Welcome back readers.

A couple of announcements before we dive into things this week. First, This Week in Videogame Blogging–that’s what you’re reading right now–will take a one-week break for the holidays. Our regular weekly issues will resume Sunday, January 4th.

Fear not, as this leads into the second announcement. Kaile has prepared a holiday feast that will be served in the meantime: our annual recap of our favourite writing on games from the past year. We hope you enjoy it and share it widely!

Finally, less an announcement and more a reminder: if you appreciate our work, Patreon support is what allows us to continue doing it.

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

Festivus of Gaming

We’re starting with a bunch of different articles under the industry category this week, ranging in format from reporting, to interviews, to commentary; ranging in topic from labour, to remakes, to demographic trends.

“This Week in Videogames spoke to a dozen professional concept artists in the wake of Vincke’s comments, all of whom currently or have previously worked in game development, ranging from indie studios to large AAA developers. All, without exception, said that ?generative AI image tools had only made their lives more difficult – even when simply used as reference material.”

Carrot, Stick

Two more critiques to highlight this week on Santa Ragione’s Horses.

“I disagree with the many thoughtful essayists who claim the game Horses is less interesting than the discourses it has sparked. On the contrary: beneath its bravado as an arthouse horror work lies a great deal of hesitation and trepidation about being subversive and critical. It knows it is on unfamiliar ground and is unsure which toes it’s allowed to step on — certainly not the player’s. It keeps its mouth shut on what it thinks of the player and the systems they engage in.”

Left Trigger, Right Trigger

Part genre section, part relational commentary–here we’re looking at shooters, in general and in particular, and the specific lens through which they resolve the world.

“I just felt soul-sick, and got a little bit sicker every time I sighted down my barrel at a security guard’s chest, and then didn’t even bother to watch them flinch and fall as I aimed at the next target. And as soon as my nonsensical reaction to my brother’s text shocked me into considering the possibility, I knew for a fact that letting myself become repetition-numb to innumerable and realistically portrayed acts of mass violence through firearms—no matter how fantastic the setting—just makes me feel awful. Maybe that wasn’t always true for me, but it is now, and I don’t expect it’ll ever change.”

Reel Talk

Let’s close things off this week with an array of single-game critiques, touching on home, adversity, locality, and fishing.

“American exceptionalism and individualism have taught generations, even young people living outside the United States, the value of self-reliance. 24 Killers washes this away, forces you to enter into a community with weirdos and freaks and meanies, and forces you to befriend them for your own good—to learn to be a better person.”


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