Welcome back readers.

This week I’m plugging this year’s Queer Games Bundle over on Itch, which recently went live. Right now is always the best time to support queer and trans game developers, and there’s some pretty great pulls in this year’s collection.

Quick shout to our own Patreon, which helps us keep doing the thing!

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

Good Grief

There are several common threads that run through this week’s first section–memory, grieving, sequels, and remakes to name a few.

“I’ve written before how sometimes, you don’t interpret art, art interprets you. Clair Obscur presents a world of complete projection, a place built out of a need to escape into art to avoid the cataclysmic emotional reality outside of it. In that sense, Verso’s ending also signifies a hard line in the sand that declares how there are definitive limits to the manner in which we can escape into art. Sooner or later, Verso’s ending seems to suggest, we will have to face reality again. In my case, post-breakup, that meant I had to begin the Sisyphean work of putting myself back together again.”

Large Languid Monoculture

We’re talking about LLMs again with two sharp pieces identifying sites of resistance against the sloplords in games and wider creative media.

“It’s not a concrete practical solution, next to joining a union and petitioning for proper controls, but I think we should also reclaim the idea and practice of a software generator from Big AI. I think generators have a capacity for enchantment that is both particular to computers and continuous with older, pre-digital artforms such as dice and decks of cards. You see this enchantment in my gloomy mystical characterisations above. I think it needs to be liberated from the corporations who are now using genAI to wreck workplaces and culture.”

Vis-à-Visa

Next up we’re talking about both romance games and porn games in a set examining both genre and culture.

“In place of real sex, there is the impulse to make porn everywhere. Gooning is the eroticism of apathetic, animalistic distraction. The gooner dehumanizes themselves and their objects of affections at once. They deny themselves climax in pursuit of a greater reward – pleasure without end, alone. I think that sounds like a fun way to jerk off sometimes! But I worry about why, exactly, it is the only filth not actively antagonized at the sexual bedrock of modern America.”

Representative of the Medium

Each of these next three pieces offers a critical unpacking of some facet of representation in games, finding things to both celebrate and scrutinize.

“While I object to how the game avoids the Shire’s distaste for outsiders, it would also be a mistake to make her “abnormality“ a center of the story. In my day to day life, most people treat me as I would like to be treated. That is not always true, but when I am among my friends I forget that I am a rare and peculiar woman that legislators, preachers, and sycophants wish to remove from public life. I am who I am. When I see Nefi among her friends, smiling, I am reminded of that truth.”

Shifting Gears

Two very different games and takes, both of them all about play.

“We live in a time where many games become samey, not necessarily from a lack of drive to do something novel, but instead because people know what works. Like film motifs, this language becomes the cultural undercurrent to what a game is expected to be. Games which go against the grain are by their nature frictional, but are all the more likely to stand out as a result. Hedon manages to buck current trends, ironically by gazing back as much as it does. Hedon having the vision to avoid becoming something more approachable—and thus more forgettable—while also having strong fundamentals is key to its successes.”

Cultural Misfits

Our final set of picks this week all engage in some way with games as a cultural institution–what that culture is (or isn’t), what history and baggage it brings, and how we participate in it.

“Are games storytelling experiences, or are they vessels for battle passes and sponsored plastic crap? We’ve resigned ourselves to them being both. Yet one prevents the other; I can’t see the forest for the pop-up-infested trees. Overall, what drives people to write thoughtfully about an artistic medium is the sense that it has something meaningful to add, or that the wider world is being affected by it in some way. We know games can have that kind of impact; the question remains if they want to.”


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