Skip To Main Content
Richard Moss on Muck Rack

Richard Moss

  • Writer and Producer, Freelance
  • Writer, Producer, and Director, CREATORVC
Covers:  android games, video game history, remarkable people, accessibility, ipad apps, science, games, innovation, technology history
Books: footybook.net | SharewareHeroes.com | SecretHistoryofMacGaming.com Docos: @FPSDOC | @terrorbytesdoc Creates @LifeandTimesVG He/him mossrc on Bsky

Richard Moss’s Journalist Portfolio

View as a grid

The Amazing Spider-Man 2 Review

The Amazing Spider-Man 2 Review

www.pocketgamer.co.uk — Spider-Man is back, but he's looking rather less amazing than before. Where the 2012 film tie-in The Amazing Spider-Man pushed the boundaries of what mobile could do with open-world gaming, its sequel (also a movie tie-in) feels like a backwards step, bringing little new to satiate wannabe superheroes. Spidey's Manhattan playground has grown, for sure, is it still fun to play there?

KOR-FX haptic vest brings games closer to your chest

KOR-FX haptic vest brings games closer to your chest

Gizmag — That pounding in your chest when the action gets really intense in a video game or movie takes on a new dimension with the KOR-FX 4DFX, an adjustable and lightweight vest that translates audio into subtle vibrations that are meant to help you feel where explosions occur and gunshots comes from – or simply to better enjoy your favorite music.

Still Playing: Duet - a frustrating, joyful, beautifully melodic and starkly clinical contradicti...

Still Playing: Duet - a frustrating, joyful, beautifully melodic and starkly clinical contradicti...

Edge Online — Duet is a game of conflicts and contrasts. It veers between chaos and order, triumph and despair, life and death, never settling on one or the other. You must tackle the game's endless maze of deadly blocks with calm, surgical precision - anything less brings about a speedy end.

Access for all: meet the organisations and developers supporting disabled players

Access for all: meet the organisations and developers supporting disabled players

Edge Magazine — Carlos Vasquez can hold his own against the very best Mortal Kombat players in the world. He competes in tournaments and reached the finals of his pool at EVO 2013, despite having being rendered blind by closed-angle glaucoma. Vasquez has memorised the game's combos, along with their audio cues, so he can play at the highest level using only what he hears.

How passion killed and revived a 20-year-old indie game

How passion killed and revived a 20-year-old indie game

Polygon — Shenandoah: Daughter of the Stars was supposed to be released in 1993. Developed for the Amiga by four Swedish teenagers working out of a bedroom, it had a UK distributor, a working demo and coverage in popular game magazines. It was almost finished. But overnight, it collapsed. One of the programmers fell in love with the other. His feelings weren't reciprocated. The whole team was emotionally invested in the game; they’d poured their dreams, hopes and aspirations into its creation. But the drama put too much stress on development. They needed a break. Shenandoah was cast aside, packed away in a box. It sat there untouched for 20 years, forgotten by the world and its creators — who each went their separate ways.

The healing power of video games

The healing power of video games

Polygon — Steven Gonzalez was just 12 years old when doctors diagnosed him with acute myeloid leukemia, a rare form of cancer that causes anemia, frequent infections and pain. Told he had a 2 percent chance of survival and torn away from his friends to the harsh confines of a hospital, Gonzalez turned to video games for comfort. As he was absorbed in these virtual worlds, alone or with his father, his pain, nausea and fatigue disappeared.

The life of a porting house

The life of a porting house

Eurogamer — It's a strange life, porting video games from one platform to another - seldom making something of your own. But that's what Aspyr Media has been doing for roughly 17 years. They take a popular PC or console game - BioShock Infinite is the latest one - and develop and publish a Mac version, historically released months or years later (though that's not often the case now), earning ridicule and celebration from a frustrated audience long condemned to second-class treatment. Except these days they're actually doing a pretty good job.

Bit by Bit

Bit by Bit

The Magazine — Chris Blundell is tired. He’s been working almost singlehandedly on a feature-length 8-bit animated comedy film called The Hit Squad for years. He crunched most of the production into just the past year and a half. It wasn’t supposed to be this way. The Hit Squad was meant to take him three, maybe four months back in 2010. Even then, he’d already spent three years tinkering with the idea.

Camera Lets Blind People Navigate with Gestures

Camera Lets Blind People Navigate with Gestures

Technology Review — Eelke Folmer and Vinitha Khambadkar think blind people could do without their white canes and instead navigate with a camera around their necks that gives spoken guidance in response to hand gestures. Folmer and Khambadkar, researchers at the University of Nevada, presented the technology last week at the ACM Symposium on User Interface Software and Technology. Known as the Gestural Interface for Remote Spatial Perception, which they abbreviate as GIST, the system utilizes a Microsoft Kinect sensor to analyze and identify objects in its field of view. "GIST lets you extract information from your environment," Folmer says.

