Welcome back, readers. We have once again made it in our elliptical journey around the Sun. The Gregorian calendar changes tomorrow, bringing with it the promise of new beginnings and the allure of fresh possibilities. Anything is liable to happen in 2026; but before we can set our sights on the coming future, we first have to see the past off into the placid lake of our collective memory. (We don’t know where this tortured metaphor is going either.) What we do know is that this year we really had our work cut out for us. Over 820 articles made it into the weekly roundups that Chris put together over the past 50 or so weeks.
In addition to that, we collected another 120 articles from over the two short weeks we held the submission window open. Nearly a thousand discrete pieces of writing, from over 400 authors, originating from nearly 250 outlets, blogs, academic journals and newsletters. We haven’t crunched all the numbers going back 16 years but we’re fairly confident that 2025 has given us the biggest selection pool ever for a TYIVGB post. And while quantity does not necessarily correlate with quality, it has been incredibly heartening to read so many incredible pieces of writing, week after week after week after week. Games media is in as precarious a position as the profession has ever been, and it’s going to take all hands on deck to help it survive what may still be coming, rebuild, and get back to a state where it can thrive. But we have never been less worried that good writing about games will disappear. Let’s dive in.
The State of the Discourse
Discourse: it’s a word we’ve learned to run away from when it’s employed on social media, the harbinger of wasted afternoons, raised blood pressure and tension headaches. But the conversations we’re having now can and do help shape the cultural space we occupy tomorrow. Here were some of the most talked-about subjects in 2025.
100% Certified Human-made
Both games media and the video game industry are caught in the web of the broader tech scene’s obsession with AI. The following articles are concerned with the human element of game development.
You Can’t Report on Hunger While Taking Bread Off the Table | Date ‘Em Ups
After Eurogamer awarded Arc Raiders a low score for their use of AI voice lines and incurred the wrath of one Tim Sweeney, Thomas James tied the moment back into the very extant labor issue AI poses to people in all aspects of the industry, including translation and localization. This is something Brian Merchant wrote about earlier in the year as well, and indeed there have been several labor and AI stories to come out where the vibes, if not the material conditions, have been downright horrendous. Take this reported piece from Luke Plunkett at Aftermath for example (as well as his one on the labor market in games more broadly). Or this post from Robin Bea at Inverse about the growing gap between companies adopting AI and their employees liking or even just tolerating it.
Other writers, like Tommy Thompson at AI and Games and Edwin Evans-Thirlwell at Rock Paper Shotgun, wrote about the stakes this particular incident unveil, with Evans-Thirlwell in particular saying, “it’s important to reiterate that the biggest budget generative AI tools are a mechanism of class war.” This point is vital to remember since, as Emma Kostopolus at Unwinnable pointed out, “[T]he crux of all of this is that the robot is smarter than us – it can solve problems faster than we can and handle complex information in ways we simply cannot. The reality of AI is something quite different – the robot isn’t smarter.”
‘Our Industry Has Been Strip-Mined:’ Video Game Workers Protest at The Game Awards | The Guardian
Alyssa Mercante, writing for The Guardian, spoke to members of UVW-CWA at a protest vigil in front of the Peacock Theatre during The Game Awards to see why the union was holding a mirror up to the industry bigwigs in attendance that night. (Spoilers: it’s AI, the over 40,000 layoffs since the start of the decade, and all of the dirty ways companies have tried to keep workers from taking their power back). In a year that saw still-significant layoffs, continued corporate consolidation and the blatant union-busting of a group of Rockstar workers, the vigil was a necessary move.
The GTA6 of Indie Games Doesn’t Exist | Aurambles
Speaking of Rockstar, Aura Triolo explains why something like a GTA, a monolithic, massive economic enterprise, couldn’t (and shouldn’t) emerge out of the indie gamedev scene. Indies and their position within games was kind of fraught this year (See also: “A Pivot To Indie Won’t Save Us“). On one hand, it really would be nice if “shorter games with worse graphics” were prioritized (Grace Benfell, Endless Mode) over the kind of high-budget, resource-heavy games that take center stage, but on the other hand, the usefulness of the “indie” label under which those smaller games might be made seems to be running out (V. Buckenham).
Not to mention, the industry is in the middle of an ongoing deprofessionalization process (Bryant Francis, Game Developer) that might be likened more to a crisis. And what even are AA games, anyway (Mayerowitz and Belzanne, HushCrasher)? Overlooking the whole discourse, Bruno Dias muses on the differences between games and the film industry they’re so often compared to. Nathalie Lawhead contends we must learn how to “sustainably fail” in order to withstand the worst impacts of a worsening industry. And Em Reed reminds us that productivity and profit shouldn’t be the goal.
Criticism About Criticism
It’s our favorite kind of criticism: criticism about itself.
