Welcome back readers.

As we move into the back quarter of the year, it’s time for us to start thinking about our annual Year In Videogames Blogging recap. This is always a major undertaking, and with our weekly issues breaking year-over-year records for the number of articles we’re reading, this will likely be the biggest annual issue yet! Yes, you got me, I’m still making an effort to bang the Patreon drum a little harder than usual as we work to shore up our finances. Your support helps to ensure that the labour that goes into putting the issue together is properly compensated, so if you’re not already a member, please give our membership tiers a look, won’t you?

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

Re:Views

Let’s kick things off this week with three reviews of recent titles paired with an essay reflecting on the practice of criticism.

“Difference of opinion can be the starting point for an interesting and enlightening conversation, and I’ve been glad to learn about many people spending many hours discussing both the film and my piece about it. But it’s reductive and implausible to think that “the public” will always be more interested in endless rehashing of reactions and yet more reactions to one film review than in any of the literary or historical topics that are the actual subjects of the book – even when “the public” have voluntarily turned up to hear about these literary and historical subjects. To me, this is related to the deeply patronizing notion that scholars and critics who care about “outreach” must be unremittingly positive about all popular culture, regardless of their actual views, for fear of offending “the public”. The public is made of sterner stuff.”

Clouds and Coral

With Ace Combat 8 out next week, let’s take the occasion to reflect on the relationship between videogames and their aesthetics, war, and violence more generally.

“Armored Core 6 does not advocate an idealistic platitude that all violence is unilaterally bad. I think its story simply understands that systems which inflict violence—and this includes the bloodless political violence of authorities—are devoid of humanity. When survival is on the line, violence becomes a necessity, especially when the political position of your opponent requires your death.”

Jumpscared

Now let’s do a horror section, bringing together writing on Resident Evil, adaptation, and Silent Hill.

“This is a game that asks how economic systems shape those who live within them on levels deeper than they might imagine. It asks how our sense of self is directed by our jobs, and how (or if) we can decouple personal and professional responsibility. It wants its player to consider individual and communal indebtedness within the framework of a cruel world. Simply asking these questions gives Townfall a vibrancy uncommon to big-budget game productions. The thin answers given to these questions, though, are a letdown in proportion to the promise given by posing them in the first place.”

Green Hills

These next three essays examine culture, class, and climate in popular games and series.

“Built from monocoque titanium and piloted by three on-board LIPS A.I. chips, Metal Sonic is a prescient analog for our cultural moment with AI. An imperfect, unfeeling clone built to replace a flesh and blood creature. Yet all it’s capable of is harm–it burns fuel across blown-out highways and kidnaps children like Amy Rose to (presumably) entrap them into indentured robotic servitude. Its inventor insists that it’s better, stronger, faster than the real thing, and hedges all of his bets on it. Yet it’s eventually outpaced and trounced by bipedal hedgehog know-how. Was there ever even a point to trying?”

Up and Running

Four more essays for you; these ones skew more towards the experiences of play.

“For a game so isolating in gameplay and reception alike, I’ve gotten to truly connect with friends through the medium I love in a way I was rarely comfortable with before. I grew to accept losses in a way years of playing fighting games casually (usually because I’m too busy hosting for them) couldn’t instill in me. Though my luck with troubled multiplayer titles doesn’t seem to be ending anytime soon, I’ve since returned to parries and blockstrings in no small thanks to Marathon. It opened my eyes to a genre I largely wasn’t as accepting of beforehand, let alone being an insightful, fun, and brilliantly designed experience on its own merits. Wherever Marathon ends up, cooperative or competitive, extraction or survival, thriving or departed, I’ll be there. Shells wash up on the ocean again in due time.”

Cavia Emptor

Three critical lookbacks at series and genres.

“Drakengard 3 is clumsy, annoying, unfunny, misogynistic, reductive, and nakedly cynical. It builds to something heartfelt and affecting. It is sincerely challenging in a way that none of these games have ever been, and simultaneously more cloying, pandering, and commodified than any previous entry. It ends on a haunting note, but one note, no matter how effective, does not a beautiful song make. Everything else is silence.”

Critical Chaser

Something a little different to close with.

“All three of these projects used the idiosyncrasies of the internet, past contemporary and future, for narrative purposes. Here we find an alternative online world, though perhaps not one that is any less dystopic. These three works are also about the gaps between what is explicitly said online, and what can be inferred through the traces that people leave through digital infrastructure.”


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