Welcome back readers.

Eighteen new-and-cool picks for you this week. Once again, I want to reiterate that your support over the last month has been incredible. If you (yes, you!) want to help us keep this show on the road, check out our Patreon.

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

Saving Throw

Is this the RPG section this week? Maybe? Kind of, in a very technical sense, but it’s more to do with criticism–the craft, the context, the establishment and ownership of one’s own critical bent.

“We must kill the content creator inside of us that has taken over our being like a body snatcher. Content is the information inside our work. To belittle one’s work by calling it content is disgusting and self-defeating. Writing is a craft, a tool, created to communicate, interpret, and change the world. Let us have the self-respect to say that we are writers.”

Roll Charisma

We’ve picked two interview-ish-shaped conversations this week, both about different aspects of the Fallout games.

“Amid the super mutant meat bags and raider encampments, it’s this unlikely spot that Nick has carved out for himself that saves the wasteland from feeling like a lost cause. “If this half-robot, half-human guy can be happy and live among us and still put a foot forward every day, then come on, everybody, don’t give up,” Pagliarulo says. “You can go for it.””

World Map

The next four selections all centre around some formation or idea of space and place–different constructions thereof, the values we map onto topography, that kind of thing.

“Home declares scathingly that scarcity only exists in human society. I can’t say I wholly disagree, but I hope more game narratives continue to unpack themes of community and how strange yet vital they are. In spite of our current reckonings, both physically and temporal, authorities cannot define or fetter home.”

Magic Circles

We’ve got different theories, articulations, styles, and experiences of play here–two of them in a paired set.

“Because the coin don’t have no say, because players can step outside the rules whenever they like, our rules get to be stronger, totalizing, to invite and welcome pushback. No more simpering disclaimers about how if the player doesn’t like such-and-such rule they can ignore it, please — it is patronizing to feel like they must receive your special dispensation to decode your text as they please, and degrading to your own efforts in having encoded it in the first place. Don’t try to make your text a meddling busybody in the process of the game’s negotiation, whether to micromanage or to roll over and show its belly — not only can rules be opinionated, one of the best things those rules can do is invite opinions back.”

Dev Logs

This section brings together different discussions and inquiries on industry trends and practices, historical and contemporary.

“It’s reasonable that fans do want to see more Max and Chloe. There are always those who want more of any story, of course, but particularly so when the characters’ story originally lacked much in the way of an overt relationship. The problem is that there seems to be no indication of authentic artistic drive behind the series’ current direction. There can be no foundation to a meaningful story in the mixture of a troubled developer, ambivalent publisher, and weak vision for what the franchise means. Any impact of this title, other than being another product in a franchise, doesn’t look to last beyond Square Enix’s financial year.”

Jumpscare

Now for a horror-themed section, with commentary and analysis.

“The first Silent Hill game established the franchise’s core feminist architecture: patriarchal religious systems requiring female sacrifice to maintain power, women enforcing that violence after being broken by it, and girls branded as monstrous to justify their destruction. This pattern will repeat and deepen across the series, but it begins here with Alessa burning while her mother and community call it holy.”

Critical Chaser

I think Robert handled things much better than the last time I got griefed in a Souls joint.

“A dozen hours later in my Dark Souls 2 run, I defeated The Duke’s Dear Freja, a giant spider boss possessed by a petrified dragon. Then, with the Duke’s key, I found a genuine Black Knight Ultra Greatsword. Although it didn’t crash my inventory, I didn’t have enough Faith to equip it. Oh well.”


Subscribe

Critical Distance is community-supported. Our readers support us from as little as one dollar a month. Would you consider joining them?

Contribute

Have you read, seen, heard or otherwise experienced something new that made you think about games differently? Send it in!