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

Relooted

We’re mostly running with sets of three this week. Our first two sections are game-specific. This one concerns the recent Afrofuturist parkour heist game Relooted. I think it’s worth your time.

“Often, you’re liberating burial vessels or human remains. Nomali and crew don’t talk about skulls or toros as mere anthropological curiosities. They get pronouns and names. It was a powerful, painful reminder that those bones were once living people who deserved more dignity than being put on display like so much fine china. For as much as I enjoyed the game, I hated the feeling that this fantasy of stealing back the bones of venerated ancestors would be the closest thing to justice that my extended cultural family would ever get. But Relooted isn’t only painful, it’s also joyful and a clever rebuke of the treasure hunter stories it inverts.”

Yakuza Kiwami 3

Another high-profile release this week is not leaving quite-so-fond impressions upon the writers I’ve surveyed, who question both the ethos and execution of the Yakuza 3 remake.

“I love Like a Dragon, it is my favorite video game franchise. It has made me reflect on how I think about masculinity, femininity, and gender. It’s made me interrogate my politics, and believe that I could do anything I set my mind to if I am willing to reach out to others for help. That’s why it hurts even more to reckon with the fact that Yakuza Kiwami 3 is a failure on nearly every level. While the original Yakuza 3 was never my favorite in the franchise (the clunky controls and slower pace were a harsh adjustment coming off of Kiwami 2), as a remake, Kiwami 3 takes the most emotionally important game in the series and grinds off all the charm and personality, only to replace it with filler side content, objectionable recasting, anachronistic character beats, and retcons that break the series’ long-running continuity, leaving me dreading the future of the series.”

Record Keeping

I’ve grouped three rather different pieces together here, varied as they are in structure in scope. I’ve arranged them, based on their foci, on a loose continuum from history, to rumour, to ahistory.

“All you might need for a cozy indie puzzle game that builds on the colonial erasure of people’s realities, the portrayal of the indigenous as magical, as unreal, and the complete silence on the violence of the imperial project, a dominance over history. It is forever ancient. Forever forgotten.”

Rogue-Playing Game

Now let’s move into a genre section, looking at RPGs. Is a roguelike deckbuilder a kind of RPG? I’m running with it.

“If Dragon Quest has, over time, secularized itself through mechanics, then Dragon Quest VII accomplishes a different kind of disenchantment entirely: ontology. It secularizes the architecture of the world, revealing a cosmos in which acting in God’s name atomizes creation instead of redeeming it, scatters it into broken continents and isolated histories, like shards of scripture manifesting as geography – with its lessons and metaphors, everything that scripture is supposed to convey.”

Step, Walk, Kick

Okay. You got me. I’m not sure I can quite articulate what links these next three single-game analyses outside of a certain liminal whimsy. That and they’re all quite good.

“Firewatch is for the yearners. Always has been. It is for the romantics. For those well-versed in desire. For the messy bitches out there. And for as long as I’ve known anything about love and longing, I’ve known it to be the hardest thing we do. Firewatch, which came out around my first (and amateurish) brushes with unvarnished and messy love, was highly instrumental in my understanding of that notion.”

Critical Chaser

Theory, practice, and no strict boundary between.

“It’s almost like we’re holding onto a bar that’s on a seesaw, and right now we’re really close to the center, so we don’t have a lot of leverage. But the way history works is sometimes you slide to the edge of the bar and you get a lot more leverage. And it’s a little leverage because we’re writing about video games to fairly small audiences, but there are moments when that stuff changes. The only reason that things went the way they went in 2016, 2017, 2018, in the Trump era, was that we happened to have had a pretty mature critical faculty. We had built websites for this stuff already. Waypoint launched before Trump won the election, and if that hadn’t happened, none of the stuff we ran for those years would have run. And again, that stuff didn’t change the world, but I do think that it was part of a project around engaging with those ideas. And I think we lost that. I don’t think we won that conflict of ideas, but I know we would have lost it more if we weren’t there trying to have it. We would have had greater losses to people who were not just doing the work of cultural criticism, but were doing the work of propaganda.”

“Nioh 3 is, in other words, a game that exists, thrives, and potentially fails solely in the hands. It will give you as much of itself as you’re willing to accept—regardless of how crammed your gullet already is. It has no soul, and wouldn’t know what to do with one if it did. But it does inspire the kind of fascination inevitably produced by a machine that has been engineered meticulously for a singular purpose. It’s huge, aggressive, and—if I didn’t need to put a few more polish passes on this review—I’d probably be playing it right now. The crux is this: It’s impossible to imagine a better Nioh game. Whether that’s an expression of praise or damnation is left for the reader to decide.”


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