Welcome back, readers.
This is a rather impromptu edition of the roundup. It’s not something any of us ever envisioned writing. Indeed, when games media has endured other layoffs and outlet closures we haven’t immediately rushed to memorialize them in this fashion (though maybe we should have done). But when an institution like Paste Games, an outlet that has provided a home to essentially all of our favorite games critics for well over 15 years, is unceremoniously shuttered, it doesn’t feel right to let things go without comment.
Paste has been publishing meaningful games criticism for as long as Critical Distance has been collecting it. In a real sense, Paste set the agenda for good games criticism that we recorded, week in and week out. Paste was a science lab, an incubator, a test area for the kind of thoughtful, incisive criticism we have always wanted to see more of and which more conventional outlets weren’t interested in publishing, and while many people are responsible for this effort, none were so consistently involved and invested in the success of Paste Games as Senior Editor Garrett Martin. It’s thanks to Martin and a revolving team of assistant editors, like Maddy Myers, Gita Jackson, Jenn Frank, Holly Green, Moises Taveras, and most recently, Associate Editor Elijah Gonzalez, that Paste was able to stand as such a indefatigable cornerstone of games criticism through the 2020s. Losing Paste, the house that Martin built, is like waking up to discover that water no longer exists.
There’s a lot one could say about this moment. It’s saddening, naturally; infuriating most definitely. The owners of Paste Media couldn’t see or seemingly understand what kind of tidal force Paste Games had become, and so games criticism as a whole is now poorer for it. Gently, the death of Paste Games, and of games media more broadly, was/is not from natural causes.
Today, though, we’re not here to simply wail and gnash our teeth at the loss of a giant in our space. There is room for that. But there is also room for celebration and reminiscing. And, in the spirit of Steven Santana’s Reading Manifesto, there is room for reading. We will keep Paste Games alive by reading, and sharing, and preserving the work everyone who wrote there put out into the world—a body of criticism that was deeply personal, highly political, and often incredibly piercing, that comprises the story of videogames in the modern era.
So, for this roundup, we came up with not one but two lists: articles submitted by Paste writers and our readers; and articles that previously featured in our “This Year in Videogame Blogging” roundups. Astonishingly, there wasn’t as much of an overlap between these two lists as I thought there’d be, and so between the both of them we ended up with an even 140 articles to share. And since this isn’t a typical roundup but a celebration, fuck it—you’re getting ’em all. Quips will be around with the usual later today. I’ll be back in a couple hours with the monthly Patreon roundup. Long live Paste Games! Long live games criticism.
Previous TYIVGB Honorees (By Year)
2011
- On Videogame Criticism | Tom Bissell, Simon Ferrari
It feels particularly poignant that the first entry in our list is a letter series between writer Tom Bissell and academic games scholar Simon Ferrari about the nature of games criticism and the tension between storytelling and mechanics both academically and within game development. This letter series was first published at Paste in February 2011 by one of Martin’s predecessors, Kirk Hamilton, and echoes of the discussion have reverberated in critical spaces ever since. - The Final Fantasy VII Letters | Leigh Alexander, Kirk Hamilton
Speaking of letters, the next honoree from 2011 was this correspondence series between Hamilton and Leigh Alexander, who was writing primarily for Gamasutra (now Game Developer) at the time. Alexander plays the Virgil to Hamilton’s Dante as he explores the world of Midgar for the first time, with both of them interested in questions around nostalgia and legacy around Final Fantasy VII. (Letter 2, 3, 4, 5, 6, 7, 8, 9, 10) - Portal 2 (Multi-Platform) | Kirk Hamilton
Finally, Hamilton allegorizes the complex and balletic physics display of Portal 2 to a Rube Goldberg machine, with the player as the domino. Unfortunately, time and link rot has taken away some of the visual elements of this review.
Portal 2 is simply a game that wants to be played—it desires nothing more than to be opened up and studied, mastered and thoroughly enjoyed. Its puzzles are begging for your brain; they can’t wait for you to say, “Ah-Ha!” before opening a door and plunging into space, tumbling head over heels towards your next brilliant and confounding challenge.
…
Okay let’s knock these suckers over, this is driving me nuts.
2014
After a couple of quieter years, Paste returned to TYIVGB with a collection of absolute heaters.
