Welcome back readers.
Thanks for the shout-out, Edwin : )
And a huge thanks as well to our community at large. Over the last few days you have rallied and helped to put us back into the black. If the numbers I’m seeing hold steady, that should put us in the clear in the near term and allow us to start building up a reserve to put towards contributor payments and fun projects. If you haven’t already checked out our Patreon and would like to support our work, subs are still very much welcome and appreciated.
Today also marks the formal close of our second Fansite Jam. If you by chance have been working on a website but haven’t posted it in the submissions channel of our Discord, please do so! I want to include your work in the showcase roundup, which I hope to publish sometime this week.
As thanks for helping to keep our work going, here’s an absolutely stuffed 30-article issue. I am going to bed as soon as I hit publish.
This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.
A Spectre is Haunting the Games Industry
A whole lot of spectres, actually. Franchises of an eternal present, corrupt corporate buyouts, low carbon packagi- actually that last one sounds pretty good.
- Grappling with Gaming’s Environmental Sustainability Issues | This Week in Videogames
Maddie Agne talks to a wide array of organizers and experts about the state of sustainability–and the visible and not-so-visible environmental impacts–in the games industry (Further Reading: Josefina Huq at Melbourne International Games Week). - WE ARE HAUNTED BY THE GHOST OF 2016 PAST | killjoy
Will Butler unspools the hauntology of Overwatch. - Saudi Arabia bought EVO. We can still fight for the FGC’s soul | Skybox
Will Borger tells EVO to PIF off. - Pokémon at 30 is an unrecognizable institution | scrmbl
Alicia Haddick reckons with three decades of an ever-present Poké-zeitgeist (Further Reading: Niki Fakhoori on Pokémon’s pivot to digital).
“Pokémon is looking forwards, and that means deviating from what brought it to this point. It’s why being reflective on the creation of the series feels like an irrelevant point that obscures just how much Pokémon has changed. With mobile games and merchandising a bigger core, the appeal of Pokémon is more akin to a Disney theme park. The original media is important, but for the purpose of funneling the most beloved aspects of those experiences into a broader experience you can live and be a part of far beyond it.”
A Spectrum is Haunting Britain
Okay, I won’t do that again this week. Here’s a trio of historically-minded pieces that situate their games of interest in timelines of platform and genre.
- The History of Portable Tactical RPGs, Part 1: Game Boy (1989–2003) | Superjump
Vitor M. Costa and Ivanir Ignacchitti take inventory of titles from the portable era of TRPGs across the Game Boy and GBC (Further Reading: Harper Jay MacIntyre on Final Fantasy Tactics). - Ghosts’n Goblins – “Worse danger is ahead” | Super Chart Island
Iain Mew chronicles a Capcom cross-platform forray into the 8-bit micros (Further Reading: Iain’s previous writing about Batman on the Speccy). - Unlimited SaGa and the Perils of Akitoshi Kawazu | Ogre Run
Ogre Run presents a critical and genre history of the most misunderstood game in Square Enix’s most misunderstood series.
“When reality has been cut away, a game is not just simply left with empty space. Rather, it is the players’ imagination which now fills that void. As Shunichi Takanashi wrote in one of the earliest Japanese articles explaining the tenets of role-playing, “Unless combined with rules, the player’s imagination and creativity—the heart of play—will amount to nothing. Therefore, games are all about good rules and good players. I believe this applies to all simulation games with role-playing elements.”31 In the case of Unlimited SaGa, it is a player’s imagination which bridges the gap between the game’s rules and the depiction of the game’s world which in turn is what allows for the emergence of a unique narrative.”
Ties that Bind
These next two picks explore games as social worlds, both for good and, well, complicated.
- infrastructure | Medium
Matthew Pon applies an infrastructural, systems-oriented lens to virtual worlds and their communities of material players (Further Reading: Gabrielle de la Puente on Death Stranding). - Marathon, Reprise | days and wonder
aurahack finds the dog-eat-dog push and pull of the extraction shooter to be a little too raw, a little too real.