One thread that wove through the discourse this year was whether or not critics should cover a game according to their experiences versus their expectations of it. At Undermatrix Junction, Roxanne B. struggles with this question mightily as her experience with Battlefield: Hardline forced her to contend with an inborn tendency to theorycraft a better game into existence. After hearing for years that Pokémon Black and White had the best, most adult story in the franchise, Jake Steinberg found nothing of the sort—just echoes of expectations and the same empty narrative world. Harper Jay MacIntyre pushes disappointment with Vampire the Masquerade: Bloodlines 2 down to meet the game where it is, and in doing so, finds something interesting.
The arrival of Hollow Knight: Silksong brought with it a surprisingly robust discursive upswell. Grace Benfell found Team Cherry’s refusal to provide review codes to game outlets concerning, an indication of declining respect for criticism writ large. The resulting discussion saw various critics, like Joshua Rivera and Nick Capozzoli, chime in on the state of criticism. Steven Santana, at Breaking Arrows, made the compelling argument to leave the discourse cycle behind entirely—by becoming better versed in games criticism’s more distant past.
Ball is Life
Sports are games. Sports are games! Some of the most incredible moments this year happened around a sport, such as when Oklahoma City won its first-ever NBA championship, or when the Dodgers just barely beat the Toronto Blue Jays in extra innings to win the World Series. These writers helped us better reckon with the cultural importance of these beautiful games, often through the lens of their virtual counterparts.
- A Beautiful Game | SuperJump
Jacob Self writes about how Rematch, the follow-up title from Sifu developer Sloclap, viscerally puts players in the shoes of a single football player as opposed to more abstracted games like EA FC26, and therefore works better at capturing the essence of football. - If You’re Not The Ref, Lose The Whistle | Unwinnable
Wallace Truesdale, on the same wavelength as Self, thinks about what it means to lovingly recreate the spirit of the game as Sloclap has with Rematch, and contends with the uniquely-virtual problem of players threatening to report ball hogs. - THE GREAT ONES NEVER LOSE. THEY JUST RUN OUT OF TIME. | Lifebar Magazine
Will Borger reckons with the passage of time inside and outside EA’s Madden, and in doing so comes to terms with his enjoyment of a game—and a sport—thought to be uncommon among the games-are-art crowd. - This Moonlighting | Basketball Feelings
Basketball fan Katie Heindl reflects on what it means to be swept up in the passion throes of another sports fandom for a time, and how it feels to be a spectator on the highs and the lows. - To Lose Is To Care | Tearing Down The Dam
Sophie Grace processes her emotions following an historic World Series matchup between the Dodgers and the Toronto Blue Jays.
I think that’s what I want from a game. I want it to make me care before it rips my heart out.
We Live In A Society
From BDS boycotts to porn bans, this year was maybe the most tumultuous year for people who believe in a clear, impenetrable distinction between games and politics, or games and any sort of broader culture. These writers helped us put these moments of upheaval into their proper context.
- Games Media Can’t Ignore BDS Xbox Boycott | Aftermath
Autumn Wright lays out the responsibilities of the games journalist, living as they do under the yokes of authoritarian governance and wage capitalism, to help bring about a just world. - “A culture of intimidation, retaliation and oppression”: How Microsoft’s Gaza stance fuelled an industry-spanning boycott | Rock Paper Shotgun
Edwin Evans-Thirlwell and Nic Reuben talk to developers and engineers inside and outside of Microsoft about the growing grassroots pressures against their collaboration with the IOF.
