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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.

Role and Move

This week we’re starting with a genre-focused section exploring all things RPG.

“This is Shin Megami Tensei, this is Dungeon Meshi, this is Earthbound, this is Pokemon and this is Dark Souls. This is Planescape Torment, this is Binding of Isaac and this is Morrowind. This is why people play Dungeons and Dragons in real life, this is the worth of a good Dungeon Master, a moment of pure authorship that takes the experience beyond the mechanical. After this moment, you never know what could be on the next tile, and you’re never sure where the boundaries are.”

Full Reactive Eyes Entertainment

These two pieces unpack the experiential depth of their subject games.

“You interact with the world of Shenmue as you would a normal person. Bereft of the abstraction that exists in other games, it forces you to approach it like you would real life, creating a connection between you and the game that makes you approach it on its terms, the terms of real life and not the ones of a videogame. Shenmue is, at its core, a Virtua World.

Summoning Sign

Now we’re looking at games as social experiences, both with close companions and passing acquaintances.

Without giving too much away here, Blue Prince offers many flavors of puzzle and strategy that it naturally lends itself to the escape room logic of “many brains make light work:” just like my partner and I, certain types of players are attracted to (or repelled by) certain kinds of problem solving. It’s wildly satisfying (for us and players like us) to collaborate and play this as a team sport and essentially share in the glory.

Interviews

Interviews? Interviews.

“Much of the dialogue gains its vitality by being broken out of the enclosed diving bell of the recording booth. The game’s cast—largely made up of Ecuadorian friends and family—were encouraged to improvise and bounce off each other, contributing not just their voices but their own memories and personalities.”

Play it Loud

These next three picks situate their games in the times in which they were made and played, relative to both author and industry.

“Splatoon’s aesthetics are not vacuous imitations, but grounded homages. Its social media and events give the feeling of a world beyond the borders of the game. Splatoon feels like a real place, albeit one that you can only ever visit.”

Consolation

Keeping the temporal theme going, let’s look at stories of the industry’s past and future.

“The video game industry has long been defined by machines. There have been console wars, infighting, countless articles on whether you should buy an Xbox or a PlayStation. Companies have risen and fallen on whether they can compete with the Big Three or if they chose one console over another for a game launch. There are people who have, for better or worse, based parts of their personalities on which company they like best. Many of us have to budget every few years to get a new machine to play new games. This is how it’s been for decades, but that status quo is about to change.”

Relational World

The organization gets a little loose towards the tail-end of the roundup, as can happen when I’m finishing it off in the wee hours of the morning, but the articles are no less potent. The guiding theme here is that games exist reciprocally within the world, revealing, interrogating, and informing its processes, values, and movements.

“Tifa can never rest, but Traces of Two Pasts doesn’t argue that work itself is bad or unnecessary. Rather, Nojima’s story makes it all too clear how even someone like Tifa would feel compelled to take action against the direct cause of the suffering in her community, the capitalistic exploitation that keeps people in debt and thus forces them to devote their entire lives to work.”

Critical Chaser

Dumpy Kong is here.

“Donkey Kong’s claymation-lookin’ booty spinning every time you jump! That beautiful buttocks can land on me ANY DAY.”


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