Welcome back readers.

This issue was published fifteen minutes later than it otherwise would have been because after a couple of months of sustained plugging I was a little stumped on coming up with a new way to plug our Patreon. With some additional financial support, we can hire a dedicated plugger-upper person and relieve our long-suffering senior curator from the burden of contemplating all things plug-shaped.

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

Live and Drink

This week we start out with different inquiries into story, performance, and narrative.

Super Fire Pro Wrestling Special is a heartbreaking, contradictory death wail of intimacy and distance, a profound, heartbreaking exploration of a man every inch as unknowable as you and me, searching for wholeness in the ecstatic connection of touch, in pixel meshes together until two become one. It’s a tragedy, as honest and empathetic and cruel and real and true as they come.”

Mystery Machine

Here’s a genre-ish focused section on different kinds of mystery.

“What happens when your worldview is cracked open? What will you do? It’s possible to make a lot of reductive statements about that – medieval people can be evil, nuns can be sexy – but overall what this volume requires is empathy for people reacting with extreme prejudice to hidden parts of themselves.”

History Lessons

Histories in and out of games inform these next two selections.

“One popular repeating story in games history is that of technical advances powering improved experiences. Being able to do more technically allows you to make better games, the idea goes. Often, it’s a story told to promote individual games. A lot of marketing over time hasn’t talked about mechanics, narrative, or the interplay of the two, but has instead been about marvelling at advances in technology. Better graphics. More things on screen. More polygons. Ray tracing! Blast processing! The usual hope from a business perspective is that out of that also comes more popularity, higher sales, and a pathway to growth. History also offers lots of examples of other outcomes. A particularly strong and early such cautionary tale is that of Legend software, the creators of Valhalla.”

Reel Play

We now step outside the game into the topics of archive, modding, and addiction.

“I teach a class on digital game environments, and I am constantly fighting against the current of contemporary level design ideology. No matter how much I try to get my students to reflect on how a space makes them feel, they invariably focus on what it’s making them do. I speak with them of lighting, of the difference between soft light and hard light, warm and cold, the emotional conveyance of shadows and form – but inevitably they focus on how lights lead the player to the next path instead. When I try to get them to think of the disruption of sightlines, how the act of piecing together a picture makes them feel and react, they instead focus on where the sightlines are leading their eye…once more, to the next path. Tell me where to go. Level design has become a tool of domination and control. Never let the player get lost, lest they think about stopping.”

Fuck the Chantry

Next we look at queer and trans topics both in and out of games.

“The fascists in Dustborn are mostly robot cops. Fictional ones, too (though human fascists, even real ones, elicit no more sympathy from me). There’s nothing redeeming about the side they’re on, either. It’s a stereotypical evil dystopian megacorporation. Nonetheless, I was, apparently, “fantasizing about killing anyone who isn’t on the left,” a “fascist fucking racist,” and a “presstitute.” This was the reactionary backlash against a game for and about queers kindled by the resurgent Gamergate. And as I wrote all this in a preview, I had made my bed before the game ever reached the front lines of a culture war.”

Critical Chaser

The Imperial Sewers in Shadows of the Empire didn’t make the cut. Good.

“Sewers combine the allure of secret underground tunnels with the chance to study old artifacts that have been thrown away and forgotten. These areas often have a strange beauty as well, with the slow drip and flow of water enhancing the dance of the light reflected on the mossy walls.”


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