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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.

Week-in-Review

Let’s start things off with a series of reviews and review-ish pieces that caught my eye, on games new and new-ish.

“It sometimes feels like two out of every three new games announced are remasters or remakes. Hurry now to buy the Gold Edition! It’s hard not to roll your eyes. But every now and then someone does it right. Every now and then it makes sense. I’m never going to tell you that the remakes of Trails in the Sky and its sequel are better than the originals. But with the release of the second chapter’s remake, Trails In The Sky 2nd Chapter, which improves on a few key mistakes that the first half let slide, I do think they make sense. Falcom has extended its hand in invitation. You’d be a fool not to take it.”

Eight out of Ten

Now let’s talk about reviews themselves, digging into format, genre, cultural context, and audience expectations.

“Reflecting on Platoon and its reviews to Retro Gamer, Simon Butler said that “story, narrative and morals were virtually impossible on the machines of the day. Reviews stated it was one of the best movie tie-in titles, so perhaps we did succeed.” The way that those reviews struggled to fit their objections within a framework of graphics/playability/value for money/addictiveness wasn’t new, and was one more thing about Platoon that pointed the way to the future.”

Invisible Walls

Speaking of aesthetic objects, here are three texts which perturb the blurry boundary between play and player.

“That’s what I keep coming back to: so much immersive work (not all, it’s important to stress) fetishises the magic circle, the creation of this other world, this perfect escapism, this impressive maintaining of character, and this can have knock-ons for safety of those involved. This might sound like an extreme take, but it’s one shaped by 15 years working in the industry and seeing how other adjacent fields like LARP and TTRPGs handle the whole ‘play pretend’ thing. The more I think about it, the more I think a lot of issues I have with productions I’ve experienced tracks to creating an impermeable magic circle – really, there I should be using a different term here, it doesn’t feel fair to talk of an ‘impermeable’ magic circle, because any genuine magic circle should be one people can move in and out of at all – it’s not play if you’re being forced to do it. In some cases, it’s shows seemingly both asking people to pretend (no one actually committed suicide in the above-mentioned show, for instance) but also finding some pretending (that there isn’t a member of support staff in the corner, for instance) too much. In others, it’s about wanting to confront people with ‘reality’ (eg the show where someone came out over voicemail) but not taking proper responsibility for the fact reality exists outside the bounds of the show.”

Detective Friction

There’s lots of synergy between our next two selections, which examine detective stories as well as the contested boundaries between self and world.

“One of the big takeaways from Collar x Malice is that everyone has their own “invisible collar” of malice that they must free themselves from. The collar for Hoshino is her striving for police reform, so that she can exist without performing in her professional capacity even when pursuing a relationship or supporting her brother’s creative dream of being a musician. Okazaki’s collar is his resentment over failing his past mission and feeling responsible for his former mentor’s death, resulting in his death drive throughout his path. Both people are only free of their collars when they don’t have to identify solely as an police officer.”

Route and Passage

Now let’s turn our attention to virtual spaces, both open-air and claustrophobically constrained.

“It’s far from a 1-to-1, but, as Terrence Wiggins gets at in his 2016 review, it’s still surreal how well this captures the anxiety of driving while Black, or being Black in predominantly White neighborhoods, even a decade later. It doesn’t matter how quietly or loudly you play the radio. It doesn’t matter if the car you’re driving is freshly cleaned or covered in mud. It doesn’t matter how presentable or unassuming you try to be. The moment a cop car appears, accompanied by a curved blue line that lets you know they’re watching Lincoln’s Black ass, the edge that was, and still is, always there makes itself explicit again.”

Timed Presses

The design-minded inquiries we’ve gathered this week focus on both macro tendencies and micro moments.

“It almost feels like a happy little accident that the TwinBee game with the highest amount of explicit multiplayer verbs also happens to be the one whose mechanics most naturally fit the form of a co-operative experience: one that encourages communication and problem-solving with the other person, and where each player’s performance meaningfully trickles down into the overall results of the group as a whole – but also one that gently transforms decision-making and play on the individual end purely due to the presence of a second player. I’ll never stop dragging my friends through weird and wonderful shoot ‘em ups, but Pop’n TwinBee feels the most as though I’m playing and interacting directly with them, not just experiencing a game in parallel.”

Critical Chaser

You may be surprised!

“English is actually quite good at taking foreign words and bending them to its rules. That’s why we have our own way of pronouncing bruschetta, champagne, and karaoke. Purists of Italian, French and Japanese might object, but it’s foolish to argue that English can’t make any word its own — or any name, even Mario’s.”


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