- Games, Noir and the 17%: Where Are the Women? | Cara Ellison
Cara Ellison contends with the representational problems around LA Noire, the way the exclusion of women and people of color has been normalized not just in games but in film and other media, and considers some fairly commonsense solutions to the issue. - IndiE3 Postscript: Weighing the Alternative | Austin Walker, Cameron Kunzelman
Austin Walker and Cameron Kunzelman perform an autopsy on a messy, conflicted E3 alternative. - Mario Kart 8 and the Centipede’s Dilemma | Samantha Allen
Samantha Allen works through the physical strangeness of explaining how to drift in Mario Kart 8 to a friend. - Kentucky Route Zero’s Musical Centerpiece and the Power of Choice | Ansh Patel
Ansh Patel Zeroes in on “Too Late to Love You” and the role participatory theatre plays in Kentucky Route Zero‘s mysterious narrative. - Working For the Love of the Game: The Problem With Blizzard’s Recruitment Video | Ian Williams, Austin Walker
Ian Williams and Austin Walker confront the false solidarity of a Blizzard recruitment tape that claims the company’s workers as “family” while keeping them open to familiar workplace turbulence (and as we’d find out, abuses). - Femme Doms of Videogames: Bayonetta Doesn’t Care If She’s Not Your Kink | Maddy Myers
Maddy Myers challenges games’—and games criticism’s—continued insistence on framing depictions of women owning their sexuality in terms of the “male gaze” (Further Reading: Maddy’s eulogy for the queer, empowered Bayonetta that should have been and maybe never was). - Black Steel In The Hour of Chaos: Assassin’s Creed and the Power of Representation | Justin Clark
Justin Clark finds catharsis in two Assassin’s Creed games that acknowledge the pain of Black history through the American South and Caribbean Islands—and give him the tools to respond. - The Crew: Postcard America | Austin Walker
Austin Walker finds the pure joys of driving through America too adulterated by Ubisoft’s insistence on including as much bizarre, often conflicting, power fantasy nonsense in a game about driving as possible.
The Crew is not Eurotruck Simulator for the United States. Even though they’ve meticulously crafted this sprawling space, they don’t seem to understand that there’s joy in these mundane places. That’s where the magic is, but The Crew thinks it’s a better idea to offer wide shots of fireworks and stadiums and bridges like a poor man’s Michael Bay film. But it’s not the second coming of Burnout Paradiseeither. It’s too staid for that. It’s just a clipboard and a list.
2015
- Romanticizing Tragedy: Should Disaster Games Be Fun? | Maddy Myers
Maddy Myers works through radically different catastrophes in both The Oregon Trail and This War Of Mine and determines the latter to be a necessary work of art, albeit one she wishes she could unplay. - Blaxploitation and Derivative Works: A Letter Series on Funk of Titans | Ian Williams, Austin Walker
Austin Walker and Ian Williams work through thoughts on the decontextualization and re-commodification of Blaxploitation cinema in a particularly weird indie game. - The Framerate Debate: Why Videogames Need To Take A Film Theory Class | Gita Jackson
Gita Jackson argues that it is no longer possible for the video game industry to ignore conversations that film and television have been engaged in for years and decades. - True Romance: Sex Ed Through Games | Gita Jackson
Gita Jackson recounts their first, defining experiences with eroge. - Closeted Damsels and Heroic Gal Pals: Life is Strange and Tomb Raider | Maddy Myers
Maddy Myers questions why certain games seem to relish in their female protagonists’ unhappiness. - Wardrobe Theory—The Anachronistic Assassin’s Creed: Syndicate | Gita Jackson
Gita Jackson gives a dressing-down to AssCreed: Syndicate‘s poor fashion sense and poorer historicity. - I am Become Rihanna, the Destroyer of Worlds | Gita Jackson
Gita Jackson pokes the barrier of the character creator to find meaning in the space between them and their creation.
Videogames with character creators, often open-world games, pride themselves on their limitless possibility. In Skyrim, where I named myself Rihanna, people told me stories of wandering the map and getting married and owning houses and using it as a playground to understand themselves as themselves. I can only see the limits to those narrow imaginations. I can only see where the possibilities end.
2016
- Far Cry Primal: Make This Village Great Again | Cameron Kunzelman
Title kinda says it all, doesn’t it?
There is only the us, who are right, and the them, who are wrong. The player can only occupy the position of the monstrous master of all things, and the story they live out can only end in violence. If a story about the past is always about the present, I need to look to other games for other stories.
