Welcome back readers.

Bit of a late-in-the-evening post this week by my time zone and recent posting schedule. My work timetable is a kind of horrific jigsaw puzzle right now, except the pieces come from four different boxes and make four different pictures.

Anyway! Please support our Patreon! We’re doing ever-so-slightly better than treading water at the moment, so every little bit helps. Contrary to any previous threats, real or imagined, issued on social media about us adding horse armor to the roundup to keep us solvent, we will be doing no such thing. But we could definitely use your support.

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

Bare Knuckles

We’ve got lots of writing this week on older games. The first conversation we’re going to open here has some genre specificity–we’re looking at beltscrollers, beat-em-ups, whatever you prefer to call them–and pursuing threads of mechanical foundations, run-based play, metaprogression, and the connections, if any, between arcade games more generally and roguelites.

“Because arcade games are run-based, the same trap often manages to be funny multiple times. It won’t catch you on most of your subsequent runs, but maybe you’ll forget about it one time and get caught out. Even if you remember that it’s coming, there’s a chance you’ll mess up your execution and get hit by it anyway. Those are some of the funniest moments in these games to me.”

She Sells Rocket Shells by the Seashore

Our next two selections this week both come from Quake mappers, both participating in a recent themed jam (rooftops), both debriefing on their work, processes, and goals.

“Once I had some grasp on how the map was going to be lit and textured, I spent a long time trying to figure out what the map was actually about. This was absolutely the hardest part of the process, far harder than figuring out the look or drawing the textures. I wasn’t really interested in making a super heavy combat map, so my first iterations were mostly still about movement, trying to make rooftop spaces that were fun to move around. Nothing about this really grabbed me though.”

Interactive Multi-Media

We’re still looking at old stuff, but this time we turn our attention to the humble CD-ROM on the Windows 9X PC.

“Maintaining a steady output of games at this rock-bottom price isn’t easy, and that’s what ends up making The Game Series so strangely interesting: cheap shovelware is usually boring, but Daiso was working at such a low price point they almost couldn’t afford to be plain boring. Daiso leapt at every opportunity they could to find cheap software they could put out, and the result is a genuinely eclectic line of games that mixes bottom-of-the-barrel shovelware, reissues of whatever independent games they could get their hands on, original games from indie developers taking whatever publisher they could find. It’s consistently more interesting than the more expensive shovelware series that could afford to be selective or to enforce any kind of consistency.”

Bare Witness

Next let’s delve into industry-oriented perspectives, with both interview and commentary.

“Face the dissonance, and be resolute in your choices. Tear through the hype and the marketing, and be true to your values. Honor yourself. I’ve come to the conclusion that I don’t want to take part in this charade, so I won’t play Order of the Sinking Star.”

Fortune’s Weave

A new Fire Emblem game just came out! Turns out we already had a tag for that, and–oh, I was here when Three Houses came out. What a time. At any rate, it’s lighting up a lot of sickos in my orbit. Here are a couple of critiques.

“If my goal is to see as much of Fortune’s Weave as I can stomach, then it seems to me that I need to stop fucking around and finish Act I with one of these patently cursed individuals. Maybe then I can at least get a whole arc, narratively and mechanically, before delving back into the easy stuff. You can’t go out and run the same distance at the same pace every single day and expect to get better, and you can’t play four 8–10-hour tutorials in a row and expect to like a game.”

Losing My Marbles

Here I’ve picked out a variety of play reflections, varying in form and focus.

“Learning about modern art can help me appreciate Barnett Newman, trying to cast The Boy and the Heron into the mold of Hayao Miyazaki’s career can be diminishing, and playing Super Metroid with a walkthrough feels a bit like when I first started reading theory for Dr. Wheeler’s classes. Coming to class, having no idea what I read beyond a string of words, then working through Debord sentence by sentence together. I didn’t know what I was learning that semester until long after I had learned it—until I could read theory by myself, slowly still, but independently. Until I could pick up any novel I found daunting to broach in high school and know it was a matter of time, and maybe some effort, to read the prose. At the culmination of my undergrad, I had grown used to the syntax of translated Greek in Aristotle and Plato. Contemporary YA novels and lit fic felt easier to read when I began reading more for pleasure. But now I had bigger questions—of craft and theme. And to this day, I feel like I’m still trying to read at that level. Could I ever play Metroid like I read Irving? Maybe. I’d like to play Ravenous! I could play Dread on my own, after all, but I didn’t like it. What did laboring in Dread produce? Who would I be at the end of playing Super Metroid?”

Merc With a Meta

Next up we’ve got a loose paring bringing together ideas on intertextuality and adaptation.

“if it weren’t for sylphs showing up in more than one video game back in the day, I might not have any idea who Paracelsus was. And while I’m obviously thankful he introduced the idea of cleaning wounds as a means to preventing infection, I’m also charmed that this man took the time to assert that the world actually was a magical place. Reading this text in 2026, I can almost fool myself into thinking the world still is magical.”

Critical Chaser

It’s October! Let’s close out the week with some seasonal musings.

“Maybe that’s what all rituals, everything from decorating the Christmas tree the day after Thanksgiving to hiding plastic eggs in the yard so the neighborhood kids can find them on Easter morning, are about. Maybe we all still love the idea of play, and we’re all, in our own ways, trying to keep the magic circle unbroken.”


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