Welcome back readers.

We’ve got tons of reading to share this week–22 articles to put a number on it–and that includes a lot of writers making their TWIVGB debut! Don’t forget to check out our Patreon if you like what we do here and want to help us keep doing it for many years to come!

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

Pride of Place

It may be July, but Pride is a year-round thing at CD. Here’s four seasonal, all-season picks up top.

“It’s perhaps notable these games are tinged with an apocalyptic element where time is becoming a scarce resource, and their protagonists must reckon with their ephemeral circumstances. The concept of queer temporality emerged, after all, with the onset of the AIDS epidemic in the 1980s, when the contours of time were reshaped for many in the queer community; 324,029 men and women died of AIDS-related illnesses between 1987 and 1998 in the USA alone. Queer time is thus foregrounded as a liberatory expression in games, one that can help queer individuals like myself explore, interrogate, and reinvent our very relationship with – and against – the passing of time, and of life’s myriad milestones.”

So Long, My Love

These next two sections constitute a very loose continuum between design and aesthetics. Let’s start with the ones I thought were a little more design-minded.

“What’s remarkable is how unnecessary almost all of it is. Snake could go through his mission in a perfectly static cargo ship, and the main chunks would still work the same way. Noticing the rain, shooting the bottles, admiring the shot glass aren’t mandatory, but the game almost wants me to notice it all. It seems less interested in taking down a Metal Gear than in inviting me to poke at everything around me. It wants me to stop and appreciate that someone, somewhere, thought about how an ice bucket should sound when shot across a table.”

The Humanoid Must Not Escape

And now for the more aesthetics-oriented group.

“It’s amazing what little design elements can do for enriching an almost featureless world. This smiley face, as it turns out, is a hint at something sinister lurking within. For now, I must simply keep shooting.”

Crimson Butterfly

A pair of critical examinations of femininity in play.

“the more I play Fatal Frame 2 and Silent Hill f, the more I want to join Mio and Hinako in wearing their shared gold shimmer top, tiered angel cake skirt, and simple berry ballet flats with a butterfly-shaped bow. I know they’re both in Hell, but if we attended in uniform, it might not be as scary. We could share our cutest clothes, let them touch our wings and brush off the scales, then lazily accept our pretty death like butterflies.”

Vantage Points

Meditations on games, culture, and the worlds that produce both.

“Some thirty hours after I started Xenoblade, watching its credits, I understood why I could love the game now. It found me at a time when I feel small in a world that feels very big. I moved to Chicago, living in a city for the first time in my life. This isn’t Maine or Connecticut or Massachusetts or the suburbs of Nebraska. Here, I leave my apartment and get on the bus with other riders I smile at and a bus driver I thank, who takes me to places with buildings that loom over me. That I see along the horizon, a Mechonis of my own.”

For Queen and Country

James Bond and TTRPGs are linked together here with an examination of the erotic.

“I believe that erotic TTRPGs will persevere in some form, and I’ll keep playing them, to the detriment of my enjoyment of non-erotic TTRPGs, even! There’s no other medium and genre that thrills me, stimulates me and arouses me as much, and I hope to be involved in this sort of work for the rest of my life.”

Tabula Rasa

Our next two picks highlight the experience and influence of language.

“your friendships are rooted in little language games, and whoever helps you when you trip and fall over. hellohowareyounicetomeetyou. what do you think of this gerund? do you want this noun that that Something picked for you? that’s all there is to it, really. the town grows but the roots of your relationships do not, not really. “I and It” you say of Thou and They. Interiority? what Interiority? everyone you meet is hollow. but you’re not objectifying them; both of you were objects the moment you were born. baubles bumping in the bath. this is Love.”

Critical Chaser

Yeah the arcade at my local bowling alley sucks.

“Well, the market is stupid and the people in charge of arcades are cowards. Frankly, there’s a wide open path to re-invigorating that market that they’re not taking, and it’s pretty simple: just focus on delivering experiences you can’t get at home or anywhere else. Or, in other words, bring back BattleTech.”


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