This Year In Videogame Blogging: 2016
…– Cameron Kunzelman Cameron sees Far Cry: Primal asking him to help “make this village great again” and all the problematic simplicity that implies.
Battlefield 1
…– Cameron Kunzelman Cameron sees Far Cry: Primal asking him to help “make this village great again” and all the problematic simplicity that implies.
Battlefield 1
…use of the body as one particular example.
“embodiment is not only about seeing, but also about seeing within a context that extends beyond visual perception; humans possess perceptual abilities that allow them to sense movement behind and
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…noise triple-A produces; rather, it’s encouraging you to listen to a different song once in a while.
Technical investigations into games are a common part of the writing scene, but it’s rare for them to be a form of criticism in themselves.
…In this remarkable essay, Julie Muncy finds a queerness in the alternative temporality of robot life.
“Automata‘s death drive takes on an odd metaphorical resonance. It becomes, in essence, a sort of queerness—a means of rejecting the values of heterosexual reproduction, principle among them the emphasis it places on the future. For Adam, 2B, 9S, and the whole of artificial life that wars over the earth, there is no future. In the absence of that hope, new possibilities emerge.” Survival, death, and killing remain important topics for games criticism, with a particular …
Long-restless spirits
…Robert Yang presents an illuminating reading list and personal evaluation on cultural scamming, translation, and exchange.
“If I had to sum up all this conversation, I’d say it feels like talking about cultural appropriation is ultimately a bit of a trap, but at the same time, it is necessary for us to fall into it. The alternative is to fall into a much worse trap, full of unchallenged racism and ignored pain and hot molten lava. Compared to that trap, this one isn’t so bad, right? And then when we eventually figure out how to crawl out…
The familiarity of portrayals of combat, pain, and trauma were explored by many critics this week, as people look at how tropes get started, how they are perpetuated, and how they can be subverted.
Critical reflection on E3 has so far focused on the overwhelming dominance of combat-oriented games, with a bit of attention also given to reports of poor event planning.
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…Mitchell highlights the biological imagery used in the space design of Pathologic.
…the trauma of loss | Kotaku Heather Alexandra’s take on the much-discussed Hellblade shifts focus away from the objectification of paranoid delusions, toward the fundamental psychological injury that caused them – loss.
“Boiling down mental illness to a Campbellian Hero’s Journey fails to provide the nuance required to say anything conclusive. Is the rot on Senua’s arm a representation of her growing self-doubt? Is it a bruise left by her abusive father? It is a literal mark of shame from the gods? It ends up being all of these things, because Hellblade shies away from anything too…
…about what happens around them.
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…boxes certainly aren’t there for fun. They have always been designed for the purpose of making sure that a company turns a profit.”
While some of the discussion about loot boxes evokes treasured notions of player agency, critical writing on other games continues to trouble the assumption that players should always feel in control – or, examines what that dream of control means in the context of people’s personal ethics.