2017
- Night in the Woods and the Lies of Nostalgia | Dante Douglas
Dante Douglas peels back the layers of nostalgia obfuscating the real problems in Possum Springs—and other red states. - Horizon Zero Dawn, Joss Whedon and the Problem with “Strong Female Characters” | Holly Green
Holly Green gets into exactly why and how it’s disappointing when so-called “male feminist” writers reinforce patriarchy on the page and in real life. - The Physical Glass Ceiling: When The Git Gud Mentality Turns Ableist | Holly Green
Holly Green uses Cuphead as a springboard to break down the various ways “Git Gud” is a wrongheaded attitude in a diverse gaming community.
Part of it is that, as a culture, we view things in terms of majority and minority, that the needs of the many outweigh the needs of the few. Unfortunately this mindset becomes warped to the point where many vilify those in the minority who ask for literally anything. After all, why should they be prioritized when they comprise so little of the population? But while at first glance that may seem reasonable, it often means our most vulnerable citizens’ specific survival needs are not met, and as a result they are all but removed from the public eye. We’re an inconvenience that gets oh-so-conveniently erased. We become invisible.
2018
- Do Videogames Turn Us Into Bad People? | Holly Green
Holly Green unpacks the psychology of going renegade, trapping your sims, and committing other tiny atrocities in games. - Far Cry 5 Offers No Insight into Christian Fundamentalism | Holly Green
Holly Green is troubled by a depiction of fundamentalist Christianity that doesn’t actually get to the root of the problems with fundamentalist Christianity. - What Other Games Can Learn From the Racism in Life is Strange 2 | Natalie Flores
Natalie Flores finds Don’t Nod’s depiction of racist America raises the bar in terms of authenticity and impact on marginalized people. - Red Dead Redemption 2’s Redface Proves How Far Games Haven’t Come | Dia Lacina
Dia Lacina takes Rockstar’s depiction of a Black indigenous character in RDR2 to task, from the way the character is written down to the actor portraying him, and wishes she didn’t have to keep doing this.
The most biting criticisms it received are about the labor conditions that created it, which is important and good. But in the month after those critiques, indigenous people have had to watch as this game, this character (and Dan Houser for creating him) are praised. And when literally any games critic or journalist could have written this piece, it’s once again up to me, the indigenous woman, to raise these issues alone. And there’s the equally inevitable silence from developers, journalists, and gamers themselves after this piece is chewed up and forgotten in the constant churn of games discourse.
2019
- Videogames Don’t Need Defending Because They’re Part of the Problem | Natalie Flores
Natalie Flores reflects on the culture of violence—which includes games—that led to the El Paso shooting. - Fire Emblem: Three Houses Surprisingly Calls Out Its Own Problematic Romances | Dia Lacina
Dia Lacina finds room to provide a safer, more edifying space for her Garreg Mach students by eschewing the romances entirely.
I feel genuine worry for my pupils. Their lives have been filled with such secreted pain, despite, or more often, because of their station. I see it in their classroom performance, know they add every failed exam to their burden, and I want them to succeed. It’s why I carefully set them up for success on the field and engineer mealtimes where they can spend time with classmates I think might have a positive influence on their lives. Friends they can grow to rely on and be there for. When they express a novel interest, I try to shape their curriculum towards that goal.
2020
- On the Lonely, Gentrified Streets of Neo Cab | Holly Green
Holly Green notes the similarity of the barrenness in Neo Cab‘s Los Ojos to Seattle and San Francisco, and wonders if perhaps it’s not too late to turn the clock back on the second wave of gentrification. - The Cisgender Voyeurism of The Last of Us Part II | Waverly
Waverly finds that the trans representation in TLOU Part II isn’t for her or the trans community more broadly, but instead for the cis voyeurs who made—and will play—the game.
Everytime the game is played Lev must repeat the cycles of trauma for the cisplayer’s eye, perpetuating the idea that trans identities must exist in a state of cis-inflicted violence just to be considered. Meanwhile the game is largely praised for its queer representation. Critics and developers elevate the trans voices who validate their feelings while ignoring the critiques.
Perhaps Lev’s cycle of violence isn’t just a disservice for trans narratives, but derisively a poisonous reminder of the status quo.
2021
- Nier Replicant Still Portrays Queer Bodies with Brutal Honesty | Austin Jones
Austin Jones finds the beauty in the queerness of Nier‘s characters, and hope in the community they form.
