Welcome back readers.

This Monday is a civic holiday where I am but don’t worry, I still got you. Here’s fifteen fresh picks on games old and new, topics recent and evergreen. If you like what we do here, consider our Patreon!

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

Change Logs

Our first section this week brings together stories from and about the industry, looking at development histories, labour practices, and sex in games.

“When players and critics ask the question, Did this game even need romance or sex?, the answer is largely personal to the person playing it. Some people will never want that sort of content in their games, and some people will seek out games specifically to get off. But if we’re talking about whether a sex scene is additive to any one experience, it starts with the challenge of good writing — “There’s only so many words that you can use to describe a cock,” Rhodes quipped—and good writing translates into good acting and animation. So many big and small details have to be so precisely placed, and even then, it might not land.”

Feedback Loops

These next three picks all relate in some way to Microsoft Games and the ongoing BDS campaign putting pressure on their partnerships with the Israeli Occupation Forces.

“Through Hazel’s journey, the game explores the weight of generational trauma, the complexities of identity, and the struggle for spiritual healing. It doesn’t shy away from the scars left by history, but it also celebrates the resilience, the laughter, the community, and the love that persists despite it all. The game is not just an exploration of the supernatural; it’s an exploration of a culture’s survival and flourishment, passed down through the generations.”

Embedded Systems

These next pieces make sharp connections between games and their entanglements with our lives and the world around us.

“What I love most about Despelote is just like in life you can find the ball, even when drunk either from booze or despair. Even through the muck and mire, the pulverized cities, haphazardly held together by ethereal pixels and polygons, the saga continues.”

Power Cycles

Let’s unwind a little with some crunchy reads on games in the cozy-ish space.

“When I play it like an Instagram curator, it just becomes another consumer showcase, which is fun, but ultimately a bit empty. But when I play it like that kid who wandered into a Blockbuster village years ago, with open-ended curiosity and a willingness to let the moments unfold, it becomes almost spiritual in its simplicity. And it’s in those latter times, when I’m catching fireflies at dusk while a gentle in-game breeze rustles the trees, or when a villager surprises me with an out-of-the-blue gift and a goofy letter, that I feel Animal Crossing reconnects me to something real.”

Rocket Lawncher

Our next two picks have in common a celebration of the absurd in games.

“This is an experience where even the smallest moments are brimming with almost unimaginable levels of detail, and much of it is intended to be humorous. I destroy a private lavatory set in the middle of the road, revealing the man inside—who then retreats inside the toilet bowl, folding himself up in a panic. Near the top of a chilly stage soldiers roll huge snowballs down a slope. A single chicken is casually hidden underneath the enormous wooden structure I’m supposed to blast to bits, just for the fun of it. I’ll sink a small boat and as it sinks the soldiers will abandon ship, some holding their noses as they dive off the side as others do exaggerated cartoon dives into the water, and while all of this is going on another guy is frantically (and uselessly) trying to pump water out of the doomed vessel’s waterlogged hull.”

Critical Chaser

This one’s a bit of a saga!

“Do we object so strongly to even the possibility of mental friction? Is this a toy that people should be able to interact with at their leisure; should we pick it up when we want, put it down when we want, and think our own thoughts about the matter? Or is Piotr simply the same as the villainous SUPERHOT? Is the only goal to keep people playing, keep people in that flow state, keep brains hooked up to that dopamine response?”


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!

Tags from the story
, , , , ,