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		<title>February 23rd</title>
		<link>https://www.critical-distance.com/2025/02/25/february-23rd-2/</link>
		
		<dc:creator><![CDATA[Chris Lawrence]]></dc:creator>
		<pubDate>Tue, 25 Feb 2025 05:51:08 +0000</pubDate>
				<category><![CDATA[This Month in Videogame Vlogging]]></category>
		<category><![CDATA[choice]]></category>
		<category><![CDATA[criticality]]></category>
		<category><![CDATA[Fun]]></category>
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					<description><![CDATA[Welcome back readers. Note to self: plug the Patreon! Ah, well met, fair traveller! Have you checked our fine Patreon? Every little bit helps! This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the...]]></description>
										<content:encoded><![CDATA[<p>Welcome back readers.</p>
<p><em>Note to self: plug the Patreon!</em></p>
<p>Ah, well met, fair traveller! Have you checked our fine <a href="https://www.patreon.com/critdistance">Patreon</a>? Every little bit helps!</p>
<p>This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.</p>
<h2 id="choice">Red Check</h2>
<p><span class="description">Let&#8217;s start things off this issue with a series of pieces on choicemaking in games, with object texts ranging from historically (in)famous to just-out-now.</span></p>
<ul>
<li><span class="content"><a href="https://pixpen.co.uk/2025/02/19/something-conclusive-mass-effect-3/" target="_blank" rel="noopener">Something Conclusive – Mass Effect 3 | Pixpen</a></span><br />
<span class="description">Sam Howitt contemplates a culmination of choice&#8211;for good and ill&#8211;in <em>Mass Effect 3</em>.</span></li>
<li><span class="content"><a href="https://www.pcgamer.com/games/rpg/too-many-rpgs-dont-get-that-choices-that-matter-isnt-just-about-cause-and-effect-but-avowed-does/" target="_blank" rel="noopener">Too many RPGs don&#8217;t get that &#8216;choices that matter&#8217; isn&#8217;t just about cause and effect, but Avowed does | PC Gamer</a></span><br />
<span class="description">Lauren Mortron weighs choice, consequence, and context in Obsidian&#8217;s latest RPG (<strong>Further Reading &#8211;</strong> <a href="https://www.inverse.com/gaming/dragon-age-veilguard-the-keep-choices">Robin Bea on <em>Veilguard</em> and the baggage of choices</a>).</span></li>
<li><span class="content"><a href="https://noescapevg.com/citizen-sleeper-2-starward-vector-imperfectly-builds-on-its-imperfect-predecessor/" target="_blank" rel="noopener">Citizen Sleeper 2: Starward Vector imperfectly builds on its imperfect predecessor | No Escape</a></span><br />
<span class="description">Kaile Hultner thinks about <em>Starward Vector</em>&#8216;s more holistic narrative approach to failure.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;The most important thing I think <em>Citizen Sleeper 2</em> does is show that there are different kinds of “failure,” and not all of them are bad. Like, in the very first contract, you can choose to deliver a ship mind core to a parts dealer or let the hacker you brought with you download the data and destroy the core. If you do the delivery, the dealer tries trapping you in their warehouse to get money for the bounty on your head; if you let the hacker destroy the data (failing the contract), she’ll help you steal the part you needed from the dealer. Strict failure in these terms meant opening a path to other opportunities. A lot of the game is like this. You will have to weigh the consequences of your decisions carefully, but even “bad ends” can lead to positive outcomes.&#8221;</span></p></blockquote>
<h2 id="memory">Local Backup</h2>
<p><span class="description">Our next two pieces pursue topics of memory and archive.</span></p>
<ul>
<li><span class="content"><a href="https://innerspiral.lol/Blog/Replay/replay" target="_blank" rel="noopener">The Save File Knows More Than You Do | Inner Spiral</a></span><br />
<span class="description">Alli invites you to archive not just your games, but your play experiences (<strong>Further Reading &#8211;</strong> <a href="https://sidequest.zone/2023/12/28/my-tomodachi-life-is-full-of-ghosts/">Rae Maybee on memory and haunting in social simulator games</a>).</span></li>
<li><span class="content"><a href="https://florencesmithnicholls.com/2025/02/23/you-dont-see-me-at-the-club-well-i-dont-see-you-in-the-2006-mmo-wurm-online/" target="_blank" rel="noopener">You don’t see me at the club? Well I don’t see you in the 2006 MMO Wurm Online | Florence Smith Nicholls</a></span><br />
<span class="description">Florence Smith Nicholls juxtaposes Microsoft AI preservation marketing hype with giving a critical seminar over karaoke. I&#8217;m not explaining that further.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Preservation, like game development, is process, is labour. It’s a song and a dance, and if you can only understand it is a marketable output, well. There’s no orchestra, only emptiness.&#8221;</span></p></blockquote>
<h2 id="historicity">Underappreciated</h2>
<p><span class="description">Now let&#8217;s look at some historically important games that don&#8217;t typically get a lot of mindshare among English-language audiences, but which have defined entire genres and gaming cultures.</span></p>
<ul>
<li><span class="content"><a href="https://kimimithegameeatingshemonster.com/2025/02/21/angelique-special-a-monumentally-important-game-thats-consistently-overlooked/" target="_blank" rel="noopener">Angelique Special: A monumentally important game that’s consistently overlooked | Kimimi The Game-Eating She-Monster</a></span><br />
<span class="description">Kimimi examines the genesis of the otome genre.</span></li>
<li><span class="content"><a href="https://www.superjumpmagazine.com/the-early-years-of-the-mmorpg-market-in-brazil/" target="_blank" rel="noopener">The Early Years of the MMORPG Market in Brazil (2004–2010): The Golden Era of Level Up Games | SuperJump</a></span><br />
<span class="description">Vitor M. Costa presents a history of Brazil&#8217;s distinct culture of MMO gaming and the Filipino publisher that made its business exporting Korean MMOs there (<strong>Further Reading &#8211;</strong> <a href="https://menosplaystation.blogspot.com/2019/10/the-peteca-experience-left-wing-take-on.html">Pedro Paiva on building local game development communities in Brazil</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Level Up was a key company in the early days of the MMORPG market in Brazil, contributing significantly to mainstreaming Asian pop culture beyond Japan. Today, the experience of playing an MMORPG has changed a lot but still consists of living in a world that is incorporated into our real world. No matter how different the gaming market is in Brazil, the influence of our history cannot be underestimated.&#8221;</span></p></blockquote>
<h2 id="criticality">Are You Not Entertained?</h2>
<p><span class="description">Art, spectacle, and abjection bring together our next two picks.</span></p>
<ul>
<li><span class="content"><a href="https://bulletpointsmonthly.com/2025/02/19/illusory-control-manhunt" target="_blank" rel="noopener">Illusory Control | Bullet Points Monthly</a></span><br />
<span class="description">Yussef Cole traces powerlessness, the abject, and violence in <em>Manhunt</em> (<strong>Further Reading &#8211;</strong> <a href="https://uppercutcrit.com/press-x-to-die-how-playable-deaths-shatter-the-illusion-of-choice/">Gab Hernandez on playable death and powerlessness</a>).</span></li>
<li><span class="content"><a href="https://matthewjrparsons.com/2025/02/22/notes-on-lorelei-and-the-laser-eyes/" target="_blank" rel="noopener">Notes on Lorelei and the Laser Eyes | The great and shameful archive</a></span><br />
<span class="description">Matthew Parsons situates <em>Lorelei</em>&#8216;s questions of art and audience in the larger context of Simogo&#8217;s oeuvre.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;<em>Lorelei and the Laser Eyes</em> is a wild creation whose parts don’t always seem to add up, until suddenly they add up too neatly. But as the culmination of everything Simogo has done before, it could not be more perfect. It strikes me as a reflection of fifteen long years spent constantly thinking about how the audience will respond to something–a howl of frustration at the struggle of making art that welcomes everybody without losing its soul. It is the most melancholy victory lap I’ve ever seen.&#8221;</span></p></blockquote>
<h2 id="queerness">Heart and SOUL</h2>
<p><span class="description">Queerness, desire, and love comprise the core of this next section.</span></p>
<ul>
<li><span class="content"><a href="https://www.digitaltrends.com/gaming/trails-through-daybreak-queer-representation/" target="_blank" rel="noopener">Trails through Daybreak proves games can be normal about trans people | Digital Trends</a></span><br />
<span class="description">Autumn Wright chronicles 20 years of <em>Trails</em> writing, localizing, and normalizing queer characters.</span></li>
<li><span class="content"><a href="https://www.gamerswithglasses.com/features/undertale-determination-robot-love" target="_blank" rel="noopener">You Are Filled With Determination – and Narcissistic Robot Love | Gamers with Glasses</a></span><br />
<span class="description">Samantha Trzinski meditates on Mettaton, <em>Undertale</em>, and love.</span></li>
<li><span class="content"><a href="https://www.tier-review.com/inscrutable-desires-or-the-heart-wants-what-it-wants/" target="_blank" rel="noopener">Inscrutable Desires, or, The Heart Wants What It Wants | TIER</a></span><br />
<span class="description">lotus root unpacks queerness and desire at the Heart of <em>Heisei Pistol Show</em> (<strong>Further Reading:</strong> <a href="https://www.tier-review.com/genre-queer/">Phoenix Simms&#8217; thoughts on the same game, also for TIER</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Heart “enjoys” the attention and adoration of men, but unlike the fairytale princess, he is also at the mercy of men’s violence and capacity for betrayal. If Heart doesn’t go so far as to identify as a woman (and the use of quotation marks in the above is worth noting), Heart sees himself in relation to feminine archetypes—the princess, the sex worker, the woman scorned. These figures provide models for how Heart sees himself, “woman-like” in his suffering as well as his longing.&#8221;</span></p></blockquote>
<h2 id="lists">In Short Order</h2>
<p><span class="description">We&#8217;re bringing back the list. Here are some good lists!</span></p>
<ul>
<li><span class="content"><a href="https://pressspacetojump.com/feature/manygame-collection-february-2025-my-turn-based-now/" target="_blank" rel="noopener">Manygame Collection (February 2025): My Turn (Based) Now | Press SPACE to Jump</a></span><br />
<span class="description">Taylor Hicklen takes stock of indie highlights from the past month.</span></li>
<li><span class="content"><a href="https://sidequest.zone/2025/02/10/five-japanese-games-set-in-fantasy-america/" target="_blank" rel="noopener">Five Japanese Games Set in Fantasy America | Sidequest</a></span><br />
<span class="description">Kathryn Hemmann looks at five games across genres that draw more implicit or explicit inspiration from American geography and culture.</span></li>
<li><span class="content"><a href="https://www.polygon.com/gaming/525858/best-adult-video-games-sex-gaming" target="_blank" rel="noopener">The best sex video games according to an expert | Polygon</a></span><br />
<span class="description">Annie Whitacre deliveres an adult-oriented list that spans genres and flavours (<strong>Further Reading:</strong> <a href="https://www.bpgamesinc.com/aaa/">The Adult Analysis Anthology</a> &#8211; I&#8217;ve linked the store landing page for the complete volumes but individual Cohost posts can also be found <a href="https://www.critical-distance.com/?s=adult%20analysis%20anthology">in our archives</a>).</span></li>
<li><span class="content"><a href="https://www.thrillingtalesofoldvideogames.com/blog/final-fantasy-vs-dungeons-dragons" target="_blank" rel="noopener">Final Fantasy vs. Dungeons &amp; Dragons | Thrilling Tales of Old Video Games</a></span><br />
<span class="description">Drew Mackie itemizes <em>Final Fantasy</em>&#8216;s early history of borrowing its monsters from tabletop.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;To one degree or another, all RPGs re-create aspects of the tabletop experience, but how much they use and how blatantly they pull from Dungeons &amp; Dragons could put them at risk — of seeming derivative, I suppose, but also of infringing on intellectual property. For this reason, a lot of attorneys would tell creatives to avoid using intellectual property they don’t own and, better yet, come up with their own ideas so they can own them. To a degree this is what Final Fantasy has done, as it moves away from using most but not all D&amp;D monsters, but it’s tough guessing whether the motivations are legal, creative, or some mix of the two.&#8221;</span></p></blockquote>
<h2 id="fun">Critical Chaser</h2>
<p><span class="description">Last week a blunt, this week a stein.</span></p>
<ul>
<li><span class="content"><a href="https://www.rockpapershotgun.com/refusing-to-get-drunk-in-kingdom-come-deliverance-2-is-an-oddly-captivating-act-of-rebellion" target="_blank" rel="noopener">Refusing to get drunk in Kingdom Come: Deliverance 2 is an oddly captivating act of rebellion | Rock Paper Shotgun</a></span><br />
<span class="description">Edwin Evans-Thirlwell pours one out to <em>KCD2</em> kind of accidentally revealing something about alcohol culture in <s>15th century Europe</s> the games industry (<strong>Further Reading &#8211;</strong> <a href="https://epiloguegaming.com/the-importance-of-asking-for-help-my-experience-with-like-a-dragon-infinite-wealth/">Flora Merigold on <em>Yakuza</em>, alcohol, and reaching out for support</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;It’s impossible, I think, to play Kingdom Come: Deliverance 2 without playing a boozer, even if you’re only boozing in cutscenes. The game’s 15th century world is greased by many splendours of hooch, from the wine used in potion-brewing through the finer vintages at banqueting tables to the viral pondwater they sell in seedier taverns. A lot of the time, the writing views alcohol as a means of teeing up some slapstick debauchery reminiscent of Paul Bettany’s character in A Knight’s Tale. It venerates the spectacle of having a large one, with custom dialogue and voice-acting for protagonist Henry when you woozily explain your antics to guards. But sometimes, perhaps despite itself, it expresses something about the culture of drinking and the unpleasantness of being militantly exhorted to drink.&#8221;</span></p></blockquote>
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		<post-id xmlns="com-wordpress:feed-additions:1">10517</post-id>	</item>
		<item>
		<title>February 16th</title>
		<link>https://www.critical-distance.com/2025/02/17/february-16th-3/</link>
		
		<dc:creator><![CDATA[Chris Lawrence]]></dc:creator>
		<pubDate>Mon, 17 Feb 2025 20:16:03 +0000</pubDate>
				<category><![CDATA[This Week in Videogame Blogging]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[play]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10506</guid>

					<description><![CDATA[Welcome back readers. We&#8217;ve got a nice compact issue for this week. Think of it as a little CD snack (curator&#8217;s note: please do not attempt to snack on CDs. They&#8217;re quite jagged, probably made with toxic chemicals, and above all, inedible)....]]></description>
										<content:encoded><![CDATA[<p>Welcome back readers.</p>
<p>We&#8217;ve got a nice compact issue for this week. Think of it as a little CD snack (<strong>curator&#8217;s note:</strong> please do not attempt to snack on CDs. They&#8217;re quite jagged, probably made with toxic chemicals, and above all, inedible).</p>
<p>Also, don&#8217;t forget our <a href="https://www.patreon.com/critdistance">Patreon</a>! We&#8217;d really appreciate having enough of a cushion to grow our operation and sock a little bit of money away for a rainy day (or a snowy day. Where I live, winter is <em>back</em>, folks).</p>
<p>This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.</p>
<h2 id="development">Developing Stories</h2>
<p><span class="description">Our opening section this week is all about game dev, be it mission statements, jam debriefs, or interviews with creators.</span></p>
<ul>
<li><span class="content"><a href="https://www.scrmbl.com/post/how-global-game-jam-unites-tokyos-international-development-scene" target="_blank" rel="noopener">How Global Game Jam unites Tokyo&#8217;s international development scene | scrmbl</a></span><br />
<span class="description">Alicia Haddick reports back from one of dev culture&#8217;s finest community rituals (<strong>Further Reading:</strong> <a href="https://www.gamesindustry.biz/the-creative-sparks-ignited-by-global-game-jam">Alicia Haddick&#8217;s own words on the Global Game Jam from last year!</a>).</span></li>
<li><span class="content"><a href="https://www.theverge.com/games/607154/stop-motion-video-games" target="_blank" rel="noopener">Wool, clay, and elbow grease: bringing stop-motion games to life | The Verge</a></span><br />
<span class="description">Diego Nicolás Argüello talks to developers with a more material approach to the craft (<strong>Further Reading:</strong> <a href="https://www.gameshub.com/news/features/exploring-crafting-games-and-storytelling-traditions-with-a-mending-37305/">Stephanie Harkin on textile crafts, games, and storytelling</a>).</span></li>
<li><span class="content"><a href="https://grapefruitgames.com/sportslike/" target="_blank" rel="noopener">A Sportslike Manifesto | Grapefruit Games</a></span><br />
<span class="description">The devs at Grapefruit Games go out of bounds in the genre to find a new approach to sports and sportspeople (<strong>Further Reading:</strong> <a href="https://catacalypto.substack.com/p/i-am-all-love-blaseball-and-so-can">Cat Manning on <em>Blaseball</em></a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;You don’t have to recreate an entire sport. Only make what you need to think. Sometimes what you need is none. Or sometimes you need a whole new sport.&#8221;</span></p></blockquote>
<h2 id="play">On Deck</h2>
<p><span class="description">Here are a couple of recent plays from frequently-featured writers.</span></p>
<ul>
<li><span class="content"><a href="https://kimimithegameeatingshemonster.com/2025/02/14/baku-touhou-gensokyo-detonate-on-sound-trial-edition-bomb-the-bullet/" target="_blank" rel="noopener">Baku Touhou Gensokyo Detonate on Sound (Trial Edition): Bomb the bullet | Kimimi The Game-Eating She-Monster</a></span><br />
<span class="description">Kimimi has a great time with a (checks notes) doujin <em>Bomberman</em>-like demo disc???</span></li>
<li><span class="content"><a href="https://gamesline.net/of-the-devil-episode-1-review/" target="_blank" rel="noopener">of the Devil &#8211; Episode 1 Review &#8211; Gamesline</a></span><br />
<span class="description">Rose checks in on a cyberpunk mystery that commits to its speculative worldbuilding.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;When <em>of the Devil</em> talks about a concept, like laws that exist to anonymize the wealthy, or even something as simple as the fight for right to repair continuing unsuccessfully, they’re contextualized in events, in slopes and time. These aren’t bits created just to demonstrate capitalism’s chokehold in a vacuum, they’re given excuses, the same way it’s happened since time immemorial, and continues to happen right now.&#8221;</span></p></blockquote>
<h2 id="culture">Cultural Production</h2>
<p><span class="description">Now let&#8217;s look at intersections of games and culture, including gaming culture, industry culture, and language culture.</span></p>
<ul>
<li><span class="content"><a href="https://unwinnable.com/2025/02/11/language-roots/" target="_blank" rel="noopener">Language Roots | Unwinnable</a></span><br />
<span class="description">Jay Castello breaks down how <em>Chants of Sennaar</em>&#8216;s language and cultural relations are deeply informed by real world sociolinguistics (<strong>Further Reading:</strong> <a href="https://web.archive.org/web/20250106204757/https://cohost.org/Jeremy-Writes/post/5480380-chants-of-sennaar-an">Jeremy Signor on translinguistic community in <em>Chants of Sennaar</em></a>).</span></li>
<li><span class="content"><a href="https://www.avclub.com/love-week-video-games-horny" target="_blank" rel="noopener">What does it actually mean for a video game to be &#8220;horny&#8221;? | AV Club</a></span><br />
<span class="description">Grace Benfell surveys popular games and finds mostly incomplete treatments of sex and sexuality in an industry caught between binary attitudes (<strong>Further Reading:</strong> <a href="https://www.bpgamesinc.com/aaa/">The Adult Analysis Anthology</a> &#8211; I&#8217;ve linked the store landing page for the complete volumes but individual Cohost posts can also be found <a href="https://www.critical-distance.com/?s=adult%20analysis%20anthology">in our archives</a>).</span></li>
<li><span class="content"><a href="https://innerspiral.lol/Blog/Cynicism/Cynicism" target="_blank" rel="noopener">Lay Down Your Sword, There’s Nothing to Fight Here | Inner Spiral</a></span><br />
<span class="description">Alli cuts through gaming&#8217;s culture of apathetic cynicism.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Gaming isn’t broken. The way people engage with it is, but that can change. You just have to be willing to let go of the safety net of cynicism. You have to be willing to care. Because, in the end, that’s the real rebellion. Caring when the world wants you to be in perpetual fear.&#8221;</span></p></blockquote>
<h2 id="fun">Critical Chaser</h2>
<p><span class="description">Somebody pass Saulden a blunt. And maybe a hug.</span></p>
<ul>
<li><span class="content"><a href="https://www.backloggd.com/u/LordDarias/list/best-smoke-spots-in-gaming/" target="_blank" rel="noopener">Best Smoke Spots in Gaming | Backloggd</a></span><br />
<span class="description">Thank u LordDarias.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Majula, specifically the little terrace on the second floor of the mansion, you need to get the key from Cale but its worth it for the view. Chillin with some friends or by yourself, listening to the music and eternal sunset of the place, its just peaceful and nice enough to mellow out&#8221;</span></p></blockquote>
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		<post-id xmlns="com-wordpress:feed-additions:1">10506</post-id>	</item>
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		<title>February 9th</title>
		<link>https://www.critical-distance.com/2025/02/11/february-9th-3/</link>
		
