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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.

Outer Path

I’m being quite loose with some of sectioning this week. These initial four selections highlight unorthodox, underlooked, or unintuitive approaches to genre, text, criticism, and play.

“The rules and design of Marathon don’t forbid or encourage a ceasefire, but the conditions of Cryo Archive may benefit those who practice it. They just need to choose it, act on it, and defend others who do the same. Would the Seventh Vault be opened wide already if we took this path? Would that spirit spread to the surface of Tau Ceti IV? Would we escape this stalemate where only a few come out ahead, but still they gain no greater purpose aside from survival atop the pyramid just a bit longer? Would we make our own fates?”

Infinity Mirror

We’ve got some interviews and critical conversations to share, on design, development, the “gambling-like”, and more.

“Indie games don’t have a gambling problem, but economics and game design trends could tempt a relapse. Exploitative design was once called skinnerware, after the Skinner Box lab experiment that conditioned mice to push buttons for rewards and avoid punishment. Slot machines are an evolution of that experiment applied to humans. What games learn from the industry that mastered the machine zone should be handled with care.”

Pac Participle

Our next two picks this week both find themselves at opposite ends of an eccentric orbit around Pac-Man.

“Using play as interpretation, it becomes clear that a fear of imagination plagues nostalgia. Shadow Labyrinth is also not immune to interpretation. It contains multitudes, much like the original, and, of course, it can direct players through specific means of reading. As previously mentioned, there are hints of colonialism, hard sci-fi, it has tons of fun with its references and names, it talks about family, it critiques and embraces technology, etc. You will definitely come out of it with different texts that you will acquire through play.”

Starry Diadem

Two new meditations on horror, adaptation, and dressing to die.

“We deserve, in the ugly horror, to feel pretty. This is where the erotic tension of the horror game protagonist outfit becomes necessary. The world has made funny, broken things out of us, and it can only ever interpret what’s girly as idiotic and crushable. But we, who have accepted the bruises, tears, and decided to breathe through them, know that femininity means resilience.”

State of the Art

Now we turn to games and their interactions with art, form, and culture.

“Crimson Desert is not Bad Art, I don’t think. I think Crimson Desert is sort of what happens when AI cobbles together the bland ideas of people with zero sense and zero desire to make art, which is ultimately why this game feels so devoid of merit to me. When Midjourney was just getting started, someone said “now you can see what was outside the frame of the Mona Lisa.” Crimson desert feels like what’s outside the frame of the Mona Lisa. Forever.”

Critical Chaser

New Arcen? New Arcen.

“Heart Of The Machine wants you to explore, to imagine, to play with its premise: that you’re an (actual) artificial intelligence, newly sentient, in a far future dystopian city. Now what? What kind of being are you? What should you do about the world? Don’t look it up. Figure out who you are, you goddamn coward. Make a decision. Be someone.”


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