Welcome back readers.

We’ve got eighteen cool-and-new picks for your this week.

Around the web, Warp Point just launched a webring of independent sites. Delightful.

I haven’t shouted out our Discord server in a minute. That’s here.

Oh, and we’d love it if you’d 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.

Tag In

We’ll start this week off with different constructions of community, including two debriefs on the recent Manifesto Jam.

“It’s not like, there’s one single point, an itch game or warpdoor post or whatever, which makes someone actively decide I’ve had enough of these weird, unprofessional people making experimental free or pwyw games, they’re harming the industry, or they didn’t end up making the industry more prestigious or broader or stable, they don’t have anything to say, they’re getting attention my project should get, they’re annoying, writing about them doesn’t get me enough clicks… etc… though thanks to the advances in access to others’ unfiltered consciousness that poster’s madness offers, all of these sentiments come up explicitly on social media from time to time.”

City Limits

Next up we have a series of meditations on urban spatiality and locality, both abstract and specific.

“How are we to understand Kowloon’s production in relation to the real world history it’s inspired by? Released in February 1997, the game arrived only five months before the British handover of Hong Kong to the People’s Republic of China. Much like the films of the Hong Kong New Wave—Chungking Express (Wong Kar Wai, 1990), Made in Hong Kong (Fruit Chan, 1997), and Let’s Love Hong Kong (Yau Ching, 2002), to cite a few examples—the specter of change hangs over Kowloon, a city out time in that it should no longer exist and must be banished.”

Late Fees

Let’s shift the focus, albeit incompletely, from space to time with a pair of ruminations on memory.

“Give yourself permission to love something imperfect. Find the things which speak to you, and if they don’t exist, you can make them. At any point, you can become the person you most need yourself to be. Video games might be a silly hobby meant for people who enjoy the tactility of virtual experiences interfacing with mortal flesh, but I think such things are best enjoyed when you’re the one holding the controller. Give yourself permission to love something only you can love.”

Choice Picks

Critical engagements with theory and design.

“I don’t think you have to abandon the idea of consequential or “meaningful” choice—but you don’t have to let it rule you, either. It is one thing you can do. Some games have different experiential goals (while still having a lot of use for choice-based narrative). And even in games with big consequential choices, they often only want to use those as part of a palette of different techniques.”

Off Script

We frequently feature articles that grapple with questions of identity. This time around it’s brand identity.

“This is the central conflict of 007 First Light. Is it a spy game or a Bond game? These are not the same thing. Videogame espionage is (largely) synonymous with stealth. The likes of Metal Gear Solid and Splinter Cell have become standard bearers for the genre by employing a mechanical emphasis on remaining undetected. Even when violence is employed, it must be performed with precision. Stealth games are more puzzle boxes than anything else. Cinematic spies like Bond need to show off, meaning within a game the ubiquitous mechanics of the genre clash with the narrative needs of the character.”

River and Brush

Intersections between games and ecocritical theemes and actions.

“Forget-Me-Not’s subtle critiques of how much an individual is willing to exploit their environment in order to achieve emotional satisfaction or experience a fleeting moment also recalls for me some of the themes of exploiting vulnerable others to avoid inevitable entropy in Urobuchi Gen’s Puella Magi Madoka Magica. In both narratives, figures like Organa and Madoka have a gift that keeps a corrupt system running and enough naïvete that their master can manipulate them into a sense of obligation toward that system. Though Madoka becomes wise to Kyubey’s manipulation, Organa is more or less Irene’s puppet and as a sentient cat her logic is much more limited. A lot of this feels outsized for a satirical clicker game, but philosophical questions and scenarios are often explored at some length in even the most silly of this genre’s concepts.”

Novel Visions

Some picks from the latest writing on adult games.

“Passenger x Princess isn’t exactly a fun game. It’s so messy, uncomfortable and frustrating to watch these two disaster beings and their train wreck of a relationship develop, but that’s also what makes it such a compelling experience. Despite spending only an hour with Clover and Lotus, I can sense so much history behind these characters that makes the story feel more real. While playing, I felt scared, related to, disgusted, and oddly hopeful. Despite the subject matter and tone, I do think it is a hopeful game.”

Critical Chaser

At least Barbie comes with a disc.

“Come November, Barbie Rewind knows it will be appealing to people like me who played The Barbie Diaries: High School Mystery on their parents’ PC after school, and to those of us who owe their interest in this industry to the defiance of early girl games. That means Rewind knows it doesn’t have to fight GTA VI for attention — Barbie has its own dedicated, finally-grown-up-with-adult-money audience that it knows will buy Barbie Rewind in a heartbeat.”


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!