- ‘Talking about the Palestinian story was forbidden’: a developer’s struggle to make a game about the 1948 Nakba | The Guardian
Keza MacDonald talks to Palestinian developer Rasheed Abueideh about his game Dreams on a Pillow. - Hurricanes and Boss Fights | Carlito Calzone
Nicanor Gordon dwells on Hurricane Melissa, climate injustice, and the allegories of RPG boss fights. - Kara Stone, creadora de videojuegos que trabaja únicamente con energía solar “Siempre me he considerado ecologista, así que he luchado por conectarlo con mi práctica artística” | La Vanguardia
David Molina talks with ecocritical designer Kara Stone about the Solar Server project, the challenges of running a video game hosting server on her own (solar) power, and what it might mean to make games outside of the extractive race for more, bigger, better. (En Español) - A Videogame Politics for A Burning World: An Interview with Ajay Singh Chaudhary | Unwinnable
Luis Aguasvivas and Ajay Singh Chaudhary chat about the place and potential for videogames in a realistic and sustainable future. - This Group Takes Responsibility for Steam’s Payment Processor Censorship Policies — They Just Implied ‘Pervert Nerds’ Cause Society’s Problems | Vice
Ana Valens’ work on highlighting Australian conservative pressure group Collective Shout as the originator of what is now known as the 2025 video game porn bans is a vital cornerstone of this year’s discursive history. In an unprecedented move Savage Ventures, Vice’s parent company, subsequently removed the article and its follow-up, causing Valens and two other Vice reporters to resign. Her work continues to be accessible on the Wayback Machine, and it would be remiss of us not to share it. - The Digital Chastity Belt | Inner Spiral
Alli sizes up the inarticulate clowns leading the moral panic around porn games, points out the disproportionate harms these crusades exact upon marginalized creators, and highlights the good work being done to turn the tide. - Steam and Itch.io Are Pulling ‘Porn’ Games. Critics Say It’s a Slippery Slope to More Censorship | Wired
Megan Farokhmanesh highlights the push to censor queer creators and difficult art out of public visibility by going after risk-adverse payment-processors. - “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. - Can a Steam profile be a real memorial for a lost life? | Eurogamer
Alice Bell contemplates authenticity, the digital self, and what someone’s play history tells and doesn’t tell us after they’re gone. - Kaizo Mario Was My Physical Therapy | Skybox
Imran Khan describes the difficulty of recovering from a stroke, paradoxically made (somewhat) easier by Kaizo Mario‘s intense level design and play difficulty. - A Condition Took Away The Use Of My Hands. Silksong Helped Me Rehab Them | Aftermath
Following a Double Crush Syndrome diagnosis, Nicole Clark ruminates on the therapeutic nature of Hollow Knight: Silksong. - I’m Great At Baby Steps Because I Walk Like That In Real Life | VGBees
John Warren recounts a history of rehabilitation and relearning how to walk, both in and out of game.
“I believed Baby Steps‘ not so subtle theme involving the perils of male isolation would be lost on me. I like people! My friends are great! I don’t have many hangups about what it means to be a man, I thought! After spending time with Nate and the many strangers met on the mountainside, I take my lesson. It’s okay to admit that these setbacks of mine have been hard. It’s okay to tell you that this cycle of rehabilitation has been frustrating. It’s okay to get out there and try even if I embarrass myself in front of strangers because friends always start as strangers.”
Games Are Theater
When we talk about games-as-art, it can be easy in the popular imagination to think of galleries full of static images of various games, screenshots in lieu of gameplay, a lack of participation. These writers, through interviews and criticism, propose another way to think about games: as theater, where the boundaries between participant and audience blur. Whether dev or player, we are all in some way performing as we play.
- “Every Story Is a Clash of Titans”: Videogame Performance Directing with Tom Keegan | Gamers With Glasses
Alexander B. Joy chats with Tom Keegan about performance directing, collaborating with actors, and the irreducible human element of a genuine, layered performance. - Selective Attention | Unwinnable
Phoenix Simms unpacks a couple of recent voice actor dust-ups on social media as an outgrowth of the generative pressures looking to squeeze voice artists out of their craft and livelihood. - “Hook me, Daddy”: Queer Semiotics of Dead by Daylight through Gaymers on Twitch | Game Studies
Patrick Munnelly investigates how gay streamers perform, explore identity, and cultivate community spaces playing Dead by Daylight. - Grand Theft Hamlet Made Me Contemplate Life, the Universe, and Everything | Inverse
Shannon Liao offers some impressions on Grand Theft Hamlet and games as a narrative possibility space. - It’s called a Play after all | Carlito Calzone
Nicanor Gordon starts a new conversation on the porous boundary between the roles of performer and audience. - Playing God | Broadcast
Claire L. Evans unfurls the long and winding history of interactive cinema in conversation with some of its experts. - Roleplaying in video games is bigger than ever (but it’s always been around) | Skybox
Victoria Rose chronicles the past and present, precedents and persistence, of the roleplaying server. - How Video Game Sex Scenes Are Made | 404 Media
Nicole Carpenter chronicles the evolution of sex in games–as portrayal, production, and performance - Crafting My Womanhood in Virtual Worlds | Inner Spiral
Alli muses on avatars, identity exploration, feminine representation, and the virtual self.
“There was no concrete moment of “I am female” epiphany, but each positive interaction and each moment of comfort in that avatar skin moved the needle a little further towards understanding my own identity. Gaia Online was essentially my gender sandbox. It gave me the courage to later explore femininity in more serious ways, because I had a validating experience there.”
Games In Community
Part of recognizing that we live in a society is understanding that society includes other people. Often when we play it’s by ourselves, isolated from others, but just as often we play with our families, our friends, our children, our neighbors.