		<dc:creator><![CDATA[Chris Lawrence]]></dc:creator>
		<pubDate>Tue, 11 Feb 2025 04:45:16 +0000</pubDate>
				<category><![CDATA[This Week in Videogame Blogging]]></category>
		<category><![CDATA[Civ]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[criticality]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[Metaphor]]></category>
		<category><![CDATA[Queerness]]></category>
		<category><![CDATA[Racing]]></category>
		<category><![CDATA[relationality]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Sports]]></category>
		<category><![CDATA[temporality]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10503</guid>

					<description><![CDATA[Welcome back readers. Apologies for my absense last week. I caught a nasty strain of flu, and I think having it right after a bout of COVID made it a nastier experience still. Owing to that, this week&#8217;s issue is extra-long&#8211;29 picks,...]]></description>
										<content:encoded><![CDATA[<p>Welcome back readers.</p>
<p>Apologies for my absense last week. I caught a nasty strain of flu, and I think having it right after a bout of COVID made it a nastier experience still. Owing to that, this week&#8217;s issue is extra-long&#8211;29 picks, to be precise!</p>
<p>These longer issues are quite a bit more work to put together, so I make no apologies for inviting you to <a href="https://www.patreon.com/critdistance">kick a few bucks our way</a>, if you support our mission and have the resources to do so. If you haven&#8217;t already, you can check Zach&#8217;s <a href="https://www.critical-distance.com/2025/01/21/2024-critical-distance-update/">update</a> on our finances.</p>
<p>This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.</p>
<h2 id="civ">Civilization VII</h2>
<p><span class="description">Our first few sections on this catch-up week each focus on recent noteworthy games, with a pair of articles to account for each. We&#8217;re leading with <em>Civ 7</em>.</span></p>
<ul>
<li><span class="content"><a href="https://www.pastemagazine.com/games/civilization-vii/with-civilization-vii-firaxis-wants-everybody-to-rule-the-world" target="_blank" rel="noopener">With Civilization VII, Firaxis Wants Everybody To Rule The World | Paste Magazine</a></span><br />
<span class="description">Dia Lacina tells her story of Rome.</span></li>
<li><span class="content"><a href="https://www.nytimes.com/2025/02/08/arts/civilization-7-review.html?unlocked_article_code=1.vU4.4naF.svkxcygyrrbp&amp;smid=url-share" target="_blank" rel="noopener">Civilization VII Is Filled With Simulated Crises and Real Lessons | The New York Times</a></span><br />
<span class="description">Yussef Cole highlights the strong coupling of crisis and change in <em>Civ 7 </em>(<strong>Further Reading &#8211;</strong> <a href="https://www.gamerswithglasses.com/features/civilization-5-fascism-2024-election">Alexander B. Joy on <em>Civ V</em> and antifascist revolution</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;It’s hard not to resign myself to powerlessness in the face of severe catastrophes that seem to appear out of nowhere. But persevering in the face of disaster usually means making it out to the other side, eventually. Remember that the potential for change can work both ways. The civilization that makes it out of a crisis often won’t look anything like the one that went in.&#8221;</span></p></blockquote>
<h2 id="metaphor">Metaphor: ReFantazio</h2>
<p><span class="description">Next up, let&#8217;s talk about the Atlus RPG that made waves late last year.</span></p>
<ul>
<li><span class="content"><a href="https://gamesline.net/my-kingdom-for-some-equity-metaphor-refantazio-review/" target="_blank" rel="noopener">My Kingdom For Some Equity &#8211; Metaphor: ReFantazio Review | Gamesline</a></span><br />
<span class="description">Maverick puts down some comprehensive thoughts on a game he ended up getting a good bit more out of than planned.</span></li>
<li><span class="content"><a href="https://jrpotential.medium.com/metaphor-refantazio-is-good-and-fantasy-racism-is-still-silly-678f2efd5596" target="_blank" rel="noopener">Metaphor ReFantazio is good and fantasy racism is still silly | Medium</a></span><br />
<span class="description">Jeffrey Rousseau highlights some of the contradictions and logical knots <em>Metaphor</em> ties itself in by abstracting its racial politics through fantasy tropes (<strong>Further Reading &#8211;</strong> <a href="https://matthorton.live/posts/metaphors-neoliberal-fantasy">Matt Horton on <em>Metaphor</em>&#8216;s imaginative limits</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;If you enjoy playing RPGs, Studio Zero’s Metaphor is a highly competent title. This essay was a mere critical exercise examining some of the racial dynamics that feel flat. They are far from highly offensive, without depth and lacking real-world understanding.&#8221;</span></p></blockquote>
<h2 id="dragon-age">Dragon Age: The Veilguard</h2>
<p><span class="description">Our next section concerns BioWare&#8217;s latest foray into Thedas.</span></p>
<ul>
<li><span class="content"><a href="https://www.polygon.com/analysis/520290/dragon-age-the-veilguard-sales-ea-bioware-layoffs" target="_blank" rel="noopener">Did Dragon Age: The Veilguard undersell or face unrealistic expectations? | Polygon</a></span><br />
<span class="description">Maddy Myers unpacks the business expectations set for AAA RPGs and the ever-moving goalpoasts used to measure success.</span></li>
<li><span class="content"><a href="https://www.tumblr.com/onelastkiss4you/774229629647110144/dragon-age-the-veilguard-just-went-from-a-good" target="_blank" rel="noopener">Dragon Age: The Veilguard Just Went From A Good RPG To One Of BioWare’s Most Important Games | Tumblr</a></span><br />
<span class="description">Ken Shepard speculates on <em>Veilguard</em>&#8216;s lasting legacy as the series finds its moral convictions (<strong>Further Reading &#8211;</strong> <a href="https://www.inverse.com/gaming/dragon-age-veilguard-the-keep-choices">Robin Bea on <em>Dragon Age</em> and setting aside the baggage of player choices</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Before <em>The Veilguard</em>, I often felt <em>Dragon Age </em>didn’t actually believe in anything. Its characters did, but as a text, <em>Dragon Age </em>often felt so preoccupied with empowering the player’s decisions that it felt like Thedas would never actually get better, no matter how much you fought for it. While it may lack the same prickly dynamics and the grey morality that became synonymous with the series, <em>The Veilguard</em>’s doesn’t just believe that the world is full of greys and let you pick which shade you’re more comfortable with. It’s the most wholeheartedly the <em>Dragon Age </em>universe has declared that the world of Thedas can be better than it was before.&#8221;</span></p></blockquote>
<h2 id="racing">Car Games</h2>
<p><span class="description">Next up, here are thoughts on two very different car games&#8211;a retro-styled RPG, and a retro-playing PS2 revival.</span></p>
<ul>
<li><span class="content"><a href="https://www.rockpapershotgun.com/keep-driving-review" target="_blank" rel="noopener">Keep Driving review | Rock Paper Shotgun</a></span><br />
<span class="description">Brendan Caldwell plays a CarPG of a different sort, strong on vibes and disarming on emotional beats.</span></li>
<li><span class="content"><a href="https://moegamer.net/2025/01/31/tokyo-xtreme-racer-single-player-arcade-racing-isnt-dead-and-should-never-have-been-assumed-to-be/" target="_blank" rel="noopener">Tokyo Xtreme Racer: single-player arcade racing isn&#8217;t dead, and should never have been assumed to be | MoeGamer</a></span><br />
<span class="description">Pete Davison celebrates a brand new PS2-ass racing game from the folks at Genki (<strong>Further Reading &#8211;</strong> <a href="https://haywiremag.com/columns/racing-line-the-bling-era/">Miguel Penabella on <em>Midnight Club 3</em> and hip-hop culture</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Here we are in 2025, then, and Genki, the Japanese developer best known for the <em>Tokyo Xtreme Racer </em>series (also known variously as <em>Shutokou Battle </em>and <em>Tokyo Highway Challenge </em>over the years in various regions) has just put out a new entry in the long-dormant franchise. Not only that, it’s been getting near-universal praise from press and public alike, despite launching on Steam in an unfinished “Early Access” state, albeit with a substantial chunk of game to enjoy already. And the thing at the forefront of my mind is, “why didn’t this happen sooner?”&#8221;</span></p></blockquote>
<h2 id="reviews">Sleeper Hit</h2>
<p><span class="description">This next section of mostly-but-not-all-reviews covers games that were primarily featured in one selected article this week.</span></p>
<ul>
<li><span class="content"><a href="https://www.popmatters.com/video-game-citizen-sleeper-ii" target="_blank" rel="noopener">Scarcity in Video Game &#8216;Citizen Sleeper II: Starward Vector&#8217; | PopMatters</a></span><br />
<span class="description">Luis Aguasvivas plays an overwhelming, suffocating, opaque, inspiring, and uplifting follow-up (<strong>Further Reading:</strong> <a href="https://uppercutcrit.com/citizen-sleeper-communities-of-food/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=citizen-sleeper-communities-of-food">Camille Butera on <em>Citizen Sleeper</em> and communities of food</a>).</span></li>
<li><span class="content"><a href="https://unwinnable.com/2025/01/31/mid/" target="_blank" rel="noopener">Mid | Unwinnable</a></span><br />
<span class="description">Emily Price considers different meanings and uses of the word mid in recapping the games and media that left an impression on her last year.</span></li>
<li><span class="content"><a href="https://kimimithegameeatingshemonster.com/2025/02/07/densha-de-go-nagoya-tetsudou-hen-on-the-right-track/" target="_blank" rel="noopener">Densha de GO! Nagoya Tetsudou-hen: On the right track | Kimimi The Game-Eating She-Monster</a></span><br />
<span class="description">Kimimi plays an expansive entry in the exacting train operating arcade game that wants you to succeed (<strong>Further Reading &#8211;</strong> <a href="https://www.pcgamer.com/games/sim/somehow-this-japanese-cult-classic-brings-intense-arcade-action-to-train-driving-simulators/">Kimimi&#8217;s own previous writing on the series</a>).</span></li>
<li><span class="content"><a href="https://www.startmenu.co.uk/home/review-hyper-light-breaker" target="_blank" rel="noopener">Review | Hyper Light Breaker &#8211; Breath of the Warframe | startmenu</a></span><br />
<span class="description">Skeleton did not like <em>Hyper Light Breaker</em>.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;I stop to battle, and I stop to fight, and I stop to die. Sometimes the world drops more mobs on me then I can handle with my equipment and reflexes. The world stops, I regenerate at the bus stop at the end of the world &#8211; a hole-in-the-wall shopping gallery that exists for me to mindlessly hold the joystick forward through. There&#8217;s nothing to see here, not for me: just recycled art assets and palettes from <em>Hyper Light Drifter </em>feeling like I wouldn&#8217;t notice. I&#8217;m insulted it&#8217;s a rogue-lite &#8211; the idea of playing this forever fills me with a deep-set horror. The same sword combos, the same guns, the same world broken up into incremental upgrades and played for the sake of it: doesn&#8217;t this look neat?&#8221;</span></p></blockquote>
<h2 id="design">Blueprints</h2>
<p><span class="description">Here are our design-focused picks this week, with some interesting conversations on interactivity, stillness, and balancing.</span></p>
<ul>
<li><span class="content"><a href="https://unwinnable.com/2025/02/06/rhythm-of-stillness/" target="_blank" rel="noopener">Rhythm of Stillness | Unwinnable</a></span><br />
<span class="description">Phoenix Simms takes a moment to highlight the value of stillness, of doing nothing, in games and play.</span></li>
<li><span class="content"><a href="https://boardgamegeek.com/blog/1/blogpost/169896/the-balancing-act" target="_blank" rel="noopener">The Balancing Act | BoardGameGeek</a></span><br />
<span class="description">Richard Garfield discusses balancing in game design as an intersection of many different playstyle approaches and considerations rather than an absolute ideal.</span></li>
<li><span class="content"><a href="https://unwinnable.com/2025/02/04/attack-defend-follow/" target="_blank" rel="noopener">Attack, Defend, Follow &#8211; Unwinnable | Unwinnable</a></span><br />
<span class="description">Ed Smith rethinks the paradigms of interactivity and expressivity in a new column.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;What I see in <i>Freedom Fighters</i> is a game that encourages and allows for enormous player agency. But that sense of agency is enabled by a streamlining of mechanics and features rather than allowing the player to operate and participate in a successively large number of mechanics and features.&#8221;</span></p></blockquote>
<h2 id="sports">Ball Is Life</h2>
<p><span class="description">It is! So let&#8217;s talk a bit about sports games.</span></p>
<ul>
<li><span class="content"><a href="https://www.rollingstone.com/culture/rs-gaming/backyard-sports-revival-barry-sanders-dan-marino-1235258969/" target="_blank" rel="noopener">Kid-Friendly Gaming Franchise ‘Backyard Sports’ Is Back And Ready to Modernize | Rolling Stone</a></span><br />
<span class="description">Jake Lang profiles a simpler sports series highlighting community and togetherness, now poised to make a comeback.</span></li>
<li><span class="content"><a href="https://calzone.beehiiv.com/p/football-manager-2025-is-cancelled-and-that-d-be-fine-if-my-team-wasn-t-shit" target="_blank" rel="noopener">Football Manager 2025 is cancelled and that&#8217;d be fine if my team wasn&#8217;t shit | Carlito Calzone</a></span><br />
<span class="description">Nicanor Gordon explains why <em>Football Manager</em> skipping a season hurts so much more when you&#8217;re a Southampton fan.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Sports, at every level, is about losing. Even fans of serial winners craft situations where they are the underdogs. They beef with sporting laws, they beef regular laws, or they just plainly lie that ‘everyone’ doubted them. To be a sports fan, and especially a fan of a bad team, is to embrace vulnerability. It is loving knowing you will be hurt. To paraphrase Ryan Hunn, founder and co-host of the Stadio podcast, watching football is trusting your happiness to eleven strangers who do not know you exist. You lose so when you win it&#8217;s that much sweeter. It&#8217;s the promise of a better life to come. It&#8217;s religion.&#8221;</span></p></blockquote>
<h2 id="relationality">Cave Stories</h2>
<p><span class="description">Our next three selections unpack different interactions and intersections between the virtual and material.</span></p>
<ul>
<li><span class="content"><a href="https://www.aljazeera.com/features/2025/2/7/how-grand-theft-auto-is-helping-nigerians-survive-rampant-police-abuse" target="_blank" rel="noopener">How Grand Theft Auto is helping Nigerians survive rampant police abuse | Al Jazeera</a></span><br />
<span class="description">Tilewa Kazeem investigates the role of virtual gaming spaces in performances satirizing societial power structures and gradually promoting and effecting real change.</span></li>
<li><span class="content"><a href="https://www.gamerswithglasses.com/features/final-profit-sorry-to-bother-you" target="_blank" rel="noopener">&#8220;Capitalists Aren&#8217;t Welcome at Castle Marx&#8221; | Gamers with Glasses</a></span><br />
<span class="description">Caroline Delbert explores the convolutions and contradictions of anticapital struggle in <em>Sorry to Bother You</em> and <em>Final Profit</em>.</span></li>
<li><span class="content"><a href="https://sprawlbug.com/2025/02/05/platos-caving/" target="_blank" rel="noopener">Plato’s Caving | Bee Sprawlbug Discorporated</a></span><br />
<span class="description">Bee Sprawlbug tells a tale of sausage, gaming culture, and getting way too into the show (<strong>Further Reading &#8211;</strong> <a href="https://www.rockpapershotgun.com/the-gamergator-rhetoric-of-historical-accuracy-has-come-back-to-bite-kingdom-come-on-the-arse">Edwin Evans-Thirlwell on <em>Kingdom Come Deliverance 2</em> and the fickle tides of reactionary gaming culture</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Today when I see somebody shouting threats because a diversely-coded reviewer awarded their favourite puppet show less than 9 out of 10, I cannot help but think of the people in Plato’s original allegory with their heads chained to a motherfucking wall. A stream of ‘new releases’ goes continuously by, to which they cheer &amp; boo &amp; hiss. In between the releases go streams of product reviews: 9 (cheer), 9 (cheer), 9 (cheer), 9 (cheer), 8 (boos &amp; death threats). Everything &amp; everyone they see around them now has become a part of the show—shadows upon shadows, scrolling past them on the wall. These people aren’t here to consider the wild possibilities; they’re only here to expect things (and the things they expect are atrocious).&#8221;</span></p></blockquote>
<h2 id="temporality">Copy that Floppy</h2>
<p><span class="description">Legacy media&#8211;and the discovery practices they entail&#8211;feature in this next pairing.</span></p>
<ul>
<li><span class="content"><a href="https://unwinnable.com/2025/01/30/physical-media-and-collective-nostalgia/" target="_blank" rel="noopener">Physical Media and Collective Nostalgia | Unwinnable</a></span><br />
<span class="description">Paige Eldridge contemplates nostalgia&#8211;and the media it is inscribed upon&#8211;as a process, be it cognitive, social, or cultural (<strong>Further Reading &#8211;</strong> <a href="https://web.archive.org/web/20250107075633/https://cohost.org/crushed/post/7293991-slow-fire">Crushed on media obsolescence</a>).</span></li>
<li><span class="content"><a href="https://innerspiral.lol/Blog/Demos/Demos" target="_blank" rel="noopener">Press Start to Remember Demos | Inner Spiral</a></span><br />
<span class="description">Alli juxtaposes the discovery of demos and the oppression of algorithms.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;So, how do we bring back the feeling of discovery in an era dominated by algorithms and homogenization? It starts by changing the way you think about media. By completely rejecting the idea that everything needs to be smooth and seamless, with embracing friction, randomness, and experimentation. It starts with taking risks. As players, we can seek out games that aren’t algorithmically optimized. We can support indie developers and niche projects.&#8221;</span></p></blockquote>
<h2 id="queerness">Queer Matters</h2>
<p><span class="description">Two pieces this week explore queer themes large and small in games and structures.</span></p>
<ul>
<li><span class="content"><a href="https://intothespine.com/2025/01/27/green-oranges/" target="_blank" rel="noopener">Green Oranges | Into The Spine</a></span><br />
<span class="description">Ree Summers glimpses a spark of queer recognition in <em>Reverse: 1999</em>.</span></li>
<li><span class="content"><a href="https://florencesmithnicholls.com/2025/02/04/on-the-pleasure-of-lists-in-archaeology-video-games/" target="_blank" rel="noopener">On the pleasure of lists in: archaeology; video games | Florence Smith Nicholls</a></span><br />
<span class="description">Florence Smith Nicholls considers the list, structurally, thematically, as a record, an encoding of queer experience.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;A list can be surveillance, power, control. A list can be categorisation, record. A list can be poetry, written into the soil over thousands of years. A list is confirmation.&#8221;</span></p></blockquote>
<h2 id="criticality">Critical Inquiries</h2>
<p><span class="description">Art, affect, and autonomy are the guiding themes of this section.</span></p>
<ul>
<li><span class="content"><a href="https://unwinnable.com/2025/02/05/the-fable-of-myhouse-wad-or-why-we-should-all-be-scared-of-chatgpt/" target="_blank" rel="noopener">The Fable of Myhouse.wad, or: Why We Should All Be Scared of ChatGPT | Unwinnable</a></span><br />
<span class="description">Emma Kostopolus meditates on <em>House of Leaves</em>, MyHouse.wad, and creative autonomy and accountability (<strong>Further Reading &#8211;</strong> <a href="https://bezdarbor.com/2023-05-10-myhouse-wad-is-not-another-gimmicky-doom-map-with-ingenious-level-design/">Boris Bezdar on MyHouse.wad</a>).</span></li>
<li><span class="content"><a href="https://epiloguegaming.com/the-beauty-of-tears-why-the-best-video-games-make-me-cry/" target="_blank" rel="noopener">The Beauty of Tears: Why (The Best) Video Games Make Me Cry | Epilogue Gaming</a></span><br />
<span class="description">Flora Merigold recounts finding the medium, community, and critical practice that move her.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;I recognize now, well over eight years into writing about games, that I simply didn’t know where to look. Outlets like <em>Critical Distance</em> were not yet on my radar, whereas <em>GameSpot </em>and its kin were. Mistakenly reducing games discourse to these market-driven outlets, I concluded that no one had felt the same way I did with <em>The Last Guardian</em>, so I started trauma-dumping to everyone I knew who cared about games – including Ben Vollmer. Because Ben and I worked together, I soon tapped into his idea for a website-community hybrid, where games and the lasting impact they left were celebrated in the way that a museum celebrates artworks that make a lasting cultural impact. Several conversations later, Epilogue Gaming was born.&#8221;</span></p></blockquote>
<h2 id="community">Communal Effort</h2>
<p><span class="description">Different ideas of community&#8211;in and out of the game world&#8211;guide these next two selections.</span></p>
<ul>
<li><span class="content"><a href="https://www.theverge.com/games/603938/off-rpg-translation-interview" target="_blank" rel="noopener">It took more than a decade for a surreal RPG to get its final translation | The Verge</a></span><br />
<span class="description">Jay Castello chronicles the remarkable localization history of French indie RPG <em>Off</em> through conversation with the the writer who first brought it to English-speaking audiences, Quinn K (<strong>Further Reading &#8211;</strong> <a href="https://indietsushin.net/posts/2024-10-15-Operation-STEEL-JA-Translation-Postpartum.html">mojilove on localizing indie shmup <em>Operation Steel</em></a>).</span></li>
<li><span class="content"><a href="https://www.stopcar.ing/your-thirst-is-mine-my-water-is-yours/" target="_blank" rel="noopener">Your Thirst Is Mine, My Water Is Yours</a></span><br />
<span class="description">Artemis Octavio unpacks the sancticy and profundity of the water ritual in <em>Caves of Qud</em>.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;The water ritual fundamentally alters your relationship with the world around you. You will be adored by those who love your water-sib and despised by those that feel negatively about them. Since water is such a precious commodity, the water ritual transforms a simple act of kindness into a praxis with deep societal consequences. It is a sacred act, spiritual in a way, with its forming and strengthening of bonds across cultures and species.&#8221;</span></p></blockquote>
<h2 id="fun">Critical Chaser</h2>
<p><span class="description">Still the coolest battle theme out of the SNES games, too.</span></p>
<ul>
<li><span class="content"><a href="https://unwinnable.com/2025/02/06/ode-to-benjamin/" target="_blank" rel="noopener">Ode to Benjamin | Unwinnable</a></span><br />
<span class="description">Alexander B. Joy raises his glass to an underappreciated <em>Final Fantasy</em> protagonist who trucks through cosmic adversity with an easy shrug.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;He’s not special – he’s <i>available</i>. Less a hero of destiny than a hero of convenience, Benjamin represents the latest in a line of disposable warriors. Is he the Chosen One? Who cares? He’ll do.&#8221;</span></p></blockquote>
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		<post-id xmlns="com-wordpress:feed-additions:1">10503</post-id>	</item>
		<item>
		<title>January 26th</title>
		<link>https://www.critical-distance.com/2025/01/27/january-26th-3/</link>
		
