Welcome back readers.
I’m watching the annual Desert Bus For Hope charity stream this week and next. I’m a latecomer to the event, having only first watched it last year, but in that relatively short span it’s become my favourite annual broadcast event in games. So that’s what I’m plugging this week!
This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.
Raising the Skates
This week we’re starting off with industry-level perspectives, with strong reporting and criticism.
- ‘We were effectively props’: young stars of game development feel let down by the ‘gaming Oscars’ | The Guardian
Alyssa Mercante talks to the developers left out in the cold as The Game Awards seemingly loses all appetite for promoting artists who challenge the industry’s conceits (Further Reading: Kaile Hultner chats with Game Workers of Southern California about unionization, attendee outreach, and direct action at The Game Awards). - The sanitisation of Skate reminds me how far counterculture has fallen and how hard it can be to stay inspired | Rock Paper Shotgun
J.C. Rodriguez chronicles how Skate–the videogame, the sport, the culture–got clean (Further Reading: Moises Taveras on why Skate was never punk). - Why Elon Musk Needs Dungeons & Dragons to Be Racist | The Atlantic
Adam Serwer unpacks the racial pseudoscience that informs the cutural backdrop against which creators like Tolkien and Gygax worked, its continuing impacts and consequences for marginalized people around the world, the gatekeepers invested in preserving these antiquated essentialisms, and the communities that will inevitably push better stories forward (Further Reading: Keri Blakinger on the men who play D&D on Texas’ Death Row).
“The science backing up the idea that race can make someone a good or bad scientist or airline pilot is as solid as the logic behind “orcs can’t be wizards” or “a hobbit can never become a great fighter.” This vision of racial rigidity, in which people can be sorted into categories that quantify their potential, has nothing to do with genetics; it is a political creation, a descendant of the same racist pseudoscience that was prominent in Tolkien’s time. In this sense, what we call “scientific racism” could be called “fantasy racism” instead, a belief that people can be reduced to quantifiable numbers, like so many digits on a character sheet.”
Neural Net Worth
Let’s keep the industry-level focus for a bit longer, but zoom in on LLM-oriented critiques. On a completely unrelated note, it seems that content-scraper bots have been swarming our site extra hard of late, which is why we put up the Cloudflare blocker. CD will always and forever remain a project of incomplete, imperfect, and indelibly human curation.
- Epic boss Tim Sweeney is right to call genAI a political topic – it’s a mechanism of class war | Rock Paper Shotgun
Edwin Evans-Thirlwell scrutinizes the Epic CEO’s stake in dismissing review writing that criticizes AI-generated content (Further Reading: Christopher on Sweeney’s quest to consolidate the world). - Everything Is Mimikyu in the AI Slop Era | Gamers with Glasses
Nate Schmidt pulls the uwu bedsheet off of IP crossovers, cinematic universes, and AI content chasms (Further Reading: Caroline Delbert on the modern myths of LLMs in media). - You Can’t Report on Hunger While Taking Bread Off the Table | Date ’em Ups
Thomas James observes a recent instance of pushback in games press against AI-generated content and remarks on how the devaluation of human labour–in reporting, in creative industries–began with translation and translators (Further Reading: Brian Merchant on the destructive impacts of LLMs to workers in the translation business).
“Kind words, as generous as they’ve often been, turn into paychecks with rarer frequency, often to the tune of months. And every time I see a news post in solidarity with the equally noble struggles of other working class developers to put food on their tables, mine feels invisible the minute those same places write four exhausting words: “according to machine translation.””
Make and Play
Two pieces now on festivals and community spaces of play and making.
- IGF Games I Want To Talk About 2026 | AURAMBLES
Aura Triolo talks up some cool and interesting games from this year’s Independent Games Festival (Further Reading: Willa Rowe’s picks from the Toxic Yuri VN Jam). - Material Play: Exploring Gaming Through Tactility, Physicality, and Community | Superjump
Josefina Huq chats with designers and creators at the Melbourne International Games Week about the creation and practice of material play spaces, tabletop, LARP, and more (Further Reading: More reporting from Josefina on MIGW).
“For Aramiha the concept of mana is also connected to the social elements of physical play like tabletops, where there are opportunities for more and more varied stories to come from a group rather than a single person. He says, “rather than being a passive consumer you’re a creator as well. I’m a big believer in collaboration, imagining worlds together, being able to work together as a group —I think that’s an Indigenous approach, right?””
Branch and Bottleneck
Next up, some conversations on genre, structure, experience.
- Games aren’t fun anymore!? | Inner Spiral
Alli offers an array of angles to dispell the notion that fun is an uncomplicated thing that lives on only in nostalgia (Further Reading: Kathryn Hemmann on Deltarune and fun). - A (very) brief defence of dialogue choices | Medium
The inkle folks ponder choice and uncertainty in dialogue-driven games and beyond (Further Reading: Emily Short on conversation-as-gameplay). - Against ‘Metroidbrania’: a Landscape of Knowledge Games | Azhdarchid
Bruno Dias proposes trading out a non-descriptive genre umbrella for a more expansive field of games that rhyme rather than align with any one genre (Further Reading: Andrew Plotkin on ‘vanias, ‘brainias, knowledge, and puzzles).
