August 13th
…that they have already translated.
…that they have already translated.
…it remixes these elements to the point of emptiness, where all we’re left with is the fact of remixing. It’s a performance of tropes divorced of any context and undertaken for its own sake.”
In discourse about discourse this week, Kotaku published two pieces on historical shifts in how factual information on games is collated and managed.
…game’s challenges – but only once they’ve earned it. as in all consensual masochism, though, there is the everpresent issue of trust.
M. Suliman newly of the blog Mending the Wall, formerly of Bergsonian Critique, wrote this week about ‘The Two Voices of Isaac Clarke’ [mirror]:
when Visceral Games decided to give the mechanical engineer Isaac Clarke a voice in Dead Space 2, who has remained practically mute in the original Dead Space, they also had to give him a new personality to go along with it. Because, as it turns out, it is inevitably difficult…
Every so often, a topic comes along which invites a higher level of discussion from the many bloggers, vloggers, critics, scholars and thinkers surrounding games. In our newest feature, Critical Discourse, we tackle one of these enduring topics and invite several writers into direct conversation with each other, to tease out even further insights and perspectives.
With that in mind, our inaugural topic for Critical Discourse is subjectivity. Stephanie Jennings starts the conversation with her essay, “Why We Need More Subjective Games Criticism,” Iris Bull chimes in with a short poem about games and subjectivity called “you” and
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…about art, commerce, and cultural production.
“Reverie is, in a sense, a multifaceted exploration of the conflict between expectations and reality, the tension between what a “dream” (in the broadest sense of the word) should be and what it actually is.” Thanks so much for being a reader of Critical Distance. We are a community-supported organisation, and we are always …
…Identical products
In other discussions of genre, three critics reconsider common AAA game design conventions. …
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“Fighting to make sure every child has access to any sport they would want to play no matter their gender, race, class or sexuality is a crucial battle that has only become more urgent in recent months. Understanding that battle means lauding women who play baseball and football in America in spite of the enormous barriers to entry for them is an easy win, if you’re a generally progressive-minded person (and, for all but the most red-pilled, if you’re not).”
Next, we continue the social theme, but with a stronger focus on the virtual…
…the dreaded dial-up, but the slur of ‘camping’ persisted well beyond its actual meaning. Before Warcraft III had even been out for a month online play already resembled “burly men raping you”. At first the comic only made a few stray gags about Everquest, but eventually World of Warcraft would change all that. There are over a dozen comics about that game, so I’ll just post this one about couples playing together to give the gist of their take on it.
Their lampooning of the console wars both back in the early days and this generation are all on…
…but mostly fictional, thinking about their own girlhood. They’re personal, they’re a little bit more intimate in that sense. One of them is free as well, so these aren’t commercial games necessarily. But it’s shifting between representation to self-representation, from both the developers’ perspectives, thematically the two girls in this final chapter are cultural producers expressing themselves through their desktop and their online websites. And then the player too can also contribute and part of the actual gameplay is creating those websites or writing fanfictions or dressing up dolls. So, the creators – sorry the players, can also play around…
…characters can allow writing to complicate tropes rather than simply avoiding them.
“In her essay “The Uses of Anger”, Audre Lorde describes anger a “a source of empowerment we must not fear to tap for energy rather than guilt.” Rage is a means of survival, and should be as acceptable an emotion joy or fear. These three women all use their rage as both survival and grief. Because of niggling ideas that Latinas and Black women are always angry, always strong and emotionally bulletproof, our anger is diminished and dismissed. But the truth is that our anger…