Welcome back readers.

As promised, after a week to take stock, we’re back at it. To close the gap, this week’s issue is correspondingly embiggened, but even this must be considered an abridged list. Let’s get to it.

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

Critical Practice

Our opening section this week is a loose coalition of pieces that are all about or in conversation with the practice of criticism itself, and the principles that guide it.

“Video games are fun, and it is so much fun to write about video games that we genuinely cannot stop doing it, even though independent game crit is outrageously time consuming and unprofitable. We will face the days of mourning when they come (and they’re here!), but some part of our psyche will have the tools to face those days because we know that joy also still matters, and that the people we are up against are a bunch of joyless, grouchy turds.”

Limits of Imagination

Now let’s look at intersections between recent games and politics, race, and 80’s-guy capitalism.

“So putting that all together: an international racist entertainment complex that echoes the plantation politics of the past has codified a binary in which Black males are only seen as animals or clowns. These polar extremes produce the heroes and characters across diverse media, but neatly pack them into buckets — a gun-toting hulk with a massive cock, real or implied, or a neutered clown that is harmless and pathetic.”

Restless Dreams

Lots of good horror games writing this week–here’s a selection spanning titles and subgenres.

“James Sunderland is not a silent protagonist, either in the Silent Hill 2 remake or in the original game. But in the remake, he is more you, more us, more the players. He responds more to our inputs. He reacts more correlatively to our own movements, and to our ideas of what he ought to be able to do, as a person with a body. He becomes a silent protagonist not in the verbal but in the mechanical sense.”

Nuts and Bolts

Time to roll up your sleeves, because in this section we get really into the weeds on cinematography and (checks notes) jumpy pulse bastards with melee. Am I reading this right? Rob am I

“The newly-resurrected Centurion from Corean Enterprises finally got back into the fight in time to shred the rear armour of Axman with an AC20 shell. It’s now hanging together with duct tape and a prayer. After two turns of sustained fire from several other mechs, was the victim of *another* Death from Above attack from the Wraith. This displaced it off the top of the mountain.”

Gather Party

Now for an RPG-focused section looking at writing, turn-based combat, franchise legacies, and more.

“We know puns are wordplay, and play is important here. There are a lot of things that made me really consider that the title is an incredibly deliberate choice. World of Final Fantasy sounds like it could be fairly generic, but it’s thought about carefully. Final Fantasy is a videogame and this is a world of play. The toyetic appearance, the playful language and also how it is deliberately artificial.”

Loud and Proud

Here we’ve got a couple of pieces reflecting on gender and queer visibility.

“Choosing to be consistently masculine is exactly as much of a choice as choosing to be consistently feminine. Choose to change nothing, and you contain multitudes.”

Critical Chaser

Let’s close this week off with some creative nonfiction and some perfectly normal formal analysis.

“the centrality of the perfect fourth is the nexus of all of this. It is creating a quatral universe. This kind of quatral emphasis is one was employed in Schoenberg’s 1st Symphony. But the fourth, as the inverse of fifth, is a shadow that lingers in all Western music and much music across the globe. It’s EVERYWHERE, and the Gamecube start up is just making that known. The music and animation do not accompany each other they are each other made manifest to the senses. It is the cube.”


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