Theology Gaming Posts

December 22, 2013 / / After Church

24 In those days Hezekiah became mortally ill; and he prayed to the Lord, and the Lord spoke to him and gave him a sign. 25 But Hezekiah gave no return for the benefit he received, because his heart was proud; therefore wrath came on him and on Judah and Jerusalem.  26 However, Hezekiah humbled the pride of his heart, both he and the inhabitants of Jerusalem, so that the wrath of the Lord did not come on them in the days of Hezekiah.

2 Chronicles 32

Often, it is thought that the Old Testament remains the “lesser” of the two books. God sounds and acts completely different between the two narratives, one as a stern and unforgiving bookkeeper of the Law, the other a compassionate guy who wanders around telling indecipherable parables while also telling them to hug their enemies.

Granted, the Old Testament Law seems harsh from our post-Christian perspective. The whole of the legal document places taxing restrictions on human action, everything from marriage to the correct forms of sacrifices.  Many of them involve the death penalty, or stoning, or perhaps even becoming a pariah from the community. God’s people lived under those rules because they set them apart as God’s people. They distinguished themselves through the worship of one God, YHWH, who wished for a holy and righteous people to emerge out of Israel. This would involve sacrifice and determination, as well as a healthy dose of grace.

December 20, 2013 / / Essays

Video Games, Art, and Objective Standards is an exhaustive look at video games, the ambiguities of art, and how they come to rest on objective standards – though maybe not in the way you were thinking. This series intends to show video games are a unique medium that deserves a special criteria and methodological examination. This is part and parcel of my theology as well. I invite you to leave comments on any section below!

If video games are not art, then they are something better.

– Richard Terrell, Critical Gaming Network

From an exclusivist view on any side, video games are misrepresented in both their content and their essential elements. The idea of video games as “an experience” solves the problems of both sides. Instead of isolation, narratives and rules exist in collaboration to create a unique “experience” within a particular work, both with the artistic intent of the developers and the reception of the players.

December 19, 2013 / / Features

Every year, we put our heads together and come up with the best and most important video games of the year. [Editor’s Note: Lies. We never do this, and this is just Josh’s opinion with sprinkles of other people’s additions] As such, it seemed best to put together a completely sincere list without any conjecture or trolling. [Editor’s Note: Again, all lies] We hope you enjoy. List after the jump!

December 18, 2013 / / Reviews

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NOTE: This game is strange, weird, difficult, and the aesthetic probably turns lots of people off right from the start. As such, only Zachery Oliver will participate in this particular review.

Bunny Must Die: Chelsea and the 7 Devils defines the “cult” classic. Originally conceived and released by Japanese indie group (read: one guy) Platine Dispositif, it finally found release in the West by localization group Rockin’ Android sometime in 2012. By the time I got my hands on this little gem of a game, Bunny Must Die appeared on Steam and endeared itself to my sensibilities immediately. That is, it present a huge challenge and makes me incredibly angry at a stupid video game.