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February 2011

Just a Few Reviews

Hey there! So, I’ve been absurdly busy this week; a new job, classes picking up in pace, and crises arriving and lingering. It’s now come down to Saturday, though, and to be honest, I don’t have the capacity right now to really do justice to the concept I wanted to …

On Trailers, Zombies and Extra Credits

On Trailers So, first of all, if you haven’t already watched the trailer in question, here it is: This trailer has been going the rounds and being watched by bajillions of people, and getting lots of praise like “the best trailer for a video game ever made.”  Professional Internet People …

To Thine Own Self Be True

The Idea What I want to talk about today is the concept of “scope” and discuss two major areas where scope can become a problem in video games. On Scope Like any good philosopher, the first thing I need to do is define my terms.  By, “scope,” I mean, generally, …

We Can Be Heroes

This week, I’ll be examining the heroic narrative and it’s close, close relationship to video gaming! I’ll start by defining what I mean by heroic narrative, and then have a short discussion on what its propensity in the world of gaming means for games as art. A Narrative Undaunted Now, …

Art as Games: Valve’s Louvre

When Valve announced that they had been collaborating with the Musée du Louvre to produce a new title utilizing their venerable Source engine to produce the world’s first first-person virtual museum, the gaming world was stunned that such a product would be developed without any announcement until right before its …

No Escape

Distance is going to be an important theme in this article, and so I’d suggest reading the article in which I introduce the concept, located here. Low levels of distance contribute to any narrative experience in video games, but it is absolutely essential to a horror game. Because of the …