- Don’t Play Wimme | Patta Magazine
Shawn Alexander Allen offers a crash course in Black representation in games and gamedev, and charts out a promising future. - Playing Video Games With My Kid Hasn’t Gone How I Expected | Crossplay
Mike Woodham thinks about player values across generations, from Atari to Minecraft, parent to child. - Gaming the system: Immigration, incarceration explored during indie developers’ summit | 48 Hills
Leah Isobel talks to indie creators at Day of the Devs about games that foster empathy with migrants and inmates. - The Inescapable Intersection of SGF and ICE Protests | Pen to Pixels
Janet Garcia reflects on Summer Game Fest and the city and people its attendees can no longer dismiss or ignore. - The fantasy of playing Final Fantasy | The Verge
Joseph Earl Thomas raises his kids alongside and surrounded by the world of Eorzea. - Hopes, Dreams and Marzipan | Into The Spine
Hiero de Lima muses on play, cosplay, interiority, exteriority, and Mouthwashing. - The Ghosts of Fascism in The Legend of Zelda | The Bunker
Matteo Lupetti interprets a hauntological Hyrule Fantasy. - Commemorating Gendered Collective Trauma: Social Realism and Procedural Rhetoric in the Chinese Indie Game Laughing to Die | Game Studies
Mayshu (Meixu) Zhan examines the role of indie games like Laughing to Die and fan communities in effecting social critique and countering dominating capitalist narratives. - The Queue: Siblings, Gaming, and Family History | Gamers With Glasses
Spencer Johnson describes what it’s like trying to inch through an SNES RPG with three save slots when you’ve got five siblings to share the controller with. - Remember That Joy Is An Act Of Resistance | SuperJump
Lucas Di Quinzio takes a moment in these tumultuous times to reaffirm the fact that sometimes, getting just a little silly with it can be a restorative act of self-care, and ultimately keeps us fresh-faced and clear-eyed for the fight ahead. - The Mouse Trap | Tank TV
Liz Ryerson and Vicky Osterweil chat about Disney, videogames, cultural power, cultural collapse, and forging new cultural movements.
“I think about blockbuster movies and AAA video games as cathedrals – the only way regular people get to see what millions and millions of dollars look like. Much like Gothic cathedrals demonstrated the emerging wealth and power of the church, these productions demonstrate corporate power.”
Experiences Of Play
Playing games can lead to major revelations, or to quiet realizations. These writers reckon with both as they play through a myriad of titles.
- Cape hideous gives us living, breathing beings | gAmeDHD
Colin Clark boards a pirate ship and thinks about what makes a game come alive. - 1000xRESIST: The You That Remains | Medium
Reno Evangelista unwinds an intergenerational story of revolution, ugliness, and communion. - In Danganronpa, Hope Lies in the Next Generation | Endless Mode
Diego Nicolás Argüello thinks about coming of age and the legacy for the future that comes out of Danganronpa‘s traumatic crucible. - Your Thirst Is Mine, My Water Is Yours | Stop Caring
Artemis Octavio unpacks the sanctity and profundity of the water ritual in Caves of Qud. - i’m coming to accept that the big corporation won’t love me back | Medium
Traceitalian outgrows Final Fantasy. - The Beauty of Tears: Why (The Best) Video Games Make Me Cry | Epilogue Gaming
Flora Merigold recounts finding the medium, community, and critical practice that move her. - 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. - Rhythm of Stillness | Unwinnable
Phoenix Simms takes a moment to highlight the value of stillness, of doing nothing, in games and play.
“Holding space for contemplation or taking in the pleasant concept art of a game is a valid reason for excluding interaction in certain moments during play. I don’t think doing nothing is always the right aesthetic choice; sometimes we want to demonstrate how silence and inaction can be harmful to others we could be helping . . . but I also think there are moments where players should be reminded of the importance of just being and appreciating the medium.”
Gameworlds
Ludic environments are fertile ground for meaningful conversations. Here, these writers explore different gameworlds as developers, players and spectators.
- Yearning for Meaning: Maddy Thorson’s Super Mario World Romhacks and the Metamodernist Impulse | Unwinnable
Sara Hovda finds the metamodern throughline in some of the sickest SMW hacks we’ve seen in a minute. - The story behind the Oblivion mod Terry Pratchett worked on | Eurogamer
Cian Maher recounts a story of friendship and eventual collaboration between author and modders. - What makes a good beat-em-up? | Medium
Amr al-Aaser unpacks the underappreciated complexities of the humble beltscroller–it’s a lot more than button-mashing. - Shenmue As Arcade Realism | Eithi Writes
Eithi brings together the Yu Suzuki oeuvre to express a Virtua theory of game experience. - Genre-Queer | The Imaginary Engine Review
Phoenix Simms dwells on the intersection between Menhera culture, mad/crip advocacy, and genre and thematic fluidity in videogame storytelling. - Do you play, when you play video games? | Luna’s Gaming Log
Luna contemplates a deoptimized play mindset. - I lay in the dark. red ball. | GlitchOut
Oma Keeling dreams of a ball, of a room, of a test, of a dream.
