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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.

Walk-Run

This time around let’s start with a big section on multiplayer games of all shapes, sizes, and speeds.

“With little to do but wait or walk over increasing distances, we are returned to the late-night Minecraft sessions of youth, absentmindedly hopping around a home or flipping through chests while learning more about each other. All of Big Walk is quiet. I do not worry about filling dead air. I do not worry about running out of things to say. I luxuriate in peace. Tell me of your day. Tell me of your anxieties. Tell me you love me a thousand times, and I will return a million to you.”

Call-and-Response

A story spread around very quickly in games press this week that Compulsion Games’ South of Midnight was no longer being published by Microsoft, at least on Steam, with the insinuation being that if you bought the game, Microsoft wouldn’t see the money. This is important given the fact that Xbox remains an ongoing target of the BDS movement. The situation as it stands with South of Midnight may not be as clear-cut as was previously reported. Here’s two writers exercising a little due diligence.

“The BDS boycott is not an ego-satiating purity test designed by white leftists with delusions of grandeur and a superiority complex. It is the rational, reasonable and conservative response to decades upon decades of Israeli apartheid and genocide against Palestinians in Gaza, the West Bank, and the rest of the occupied territories. The part of the BDS boycott that is targeting Microsoft is not all-encompassing and totalizing; it is targeted specifically at the easiest thing for someone to stop using; in this case, Xbox hardware and Microsoft-published software. Games like Call of Duty, Fallout, Keeper and South of Midnight. A confirmed and material change to the publishing contract of games put out by studios like Compulsion and Double-Fine under Microsoft ownership would mean that those games would no longer fall under the boycott. And that would be a good thing! Otherwise, if everything stays the same with those contracts, nothing changes with those games’ boycott status. And that’s why confirmation mattered.”

State Machines

Our next pairing is also an industry-oriented one, but specifically oriented around inquiries of nationality and locality over time.

“Relooted is the largest single project by team scope, size and budget in Sub-Saharan Africa to date, perhaps only rivaled by Kiro’o Games’ ambitious 2016 RPG Aurion: Legacy of the Kori-Odan. The African games industry is growing, and Relooted will likely be remembered as a milestone in future histories of the growth of African game development. The in-game heist team returns cultural heritage of the past to Africa, but the Nyamakop team is creating new African cultural heritage for the people of 2099 to remember. Perhaps more importantly than the status of Relooted as an individual artifact, it serves as the first project for a new generation of game developers who will go on to make something even better.”

Operant Conditioning

Two fresh picks this week on Zero Parades.

“Zero Parades has a clearer vision than Disco Elysium: it is not mired so much in itself and the world that it ends up being a more personal story for Hershel. Harry’s fractured mind only allows him to see the world in what Deleuze would call schizophrenic logic; Cascade is conversely caged by the ideological trappings of her position and service to her country. And it was in those moments when she falters the most, when she has less hope for the world and her government, when she believes nothing matters, where I found Zero Parades to be more nihilistic.”

A Ten in My Heart

Since Kimimi wrote about 6/10 games this week, it felt right to pair her piece with what scanned to me as a worthy example.

“I catch glimpses of the game somebody at the studio, TopWare, actually pitched in a meeting once, swagger intact, budget presumably to match too. It isn’t really a different game that’s before me now. It’s the same one, just in the small things that come every now and then, the way concept art wants a game to be seen.”

Open-Ended

I’m calling this the design section but I’m being very loose with it, bringing together writing on difficulty, music, and scope.

“It had something to say about platforming, a genre I feared and avoided and felt like I couldn’t access. When I was playing Knytt, I was using my brand new income from my summer job to shatter my parents’ household videogame bans. I had just bought a PS2 and a used copy of Shadow of the Colossus. I was hungry for weird vibey shit, and games that seemed to be saying something… and here was a game saying something very big, in a very small package, for free. And I could actually finish it!”

Coin-Operated

This group also brings together some design musings, but the more overarching theme is arcade and retrogaming and their associated communities. Okay, that wasn’t exactly one theme either.

“It cements your play as more aggressive – more about preventing outcomes, than working with what’s handed to you. None of this is untrue of the SNES classic, but this new take affixed my eyes on what made it so special. And isn’t that what a wealth of new materials should make you feel? Allow you to find new love for its roots?”

Critical Chaser

Every Atari VCS is personalized.

“But for a while, there is bliss. Garfield is in an endless zone of pleasure, consuming and continuing. As we all must.”


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