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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.

Not Safe for Workers

We’re opening things up with three new pieces about the NSFW-crackdowns plaguing Steam and Itch. For the Further Reading here I’ll just point you to our back issues, particularly our July 27th issue, because we’ve read new articles on this topic continuously since the initial stories broke.

“If something is unspeakable – if it literally isn’t spoken of – then it makes it that much easier to make it disappear without anyone noticing or caring. I think people might finally be realizing that adult games represent a crucial bulwark in the struggle to have games that deal with challenging, interesting subjects, and I really hope that manifests as increased coverage of adult games in the future.”

Play, Together

These next three picks are all about different kids of shared play experiences of different sizes and different relations.

“The game knows you don’t care about the mountain. You care about holding hands with your friends. And they care about you.”

Short Rest

Now let’s do a genre-specific section, this time on RPGs across vintages and subgenres.

“The first striking thing about Aetheris is its strange and colourful look. The second thing that strikes about Aetheris is the gorgeous animations and storybook trappings of its presentation, even in its loading screen transitions. The third is the strange vulnerability radiating from the village of lizardy people you’re responsible for, and the parties you form with them. The fourth striking thing is that this a roguelike, it’s a bloody roguelike isn’t it, oh goddamn it.”

Sleight of Hand

How about some conversations and reflections on design theory and practice?

“Puzzle game designers, please, don’t be afraid to exercise a little “attention curation”. Sure, stroke our egos. Teach us to be better thinkers. But most of all, remind us that even at our intellectual peak, we’re capable of error. Show us we don’t know everything. Slap us with our own misconceptions. Fool us.”

Large Labour Mugging

This section brings together a variety of throughlines on life, labour, tech-as-progress, and the industry.

“Death Stranding 2 is as far removed from reality as it possibly can be on so many levels, except arguably the most important one – Kojima and co. are masters of weaponising optimism to elicit the correct (and sometimes the most maudlin) emotions about one’s place and purpose in a much bigger world. Tomorrow rightfully doesn’t know what the hell she’s doing for a lot of the game, or how she’s going to fit into the bigger picture of the world (there are also some really corny pop quiz segments where you have to teach her basic logic) – and you know what? That’s real. That’s relatable. Girl, neither do I.”

Critical Chaser

Ever wonder where the word “Gerudo” came from?

“I think the scant evidence we have for any sort of linguistic continuity is more likely proof that the people who work on these games share our love for them — and understand what it means to be fluent in the worlds that these games inhabit. Sure, some additions to the series come from out of nowhere, but a lot of them call back to the games that came before, sometimes in subtle ways, and that attention to detail lets superfans know that the creatives tasked with making new Zelda games have done their homework.”


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