Welcome back readers.
Lots of reading to share this week. But first, since this issue is actually going out closer to December 14th (like I said, it’s a long one), by my count you’ve got about a day to get your submissions in for our annual recap.
This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.
Skate Story
I’ve spent a little time with Skate Story myself this past week, and I’m delighted to report that I haven’t gotten past the first main area because it’s simply too fun to just hang out there. Here are two picks from writers who got a little further in.
- Skate Story Review – Poetry In Motion | Game Informer
Marcus Stewart resonates with Skate Story‘s vibe as a slightly uneven, liminal experience (Further Reading: Luke Reilly on EA’s recent Skate revival). - Skate Story review – why haven’t you played it yet?! | Eurogamer
Alexis Ong eats da freakin Moon.
“If aimless walking (“drifting,” to be precise, but Frenchly) was considered an act of rebellion when psychogeography was first born, skating to eat the Moon amplifies that insurgency tenfold. Throughout it all, there is pain – a lot of pain, since the Skater is glass and the game never lets you forget that it hurts – and a fierce sense of regenerative violence whenever the Skater reconstitutes and tries again. And above it all, Sam Eng is funny. This guy knows the power of levity in the face of meaninglessness, and it means everything in a game that runs on loops.”
A Horse, of Course
Two picks this week on Santa Ragione’s Horses. Harper’s article would also fit just as well in the next section, so I’ve placed it to serve as a kind of bridge.
- Horses Review — Ugly Derby | Gamesline
Crystal evaluates Horses on its own merits, finding it very uneven but worthwhile (Further Reading: Robin Bea on Horses). - I Hope You Get To Live Your Entire Life As A Human Being | dreamcastaway
Harper Jay MacIntyre muses on Horses and the attendant discourse that ended up proving the game’s point.
“the people who railed against itchio’s payment processors missteps a while back seem fine with Valve axing Horses because it at one point contained something they maybe thought was icky which doesn’t even exist in the text anymore. a former games writer defends to the death the decision simply because stores have the right (they’re not doing anything illegal maaaan!) to remove whatever they want from shelves. a university professor aligns because this is happening not to people like him but people he doesn’t respect. these are not villainous or “bad” people but they all reached the same bad conclusion”
World Premiere
The Game Awards happened this week, and don’t you worry we have something for that, but I’ve also arranged this week’s industry-minded section to take a wider view of genre, discourse cycles, and the changing landscape of indies.
- “Anime RPG Trash” or Clair Obscur and Genre Trouble | Ogre Run
Ogre Run contemplates a warped western discorse landscape that anoints a game like Clair Obscur–itself deeply reverential of its genre–as the JRPG made “respectable” (Further Reading: Francisco Dominguez on the history of the JRPG in France). - Ela Bambust Reflects On The Time Of Indies | startmenu
Ela Bambust proposes that in a changed gaming landscape, awash with underappreciated indies, we must also change the way in which we talk about games. - but the games were good | simulacrum
Joshua Rivera debriefs on The Game Awards (Further Reading: Lewis Gordon on Geoff Keighley).
“This is not a show made for humans. It thinks very little of the people who make games, and it thinks even less of the people that play them. And I think every little thing done to give them credence — every podcast discussion or article about its trailers and winners and column chronicling that awards horse race — has worked to cement the place where it all sits. Yes, The Game Awards are here because Keighley has the resources and stubborn will to insist on them, year after year. But they also endure because on some level, we want them to. We don’t actually want something better. We want what Keighley is selling.”
Finding Joy
We have two sections this week that focus mostly on single-game reads. This first section draws more explicit connections between games, players, and the world that shapes–and is shaped by–both. I think I’ve hit upon a suggested reading order with this arrangement.
- Anna C. Webster Declares This Year The Era Of The Blue Prince Sicko | startmenu
Anna C. Webster searches for the 46th room amid a thoroughly rancid news media landscape (Further Reading: Drew Byrd on Blue Prince). - Mik Deitz Has Survived A Hard Game, Hard Year, Hard Life: Silksong, Celeste, and Sadomasochistic Joy | startmenu
Mik Deitz finds catharsis in hard games for hard times (Further Reading: Emily Durham on Celeste). - Battle Suit Aces Dares You to Love in Frenzied Times | Gamers with Glasses
Wallace Truesdale plays a deckbulder that sings with its focus on characters and relationships in difficult circumstances. - What I like about Saltsea Chronicles | No Escape
Kaile Hultner drinks in the richness of conversation across the Saltsea Archipelago (Further Reading: Luis Aguasvivas on Saltsea Chronicles). - Joy is the radical tool games need to turn eco-anxiety into agency | GamesIndustry.biz
Volha Kapitonava considers the role games might play in motivating players to climate action.
“The point is not that games replace real-world action – it is that they deliver joy and create the conditions for action to emerge. By turning anxiety into engagement, by rewarding persistence and showing the impact of care, games offer a rehearsal space for hope.”
Ninjas and Guys
Let’s circle back (but not backtrack!) to talk about design.
- Shinobi: Art of Vengeance Doesn’t Understand Metroidvanias or Secrets | Jeremy Signor’s Games Initiative
Jeremy Signor finds that cherrypicked Metroidvania elements just get in the way of the latest Shinobi‘s otherwise finely-tuned action loop. - XCOM 2 vs Darkest Dungeon | by Jonas’ Substack
Jonas Pastoors & Linda Effinger unpack the psychology and game design of getting you to care about your little guys.
