Welcome back readers.

This was neat. Lots of interesting stuff for me to read through over the next few weeks.

Over here on Critical Distance, we’ve got 19 picks for you this week, including two from that jam I just linked. If you like what we do and want to help us stick around long-term, please take a look at our Patreon! If you’re already a supporter, thank you for your indomitable patience as I plug the Patreon every week.

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

Boycott, Divest, Sanction

We open this week with writing on the ongoing BDS campaign against Microsoft’s Xbox division.

“I want Palestinians to live. There is no greater moral or ethical imperative I can think of right now. I want them to live. I want their killers to stop killing. I want their friends and relatives on distant shores to be able to come home. And all I have to do to try to help that vision come true is to simply stop paying attention to fuckin’ Microsoft.”

Ten Cents

A bunch of different modes and perspectives on a bunch of different games industries.

“I genuinely think that the people using this term should discard it. One thing to pay attention to is that “cozy” doesn’t get half the heat that “wholesome” does – because it’s more descriptive and accurate, for one, but also because it doesn’t contain a moral judgement. There are loads of terms which are probably more effective at providing information to players while also reinforcing their sense of self. There’s a great one sitting right there: “nurturing”!”

Collaborative Effort

Next up, different contexts and sites of community.

“Obscurity legitimates the unequal status quo and blames the crisis on discoverability on the very people they have disempowered. It points to the charts and says that you wanted another deckbuilder roguelike.”

New Commits

All kinds of stuff this week touching on histories and practices of design.

“On the surface, this is the visual and mechanical language we have come to expect from cinematically driven video games, many of which are often free-form and non-linear. Developers, of course, can’t plot a set course with moments of defined strength and weakness if they’re providing you a venue with which to do things in any potential order. At the same time, however, is anything truly being gained from these moments of appropriate tonal resonance amidst a sea of completely untethered gameplay?”

Storied Tellings

Stories told, characters written.

“One game asks us what the last night of your life looks like if all you’ve got is a tube top and boots from the last goth night you went to. The other asks what that last night looks like if a man pursues you the whole way.”

Luigi Ga Gotoku

Critical lookbacks at older works.

“This post will be about an unusual form of luigification in which the character in question, Marin from Legend of Zelda, isn’t gradually differentiated so much as she keeps spawning lookalikes that move further and further away from the identity she had when she was first introduced. It’s weird, but let me explain.”

Critical Chaser

We close out the week with Poetry Corner (apologies for the formatting errors I have introduced here).

“The guard          who calls you a child          eventually recants. He stops focusing          on your height          your round baby face and instead sees          your weapons          [the sword] you’ll use          to face threats          beyond the city walls.”


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