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October Roundup

…Eric Swain has been writing about horror games all month at PopMatters (and now that I’ve mentioned it, hopefully he’ll stick a link in his blog) and sees them as more thought-provoking than other games: not just those annoying chess piece puzzles in Resident Evil 2, but because players are “complicit in their own fear.”

Nathan Altice argues, very convincingly, that Silent Hill 2 understands temporal horror and the slow psychological buildups that are more effective than monsters bursting out of closets. How bad of a port Silent Hill HD Collection? I really want to play SH2. There is…

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December 23rd

…he is gay, and he doesn’t feel the need to navigate the complex network of social connections between the League and the LGBT community through the rather culturally-specific rite of passage of coming out. Maybe Taric belongs to a culture where coming out isn’t the best option for him or for his family. Perhaps his privacy is very important to maintaining his connection with the community he grew up in. It doesn’t necessarily mean he isn’t doing his bit to break down homophobia in that community, but the challenges might not be navigable by the same means that they are…

February 24th

…plot, Commander Ligman discovers a mighty entity that must be destroyed before it consumes another race of synthetics: the Bit Creature! It’s already claimed Gavin Craig, who this week turns his gaze on a particular scene in Heavy Rain which not only misdirects the player but breaks the rules of the gameplay (and possibly space-time) entirely:

We’re used to and know how to read unreliable narrators in books and film. We’re even familiar with unreliable characters in games. The “would you kindly” revelation in BioShock is jarring, but it’s also frequently discussed as a high point in game

May 26th

…which capitalism is a part. As capital facilitates the mass production of games, themselves cultural artifacts, these forms of entertainment that were previously limited to the shared ‘public’ sphere become absorbed and encapsulated in ‘private’ spheres by the rise of a new type of cultural actor; the gamer. The gamer, in turn, sees in games a way to cultivate a utility and beauty, but only if the the uncultivated others, located in the ‘public’ sphere of activity, can be successfully distinguished from the die Wissenden (gamers). This is facilitated by a creation of the ‘private’ garden of games.

November 24th

…business model lurching forward into another cycle. Well, I care! How can I possibly experience the gritty reboot of Madame Bovary imagined by Matthew Wasteland if I don’t have the newest console. Of course, for indies, there’s always the other new console that just came out. You probably haven’t heard of it.

We don’t often feature Kickstarters on Critical Distance, but this (TW: gore) visual history of horror games is right up our alley! Speaking of horror, Aaron Gotzon is talking out how Binding of Isaac uses horror over at Ontological Geek. What kind of game is Binding of…

April 5th

…a play mechanic. Strategically using multiple stacked Braves [advance actions] can end battles after one party member’s turn. Effectively, that member’s battle timeline is operating independent of both their combatants’ and allies’ battle timelines, as if they have a time machine transporting future selves to the present in hopes that they will erase a possible future where the enemies are still alive. It’s conceptually mind-bending, but works smoothly in practice.

In the Creases

At Wizard of Radical, Ray Porreca has embarked on a touching letter series on childhood memories of videogames with his incarcerated brother.

World…

May 31st

…included in the latest installment of their FIFA series. Mary Hamilton talked about the predictably terrible reactions to this absolutely minor effort at inclusion.

In Fifa 15, the last instalment of the franchise, there are more than 16,000 players. All of them are male. (Many of them are not as good at football as the women’s World Cup players.) There are 23 players in a World Cup squad. This suggests that approximately 1.7% of the players in Fifa 16 will be female.

Elsewhere, Megan Condis looked at the consequences of Rust‘s decision to randomly assign skin…

September 20th

…There should be more bad games. People should be encouraged to make bad games, and they should be encouraged to share those bad games with other people. Making bad creations is how you mature as a creator. This is true in any art form and while we have access to a band’s early demo tapes or an authors early drafts, we so rarely get to see a game developer’s early crap games or prototypes.

Lastly, for those interested in improving their Mario Maker design chops, Mark Brown offers up a short tutorial (video) drawing upon design principles of…

September 11th

…villainy in an essay originally written in 2011.

“Cobb discusses the mentor situation he shared with Cohen directly, but also hints at something else: “I used to love you, I used to think you were a musical genius. You know why? Because you paid my rent, you ancient hack!” Love here could well hint at something sexual, but not necessarily. Emotions run high in Rapture, and among artists, the stereotype is that emotions are allowed to explode all over the place. However, the specific use of the word, in a world which doesn’t seem to flippantly use…

June 25th

…form that are usually left unarticulated and poorly understood.

  • “Heroes of the open (third) world: Killing as pleasure in Ubisoft’s Far” by Christopher B. Patterson In this academic article that recently went open-access, Christopher Patterson argues that the Far Cry games make effective use of ludonarrative dissonance to highlight the cognitive dissonance of neocolonialism.
  • Separate Invisibilities – An Excerpt from Unwinnable Monthly 91 | Unwinnable Yussef Cole’s investigation of 2016-2017 stealth protagonists through the lens of race might be the definitive article on this topic from the past year.
  • Radiator Blog: Some recent conversation on cultural appropriation…