“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.”
History
Here we see various perspectives on the branching and complex history of games and game development.
- 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. - The Gentrification of Video Game History | Medium
Felipe Pepe counters the flattening US-centric industry model of videogame history, highlighting the ever plural histories, distribution models, and communities of gaming around the world. - The 2-year hunt for ‘one of the rarest games in history’ | Polygon
Patricia Hernandez investigates the story of a nearly-lost game as emblematic of the precarious state of games preservation. - “What if Napoleon had won?” Designing Alternative History in a Victoria 3 Mod | Play the Past
Luo Chenchen designs and argues for an alt-history scenario of French Imperial governance. - A/S/L: Jeanne Thornton’s Saga of the Sorceress | Stop Caring
Adam Wescott chats with Jeanne Thornton about the unwritten histories of hobby gamedev circles, the legacy of ZZT, and more. - The Utopia of Murder: History in Anthology of the Killer | Kritiqal
WD chronicles the violence of history, with some help from Walter Benjamin, in Anthology of the Killer. - On Archiving Games History | The Stacks
Joey Wawzonek shares some theory, practice, and rationale for archiving Japanese print gaming media publications, documents, and artifacts. - “This is the first:” The 16 year odyssey of “time, money, wrong turns and frustration” it took to finally emulate the Pioneer LaserActive | Read Only Memo
Wes Fenlon talks to the modder who spent a decade and a half unlocking the secrets of the Pioneer LaserActive. - Feeding the Iron Pimps: The Golden Age of Arcades in Black America | Game Studies
Taylore Nicole Woodhouse investigates the relationship between arcades and Black communities from the thirties to the nineties and beyond as a corrective to white-dominant narratives of the “golden age” of arcades. - The Death of Adventure Games: The Cat Mustache Was Never the Issue Here | Endless Mode
Dia Lacina corrects the record on one of the most maligned puzzles in adventure gaming history. - Between Mass Culture and Technological Improvisation: The History of Casseta & Planeta: Noite Animal in Post-Dictatorship Brazil | ROMchip
Henrique Sampaio charts a path between the intense government censorship of Brazil’s military-controlled Fifth Republic and the inclusion of a lewd, crude and bigoted game in a 1997 issue of PC Multimídia.
The Games of 2025
Clair Obscur: Expedition 33
Clair Obscur: Expedition 33 by Sandfall Interactive was hands-down one of the most talked-about games of the year. The conversation surrounding the game has been, needless to say, all over the place.
- The Art of Clair Obscur: Expedition 33 | Point N Think
Julien Djoubri undertakes an exhaustive investigation into the actual artistic influences of Clair Obscur: Expedition 33. - Clair Obscur: Expedition 33’s style is its substance | Digital Trends
Similarly, Willa Rowe looks at the history of France’s artistic movements to understand how Clair Obscur‘s style was influenced. - Clair obscur expedition 33’s gommage is the perfect example of passive violence | tell them I died
Ian Walker contends with the beauty and horror of Expedition 33‘s opening moments and the different ways we can die in the real world, whether from the active violence of a person with a gun or the passive violence of an uncaring healthcare system. - Clair Obscur: Expedition 33, Spiritfarer and Saying Goodbye | Press Play Gaming
Chris Lawn reflects on grief, art-as-escape, and end-of-life care. - How ‘Clair Obscur: Expedition 33’ Helped Me Grieve | Epilogue Gaming
Flora Merigold debriefs on Clair Obscur‘s multifaceted, non-linear approach to understanding grief. - Thief of Joy—Clair Obscur: Expedition 33 | PixPen
Certified Final Fantasy scholar Sam Howitt recognizes the influences JRPGs had on Clair Obscur, but finds that the game does enough on its own to keep it from being swallowed by them. - Clair Obscur: Expedition 33 didn’t invent Final Frenchtasy or the J’RPG: the newly dubbed subgenre has a long and complicated history | PC Gamer
Parrying some of the sillier superlatives made about Clair Obscur head-on, Francisco Dominguez dodges the hype waves to bring context to a Francophone RPG scene that is both more complicated and less uniform than we might otherwise believe. - “Anime RPG Trash” or Clair Obscure and Genre Trouble | Ogre Run
Ogre Run contemplates a warped western discourse landscape that anoints a game like Clair Obscur–itself deeply reverential of its genre–as the JRPG made “respectable”
Hollow Knight: Silksong
After spending years in an almost mythic state, Silksong finally launched in September. These writers tackled it for what it was; this is what they found.
