Tag Archives: Critical Responses

Resonance or Dissonance in Gears of War

My last post generated the most comments of anything I’ve written (so far). At the end of the comments Dagda had this to say on the Gears of War franchise: “It’s why the “rah-rah kill them” mentality of the Cogs … Continue reading

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In Defense of Ludonarrative Dissonance

First off, no this is not a retraction of my opinion (which I was apparently the sole defender of) that Ludonarrative Dissonance is a bad thing for a game to have. Instead this is a response to the growing antagonism … Continue reading

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Extra Lives: Why Video Games Matter – A Book Review

I haven’t done video game reviews on this site. I also don’t intend to. I have only done video game critiques or criticism. The name in the top banner should be enough of a clue. So it is interesting that … Continue reading

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The Ebert Response

For those of you are utterly sick of this issue, bear with me. I am with you. I am tired of people questioning whether video games are art or not. Yes they are, now move on. But when someone like … Continue reading

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The Nature of Reading: Interpretation and Auteurism using Final Fantasy VIII and Mulholland Drive

Recently on twitter I was pointed to an essay on Final Fantasy VIII that differs from the more generally accepted reading of the game’s story. If you have not read it yet, before you proceed with this post, please do. … Continue reading

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In Which I Respond to the Three False Contraints

When I first read Danc’s post over at Lost Garden, Three False Constraints, I called it the stupidest thing I read from the critical community. I decided rather than write an immediate response I would wait a few days to calm down and think it over non-emotionally. I’m glad I did, not because I came to any agreement with him, but because I read this piece by Charles J Pratt over at Game Design Advance. It got me thinking more about the meat of the form of the medium. So I spent some more time thinking and went back to reread his post. Here’s my response. Continue reading

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October’s ’09 Round Table Entry – Denouement: The Gameplay Slowdown

Designer Denouements How can the denouement be incorporated into gameplay? In literary forms, it is most often the events that take place after the plot’s climax that form your lasting opinion of the story. A well constructed denouement acts almost … Continue reading

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The Citizen Kane of Video Games

For those of you who maybe groaning at the title of this post let me assure you I am not going to declare anything the “Citizen Kane of video games” and am instead going to explain the pointlessness of the debate in the first place. And for those of you now disappointed, I implore you to please continue reading anyway. Continue reading

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September’s ’09 Round Table Entry – What Do Spatial Relationships Mean to Us

Isn’t That Spatial? Every video game has certain benefits and constraints in the way it represents space. Interaction fiction, arcade titles, 2D side-scrollers, isometric RPGs, and first person shooters all have advantages and disadvantages to how they deal with space-some … Continue reading

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On the Wii and Controls

The following is a comment I posted over on the latest GameCritic’s podcast. It may seem a little rantish, but that’s why I’m going to expand on it at the end. Continue reading

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