Welcome back readers.

Happy Baldur’s Gate III week to those who celebrate. As for me, if I end up having to take a suspicious Monday Mulligan getting the roundup out in a couple weeks, well, consider this Armored Core For Shadowing.

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

Your Skill Is Not Enough

Our opening topic this week is failure–as a design theme, as a mode of play, as an experience of play.

“Frankenstein’s monster shambles through the streets of Martenaise, beset upon on all sides by the scared and violent townsfolk, impervious to their torches and pitchforks; he has a case to solve.”


Next we’re highlighting two longer-form articles about emerging research practices in games crit, with interesting implications for their object games.

“We expose how TLOU2 leverages queerness in its representational, mechanical, and narrative elements and center our analysis of these queer elements in our experience. It is through our experience that we demonstrate how queer representation in TLOU2 serves to make it an empathy machine meant for non-queer players.”

Party Chat

Baldur’s Gate III is out this week, so a diverse array of sickos who haven’t had a proper meal since probably Dragon Age: Inquisition are absolutely feasting. Anyway, that’s got people talking more about RPGs in general lately, and here are two of my picks.

“With my two remaining brain cells, I try to refrain from logging back into the conveyor belt of junky drudgeries that has overwhelmed this lush, gorgeously gothic world. I know some parts of the map now like the back of my hand, and I feel a pleasant familiarity with the land. That I mindlessly power through my silly little video game chores against some of the most beautifully-lit landscapes in the series is a disservice to the environment artists who worked on this for years. Diablo 4 doesn’t have to be like this, but truth be told, I am weak and lazy, and the mindless hum of busywork has become a frighteningly easy form of procrastination from actual work.”

Liminal Space Outlaws

Now let’s look at two games that revel in between-spaces, whether its time, genre, authorship, or reality itself.

“The multi-layered realities in Slayers X as well as Hypnospace Outlaw represent the struggle with navigating online authenticity. You can spend so much time and effort online accusing things of being ‘real’ or ‘fake’ and in doing so completely miss how perspective changes that reality for everyone.”

Critical Chaser


“bubsy comparing platforming to shit-shoveling briefly got me to misrecognize the game as playbor. I became aware of the electricity in my room, like one becomes aware of their breathing.”


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Have you read, seen, heard or otherwise experienced something new that made you think about games differently? Send it in!

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