Featured: Top of Home Page/Games/Reviews The Moral Morass of Playing ‘Beholder’ By G. Christopher Williams / 30 November 2016 Beholder shows the disasters that can come from, perhaps, being too compassionate within the context of a totalitarian state.
Featured: Top of Home Page/Games/Moving Pixels Choice and Consequence in ‘Papers, Please’ By Eric Swain / 1 July 2014 Papers, Please is a game where actions do have consequences, but most of it relies on the emotional state and investment of the player.
Featured: Top of Home Page/Games/Moving Pixels Systems and Activism in ‘Papers, Please’ By Jorge Albor / 16 January 2014 In addition to portraying the bureaucratization of unethical behavior, Papers, Please also makes fascinating and compelling claims about activism.
Featured: Top of Home Page/Games/Moving Pixels The Cost of Security in ‘Castle Doctrine’ and ‘Papers, Please’ By Jorge Albor / 9 May 2013
Featured: Top of Home Page/Games/Moving Pixels Experiencing the Banality of Evil in ‘Papers, Please’ By Scott Juster / 2 May 2013