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December 10th

Allegra Frank highlights the portrayal of motherhood of this much-discussed game – an aspect that has been underappreciated, as most critical writing has focused on the politics of the story’s setting and the protagonist’s identity.

  • I’m Glad Wolfenstein 2 Didn’t Let Me Fight Hitler – New Normative Nic Reuben turns Godwin’s Law on its head a bit here, looking at the power of the image of Hitler and the ethically-fraught nature of satire, with reference to Malcolm Gladwell and Umberto Eco.
  • “[T]he audience often require[s] a pre-existing political alignment with the satirist to recognize the commentary…

    January 7th

    …confront the empty reality of millennial capitalism, and calls for games that can help us to imagine an alternative.

  • The Vaporwave Aesthetic of Broken Reality | Unwinnable Khee Hoon Chan addresses the millennial loss of purpose via nostalgic superflat glitch aesthetics in this mid-development title.
  • “This system of gathering as much social media currency as possible, only for a vague sense of reward, reminds me of the pervasiveness numbness that comes with consumerism.”

    Normal apocalyptic

    Three critics highlight games that challenge received genre conventions relating to zombies and the apocalypse.

    • An…

    February 11th

    …which to imagine alternative cities and political structures.”

    Limitations

    Finally, two critics look at visual expression in games, with an eye towards things that feel familiar, whether that familiarity is comforting or creepy.

    • (9) Hygge in Video Games – YouTube (Video: auto-captions) Satchell Drakes highlights some visual design techniques that create a sense of simplicity and coziness in some of his favorite games.
    • FAITH – calei2copi0x Celia Sanchez argues that horror is best found in the unseen, and nostalgia is best used in service to consistent narrative and aesthetic goals.

    “FAITH‘s…

    March 18th

    …– Haywire Magazine April Tyack reads Monster Hunter: Worlds through philosophical thought about colonialism and the construction of identity.

  • Civilization is all rise and no fall | Rock, Paper, Shotgun Alister MacQuarrie examines narrative structures in conventional storytelling and in 4X games, arguing that how we imagine the narrative arc of a civilisation has implications for how we make sense of the big problems facing humanity.
  • “It’s vital we think of alternatives that challenge the myth of perpetu*]}*al growth, instead of uncritically repeating it, not simply to create variety in strategy design, but also because that

    April 15th

    Videogames: where frustration and inconvenience can be enjoyable. This week’s roundup features writing on the design and portrayal of economic systems, emotional loops, and physical structures for human bodies.

    Fathers

    First, this week brought us three pieces about dad games, children, and conservative fantasies.

    • A Quiet Place presents a world where you can’t learn from your mistakes – Polygon Ben Kuchera argues that this game reflects the worst paranoias of a parent, without critiquing the harmful behaviors that this paranoia produces.
    • ‘God of War’ Triumphs Because It Confronts Its Own Bloody Legacy – Waypoint

    July 8th

    …the end we are flawed beings living at the whims of the cosmos.”

    Love and hate

    This was a great week for reflections on games and the history of art, or art about history.

    • Art Games Have Always Existed – YouTube This playlist of videos on the history of art games is a fantastic resource.
    • Game Art: Joseph Delappe’s Elegy: GTA USA Gun Homicides (2018) – GAMESCENES Game Scenes wrote about Joseph DeLappe’s project that uses Grand Theft Auto’s built-in graphic simulations of gun violence to visualise actu*]}*al gun violence occurring every day in

    December 5th

    …how the game has been unfairly maligned by reviewers as a God of War ripoff and how there’s room for more than one third person action game. I personally enjoyed Andrew’s critical dissection of Lords of Shadow as both a successor to the Castlevania series and a serious contender to the action game throne.

    On GamerMelodico, Dan Apczynski writes about the experience of losing a match in Madden 2011 and how the loss is a necessary experience in playing the game [mirror]. He contrasts this with other games, where death is simply the loss of progress achieved and ultimately…

    New Call for Critical Compilations!

    Pitches are now closed! Thanks everyone who submitted!

    Listen, 2020 might go down as a deeply terrible year for many reasons, but we’re still here, and if you’re reading this, we assume so are you. Critical Distance has always been about showcasing and preserving great works of game criticism, and in these interesting times, we’d like to do something to support the amazing writers in this community. (Oh yes, we used the “C” word. Deal with it, William.)

    That’s why Critical Distance is reopening calls for Critical Compilations, which bring together all the best writing on the

    Resident Evil 2

    …The remake updated the controls to a third-person, over-the-shoulder view, similar to Resident Evil 4, which is often considered a tidal shift in the tone of the series, to some people’s chagrin.

    The debate about the camera angles is a wide-ranging one, but critical consensus seems to be that, while the fixed angles were originally the produce of technological constraints, treating them as simply a product of a bygone era that can be written out of a remake takes away something very special about the original game. Kent Aardse at First Person Scholar pointed out that the original camera…

    Bioshock: Infinite

    …day before the game’s public launch, major reviews ran in several publications. Evan Narcisse, at Kotaku. Kevin Van Ord, at Gamespot. Tom Francis, at PCGamer. Arthur Gies, at Polygon. Joe Juba, at GameInformer. As a general rule, these reviews were positive, although Juba criticized the game’s underutilization of the Songbird, and Gies remarked that the game’s political ambitions seemed unmet by the game’s execution:

    By the end of BioShock Infinite my understanding of its world had been blown so wide-open that it was all I could do to navigate the final twenty minutes in stunned silence, which followed