April 30th
…theatricality and the sense that the player is “taking part” in history.
…theatricality and the sense that the player is “taking part” in history.
…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…
…of a disembodied, almost godlike ruler, Stellaris struggles to comprehend fascism’s populist nature and metastasis. Forcing the player to pick and choose from a menu of political ideologies ignores the way these systems historically bleed into each other, how fascism emerges from dying democracies not as a valid alternative in the political buffet, but as a cancer.”
Turning to more ways that sexism plays out in games, gamers’ toxic interactions with women and female NPCs are analysed and critiqued in these two pieces.
…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…
…experience of play.
“Queering as an act doesn’t have to be intentional. Queering is a remark on social standards. […] Cross and you come into conflict with me and mine. The trans women own this now. She is our icon, the patron goddess of the dejected, the stalwart, the beautiful. The earned feminine over
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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.
…“squad mechanics” of the original Call of Duty were far more impactful than the latest iteration.
“WWII’s squad mechanics end up feeling insufficient when compared to the original game’s unpredictable violence. I might appreciate the spare health pack from time to time, but I never built affection for my squad.” Three critics this week considered the kinds of future scenarios that have been portrayed in games, with a particular eye toward what sort of stories have been relatively rare.
Necropastoral
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…his mind and body are affected by the events he endures.
“Wolfenstein 2: The New Colossus is about the ultimate fragility of two types of bodies that underpin Western values: the male adult and the liberal state. Each is a conceptu*]}*al object that we expect to function perfectly—right up to the moment that they break down completely when confronted with something they were never built
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…beliefs about realism.
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