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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.

Hard Reset

There’s a justifiably sour mood in our opening industry section this week, with Sony and Microsoft tripping over one another in the bad news contest they seem to be holding. The image of jangling keys is invoked in more than one of our first five picks.

“it has become abundantly clear that shaking keys at us, as if we are toddlers, is the strategy it has chosen to save itself from reputational ruination in the wake of carving a massive scar right through the industry. It has done this several times in the weeks since as the news coming out of the company grew more and more dire. It did this again today. I have no doubt it will jangle the keys again in the future.”

Nova Fabulas

Then again, the industry was never just the platform-holders–and games were never just the industry. Our next three selections invoke different ideas of community in pursuit of alternative possibilities.

“Final Fantasy XIII ends with one final explosion of joy. The party accomplishes a seemingly impossible feat and defeats the fal’Cie Orphan. Fang and Vanille become Ragnarok together. Cocoon starts to fall from the sky, and Ragnarok uses their powers to create a crystalline pillar that encompasses the nonfunctioning shell. Lightning, Sazh, Snow, and Hope appear back on Gran Pulse, unharmed. They’re reunited with their families – Serah, Dajh, the rest of Cocoon – as a new day dawns free from Sanctum control. Deep inside the crystal pillar, Fang and Vanille sleep, hands intertwined, their focus fulfilled. Another world was possible for them—and it can be for us as well.”

Broadband Access

I just got through saying platform holders aren’t everything, but platform histories have much to teach us about the present material conditions in which the commercial games industry participates. Two more for context.

“Though the service was unplugged decades ago, its ghost haunts the modern broadband network. The very coaxial cables that once looped its data stream now provide the high-speed, always-online infrastructure that allows this rental model to flourish globally. By examining this service not as a failed console add-on but as a critical piece of network infrastructure, we can see that the history of video games is inextricably linked to the material history of the internet itself. The ghost in the coax is not just a metaphor; it is a reminder that the seemingly immaterial world of the cloud is built upon a very real, often messy, and heavily contested material foundation.”

Femininity in Play

Histories–both personal and societal–are also mutable. Feminine reinscriptions of those histories feature in our next section.

“A Western-centric perspective alone cannot explain how postsocialist state regulation, consumer culture, moral governance, and nationalism shape women’s participation in Chinese gaming, or how these intertwined pressures structure women’s professionalism, desire, and platformed femininity. It thus pushes feminist game studies beyond dominant Western frameworks.”

Porn, Playfully

Orthodox histories of games also tend to leave a lot of stuff out, and porn games are a common casualty. Two picks here to rectify that injustice.

“Porn games are uniquely positioned to be able to allow us to explore ourselves without worry of hurting other people or being subjected to something we cannot escape from. Porn can help us find answers about ourselves, and how we interact with our partners, that can otherwise be scary or impossible to discover. To deny people the ability to look at those parts of themselves is heartbreaking, because these games and stories have the ability to connect us to one another through experience and discussion. But finding the joy to openly love porn and sex can be done by continuing to engage with these stories and talk to one another honestly and with an open heart so we can understand the passionate, inexplicable, and sometimes ugly parts of us that spawn from sex and how we like to have it. So I don’t intend to stop talking about it.”

Story Bible

The text itself also moves in time, and can be reinscribed by author and audience alike. Authenticity, lore, and their associated burdens feature in this section on narrative.

“Grimoire Nier is well and truly the introduction of Lore to the DrakeNier aesthetic, a marked contrast from a series of games that largely rejected it. If one wishes to point to a singular moment where the Taro Aesthetic coheres, where his shared universe fixations and stylistic flourishes become an expected, pre-packaged routine, it’s right here in Grimoire Nier.”

Pallet Cleanser

After an extended run (one might even say a marathon) with the historical angle, let’s return once more to the present in a series of critical meditations on recent games.

“With Pokopia, the shadows of deforestation, climate change, pollution and the devastating impact of extractive capitalism, are made visible in our virtual refuges. Perhaps a cosy game needs to be confrontational to begin to truly represent socialist politics. We cannot truly escape, so we must work to save the world before us.”

Critical Chaser

Metacritic on this one must go crazy.

“Gambling is a long running live service game that’s recently seen a slate of updates in the form of smartphone app integration and alternate reality mechanics. But how do its bones hold up in 2026?

To find out, my esteemed editors at Critical Theorycraft put me up at a hotel and casino in Las Vegas, Nevada—known far and wide to gamers as the home of the world famous HyperX Esports Arena—for the purposes of reviewing Gambling with our brand new, totally objective and unbiased scoring system.”


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