		<dc:creator><![CDATA[Chris Lawrence]]></dc:creator>
		<pubDate>Mon, 27 Jan 2025 23:06:18 +0000</pubDate>
				<category><![CDATA[This Week in Videogame Blogging]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[narrativity]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[relationality]]></category>
		<category><![CDATA[Reviews]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10495</guid>

					<description><![CDATA[Welcome back readers. The first thing I&#8217;m going to plug this week is an Itch bundle&#8211;this one is a big collection of TTRPGs and materials in support of the Trans Empowerment Project. Good games, good creators, good cause. The second thing I&#8217;m...]]></description>
										<content:encoded><![CDATA[<p>Welcome back readers.</p>
<p>The first thing I&#8217;m going to plug this week is an Itch bundle&#8211;this one is a <a href="https://itch.io/b/2847/best-of-2024-ttrpg-bundle-for-tep">big collection of TTRPGs and materials</a> in support of the Trans Empowerment Project. Good games, good creators, good cause.</p>
<p>The second thing I&#8217;m plugging this week is, once again, <a href="https://www.patreon.com/critdistance">our Patreon</a>. Zach has <a href="https://www.critical-distance.com/2025/01/21/2024-critical-distance-update/">an update</a> on the site that explains our situation in greater detail, but in short, we&#8217;d like to move the needle from &#8220;treading water&#8221; to &#8220;room to grow&#8221;. Help us do that if you can, and if you appreciate the work that we do!</p>
<p>This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.</p>
<h2 id="narrativity">Story Time</h2>
<p><span class="description">Our opening series of highlights this week are all narratives <em>about</em> games and play, so pull up a chair and settle in for a tale.</span></p>
<ul>
<li><span class="content"><a href="https://www.eurogamer.net/can-a-steam-profile-be-a-real-memorial-for-a-lost-life" target="_blank" rel="noopener">Can a Steam profile be a real memorial for a lost life? | Eurogamer</a></span><br />
<span class="description">Alice Bell contemplates authenticity, the digital self, and what someone&#8217;s play history tells and doesn&#8217;t tell us after they&#8217;re gone.</span></li>
<li><span class="content"><a href="https://www.rockpapershotgun.com/the-gamergator-rhetoric-of-historical-accuracy-has-come-back-to-bite-kingdom-come-on-the-arse" target="_blank" rel="noopener">The Gamergator rhetoric of historical accuracy has come back to bite Kingdom Come on the arse | Rock Paper Shotgun</a></span><br />
<span class="description">Edwin Evans-Thirlwell has it pretty much all summed up with the headline, eh?</span></li>
<li><span class="content"><a href="https://www.eurogamer.net/strange-but-not-true-did-a-us-game-publisher-really-get-raided-by-us-intelligence-services-over-a-fighter-plane-that-never-existed" target="_blank" rel="noopener">The hunt for truth in the legend of the F-19 | Eurogamer</a></span><br />
<span class="description">Robert Purchase goes all the way down the rabbit hole for this one (<strong>Further Reading &#8211;</strong> <a href="https://thehistoryofhowweplay.wordpress.com/2024/06/14/ode-to-blue-skies-the-importance-of-the-flight-simulator/">Ethan Johnson&#8217;s intertwined history of flight sims and the wider industry</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;You know, it&#8217;s hard not to be taken in by him, and by his enthusiasm. It <em>is</em> a great story. That it should all begin with top secret information divulged by a whispering Tom Clancy &#8211; who&#8217;s also not around to verify any of this &#8211; is not what I expected at all. It&#8217;s a story that evokes an era where people had secret conversations, when knowledge was a little less centralised, and where the gaps existed for stories like these to materialise. Who knows? Perhaps it is true. But every so often I catch little inconsistencies in what Stealey tells me and I begin to wonder.&#8221;</span></p></blockquote>
<h2 id="relationality">Crisis Core</h2>
<p><span class="description">Our next three picks examine the entanglement of games within our world&#8217;s many ills from different angles.</span></p>
<ul>
<li><span class="content"><a href="https://mimidoshima.neocities.org/main/posts/2025-01-25-The%20Hungry%20Lamb%20and%20The%20Remains%20of%20Morality%20in%20a%20Famished%20World" target="_blank" rel="noopener">The Hungry Lamb And The Remains Of Morality In A Famished World | Mimidoshima</a></span><br />
<span class="description">Kastel plays a Chinese-langauge VN reflecting on poverty, hunger, and the cycles of history.</span></li>
<li><span class="content"><a href="https://www.gamerfocus.co/juegos/es-etico-divertirse-en-el-gold-saucer-ffvii-rebirth/" target="_blank" rel="noopener">¿Es ético divertirse en el Gold Saucer? | GamerFocus</a></span><br />
<span class="description">Julián Ramírez uses <em>Final Fantasy VII Rebirth</em> to highlight the conundrums of unsustainable entertainment media (<strong>Further Reading &#8211;</strong> <a href="https://sidequest.zone/2024/02/26/in-final-fantasy-vii-rebirth-were-saving-everyone/#google_vignette">Cress&#8217; review of <em>FFVII Rebirth</em></a>).</span></li>
<li><span class="content"><a href="https://www.popmatters.com/video-games-marijam-did-feature" target="_blank" rel="noopener">Take Video Games and Our Perilous Era Seriously | PopMatters</a></span><br />
<span class="description">Luis Aguasvivas presents an expansive review of Marijam Did&#8217;s expansive book about the industry&#8217;s pitfalls and potentials.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Indeed, what propelled <em>Everything to Play For</em> into existence is a rallying cry: “We can either allow this vast cultural space to be eternally entangled in the awkward nets of conservatism and financialisation that will suffocate and deform both it and the players who touch it, or we can fight to rescue it.” As I read this, I asked myself, can the video game industry be rescued? Should we even try? <em>Everything to Play For</em> answers back with a resounding Yes!&#8221;</span></p></blockquote>
<h2 id="design">The Workshop</h2>
<p><span class="description">Here we&#8217;ve got designers talking design and craft, from both narrative and systems angles.</span></p>
<ul>
<li><span class="content"><a href="https://kayin.moe/quality-of-life" target="_blank" rel="noopener">Quality of Life | Kayinworks</a></span><br />
<span class="description">Kayin scrutinizes the give and take in experience when designers adjust their games in the name of QoL.</span></li>
<li><span class="content"><a href="https://florencesmithnicholls.com/2025/01/20/good-game-writing-goes-to-heaven-bad-game-writing-gets-shared-on-the-internet/" target="_blank" rel="noopener">Good game writing goes to heaven, bad game writing gets shared on the internet | Florence Smith Nicholls</a></span><br />
<span class="description">Florence Smith Nicholls makes the case for &#8220;interesting&#8221; games writing rather than &#8220;good&#8221; (<strong>Further Reading &#8211;</strong> <a href="https://web.archive.org/web/20250107191738/https://cohost.org/ItsMeLilyV/post/2842221-give-me-the-fuckups">Lily Valeen on making RPG writing a little more Interesting</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;So here’s my real hot take: focusing on immersion in video games is at the detriment of having them being appreciated as craft. Interesting games writing makes you pause and consider intentionality and authorship. Immersion, at least as its popularly used to refer to getting “lost” in a game, doesn’t leave space for the pleasures of engaging with the gameworld as artifice.&#8221;</span></p></blockquote>
<h2 id="industry">Artificial Industry</h2>
<p><span class="description">These two pieces establish context and examples for the proliferation of large language models in gamedev and, what do you know, they still just make things worse than they need to be.</span></p>
<ul>
<li><span class="content"><a href="https://www.inverse.com/gaming/gaming-generative-ai-bad-gdc-survery-results" target="_blank" rel="noopener">The Most Dangerous Technology in Gaming Is Spreading And So Is Dislike For It | Inverse</a></span><br />
<span class="description">Robin Bea highlights a chasm between adoption of and enthusiasm for generative AI in the games industry.</span></li>
<li><span class="content"><a href="https://mssv.net/2025/01/23/did-ai-ruin-this-immersive-cocktail-murder-mystery/" target="_blank" rel="noopener">Did AI Ruin This Immersive Cocktail Murder Mystery? | mssv + Have You Played</a></span><br />
<span class="description">Adrian Hon reviews an interactive dining experience that goes off the rails (not in a good way).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;You could pay a writer £500 to do a much better job – but why pay £500 when you can pay nothing for a bad job that people won’t notice until it’s too late?&#8221;</span></p></blockquote>
<h2 id="fun">High Score</h2>
<p><span class="description">Let&#8217;s switch gears now and look at a pair of reviews for games past and not-yet-out!</span></p>
<ul>
<li><span class="content"><a href="https://sidequest.zone/2025/01/20/review-double-dipping-from-the-guilds-in-dungeon-inn/" target="_blank" rel="noopener">Review: Double Dipping from the Guilds in Dungeon Inn | Sidequest</a></span><br />
<span class="description">Cress checks out a cozy management sim with a dash of factional intrigue.</span></li>
<li><span class="content"><a href="https://kimimithegameeatingshemonster.com/2025/01/24/star-trader-falcom-strikes-back/" target="_blank" rel="noopener">Star Trader: Falcom strikes back | Kimimi The Game-Eating She-Monster</a></span><br />
<span class="description">Kimimi digs in to the spacefaring Falcom odyssey, a worthy adventuring RPG strung together with some ramshackle shmup trappings.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Exciting stories, sim-like detail, the messy reality of life amongst the stars… Star Trader is all of these things at the same time, and because that was made crystal clear before I’d gone anywhere near its discs the game’s constant swaying between two genres only ever feels seamless. This is a story that starts with a bold girl with tales of missing relatives and gods and ancient legends and ends with me shooting at something big and evil at the centre of the galaxy, like all good sci-fi stories should.&#8221;</span></p></blockquote>
<h2 id="play">Hit Me</h2>
<p><span class="description">This section pivots from play to player, as the authors work their subject games into their own narrative arcs.</span></p>
<ul>
<li><span class="content"><a href="https://deep-hell.com/the-ten-women-ive-had-to-be/" target="_blank" rel="noopener">THE TEN WOMEN I&#8217;VE HAD TO BE | DEEP-HELL</a></span><br />
<span class="description">Skeleton distills a ludic personal history of femininity (content notification for discussions of sexual abuse).</span></li>
<li><span class="content"><a href="https://www.anxietyshark.ca/just-one-more/" target="_blank" rel="noopener">Just One More | Anxiety Shark</a></span><br />
<span class="description">Niko Stratis dwells on <em>Balatro</em>, the body, and the dance of addiction (<strong>Further Reading &#8211;</strong> <a href="https://franklantz.substack.com/p/playing-balatro">Frank Lantz&#8217;s pharmakological approach to <em>Balatro</em></a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;I hit the final challenge, to beat the game Jokerless, that is to say learning how to only play the cards and never the jokers and beat a run and was harder than anything I had done before and relied on luck more than skill and it felt so good once, and it felt so good when I got close, and then it felt bad but I couldn’t shake it. Suddenly it had been an hour, and I still had the game in my hands. Then it had been two. It felt so good, once, I think, but now I wasn’t sure. Then it was the next day, and I was still playing, and then it was the next day, and I was still playing, and time seemed to become something new, something amorphous, something like water, moving swift, pushing along with dangerous purpose. Suddenly it was the next day again. It felt so good. Once. Didn’t it? Does it still? I started to get annoyed, flustered, angry. My heart beat faster every time I edged on victory. When I lost I swore under my breath and I felt bad and started another round. I told myself I would only play one more, as the hours melted away. I felt so bad, but I kept going, because I had to win and I had to claim victory and in doing so I would feel so good again, the way I had before. When I finally sat it down to focus on other tasks the music haunted me and the clicking of buttons haunted me and I thought about how good it probably will feel the next time. I thought about how good it felt before and how good it might again and I needed it to feel like that, just once more. I didn’t notice my teeth grinding against each other as I thought about good it might feel.&#8221;</span></p></blockquote>
<h2 id="fun">Critical Chaser</h2>
<p><span class="description">Very cool imo.</span></p>
<ul>
<li><span class="content"><a href="https://www.youtube.com/watch?v=TrDZIyYSMfI" target="_blank" rel="noopener">Meet a Navajo weaver inspired by video games | YouTube</a></span><br />
<span class="description">Melissa Cody describes her spin on an intergenerational art, inspired by the games she grew up with.</span></li>
</ul>
<hr />
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		<post-id xmlns="com-wordpress:feed-additions:1">10495</post-id>	</item>
		<item>
		<title>2024 Critical Distance Update</title>
		<link>https://www.critical-distance.com/2025/01/21/2024-critical-distance-update/</link>
		
