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

Despelote

There’s lots of attention around the slice-of-life football-and-other-stuff-kicking game with the striking visual style, and for good reason. Here are three pieces unpacking it from slightly different angles.

“How often will I ever see such vivid recreations of latino boyhood on this scale? Or see the personhood of my neighbors or even the guy that worked the colmado around the corner from my old place? When I stopped going back to my familial home, opting instead to make a life with family and friends here, I forfeited my chance to hold those things tightly again. Despelote clings to them as tightly as possible, and in turn, I’ve affixed myself to it.”

Critical Cuts

A pair of strong, raw personal pieces on how a game fits into a life, how a life fits into a game.

“Fantasies of full immersion glitter on repeat across the pandemic-ravaged synapses of your brain. It is a peculiar sensation, this forked road of desire and responsibility, children or game, both shortcuts away from sociality, or sex, or thought: two radically opposed sets of reality, two modes of impression upon the world, two diffracted futures in which you die anyway. The children laugh at your body, dying like that. The bath is too hot, then too cold. Then they splash murky water all the way from the bathroom onto your carpet and PlayStation controller as you try to explain the situation to your beleaguered team members via in-game party chat. Responses range from, Oh I get it man, to laments about the reproductive class ruining the real world and this one. Time is of the present, and you wonder, is the New World still new if it takes too long to get there?”

On Loop

This next pair both deal with time loop games, as well as their relation to memory, experience, and being stuck in a bad place.

“There is no regret left here. Selene is reaching for transcendance, for a form of religious ecstasy that leaves everything behind, even though she never quite gets there as that would require the game to truly end. Yet in that tension that doesn’t resolve there is clear pleasure mixed with the agony. She knows that what is at the end of the journey is worth every second of martyrdom.”

Well Preserved

Here we’ve got some interviews on preservation–of games and of health.

“Games uniquely incorporate emotional and social factors that influence how we take in information — making them surprisingly useful communication tools in a world in denial about the ongoing threats of COVID-19 and Long COVID. Whether through the cathartic storytelling in indie designers’ interactive theater projects or learning opportunities woven into popular video games, playing games can help people make informed decisions amid the Long COVID crisis. They can also bring us together in an absence of public health support.”

Out of Bounds

This section is about breaking out of the walled garden and its endless, algorithmic carousel.

“In the future, my hope is that we can start to transform those personal joys into a collective reality, and to insist that our advanced tech and creativity be used to set us free, not cage us in. It’s a challenge to corporations, yes, but also to each of us, to support the art and media that bring us actual joy, broaden our horizons rather than retreating into safe nostalgia all the time, and to make space in our lives for unproductive, no-strings-attached way. If we can do that, even in the smallest of ways, we begin to wipe away the gray walls of commodification and let in bright flashes of colour and laughter. Bit by bit, what is a stagnating landscape can become a playground again. And perhaps one day we’ll look around and find that the genuine fun we longed for was here all along, growing in those cracks, waiting for us to notice and join in.”

Tunnel Visionary

Here we’ve paired up pieces on design practices and connections to other media forms.

“Don’t let architectural envy do your thinking for you. Organization, realism, and minimalism are just tools. Instead, think critically about what your specific game experience needs, and design for that.”

Bon Gommage

This set of picks are varied in topic and structure, but all connect their games and texts to the cares of the wider world.

“The example of System Shock is particularly relevant here – in the original game, SHODAN fashions herself a god and attempts across entries in the franchise to reshape reality to better suit her vision (mostly through murder). The computer has decided that it knows better than humanity, because it is faster, smarter, better and it gets a fair amount of the way towards accomplishing its cruelly utilitarian goals before getting shut down. But the crux of all of this is that the robot is smarter than us – it can solve problems faster than we can and handle complex information in ways we simply cannot. The reality of AI is something quite different – the robot isn’t smarter. It’s making us dumber.”

Critical Chaser

Wind your way through this week’s closing act.

“Desire paths emerge and persist through the power of collective hum. They remind us of the power of divergence in building commonality; a rebellion against the ‘good enough’ that honours organic, human-centric and instinctual design. In games, rigidity suffocates and disengages. Increasingly, players seek stylised and embellished replications of their lived experience, their immersion pulsing like heatwaves out from the central device – choice.”


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