Welcome back readers.

This week I’m very happy to plug a new game from narrative designer, writer, and one of my own mentors here at CD, Kris–You Are Generative AI. You might also check out their Patreon.

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

Sphere of Influence

This week’s opening section brings together pieces and topics on a spectrum from the shifting topography of the industry over the last decade to the transformations of games discourse over roughly the same timeframe.

“gamergate came in as a constant intrusion to a space that was going through an explosion of new ideas and debates that a bunch of people were trying to have in the world of games, however imperfect, and took them all over. we had to increasingly completely give up on trying to hash out the inherent problems of games as an artistic medium in a more mainstream sense to go fight in some absurd and apocalyptic cultural battleground. now, a decade later, perhaps it’s time to return from that battleground and go back to actually caring about games as an artistic form again. what’s the worst that could happen?”

Violent Delights

Each of these next three selections offers a critical meditation of some kind on the violence inherent to a game–not just the spectacular and visceral, but also the structural, the procedural, the cultural.

“Several times while playing Shadows of the Damned, I’m overwhelmed by how unfair Paula’s situation is. And yet she never decides to take matters into her own hands, stabbing herself in the neck or sticking her head into a lake of fire and ending it all for good. She just keeps dying, because she has to. Paula dies to survive the moments in between each death, the few minutes she’s allotted to breathe. She always whips her head around her with a wild fox’s look, either terrified or angry. When demons come for her again at the end of Shadows, after all she’s experienced, her iceberg eye turns the color of strawberry jam. I see my life and the many deaths that have come to blight it through similar, reddened eyes.”

Communion and Community

Next up we’ve got two quite different but mutually terrific pieces on games and communities across eras.

“We witness these lives, fictional though touching the real, and what they mean, what they could mean, what we want them to mean. Conveyed by those who saw truth clearly and decided to show it to us. Even though those truths might be ugly, might be difficult.”

Stay Thy Flight

Mostly short-form (but not all), mostly on recent games (but not all), these next four pieces survey a range of novel works, with both hits and misses accounted for.

“When the night finally comes, I hesitate. I walk quickly to the edge of my balcony, take aim, then pull back. I walk away and return. I line up a shot, adjusting over and over until it feels right, then hold it, deciding if I’m sure. Eventually, I am sure, and I let the fire fly toward the chalice, the slowest a shot has ever seemed to move toward its target. The shot lands, the chalice erupts in flames, and the village celebrates. But the Dreamer doesn’t join them, left to wonder what her life becomes now, and I have to admit that, as satisfying as it felt, I might have a more interesting story to write if I’d missed.”

Critical Chaser

Pour one out for Polygon and Giant Bomb.

“Little dudes are essential to a good open-world game.”


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