		<dc:creator><![CDATA[Zach Alexander]]></dc:creator>
		<pubDate>Tue, 21 Jan 2025 22:04:23 +0000</pubDate>
				<category><![CDATA[Announcement]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10493</guid>

					<description><![CDATA[I last gave an update on Critical Distance’s finances at the beginning of 2024. Now that it’s a new year, it seems like a good time to check in again. We are just on the brink of financial stability. Some months we...]]></description>
										<content:encoded><![CDATA[<p>I last gave an update on Critical Distance’s finances at the beginning of 2024. Now that it’s a new year, it seems like a good time to check in again.</p>
<p>We are just on the brink of financial stability. Some months we are only $10 short from balanced books, but the work we put into the yearly roundup means we were $400 short of being able to pay our excellent curators to review an entire year’s worth of writing without dipping into our savings last month. <a href="https://www.patreon.com/critdistance">Have you signed up for our Patreon</a>? It could easily make the difference!</p>
<p>We did have to stop running the video roundups. They were time consuming and therefore costly to run. We experimented with them for a few months, which dipped into our savings without bringing in any additional Patreon funding. Therefore, we don’t have the reserves to fund experiments that we desperately want to run, such as “hiring a WordPress developer to finally fix archives”. However, a generous donor was able to give us a much better search experience! We are combing through grants to try and find avenues for additional funding, but this is also a time-consuming and difficult task. (We have <a href="https://discord.gg/DeqSdK7F5f">a channel in our Discord</a> for this purpose if you’d like to volunteer!)</p>
<p>All that said, our Discord has never been livelier or more welcoming. It’s for everyone who wants to talk about games and games writing, regardless of whether you are a Patreon or not. Please feel free to <a href="https://discord.gg/DeqSdK7F5f">join us on Discord</a>, whether you simply want to discuss games, help run some community activities, or find ways to continue making Critical Distance the place to find the best games writing on the Internet.</p>
<p>As always, <a href="https://www.patreon.com/critdistance">our Patreon is the primary way you can support us</a>. We use this money to pay our editors to find, review and curate their favorite games writing on the internet week after week. As social media continues to fragment, we want to continue standing. <a href="https://www.patreon.com/critdistance">Your support helps us do that</a>. If you can’t contribute, telling your friends about our site helps too!</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">10493</post-id>	</item>
		<item>
		<title>January 19th</title>
		<link>https://www.critical-distance.com/2025/01/20/january-19th-3/</link>
		
		<dc:creator><![CDATA[Chris Lawrence]]></dc:creator>
		<pubDate>Tue, 21 Jan 2025 02:28:53 +0000</pubDate>
				<category><![CDATA[This Week in Videogame Blogging]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[localization]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[relationality]]></category>
		<category><![CDATA[temporality]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10488</guid>

					<description><![CDATA[Welcome back readers. I mentioned last week that I would be plugging the Patreon a little harder going forward. We&#8217;ve experienced some really great community growth in the last couple of years&#8211;there are lots of fun conversations happening on our Discord for...]]></description>
										<content:encoded><![CDATA[<p>Welcome back readers.</p>
<p>I mentioned last week that I would be plugging <a href="https://www.patreon.com/critdistance">the Patreon</a> a little harder going forward. We&#8217;ve experienced some really great community growth in the last couple of years&#8211;there are lots of fun conversations happening on our <a href="https://discord.gg/Gv3qQHNByS">Discord</a> for instance&#8211;but we&#8217;ve also been a bit hamstrung on implementing and maintaining features without some additional slack in our operating budget. People are regularly sending video submissions our way, for instance, and we want to keep our eye on those, but that means we need to have the funds in the tank for the labour hours that go into that work. So&#8230; check out <a href="https://www.patreon.com/critdistance">the Patreon</a>!</p>
<p>This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.</p>
<h2 id="industry">Indiestructable</h2>
<p><span class="description">We&#8217;re starting this week off with industry-focused conversations, looking specifically at the structural pitfalls of AAA development and the problems with some of the alternatives proposed.</span></p>
<ul>
<li><span class="content"><a href="https://azhdarchid.com/why-cant-you-be-more-like-your-older-brother/" target="_blank" rel="noopener">Why can&#8217;t you be more like your older brother? | Azhdarchid</a></span><br />
<span class="description">Bruno Dias breaks down why labour practices, structures, and organizations cannot be readily compared between the film and game industries.</span></li>
<li><span class="content"><a href="https://auratriolo.com/blog/2025/01/15/a-pivot-to-indie-wont-save-us/" target="_blank" rel="noopener">A Pivot To Indie won’t save us | AURAMBLES</a></span><br />
<span class="description">Aura Triolo discusses the structural and cultural problems that prevent indie development from being a magic bullet alternative to the AAA industry model (<strong>Further Reading &#8211;</strong> <a href="https://www.rollingstone.com/culture/rs-gaming/indies-games-1000xresist-another-crabs-treasure-clickolding-1235231726/">Hayes Madsen&#8217;s conversations with multiple indie developers about sustainability challenges in the industry</a>).</span></li>
<li><span class="content"><a href="https://mimidoshima.neocities.org/main/posts/2025-01-16-Commenting%20on%20an%20article%20that%20brings%20up%20hobbyist%20development%20as%20a%20lifelong%20career" target="_blank" rel="noopener">Commenting On An Article That Brings Up Hobbyist Development As A Lifelong Career | Mimidoshima</a></span><br />
<span class="description">Kastel takes care to ensure that the hobbyists&#8211;in both games dev and crit&#8211;aren&#8217;t written out of the conversation.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Is it all just wasted effort because we are vulnerable to exploitation and burnout? I don&#8217;t think so. I am deeply aware that some of my tendencies are not sustainable in the long run because I have a day job on top of other commitments. But in the end, I keep coming back to them because I enjoy letting people know what I think about niche games and the effort people have put into them.&#8221;</span></p></blockquote>
<h2 id="localization">Rosetta Stone</h2>
<p><span class="description">Polygon just posted an interesting series of interviews on localization, so we&#8217;ve earmarked some here!</span></p>
<ul>
<li><span class="content"><a href="https://www.polygon.com/features/486346/still-wakes-the-deep-scottish-gaelic" target="_blank" rel="noopener">The Scottish Gaelic translation of Still Wakes the Deep is deeply political | Polygon</a></span><br />
<span class="description">Lewis Gordon talks to creative director John McCormack about the linguistic and cultural stakes of including Scottish Gaelic support in <em>Still Wakes the Deep</em>.</span></li>
<li><span class="content"><a href="https://www.polygon.com/gaming/510006/chants-of-sennaar-localization-process-fictional-language" target="_blank" rel="noopener">How to translate a game with no words | Polygon</a></span><br />
<span class="description">Nicole Carpenter chats with different translators who worked on <em>Chants of Sennaar</em> about the game&#8217;s unique localization challenges (<strong>Further Reading &#8211;</strong> <a href="https://gamesline.net/chants-of-sennaar-feature/">Franny on communication and community in <em>Chants of Sennaar</em></a>).</span></li>
<li><span class="content"><a href="https://www.polygon.com/nintendo/507720/kirby-angry-box-artwork" target="_blank" rel="noopener">Looking for Angry Kirby | Polygon</a></span><br />
<span class="description">Francisco Dominguez chats with Leslie Swan about the inner workings of Nintendo localization in the 2000s.</span></li>
<li><span class="content"><a href="https://www.polygon.com/gaming/506820/castlevania-symphony-night-english-translation-mistakes-changes" target="_blank" rel="noopener">Castlevania: Symphony of the Night’s notorious English translation didn’t need fixing | Polygon</a></span><br />
<span class="description">Gabe Durham gives the good version of <em>SOTN</em> its due with the translator who made it happen.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;With no support, little time, and a mountain of made-up words to translate, Blaustein improvised, packing the game with references. Many were right in front of him: The game’s first relic, the Cube of Zoe, is named after his daughter (not a 19th-century Russian empress, as many speculated). For others, he turned to his favorite works. J.R.R. Tolkien’s influence was particularly pronounced. The translation includes the swords Glamdring and Crissaegrim, enemies called Wargs, the Rings of Varda and Feanor, and many more references to Middle-earth. “I saw Castlevania as a big world,” he told Dongled last year, “and I wanted it to feel epic. So I reached into mythology and Tolkien to give things weight.”&#8221;</span></p></blockquote>
<h2 id="relationality">Forward Thinking</h2>
<p><span class="description">This next series explores new frameworks for thinking about games, interactive media, and the world that produces them.</span></p>
<ul>
<li><span class="content"><a href="https://www.gamerswithglasses.com/features/leshys-not-coming-to-save-us" target="_blank" rel="noopener">Leshy&#8217;s Not Coming to Save Us | Gamers with Glasses</a></span><br />
<span class="description">Samantha Trzinski chronicles the shifting role of the Slavic nature deity/trickster figure as a vengeful cipher for climate catastrophes.</span></li>
<li><span class="content"><a href="https://www.inverse.com/gaming/grand-theft-hamlet-documentary-video-games-shakespeare" target="_blank" rel="noopener">Grand Theft Hamlet Made Me Contemplate Life, the Universe, and Everything | Inverse</a></span><br />
<span class="description">Shannon Liao offers some impressions on <em>Grand Theft Hamlet</em> and games as a narrative possibility space (<strong>Further Reading &#8211;</strong> <a href="https://mashable.com/article/grand-theft-hamlet-review">Siddhant Adlakha&#8217;s thoughts on the same film</a>).</span></li>
<li><span class="content"><a href="https://unwinnable.com/2025/01/14/status-ailment-era/" target="_blank" rel="noopener">Status Ailment Era | Unwinnable</a></span><br />
<span class="description">Phoenix Simms meditates on chronic illness, disability, RPG status ailments, and COVID (<strong>Further Reading &#8211;</strong> <a href="https://www.critical-distance.com/2020/12/10/pandemics-and-games-essay-jam/">The Pandemics and Games Essay Jam</a> organized right here on CD by our own Zoyander Street!).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;I’ll be frank about my status ailments post-COVID – so far I can identify silence, often induced by fatigue and confusion. I’m definitely built differently now, but not necessarily with regard to resilience in the traditional sense.&#8221;</span></p></blockquote>
<h2 id="temporality">Strange Spaces</h2>
<p><span class="description">I don&#8217;t actually have a strong critical throughline for these next two pieces, beyond the strangeness of the games they talk about. They&#8217;re both worth your time all the same!</span></p>
<ul>
<li><span class="content"><a href="https://indietsushin.net/posts/2024-12-27-Rodem-the-Wild.html" target="_blank" rel="noopener">Rodem the Wild | Indie Tsushin</a></span><br />
<span class="description">Misty De Méo checks out a pretty wild-looking 90s Mac survival puzzler.</span></li>
<li><span class="content"><a href="https://innerspiral.lol/blog-entry-17" target="_blank" rel="noopener">Wandering Through Dreams and Stories | Inner Spiral</a></span><br />
<span class="description">Alli thinks through wandering in liminal ludic landscapes (<strong>Further Reading &#8211;</strong> <a href="https://kotaku.com/elden-ring-difficulty-too-hard-die-soulslike-1851604582">Claire Jackson on wandering in <em>Elden Ring</em></a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Yume Nikki felt, like, so opposite to how most games or, honestly, life is set up. It didn’t care if I “got it” or if I felt like I was making progress. In fact, it almost seemed to thrive on me feeling unsure. And I’m not gonna lie, that’s kind of rare, right? We’re so used to needing answers or rewards, like, “What’s the point?” But this game didn’t even pretend to have one.&#8221;</span></p></blockquote>
<h2 id="play">Well Played</h2>
<p><span class="description">These next two are about locating joy in recent games.</span></p>
<ul>
<li><span class="content"><a href="https://thelifeofgame.wordpress.com/2025/01/17/astro-bots-joy-is-found-in-the-pointless-flourish/" target="_blank" rel="noopener">Astro Bot’s Joy Is Found in the Pointless Flourish  | Jeremy Signor&#8217;s Games Initiative</a></span><br />
<span class="description">Jeremy Signor contemplates the joy of frivolity, in <em>Astro Bot</em> and beyond (<strong>Further Reading &#8211;</strong> <a href="https://noescapevg.com/a-short-hike-reminds-us-to-take-joy-in-diversion/">Kaile Hultner on playful diversion in <em>A Short Hike</em></a>).</span></li>
<li><span class="content"><a href="https://www.gamerswithglasses.com/impressions/slopecrashers-indies-are-just-better" target="_blank" rel="noopener">Slopecrashers Puts AAA Racing Games to Shame | Gamers with Glasses</a></span><br />
<span class="description">Nate Schmidt juxtaposes the predatory monetization practices in modern AAA with the retro-styled&#8211;but still new&#8211;charms of a game that&#8217;s giving <em>Snowboard Kids</em> with chickens.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;AAA games will probably get more and more insufferable in their use of microtransactions, for as long as players are willing to suffer indignities like being asked to pay $30 to play <em>Call of Duty </em>as faceless avatars of the <em>Squid Game</em> show. Whether anybody buys these self-parodying monstrosities or not, <em>Call of Duty</em>’s player counts are going to keep going up, which will do nothing but encourage ActiBlizz to crank the firehose of this crap higher and higher. Meanwhile, the Lugsteins of the world will be quietly spending years perfecting a lower-poly, higher-fun box of joy, with a simple message for everyone: <em>let’s race</em>.&#8221;</span></p></blockquote>
<h2 id="fun">Critical Chaser</h2>
<p><span class="description">This writer&#8217;s got the juice.</span></p>
<ul>
<li><span class="content"><a href="https://intothespine.com/2025/01/13/on-gardening/" target="_blank" rel="noopener">On Gardening | Into The Spine</a></span><br />
<span class="description">Autumn McGarr muses on adolescence and (chao) gardening.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Chao have a lifespan. When they evolve, they’re surrounded by a bubble. When they die, there’s a different bubble. Mystic’s bubble is pink and returns a baby, already Good.</span></p>
<p>Tango gets a gray bubble. When the bubble goes, there’s nothing inside but grass.&#8221;</p></blockquote>
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		<post-id xmlns="com-wordpress:feed-additions:1">10488</post-id>	</item>
		<item>
		<title>January 12th</title>
		<link>https://www.critical-distance.com/2025/01/13/january-12th-4/</link>
		
		<dc:creator><![CDATA[Chris Lawrence]]></dc:creator>
		<pubDate>Mon, 13 Jan 2025 22:53:15 +0000</pubDate>
				<category><![CDATA[This Week in Videogame Blogging]]></category>
		<category><![CDATA[Art]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[relationality]]></category>
		<category><![CDATA[temporality]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10484</guid>