“There’s a toxicity to extraction games that’s inherent to a genre built on “you can take advantage of players’ trust” but the audience for those games so far have been pretty self-selecting. Marathon feels like a step above that, where the density of its systems and mechanics laid its desires bare to a degree I couldn’t handle anymore. It asks players to be vulnerable in a game where the primary language is aggression and deceit. This is not any different from other extraction shooters, in the end. It’s what the genre is. But the repeated degree to which I experienced the cruelty of this across some 50-odd hours total was just too much for me to bear.”
Genre-Confining
Now for some thoughts on genre.
- the year in clears #02: cave story | The Backbloggery
etcetega takes the occasion of being slightly underwhelmed by Cave Story to think through genre expectations and genre reputations. - gray zone gaming | one more run
Grayson Morley offers a runner’s lens on why Ball X Pit–and its many pick-three siblings–are insidiously mid (Further Reading: Vehe Mently on Ball X Pit).
“I’ve been thinking about the gray zone recently and how it relates to a certain stratum of games. Games that scratch an itch but feel more pleasingly passable than memorable. Games that mechanically engage but do not mentally excite. Games like Ball X Pit.”
Interactive Friction
Lots of good writing on narrative this week, spanning interactive fiction, narrative design, worldbuilding, and more.
- > Terminal: A review | Unwinnable
Emma Kostopolus puts the effort in to unpack a command-prompt-driven narrative (Further Reading: Andrew Plotkin on Type Help). - Secret Places of Pain | Unwinnable
Emily Price chats with Meredith Gran about Station to Station and writing women–and characters in general–with rich inner lives. - Scarlet Hollow Episode 5 – No Place Like Home | startmenu
Claribel F. Millgress extols the narrative design in Black Tabby’s return to the Holler (Further Reading: Grace Benfell on Scarlet Hollow and Slay the Princess). - The Trails Franchise and My Growing Love of the Mundane | Gamesline
Lilith praises worldbuilding, conveyance, and mundanity in the Trails games (Further Reading: Autumn Wright on Trails). - The Punctum in LAKE Adventure and Mystery in the Digital Age | TIER
Talita Valle finds the punctum in the digital via Barthes and interactive fiction.
“This opposition of analogue vs. digital in photography connects to broader ideas of the digital as disconnected from real lives and bodies and, therefore, muted. We recognise this when someone says that listening to vinyl “hits different” than digital formats, or that zines will always “feel more personal” than blogs, or that getting a letter is inherently “more meaningful” than getting an e-mail. LAKE Adventure is one counterexample to these ideas. It shows how the digital can, to use Barthes’ phrasing: “reach me, animate me, and I animate it … this is what creates every adventure.” The digital can reach, move, touch and be touched.”
Attack and Dethrone G.O.D.
Some more great picks this week on RPGs too! Yeah I know I slotted the Unlimited SaGa one up above. . . .
- And Then You Keep Living | Stop Caring
Quinn Quimby meditates on RPGs, death, the life that goes on after (Further Reading: Sarah Doherty on Kirby and the Forgotten Land). - Thinking Outside the Box Art in G.O.D | Rinowase Down The River
Rinoa spends time with a self-reflexive, energetic, and tonally ambivalent PlayStation RPG, undercooked but nonetheless cooking (Further Reading: Rinoa’s previous writing on Sailor Moon Another Story – Magical Madness). - Recipe for staying alive | Plant or Beast
Ashley Bardhan muses on the sugary warmth of L/lebkuchen in Little Goody Two-Shoes.
“I know from what Lebkuchen’s told me that she’s been losing her faith, but she still wears a string of pears with a white cross on her head like a tiara. A princess of God or a princess of pastry – there’s hardly any difference. While I let my soul get torn apart by my feeling misunderstood, either as Elise or as a real girl scrolling for too long on Instagram, Lebkuchen remains empathetic. Even when I’m disgusting and angry, I know she has a frosted lebkuchen designed with almonds and candied cherries to make me reborn.”
Queeries
Two articles this week examining queer theories, themes, and audiences.