Keeping the game alive

Keeping the game alive

Eurogamer — As the football world is consumed by a new Premier League season, and while football management fans salivate over the trickle of new feature announcements for the next instalment of Football Manager, some are happier sticking with a relic of virtual football's yesteryear. For one group of Championship Manager fans, the celebrated series never advanced beyond its Season 01/02 edition. Sports Interactive never left publisher Eidos for greener pastures at Sega, Championship Manager never became Football Manager, and there was never even a 2D match engine - let alone the fancy 3D one introduced in FM 2009 - to augment the game's iconic text commentary.

Blind games: The next battleground in accessibility

Blind games: The next battleground in accessibility

Polygon — Brandon Cole still has vivid memories of his first gaming experience. His brother handed him a Nintendo Entertainment System controller and told him to press start. "Before I knew it, I was smashing bricks, collecting coins and beating every single level," he recalls. But there's a catch. Cole wasn't playing Super Mario Bros., like he thought. His brother was. Cole held the second controller and pressed buttons while his brother completed the entire game in single-player mode. The joke was even more cruel than it sounds, because Brandon Cole is blind.

Carriage Return

Carriage Return

The Magazine — Typewriter Tom lives with his two sisters in an apartment above his shop on Elgin Street, just outside Melbourne's central business district. He fixes typewriters for a living, or at least he used to. "It's not a viable proposition," he tells me. If he didn't own his shop, he'd have gone out of business 20 years ago. But it's all he knows, and he's not about to quit.

Big Game: The birth of Kenya's games industry

Big Game: The birth of Kenya's games industry

Polygon — How a group of game developers beat the odds to create the Kenyan game industry.

A Fool and his Money: Cliff Johnson's Long Journey to Develop a Sequel to a 25-Year...

A Fool and his Money: Cliff Johnson's Long Journey to Develop a Sequel to a 25-Year...

archive.vg — Cliff Johnson spent ten years developing a sequel to what is now a 25-year-old game. "I released it nine years late and one day early," he tells me over the phone a week after finally pushing The Fool and his Money out to the world. It's an appropriate title, given the journey. Johnson originally thought the game would take him just one year to make-that he'd have it out before Christmas 2003.

Fear of the Fun Way

Fear of the Fun Way

archive.vg — I never liked carnivals-too many flashing lights, excited voices, unpredictable people, and cheap thrills. I prefer to find wonder and excitement in music, friends, dreams, and the seemingly mundane. But I used to be afraid of them. I used to be afraid of crowds and parties, too-really, I was terrified of any gathering of more than half a dozen people. I always assumed—as did others—that the issue was a simple mix of shyness and anxiety. But when I revisited one of my earliest memories—a game called At The Carnival—I realized there was more to it.

The Archive - The Perils, Challenges, and Uncertainty of Collecting and Preserving Video Games

The Archive - The Perils, Challenges, and Uncertainty of Collecting and Preserving Video Games

archive.vg — "People in the game business don't think that what they do is of importance or of lasting value," legendary game designer and avid collector of everything Warren Spector said at a panel during the ACMI Game Masters Forum on June 30. The panel was called The Collectors, and it also featured academics and archivists concerned with the issue of game preservation.

8 iPad Games Your Cat Can Play

8 iPad Games Your Cat Can Play

Mac|Life — Whether by fluke or design, the iPad is the perfect gaming device for our purring friends. It has a strong, sturdy screen that can sit flat on the floor, along with a capacitive multi-touch interface. Cats can paw and scratch at it without doing any damage (though doing so remains entirely at your own risk), and true to Apple tradition, it just works. Games made specifically for cats have emerged as a lucrative genre over the past couple of years, so join us in looking through eight of the best. But don't come back complaining if your cat ends up demanding to spend more time than you on your iPad.

Maniac Tentacle Mindbenders: How ScummVM's unpaid coders kept adventure gaming alive

Maniac Tentacle Mindbenders: How ScummVM's unpaid coders kept adventure gaming alive

Ars Technica — ScummVM was born on September 17, 2001, at 5:57pm GMT+1. The program was meant as an interpreter that could play classic LucasArts point-and-click adventure games such as Monkey Island, Sam & Max Hit the Road, and Day of the Tentacle in a virtual machine (VM). As for the name, "SCUMM" was the "Script Creation Utility for Maniac Mansion," itself a reference to the first LucasArts game that relied on the company's proprietary game design tool. Expanded and revised through the years, SCUMM helped LucasArts build a huge line of popular adventure games in the 1980s and 1990s, but the DOS-based games became increasingly difficult to play on modern systems. ScummVM addressed this problem.