					<description><![CDATA[Welcome back readers. First order of business today&#8211;I&#8217;m plugging the Patreon, and will be doing so more regularly going forward. We are a directly reader-supported operation. That support is what allows us to highlight cool and interesting games writing year-round, produce monthly...]]></description>
										<content:encoded><![CDATA[<p>Welcome back readers.</p>
<p>First order of business today&#8211;<a href="https://www.patreon.com/critdistance">I&#8217;m plugging the Patreon</a>, and will be doing so more regularly going forward. We are a directly reader-supported operation. That support is what allows us to highlight cool and interesting games writing year-round, produce monthly and yearly recaps, organize fun community events, commission critical compilations, and keep the website up and running! Right now our intake is a little tight and not quite enough do be doing all the things we&#8217;d like to be doing (i.e. video curation!). If you&#8217;ve got a few bucks to spare and you appreciate what we do, consider helping us out!</p>
<p>Additionally, if you still haven&#8217;t done so, go see Kaile&#8217;s ginormous <a href="https://www.critical-distance.com/2025/01/01/this-year-in-videogame-blogging-2024/">year-in-review issue</a>! If you want to add to our reading list with your own recommendations, come hang out with us on our <a href="https://discord.gg/Gv3qQHNByS">Discord</a>.</p>
<p>This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.</p>
<h2 id="interviews">Interviews</h2>
<p><span class="description">This week we start with interviews from independent developers on topics ranging from sustainability to elevating Palestinian voices.</span></p>
<ul>
<li><span class="content"><a href="https://www.rollingstone.com/culture/rs-gaming/indies-games-1000xresist-another-crabs-treasure-clickolding-1235231726/" target="_blank" rel="noopener">Indies Are Pushing the Video Games Industry Forward, but at What Cost? | Rolling Stone</a></span><br />
<span class="description">Hayes Madsen talks to indie developers about the challenges of production, funding, sustainability, and more.</span></li>
<li><span class="content"><a href="https://www.theguardian.com/games/2025/jan/09/talking-about-the-palestinian-story-was-forbidden-a-developers-struggle-to-make-a-game-about-the-1948-nakba" target="_blank" rel="noopener">‘Talking about the Palestinian story was forbidden’: a developer’s struggle to make a game about the 1948 Nakba | The Guardian</a></span><br />
<span class="description">Keza MacDonald talks to Palestinian developer Rasheed Abueideh about his game <em>Dreams on a Pillow</em> (<strong>Further Reading &#8211;</strong> <a href="https://www.youtube.com/watch?v=g7488to6Jpc">Hippolyte Caubet&#8217;s video on the commercial games industry&#8217;s complicity in the dehumanization of Palestinian and Arab communities</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;“The goal is to let the player feel and understand what happened to the Palestinians during this dark era, which is still shaping our daily lives,” says Abueideh. “I want to deliver a message that the ethnic cleansing of Palestinians is an ongoing process that started in 1948. At that point, [players] will be able to understand what is happening today and can take a stand.”&#8221;</span></p></blockquote>
<h2 id="temporality">Retrograde</h2>
<p><span class="description">Next up we&#8217;re collecting different conversations on &#8220;retro&#8221;&#8211;be it the commercialization of nostalgia, gatekeeping, or &#8220;lateral thinking with withered technology&#8221;.</span></p>
<ul>
<li><span class="content"><a href="https://kimimithegameeatingshemonster.com/2025/01/10/i-dont-like-retro-gaming/" target="_blank" rel="noopener">I don’t like retro gaming | Kimimi The Game-Eating She-Monster</a></span><br />
<span class="description">Kimimi makes the case that &#8220;retro&#8221; is a useless and arbitrary distinction.</span></li>
<li><span class="content"><a href="https://unwinnable.com/2025/01/13/the-playdate-represents-the-best-future-for-handheld-consoles/" target="_blank" rel="noopener">The Playdate Represents the Best Future for Handheld Consoles | Unwinnable</a></span><br />
<span class="description">Luis Aguasvivas highlights the palmable platform with an accessible SDK and an eclectic and absolutely stacked library.</span></li>
<li><span class="content"><a href="https://innerspiral.lol/blog-entry-18" target="_blank" rel="noopener">The Price of Nostalgia | Inner Spiral</a></span><br />
<span class="description">Alli meditates on exploitative nostalgia in the retro games hobby and the counter-movements&#8211;emulation, piracy, preservation&#8211;that resist that exploitation (<strong>Further Reading &#8211;</strong> <a href="https://web.archive.org/web/20241216144613/https://cohost.org/crushed/post/7293991-slow-fire">Crushed&#8217;s post on planned media obsolescence</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Reclaiming nostalgia isn’t just about saving money, it’s about saving culture. It’s about ensuring that the joy of gaming remains a shared experience, not a privilege for the few. Supporting preservation initiatives, like the Video Game History Foundation and the Internet Archive, open-source emulation projects, and communities is a start. These efforts don’t just safeguard games; they preserve the stories, contexts, and connections tied to them. These organizations remind us that the past isn’t a product to be owned but a legacy to be shared and understood.&#8221;</span></p></blockquote>
<h2 id="relationality">Critical Consciousness</h2>
<p><span class="description">Our next section looks at power structures&#8211;ideological, racial, capital&#8211;in and out of the industry.</span></p>
<ul>
<li><span class="content"><a href="https://romchip.org/index.php/romchip-journal/article/view/199" target="_blank" rel="noopener">The Procedural Unconscious | ROMchip</a></span><br />
<span class="description">Patrick Jagoda and Ashlyn Sparrow unpack the many spectres&#8211;allegorical, algorithmic, racial, capitalistic&#8211;haunting <em>Return of the Obra Dinn</em>.</span></li>
<li><span class="content"><a href="https://www.gamerswithglasses.com/features/civilization-5-fascism-2024-election" target="_blank" rel="noopener">Ruin and Renewal: On Civilization V, Fascism, and the 2024 Election | Gamers with Glasses</a></span><br />
<span class="description">Alexander B Joy channels <em>Civ V</em> and José Ortega y Gasset to understand the self-defeating contradictions of fascism in the US and to lay the groundwork for uprooting and replacing it (<strong>Further Reading &#8211;</strong> Prior writings in this conversation from <a href="https://www.gamerswithglasses.com/features/antifascist-game-criticism-five-theses">GwG</a>, <a href="https://noescapevg.com/ruminating-on-an-antifascist-games-criticism/">Kaile</a>, and <a href="https://docs.google.com/document/u/1/d/1invwi7W8YfYYnhXnapdxiSOXqtioO1EaqupR03kHOMg/mobilebasic">Kastel</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Like Ursula K. Le Guin observed, “Any human power can be resisted and changed by human beings.” What <em>Civilization V</em> understands is that deep societal discontent cannot long be ignored. No matter what form your government assumes, failing to deliver good governance has consequences. The governed can, and will, revoke their consent.&#8221;</span></p></blockquote>
<h2 id="art">Art and Craft</h2>
<p><span class="description">Here we&#8217;ve got some thoughts on character writing and artistic identity.</span></p>
<ul>
<li><span class="content"><a href="https://adaplay.wordpress.com/2025/01/13/character-constraints/" target="_blank" rel="noopener">Character Constraints | Ada Play</a></span><br />
<span class="description">Adarel contemplates how internal and external character constraints mesh with interactive and emergent narratives.</span></li>
<li><span class="content"><a href="https://unwinnable.com/2025/01/10/same-as-it-ever-was-narrative-fidelity-and-the-art-of-the-remake/" target="_blank" rel="noopener">Same as It Ever Was: Narrative Fidelity and the Art of the Remake | Unwinnable</a></span><br />
<span class="description">Emma Kostopolus ponders the artistic identity of remakes through the language of myth (<strong>Further Reading &#8211;</strong> <a href="https://www.pastemagazine.com/games/final-fantasy-vii-rebirth/final-fantasy-vii-rebirth-remakes-and-anti-revisionism">Perry Gottschalk on remakes as an opportunity to do something different</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;The point of art, such as it is, seems to be to make something that only the creator could do, something that could only be the product of their ego. And if it’s not that, we call them hacks. Except, apparently, when they remake a videogame we like.&#8221;</span></p></blockquote>
<h2 id="fun">Critical Chaser</h2>
<p><span class="description">This one was posted a year ago but I couldn&#8217;t not.</span></p>
<ul>
<li><span class="content"><a href="https://nocoffei.com/?p=99" target="_blank" rel="noopener">gacube emeleter | Insane Rambles About Technology</a></span><br />
<span class="description">Have you ever wanted to emelate a nintendo gacube on your 3ds? Yeah me neither.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;</span>Most of the things Peter asked for eventually came true. The 3DS can now be hacked on all firmwares, including, should one desire, the ability to downgrade from an 11.0+ firmware.</p>
<p>The gacube emeleter, however, was never finished. And it was, and still is, the “devs obofihation“</p>
<p>We, the devs, are obligated. Let’s make it happen.<span class="content">&#8220;</span></p></blockquote>
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		<post-id xmlns="com-wordpress:feed-additions:1">10484</post-id>	</item>
		<item>
		<title>January 5th</title>
		<link>https://www.critical-distance.com/2025/01/06/january-5th-2/</link>
		
		<dc:creator><![CDATA[Chris Lawrence]]></dc:creator>
		<pubDate>Tue, 07 Jan 2025 02:16:28 +0000</pubDate>
				<category><![CDATA[This Week in Videogame Blogging]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[genre]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[Queerness]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10477</guid>

					<description><![CDATA[Welcome back readers. I&#8217;ve been away for a couple of weeks! While I always take one week off around the holidays, this year I was persuaded (by myself) to extend that holiday to two weeks on account of catching COVID (Curator&#8217;s note:...]]></description>
										<content:encoded><![CDATA[<p>Welcome back readers.</p>
<p>I&#8217;ve been away for a couple of weeks! While I always take one week off around the holidays, this year I was persuaded (by myself) to extend that holiday to two weeks on account of catching COVID (Curator&#8217;s note: Do not recommend! Wear a mask!). Now that I&#8217;m back on my feet, I&#8217;m ready to return with a catch-up issue accounting for submissions we&#8217;ve received over the last three weeks.</p>
<p>Additionally, if you haven&#8217;t already done so, check out our humongous <a href="https://www.critical-distance.com/2025/01/01/this-year-in-videogame-blogging-2024/">year-in-review issue</a>. Once you&#8217;ve done that, consider joining our <a href="https://discord.gg/Gv3qQHNByS">Discord</a> and dropping a thanks to Kaile for their hard work in putting that gargantuan issue together.</p>
<p>This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past <s>seven</s> twenty-one days.</p>
<h2 id="industry">Tales from Gamindustri</h2>
<p><span class="description">This issue we&#8217;re starting with a wide range of articles and commentaries about The Industry&#8211;development, press, past, present, back, over, historical, ahistorical, monolithic, plural.</span></p>
<ul>
<li><span class="content"><a href="https://deep-hell.com/2025-game/" target="_blank" rel="noopener">NOESCAPEVG PRESENTS GAME OF THE YEAR | DEEP-HELL</a></span><br />
<span class="description">Kaile Hultner offers a brief postmortem on <em>Concord</em> and to a greater extent the executive cowardice that sends games like this (and their developers) out to die.</span></li>
<li><span class="content"><a href="https://www.shacknews.com/article/142468/ireland-game-industry-growth" target="_blank" rel="noopener">Ireland is primed to be a video game development hub, so why hasn&#8217;t it broken out? | Shacknews</a></span><br />
<span class="description">Lexi Luddy examines a lack of consistent government support and byzantine tax credit regulations as some of the primary obstacles to Irish developers gaining more traction at international industry events.</span></li>
<li><span class="content"><a href="https://breakingarrows.substack.com/p/reading-games-writing-forgotten-gems?r=2ieh0&amp;utm_campaign=post&amp;utm_medium=web&amp;triedRedirect=true" target="_blank" rel="noopener">Reading Games Writing: Forgotten Gems: Shadow Complex by Peer Schneider | Steven&#8217;s Substack</a></span><br />
<span class="description">Steven Santana uses IGN&#8217;s softball coverage of an Orson Scott Card-attached game to make observations of the website&#8217;s flattening, toothless editorial direction.</span></li>
<li><span class="content"><a href="https://felipepepe.medium.com/the-gentrification-of-video-game-history-dfe11f1e08ae" target="_blank" rel="noopener">The Gentrification of Video Game History | Medium</a></span><br />
<span class="description">Felipe Pepe counters the flattening US-centric industry model of videogame history, highlighting the ever plural histories, distribution models, and communities of gaming around the world.</span></li>
<li><span class="content"><a href="https://azhdarchid.com/you-do-not-gotta-hand-it-to-mihoyo/" target="_blank" rel="noopener">You do not gotta hand it to MiHoYo | Azhdarchid</a></span><br />
<span class="description">Bruno Dias takes issue with the uncritical tack western games press takes with gacha, and the reductive caricaturing of low-income players that often accompanies that tack (<strong>Further Reading &#8211;</strong> <a href="https://deep-hell.com/gotcha/">Skeleton&#8217;s piece on gacha</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;I think it&#8217;s right to think that video games belong to everyone. I think however that we should consider what genuine inclusion looks like. One of the contradictions inherent to predatory F2P<sup id="fnref-4"></sup> is that while they are often the only games that low-income players can access, they are also actively hostile to those users.&#8221;</span></p></blockquote>
<h2 id="community">Communities of Play</h2>
<p><span class="description">Something noted in Felipe Pepe&#8217;s article above is that communities form around games and play everywhere&#8211;whether at conventions or the carceral state. That&#8217;s the focus in these next two selections.</span></p>
<ul>
<li><span class="content"><a href="https://unwinnable.com/2024/12/18/pain-2-glory-at-pax-unplugged-2024/" target="_blank" rel="noopener">Pain 2 Glory at PAX Unplugged 2024 | Unwinnable</a></span><br />
<span class="description">Luis Aguasvivas recounts highlights, cool games, and community at the PAX U tabletop gaming convention.</span></li>
<li><span class="content"><a href="https://prisonjournalismproject.org/2024/03/10/nintendo-video-game-renaissance-missouri-prison/?utm_source=Bluesky&amp;utm_medium=social&amp;utm_campaign=PJP-Bluesky" target="_blank" rel="noopener">The Nintendo Video Game Having a Renaissance in a Missouri Prison | Prison Journalism Project</a></span><br />
<span class="description">Byron Case documents the play community that has emerged in a Missouri Prison around <em>Harvest Moon </em>(<strong>Further Reading &#8211;</strong> <a href="https://www.themarshallproject.org/2023/08/31/dungeons-and-dragons-texas-death-row-tdcj">Keri Blakinger talks to men playing <em>Dungeons and Dragons</em> on death row</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;People in line at mealtimes discussed the health of their animals. Afternoon workers en route to their prison jobs disclosed locations of the elusive Stones of Truth. Prisoners sitting beside one another in the dayroom, tablet screens aglow, narrated their moment-by-moment progress at harvest time. A gaming community had been established.&#8221;</span></p></blockquote>
<h2 id="horror">Jumpscared</h2>
<p><span class="description">We&#8217;ve got a bunch of different angles and approaches to horror games in this next section, including formal analysis, allegory, metanarrative, and more.</span></p>
<ul>
<li><span class="content"><a href="https://gamestudies.org/2404/articles/evans" target="_blank" rel="noopener">Too Afraid to Go Deeper: Creating Pervasive Dread Through Blended Design Structures in Subnautica and Subnautica: Below Zero | Game Studies</a></span><br />
<span class="description">Monica Evans performs genre and design analysis to understand horror and dread in the <em>Subnautica</em> games.</span></li>
<li><span class="content"><a href="https://gamesline.net/making-horror-fun-miside-review/" target="_blank" rel="noopener">Making Horror Fun! &#8211; MiSide Review | Gamesline</a></span><br />
<span class="description">Scott B plays the subversion of the subversion of the ahistorical horror dating sim.</span></li>
<li><span class="content"><a href="https://thelifeofgame.wordpress.com/2024/12/30/mouthwashing-the-pretense-away-with-allegorical-horror/" target="_blank" rel="noopener">Mouthwashing the Pretense Away with Allegorical Horror  | Jeremy Signor&#8217;s Games Initiative</a></span><br />
<span class="description">Jeremy Signor unpacks misdirection and the mundane in <em>Mouthwashing</em>&#8216;s interpersonal horror (<strong>Further Reading &#8211;</strong> <a href="https://gamesline.net/mouthwashing-review/">Franny&#8217;s recent review of <em>Mouthwashing</em></a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;Whether Jimmy and Curly experience the horror sequences or not is beside the point. They are for the player ultimately. They reveal what happened in a more elemental way than just telling or showing the events. And they also artfully communicate a character’s state of mind and, well, character in ways that simple retellings just can’t.&#8221;</span></p></blockquote>
<h2 id="genre">Genre Exemplars</h2>
<p><span class="description">I&#8217;m being a little more broad in my grouping here, but each of these next picks resonates in some way with the larger idea of genre, whether by examining the features or examples of particular genres, or unpacking the concept itself.</span></p>
<ul>
<li><span class="content"><a href="https://mimidoshima.neocities.org/main/posts/2024-12-22-The%20Centennial%20Case%20is%20a%20good%20piece%20of%20Shinhonkaku%20Mystery%20propaganda" target="_blank" rel="noopener">The Centennial Case Is A Good Piece Of Shinhonkaku Mystery Propaganda | Mimidoshima</a></span><br />
<span class="description">Kastel plays mystery game <em>The Centennial Case</em> and finds much to appreciate in its perspective on history as an identity-forming process.</span></li>
<li><span class="content"><a href="https://www.pcgamer.com/games/roguelike/shiren-the-wanderers-simple-graphics-disguise-a-systems-dense-roguelike-full-of-the-emergent-stories-i-love-the-genre-for/" target="_blank" rel="noopener">Shiren the Wanderer&#8217;s simple graphics disguise a systems-dense roguelike full of the emergent stories I love the genre for | PC Gamer</a></span><br />
<span class="description">Kerry Brunskill revels in the stories told through <em>Shiren</em>&#8216;s devious and delightful roguelike systems.</span></li>
<li><span class="content"><a href="https://www.pastemagazine.com/games/dungeon-crawlers/the-best-dungeon-crawlers-to-delve-into-this-holiday-season" target="_blank" rel="noopener">The Best Dungeon Crawlers to Delve into this Holiday Season | Paste</a></span><br />
<span class="description">Dia Lacina catches you up on the crawlers, blobbers, and rogue-esques worth your time and attention.</span></li>
<li><span class="content"><a href="https://www.pcgamesn.com/myst/point-and-click-games-revival?fbclid=IwZXh0bgNhZW0CMTEAAR1lDTuSOe-_jgjjxljwbcD7yaIqXQExVue699ob_Xhcm6TT0kAQ_ypQ4Ic_aem_t9P8LrkP47CvcwSvksO4vw" target="_blank" rel="noopener">The unexpected modern renaissance of point-and-click adventure games | PCGamesN</a></span><br />
<span class="description">Miri Teixeira chronicles the recent and robust revitalization&#8211;and evoluton&#8211;of adventure games (<strong>Further Reading &#8211;</strong> <a href="https://vidyasaur.medium.com/what-is-the-legacy-of-escape-from-monkey-island-eac666af4900">Vidyasaur&#8217;s examination of <em>Escape from Monkey Island</em>&#8216;s position in the adventure games canon</a>).</span></li>
<li><span class="content"><a href="https://imaginaryenginereview.ghost.io/genre-queer/" target="_blank" rel="noopener">Genre-Queer | TIER</a></span><br />
<span class="description">Phoenix Simms dwells on the intersection between Menhera culture, mad/crip advocacy, and genre and thematic fluidity in videogame storytelling.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;In spite of <em>Heisei</em>’s flashiness and surreality, the game is at its core a lyrical expression of the failings of their society to support and include people like Heart. Like Menhera vent art and fashion, <em>Heisei</em> is an expression of people who don’t fit ideal and convenient categories or roles for productive participation in a change-resistant society.&#8221;</span></p></blockquote>
<h2 id="design">In the Loop</h2>
<p><span class="description">Ok, you got me. I&#8217;m being excessively cheeky here and drawing a theme between Joey Schutz&#8217;s critique of gameplay loops and Kimimi&#8217;s review of a Sonic game <em>with</em> loops. Moving away from that ridiculous framing, each of these next pieces does a different kind of design analysis, breaking up games into their constituent components to better understand their successes and shortcomings.</span></p>
<ul>
<li><span class="content"><a href="https://epiloguegaming.com/metaphor-refantazio-is-good-but-its-missing-something/" target="_blank" rel="noopener">‘Metaphor: ReFantazio’ is Good, But It’s Missing Something | Epilogue Gaming</a></span><br />
<span class="description">Flora Merigold finds <em>Metaphor</em> to be a well-polished Atlus RPG nonetheless missing a core of substance its predecessors have (<strong>Further Reading &#8211;</strong> <a href="https://matthorton.live/posts/metaphors-neoliberal-fantasy">Matt Horton&#8217;s critical review of <em>Metaphor</em></a>).</span></li>
<li><span class="content"><a href="https://kimimithegameeatingshemonster.com/2025/01/03/sonic-3-knuckles-storytelling-through-spindashing/" target="_blank" rel="noopener">Sonic 3 &amp; Knuckles: Storytelling through spindashing | Kimimi The Game-Eating She-Monster</a></span><br />
<span class="description">Kimimi reviews the hedgehog and echidna at their zenith.</span></li>
<li><span class="content"><a href="https://blog.joeyschutz.com/the-case-against-gameplay-loops/" target="_blank" rel="noopener">The Case Against Gameplay Loops</a></span><br />
<span class="description">Joey Schutz considers form, structure, adaptation, and repetition in a discussion of whether games might be better without so much, well, looping.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;If our gameplay loops are just facilitators of content, it’s no wonder their games are left hollow and inert. It’s no wonder we stop playing them. Why bother if everything that awaits us is just fluff, filler, sound and fury? If we’re just hamsters spinning wheels?&#8221;</span></p></blockquote>
<h2 id="queerness">Queer and Trans Futurities</h2>
<p><span class="description">This next pair of articles are really gratifying trans and queer analyses, respectively, on <em>Heaven Will Be Mine</em> and <em>Legacy of Kain</em>.</span></p>
<ul>
<li><span class="content"><a href="https://gamestudies.org/2404/articles/timmons" target="_blank" rel="noopener">Gravity = Culture: Trans Liberatory Potentials and Limitations in Heaven Will Be Mine | Game Studies</a></span><br />
<span class="description">Niamh Timmons investigates trans(humanist/gender) liberation as a theme in <em>Heaven Will Be Mine</em> while also highlighting its attachment to settler colonial frameworks.</span></li>
<li><span class="content"><a href="https://bumpcombat.net/2024/12/10/another-toss-of-the-coin-soul-reaver-25-years-later/" target="_blank" rel="noopener">ANOTHER TOSS OF THE COIN – SOUL REAVER, 25 YEARS LATER | Bump Combat</a></span><br />
<span class="description">Erin Donegan reflects on the queer chaotic rebellion of the original <em>Soul Reaver</em>.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;When the Elder God spits venom about his hatred of the Vampire, it is because they exist outside the wheel of death and rebirth that the Elder God sits over. “Kain’s <em>abominations </em>trap the essence of life”, as the thing itself puts it. It is not that Kain is a mass-murderer who has crafted an empire on the bones of humanity that seems to bother the Elder God: it is that Kain exists outside of the reproductive hierarchy that the Elder God embodies. Raziel can kill all the humans he likes throughout his journey – there exists an enclave of human survivors that you can find and slaughter or spare as you wish without comment from the game – and the Elder God won’t care: he just wants the stain of <em>vampirism</em>, this way of life that is incompatible with the Elder God, to be wiped clean from the world.&#8221;</span></p></blockquote>
<h2 id="fun">Critical Chaser</h2>
<p><span class="description">This week we close with some poetry.</span></p>
<ul>
<li><span class="content"><a href="https://videoda.me/i-have-fought-midnight-shadows-84a76a19645e" target="_blank" rel="noopener">I Have Fought Midnight Shadows | Videodame</a></span><br />
<span class="description">Latonya &#8220;Penn&#8221; Pennington offers some verse on <em>Persona 3</em> and grieving the loss of a parent.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;I have fought<br />
midnight shadows<br />
but wake to<br />
golden mornings.&#8221;</span></p></blockquote>
<hr />
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		<post-id xmlns="com-wordpress:feed-additions:1">10477</post-id>	</item>
		<item>
		<title>This Year in Videogame Blogging: 2024</title>
		<link>https://www.critical-distance.com/2025/01/01/this-year-in-videogame-blogging-2024/</link>
		
