The best and most central pieces on the site, chosen in a completely ad hoc, inconsistent manner by myself and a few other people, ordered as inscrutably as possible.
Camp – Games cannot be taken seriously because they are “too much”.
Adam Jensen, DMPD – Human Revolution uses active characterization to establish a character the player elaborates.
Bellum omnia contra omnes – War. War never changes.
Actor, Director, Producer: The player role in RPG battles – Because “turn-based” and “action” miss some important characteristics.
Cinematic Action Games: A Brief Critical Assessment – Alas, games can only be bad films.
Downward Spiral – (aleaffalls)
To clear the crowded sky – Perhaps Reapers are the galaxy’s constant gardeners.
Values and Characteristics of the Cinematic Action Genre – How games try to emulate film.
The Crying Game – Brings a tear to my eye.
I was a teenage reaper – And you thought your high school years were bad…
A game divided against itself – Where public flatulence meets your dead sister.
Engagement and Storymaking – Games stories are made with, not told to, the player.
It’s about how you feel – Challenge-free gameplay can be characterization.
The Gringos Who Saved Mexico – When you need something done, call whitey.
System and Story – Let’s try not to analyze just one aspect of games.
The Uncertainty Principle – Fear comes from not knowing what happens next.
It’s just lines and colors – Sometimes, Suda Mondrians games.
A Tale of Two Chesses – Videogames are necessarily representational.
It’s only temporary – Actually, the guns are biodegradable.
The “real” John Marston – The West was full of legends, or perhaps the legends are all we remember.
Requiem for the ME Universe – How it all went so wrong.
So long, sucker! – I should have turned it off.
“Time is an ocean in a storm…” – How Sands of Time works as a trilogy.
You can’t put a price on your soul – Maybe the point of the Little Sisters is just to make the player think about how he’s deciding.