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October 30th

…aforementioned Pinchbeck, who’s currently working on a reboot of his 2008 Source mod Dear Esther; Pinchbeck especially has some interesting ideas on whether “lazy” narrative really needs to be “saved”. The discussion later shifts focus to the design of a Portal 2 map, a collaborative project between Yang and Pinchbeck. This is the first of a seven-parter – Stick to the end of this series, and you’ll get to download and play the map that they’re putting together!

Blogging at The Machination, Jack McNamee suggests that the stories of 1001 Nights may have been an early example of gamification:

February 26th

…will be little more than an interesting footnote for everyone but Hepler.

The recent release of thechineseroom’s Dear Esther on Steam has also generated some (certainly less charged) commentary. The first, from Michael Abbott, suggests the unusual game’s influences should include Soviet montage. Jordan Ekeroth, meanwhile, dives headfirst into the psychological and spiritual crisis of the experience, writing:

In the end (and beginning, and all in between) Dear Esther is about being alone, and that can be a temporarily beautiful thing, but ultimately maddening.

Over on Play the Past, Roger Travis suggests that oral

Uncharted 2

…creak before crashing down and stones and bridges wobble and then crumble, all serving to move the game forward at a “breathless pace.”

In “The Minimalism of Uncharted 2,” however, Mitch Krpata attributes the notes that aren’t played as the reason for Among Thieves‘ success. The intuitive analog stick to run control scheme, the lack of a crouch button and the subtle auto-assist when climbing are a few of the small things Krpata feels helped rather than hindered the game. Naughty Dog’s ability to leave out exceptional but unnecessary components is a rare quality in all art forms, let…

December 2nd

…for proactive responses to inequality. To this end we’ve seen quite a few answers: Rhianna Pratchett initiated the #1ReasonToBe hashtag, and almost immediately in its wake emerged #1ReasonMentors, designed to create a support network for women developers. Elsewhere, IndieCade speaker and LA-area developer Akira Thompson has set up Be the Solution, a new tumblr intended as “a proactive response to #1reasonwhy.”

MARATHON FOR EQUALITY

Many articles this week tackled discrimination in the industry and gamer culture at large beyond the scope of the #1Reason hashtags.

On Polygon, Tracey Lien profiles Iron Ribbon, a grassroots effort to end…

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…

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September 30th

…to so many people busy stealing virtual cars in Grand Theft Auto V. Concerned townsfolk worry about children growing up learning to not steal cars, but Alisha Karabinus pens a reassuring statement that children can tell the difference between reality and videogames with assistance from their parents. Anjin Anhut agrees that the game will not play tricks with our minds, since it doesn’t have a well enough grasp of satire to challenge the status quo:

When joking about any form of oppression out there, you need to make the oppressor the punchline, NOT the oppressed. When joking about

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October 13th

…And Mattie Brice calls attention to the oft-invisible partitions within the loosely-defined spheres of “games criticism.”

Happy Birthday, Chris Carter

Thanks again for all your submissions! Please keep on sending in your recommendations via Twitter mention or our email submissions form.

There’s a new Blogs of the Round Table, and a roundup for last month’s (including a winner picked by Alan Williamson and yours truly). Go have a look and get involved!

Lastly, have you picked up your copy of Five Out of Ten #5? Because it is very much worth your time to do so.

October 20th

Your games criticism is not impossible… but it is also not very likely.

Welcome… to This Week in Videogame Blogging.

Holders of the Keys (or: Things Critics Say)

First Person Scholar interviews developer/critic/man-about-town Cameron Kunzelman on the many areas of his expertise, and also his recent comments on Grand Theft Auto. Speaking of those comments, here are more.

On Paste, photographer Brian Taylor takes readers on a tour through Pittsburgh — the real one, and the one from Naughty Dog’s The Last of Us.

It’s Horror Month at Ontological Geek. Tune in, and then

December 15th

Hello. Hello. It’s me again. Kris. I know it’s been a while. I assure you, longer than I intended.

Rest assured I have read all your kind words, and that despite a less-than-ideal turn of events since Ben’s announcement I am doing well. I hope you, too, are doing well. I hope all of us, alone or together, are doing well.

Welcome to This Week in Videogame Blogging.

Histories

Let’s start with a solid foundation. On Play the Past, Angela R. Cox praises the historical specificity of Sierra’s 1999 release, Pharaoh. Elsewhere, Owen Vince explores

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March 2nd

Thinking About Specific Games in Detail, or T.A.S.G.I.D.

Paul Haine writes about strange envy, or “aspirational living” in Animal Crossing.

Patrick Lindsey wonders about the modes of death living in Far Cry 2. A sample:

The game had already long since established its yawningly casual acceptance of extreme graphic violence. I’d listened to soldiers scream as they burned alive on the savannah, shot unarmed hostages in the face while they pleaded for their lives. It’s safe to say that I—both as player and character—had been successfully desensitized to Far Cry 2’s brand of carnage. I’d