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Happy Pride.

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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.

In Play

You’ll have to bear with me this week; I don’t have ironclad certainty in how I’ve sorted this week’s picks into sections, and some of the divisions are rather messy. Nonetheless, I hope I can offer some interesting combinations. Let’s start with three up top unpacking games along material, artistic, and ontological axes.

“Ultimately, The Amazing Digital Circus demonstrates that if the 2010s were a galvanization of gamers and an increase of societal gamification, then the 2020s seem to be the moment where we lost the thread, a mutation from being active, agentic players into becoming passive non-player characters.”

Wavelengths

Ecocritical inquiries, theories, and themes guide our next set.

“Each of the characters in The Seven Mysteries of Honjo have a personal crisis that gets enfolded in the malaise of Honjo’s permacrisis. Everyone, including the player, must look back and forth constantly between the suffering of the past and how it translates into the present. The camera work of the game and its interactive timeline makes you perform hypervigilance as you seek a way to muddle through the murkiness of permacrisis. The only way you progress in Paranormasight is by understanding that you only have your perspective and the way to find more stability is by helping people share their unique perspectives and perceptions of the permacrisis with each other.”

Rising Action

I think Jay’s piece below would have fit just as happily in the previous group, but I’m making this next one about design.

“Humanity can only be imagined as a destructive force unless its touch is brief and directed. But this falls apart as you fly away, condemning the planet you’re leaving behind to homogenise once again. But at least you have your photographs to prove that you once aligned things exactly to plan.”

Gods and Devils

Another loose one, variously bringing together ideas about ideology, religion, and capital.

“I am far more interested, in art as in life, in those who seek to redeem faith in their life and practice from the hypocrisy of the worst of its leaders, and the presentation of religion in Final Fantasy X is interesting far less for its portrayal of the corruption of the exertion of organized power than in its insistent recognition that religion, faith, ritual, and practice can also be sources of power in community and resistance.”

Heat Action

This one’s straightforward enough: two on Yakuza.

“Even if the games aren’t always perfect about how they write women and other marginalized characters, when considered all together, the gradual self-improvement is evident. And that is precisely the message the Heroine’s Journey would have its audiences remember: people are made of many facets. Their traits are stronger when integrated together. In the same way, while self-sufficiency is its own kind of strength, people are always stronger together.”

Lesser of Nine Evils

A bad good game and a good bad game.

“So no, this isn’t a good fighting game by any traditional measure. It’s packed with weird, unworkable ideas that don’t gel together particularly well, if at all. New moves, characters, and features break the game in myriad ways. It’s a fighting game built for living rooms alone, a non-competitive mush of random stuff for a maximum of two people to muck about with, no fairness or balance included or implied. And I love it.”

Critical Chaser

I’m partial to the Shadow Star, myself.

“As Sakurai learned with Super Smash Bros. Melee, when a system deepens, so too does the competitively-minded player’s desire to invest time and effort to master it, and he appears to have tailored Air Riders to reflect this inevitability. The deployment of sophisticated new physics alongside the exponential heightening of the skill ceiling indicate a new willingness on Sakurai’s part to embrace contemporary expectations around online gaming, but those innovations aren’t simply there for the sake of the ladder climbers: they exist to enrich the overall experience, to put super-speedy hamster-smashing joy in the hands of any gamer so inclined.”


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