Welcome back readers.

As a heads up, I’m planning on observing a slightly shorter submission window for next week’s issue for a simple and selfish reason: Desert Bus for Hope’s 20th anniversary edition kicks off next weekend, it’s my favourite live broadcast in games, and I want to spend most of my time that weekend watching it. To that end, anything you want read for consideration in next week’s issue, which I will be putting together on Friday, should be submitted to our Discord by Friday, October 23rd at 12:00 PM EST. Discord is overwhelmingly the more timely way to bring writing to our attention since our email address, beleagured as it is with spam and marketing, is not closely monitored. The issue will still be published sometime on Sunday for consistency.

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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.

Slide Around, Find Out

Lots of single-game sections this week. Let’s start with four up top on Penguin Colony.

“For days after playing, I was left wondering about this intersection between its wonderfully angry distaste for the self-serving illogic of Nazi (and broader, white, western) racism and its core design that has you instrumentalizing the qualities of different Types of Penguins. Is it self-critique? Is it limits of the form? Is it just ORIGAME DIGITAL falling in love with their game feel, and wanting one penguin type that jumps good and one that swims fast?”

Next Exit

This one’s nominally game-specific as well, looking at horror (?) game The Exit 8, but also extends an eye towards adaptation thoughts, since this game also got a film.

“In The Exit 8, you’re on your own. If you miss something, you’ll never know what it was. If you don’t move forward, the game will never end. It’s funny to say that experiencing game and film back to back had me feeling pandered to simply by the nature of cinema. “Pfft, it shows me what I need to know? It plays itself? Christ, baby much?””

Crash and Burn

Well, this one’s a bit of a bummer. I have no small number of AC sickos (Ace Combat, Armored Core, take your pick) in my orbit and it seems precious few of them have greatly enjoyed their time with Wings of Theve.

“even the occasional satisfying dogfight in impressive clouds with very expensive toy models can’t save how tedious, stifling, and flat-out miserable Wings of Theve is. I hate what this game imagines as the future of the franchise. Loot crates, extractive sycophancy, and imaginary celebrities singing “Happy Xmas (War Is Over)” into their iPhones. A squawking, player-fixated, mollycoddling vision of immersion, where scripted events run regardless of input, where risk and expressivity are sanded down into an onanistic blob that gestures at things I used to care about.”

Themes of Production

This week’s kind-of-sort-of-but-not-really industry-oriented section examines both indie and AAA as production practices and cultural signifiers.

“I did not like Marvel’s Wolverine. More than that, I don’t respect it. This isn’t trash. It’s compost, dirt mixed together with the refuse of other experiences that should be fertile ground for something new in the industry to blossom from. Something needs to change; the cycle needs to end. I can only hope that the response to Wolverine provides the kindling to burn the cinematic game complex up. Something better will come from the ashes. It fucking has to.”

Risk and Reward

We’ve got design meditations now, examining tradition, orthodoxy, popular wisdom, and homage.

“A combination of some slightly slow-paced default settings and a huge bevy of customisation options, alongside the game’s default mode of play being spatially-suffocating with random invader spawns and largely contingent on winning the power-up game above everything else, implies a certain lack of deliberate tightness and tuning, not coming off as a game begging to be taken to its highest level of play – yet even through all the chaos, the sharpness of its core still shows through: that of the Asteroids foundation with interesting and varied enemy behaviours and overlap, tight and precise enemy prioritisation, and panicked dodging with a movement system not too well-explored against the game’s enemy density and aggression. As a passion project that started as an Asteroids clone built for RiscOS in 1992, and remained worked on and updated as an Asteroids clone for Windows 20 years later, it feels like somewhat of a cry to continue showing earnest interest in exploring and iterating on the infinite potential of these earlier frameworks.”

IF Statement

I’m less certain exactly how these next two fit together but I carry a conviction that they do fit all the same.

“I don’t want to be an indie Geoff Keighley and celebrate the financial success of the video game industries. I want to instead examine the necessity of cultural workers like artists and why they are invaluable in producing different strains of discourse. Without their work, I wager our capacities to imagine ourselves will be diminished. These subversive works and their subsequent analytical pieces have steered me away from living an intolerable life.”

Hall of Mirrors

Next we’ve got a pair of rich thematic analyses of very different games.

“The infinite Palace in ECHO is Versailles on steroids. The elites who ordered its construction not only wanted to languish there, they planned to spectate as lower classes would attempt to traverse its halls and fight copies in the hope of achieving immortality. It is a theatre of cruelty, one that you as the player become trapped in, both as victim and viewer. Just as the excess of Versailles has become synonymous with the vast inequality between the monarchy and lower classes, the inhuman, endless repetition of the Palace embodies the twisted ideals of its patrons. As En says: “The creators expected to be Gods here and designed everything to constantly remind them that they were”.”

Critical Chaser

What are you playing at?

“We need the ‘useless’ just as we need essential vital functions to live. There are activities that are ends in themselves and which, being selfless and detached from any practical or commercial ties, can play a fundamental role in the cultivation of the spirit and in the civil and cultural development of humanity.”


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