Welcome back readers.
We’ve got an absolutely stacked issue this week at 31 new-and-cool picks. If you like what we do here, please do check out the Patreon! I’m going to go lie down for a bit.
This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.
Haunted Houses
This is the closest issue we’ll be running to Halloween without going over this year, so in that spirit I thought I’d start us off with a set of articles that revolve to greater or lesser extent around haunted houses. Some are more literal than others, and I’m bending definitons to sneak a couple of these picks in, but I trust you’ll see the vision.
- Blue Prince (For a Revolution) | Stop Caring
Drew Byrd takes a chance on Blue Prince‘s self-reflexive anti-authoritarian parable (Further Reading: Florence Smith Nicholls on player archaeology in Blue Prince). - Awake, with Force | Bullet Points Monthly
Reid McCarter unspools the nightmare of tradition in Silent Hill f. - Lovers meeting | Plant or Beast
Ashley Bardhan plays Silent Hill f and recounts growing up as a young girl in a haunted house (Further Reading: Madeline Blondeau on Silent Hill f). - Bounty Star Review | IGN
Will Borger contemplates the next day after the worst day (content notification for suicide). - In The End, It Always Comes Back to the Old House | Unwinnable
J.M. Henson reckons with the myhouse of the mind, and the grief it shelters (Further Reading: Emma Kostopolus on myhouse and creative autonomy).
“It doesn’t have to end in a house fire – but what terrifies me is knowing that for a long, long time in the aftermath, remembering is going to drive you to that broken electrical box behind the bookshelf. Distance only helps so much. Getting on a plane and moving on will not save the mind from flashing back to the shell of what that house used to represent. Escaping from the cycle requires unpacking so much more – the revelation that the fire, the destruction of the memory, is a safer option than grieving, is safer than the betrayal that comes with moving on and moving forward – for real this time.”
Radical Highway
Let’s keep the theme running just a little bit longer and check out two pieces in dialogue with the idea of costumes. I suspect GwG will have a couple more of these to close out the month next week.
- Kirby is the Nightmare in Dreamland | Gamers with Glasses
Samantha Trzinski leans into the body horror of Kirby’s all-consuming quest for power (Further Reading: Aaron Lascano on Kirby Air Ride‘s invisible-walled dystopia). - In a Costume I am Cooler than You! | Gamers with Glasses
Luis Aguasvivas sights the ultimate lifeform in the wild.
“Seconds later an apathetic thirty something year-old man barks a drink order at the cashier. Lazily he says the drink is for the all-too-familiar recently-deceased person all over the news. Shadow looks towards the counter. The costume’s enormous head gives no emotion except for what one can deduce from its permanent “too cool for this shit” smirk. Something is about to go down. I am into spectacle. Take my commitment to watching all forty-two seasons of the Latin soap opera Destrúyeme Me Por Favor, Mi Amor as substantiating evidence. I have not even played Sonic X Shadows Generations; it has not even finished downloading, and I can already anticipate that it is going to rule.”
Paying Respects
We’ve got some eulogies next–one for Tomonobu Itagaki, and one more for a certain idea of AAA games that we might identify with the era of the PlayStation 2.
- The PlayStation 2 Still Has One Of The Most Exciting And Expansive Libraries Ever | GameSpot
Grace Benfell celebrates and eulogizes the legacy of the PS2 in equal measure (Further Reading: Kayin on how Street Fighter 6 captures the PS2 spirit). - “I Told Him I Loved Him, Because I Do” – A Tribute To The Late Dead Or Alive Creator Tomonobu Itagaki | Time Extension
James Mielke pours one out for a brother.
“I want everyone to know that behind the mask of his public persona, behind the bravado and the smack talk and the faux rivalries with other developers, that Tomonobu Itagaki was one of the good guys, easily one of the kindest people I’ve ever known. He wasn’t perfect; he had faults, but he was loyal, and he was always there for his friends. I am lucky to have numbered among them. The Itagaki that the fans know is not the real deal. They don’t know how awesome he was or the compassion he really had for the world around him. They don’t know the spiritual side of things, or the very human things he shared with people like me. He was very gentle, despite the leather jackets and the sunglasses. He did things his way, and the world was better for it. A lot of Japanese developers try to stand out, but Itagaki was one of a kind. I was very fond of him and his laughter. He lived his life to the fullest and always made you feel very much alive to be around him.”
