Welcome back readers.

Behold! A rare, even-later-than-Monday (It’s 2:30 AM local time) post! As I warned last week, contributing to our Patreon will not make posts happen on Sunday more often, but it absolutely does help the posts happen! Thank you, as always, for supporting our stuff, and for tolerating my hokey fundraising bits.

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

Abundant Sickos

Our first section this week takes as its theme the idea established in its first piece–so much so that I’ve tagged it under the word “abundance.” Starting with Em Reed’s framing of games beyond the commercial/productive, we move to new frameworks for appreciating games–separated from their high-ticket value on the secondary market, or even experienced indirectly through notes–before arriving at a look at a game that I think fulfills the values laid out in Reed’s piece.

“Again I am just completely blown away that someone made something so meaty in a standard sudoku site’s normal UI, and really managed to make it feel so much like playing a DS Castlevania. Some real proof of game design being an art form here. And now you too can just completely lose a day or two to it!”

All Manor of Things

We’re talking about puzzle games now–can I call them that?–but thinking about them from a bunch of different angles–as stories, as texts, as designs, as allegories, as, well, puzzles.

Botany Manor surprised me, to say the least. While its plant-based puzzles, detailed corridors, and well-kept gardens were what drew me in, I did not expect to be drawn into the life of Ms. Arabella Greene so vividly. Her story is told not through bombastic cutscenes or epic expositions of her storied lineage. It is quiet, and quaint, and gradual, blooming in the light of a lazy midday sun, but it is no less stunning for it.”

King of Writers

These next four picks run along a spectrum from review to impression to critique, unpacking recent games of all genres, teasing out their complexities, and sometimes their compromises.

“Could we have made a different decision if we knew how quickly and severely we’d be affected? Even if we knew, would we have done anything differently? The answers fall within the realm of speculation, but Crow Country steps up to the challenge by offering a viscerally concrete scenario to explore these questions.”

Off the Beaten Path

Here’s some neat stuff you probably haven’t seen before!

“While it’s possible to imagine an online conclave RPG, the embodied nature of larps allows sensations like exhaustion and hunger – though hopefully not starvation – to register, a reminder that politics is not merely a mental exercise in power. Players can feel overawed by their monarch’s magnificent costume and threatened by their guards; they can look for tells that someone is lying or that their mind can be swayed.”

Critical Chaser

I am often thinking about the Phantasy Star II Weapon Shop Vendor.

“If there’s a sapphic hottie nexus in the Algol Star System, it’s not Nei and Nei 2’s epic (and literal) catfight (but that’s good). It’s the glam rock soft butch who knows exactly the kind of Scalpel, Shot, or Slasher you need, and just so happens to have a store in every city in the star system.”


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