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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.

Art and Access

Our first section this week brings together productive conversations on industry censorship, difficult art, and content warnings.

“Adult games have a lot in common with the playful spaces of fandom communities. They can both be places of great vulnerability, not just for the creator but for those consuming it. Both encourage the player or reader to be fully embodied in the text, to see themselves within it. This agency, and the raw desires and discomforts that arise from it, are encased in a frequently upsetting stew of sexual baggage, assumptions, intimate memories and, sometimes, trauma. Adult content can turn you inside out, and just like in real sex, that can be welcome or disgusting… or both.“

People Also Liked

Now let’s look at some thoughts on remakes, discovery, and industry trends.

“If games are to be remade and remade again, then, at the least, they should have purpose and vision to those remakes, a dedicated focus as to why that doesn’t come back to dollar signs at the top of the list. The existence of a remake should not preclude the continued availability of the original, or any other remakes or editions that exist, either: like in the literary classics world, the options should all be laid out before us, with the audience each work was intended for reveling in their chosen favorite. And for those who want to experience a game in every possible “translation,” all they will need is time and room on the shelf to do so.“

Pallet Town

These next four pieces continue some lines of inquiry explored in the previous two, but the guiding line here is nostalgia–different axes and outcomes.

“On the surface ClassicsOfGame may appear to share some similarities with GenAI TikToks. They are both shortform Internet videos of “retro” content that could be described as contextless. However as I alluded to earlier what COG does may better be described as recontextualization. Generative fasctalgia on the other hand is more than decontexualized, for it never had a context to begin with, it is noncontexualized.“

Like a Boss

Now let’s look to more recent contemporary games with the next three picks.

“It’s entirely possible that a more Samus-like, reticent Hornet could have worked well in Silksong, and it’s frankly what I expected from the game. I know she talks in the first Hollow Knight, but not much, and with her whole “tough gal” persona, I just didn’t expect her to be doing much more talking in Silksong beyond the bare necessities. Instead, Hornet talks constantly in Silksong, sharing her opinions openly with every NPC she meets, and indeed having an entire emotional arc of her own as she learns and discovers more about the world around her. I didn’t realize how much it was going to change the way that it felt to play a Hollow Knight game—and, in my view, the change significantly improves its storytelling and emotional pull.“

Critical Chaser

Upping the ante with our closing section this week.

“My first memory is of ants. Just ants. It’s one of those very early ones that are nothing but a momentary snapshot now, long since worn with use and subconsciously filled in with probably inaccurate details and context. They were moving around on a white doorframe, and I don’t remember the surroundings, or what I was doing, what I did with this observation, or whether anyone even told me what ants are or whether I already knew. But I remember a fascination that never left me. I will, as ever, die for them. To be fair, I’d die for basically anyone who is a cool animal and/or passably feigns friendship, but whatever. The point is: ants.“


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