Welcome back readers.
Apologies for my absense last week. I caught a nasty strain of flu, and I think having it right after a bout of COVID made it a nastier experience still. Owing to that, this week’s issue is extra-long–29 picks, to be precise!
These longer issues are quite a bit more work to put together, so I make no apologies for inviting you to kick a few bucks our way, if you support our mission and have the resources to do so. If you haven’t already, you can check Zach’s update on our finances.
This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.
Civilization VII
Our first few sections on this catch-up week each focus on recent noteworthy games, with a pair of articles to account for each. We’re leading with Civ 7.
- With Civilization VII, Firaxis Wants Everybody To Rule The World | Paste Magazine
Dia Lacina tells her story of Rome. - Civilization VII Is Filled With Simulated Crises and Real Lessons | The New York Times
Yussef Cole highlights the strong coupling of crisis and change in Civ 7 (Further Reading – Alexander B. Joy on Civ V and antifascist revolution).
“It’s hard not to resign myself to powerlessness in the face of severe catastrophes that seem to appear out of nowhere. But persevering in the face of disaster usually means making it out to the other side, eventually. Remember that the potential for change can work both ways. The civilization that makes it out of a crisis often won’t look anything like the one that went in.”
Metaphor: ReFantazio
Next up, let’s talk about the Atlus RPG that made waves late last year.
- My Kingdom For Some Equity – Metaphor: ReFantazio Review | Gamesline
Maverick puts down some comprehensive thoughts on a game he ended up getting a good bit more out of than planned. - Metaphor ReFantazio is good and fantasy racism is still silly | Medium
Jeffrey Rousseau highlights some of the contradictions and logical knots Metaphor ties itself in by abstracting its racial politics through fantasy tropes (Further Reading – Matt Horton on Metaphor‘s imaginative limits).
“If you enjoy playing RPGs, Studio Zero’s Metaphor is a highly competent title. This essay was a mere critical exercise examining some of the racial dynamics that feel flat. They are far from highly offensive, without depth and lacking real-world understanding.”
Dragon Age: The Veilguard
Our next section concerns BioWare’s latest foray into Thedas.
- Did Dragon Age: The Veilguard undersell or face unrealistic expectations? | Polygon
Maddy Myers unpacks the business expectations set for AAA RPGs and the ever-moving goalpoasts used to measure success. - Dragon Age: The Veilguard Just Went From A Good RPG To One Of BioWare’s Most Important Games | Tumblr
Ken Shepard speculates on Veilguard‘s lasting legacy as the series finds its moral convictions (Further Reading – Robin Bea on Dragon Age and setting aside the baggage of player choices).
“Before The Veilguard, I often felt Dragon Age didn’t actually believe in anything. Its characters did, but as a text, Dragon Age often felt so preoccupied with empowering the player’s decisions that it felt like Thedas would never actually get better, no matter how much you fought for it. While it may lack the same prickly dynamics and the grey morality that became synonymous with the series, The Veilguard’s doesn’t just believe that the world is full of greys and let you pick which shade you’re more comfortable with. It’s the most wholeheartedly the Dragon Age universe has declared that the world of Thedas can be better than it was before.”
Car Games
Next up, here are thoughts on two very different car games–a retro-styled RPG, and a retro-playing PS2 revival.
- Keep Driving review | Rock Paper Shotgun
Brendan Caldwell plays a CarPG of a different sort, strong on vibes and disarming on emotional beats. - Tokyo Xtreme Racer: single-player arcade racing isn’t dead, and should never have been assumed to be | MoeGamer
Pete Davison celebrates a brand new PS2-ass racing game from the folks at Genki (Further Reading – Miguel Penabella on Midnight Club 3 and hip-hop culture).
“Here we are in 2025, then, and Genki, the Japanese developer best known for the Tokyo Xtreme Racer series (also known variously as Shutokou Battle and Tokyo Highway Challenge over the years in various regions) has just put out a new entry in the long-dormant franchise. Not only that, it’s been getting near-universal praise from press and public alike, despite launching on Steam in an unfinished “Early Access” state, albeit with a substantial chunk of game to enjoy already. And the thing at the forefront of my mind is, “why didn’t this happen sooner?””
Sleeper Hit
This next section of mostly-but-not-all-reviews covers games that were primarily featured in one selected article this week.