Sound Decision
Let’s focus on soundtracks, ambient effects, and sonic landscapes in this next set.
- How BALL x PIT’s Enemy Chants Unify Its Hordes Of Monsters Into An Army | Exalclaw
Wallace Truesdale imagines the soundscape of hell via BALL x PIT (Further Reading: Meghann O’Neill on the rainy soundscapes of Against the Storm). - EA Sports Mastered the Video Game Soundtrack During the PlayStation Era | Endless Mode
Colette Arrand shouts out one of the high points for licensed soundtracks in the aughts. - It’s been 20 years and I still have no idea how The Sims has managed to convince so many artists to rerecord their biggest hits in a gibberish language | PC Gamer
Mollie Taylor reflects on two decades of The Sims committing with zeal to its musical bit. - The Strength of Super Metroid’s Soundtrack Is in Its Silences | Endless Mode
Maddy Myers revels in the negative spaces of Super Metroid‘s soundscape (Further Reading: Bryn Gelbart on the sonic design of Alan Wake II‘s Dark Place).
“In addition to pure silence, huge portions of the Super Metroid soundtrack make use of long, sustained, low notes that evoke the industrial sounds of a machine hum. There are also songs with very spare percussion intros, similarly allowing the musical score to sound more like the background noise of machines clanking, as opposed to recognizable tunes. It’s only when the actual melodies kick in that the player might realize that the sounds they were hearing were part of a musical score, not just sound effects that accompany whatever dangerous area Samus happens to be exploring. These minimalist songs, interspersed with specific moments of silence, allow the more high-octane and propulsive musical cues—during boss fights, timed escapes, and so on—to feel that much more dramatic.”
Super Guides
Owing to the length of this week’s issue, I’ve opted for a few mashup themes in the back half. This set remarks upon contemporary trends in the industry (remasters, cozy games), but also some of the parallel movements to the commercial industry (essay jams, for example), and media practices and literacy outside of games proper.
- Pretentious Game Jam is Authentically Good | Sidequest
Melissa Brinks ponders a slate of nine essay games from a recent Itch jam (Further Reading: Kastel on essay games, personal games, and a critical tradition to support them). - Steam’s Weird Multiplayer Games Won Out Over Generative AI Slop In Next Fest | Inverse
Robin Bea debriefs on trends and takeaways from this year’s slate of Next Fest demos. - Super Mario Galaxy 1+2 Is A New Template For HD Remasters | Endless Mode
Madeline Blondeau evaluates Nintendo’s eclectic, conservative, commercially shrewed, but largely reverential approach to remasters (Further Reading: Marc Normandin on remakes as literary editions). - Agatha Christie’s Death on the Nile review – it’s just fine | Eurogamer.net
Alexis Ong considers the merits of a middling Agatha Christie adaptation for an audience and era with an apathetic appetite for the printed word. - a wholesome plane has hit the second cozy tower | GioCities
Gio digs up an uwufied Papers, Please clone to demonstrate the ideological malignance of empty-headed coziness (Further Reading: Luis Aguasvivas on ten years of Papers, Please).
“The fact that Declare so clearly derives from Papers makes this much worse. This works if you do the work of making a structural change such that the work in the utopia is fundamentally different from the work in the dystopia, but that hasn’t been done. They’ve tweaked the lighting, adjusted the design, shifted the political metaphor, but the fundamental work of policing that was so rightfully criticized as evil remains present. They’ve simply taken the dystopian and declared it wholesome as-is.”
Good Game Bad Game No Game
This next set of three make sense to run in their own section, at least in my mind. The guiding theme I see here is a dearth of friction in contemporary popular games–polished but ultimately predictable and unchallenging experiences. The shout to Hades II here indicates, I think, that this is not merely a “AAA” thing. Perhaps Alli charts a path toward rediscovering some of the friction we’ve lost.
- Searching for Cool in Open-World Games | The Ringer
Joshua Rivera resorts to finding the fun in a house style growing stale. - I Will Romance Every Character In Hades 2, But Under Duress | Aftermath
Gita Jackson comes away unimpressed with Hades II‘s textureless romances (Further Reading: Grace Benfell on Hades II‘s shallow engagement with Greek mythology). - You Should Play Bad Games | Inner Spiral
Alli makes the case for pivoting away from the all-polish diet and feasting on some games where you can see the seams (Further Reading: Kimimi on keeping bad games available and accessible).
