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November 26th

…list of all the things that the authority figures in my white, suburban, Evangelical upbringing taught us that only happen to sinful people”

Self-realization

In criticism with an eye on history, Wolfenstein continues to generate interesting discussion – but games with their own complex origin stories have also inspired critics to examine media in new ways.

  • Halcyon Dreams: The Legacy of Dragon’s Lair – YouTube (video: auto-captions) With characteristic humor, Harris Bomberguy tells the story of a game developer with absurd ambition, a doomed genre, and presents a sympathetic critique of auteur theory along the…

December 17th

…past destructive cycles, and modes of thought, about different game experiences Nathalie Lawhead wrote another post on the reception of Everything Is Going To Be OK, with some thoughts about why games culture is so at odds with the goals of art.

  • Vintage Windows GUIs in Everything is going to be OK Alexander King interprets the 1990s user-interface references in Nathalie Lawhead’s game.
  • “These are all GUIs from a time before widespread internet use, when digital life was more solitary but also less stressful.”

    Consequences

    The value of personal perspectives and the impossibility

    January 21st

    This week, a number of games critics looked at the agencies and capacities of female characters, and examined stories that center women. We’ve also got some discussions of cops and hackers, and puppets!

    Resurrection

    Reforms to a character’s abilities and the launch of a new esports league has brought Overwatch back into focus for some writers this week.

    • An Overwatch Women’s League isn’t the answer – Polygon Ashley Oh summarises and refutes some of the reasons that have been given in attempts to explain away the lack of women being included in Overwatch League teams.

    March 11th

    Games critics are always exploring new ways to talk about digital media, be it genre, narrative structure, architecture or the material thinginess of computers themselves. The latest This Week in Videogame Blogging features artists, journalists, and historians trying out new perspectives on interactive art.

    Familiar

    A major theme this week was familiarity – places that you know well, cultures that feel like your own, and people who you recognise and remember.

    • PaRappa and Me | Unwinnable Yussef Cole finds something deeply relatable in this 1990s classic game’s inauthentic treatment of hip-hop culture.
    • Loneliness, The

    September 1st

  • hellblade: senua’s sacrifice | malvasia bianca David Carlton reconciles the difficulties inherent to portraying mental illness in a setting of fantasy with his desire to see more and varied representations of characters who experience mental illness in games.
  • “Because there’s another interpretation for what Senua is hearing and seeing: that she’s in contact with the supernatural. And my default when confronted with the fantastical in art is to accept those fantastical elements at face value, even when they’re mixed in with non-fantastic elements.”

    Motherhood

    Two writers this week examine the roles of mothers…

    May 2nd

    “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).”

    Social Spaces

    Next, we continue the social theme, but with a stronger focus on the virtual

    Adrienne Shaw | Keywords in Play, Episode 14

    …of work that critiques algorithms, for example, right, and the underlying racism of those algorithms. And a lot of, especially popular discourse around that thinks about the encoded bias of those algorithms as something that was not necessarily intentional but is built into the systems that sort of produce those structures in the first place. And I think that people’s understanding of their position within algorithms, and how they think those algorithms function is actually just as important as unpacking the sort of underlying computer science of how they worked in the first place. And I think that’s something that…

    October 9th

    …Phallic Desire | Traverse Fantasy Marcia B. ties colonial and misogynistic structural elements of Dungeons & Dragons to its ever-moving goalposts of desire (content notification here for a brief reference to rape in the context of Greek Mythology).

    “For the Gygaxian adventurer, there is always another dungeon to loot. In the same way, the phallic drive always ensures that in the subject’s imagination there is always another thing to desire. For the traditional male subject, there is always another woman to fuck.”

    City Spaces

    Two very different pieces now, united by a focus on

    March 17th

    …work.

  • Berserk Boy – Buster Boys Break Out | startmenu Ashley Schofield checks out a compelling successor to the Mega Man Zero blueprint.
  • BRAND ANALYSIS: A IS FOR ANBERNIC | Nemesis Memos Nemesis ends up in some real sign/signified territory while unpacking those trendy emulator handhelds.
  • How Do You Review Games Like Llamasoft’s? | Gamers with Glasses Don Everhart takes a step back to think about art and artist in Digital Eclipse’s latest playable archive.
  • “If Minter’s light synthesizers are examples of interactive art and technology, then so is everything else in Llamasoft. And…

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    Braid

    Since Braid was recently released on PC, now is a wonderful time to organize the discussion that took place last fall following the game’s initial release on XBLA. Organizing the dispersed conversation and criticism that surrounded Braid will allow those experiencing it for the first time to catch up and add their own thoughts, as well as encourage others to take a second look at the game with the added benefit that, ahem, a bit of critical distance affords. Braid was initially received with far more aplomb than most other XBLA games. Jonathan Blow, the game’s creator, was already