		<dc:creator><![CDATA[Kaile Hultner]]></dc:creator>
		<pubDate>Thu, 02 Jan 2025 02:24:55 +0000</pubDate>
				<category><![CDATA[This Week in Videogame Blogging]]></category>
		<category><![CDATA[This Year in Videogame Blogging]]></category>
		<category><![CDATA[TYIVGB]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10467</guid>

					<description><![CDATA[Welcome back to Critical Distance&#8216;s annual roundup of great videogame blogging! We&#8217;ve taken one more trip around the Sun in our ongoing mission to highlight and archive some of the best, most thought-provoking and poignant writing about games, whether that writing comes from...]]></description>
										<content:encoded><![CDATA[<p>Welcome back to <em>Critical Distance</em>&#8216;s annual roundup of great videogame blogging! We&#8217;ve taken one more trip around the Sun in our ongoing mission to highlight and archive some of the best, most thought-provoking and poignant writing about games, whether that writing comes from the academic, professional or amateur realm. As always, some absolutely incredible work got published and sent our way in 2024, work that furthers our understanding of games as a medium and artform, pokes at various gaming practices, and brings &#8220;gamer culture&#8221; into conversation with the world writ large, and vice versa.</p>
<p>Senior Curator Chris Lawrence, with the help of the <em>Critical Distance</em> Discord community and various other supporters, put together 49 weeks&#8217; worth of roundups, recording conversations on the myriad of games and &#8220;gamer discourses&#8221; that came out this year as they happened. Combined with monthly supporter updates at Patreon and a decent run at <a href="https://critical-distance.com/2024/08/11/this-month-in-videogame-vlogging-july-2024/">trying to bring the TMIVGV feature back</a>, 2024 was truly a packed year for thoughts on videogames. A major thank you must go out to those who submitted pieces for consideration this past month as well. Without further ado, here&#8217;s our look back at the year in videogame blogging for 2024.</p>
<h2>Rebirth, Remake, Reminisce</h2>
<p>This year was once again full of games that stretched the definition of &#8220;remake&#8221; or &#8220;remaster,&#8221; and suitably, critics had some thoughts about them. Starting things off, <em>Paste Magazine</em>&#8216;s Jackson Tyler <a href="https://www.pastemagazine.com/games/final-fantasy-vii-rebirth/final-fantasy-vii-rebirths-ending-poorly-answers-a-question-it-never-needed-to-ask">dives into developer decisions and fan expectations</a> in the <em>Final Fantasy VII</em><em> Remake</em> series, wondering what the point is in attempting to answer that <em>one</em> question. In a similar vein, following a preview event for <em>Metal Gear Solid Delta: Snake Eater</em>, <em>Polygon&#8217;s</em> Jay Castello <a href="https://www.polygon.com/impressions/443692/metal-gear-solid-delta-snake-eater-konami-preview">ruminates on the legacy of the <em>Metal Gear </em>franchise&#8217;s creative origins</a> and Konami&#8217;s self-evidently selfish motives in remaking the now-21-year-old game. Elsewhere, at <em>Bullet Points Monthly</em>, Astrid Anne Rose <a href="https://bulletpointsmonthly.com/2024/11/20/there-was-a-soul-here-silent-hill-2-2024">puts another Konami remake, <em>Silent Hill 2</em>, under the microscope</a> to uncover the streamer-era cravenness at its grossly-lengthened core. From Jay Marksman&#8217;s perspective, <a href="https://www.jaymarksman.com/post/remake-replacement">remakes don&#8217;t replace their predecessors</a>, no matter how hard they try &#8211; and they should stop trying. And as Aidan Moher demonstrates through reporting, <a href="https://astrolabe.aidanmoher.com/changing-remakes-remasters-ff7-rebirth-karateka/">more than a few game developers are even treating remakes as opportunities to try to tell new stories</a>.</p>
<h2>Industrial Tensions</h2>
<p>Remakes and remasters are but one symptom of an overtly conservative and skittish games industry. This year many critics looked past the games and laser-focused their attention on the industry itself—an industry rife with even more layoffs and studio closures. Ted Litchfield and Wes Fenlon started the year out at <em>PC Gamer</em> by <a href="https://www.pcgamer.com/the-impact-of-16000-games-industry-layoffs-in-one-chart/">creating a visualization of the 16,000 layoffs that took place in 2023</a>. <em>Deep-Hell</em>&#8216;s Skeleton <a href="https://deep-hell.com/positive-press/">fed Microsoft to the fire over its merger with Activision-Blizzard</a>. Brendan Sinclair, formerly of <em>Games Industry dot Biz</em>, <a href="https://www.unlosingwriter.com/microsoft-improves-conflict-minerals-sourcing-as-sonys-backslide-continues/">dug into both Microsoft and Sony&#8217;s use of conflict metals for the production of their consoles</a>. And Bijan Stephen <a href="https://newsletter.bijanstephen.blog/lateral-thinking-with-withered-technology/">daydreams an industry that actually bothers treating its employees with respect</a>.</p>
<p>Kamiab Ghorbanpour <a href="https://www.gamesindustry.biz/how-the-prince-of-persia-can-finally-speak-persian">reported on how the Persian dub of <em>Prince of Persia: The Lost Crown</em> came together</a>, while Matt Cox delivered, word-for-word, <a href="https://www.pcgamer.com/games/adventure/how-translators-performed-the-herculean-task-of-localizing-the-most-incomprehensibly-british-videogame-of-all-time-into-german-portuguese-and-traditional-chinese-what-on-earth-are-these-characters-even-talking-about/">the largest headline of the year</a> in his <em>PC Gamer</em> article on the localization of <em>Thank Goodness You&#8217;re Here.</em> Meanwhile, Phoenix Simms <a href="https://containermagazine.co.uk/the-continued-devaluation-of-voice-over/">made a convincing argument in defense of the labor rights of voiceover actors</a> for <em>Container Magazine</em>.</p>
<p>Francisco Dominguez <a href="https://www.inverse.com/gaming/video-games-climate-change-jusant-saltsea-chronicles">talked to developers behind <em>Saltsea Chronicles </em>and <em>Jusant</em> to uncover their views on game design and sustainability</a>, while Anna C. Webster <a href="https://residentanna.substack.com/p/unspoken">examined the use &#8211; and possible appropriation &#8211; of Algonquin folklore in <em>Until Dawn</em></a>. Finally, Lotus <a href="https://www.patreon.com/posts/triple-i-101678378">took a stab at interrogating the so-called &#8220;Triple-I Initiative,&#8221;</a> and its implications for further blurred lines between independent video games and games made by major corporations.</p>
<h2>Tech Specs</h2>
<p>One of the recurring arguments that took place this year revolved around the presence of yellow paint in videogames. Kayin <a href="https://kayin.moe/its-not-about-yellow-paint">argued that yellow paint angst was essentially a red herring</a>, a distraction from the possibility that AAA games are getting more frictionless and less willing to do anything but hold players&#8217; hands. On a similar track (though not explicitly about yellow paint) was <a href="https://thebaffler.com/latest/against-slop-caldwell-gervais">Noah Caldwell-Gervais&#8217;s <em>Baffler</em> essay</a>, where he argued against industrially-mandated and manufactured unchallenging drivel.</p>
<p>Elsewhere, ghoulnoise <a href="https://ghoulnoise.com/volega-no1/">walked us through the process of creating a constructed language, or conlang, explicitly designed for singing</a> in <em>Jett: The Far Shore</em>, and <a href="https://afterjourneysend.substack.com/p/hitm3-2024-thinking-filming-and-editing?r=3sstbq&amp;utm_campaign=post&amp;utm_medium=web&amp;triedRedirect=true">Xiri wrote down the process he used in developing the cutscenes for <em>HITM3</em></a>. Critic Jeremy Signor <a href="https://thelifeofgame.wordpress.com/2024/09/18/orcus-kaizo-super-mario-world-and-the-art-of-the-spin-jump/">lovingly detailed a beginner&#8217;s path into Kaizo Mario platforming sickodom</a>.</p>
<p>Finally, Gabrielle de la Puente <a href="https://thewhitepube.co.uk/texts/2024/it-is-as-if-you-were-doing-work/">reflected on what a 2017 game about being a worker after AI nonsense took hold got right</a>, and Anna Weiner <a href="https://www.newyorker.com/magazine/2024/04/22/can-the-world-be-simulated">picked apart Unreal Engine&#8217;s entertainment dominance</a>. To wrap this section up, Diego Nicolás Argüello <a href="https://web.archive.org/web/20240118173940/https://www.gameinformer.com/2023/12/26/vomit-and-ginger-candy-inside-the-vr-qa-process">investigates the corporeal, material, and structural stresses of VR QA and testing</a>.</p>
<h2>Art/Games</h2>
<p>Patricia Hernandez put forward a spicy take that <a href="https://www.polygon.com/24194393/roger-ebert-video-games-are-not-art">the games industry has not escaped from the gravity well of that one Roger Ebert post from 2010</a>. Samantha Trzinski at <em>Gamers With Glasses</em> <a href="https://www.gamerswithglasses.com/reviews/sexton-if-all-the-world-review">reviewed some art made about games</a> in the form of Stephen Sexton&#8217;s <em>If All The World and Love Were Young. </em>James Tregonning <a href="https://deathisawhale.com/2024/01/10/art-in-the-age-of-digital-reproduction/">explored how games have changed our relationship to art</a>, while Crushed made a Cohost post <a href="https://cohost.org/crushed/post/4431786-you-know-game-stuff">recapping <em>Electronic Gaming Monthly</em>&#8216;s bizarre obsession with &#8220;nongames&#8221; in the Wii era</a>.</p>
<h2>Digital Spaces</h2>
<p>The centerpiece of the discussion around digital spaces and nostalgia in 2024 was <a href="http://ellaguro.blogspot.com/2024/03/lets-play-life.html">Liz Ryerson&#8217;s essay, &#8220;Let&#8217;s Play Life,&#8221;</a> which was itself a semi-sequel to 2023&#8217;s &#8220;<a href="https://ellaguro.blogspot.com/2023/02/the-california-problem.html">The California Problem</a>.&#8221; Taken as a set, these posts chart a course from the naive idealism of the early Internet to the more cynical nostalgia-chasing of many reactionary forces on social media, especially YouTube. Of particular interest in &#8220;Let&#8217;s Play Life&#8221; is Ryerson&#8217;s account of Pokecapn&#8217;s <em>Sonic 06</em> let&#8217;s play on the Something Awful forums, which often took a more intimate and complicated parasocial form than the let&#8217;s plays of the YouTube era.</p>
<p>Elsewhere game designer Frank Lantz mused on the <a href="https://franklantz.substack.com/p/the-world-as-data">ludic provenance of the Backrooms</a>, as did <a href="https://www.nathalielawhead.com/candybox/backrooms-liminal-spaces-and-the-subliminal-menace-of-loneliness-in-indie-horror-games">Nathalie Lawhead</a> and <a href="https://www.popmatters.com/the-exit-8-kotake-create">Luis Aguasvivas</a>. Erin Donegan <a href="https://bumpcombat.net/2024/03/27/our-alter-egos/">brooded on questions of idealized personhood in life sims</a>, Sabrina Imbler <a href="https://defector.com/is-it-ethical-to-be-a-billionaire-in-neopets">confronted the possibility that being a billionaire is unethical in <em>any</em> context, even in something like <em>Neopets</em></a>, and Duncan Fyfe <a href="https://remapradio.com/articles/call-of-duty-advanced-warfare-paying-respects-to-press-f/">found out what happens when &#8220;Press F to Pay Respects&#8221; breaks meme containment</a>.</p>
<p>Günseli Yalcinkaya <a href="https://www.dazeddigital.com/life-culture/article/61689/1/youtube-comments-online-communities-preserve-digital-memories-checkpoints">spent some time with people and groups trying to preserve memories and moments</a> in strange corners of the web for <em>Dazed Digital</em>, while Alexis Ong <a href="https://www.eurogamer.net/revisiting-the-first-video-game-websites-from-the-dark-ages?utm_campaign=feed&amp;utm_medium=rss&amp;utm_source=feed">explored early game websites and their capacity for community-building</a>.</p>
<h2>Games in Community</h2>
<p>Matteo Lupetti <a href="https://containermagazine.co.uk/building-a-different-kind-of-video-game-festival/">broke down the work that went into making the Italian games festival Zona Warpa</a>. Joseph Earl Thomas <a href="https://www.theparisreview.org/blog/2024/06/11/pokemon-is-all-about-reading/">embedded inside the competitive Pokémon community</a> and reported back at <em>The Paris Review</em>. Anne Sullivan and Anastasia Salter <a href="https://maifeminism.com/mending-the-magic-circle-crafting-feminist-pedagogy-in-game-design/">built communities inside and out of their feminist game studies classes</a>. These stories each in their own ways demonstrate why community is important and necessary for a healthy culture to thrive.</p>
<p>They&#8217;re joined by Rowan Zeoli&#8217;s <a href="https://www.rascal.news/hurricane-helenes-impact-on-tabletop/">reporting on the TTRPG community affected by Hurricane Helene</a>, Victoria Kennedy&#8217;s <a href="https://www.eurogamer.net/even-the-smallest-of-gestures-can-lift-somebody-up-developer-popcannibal-on-the-lasting-impact-of-kind-words">interview with the developers of the social platform/game <em>Kind Words</em></a>, and Stephen Wilds <a href="https://8bitdigi.com/the-legacy-of-street-fighter-iii-3rd-strike-25-years-later/">chronicle of how a game both out-of-time and ahead-of-time came into its own and found its community</a>.</p>
<h2>Preserving History</h2>
<p>Roxy S. <a href="https://kritiqal.com/articles/toyhouses-of-ones-and-zeros">tells the tale of a toylike MSX dungeon crawler two decades in the making</a> for <em>Kritiqal</em>. Anna Washenko <a href="https://arstechnica.com/gaming/2024/06/from-infocom-to-80-days-an-oral-history-of-text-games-and-interactive-fiction/">chronicled the enduring power of words and choices on a screen</a> through conversations with their pioneers and proponents. In Sam Howitt&#8217;s final <em>Final Fantasy</em> game review (for the moment), they <a href="https://pixpen.co.uk/2024/11/12/dealing-with-a-history-world-of-final-fantasy/">take on a game that takes on the entire series&#8217; history</a>. Jimmy Maher <a href="https://www.filfre.net/2024/07/starcraft-a-history-in-two-acts/">looks at the game which both calcified Blizzard’s design ethos and established gaming as a national sport</a>. Madeline Blondeau <a href="https://www.pastemagazine.com/games/sega-genesis/how-the-sega-genesis-made-weird-work">situates the history and context of the esoteric, edgy, and avant-garde entries</a> that continue to define the legacy of Sega’s iconic Genesis. Cameron Kunzelman <a href="https://www.polygon.com/24196012/was-bioshock-infinite-good">meets a guy at a lighthouse and asks if Columbia is any good</a>. Vidyasaur <a href="https://vidyasaur.medium.com/what-is-the-legacy-of-escape-from-monkey-island-eac666af4900">reviews the ambivalent, open-ended legacy of the fourth Monkey Island</a>, and the era of adventure games it serves as a bookend to.</p>
<h2>Political Play</h2>
<p>Yoel Villahermosa Serrano <a href="https://gamestudies.org/2303/articles/villahermosaserrano">details the othering tropes, white saviors, and Indigenous mouthpieces that continue to dominate western gaming’s engagement with Latin America</a>, in <em>Shadow of the Tomb Raider</em> and elsewhere. Caitlin Cooper <a href="https://www.theguardian.com/games/2024/jan/09/mexico-1921-a-deep-slumber-play-journalist-during-a-revolution">delves into a game about the pivotal role of journalism in post-revolutionary Mexico</a>, and talks to the game’s creators about their journey, outlook, and goals. Joshua M. Henson <a href="https://unwinnable.com/2024/04/01/why-max-hass-matters/">measures the true worth of <em>Wolfenstein II</em>‘s revolutionaries by who they make room for at their table</a>. Juliette Taing <a href="https://bumpcombat.net/2024/04/06/tusk-of-ganesh/">highlights <em>Uncharted: The Lost Legacy</em>‘s complicity in furthering Hindu nationalist sensibilities</a>. Gita Jackson <a href="https://aftermath.site/assassins-creed-shadows-yasuke-racism">tires of the bad-faith discourse</a> swirling around an <em>Assassin’s Creed</em> game.</p>
<p>Elsewhere, Kastel <a href="https://cohost.org/highimpactsex/post/5960606-1000x-resist-is-a-gam">thinks about how future generations of Chinese diaspora will receive a difficult, remarkable game</a> in <em>1000xRESIST</em>. Janus Rose <a href="https://aftermath.site/final-fantasy-vii-remake-rebirth-terrorism">reflects on <em>Final Fantasy VII Rebirth</em></a> and the moral imperative to stand up against the violence of militant imperialism. Both <a href="https://www.matchstickeyes.com/2024/07/27/suzerain-a-narrative-game-that-brings-policy-politics-to-life/">Peter Sahui</a> and <a href="https://cosmonautmag.com/2024/10/the-reign-of-play-suzerain-and-practicing-politics/">Sam Dee</a> consider the highly political themes, narrative and simulation qualities of <em>Suzerain. </em>Both at <em>Polygon</em>, Jack Sheehan and Zoë Hannah gamed election season with looks <a href="https://www.polygon.com/gaming/457588/living-alt-history-election-dreams-and-nightmares-in-the-campaign-trail">at the modding community around <em>The Campaign Trail</em></a> and the game <em><a href="https://www.polygon.com/24191760/democratic-socialism-simulator-2024-election-fourth-of-july">Democratic Socialism Simulator</a>, </em>respectively. And finally, the <em>Gamers With Glasses</em> crew <a href="https://www.gamerswithglasses.com/features/antifascist-game-criticism-five-theses">outlines some antifascist principles of criticism and play</a>.</p>
<h2>Gaza and Games</h2>