“The game activates the battle cam and the realization hits you just a second too late. You messed up. An alien gets an unreasonably lucky shot and mows her down; you scream at your screen in anger and frustration. A character in your crew, this entirely fictional agent in a game you may have spent a little too much time on, is dead. You feel the loss. And not just because you just lost an important asset for your team.”
That Tracks
Let’s keep the design theme going, but zoom in a bit to focus on game soundtracks.
- Moonlighter 2 and Silksong composer reveals the process of ‘hand drawing’ video game music | Polygon
Josh Broadwell chats with Christopher Larkin about pushing the videogame soundtrack forward (Further Reading: Wallace Truesdale on Sorry We’re Closed‘s boss tracks). - Not A Herd, An Ensemble: How Herdling’s Music Brought KM Nelson Closer To Her Calicorns | startmenu
KM Nelson focuses the intention and instrumentation of Herdling‘s score (Further Reading: Lena Raine on perception and style).
“Much in the way that the musicians move collectively, your journey with the Calicorns is one of careful choreography. You direct the animals not with a conductor’s baton, but a shepherd’s staff, setting the pace and steering them away from danger. As you travel together, the soundtrack gives voice to your budding relationship.”
HD, 2D, 3D, 4K
We’ve got two pieces about remakes this week, and as a pair I think these authors have found in their object texts fundamentally opposite theses about what the videogame remake really is.
- It Starts With One – Dragon Quest I & II HD-2D Remake | Pixpen
Sam Howitt checks out a new spin on and old classic, interrogating questions of definitive-ness and preservation along the way (Further Reading: Dia Lacina on the DQ I & II remake). - Painting the Snake | Deleted Saves
Artemis Octavio concludes that Metal Gear Solid Delta can’t see the forest for the trees (Further Reading: Grace Benfell on whether MGS3 needed a remake).
“Metal Gear Solid Delta has no blood. It is devoid of life. Metal Gear Solid 3: Snake Eater looked (and still looks) like nothing else, but it has been revived into a game that resembles every other one out there — a product of an industry-wide hyperfixation on graphical realism. Gone are the angular and geometric character designs born from hardware limitations, replaced by amalgamations of flesh shellacked with a shiny coat that peels at the corners. Everything looks like it’s made of plastic — artificial and inorganic.”
Origin Point
How about some histories? Both of these articles nominally cover space shooters, but in practice talk about developers as much as they do any specific game.
- Uridium – “Good zapping” | Super Chart Island
Iain Mew profiles one of the best shmups on the C64, the developer who made it, and his aspirational work-life balance (Further Reading: Iain on Elite). - Mr Roberts Goes to Hollywood, Part 1: A Digital Anvil | The Digital Antiquarian
Jimmy Maher chronicles Chris Roberts’ career from 1996 onward, examining his peculiar relationship to Hollywood from the Wing Commander film to Star Citizen.
“Few people have ever stretched so thin a thread of actual creative talent so far as has Chris Roberts. In the process, he’s amply demonstrated that his larger talents are for failing upward, and getting people to give him flabbergasting amounts of money while he’s at it. I’m not yet prepared to call him a conscious grifter, mind you, but I do think that there is a lot more plotting going on behind that seemingly guileless chipmunk smile of his than we might first suspect.”
A-Z
Here’s the second set of game-specific picks, ranging in topic and approach from ecocriticality, feminist theory, literary analysis, and more.
- Metroid Prime 4 has too much talking for Samus to still be silent | AV Club
Maddy Myers contemplates Samus’ stocisim through the lens of the endless unwinnable debates over her voice (Further Reading: Skeleton on Samus Aran). - Habitat Fragmentation | Unwinnable
Jay Castello lends a forest management perspective to Pokémon Legends: Z-A‘s incomplete meditation on humans, Pokémon, and their shared habitats (Further Reading: Edward Hawkes on Pokémon Legends: Arceus). - Hades II—and its heroine—asks why we fight for the status quo | AV Club
Madeline Blondeau sees something more in Hades II‘s much-maligned mechanical and narrative structures (Further Reading: Cind on Hades II). - Negative Spatial Awareness | Unwinnable
Phoenix Simms indulges the literary, ludic, and historical antecedents that inform Blue Prince‘s story and structure (Further Reading: Phoenix on Heisei Pistol Show).
“I’m fascinated by how much of the development and gameplay experience of Blue Prince is influenced by an intentional focus not just on hidden spaces, but on negative spaces and what they do to our speculative minds. You search for room 46, but also for the ephemeral legacies of your family and its place in the wider world. You search for your place in these legacies. Since Tonda Ros chose to play less rather than more games during the development of his debut title, he allowed his more subconscious influences from his personal history to influence his designs.”
Critical Chaser
Keoff Geighley.
- The Sunday Papers | Rock Paper Shotgun
Mark Warren outdoes himself with this issue’s frame narrative.
“Something terrible and insidious this way comes. He glues a cookie-cutter short back and sides hairdo to his usually bald bonce. He cries out to the great corporate entities for money and wares to show off. He dusts off a tombstone engraved with the words ‘please wrap it up’. He howls at the moon. AWWWWWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.
Adrian Edmondson? “NO,” he yells, jumping on stage. “IT IS I, KEOFF GEIGHLEY.” You gasp in horror.“
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