- 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. - Hollow Knight Silksong has the same Soul as its predecessors | Obsidian Moonshine
Noah Chan finds Silksong to be both dark and soulful. - Hollow Knight: Silksong Reinforces the Metroidvania Genre’s Accessibility Barriers | IGN
Grant Stoner peers beyond the difficulty discourse to examine what Silksong actually does (or more often, does not) do to provide players with an accessible experience. - Hollow Knight: Silksong Review: A Game That Intends To Make You Suffer, Even To Its Own Detriment | Video Games Chronicle
Ashley Schofield reckons with a game that does not let up, even for a second. - Silksong is for Speedrunners | Unwinnable
Emily Price unpacks the ways in which Silksong invites you to optimize it.
Death Stranding 2
Death Stranding dared to ask why we aren’t all more connected, and its release coincided with the worst pandemic in our lifetimes. With Death Stranding 2, it seems like Kojima got the answer to his question and had some regrets. These writers had a lot to say about the results.
- Death Stranding 2 | The White Pube
Gabrielle de la Puente connects past to present, the height of COVID to today, Death Stranding to DS2. - Death Stranding 2 is the World’s Fair we deserve | Eurogamer
Alexis Ong has Death Stranding 2 on the brain at the World Expo in Osaka, and finds that the former has the juice in ways that the latter has not in decades. - Shining A Flashlight Through Your Cheek | Bullet Points Monthly
Sam Bodrojan concludes that Kojima’s second trip to the beach is stranded in spectacular shallows. - The Best Parts of Death Stranding 2 Are When the Characters Acknowledge They’re in a Game | Endless Mode
Maddy Myers ruminates on how fourth wall-breaking intersects with Death Stranding 2‘s style, story, themes, and Hideo Kojima’s attitude to being a creator. - my friend, the highway | Bullet Points Monthly
Pao Yumol takes the aux cord for a meditation on Death Stranding 2, the highway, music, and grief.
Despelote
Nominally a sports game, Despelote struck a profound chord in critics for its earnest and autobiographical childhood memory narrative, hand-drawn animations and incredibly grounded sense of place: in the middle of Quito, Ecuador in 2001 during the leadup to the 2002 World Cup.
- Desperate Times, Despelote Dreams | Gamers With Glasses
Luis Aguasvivas finds something deeply meaningful in the personal nature of Despelote, an ineffable quality that sets the game apart from other games and the rest of the industry. - This Summer Reminded Me Why I Loved Playing Soccer | Unwinnable
Wallace Truesdale recounts how Despelote and Rematch got him to dig the old ball out of the closet again. - Despelote review: an ode to a dream | No Escape
Nicanor Gordon reflects on football as a canvas for memory, nations, and communities. - Despelote Review | Well-Played
Josefina Huq muses on the march of time through the playful perspective of an eight-year-old. - Despelote review: miraculous slice-of-life soccer game pulls a hat trick | Digital Trends
Moises Taveras resonates deeply with Despelote‘s loving depictions of simply kicking a ball around in the street.
Silent Hill f
Silent Hill f, the Ryukishi07-written latest installment in Konami’s long-running horror series, seemed to take critics by surprise, for better or ill. These writers put the game in context with the modern horror game landscape, feminist discourse and whether or not it sucks to fight in these games by accident or on purpose.
- Silent Hill f y Bye Sweet Carole son el mismo juego | GamerFocus
Julián Ramírez finds the similarities between Little Sewing Machine’s hand-drawn narrative-horror game, Bye Sweet Carole, and the latest Silent Hill entry to be more than a little uncanny. - The Limits of Powerlessness: On Silent Hill f | Unwinnable
Emma Kostopolus is getting some very mixed messages on what Silent Hill f says and does when it comes to combat. - 4151+3?6, 84*4 | Bullet Points Monthly
Leanne Rahel studies text-pleasure, girl code, and the difficulty of interpretation in the works of Ryukishi07 (content notification for references to rape). - Lovers Meeting | Plant or Beast
Ashley Bardhan plays Silent Hill f and recounts growing up as a young girl in a haunted house.
Blue Prince
With its heavy RNG, complex puzzles and intricate story of failed revolution, Blue Prince quickly became an early contender on a lot of critics’ Game of the Year lists. The writers in this section did their best to reckon with the game’s at-times obtuse mechanics to get at its humanist heart.
