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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.

Nopilot

Let’s kick things off with a pair of articles that investigate the thematic connections in popular games to large language models.

“DDLC forced me to confront difficult questions about the nature of love, artificial intelligence, and emotional connections with non-human entities. While Monika’s love may not have been “real” in the human sense, it was powerful and destructive in its own right. The game asked me to consider whether love, when mediated through the lens of artificial intelligence, can ever be genuine—or if it is forever bound by the limitations of its digital origin.”

Herald of D-Pads

Hope you’ve been keeping up on your horror studies. Oh, no reason, there won’t be a test or anything. But here’s two more cool pieces on mechanics, mood, and theme.

“If you were to ask me, what is art and creation, I’d tell you that it’s a compulsion. I’m a person that’s never quite come to terms with the real world. Though I study and I learn to better understand it, something about reality has never quite been all “there”. Art in comparison, has in the best of time managed to make me feel real in a way that nothing else has.”

Colossal Cave Consequnces

Here are some crunchy play impressions from games big and small.

“Don’t get me wrong: it’s undeniably exciting when Mickey Mouse floats across the screen once or twice. But I guess I want Thought Experiment Simulator to say something more than shallow quips, even though the reason I began playing this game was for a gag involving philosophical problems that I debated throughout college.”

Patch Notes

Our next two pieces unpack aspects of the topical and the trending in contemporary games.

“I know this truth as well as I breathe air. It’s a natural truth. Just as condensation leads to rain, or a seed becomes a sprout, the supposed 20-year trend cycle (which has historically applied to fashion) has brought us back to 2000’s era, ultra-feminine video games.”

Critical Chaser

Pour one out for a one-of-a-kind game needlessly taken offline by clumsy legislation.

“One can see a service as something dangerous to be regulated and controlled. One can also see it as an act performed for the community out of generosity.”


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