- Scarcity in Video Game ‘Citizen Sleeper II: Starward Vector’ | PopMatters
Luis Aguasvivas plays an overwhelming, suffocating, opaque, inspiring, and uplifting follow-up (Further Reading: Camille Butera on Citizen Sleeper and communities of food). - Mid | Unwinnable
Emily Price considers different meanings and uses of the word mid in recapping the games and media that left an impression on her last year. - Densha de GO! Nagoya Tetsudou-hen: On the right track | Kimimi The Game-Eating She-Monster
Kimimi plays an expansive entry in the exacting train operating arcade game that wants you to succeed (Further Reading – Kimimi’s own previous writing on the series). - Review | Hyper Light Breaker – Breath of the Warframe | startmenu
Skeleton did not like Hyper Light Breaker.
“I stop to battle, and I stop to fight, and I stop to die. Sometimes the world drops more mobs on me then I can handle with my equipment and reflexes. The world stops, I regenerate at the bus stop at the end of the world – a hole-in-the-wall shopping gallery that exists for me to mindlessly hold the joystick forward through. There’s nothing to see here, not for me: just recycled art assets and palettes from Hyper Light Drifter feeling like I wouldn’t notice. I’m insulted it’s a rogue-lite – the idea of playing this forever fills me with a deep-set horror. The same sword combos, the same guns, the same world broken up into incremental upgrades and played for the sake of it: doesn’t this look neat?”
Blueprints
Here are our design-focused picks this week, with some interesting conversations on interactivity, stillness, and balancing.
- Rhythm of Stillness | Unwinnable
Phoenix Simms takes a moment to highlight the value of stillness, of doing nothing, in games and play. - The Balancing Act | BoardGameGeek
Richard Garfield discusses balancing in game design as an intersection of many different playstyle approaches and considerations rather than an absolute ideal. - Attack, Defend, Follow – Unwinnable | Unwinnable
Ed Smith rethinks the paradigms of interactivity and expressivity in a new column.
“What I see in Freedom Fighters is a game that encourages and allows for enormous player agency. But that sense of agency is enabled by a streamlining of mechanics and features rather than allowing the player to operate and participate in a successively large number of mechanics and features.”
Ball Is Life
It is! So let’s talk a bit about sports games.
- Kid-Friendly Gaming Franchise ‘Backyard Sports’ Is Back And Ready to Modernize | Rolling Stone
Jake Lang profiles a simpler sports series highlighting community and togetherness, now poised to make a comeback. - Football Manager 2025 is cancelled and that’d be fine if my team wasn’t shit | Carlito Calzone
Nicanor Gordon explains why Football Manager skipping a season hurts so much more when you’re a Southampton fan.
“Sports, at every level, is about losing. Even fans of serial winners craft situations where they are the underdogs. They beef with sporting laws, they beef regular laws, or they just plainly lie that ‘everyone’ doubted them. To be a sports fan, and especially a fan of a bad team, is to embrace vulnerability. It is loving knowing you will be hurt. To paraphrase Ryan Hunn, founder and co-host of the Stadio podcast, watching football is trusting your happiness to eleven strangers who do not know you exist. You lose so when you win it’s that much sweeter. It’s the promise of a better life to come. It’s religion.”
Cave Stories
Our next three selections unpack different interactions and intersections between the virtual and material.
- How Grand Theft Auto is helping Nigerians survive rampant police abuse | Al Jazeera
Tilewa Kazeem investigates the role of virtual gaming spaces in performances satirizing societial power structures and gradually promoting and effecting real change. - “Capitalists Aren’t Welcome at Castle Marx” | Gamers with Glasses
Caroline Delbert explores the convolutions and contradictions of anticapital struggle in Sorry to Bother You and Final Profit. - Plato’s Caving | Bee Sprawlbug Discorporated
Bee Sprawlbug tells a tale of sausage, gaming culture, and getting way too into the show (Further Reading – Edwin Evans-Thirlwell on Kingdom Come Deliverance 2 and the fickle tides of reactionary gaming culture).