- The Family Drama of Blue Prince | Gamers With Glasses
Don Everhart considers Mt. Holly as a work of design–narrative, mechanical, diegetic, allegorical. - It Seems I Have Found Myself In Another Mysterious House | ROBLEM SOLVING
Rob Dubbin contemplates Blue Prince‘s position in the contemporary roguelike landscape and its picture-book forebears in equal measure. - I’ve been consumed by Blue Prince’s true mystery: Where the hell are you supposed to pee? | Polygon
Susana Polo explores Mt. Holly and has many questions, chiefly: 46 entire rooms and not a single lavatory, water closet, washroom or bathroom among them? - Drafting the Archaeological Mental Model of Blue Prince | Florence Smith Nicholls
Florence Smith Nicholls finds something special in Blue Prince‘s insistence on having the player take physical notes. - Is Blue Prince’s Success Due to ‘Social Play?’ | Game Developer
Danielle Riendeau connects that special insistence on note-taking to a burgeoning phenomenon of social play where two or more players work together to solve the game’s labyrinthine puzzling. - Blue Prince (For a Revolution) | Stop Caring
Drew Byrd takes a chance on Blue Prince‘s self-reflexive anti-authoritarian parable.
Hades 2
One of the more unexpected trends in 2025 was the way Supergiant Games’ Hades II was covered. After the first one received a sort of critical darling status in 2020, its sequel has soured on the vine of greater expectations.
- At The End of Time, Hades 2 Betrays Itself | Skybox
Rhi Easby sees no real arc or agency for Melinoë in Hades II‘s recursive time loops. - Hades 2’s Story Doesn’t Change The Status Quo | Aftermath
In a similar vein, Jay Castello finds it difficult to love Melinoë’s lack of desire for real change with each successive run. - Hades 2’s Story Mistakes Repetition For Revelation | Kotaku
Jake Steinberg strains against the game’s narrative restraints, insistent its roguelike structure shows more promise than it feels interested in capitalizing on. - Hades II’s Ill-Defined, Unserious World Undermines the Depth and Power of Mythology | Endless Mode
Grace Benfell finds the game’s engagement with the Ancient Greek mythos—and everything else that promises—to be lacking. - Hades II—and its heroine—asks why we fight for the status quo | AV Club
Madeline Blondeau finds that there is more to the text than others have proclaimed as she situates it next to—among other things—the work of Anais Nin.
Critical Goodie Bag
The following pieces were harder to classify, covering more unique subjects and games than the broader discursive lightning rods listed above.
- Horses Is Tame | Aftermath
Chris Person played Santa Ragione’s Horses, and came away from it feeling like the censors and handwringers about this game are tissue-paper soft indeed. - Horses Are Women | Red Tecate Chairs
In the context of the other big horse game of 2025, Julia NR pieces together a fragmentary history of cowboys, Kurosawa, American unexceptionalism, and Umamusume: Pretty Derby. - The Hero of Time | Bee Sprawlbug Discorporated
Bee Sprawlbug meditates on dissociation, silent protagonists, networks of care and their absense, and The Legend of Zelda. - The Weight of Expectations | Into The Spine
Tomás Neumann Aspee takes the shot on a game about fulfilling promises. - Baby Steps isn’t ‘Twitch slop’, you have simply let your sense of wonder atrophy | Rock Paper Shotgun
Nic Reuben steps away from spectacle and towards an experience. - The source of overwhelm: Fantasy Life i and Promise Mascot Agency | Backlog
Using Promise Mascot Agency as a reference point, Grayson Morley makes the case for why the new Fantasy Life is just too damn busy. - Difference Is Resonance | The Imaginary Engine Review
Grace Benfell grapples with a queer furry RPG too preoccupied with memes and relatability to commit to the warmth of its own worldbuilding. - And I’m Not Scared of the Dark — Off (PC) Review | Gamesline
Lilith reckons with a legendary indie RPG and the outsized reputation that precedes it. - Skate Story review – why haven’t you played it yet?! | Eurogamer
Alexis Ong waxes poetic about Sam Eng’s debut street skating masterpiece. - Take My Hand | Unwinnable
Post-“friendslop,” Jay Castello plays PEAK and reckons with the act of simply hanging out with loved ones in a game with an ostensible objective. - There’s a Right and Wrong Way to Remake A Classic Video Game—And The Iliad Explains How | Endless Mode
Marc Normandin takes a literary editions approach to understanding Trails in the Sky and the artistic priorities of its two-decades-later remake. - Wizardry: Proving Grounds of the Mad Overlord | All Time Bangers
Jackson Tyler begins at the beginning, with a maze, a town, and a wizard.
“This is Shin Megami Tensei, this is Dungeon Meshi, this is Earthbound, this is Pokemon and this is Dark Souls. This is Planescape Torment, this is Binding of Isaac and this is Morrowind. This is why people play Dungeons and Dragons in real life, this is the worth of a good Dungeon Master, a moment of pure authorship that takes the experience beyond the mechanical. After this moment, you never know what could be on the next tile, and you’re never sure where the boundaries are.”
