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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…

    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

    …has before it as well as which ones it leave on the table.

    • In Final Fantasy VII: Rebirth, We’re Saving Everyone! – Sidequest Cress reflects on storytelling, fidelity, and metafiction via Final Fantasy VII‘s second go-round.
    • Final Fantasy VII Rebirth’s Ending Poorly Answers a Question It Never Needed to Ask | Paste Magazine Jackson Tyler takes two asprin before opening the box on Schrödinger’s party member.

    “To Aerith praying on that altar, in a moment that has been so complicated by the game’s new ideas that it strains credulity she would even be there

    April 24th

    …the library?” it suggests. “Oops! I guess it’s the art museum now…” Until now, you have been assuming that these hints are the only way to approach the problem, and that once addressed there is nothing else for you to see or do. In effect, you have given up your personal agency in the service of this digital creation. “Upon the creatures we have made,/ We are, ourselves, at last dependent.”“

    And with that, I’ll be clocking out for the day. As always, you can support Critical Distance with financial contributions (Patreon, Paypal) or link recommendations (twitter, email).

    December 9th

    …the idea you can do anything you want with no consequences, when in all actuality, virtual actions like sexual harassment, stalking, abuse, prejudice in all of its forms—racism, sexism, transphobia, or all of the above—do have consequences.

    […]

    The real issue is a lack of accountability, fostered by the idea that what happens online does not have “real world” consequences. Whether people write their hate using a pseudonym or with a real name and picture attached, they’re culturally supported in doing so because “it’s just a game.” But one’s avatar or screen name can be a vehicle of accountability…

    August 14th

    …the future of open world games | ZAM – The Largest Collection of Online Gaming Information (video: auto-captions) Danielle Riendeau argues that infinity is a tricky thing to make use of as a designer.

  • No Man’s Sky. (Emphasis on “Man”) | Outside Your Heaven Matthew Weise calls out the colonial hubris of human exploration in alien worlds.
  • No Man’s Sky review: beautifully crafted galaxy with a game attached | Technology | The Guardian Jordan Erica Webber takes a more measured stance, arguing that while the game mechanics seem arbitrary, they do the job of keeping you engaged.
  • September 4th

  • Myst connection: The rise, fall and resurrection of Cyan • Eurogamer.net Jeffrey Matulef identifies in Myst’s history the roots of more recently emerging game genres — and offers explanations for why the wanderer-ponderer did not take off sooner.
  • Gamasutra: Pascal Luban’s Blog – Battlefield 1 – When a game could change the perception of history Pascal Luban raises the problem of player agency and narrative in relation to Battlefield’s portrayal of World War I
  • My experience as a virtual war photographer in Battlefield 1 – Kill Screen (photo essay: no alt-text) Gareth Damian Martin explores how reproductions
  • October 30th

    …Experience (Content warnings: Mentions of dubious consent and BDSM and NSFW images) Heather Alexandra discusses consent and sexual negotiation in Ladykiller in a Bind and Mystic Messenger and how these games allowed her to explore her own sexuality.

  • Me Who Done the Walkin’ | Emily Short’s Interactive Storytelling (Content warning: Brief mentions of abuse and interpersonal violence) Emily Short looks at four games that center around a character that has been treated badly by others and how the protagonist deals with this treatment.
  • The woman fighting against the pickup artist’s ugly game of seduction | Kill Screen (Content…