Queer existence isn’t defined by suffering, though, and Kainé and Emil’s lives are no different. Emil acknowledges he often conflates Kainé with his sister, and their relationship certainly echoes this kind of sibling bond. After being banished from the village, Kainé and Emil camp just outside it, where they exchange stories of their childhoods and memories. These interactions are the closest thing to a community the two can achieve. They demonstrate that, despite her fierceness, Kainé isn’t defined by her anger. She is gentle and kind, and is more than a skilled killer.
2022
- The Melancholy Realism of Citizen Sleeper | Cameron Kunzelman
Cameron Kunzelman works through a game that is at once brutally honest about the world and sure that conditions will improve, and wonders if that is all video games have to offer. - 10 Years Later Assassin’s Creed III: Liberation Remains a Compass for How to Approach Diverse Representation in Games | Phoenix Simms
Phoenix Simms finds connection in Assassin’s Creed III: Liberation‘s Aveline de Grandpré, yet wonders why Ubisoft’s example hasn’t been followed up on by other studios. - The Powerful Queer Horror of Rule of Rose | Madeline Blondeau
Madeline Blondeau looks back at an unusually queer PS2 game buried under the weight of conservative fear, and finds power in its resilience.
Fascists don’t get to have the last word on art. Children are smarter than they give us credit for. The more they don’t want us to see something, the harder we’ll try. And when it resonates with us—when that “bad art” changes our life trajectories—we will only grow to resent the system that suppressed it harder. We’ll fight harder for the queer teachers and the drag queen brunches. We will plunge your expensive zeppelins into the ground, steal your children, and give them the happy childhoods you denied us.
2023
- A Conversation about the Conversation about Videogame Adaptations | Micaela Deitz
Micaela Deitz finds that the current discourse around videogame adaptations is asking the wrong questions. - Idle Threat: What Incremental Games Say about Our Relationship to Work | Emily Price
Emily Price pokes at the contradictions of the ironically named idle genre and its recent mutuations. - Venba and Papers, Please Flex the Same Emotional Muscle | Yousif Kassab
Yousif Kassab brings together two games which use labor systems to abstract their storytelling about people in transit. - 30 Years Ago Myst Introduced Us to an Unforgettable Abandoned World | Cameron Kunzelman
Cameron Kunzelman marks 30 years of Myst less interested in its historical acheivements and more interested in what it remains today: a whole vibe. - The Videogame Crash of 1983 Helped Turn Games into a Boys’ Club. Could It Happen Again? | Maddie Agne
Maddie Agne compares the contemporary layoffs crisis in games to the crash of ’83 and wonders what the industry will learn this time in the aftermath. - Citizen Sleeper And The Decline Of Digital Town Squares | Moises Taveras
Moises Taveras eulogizes Twitter by highlighting the inextinguishible warmth of community that comprises Citizen Sleeper‘s core thesis.
The Eye is also a tool. It’s a springboard to other places, as evidenced by your own Sleeper’s journey to get off of it. It could be home, but it isn’t necessarily built to be it. It’s impermanent, a half-step in your journey rather than the destination at the end of it. It’s a place people meet to exchange goods and services. It’s a place to get a job and fake it till you make it. It’s a framework to fashion something else for your life. I can’t think of a better series of statements to better sum up Twitter, which was never the endgame, even if it began feeling like it. When I came to Twitter, it was for the jokes. It’s the people that’ve kept me there for longer than I could’ve ever imagined. I would stay on the site forever if it meant holding onto what I’ve built there, but on the other side of 11 years of it, maybe I’ve done everything I needed to do there. Maybe it’s time I let go, and be content with what I have, which if you ask me, is beyond measure. Maybe it’s time I leave the Eye.
2024
- Martyrdom and Misogyny Are the Machines That Power Kingdom Hearts | Grace Benfell
Grace Benfell looks back at the character everyone is rightly upset got a raw deal. - Final Fantasy VII Rebirth’s Ending Poorly Answers a Question It Never Needed to Ask | Jackson Tyler
Jackson Tyler dives into developer decisions and fan expectations in the Final Fantasy VII Remake series, wondering what the point is in attempting to answer that one question. - Tales of Kenzera: ZAU Understands the Complexity of Grief | Kate Sánchez
Kate Sánchez observes the vibrancy with which Tales of Kenzera: ZAU captures the full emotional spectrum of grief. - Why Do We Even Want to Be Space Marines? | Dia Lacina
Dia Lacina finds the most uninteresting possible power fantasy in a game that seems to underutilize its own setting. - The Silent Hill 2 remake is a horror game with the lights on | Grace Benfell
Grace Benfell muses on what Silent Hill 2 loses when its restless dreams are dragged into the HDR glare of the AAA limelight.
