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

Tonkachi Time

Our opening section this week is somewhere on a continum between art and design, and the delightful possibility space games can inhabit when they resist the orthodoxies of both.

“This isn’t about liking bad games ironically. It’s about understanding that even the messiest games have value. They might teach you what you don’t like, or surprise you with moments of brilliance. Either way, they’re worth your time.”

Disk Collection

Now let’s look at design–and play–philosophies from the NES era.

“The murder of Portopia is a prison for everyone involved. It’s a labyrinth the cast can’t escape. Just as the game itself tightens its grip on the player, traps them in endless circles of moral decay and let’s them rot, so too does the house of the murder capture Yasu. He can’t ever leave. It’s taken him, stolen him, killed him. It’s all he is. And then it all happens again.”

Affective Play

This section deals with depression, suicide, abuse, and accountability.

“A remarkably poignant exploration of what happens when you don’t hold your bros accountable. Deeply unsettling and emotionally exhausting, the theft of autonomy isn’t just a theme so much as it’s a brick thrown at my head. In a good way.”

Green Planet

These next two picks are about gardens, trees, and green spaces in games.

“In relaxing play, the action and re-action loop is slowed down, and the rhythms of the game and the player are set at a sedate pace. It is in these moments that a great deal of emotion and meaning can grow. Walking through a beautiful landscape, pausing to listen to music, or taking the time to nurture and care for plants all hold quiet and humble experiences. It’s the act of humility and care that improves both the garden and the gardener.”

Infinity Nikki

The dress-up RPG Infinity Nikki has been out for a minute, so here are some thoughts and impressions.

“I spent most of last weekend playing Infinity Nikki, not collecting outfits or working through my quest log, but simply taking photos. I haven’t completed a single Styling Challenge since the game officially launched, but I have filled up a good portion of my Photo Expeditions Guide, Liked dozens of other players’ photos, and left my mark in the form of Snapshots across every inch of Miraland I’ve seen so far.”

Thought Cabinet

Here are two more pieces unpacking the RPG genre more broadly.

“The JRPG could only ever be othering. In the past, the J in JRPG has denoted a place of origin, varying genre conventions, or arbitrary characteristics of form or content. JRPG’s have been fantasy, turn based, linear (more below), and console RPGs. They’ve been RPGs made in Japan. They’ve been RPGs with cartoony art styles. They’ve been whatever Western RPGs are not: medieval, fantasy, computer-, branching, open world, realistic. What people mean when they say JRPG has changed as much as its occident has shifted, the catalyst often the mainstream success of a JRPG at whatever then defines Western RPGs. What JRPG means as a genre label, as a rhetorical shorthand, shifts, always existing in opposition against, in binary with, orient to WRPGs.”

Inside Scoop

These next three selections tackle contemporary issues of communication, corporate control, and journalism.

“In a world in which search traffic is increasingly erratic and Google seems to have given up on curtailing AI slop, the life raft for journalism – especially tabloid journalism – is engagement and clicks. I don’t know what the newsroom situation is like in Hoenn, except that Gabby and Ty seem to be the only two producers ever around. Maybe journalism would be outright dead in the region if not for them.”

Chaos Control

How about some reflections and impressions on two more recent games?

Sonic Generations continues to be a part of my festive season, a truth that has only increased with the addition of Shadow Generations –  a story of finding your place within your world and accepting your past and present. What may be my brightest Christmas so far happens to come around the same time as the darker half of the game that has been with me all this time, and I find something special in that.”

Critical Chaser

It’s about Luigi.

“In his average and unremarkable capacity, Luigi acts not only as us, but for us. It is not necessary to be superhuman, his example demonstrates. Look what the everyman can accomplish. In victory and in defeat, he validates the hope slumbering in every ordinary person: That conviction alone is needed for us all to be heroes.”


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