- On Puppy Politics: A Discursive Analysis of 95 THESES
A_Y_BING examines the abdication of responsibility in white queer spaces as critiqued in VN 95 THESES. - Shapes, not bodies: Queer readings of gaming’s oldest avatars | Mothership
Aashima Rawal adventures back to the abstract possibility space of gaming’s oldest embodied selves (Further Reading: Amanda Lynn on DDR and queer community).
“Contemporary conversations about bodies, pronouns, and embodiment in games often circle back to questions of control and constraint. Who gets to define the player’s shape? What happens when that definition loosens? Independent games that foreground fluidity and refusal are often described as new or corrective, but they inherit a much older logic. They draw from an early moment when bodies in games were unstable, incomplete, open. The difference is that this openness is now claimed deliberately, rather than emerging by accident.”
Mirror Match
These next four selections unpack the links between virtual worlds and our own.
- Escape to Moominvalley | Unwinnable
Maddi Chilton moves from escapism to reminderism (?) with Moomin and company (Further Reading: Jay Castello on Snufkin: Melody of Moominvalley). - Batman and Comic Book Murder | Unwinnable
J.M. Henson zeroes in on the Arkham games’ copagandistic tendencies (Further Reading: Will Butler on Samus Aran). - Love Eternal Lays Bare The Ugly Parts Of Love | Exalclaw
Wallace Truesdale escapes the affections of a lovesick goddess (Further Reading: Wallace’s previous writing on Battle Suit Aces). - Is It Appropriate for a Grown Man to Have a Big Fat Ass? | Bullet Points Monthly
Astrid Anne Rose compares the masculinity caricature of Baby Steps‘ Nate to the latest streamer/person I am not googling after this/cognitohazard of the hour and folks I think Nate comes out ahead here (Further Reading: Yussef Cole on Baby Steps)
“Nate might reject help to the point of absurdity+, but the thing is, he can go it alone. As Ed wrote, Nate may be bullheaded, but he’s uncommonly skilled at moving his body from one place to another. In the end, now that we understand the territory, we’re finally given that map, tracing the messy circuit of Nate’s journey. In this surreal hinterland, he has found something he’s good at, or at least something he can apply himself to in full, an opportunity it’s safe to say never crossed his path while he smoked out his parents’ basement. Never anyone’s idea of an alpha, he has still managed to ascend.”
Free Play
These three are all about the love of play.
- Don Doko Don: Taking a silly game seriously | Kimimi The Game-Eating She-Monster
Kimimi locks in on a light and airy PC Engine arcade platformer and in doing so upturns its hidden depths. - Free Game Fridays: Shy Guy Surfing | PancakeTime
Pancake tucks into a nifty little fangame that marries an endless runner format to hover mechanics (Further Reading: Adam W on Sonic Robo Blast 2). - Angeline Era Trusts You | Gamers with Glasses
Spencer Johnson contemplates Angeline Era as a holistically sincere work (Further Reading: Emily Price on Angeline Era).
“Angeline Era proves that good things happen when devs decide to trust players. It gives you the basics and trusts you to experiment and learn. When you get stuck, the solution isn’t to Google the answer. It’s to slow down and think about what the game is communicating through design.”
Critical Chaser
Questing for Camelot.
- Scenes from Tau Ceti | Medium
Abram Buehner journals his time planetside. - It’s time for Nintendo to free the RPG geniuses at Camelot from Mario sports games | AV Club
Dia Lacina just wants you to bear in mind that this studio helped make Shining Force III (Further Reading: Jake Steinberg on Mario Tennis Fever).
“For a company with such a deep and lauded RPG pedigree, it’s a tragedy that Fever‘s signature adventure mode can’t even hold on to dangling Daisy’s life by a thread for more than two minutes before losing interest and deciding “maybe babies?” What happens at the end of the Adventure Mode? Nothing. You can go play the same modes you always could play. And you’ll need to play them to unlock things. The desire to shove an extra $10 at Nintendo just to get all the weirdos and options for the decent, if nothing new, multiplayer matches is overwhelming. Did we forget everything that Mario Tennis for the Game Boy Color taught us?”
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