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November 21st

…come together as a coherent and meaningful whole.

  • 2014: 80 Days | 50 Years of Text Games Aaron A. Reed recounts the history of Inkle and the building of a game that has helped to shift the conversation on the relationships between games, stories, and choices.
  • “The creators of 80 Days took the time to question the foundations of both their source material and the medium they were working in. Sometimes that’s what it takes to find something new worth building.”

    Critical Chaser

    Keep reading; it’s not always “just” a bad game over

    November 28th

    …Creed Unity: Ubisoft can’t help rebuild Notre-Dame cathedral | Polygon Simone de Rochefort debunks the idea that Assassin’s Creed Unity‘s adaptation of Notre-Dame could serve as a basis for reconstruction efforts along axes of game design, copyright, and the living history of the cathedral itself.

    “The Notre-Dame that existed during the French Revolution would be unrecognizable to us today. The original gargoyles were removed around 1726. The nave’s stained glass was replaced with white glass — to better illuminate the interior — in the 1750s. In the 1770s, a huge chunk was taken out of the central…

    January 24th

    …Uppercut De’Angelo Epps traces the thematic trajectory across the No More Heroes games from sensational cynicism to hopeful redemption.

  • Single Player | Into The Spine Daisy Treloar considers the history of single player in games, as well as the continued influence of gaming’s multiplayer origins on single-player narratives.
  • I Love Women Who Don’t Like Me Back in Video Games | Fanbyte Bonnie Qu appreciates reminders that characters aren’t always here to please you–especially when those reminders come from women.
  • “What might be interpreted as moral complexity in a man can easily become aloofness in a…

    January 30th

    …and their gaming habits, from Columbine onward).

    “By externalizing the cause of white violence from perpetrators, these narratives both assume and reinforce white innocence, abdicating mass shooters for responsibility, and scapegoating a single entertainment form without meaningfully interrogating the broader culture that has produced it.”

    Save States

    Next up are two pieces about two very different games, a full 60 years apart in time, united by the conversations of preservation and historicity.

    • HUTSPIEL and Dr. Dorothy K. Clark | 50 Years of Text Games Aaron A. Reed uncovers the history and authorship…

    February 27th

    …closely from the previous section, these next three featured authors explore critical tensions in the thematic and ideological threads that tie their games of study to our own world, past and present.

    • Uh-oh! Stormblood’s Politics are Kinda Bad! – No Escape Kaile Hultner is back from another trip to Eorzea and the Scions are uh *checks notes* doing a colonialism? And some nationalism?
    • Feeling History in Blasphemous: Monstrosity and Spectacle through Time | Play the Past Jack Orchard continues his study of Blasphemous, this time looking at feminine monstrosity, trans saints, and the ways in which the

    March 13th

    …site, we’ve got a new Keywords! This episode’s guest is Dr. Esther Wright, discussing her forthcoming book Rockstar Games and American History: Promotional Materials and the Construction of Authenticity.

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

    Empires and Authoritarians

    To open this week we’re looking at intersections between games and state power, along axes of game design, story worlds, and labour organization.

    • Empire [1977/1984] – Arcade Idea Art Maybury considers a strategy game which, in line with its simple title, offers

    April 3rd

    …new topics in player experience and sound engineering; check ’em out!

    • Ethically designing unethical worlds | Game Developer Ruth Cassidy talks to the makers of several notable simulation and strategy games about the tricky balance of presenting a world with problems without producing a system made out of different problems.
    • A History of Hup, the Jump Sound of Shooting Games | WIRED Bryan Menegus presents a thorough historical examination of That Grunt.

    “Pessimistically, it might seem like the rock-star developers of the time threw a sound into their splashy new game because they could

    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…

    April 24th

    …pushing technological boundaries, but what about the side-projects and spinoffs? To understand these smaller titles, it’s important to situate them in their respective times, places, and platforms, like our next two featured writers do here.

    • Pieces of History – Final Fantasy Crystal Chronicles on Wiiware | PixPen Sam Howitt situates a pair of experimental Final Fantasy spinoffs in the context of the WiiWare platform’s humble 40MB size limit.
    • Hi-speed fantasy – Kimimi The Game-Eating She-Monster Kimimi finds something refreshing in Final Fantasy Mystic Quest‘s stripped-down, tightly-paced approach to the JRPG format compared to its more grandiose contemporaries.

    May 1st

    …the particular pleasures of Rollercoaster Tycoon specifically and management sims more broadly.

  • Why ‘Sid Meier’s Gettysburg’ Stopped Making Sense | VICE Rob Zacny considers how the lens of popular history has shifted away from Firaxis’ Civil War simulator.
  • Eastern Front 1941 [1981] – Arcade Idea Art Maybury pens an indictment less of a particular game from a particular era by a particular guy, but more generally of our outsized fascination with the question of “what if the Nazis won?”
  • “It’s a deference to an idea of “rationality” that lets you escape interrogating the underlying premises…