“I like the more neutral and obvious term “thinky game” to refer to the whole aggregate of knowledge, deduction, and puzzle games as a whole; it doesn’t purport to be a coherent genre, just a general descriptor (in the same way that “action game” is). But I think we need better language to talk about some of those emerging mechanical ideas in the space of and around knowledge games, specifically.”
Trauma and Play
Here are some writeups on different kinds of trauma, abuse, survivors, and their communities as expressed in games.
- Wednesdays is a game for survivors of sexual abuse and those who want to listen to them | Mimidoshima
Kastel sits with a game that takes an uncommon approach to telling a story of survivors of child sexual abuse and their supporters (Further Reading: Renkon on and Roger). - ‘Afterlove EP’ and the Agony of Non-Linear Healing | Epilogue Gaming
Flora Merigold reflects on the takeaways about healing and closure from Mohammed Fahmi’s last game (Further Reading: Flora’s previous writing on E33). - Mother Loves You | Stop Caring
Luca Fisher connects generational familial abuse to 1000xRESIST (Further Reading: Ashley Bardhan on Silent Hill f).
“Games are transformative in their power to turn history into living truth. Reckoning with cycles of trauma in a game gives us the agency to break them; what was once antiquated and distant from us becomes directly and immediately tangible through the act of play. On the global scale, 1000xRESIST weaves a history that stretches beyond us, envisioning a diaspora that does not yet exist, and imagining its liberation from grief. On the scale of my bedroom office, it gave me the knowledge and the strength to let go of what does not serve me. As it is for Iris, Watcher, and all those who come after them, letting go is necessary to living a life unshackled by pain. It is not our fate to be bound.”
Bloodlines 2
Now for a couple of game-specific pairings. The first is on Vampire: The Masquerade – Bloodlines 2.
- Vampire: The Masquerade – Bloodlines 2 Was So Close To Being Something Special | Kotaku
Claire Jackson catches glimpses of greatness in Bloodlines 2‘s character writing (Further Reading: Bryn Gelbart on Vampyr). - The Art Of Playing The Damn Video Game | Aftermath
Harper Jay MacIntyre plays the damn game, and in doing so finds something beyond Bloodlines 2‘s failed promises as a sequel (Further Reading: Roxanne B. on criticism and shadowboxing with the game in your head).
“The promise made by the Bloodlines 2’s title is a false one. It wants to be the guy but it ain’t that guy. And yet, in spite of the bluntness with which I report this to you all, I’m here to tell you that I am actually very happy I played this game. This might even be the most interesting game I’ve played all year.”
Chronos Trigger
Hades 2, cycicality, and faltering narratives.
- At The End of Time, Hades 2 betrays itself | Skybox
Rhi Easby sees no real arc or agency for Melinoe in Hades II‘s recursive time loops (Further Reading: Jay Castello on Hades II). - Hades 2’s Story Mistakes Repetition For Revelation | Kotaku
Jake Steinberg concludes that Hades II fails to make meaning out of the cyclical structure of its genre (Further Reading: Amr al-Aaser on Absolum).
“Chronos is the enemy. Chronos must die. It’s a setup that sounds rich with mythic potential—time itself is the tyrant that must be slain—but Hades II never seems interested in asking what this devotion might cost its protagonist. Melinoë isn’t a character enduring a story; she’s a weapon driving it forward until the moment when the story finally surrenders.”
Six Credit Clear
Here’s a larger section of single-game pieces that didn’t fit neatly into other sections this week.
- Lumines Arise is the cure for our cynical world | Polygon
Giovanni Colantonio catches a transmission on a different wavelength from Enhance’s latest riff on a puzzling classic (Further Reading: Don Everhart on Tetris Effect: Connected). - The Feeling Of Good Pixel Art And Curse Crackers | startmenu
Skeleton talks about pixel graphics, artistic coherence, and visual identity, identifying a lack of these latter things in many retro-styled games today (Further Reading: Kerry Brunskill on Illusion City). - A Pizza Delivery Is A Gorgeous Drive Through A Surreal World | Inverse
Robin Bea plays a short narrative puzzler that delivers (Further Reading: Gabrielle de la Puente on Death Stranding 2). - Einhänder: Digging deep. Really, really deep. | Kimimi The Game-Eating She-Monster
Kimimi clicks at long last with Squaresoft’s peculiar polygonal PS1 shmup (Further Reading: Skeleton on ZeroRanger). - Married; Buried | Bullet Points Monthly
Astrid Anne Rose critiques the over-explication of Silent Hill f‘s subsequent endings past the first (Further Reading: Astrid’s previous writing on the SH2 remake). - vehemently’s review of Ball x Pit | Backloggd
Vehe Mently isn’t playing ball (Further Reading: Niko Stratis on Balatro).
“I know I’m a snob about Roguelikes. Maybe I’m just being too contrarian again. But maybe I’m not a snob enough. Because I, too, inevitably cave to the joys of seeing numbers and lights flash on screen, even when I haven’t done a damn thing to earn it.”
Critical Chaser
Ball x Oma Keeling.
- i lay in the dark. red ball. | GlitchOut
Oma Keeling dreams of a ball, of a room, of a test, of a dream (Further Reading: previous liminal f(r)iction from Oma).
“i lay in the dark room dreaming of a thing to play. it’s perhaps a red ball that goes across a course, of obstacles. and they were placed there by the scientist. because the scientist wanted to study the red ball, for its abilities.”
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