Featured: Top of Home Page/Games/Moving Pixels ‘SUPERHOTLine Miami’ Is Exactly What It Sounds Like By Nick Dinicola / 29 April 2016 SUPERHOTLine Miami provides a perfect case study in how slow-motion affects the pace and tone of a game.
Games/Moving Pixels/Reviews “Remember to Save Often”: The Meta-Game Tactics of ‘Dishonored’ By G. Christopher Williams / 7 November 2012
Featured: Top of Home Page/Games/Moving Pixels Alan Wake’s Women By G. Christopher Williams / 6 June 2012
Featured: Top of Home Page/Games/Moving Pixels ‘Max Payne 3’: A Shooting Gallery with Teeth By G. Christopher Williams / 23 May 2012
Featured: Top of Home Page/Games/Moving Pixels Let’s Play: Interactivity by Proxy in a Web 2.0 Culture (Part 2) By Kris Ligman / 19 April 2011
Featured: Top of Home Page/Games/Moving Pixels The Lasting Accomplishment of ‘Max Payne’ By Nick Dinicola / 13 August 2010
Featured: Top of Home Page/Games/Moving Pixels Imitating Intimacy in Video Games By G. Christopher Williams / 30 June 2010
Featured: Top of Home Page/Games/Moving Pixels All This Useless Interactivity By G. Christopher Williams / 23 June 2010
Featured: Top of Home Page/Features/Film Talk, Talk, Talk: October 2008 By Bill Gibron / 9 September 2008
Featured: Top of Home Page/Games Zarathustran Analytics in Video Games, Part 5: The Four Forms By L.B. Jeffries / 5 May 2008
Featured: Top of Home Page/Features/Games Above the Sea of Fog: The New Romantic Era of Video Games By L.B. Jeffries / 27 June 2007