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May 3rd

Hello, dearest games literati, and welcome to another edition of This Week in Videogame Blogging! This week’s theme is that there is no theme; instead, enjoy a mixed bag of thoughtful bites on everything from international politics to level design in Dark Souls to Bram Stoker’s Dracula.

Around the World in 80 Frames

Let’s begin with a short video report by Al Jazeera on Saudi Arabia’s Prince Fahad al Saud, whose initiative, New Arab Media, aims to support the development and distribution of games for a growing, billion-dollar Saudi audience. In particular, al Saud seeks to encourage

May 10th

…everywhere. It’s global.

A Personal Look

At Sufficiently Human, our own Lana Polansky profiles the work of indie developer, Strangethink. Polansky describes the aesthetic commonalities from one game to the next. As Polansky summarizes,

Strangethink’s games have many aesthetic and conceptual calling cards. They’re all pink and blue and made in Unity. They’re all on some level preoccupied with player exploration of space, with designed, virtual space as architecture, and with architecture as guiding not just naked interaction but also the internal work of interpretation. They tend toward a tension between “magic”, the metaphysical and…

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May 2015

Hello my friends, another month has flown by, can you believe it? We’ve had an almost full month of rain here in Texas, which means there’s been every opportunity to hide away inside watching Let’s Plays. Thank you LPers for getting me through the month! In summation, here’s what May had to offer This Month in Let’s Plays:

Welcome to the Club

First, Critical Distance is pleased to report that two of its own have joined the rank of Critical Let’s Play creators this month:

In her new series Ways of Playing, Lana Polansky plays LSD

Episode 27 – Review Comes For The Arcade

…like to see. In our podcast, we discuss how the magazine has sharpened its focus over time, in terms of both its philosophical bedrock as well as the more visible aspects of its design and layout. Enjoy.

http://www.critical-distance.com/podcast/Critical-Distance-Confab-episode-27.mp3

Direct Download

SHOW NOTES

The Arcade Review

The Arcade Review Patreon

Why Weird Games Are Important

Glitches: A Kind of History

We Who?

Predatory Queerness: A Response to “Neighborhood Bondage”

Lana and Zolani Visit A Gallery

Opening Theme: ‘Close’ by The Alpha Conspiracy

Closing Theme: ‘Wishing Never’ by The Alpha Conspiracy

June 28th

…pitfalls of fast travel.

Javy Gwaltney dives into the character of Batman and Why Dishonored Is The Best Batman Game Ever Made. While, back to Gamasutra, Felipe Pepe gives an abridged history on 21 RPGs.

Sex, Exclusion and Art

Katherine Cross uses Night Witches to define the “difference between a ‘sexist portrayal’ and a portrayal of sexism.” Meanwhile, in response to another Katherine Cross piece for Gamasutra, Lana LeRay argues AAA games are making progress with depictions of sex and intimacy.

Over at FemHype, Jillian looks at exclusion in GTFO The Movie:

August 9th

…arcade’s image and clientele. I have some issues with the delivery of this article — it could benefit quite a lot from including a bibliography at the end — but it does cast a spotlight on the fighting game community’s efforts to improve its image.

And shifting from real-world money matters to the digital, at Fiery Screens, Yussef Cole has been dispatching military deserters in The Witcher 3, noting how humans are, paradoxically, often the greatest source of cash for the game’s titular supernatural exterminator.

Against the Stream

Writing for her own website, Critical Distance’s own Lana

August 30th

…it also afforded a consistent, party-centric tone that blended play sessions into as a more holistic festival experience rather than pockets of individual gaming instances. […] [T]he festival catered to a variety of gaming interests without having to go the “white cube” route of homogenized presentation.

Further Reading

Interested in more? The latest issue of Arcade Review, brought to you by our own Zolani Stewart and Lana Polansky, is now live for your consumption.

Unwinnable Weekly remains the most compelling weekly periodical in games, and this week’s cover story about a couple’s relationship strained by an…

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September 6th

…five-foot-eight, 36 inches around the chest, and a worldclass rockface dangler/militia combatant/tarzan impersonator: these things speak to an ignorance of bodies, and the bitterly foolish choice to define them anyway.

Happily, as Napier notes, rebooted Lara Croft has not had so much attention paid to her proportions — outside of fan speculation, at least.

Systems and History

At Sufficiently Human, our own Lana Polansky offers as a more elegant alternative to ludonarrative dissonance the terms “coherence” and “incoherence,” describing the ways a game’s design succeeds or fails at reinforcing its themes:

Dissonance is a…

September 20th

…a cultural moment. And at The Mary Sue, Jessica Famularo reminds us of another field of frequently elided or forgotten histories: fan communities.

Design Notes

Social Media Collective brings us Aleena Chia’s recent conference talk (video) on the creative interplay between EVE Online developers CCP and its dedicated players.

Elsewhere, veteran developer Laralyn McWilliams writes extemporaneously on the difficulties of being recognized as a designer, a role that is not always well understood by colleagues. And at Game Design Advance, Frank Lantz — responding to a recent piece by our own Lana Polansky — acknowledges the fuzzy…

January 17th

…some controversy over the previous game in the series, Kane and Lynch 2: Dog Days did not receive much critical examination, and Miguel Penabella at Thumbsticks wants to remedy that, featuring the game’s usage of ludonarrative dissonance to prove a point.

On Gamasutra’s Expert Blogs, E. McNeill ties history and videogames together, arguing that a contradiction in veracity cheapens the experience for both.

(Critical Distance alumna Lana Polansky already came up with a much better term and approach for all this, by the way. -ed)

For All Your Representation Needs

Another cluster of games writing aims…