as a number of co-op styles (arcade, at home, online).


It has been awhile since I have "officially" reviewed a game for PopMatters. Frankly, I haven't played a whole lot of games for the last month or so barring some older and newer indie games. Generally this has been kind of a refreshing break from madly powering through twenty to forty hour games, however, I do feel like I'd like to get back to something as involving as a nice long game by a big publisher.

I’ll be posting an episode of the Moving Pixels podcast next Monday, in which we discuss Playdead’s Limbo. Having completed our recording it occurred to me that we had never discussed one element of the game: a little boy is dismembered in Limbo with an astonishing regularity.
Another week, another podcast. This week the Moving Pixels crew discusses the (in my estimation) excellent, Max Payne 2: The Fall of Max Payne.
A fairly brief and (hopefully) pithy little posting this week. This post reminds me a bit of some other blog entries that I have done in the recent past (such as The Satisfaction of a Switch and Elegance Is a Shotgun), in which I ruminated about some traditional video game tropes and their general strangeness in a narrative or aesthetic context. In this case, I got to pondering the weird consequence of narratives that lack win states, specifically in classic coin-op games. Mostly the inherent and inevitable failure of protagonists in arcade games breeds a weird cynicism in early attempts at adding narrative elements to games.
Based on screenshots, teasers, and gameplay demos, the Moving Pixels podcast crew discusses upcoming titles that look exciting, disappointing, and just plain intimidating (I’m looking at you Portal 2 gameplay demo):
We're a little light on reviews this month, and I've been spending time poking around New Grounds a lot in the last few weeks. I'll be posting a discussion of the very cool little flash game from that site, Coma, next week. In the meantime, I thought that I would write up a brief discussion of a flash collaboration called Lady Noir that was also posted over at New Grounds a couple of months ago.