Don Melanson pointed me towards Feed’s latest special issue: Video Games 2001, with good articles by Steadman, Hall, Johnson, and more. Carl‘s up to his usual high standard: “But a 3-D shooter mapped into 2-D space also means an end to the paranoia — it’s no longer about what lurks around the next corner or who’s fixin’ to gib you from behind. The game isn’t necessarily easier, but — for me at least — it’s more like playing a game. If 2-D is less visceral, well, I eat enough Xanax as it is.”