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October 24th

Welcome back, readers.

New TMIVGV this week! Check out some of the goodest and coolest video crit to come out in the last while, courtesy of, as always, Connor.

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

Holistic Approaches

We’re opening this week with two pieces that ask us to consider broader contexts in order to appreciate issues of access and representation in games.

  • The Case for Videogame Piracy | amr al-aaser amr al-aaser invokes the questions of access, privilege,

March 28th

…chronicles Aloy’s character arc in Forbidden West from Annoying YouTube Athiest to someone with a bit more empathy for the value of spirituality in other people’s lives (Spanish-language article).

  • Going in Alone | Bullet Points Monthly Alexis Ong describes the solitary experience of playing–and reading–Elden Ring as a work of interactive fantasy literature.
  • “Elden Ring has taken the experience of getting absorbed in old-school fantasy literature and translated it into something special: flawed and imperfect, like all art, but a perfect analogue for the inherent solitude and emotional resonance of reading a transportive fantasy novel.”

    September 18th

    Welcome back readers.

    There was less to read this week. And that really is, I want to stress, a loss for everyone.

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

    New Quest

    This opening segment changed around a lot as I was putting the issue together. It was never quite cohesive and topical enough to be called Hot Goss. For a while it was about adventure games, but visual novels are of course a distinct if related genre. Now it’s simply about

    January 8th

    …Half-Life 2’s Valor | cohost Jeremy Signor speculates on how maybe, just maybe, Portal 2 was Half-Life 3 all along.

    “Suddenly, Portal was at the vanguard, but endured by cannibalizing many of the features of Half-Life as a whole. But in doing so, in taking on the bulk of AAA, fleshing out a story, and inserting cutscene walls stopping the action, Portal 2 becomes something else. It’s no longer the compact, breezy experience that made Portal the phenomenon it was. Instead, it became the replacement for Half-Life 2 at a time when its story was still incomplete….

    February 20th

    …game’s challenges – but only once they’ve earned it. as in all consensual masochism, though, there is the everpresent issue of trust.

    M. Suliman newly of the blog Mending the Wall, formerly of Bergsonian Critique, wrote this week about ‘The Two Voices of Isaac Clarke’ [mirror]:

    when Visceral Games decided to give the mechanical engineer Isaac Clarke a voice in Dead Space 2, who has remained practically mute in the original Dead Space, they also had to give him a new personality to go along with it. Because, as it turns out, it is inevitably difficult…

    September 22nd

    …Pigs is primarily an aesthetic experience, living on its own intensity.

    This is Why We Video Gaming

    (Reference.)

    It can’t be avoided any longer. Let’s get to the Grand Theft Auto V responses. I’ll be avoiding the review format and sticking to critiques and other essays.

    First up, on the International Business Times, Edward Smith argues that when it comes to depictions of sexual harassment at least, GTA V is not satirizing, it’s straight-up promoting (content warning: descriptions of sexual harassment):

    Before you ask (or before you head to the comment section to…

    This Year In Videogame Blogging: 2013

    Here we are at the end of 2013, on the cusp of a new year, we at Critical Distance look back at all of the great criticism of the year. We trudged through the 1265 links we featured in the 2013 entries of TWIVGB and then checked the additional 50 recommendations you, the readers, submitted for consideration. From all of that we did our best to whittle a curatorial list of the most memorable, most important and most representative critical pieces of year. Critical Distance is proud to present the 2013 edition of This Year in Video Game Blogging.

    01: Subjectivity

    …people producing and consuming. Who will do this work? Definitely not the capitalists. What can reviewers do? It would be neat if the review worked to substantiate sustainable circulations of energy flow, and by this I mean: it would be neat if the review worked twofold; [1] to signal when a game would provide me (the player) with some personal physical, emotional, or economic return on investment, and [2] to signal how my monetary investment would be reinvested into the arts/technology development community. At this point in time I don’t think that the infrastructure exists to facilitate regular fertilization of…

    February 7th

    …Oral History

  • Gamasutra – Considering Street Fighter II’s legacy on its 25th anniversary
  • Psychology

    In The New Inquiry, Alfie Brown discusses the position of mobile games in relation to labour, arguing that rather than being counterproductive uses of workers’ time, they are designed to maximise compliance. Over on Medium, Alex Fleetwood discusses the difficulty parents have deciding how much digital distraction their children should be allowed, and offers his mixed digital-physical project Fantastic Beasts as an alternative for parents who feel alienated by screen-based play.

    • Seconds of Pleasure
    • What parents need to know…

    April 17th

    …between frustration and boredom.

    • Flow – Minicrit | YouTube (video: captions are auto-generated) Heather Alexandra delves into the zen-like state of game engagement
    • Adventures of Lolo | Something in the Direction of Exhibition Vincent K. addresses flow in this review of a vintage game
    • Design and the Broken Game | First Person Scholar Matthew Schwager complicates the notion of flow by analysing a game that seems to not fit its bipolar system.

    “Csikszentmihalyi’s “flow” is often conceptualized as opposite ends of a spectrum; they are non-overlapping experiences due to the inverse relationship of