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Deadly Premonition

…struggle through the same title. A Kotaku blog entry by user Raw Danger expounds upon the idea and suggests, much like Dinicola, that the key element is socialisation. That a bad game alone is a bad game but sharing the misery can elevate the experience to real enjoyment. Victor De La Cruz at Gamemoir suggests that it is the reversal of scorn that is the reason for the absence of a prominent ‘B-grade’ game culture outside of Let’s Plays. That is to say, it is no longer enjoyable when we are not laughing at the creator — or individual artist…

August 8th

Welcome back, readers.

Things remain a little quieter this week in the back half of summer, but we’re still here with a slate of new, urgent, and provocative critical pieces gathered here for your reading pleasure.

This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

Industry Spotlights

Two very different documents open our issue this week, spanning the topics of games preservation and industry abuse. The latter will doubtlessly be difficult for many to read, but let’s not allow this conversation to die

October 31st

…and the City

Two old games, two gritty cities, alike in ambition, unlike in rendition.

  • GTA 3’s Impeccable Vibes Alone Might Make The Remakes Worth It | Kotaku Carolyn Petit reflects on unplanned, unscripted moments of beauty, which we often now take for granted in our endless contemporary options for open-world play, but which were more novel when Grand Theft Auto III was shiny and new.
  • Descending Project Eden | Counter Arts Vidyasaur delves into a Core Design cyberpunk romp with a lot of promising material–characters, setting, gameplay ideas–that are never fully realized and which never

December 5th

…is her central locus of meaning, the way both in which the world interprets her and in which she, so far as we can tell, interprets herself. And it’s now, forever, changed, inextricably connected to her the threat she made her name by wiping out.”

What’s All This, Then?

We now turn to a series of critical investigation of theme in games, moving from overt, to hidden, to inconclusive or even absent.

  • Satisfactory: On Science and Capitalism | Death is a Whale James asks why all these recent colonial-capitalism-but-ironic sims and strategy games aren’t actually…