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August 1st

…in NieR: Automata have gleaned from the human ruins of gender, beauty, war, and philosophy.

  • Griefing the Climate Apocalypse in ECO | First Person Scholar Laura op de Beke considers politics and practices of grief and griefing in a survival crafting game about ecological crisis.
  • “More than its commitments to ecological fidelity in the game’s rules and its representations, I think ECO should be lauded for staging issues of environmental crisis in online social space where it invites both collaboration, as well as sabotage.”

    Art and Artist

    Get out your reading glasses now

    October 30th

    …the most wasted, misinterpreted character in the latest bat-game might be the city itself.

  • Papers, Apples, Microphones, Chairs: Immortality’s Spatial Miscellany | Unwinnable Caroline Delbert asks around to see how people are (or aren’t) getting their spatial bearings in the sprawling topography of Immortality.
  • “Drawing people’s attention using design is a fraught subject in the internet age. Sites like Hot or Not? changed the way our brains work online, while the invention of pop-up and banner advertisements helped to monetize those rapid page changes. But Immortality combines classic-looking, seamless cinematography with the interactivity of a traditional

    December 4th

    …you’d prefer to support us on an ongoing basis, consider joining the Patreon!

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

    Character Select

    Our opening section this week unpacks both thematic and structural queerness across a variety of games, alongside the lasting influence of these titles on players and developers alike.

    • The Powerful Queer Horror of Rule of Rose | Paste Madeline Blondeau makes sense of the tangled and messy childhood sapphic friendships of Rule of Rose (content notification for sexual abuse).

    January 15th

    …Support

    Our next section focuses on language, etymology, and localization.

    • Bahamut and Behemoth: One and the Same? | Thrilling Tal*]}*es of Old Video Games Drew Mackie delves into the etymological history of some of Final Fantasy‘s longest-running mythological figures.
    • The Cantonese language (or the lack of it) in games | Eurogamer.net Alan Wen traces the outlines of a langauge broadly absent from games localization.

    “It’s strange for me to write about this given that my Cantonese is actually terrible, which I attribute to being born and raised in the UK, which comes with

    May 7th

    …years with the wisdom of perspective–much how the initial skepticism around Wind Waker and its shift in art direction has long given way to admiration, the initial warm critical reception enjoyed by Bioshock Infinite has gradually ceded ground to wider critical awareness of the false equivalancies sewn into the game’s half-baked racial politics. These next two pieces look around and beyond their focal texts at a wider critical and contextual landscape.

    • How Legend of Zelda: The Wind Waker Navigated Fan Expectations | Sidequest Kathryn Hemmann recounts the history and reputational arc of Wind Waker alongside the gradual openness

    May 21st

    …tears in the fabric of this digital reality authored or accidental?

    Future Tense

    Breath of the Wild depicted what many described as a “cozy” post-apocalypse–fantasy can be an effective buffer between audiences and material catastrophes. These next three authors and their respective object games examine more grounded choices and consequences in a variety of difficult futures.

    • Waste Eater | Gamers with Glasses Don Everhart takes a peek into an unglamorous technocapitalist future.
    • Year of Games #11: Citizen Sleeper DLC | No Escape Kaile Hultner catches up with Citizen Sleeper‘s decisive coda.
    • The joys

    Brendan Keogh | Keywords in Play, Episode 31

    …to, I guess, find ways to resist those kinds of dominant structures, those landlords of the field, those Nintendo and Sony and what not. And so I don’t think it’s a coincidence that, as this kind of expanding of the field has happened, we’ve also seen the first, much more successful rise of game makers unionisation movements, game journalism that cares much more about who’s actually making the games, not just the games themselves. Much greater pushes for all kinds of kind of diversity and whatnot in games. Like all this has only been able to happen because marginal game…

    January 14th

    …unpacks the digital patterns of antiblackness in games which continue to oppress and imperil Black lives in real life.

    “So necropolitics continues to help us understand the targeted ways that Black bodies experience death in both physical and digital spaces. These systems of social control extend far beyond the physical spaces of jails and prisons, and these practices underscore how carcerality is embedded in and sustained by a range of processes and dynamics, including creating stereotypical characters (Blackness as criminal), the limiting of the Black expression in games (Blackness as the help or sidekick), and the devaluing…

    Critical Distance Fansite Jam Roundup: March 2024

    …many exclusive niche games but not so many sal*]}*es–presents a sort of parallel universe to discerning genre sickos. Lia’s entry, which catalogues the experience of the Baten Kaitos games through media galleries and extensive tweet archives, is as much a flex of web-dev engineering as it is compelling window into this parallel universe of sickodom.

    • Don’t Miss: Of course I picked the Greythorne Viewer
    • The Toad Town Tribune – The Mushroom Kingdom’s Most Trusted News Source Since 1889! Folks… this one shitposted too close to the sun–and then kicked a…

    April 28th

    sexualización de Eve en Stellar Blade | GamerFocus Julián Ramírez unpacks the curiously shallow and sexless case of Eve in Stellar Blade (Spanish-language article).

  • Tal*]}*es of Kenzera: ZAU Understands the Complexity of Grief | Paste Magazine Kate Sánchez observes the vibrancy with which Tal*]}*es of Kenzera: ZAU captures the full emotional spectrum of grief.
  • “Loss has never been a neutral expression. Even when my grandmother died, we were asked to attend her wake and burial in our brightest purples. Surgent Studios’ debut game Tal*]}*es of Kenzera: ZAU is the first time that I’ve played through a