<p>Skeleton <a href="https://deep-hell.com/collect-water-to-survive/">treks through a digital warzone</a> that bears only superficial semblance to the real thing. Sara at Game Assist <a href="https://www.youtube.com/watch?v=rX5CYRT9tc8">situates Palestine in a historical context</a> that extends beyond myopic views of the conflict between the besieged state and Israel, all with the help of the <em>Assassin&#8217;s Creed</em> series. Giovanni Colantonio <a href="https://www.digitaltrends.com/gaming/the-last-of-us-part-2-remastered-impressions/">approaches <em>TLOU2</em>‘s reissue of a three-year old game as already a work out of time</a>. Nicole Carpenter <a href="https://www.polygon.com/24066382/palestine-skating-game-fundraiser">highlights a stylish graffiti skating game and the team’s efforts to crowdfund a path to secure their programmer’s safety</a>. (Related: <a href="https://www.polygon.com/gaming/500737/dreams-on-a-pillow-crowdfund-palestine-game">another Palestinian developer is raising money to fully fund his next game, </a><em>Dreams on a Pillow.</em>) Finally: a collective work, but organized by Hippolyte Caubet, <a href="https://www.youtube.com/watch?v=g7488to6Jpc">this video examines the role of the commercial games industry</a> in normalizing the dehumanization of Palestinian and Arab communities and nations, and charts a path for the industry out of this complicity.</p>
<h2>Theories and Frameworks</h2>
<p>Hannah Nicklin <a href="https://medium.com/@h.k.nicklin/the-unbearable-weight-of-worldbuilding-7e9b41cd7cfa">weighs the responsibility of worldbuilding in the world that we have</a>, for both creators and the medium. Hayley Toth <a href="https://post45.org/2024/04/bad-reading-bad-gaming/">interrogates the ways in which we ascribe value to different reading practices</a> through a save-scummer’s approach to Disco Elysium. Melos Han-Tani <a href="https://melodicambient.substack.com/p/living-in-the-relational-playworld">proposes new perspectives</a> on understanding the relationships players form with games, designers, and design. Elizabeth Sandifer <a href="https://strangematters.coop/diplomacy-wargames-wehrle-game-of-war-debord/">probes the ideological and ontological limitations of simulation in tabletop play</a>. gurnburial <a href="https://gurngroup.org/post/2024-04-28-game-collage">talks process on cutting games apart and stitching them together</a> in productive new ways. Moira Hicks <a href="https://vgbees.com/video-games-are-toys/">turns over ongoing questions about what play can but does not always add</a> to narrative experience.</p>
<h2>Axes of Identity</h2>
<p>In this set of essays, writers explored race, gender, sexuality and sex, and how those things affected their relationship with or were affected by games. It would be remiss of us not to mention the entirety of BP Games, Inc.&#8217;s <em>Adult Analysis Anthology</em>, <a href="https://www.bpgamesinc.com/aaa/">a standout series of 19 critical essays about porn games</a>. Some of the individual articles included in the anthology especially worth highlighting include Bigg&#8217;s <a href="https://www.bpgamesinc.com/porngameswritingabout/">original call to action</a>; Callisto Jupiter-Four <a href="https://www.bpgamesinc.com/queer-porn-games-just-dont-do-it-for-me/">asking who actually has the agency and privilege to write unsafe erotica</a>–often not queer creators! (content notification for brief mentions of rape); and Lynn &#8220;wintermute&#8221; Robinson&#8217;s <a href="https://www.bpgamesinc.com/femboys-futanari-and-finding-myself-in-the-space-between-their-bodies/">examination of the conflicting porn archetypes that ultimately inform a restrictive framework for gender</a> in <em>Tales of Androgyny</em>.</p>
<p>Elsewhere, we saw John Paul Brammer <a href="https://holapapi.substack.com/p/lets-smash-bro">navigate relationships and his sexuality</a> between games of <em>Super Smash Bros. </em>Misty De Méo<a href="https://cdrom.ca/art/2024/06/16/hiropon.html"> explored the history and critique around Takashi Murakami’s multimodal, polarizing pornographic figure</a>. Taylor Hicklen <a href="https://pressspacetojump.com/opinion/clickolding-is-an-authentic-tragedy-bound-to-be-misunderstood/">understands the pulse beneath Clickolding‘s subversive beat</a> (content notification for discussions of systemic queerphobia and suicide). And Joey Wawzonek <a href="https://www.gamingalexandria.com/wp/2024/01/yakyuken-the-first-commercial-eroge/">provides historical and cultural context</a> for Hudson Soft’s very early strip-janken game.</p>
<p>Regarding the subject of race and Blackness specifically, the cornerstone piece was Kishonna L. Gray&#8217;s <a href="https://ojs.zrc-sazu.si/filozofski-vestnik/article/view/13582/11927">application of necropolitics to the virtual deathworlds of modern gaming</a>. In the paper, Dr. Gray interrogates the ways in which games like <em>The Last of Us</em> and <em>Battlefield 1</em>&#8216;s use Black death to either further white character stories or tutorialize game mechanics (by literally throwing Black bodies at a war machine in the case of <em>Battlefield 1</em>). She writes, &#8220;Necropolitical narratives justify continued violence in physical and digital spaces. In these games in particular, they can be understood as spac-es where creators have the sovereign right to kill Black characters.&#8221;</p>
<p>From there, many of the other articles concerned with race follow similar threads. Nicanor Gordon <a href="https://noescapevg.com/el-paso-elsewhere-and-inverting-the-monster-as-metaphor/">juxtaposed <em>El Paso, Elsewhere</em> and its principal players against the racist foundations of western fantasy and horror</a>; he also <a href="https://noescapevg.com/barret-and-the-bbc-problem/">used <em>FF7 Rebirth</em> as a springboard to unravel the dehumanizing, hypersexualizing, and neutering antiblack stereotypes</a> that permeate popular media. Yussef Cole <a href="https://bulletpointsmonthly.com/2024/01/10/playing-with-toys-robocop-rogue-city">reckoned with the ways in which childhood nostalgia tilts our reception</a> of retro revivals like <em>Robocop: Rogue City</em>. And Trone Dowd <a href="https://www.ign.com/articles/killmonger-cut-everywhere-games-spider-man-tekken-8">chats with a variety of industry creatives about getting past moving from one stereotype to the next</a> towards more nuanced representation.</p>
<p>On issues of gender and feminism, we start with a pair of articles analyzing <em>Kingdom Hearts</em>, of all games: Latonya “Penn” Pennington <a href="https://videoda.me/self-portrait-as-a-nobody-in-transition-361044263795">muses on gender identity and transition</a> via <em>Kingdom Hearts, </em>while Grace Benfell <a href="https://www.pastemagazine.com/games/kingdom-hearts/martyrdom-and-misogyny-are-the-machines-that-power-kingdom-hearts">looks back at the character everyone is rightly upset got a raw deal</a>. Megan B. Wells <a href="https://intothespine.com/2024/11/09/my-gender-is-liberty/">presents a loose chronology of gender expressivity</a> in games over the years. Pao Yumol <a href="https://bulletpointsmonthly.com/2024/03/06/flowers-yet-bloom-final-fantasy-vii-rebirth">dissects <em>Final Fantasy VII Remake/Rebirth</em> to peer into the gender of it all.</a> Drew Mackie <a href="https://www.thrillingtalesofoldvideogames.com/blog/birdo-gender-trans-female-male">excavates an extensive multimedia history of Birdo’s variously-gendered depictions over the years and generations</a> (bonus: Yoshi might be trans too!).</p>
<p>Meanwhile, Ashley Schofield <a href="https://gurlworld.co.uk/super-sapphic-ultra-modern-girl/">surveys the state of sapphic visibility across entertainment media</a>. Issy Van Der Velde <a href="https://www.inverse.com/gaming/stellar-blade-the-male-gaze-sweet-baby">investigates feminine embodiment and audience framing in Stellar Blade</a>. And Ana Diaz <a href="https://www.polygon.com/analysis/493185/infinity-nikki-reddit-gender-debate">unpacks a recent trend of dudes posting about their love of <em>Nikki</em></a>.</p>
<h2>Personal Reflections and Play Logs</h2>
<p>For our last themed section, we&#8217;ve collated a group of essays that attempt to grapple with difficult, intimate and fundamental questions through games. Ruth Cassidy <a href="https://unwinnable.com/2024/02/07/returning-to-rhythm-in-a-highland-song/">reflects on the mountain as an experience</a> rather than just an obstacle in <em>A Highland Song</em>. Kate Sánchez <a href="https://www.pastemagazine.com/games/tales-of-kenzera-zau/tales-of-kenzera-zau-understands-the-complexity-of-grief">observes the vibrancy with which Tales of Kenzera: ZAU captures the full emotional spectrum of grief</a>. Steve Dixon <a href="https://gamequest.blog/2024/06/17/persona-3-reload-and-the-death-of-anxiety/">charts a path forward to living life</a> with <em>Persona 3: Reload</em>. Cind at <em>BloomedWings</em> <a href="https://bloomedwings.com/2024/10/02/masked-gods-mortal-blood/">plays a pair of ludic meditations on cycles of divine retribution</a>. Boen Wang <a href="https://inkfishmag.com/leaving-night-city/">meditates on the spectre of Night/New York City</a>. Alana Hagues <a href="https://www.nintendolife.com/features/soapbox-new-roots-how-pikmin-4-made-my-move-abroad-bloom">thinks about space and stuff</a> as she crosses the pond with <em>Pikmin 4</em>, and Flora Merigold <a href="https://epiloguegaming.com/venba-and-the-cultural-memories-i-wish-i-had/">muses on Venba, cooking-as-culture, and the severing and repairing of intergenerational bonds</a>.</p>
<p>Elsewhere, Kimimi <a href="https://kimimithegameeatingshemonster.com/2024/08/16/shining-the-holy-ark-a-different-perspective/">embarks upon an expansive overview of the Saturn’s flagship dungeon-crawler</a>, <em>Shining the Holy Ark,</em> taking time to write about style, interface, encounter design, balancing, narrative, and more. Alex Russo <a href="https://www.alexrussostuff.com/post/it-has-to-be-good">chases craft in <em>Roller Coaster Tycoon</em></a>. Edwin Evans-Thirlwell <a href="https://www.rockpapershotgun.com/lorns-lure-is-the-anti-yellow-paint-game-a-joyful-and-maddening-exploration-of-sunken-megastructures">comes to grips</a> with <em>Lorn’s Lure</em>‘s harsh, evocative first person platforming, and Dia Lacina <a href="https://www.pastemagazine.com/games/warhammer-40000/why-do-we-even-want-to-be-space-marines">finds the most uninteresting possible power fantasy</a> in a game that seems to underutilize its own setting.</p>
<h2>Videogame Grab Bag</h2>
<p>Renata Price <a href="https://www.inverse.com/gaming/balatro-poker-gambling-addiction-design-roguelike-rec">likes <em>Balatro</em> and wants you to know it’s not what you may have read it is</a>.</p>
<blockquote><p>“Balatro, like many deck-builders, isn’t about the joy of being a poker player, it’s about the joy of being the house. It is a game about stacking the deck in your favor until you build a system that manipulates probability so effectively you cannot conceivably lose.”</p></blockquote>
<p>Nathan Schmidt <a href="https://www.gamerswithglasses.com/impressions/balatro">sums up <em>Balatro</em> as a game that both has The Juice while also provoking good questions about genre</a>, and Chuck Sebian-Lander <a href="https://write.as/kybard/balatro-is-poker">identifies <em>Balatro</em> as a deckbuilder you can absolutely just vibe through</a>.</p>
<p>Cat Bussell<a href="https://www.techradar.com/gaming/helldivers-2-may-be-set-in-the-far-future-but-it-still-has-a-lot-to-say-about-the-present"> explores the dissolution of meaning in the rhetoric employed by <em>Helldivers</em>‘ “Managed Democracy”</a>. Cass Marshall <a href="https://www.polygon.com/24121055/helldivers-2-narrative-propaganda-major-orders-arrowhead">revels in Super Earth’s self-defeating absurdity</a>. Alyssa Mercante <a href="https://kotaku.com/helldivers-2-ps5-steam-pc-crossplay-impressions-review-1851252856">attributes some of the success of Helldivers 2 to its ability to evoke a sense of seventh-gen nostalgia</a>.</p>
<blockquote><p>“Helldivers 2 isn’t a $70 AAA shooter with advanced water physics and a litany of customizable weapons; it’s a goofy, scrappy, somewhat clunky $40 good time, like a college party with shitty beer from a stolen keg. Eventually, someone’s gonna go through a table (or dive-to-prone off a cliff), and it’s gonna be awesome. We need more games like that in 2024 and beyond.”</p></blockquote>
<p>Emily Price <a href="https://unwinnable.com/2024/08/02/most-media-memory-holed-the-pandemic-not-1000xresist/">talks with some of the team from <em>1000xRESIST</em> about cyclical time, memory, and pop media</a>’s presence/absence in the unpacking of collective trauma. Flora Merigold <a href="https://epiloguegaming.com/the-you-that-remains-and-remains-and-remains-and-1000xresist/">puts her feelings about <em>1000xRESIST</em> in conversation with the six months of writers who have come before</a>. Alexis Ong <a href="https://www.eurogamer.net/1000xresist-review">writes about <em>1000xRESIST</em>, the messy, fragmentary nature of diaspora politics, and Hong Kong</a>.</p>
<blockquote><p>The invisible effects of immigration and eventual assimilation (always an intended outcome, whether you like it or not) are ugly and gruelling. It requires extraordinary long-term endurance from both body and mind. There is a constant interior tension about performance and normalcy and acceptance, because failure risks a physical expulsion from the corpus.</p></blockquote>
<p>Dylan Atkinson <a href="https://www.gamerswithglasses.com/reviews/zenless-zone-zero-the-gwg-review">concludes</a> that for all its issues with balance, depth, and pacing, MiHoYo’s latest gacha’s got style, while Willa Rowe finds HoYoVerse’s latest to be an exercise in <a href="https://kotaku.com/zenless-zone-zero-genshin-impact-mobile-impressions-1851581587">style over substance</a>. James Troughton laments that even when they’re offering something fresh and new, <a href="https://www.thegamer.com/astro-bot-isnt-a-celebration-its-a-graveyard/">in some ways Sony is still just playing the hits</a> in <em>Astro Bot</em>. Robin Bea <a href="https://www.inverse.com/gaming/neva-nomada-studio-review">sees moments of wonder</a> in a larger noncommittal structure via <em>Neva. </em>Grace Benfell <a href="https://www.avclub.com/the-silent-hill-2-remake-is-a-horror-game-with-the-lights-on">muses on what <em>Silent Hill 2</em> loses</a> when its restless dreams are dragged into the HDR glare of the AAA limelight. Ed Smith <a href="https://bulletpointsmonthly.com/2024/10/28/but-you-never-did-silent-hill-2-2024">sizes up this sleeker, more sanded-down <em>Silent Hill 2</em></a> by unpacking its more pliable, player-oriented protagonist.</p>
<blockquote><p>“James Sunderland is not a silent protagonist, either in the Silent Hill 2 remake or in the original game. But in the remake, he is more you, more us, more the players. He responds more to our inputs. He reacts more correlatively to our own movements, and to our ideas of what he ought to be able to do, as a person with a body. He becomes a silent protagonist not in the verbal but in the mechanical sense.”</p></blockquote>
<p>Renata Price <a href="https://bulletpointsmonthly.com/2024/05/24/learning-the-script-dragons-dogma-2">walks the path of a storyteller</a> in <em>Dragon’s Dogma II</em>. Dia Lacina <a href="https://www.pastemagazine.com/games/dragons-dogma-2/65-hours-with-dragons-dogma-2">chronicles her first foray</a> into what might be 2024’s paradigmatic sickos’ banquet. Kimimi <a href="https://kimimithegameeatingshemonster.com/2024/04/25/im-not-in-love-with-dragons-dogma-2s-idea-of-romance/">identifies a distinct lack of consent</a> to relationships in the otherwise agency-minded <em>Dragon’s Dogma II</em>. And <a href="https://remapradio.com/articles/four-thoughts-on-dragons-dogma/">Austin Walker presents four short essays on <em>Dragon’s Dogma (II)</em></a>.</p>
<blockquote><p>“This is the rhythm of <em>Dragon’s Dogma II</em>: Movement and stillness, sometimes in succession, as in the exhale-depletion of resources—like your ever-decreasing maximum health cap—and their inhale-restoration, whether through crafting or camping or simple discovery. Movement and stillness, sometimes all at once, like when you are atop a griffin, holding perfectly still—while the being you cling to cuts through the air across regions you haven’t even seen yet. Movement and stillness, like breathing, like storm wind in trees, in succession, all at once, from hub to loop, from loop to spoke, from spoke to cave, and back.”</p></blockquote>
<h2>Final Thoughts and a Look Towards the Future</h2>
<p>It once again goes without saying that this roundup, as big as it ended up being, can only serve to be a small sliver of the total body of work that incredible critics and writers put forward every single day. Writers are what makes this whole thing work; without them, without the labor they perform, there would be no &#8220;good writing about games.&#8221; Unfortunately, this industry has continued on a downward trend in terms of outlet closures, staff layoffs and the slow, silent whittling-down of viable freelancing opportunities. It&#8217;s harder to write about games for a decent pay rate now than it was at the beginning of 2023. This only affirms our mission: it&#8217;s never been more important to highlight true independent voices talking about games.</p>
<p>Thank you for joining us for another year in 2024. If you want to see what we&#8217;re up to in 2025, including regarding some special projects related to our long-term archival mission, come join us <a href="https://discord.gg/VT7DyUX8C2">on Discord!</a> It’s the best place to interface directly with the Critical Distance team as well as submit your own recommendations for our weekly roundups. We’re also on <a href="https://www.facebook.com/critdistance">Facebook</a>, <a href="https://mastodon.gamedev.place/@critdistance">Mastodon</a>, and <a href="https://bsky.app/profile/critdistance.bsky.social">Bluesky</a>! Come say hi there as well.</p>
<p>From all of us here at Critical Distance, we hope you have a happy new year!</p>
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		<item>
		<title>December 15th</title>
		<link>https://www.critical-distance.com/2024/12/17/december-15th-3/</link>
		