There is a common attitude, especially in video games, that limitations “get in the way” of art. Silent Hill 2‘s developers have even expressed frustration at Silent Hill 2‘s final product. But no game, not even Remake, has really matched Silent Hill 2. In many ways, I want more games like Silent Hill 2, but I don’t want it again. And certainly not like this. It wouldn’t be what it is without the context that made it. The limitation is the art.
2025
- In Danganronpa, Hope Lies in the Next Generation | Diego Nicolás Argüello
Diego Nicolás Argüello thinks about coming of age and the legacy for the future that comes out of Danganronpa‘s traumatic crucible. - Hades II—and its heroine—asks why we fight for the status quo | Madeline Blondeau
Madeline Blondeau finds that there is more to the text than others have proclaimed as she situates it next to—among other things—the work of Anais Nin. - The Best Parts of Death Stranding 2 Are When the Characters Acknowledge They’re in a Game | Maddy Myers
Maddy Myers ruminates on how fourth wall-breaking intersects with Death Stranding 2‘s style, story, themes, and Hideo Kojima’s attitude to being a creator.
And even though I’m not sure this moment works from a narrative perspective, it’s the part of the game that I just can’t stop thinking about. If you can’t figure out how to end your video game, maybe you should just have the characters admit it and start dancing. It makes about as much sense as anything else.
Reader Submitted Favorites
- Animal Crossing: New Leaf Review (3DS) | Jenn Frank (July 22, 2013)
- The Chicago of Watch Dogs vs. The Chicago of Reality | Gita Jackson (May 9, 2014)
- Adventures in Matchmaking: The Myth of the Trench in Dota 2 | Suriel Vazquez (June 23, 2014)
- Kim Kardashian: Hollywood and the Price of Fame | Gita Jackson (July 22, 2014)
- Real Human Beings: Shadow of Mordor, Watch Dogs and the New NPC | Austin Walker (October 10, 2014)
- Wardrobe Theory: Yuna From Final Fantasy X | Gita Jackson (October 23, 2014)
- The Bizarre Triumph of Classics of Game | Suriel Vazquez (December 4, 2014)
- A Burnt Torch: Darkest Dungeon, Mental Health and Lovecraftian Horror | Austin Walker (February 19, 2015)
- Battlefield Hardline: Cop Out | Austin Walker (March 23, 2015)
- Splatoon: Magical Inking | Jon Irwin (May 27, 2015)
- Virtual Pick-Up Artists: The Monotonous Sex Life of Videogames | Imran Khan (March 1, 2016)
- Jamie Loftus Escapes the Shadow of the Tomb Raider | Jamie Loftus (April 27, 2018)
- An Ode to the Wine Aunts: Enough with the Dad Builds and Dad Games | Dia Lacina (August 27, 2019)
- Exploring the Bottomless Trauma and Questionable Forgiveness at the Heart of Bloodborne: The Old Hunters | Dia Lacina (October 23, 2019)
- Shenmue III Is a Masterpiece of the Mundane | Dia Lacina (November 25, 2019)
- Eliza Explores the Benefits and Imperfections of Therapy | Holly Green (March 2, 2020)
- Get Equipped With Righteous Violence in Treachery in Beatdown City | Dia Lacina (April 10, 2020)
- It’s Time to Kill Morrowind in our Minds | Dia Lacina (May 28, 2021)
- Undernauts: Labyrinth of Yomi Is a Great Introduction to the Complicated World of the Dungeon Crawler | Dia Lacina (November 30, 2021)
- Final Fantasy XIV: Endwalker Is a Heartfelt Way to Tackle an Impossible Challenge | Dia Lacina (December 31, 2021)
- Hades: Persephone the Runaway | Rosy Hearts (February 17, 2022)
- Flower Picking Is My Favorite Part of Elden Ring | Cameron Kunzelman (February 28, 2022)
- Kirby Is the Most Powerful Character in All Media… and He’s Only Getting Stronger | Marc Normandin (March 2, 2022)
- Gran Turismo 7 and the Death of the CaRPG | Jackson Tyler (March 25, 2022)
- Stranger of Paradise Is More Than PS2 Edginess: It’s Perfect Final Fantasy | Jackson Tyler (April 6, 2022)