“Today when I see somebody shouting threats because a diversely-coded reviewer awarded their favourite puppet show less than 9 out of 10, I cannot help but think of the people in Plato’s original allegory with their heads chained to a motherfucking wall. A stream of ‘new releases’ goes continuously by, to which they cheer & boo & hiss. In between the releases go streams of product reviews: 9 (cheer), 9 (cheer), 9 (cheer), 9 (cheer), 8 (boos & death threats). Everything & everyone they see around them now has become a part of the show—shadows upon shadows, scrolling past them on the wall. These people aren’t here to consider the wild possibilities; they’re only here to expect things (and the things they expect are atrocious).”
Copy that Floppy
Legacy media–and the discovery practices they entail–feature in this next pairing.
- Physical Media and Collective Nostalgia | Unwinnable
Paige Eldridge contemplates nostalgia–and the media it is inscribed upon–as a process, be it cognitive, social, or cultural (Further Reading – Crushed on media obsolescence). - Press Start to Remember Demos | Inner Spiral
Alli juxtaposes the discovery of demos and the oppression of algorithms.
“So, how do we bring back the feeling of discovery in an era dominated by algorithms and homogenization? It starts by changing the way you think about media. By completely rejecting the idea that everything needs to be smooth and seamless, with embracing friction, randomness, and experimentation. It starts with taking risks. As players, we can seek out games that aren’t algorithmically optimized. We can support indie developers and niche projects.”
Queer Matters
Two pieces this week explore queer themes large and small in games and structures.
- Green Oranges | Into The Spine
Ree Summers glimpses a spark of queer recognition in Reverse: 1999. - On the pleasure of lists in: archaeology; video games | Florence Smith Nicholls
Florence Smith Nicholls considers the list, structurally, thematically, as a record, an encoding of queer experience.
“A list can be surveillance, power, control. A list can be categorisation, record. A list can be poetry, written into the soil over thousands of years. A list is confirmation.”
Critical Inquiries
Art, affect, and autonomy are the guiding themes of this section.
- The Fable of Myhouse.wad, or: Why We Should All Be Scared of ChatGPT | Unwinnable
Emma Kostopolus meditates on House of Leaves, MyHouse.wad, and creative autonomy and accountability (Further Reading – Boris Bezdar on MyHouse.wad). - The Beauty of Tears: Why (The Best) Video Games Make Me Cry | Epilogue Gaming
Flora Merigold recounts finding the medium, community, and critical practice that move her.
“I recognize now, well over eight years into writing about games, that I simply didn’t know where to look. Outlets like Critical Distance were not yet on my radar, whereas GameSpot and its kin were. Mistakenly reducing games discourse to these market-driven outlets, I concluded that no one had felt the same way I did with The Last Guardian, so I started trauma-dumping to everyone I knew who cared about games – including Ben Vollmer. Because Ben and I worked together, I soon tapped into his idea for a website-community hybrid, where games and the lasting impact they left were celebrated in the way that a museum celebrates artworks that make a lasting cultural impact. Several conversations later, Epilogue Gaming was born.”
Communal Effort
Different ideas of community–in and out of the game world–guide these next two selections.
- It took more than a decade for a surreal RPG to get its final translation | The Verge
Jay Castello chronicles the remarkable localization history of French indie RPG Off through conversation with the the writer who first brought it to English-speaking audiences, Quinn K (Further Reading – mojilove on localizing indie shmup Operation Steel). - Your Thirst Is Mine, My Water Is Yours
Artemis Octavio unpacks the sancticy and profundity of the water ritual in Caves of Qud.
“The water ritual fundamentally alters your relationship with the world around you. You will be adored by those who love your water-sib and despised by those that feel negatively about them. Since water is such a precious commodity, the water ritual transforms a simple act of kindness into a praxis with deep societal consequences. It is a sacred act, spiritual in a way, with its forming and strengthening of bonds across cultures and species.”
Critical Chaser
Still the coolest battle theme out of the SNES games, too.
- Ode to Benjamin | Unwinnable
Alexander B. Joy raises his glass to an underappreciated Final Fantasy protagonist who trucks through cosmic adversity with an easy shrug.
“He’s not special – he’s available. Less a hero of destiny than a hero of convenience, Benjamin represents the latest in a line of disposable warriors. Is he the Chosen One? Who cares? He’ll do.”
Subscribe
Critical Distance is community-supported. Our readers support us from as little as one dollar a month. Would you consider joining them?
Contribute
Have you read, seen, heard or otherwise experienced something new that made you think about games differently? Send it in!