		<dc:creator><![CDATA[Chris Lawrence]]></dc:creator>
		<pubDate>Tue, 17 Dec 2024 04:58:43 +0000</pubDate>
				<category><![CDATA[This Week in Videogame Blogging]]></category>
		<category><![CDATA[Affect]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Ecocriticality]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[Momo]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[relationality]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[temporality]]></category>
		<guid isPermaLink="false">https://critical-distance.com/?p=10462</guid>

					<description><![CDATA[Welcome back readers. We&#8217;re coming up on the submission deadline (December 22) to get your picks in for our end-of-year review! If you haven&#8217;t already done so, check out the announcement post for details, and if you&#8217;d like, join our Discord and submit...]]></description>
										<content:encoded><![CDATA[<p>Welcome back readers.</p>
<p>We&#8217;re coming up on the submission deadline (December 22) to get your picks in for our end-of-year review! If you haven&#8217;t already done so, check out the <a href="https://critical-distance.com/2024/12/01/call-for-submissions-this-year-in-videogame-blogging-2024/">announcement post</a> for details, and if you&#8217;d like, join our <a href="https://discord.gg/Gv3qQHNByS">Discord</a> and submit your recommendations.</p>
<p>This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.</p>
<h2 id="design">Tonkachi Time</h2>
<p><span class="description">Our opening section this week is somewhere on a continum between art and design, and the delightful possibility space games can inhabit when they resist the orthodoxies of both.</span></p>
<ul>
<li><span class="content"><a href="https://www.doomworld.com/25years/the-roots-of-doom-mapping/chapter14/" target="_blank" rel="noopener">Chapter 14: It Only Gets Weirder | Doomworld</a></span><br />
<span class="description">Not Jabba and rd survey a design and artistic movement within the <em>Doom</em> mapping community bringing together the janky, the hostile, the esoteric, and the cosmically weird (<strong>Further Reading</strong> &#8211; <a href="https://bezdarbor.com/2023-05-10-myhouse-wad-is-not-another-gimmicky-doom-map-with-ingenious-level-design/">Boris Bezdar on <em>MyHouse.wad</em></a>).</span></li>
<li><span class="content"><a href="https://thelifeofgame.wordpress.com/2024/12/11/hyper-mario-world-and-going-beyond-kaizo-in-romhack-history/" target="_blank" rel="noopener">Hyper Mario World and Going Beyond Kaizo in Romhack History  | Jeremy Signor&#8217;s Games Initiative</a></span><br />
<span class="description">Jeremy Signor highlights a romhack series outside of Kaizo orthodoxy and its embrace of &#8220;unethical&#8221;, open-ended design (<strong>Further Reading &#8211;</strong> <a href="https://glitchcat7.com/the-complete-history-of-kaizo-mario/">GlichCat7&#8217;s history of Kaizo</a>).</span></li>
<li><span class="content"><a href="https://innerspiral.lol/blog-entry-14" target="_blank" rel="noopener">Embrace the Jank! | Inner Spiral</a></span><br />
<span class="description">Alli encourages an appreciation for the weird, the flawed, and the janky in games and art more broadly.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;This isn’t about liking bad games ironically. It’s about understanding that even the messiest games have value. They might teach you what you don’t like, or surprise you with moments of brilliance. Either way, they’re worth your time.&#8221;</span></p></blockquote>
<h2 id="temporality">Disk Collection</h2>
<p><span class="description">Now let&#8217;s look at design&#8211;and play&#8211;philosophies from the NES era.</span></p>
<ul>
<li><span class="content"><a href="https://unwinnable.com/2024/12/10/ufo-50-serves-perfect-slices-of-nostalgia/" target="_blank" rel="noopener">UFO 50 Serves Perfect Slices of Nostalgia | Unwinnable</a></span><br />
<span class="description">Levi Rubeck regards the comedic hostility of UFOSoft&#8217;s early breakout hit <em>Barbuta</em> through the lens of the contemporary attention-economy-driven landscape (<strong>Further Reading &#8211;</strong> <a href="https://indiehellzone.com/2024/10/08/ufo-50-party-house/">Dari&#8217;s look at <em>Party House</em> by the same developer</a>).</span></li>
<li><span class="content"><a href="https://www.tsundokudiving.com/talking-games-the-portopia-serial-murder-case/" target="_blank" rel="noopener">Talking games | The Portopia Serial Murder Case | Tsundoku Diving</a></span><br />
<span class="description">Baxter Burchill parses the stark, lonely, looping spiral of <em>Portopia</em>.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;The murder of <em>Portopia</em> is a prison for everyone involved. It’s a labyrinth the cast can’t escape. Just as the game itself tightens its grip on the player, traps them in endless circles of moral decay and let’s them rot, so too does the house of the murder capture Yasu. He can’t ever leave. It’s taken him, stolen him, killed him. It’s all he is. And then it all happens again.&#8221;</span></p></blockquote>
<h2 id="affect">Affective Play</h2>
<p><span class="description">This section deals with depression, suicide, abuse, and accountability.</span></p>
<ul>
<li><span class="content"><a href="https://breakingarrows.substack.com/p/last-seen-online?r=2ieh0&amp;utm_campaign=post&amp;utm_medium=web&amp;triedRedirect=true" target="_blank" rel="noopener">last seen online | Steven’s Substack</a></span><br />
<span class="description">Steven Santana plays a desktop simulator about adolescene, depression and digital suicide (<strong>Further Reading &#8211;</strong> <a href="https://unwinnable.com/2024/04/12/turn-of-the-zillennial/">Perry Gottschalk&#8217;s look at <em>Emily Is Away</em></a>).</span></li>
<li><span class="content"><a href="https://gamesline.net/mouthwashing-review/" target="_blank" rel="noopener">Hurt/Home &#8211; Mouthwashing Review | Gamesline</a></span><br />
<span class="description">Franny delves deep into <em>Mouthwashing</em>&#8216;s themes of abuse and complicity (<strong>Further Reading &#8211;</strong> <a href="https://pressspacetojump.com/opinion/clickolding-is-an-authentic-tragedy-bound-to-be-misunderstood/">Taylor Hicklen on <em>Clickolding</em>)</a>.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;A remarkably poignant exploration of what happens when you don’t hold your bros accountable. Deeply unsettling and emotionally exhausting, the theft of autonomy isn’t just a theme so much as it’s a brick thrown at my head. In a good way.&#8221;</span></p></blockquote>
<h2 id="ecocriticality">Green Planet</h2>
<p><span class="description">These next two picks are about gardens, trees, and green spaces in games.</span></p>
<ul>
<li><span class="content"><a href="https://sidequest.zone/2024/12/16/trees-in-video-games/" target="_blank" rel="noopener">Trees in Video Games | Sidequest</a></span><br />
<span class="description">Kathryn Hemmann meditates in comic form about green spaces in games and all they represent.</span></li>
<li><span class="content"><a href="https://femhype.com/planting-the-seed-patience-nurture-in-virtual-gardening/" target="_blank" rel="noopener">Planting the Seed: Patience &amp; Nurture in Virtual Gardening | Femhype</a></span><br />
<span class="description">Couldn&#8217;t find an author to credit for this one&#8211;it&#8217;s a brief reflection juxtaposing the nurturing pace of gardening with the instant gratification loop dominant in popular games (<strong>Further Reading &#8211;</strong> <a href="https://unwinnable.com/2024/05/07/a-wilderness-of-thoughts-grown-in-snufkin-melody-of-moominvalley/">Jay Castello on gardens as a human framing of nature</a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;In relaxing play, the action and re-action loop is slowed down, and the rhythms of the game and the player are set at a sedate pace. It is in these moments that a great deal of emotion and meaning can grow. Walking through a beautiful landscape, pausing to listen to music, or taking the time to nurture and care for plants all hold quiet and humble experiences. It’s the act of humility and care that improves both the garden <em>and</em> the gardener.&#8221;</span></p></blockquote>
<h2 id="momo">Infinity Nikki</h2>
<p><span class="description">The dress-up RPG <em>Infinity Nikki</em> has been out for a minute, so here are some thoughts and impressions.</span></p>
<ul>
<li><span class="content"><a href="https://www.polygon.com/analysis/493185/infinity-nikki-reddit-gender-debate" target="_blank" rel="noopener">Infinity Nikki’s fans want you to know it’s for all genders | Polygon</a></span><br />
<span class="description">Ana Diaz unpacks a recent trend of dudes posting about their love of Nikki.</span></li>
<li><span class="content"><a href="https://www.inverse.com/gaming/infinity-nikki-photo-expedition-guide-snapshot" target="_blank" rel="noopener">Infinity Nikki Is A Dream Come True For Virtual Photographers | Inverse</a></span><br />
<span class="description">Robin Bea is completely engrossed by <em>Infinity Nikki</em>&#8216;s photo mode.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;I spent most of last weekend playing <em>Infinity Nikki</em>, not collecting outfits or working through my quest log, but simply taking photos. I haven’t completed a single Styling Challenge since the game officially launched, but I have filled up a good portion of my Photo Expeditions Guide, Liked dozens of other players’ photos, and left my mark in the form of Snapshots across every inch of Miraland I’ve seen so far.&#8221;</span></p></blockquote>
<h2 id="rpgs">Thought Cabinet</h2>
<p><span class="description">Here are two more pieces unpacking the RPG genre more broadly.</span></p>
<ul>
<li><span class="content"><a href="https://www.eurogamer.net/reflecting-on-planescape-torments-legacy-25-years-later" target="_blank" rel="noopener">Reflecting on Planescape Torment&#8217;s legacy, 25 years later | Eurogamer.net</a></span><br />
<span class="description">Khee Hoon Chan looks back at the Infinity Engine RPG they made a little different.</span></li>
<li><span class="content"><a href="https://www.gamerswithglasses.com/features/the-way-they-walk-in-liberl" target="_blank" rel="noopener">The Way They Walk in Liberl | Gamers with Glasses</a></span><br />
<span class="description">Autumn Wright pulls at the threads that anchor the reductive-yet-shifting meaning of JRPG, drawing upon the irreducible <em>Trails</em> series to do so (<strong>Further Reading &#8211;</strong> <a href="https://cohost.org/Eithi/post/6401232-in-trails-from-zero">Eithi on city-as-character in <em>Trails from Zero</em></a>).</span></li>
</ul>
<blockquote><p><span class="content">&#8220;The JRPG could only ever be othering. In the past, the J in JRPG has denoted a place of origin, varying genre conventions, or arbitrary characteristics of form or content. JRPG’s have been fantasy, turn based, linear (more below), and console RPGs. They’ve been RPGs made in Japan. They’ve been RPGs with cartoony art styles. They’ve been whatever Western RPGs are not: medieval, fantasy, computer-, branching, open world, realistic. What people mean when they say JRPG has changed as much as its occident has shifted, the catalyst often the mainstream success of a JRPG at whatever then defines Western RPGs. What JRPG means as a genre label, as a rhetorical shorthand, shifts, always existing in opposition against, in binary with, orient to WRPGs.&#8221;</span></p></blockquote>
<h2 id="relationality">Inside Scoop</h2>
<p><span class="description">These next three selections tackle contemporary issues of communication, corporate control, and journalism.</span></p>
<ul>
<li><span class="content"><a href="https://technotherapies.substack.com/p/matthew-s-burns-on-ai-empathy-and" target="_blank" rel="noopener">Matthew S. Burns on AI, Empathy, and the Making of Eliza | Circuits and Synapses</a></span><br />
<span class="description">Will Ard chats with Eliza creator Matthew S. Burns about the human element of therapy, the problems with relating to generative AI chatbots, and more (<strong>Further Reading &#8211;</strong> <a href="https://www.pastemagazine.com/games/eliza/eliza-explores-the-benefits-and-imperfections-of-t">Holly Green on <em>Eliza</em>&#8216;s deconstruction of therapy</a>).</span></li>
<li><span class="content"><a href="https://www.gamerswithglasses.com/impressions/citizen-sleeper-2-capitalism-company-store" target="_blank" rel="noopener">Capitalism, Control, and the Company Store in Citizen Sleeper 2 | Gamers with Glasses</a></span><br />
<span class="description">Spencer Johnson examines surveillance and control in <em>Citizen Sleeper 2 </em>(<strong>Further Reading &#8211;</strong> <a href="https://matthorton.live/posts/citizen-sleeper-2-wants-you-to-fail">Matt Horton on failure in <em>Citizen Sleeper 2</em></a>).</span></li>
<li><span class="content"><a href="https://unwinnable.com/2024/12/09/chasing-nothingburgers/" target="_blank" rel="noopener">Chasing Nothingburgers? | Unwinnable</a></span><br />
<span class="description">Alina Kim gets the scoop on the state of journalism in Hoenn.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;In a world in which search traffic is increasingly erratic and Google seems to have given up on curtailing AI slop, the life raft for journalism – especially tabloid journalism – is engagement and clicks. I don’t know what the newsroom situation is like in Hoenn, except that Gabby and Ty seem to be the only two producers ever around. Maybe journalism would be outright dead in the region if not for them.&#8221;</span></p></blockquote>
<h2 id="play">Chaos Control</h2>
<p><span class="description">How about some reflections and impressions on two more recent games?</span></p>
<ul>
<li><span class="content"><a href="https://www.polygon.com/gaming/495089/mythwrecked-ambrosia-island-impressions" target="_blank" rel="noopener">Mythwrecked: Ambrosia Island imagines the Greek gods as queer and kind | Polygon</a></span><br />
<span class="description">Zoë Hannah checks out a bite-sized game with a different take on the pantheon.</span></li>
<li><span class="content"><a href="https://www.startmenu.co.uk/home/ash-schofields-many-christmases-with-sonic-generations-winter-spectacular-2024" target="_blank" rel="noopener">Ash Schofield&#8217;s Many Christmases With Sonic Generations | Winter Spectacular 2024 | startmenu</a></span><br />
<span class="description">Ashley Schofield offers a personal account of how <em>Sonic Generations</em> is not only a Christmas game, but also, in its new Shadow expansion, kind of a dad game,</span></li>
</ul>
<blockquote><p><span class="content">&#8220;<em>Sonic Generations</em> continues to be a part of my festive season, a truth that has only increased with the addition of <em>Shadow Generations</em> &#8211;  a story of finding your place within your world and accepting your past and present. What may be my brightest Christmas so far happens to come around the same time as the darker half of the game that has been with me all this time, and I find something special in that.&#8221;</span></p></blockquote>
<h2 id="fun">Critical Chaser</h2>
<p><span class="description">It&#8217;s about Luigi.</span></p>
<ul>
<li><span class="content"><a href="https://www.gamerswithglasses.com/features/on-luigi" target="_blank" rel="noopener">On Luigi | Gamers with Glasses</a></span><br />
<span class="description">Alexander B. Joy extols the heroism in the ordinary.</span></li>
</ul>
<blockquote><p><span class="content">&#8220;In his average and unremarkable capacity, Luigi acts not only <em>as</em> us, but <em>for</em> us. <em>It is not necessary to be superhuman</em>, his example demonstrates. <em>Look what the everyman can accomplish</em>. In victory and in defeat, he validates the hope slumbering in every ordinary person: That conviction alone is needed for us all to be heroes.&#8221;</span></p></blockquote>
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