- Final Fantasy Is about Guys | Jackson Tyler (June 22, 2022)
- Final Fantasy Is about Towns | Dia Lacina (June 22, 2022)
- Before Hades, Supergiant’s Pyre Let You Lose and Changed the Game | Emily Price (July 15, 2022)
- We Are OFK and the Seamless Game | Emily Price (August 31, 2022)
- The New Super Mario Bros. Movie Embraces the Dystopia the 1993 Super Mario Bros. Movie Warned About | Madeline Blondeau (March 29, 2023)
- The Most Important Videogame Ever Exists Outside of the History It Helped Create | Marc Normandin (June 28, 2023)
- I’m Hooked on The Banished Vault’s Bad Times Generation | Dia Lacina (July 25, 2023)
- Trails into Reverie Continues the Most Ambitious Epic in Games | Marc Normandin (July 27, 2023)
- I Have Big Beautiful Messy Feelings About Armored Core VI | Dia Lacina (September 15, 2023)
- The Audacity of Alan Wake II | Jenn Frank (September 27, 2023)
- They Print Pink Slips, Not Paychecks: The Rash of Videogame Layoffs | Micaela Deitz (October 11, 2023)
- Saltsea Chronicles Beautifully Finds A Way Forward | Emily Price (October 19, 2023)
- 20 Years Ago Final Fantasy XI Messed Me Up Completely | Dia Lacina (November 2, 2023)
- I Don’t Like Your Plan: The Masterpiece Final Fantasy X-2 Turns 20 | Jackson Tyler (November 16, 2023)
- The 7 Best Games I Played in Response to 2023’s Best Games | Dia Lacina (December 31, 2023)
- Finding Order in the Chaos of Solitaire and Balatro | Micaela Deitz (February 28, 2024)
- Shiren the Wanderer Returns to Claim the Roguelike Crown | Marc Normandin (March 18, 2024)
- 65 Hours with Dragon’s Dogma 2 | Dia Lacina (March 20, 2024)
- Tomb Raider Is For Squares: How Grids Defined the Original Classic | Madeline Blondeau (June 20, 2024)
- Grief Should Be Communal in Games | Phoenix Simms (July 29, 2024)
- How The Sega Genesis Made Weird Work | Madeline Blondeau (August 20, 2024)
- Why do video game skeletons put themselves back together? | Bee Wertheimer (January 27, 2025)
- What does it actually mean for a video game to be “horny”? | Grace Benfell (February 12, 2025)
- How Dante’s Inferno Forced Christian America To Repent Its Sins | Madeline Blondeau (March 26, 2025)
- No, the Saturn Didn’t Fail Because Sega Didn’t Anticipate the Rise of 3D Videogames | Marc Normandin (May 29, 2025)
- Horror Game Biophobia Grows A Garden From Grief – And Art | Madeline Blondeau (June 5, 2025)
- At Least I Get to Be the Cow | Moises Taveras (July 1, 2025)
- Final Fantasy VII Offers a Way of Living and Working through Catastrophe | Grace Benfell (July 3, 2025)
- The Freelance Camaraderie of Death Stranding | Diego Nicolás Argüello (July 4, 2025)
- Seven (Plus One) Classic Tennis Games for the Last Seven Days of Wimbledon | Dia Lacina (July 7, 2025)
- Girlhood Is Deadly In Cave’s Classic Shooter Deathsmiles | Madeline Blondeau (July 11, 2025)
- 8 Great Games to Play From the Toxic Yuri Visual Novel Jam | Willa Rowe (July 28, 2025)
- So, How’s The BDS Xbox Boycott Going? | Wallace Truesdale (July 28, 2025)
- How To Do Your Video Game Homework | Wallace Truesdale (August 4, 2025)
- Waging a Propaganda War in The Great Villainess | Willa Rowe (August 4, 2025)
- Kings of Poverty: Super Arcade and the Fighting Game Community vs. the City of Azusa | Suriel Vazquez (August 7, 2025)
- Inside The Cancelled Bonk Game: How Hudson’s Ice Age Froze A Cult Mascot’s 3D Debut | Madeline Blondeau (August 8, 2025)
- Silksong Hastens the Death of the Critic | Grace Benfell (September 4, 2025)
- Commodity Fetishism Is Law in NBA 2K26 | Jackson Tyler (September 5, 2025)
- Metal Gear Solid Delta: Snake Eater Reignites A 20-Year Debate Over Ocelot | Madeline Blondeau (September 5, 2025)
- There’s a Right and Wrong Way to Remake A Classic Video Game—And The Iliad Explains How | Marc Normandin (September 17, 2025)
- Skate Can’t Be Punk, It Never Was | Moises Taveras (September 23, 2025)
