Welcome back readers.

Thanks for your patience these past two consecutive Monday Mulligans–this weekend I not only travelled, but walked several kilometers of trail in a silly cloak, photographed cool mushrooms, put one of my hands in Georgian Bay, and temporarily adopted a praying mantis. Highly recommended.

This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

Primary Source

There are many interview-shaped pieces to share this week, with an equally wide spread of topics ranging from game development, project management, ethnography, magazine culture, and more!

“Jimerson told me that he thinks of basketball as “a third place,” apart from home and work. In a third place, the usual social hierarchies are suppressed. People feel comfortable being themselves around strangers, and relating to others. That’s why a good regular game is a beautiful and fragile thing.”

Now Playing

While there are lots of interviews this week, there are even more reviews, impressions, and structured thoughts-type pieces on new-to-recent and newly-available games crossing genres and modalities, with writers cataloguing joyful successes, frustrating failures, productive meditations on failure, and more.

“what sticks with me as I continue to play OVERWHELM is that each player that picks up this game will have a unique emergent narrative of what experiencing overwhelm means for them. What pushed you to the brink, what pitfalls were too steep to consider transcending from overwhelm to overcome? Or, even if you’re thinking of the game in strictly mechanical terms, what aspects of Randomnine’s challenging system are incompatible with your play personality? As long as we’re willing to continue failing forward, our future may be uncertain but it remains open to us nonetheless.”

Playing with Power

Our next pairing examines the stories we tell in our media about power and hegemony, and our evergreen struggle to cast our imaginations beyond their borders.

“YoRHa wages an endless, unjustified war with the machines, exclusively to maintain a sense of purpose for the androids. In this way, YoRHa is not just Straussian, but superlatively neoconservative.”

Ephemeral Objects

This is a very loose collection of pieces that feel art-flavoured–meditations on interesting objects, postmortems on process, that kind of thing.

“A video game is maybe the least likely kind of merchandise they could have created, and the genre of that game is even less likely. It’s easy to imagine that a video game based on the Jingle Cats albums would be a music game, or maybe a virtual pet game, but somehow it’s neither of these things. It’s more of a cross between a puzzle game and a virtual pet game. The player takes on the role of the caretaker of Jingle Cats House, with one important duty: the house’s nine cats have to get along. They have to be friends.”

Critical Chaser

Foucault’s Errand.

“The reclusive couple that lived across the street didn’t talk all that much, but when I saw the wife go out one day I went to our porch just to see what she looked like, so I could make a Sim modeled after her. She was wearing a basic blue athletic T-shirt, khaki shorts, and Teva sandals. She had brown, wavy hair cut just below shoulder length — it took me minutes to make her in The Sims 4.”


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