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November 14th

…A bit of genuine warmth for the road.

  • The Real Quake Was The Friendships We Made Along The Way | Unwinnable Yussef Cole shares a story from childhood about friendship and Quake but mostly friendship.

“I didn’t know what it meant, really, to have a best friend, to be close to someone outside my own family. I enjoyed the intimacy I was able to share with Adam, filtered as it was through a layer of edgy brutality; the metal and machismo of first-person shooters.”

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November 21st

…| Fanbyte Nadia Oxford demonstrates how FFXIV‘s vast resevoir of in-game lore is sewn into absolutely everything–even the boss music.

  • “It’s a car-crash-car world” – Burnout Revenge – Super Chart Island Iain Mew peers into the slightly-nonsensical worldbuilding implications produced by the depopulated toybox design of Burnout Revenge and similarly structured driving games.
  • Revolution Without Community | Bullet Points Monthly Grace Benfell concludes that Far Cry 6 is too much an imperialist power fantasy to tell a tale of community revolution with any substance.
  • “It is an egotistical and imperialist perspective, allowing the player to…

    December 12th

    Welcome back, readers.

    You’ll never believe what happened to me today, reader, for this issue to be going out so late in the evening. Well. . . actually, you would believe it. It’s all entirely believable, and not entirely interesting. Long story short, I broke my computer, fixed it (shoutout to my brother for help on that front), broke it again, fixed it again, and now we’re here!

    While I’ve got you, now feels like a good time to mention that our annual This-Year-In-Videogame-Blogging submissions are now open! If we missed something over the past year (and

    January 30th

    …Being Willfully Bad at Games | Unwinnable Ruth Cassidy distinguishes between challenging games and the toxic culture that enshrines them, making that the case that the former deserves better than the latter.

  • The Man with the Gun is a Boy who Plays Games by C. A. Kocurek — Journal of Games Criticism Carly A. Kocurek critically unpacks the long American tradition of offloading the blame for white male violence onto videogames as a cultural scapegoat, thereby absolving white males of their violence (content notification: this article deals extensively with numerous American school shootings and media scrutiny of the perpetrators…
  • March 6th

    …Entities

    Ok, that last heading postively creaks under my commitment to the bit, but these next two featured pieces are character studies.

    • Shades Reborn | Bullet Points Monthly Julie Muncy remarks that the the arc of Halo Infinite‘s deuteragonist is poignant, but obfuscated by the series’ heavy dependence on transmedia storytelling.
    • Disco Elysium’s Approach To Racism Is Incredibly Cynical | TheGamer Khee Hoon Chan looks closer at Harry’s character, his privilege, and the implications behind his less-predictable racist outbursts.

    “But perhaps it’s one evidence of Harry’s personality as a shitty, drunk, and definitely

    March 28th

    …characters and game soundtracks are almost uniformly designed to inspire in us senses of coolness and extreme competence, whereas controls and mechanics are designed to challenge us and make us fail — give us something to develop a mastery over so we can also have the satisfaction when they become something we eventually “beat”. And I’d suppose these two things don’t especially, effectively, mix.”

    Novel Ideas

    Time for a genre-focused section, well, sort of, Visual Novels and Dating Sims are not the same thing even though they are often invoked interchangeably and actually I’m not helping things…

    February 2022

    …of Our Own Creation – Jacob Geller (30:16)

    Jacob Geller explains how roguelike shooter Returnal uses game mechanics and layers of motifs to depict an existentially horrifying self-made hell. (Manual captions) [Embedded advertising]

  • The Universe is a Beautiful Place & I Am No Longer Afraid to Die – HeavyEyed (19:35)

    Mitch Cramer finds the capacity of the score of Outer Wilds to alternatively evoke a sense of home and horror pivotal in pushing through feelings of anxiety brought up by playing the game. (Manual captions)

  • Buyouts, Sellouts

    This video gets a section all to

    Critical Distance Patreon Update

    Hello readers!

    First, and I don’t say this often enough, I’d like to thank everybody here–readers, supporters, folks who point us in the direction of articles, who hang out on our Discord–everyone, for sticking with us over the last 13 years and counting broadly, and these last few years of pandemic times especially. We know that lots of our readers have been going through a period of great financial hardship, and while we expected to see our own Patreon support dip over the course of the pandemic, things have finally dipped far enough that we need to do

    April 17th

    …best bosses and locations drew inspiration from an unlikely source | Inverse Cian Maher takes inventory of how Elden Ring is absolutely suffused with influence from Irish mythology and points out, among other things, that you’ve probably been pronouncing “Siofra” wrong.

  • Your Apocalypse is Bad and Wrong and I would Know | Medium Nicanor Gordon faults the white western model of apocalpyse fiction in games for, among other things, a linear and deterministic view of history and an (ahistorical) emphasis on cruelty over community.
  • “To live in the Global South is to brave apocalyptic conditions enacted…

    June 5th

    …at a Dreamcast racing port with an especially convoluted publishing history, which bears all the appearance and reputation of a bad game but which, for a very specific historical racing audience, might still have something to it.

    “What I mostly imagine would keep folk invested in the game though – besides whatever love of the setting and the classic cars they bring in with them – is the satisfaction of overcoming all the odds in order to squeak out satisfying wins. And believe you me: Scoring wins really does seem to come down to the very last…