- Games Criticism Isn’t Dead, But That Doesn’t Mean It Can’t Get Worse | Grace Benfell (September 25, 2025)
- The Erotic and Grotesque Roots of Silent Hill f | Madeline Blondeau (October 3, 2025)
- Nintendo’s Baseball History: Why Ken Griffey Jr. and the Seattle Mariners Should Be Honorary Smash Bros. | Marc Normandin (October 8, 2025)
- The Future of Kid-Friendly Online Spaces | Bee Wertheimer (October 13, 2025)
- Shorter Games with Worse Graphics Really Would Be Better For Everyone, Actually | Grace Benfell (October 17, 2025)
- Reunion Is A Great Post-Car Crash Game | Wallace Truesdale (October 20, 2025)
- It’s Time for This Cult Classic Shoot ‘Em Up to Get a Rerelease | Marc Normandin (October 29, 2025)
- How Chainsaw Man – The Movie draws on and transforms classic myth | Autumn Wright (October 31, 2025)
- I miss Nintendo 3DS StreetPass, and games as physical community | Farouk Kannout (November 7, 2025)
- Princess Zelda reckons with her legacy and reclaims her legend in Hyrule Warriors: Age Of Imprisonment | Madeline Blondeau (November 19, 2025)
- A quest for relevance: Dragon Quest’s remakes search for the impact it had in the ’80s | Dia Lacina (November 24, 2025)
- 25 years ago Sega finally figured out the internet with Phantasy Star Online | Marc Normandin (December 31, 2025)
- Pathologic 3 weaves gameplay and narrative as tightly as blood and bone | Grace Benfell (January 15, 2026)
- How Bandcamp became the “headquarters” for video game soundtracks | Wallace Truesdale (January 17, 2026)
- Nioh 3 perfects a certain brilliantly soulless style of game design | William Hughes (February 7, 2026)
- Relooted challenges who gets to own and tell African history | Wallace Truesdale (February 9, 2026)
- 10 years later, Firewatch’s critique of masculinity is just a different shade of toxicity | Bee Wertheimer February 17, 2026)
- It’s tough to survive in Marathon and the video game industry | Moises Taveras (March 17, 2026)
- 1348 Ex Voto promises action and romance but falls medievally flat | Dia Lacina (March 26, 2026)
- Pragmata works because it isn’t a “sad dad” game | Garrett Martin (April 18, 2026)
Backmatter
This of course is not a complete archive of what got published to Paste Games over the years. There’s a little bit of recency bias when it comes to which eras and people are represented, and we suspect the list will grow as people make more suggestions. This memorial will serve as a living document to what Paste Games meant to our community. But what strikes me, looking at everything from a bird’s eye view, is how similar the conversations we’re having in the mid-2020s seem to the ones being had in 2011, 2014, 2019.
We can draw a throughline between what we were writing about—what we cared about—over a decade ago, and what we care about today, and I think that’s something special. But it shouldn’t take the death or restructuring of an outlet, or the layoffs of a bunch of incredibly talented writers, to bring us this kind of revelation. Bringing it back to Santana’s Reading Manifesto, “reading fellow critics works enriches not only our lives but our ability to articulate ideas, to refine rough thoughts, to be introduced to perspectives, ideas, and thoughts not previously considered because we simply could not look beyond ourselves without another speaking to us from outside.”
These roundups exist to help us stay sharp, to be able to take a longer view of the critical landscape and progress arguments and ideas forward, rather than stay stuck in the same circular debates over the same few items, over and over and over again. My hope is, you’ll read the articles linked above, take inspiration from them, and find new avenues of criticism to pursue. In so doing, we can keep the spirit of Paste Games alive.