“That’s the real reason bad games make people uncomfortable, they show the seams; and remind you that there’s code under there, and someone actually wrote it. When you fall through the floor in a janky platformer, you’re seeing the skeleton of the whole system. It’s like catching your favorite actor fumbling their line but keeping the take anyway. Imperfect… sure, but there’s humanity in that, no?”
Searching Action
Our longest section this week, this is where I’ve put all of the ideas I associate most strongly with genre inquiry and design analysis.
- How Much of a Game Can You Change Before it Stops Being Itself? | Unwinnable
Claribel F. Millgress contemplates the death of the modder (Further Reading: Alli on modding culture, Tony Hawk’s Underground 2, and Shrek). - Fantasy Maiden Wars: A fun fusion of two very different genres | Kimimi The Game-Eating She-Monster
Kimimi checks out the Touhou SRPG that’s been making waves of late, finding a lot to love outside some technical issues with presentation and navigability (Further Reading: Jake on Fantasy Maiden Wars). - Hollow Knight: Silksong and the Storied Tradition of Wall Punching | Jeremy Signor’s Games Initiative
Jeremy Signor checks every square in an analysis of how Hollow Knight and Silksong obscure and reveal their secrets (Further Reading: Andrew Plotkin on puzzle design and ‘vanias). - The Origin of Mario’s Trademark Death Animation | Thrilling Tales of Old Video Games
Drew Mackie explores the widely-adopted flourish of jumping off the screen to one’s doom, and the cartoon sensibilities that inform it. - The people responsible for some of video games’ best action choreography | Skybox
Peter Glagowski takes inventory of some of the actors and choreographers promoting cross-pollination between games and action cinema (Further Reading: Peter’s previous writing on the famous actors in the Onimusha games). - Moshimo no Meikyuu – Review | Dungeon Trawler
Elephant Parade checks out an RPGMaker game in the Wizardry tradition that grows on you if you can let it (Further Reading: Jackson Tyler on the original Wizardry). - What makes a good beat-em-up? | Medium
Amr al-Aaser unpacks the underapprecaited complexities of the humble beltscroller–it’s a lot more than button-mashing.
“A good brawler not only has a good core rhythm established by its combat mechanics, but a judicious application of them, giving itself space for downtime and knowing when to increase the tempo. Even the sickest drum solo would get tiresome if it went on for an hour. You can keep it simple, as long as the rhythm is engaging.”
Pokémon Section?
Pokémon Section.
- Pokémon Fans Are Redefining the Art of Card Collecting | Endless Mode
Ana Diaz explores how TCG fans are navigating a toxic market and finding the fun in the cheaper cards. - As Pokémon Legends: Z-A launches, we return to Pokémon Legends: Arceus’ rose-tinted take on the past, and the hard questions it raises about Japanese history | Eurogamer
Edward Hawkes investigates the history of Japanese colonialism that underscores the first Pokémon Legends game (Further Reading: Yoel Villahermosa Serrano on Indigeneity, erasure, and neocolonial tropes in Shadow of the Tomb Raider).
“In Pokémon legends: Arceus, Hisui is portrayed as a vast wilderness. And, as a member of the ‘Galaxy Expedition Team’ survey corps, it is the player’s job to survey and explore. But the real-life goal of the real-life ‘Team Galaxy’ – the Kaitakushi, or ‘development commission’ – was not just to explore, but also to displace the Indigenous inhabitants of Hokkaid? and convert their ancestral territories into high-intensity farmland. The real-life Ainu, rather than waxing lyrical about the wonders of Pokémon, instead watched as their land was systematically stolen.”
Critical Chaser
I’m always glad to have the opportunity to close the issue out with poetry, and Penn does not disappoint.
- Self Portrait As A Yu-Gi-Oh! Video Game Protagonist | Videodame
Latonya “Penn” Pennington muses in verse about Yu-Gi-Oh! and gender.
“Someone asked,
“Which Yu-Gi-Oh!
video games
let you play
as a girl?””
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