Welcome back readers.

Some announcements before we get started this week! First things first, we’ve opened our submission window for our year-in-review. Check this announcement post for details, and if you’d like, join our Discord–it’s the most direct way to put your submissions on our radar.

I’d also like to plug a game development project about the 1948 Nakba, currently being crowdfunded by Palestinian game dev Rasheed Abueideh. I think it’s worth your time and consideration.

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

Revolutionary Ideas

This week our opening section spans thoughts on antifacist games crit, decolonial and antifascist design practices, revolution-as-theme/setting in games, and more.

“Eddy Gordo exemplifies how video games, like other media, perpetuate colonial-era tropes by reducing complex cultures into marketable, surface-level symbols. What if you could rework or re-master Eddy Gordo into something that truly honors the anti-slavery and anti-colonial roots of capoeira?”

Well Played

Now we turn to playstyle, strategy, playing within the rules, and playing outside of them.

“The problem is that in shifting from survival to realpolitik, Frostpunk 2 becomes a management game about leadership, but it doesn’t give you enough means to actually lead. It’s telling that as soon as the game unlocked the ability to simply round up both radical factions – the Stalwarts were responsible for 85% of our deaths, but the others were trying to turn all women into breeding slaves, children into soldiers, and doing eugenics on the “weak” – I did it immediately and won the game.”

Sickos’ Corner

It’s me, I’m in the corner, looking up train controllers on ebay.

“In such a niche subgenre, games are often tempted to split the difference between aiming for die hard shooter fans and new audiences, satisfying neither. Angel at Dusk manages to somehow make a game that’s baroque, bizarre and welcoming to everyone. Its cheeky humor never falls into irony, and its earnest exploration of its horrific world stays compelling throughout. It’s full of contradictions that make it cohesive.”

Real Time

Our next two selections focus on the passage of time and its influence on favourite franchises, industry rituals, and our changing relationships to both of these things.

“It makes sense that the employees at BioWare would like to produce a game that expresses their own values, and the reaction of right-wing shitheads to even the most basic inclusion of trans people in their games proves the necessity of the exercise. Games writing can allow for player agency while also expressing the studio’s values— the decade between Inquisition and Veilguard also saw the release of Disco Elysium, which allows for the player to both make abhorrent choices and experience consequences in-game for those choices. My problem with the writing in Veilguard is not that it is corny. Some of my favorite writing in the game is encountering Lucanis’ upscale, European grocery lists— this is corny! The problem is that the writing is not mature enough to allow for player expression as simple as being wrong.”

Critical Chaser

I thought this was cool.

“By most accounts it was mere words that led to the unrest in Bengal. Yet rumors abound about whether the young Ellsworth may have performed acts beyond his position with the daughter of a local leader. What is clear is that the influence of that particular leader was grossly underestimated, and whether they were words or acts, the people of Bengal would not submit while the young Hastings was governing.”


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