Endnotes
And that’s a wrap for 2025! But before we go, I wanted to leave you with a few thoughts and one last little gift basket of articles to take with you into the rest of this week and the new year. By any metric, 2025 was undoubtedly a rough time for everyone. I can only speak for myself here but there were a few months where it felt like simply hanging on and keeping things going as they have been was more than enough work to do. But we made it, and by god, 2026 is going to be different.
I don’t know exactly what we have in store for you here at Critical Distance in the new year, but I can tell you that we’ve been having discussions about bringing back certain features that we used to publish regularly. Things like Critical Compilations, maybe, or Blogs of the Round Table. Nothing is set in stone on any of those fronts, but whatever we end up doing I can tell you this for certain: we’re long past due for an overhaul on old and expired roundup links. I’m personally taking this project on, and I’m going to be working on creating a searchable database of Critical Distance roundups going all the way back to the beginning in 2009, with the primary goal of ensuring that all links work and the secondary goal of creating a kind of heat map of games criticism through the lens of Critical Distance roundups through the years. This is going to be a long-term, very ongoing project, but I will be providing updates on it in our monthly Patreon posts as things progress.
That’s it from me! You might hear from us again soon, and you’ll definitely be able to catch Chris in the first official roundup of 2026 later this week. But first, one more thing…
This Week in Videogame Blogging, December 28, 2025*
Welcome back, readers! With Chris taking off on the final week I wanted to help them stay afloat by sharing a handful of insightful pieces of games criticism written here at the end of the year.
*Don’t worry about the date, just pretend. Play in the space with me.
As always, 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.
RPG Histories
First up, two posts on different historical curiosities in the RPG space.
- Esper, Eidolon, Eikon, Aeon: The Evolution Of Final Fantasy’s Summoned Monsters | Thrilling Tales of Old Video Games
Drew Mackie examines the etymology(ies) of the various terms for Final Fantasy summons (Further Reading: Drew’s previous foray into the names of Final Fantasy‘s godlike beings). - Ore no Shikabane o Koete Yuke and the Limits of Mortality | Patreon
Ogre Run looks at a game series that, if things had turned out differently, could’ve stood shoulder to shoulder with the largest JRPG breakthroughs in the west.
“Suffice to say that upon release, there was no other JRPG like OreShika available in Western markets. Which is also to say that OreShika, like many other games which went unlocalized for similar reasons, disrupts fixed Western notions of what constitutes the genre, something that Masuda has continuously challenged in his work. It is a game for, following in the ethos of Metal Max, those who have grown tired of slaying dragons.”
Mechanics in Tension
Next we have three works on the function of mechanics as narrative—and even metanarrative—signifiers.
- Performing Peter: South of the Circle and Fuzzy Choice | Gamers With Glasses
Hannah Nicklin breaks down the tonal and symbolic choice system in South of the Circle (Further Reading: Flora Merigold on Saltsea Chronicles‘ narrative complexity). - Kaorukofan1993’s review of Angeline Era | Backloggd
Kaorukofan1993 wrestles with a game that wraps very real-world religious politics in the language and imagery of fantasy, both ludic and folkloric. - Mechanical Fantasies or: How I Made an Art Out of Playing Games Wrong | Gamesline
Lilith recounts the ways in which she’s played games “wrong” in order to better appreciate them.
“I wailed to myself. I had fucked up again. I had somehow managed to once again get a game completely wrong.
The game whispered, ‘I forgive you; I forgive you; I forgive you.'”
Developer Insights
Here’s a pair of developer interviews that cover a broad range of topics, from developing according to a sense of place and aesthetics to unexpected legal challenges.
- Sam Eng talks Skate Story and New York City | AV Club
Bee Wertheimer chats with Skate Story dev Sam Eng about his influences, both musical and literal, that eventually became the soul of the game (Further Reading: Marcus Stewart’s review of Skate Story in GameInformer). - On Hardships and Horror – A Chat with Adam Pype of No Players Online | Gamesline
Franny talks with Adam Pype about the pains and joys of releasing No Players Online.
“I think a lot about the fact that you do put something of yourself in a game, always. The kind of setting that you choose, the kind of things that you do when you make art in general it’s always a reflection of the person who makes it, and that’s also why Sarah is an artist, and John as well in a way as a game developer.”
Critical Chaser
Polygon rings in a new year in New York, and along with it, a new mayor.
- Zohran Mamdani won, and suddenly a video game about beating a crooked mayor felt real | Polygon
Giovanni Colantonio finds resonance in Promise Mascot Agency‘s story of a corrupt, deeply entrenched mayor and the passionate opponent who rose to beat them.
“Kaso-Machi feels like a lost cause. And yet, it’s still full of weirdos willing to fight for the place they call home. One loudmouthed pinky inspires someone else to speak up. The voices come together until a whisper turns into a roar. Together, the powerless gain the power to topple mountains, or at least halt a political inevitability.”
