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July 15

…the aftermath of the incident.

  • Why Are Gamers so Terrified of Women – Unwinnable Khee Hoon Chan contextualizes Price’s firing in a brief piece on the broader misogyny the games industry perpetuates.
  • Injured Sovereigns, Foucault, and Jessica Price – mssv Adrian Hon inserts some critical theory into the discussion and analyses the events between Price and ArenaNet as an instance of Michel Foucault’s definition of Punishment.
  • The New Vid Economy: Making A Living From Crowdfunded Game Analysis – Game Informer Jacob Geller doesn’t address the incident between ArenaNet and its former writers, but his…
  • August 19

    …together as the rails pass alongside in this dive into bits and pieces of Blur, a game whose potential discussion points were lost to comparisons and gaming’s immediacy.

    • It’s actually about ethics in games journalism — I Need Diverse Games Tauriq Moosa looks at the ethical issues of plagiarism, and how the games writing professional community addressed it in a recent instance of plagiarism.

      When thinking about why something is “wrong”, we step into the realm of ethics. While law is another vehicle of determining whether or not we should do something, I noted above

    Abstract image evoking bird silhouette

    September 30th

    …longstanding communities and reflecting the systemic processes by which underprivileged neighborhoods are displaced by the arrival of outside wealth.”

    Representative of the Medium

    I continue to find hope and joy in the upward trend of both queer and gender representation on both sides of the screen in games. These four articles highlight a sample of the great work being done on those fronts.

    • Radiator Blog: Post-partum: “Ruck Me”, a gay Aussie football TV game about men marking men Robert Yang discusses building an interactive installation to critically examine gay representation in Australian football.
    • Saving…
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    October 14th

    …Trees – Haywire Magazine Daria Kalugina treks through nature landscapes in games and reflects on how they frame narratives and guide players.

    “The landscape I’m placed in is not just a decoration – it responds to the story I play, absorbing its tension. It provides ground for the narrative and presents the constraints of the mechanics. It teaches me how gravity works, what the limits of my abilities are, whether I can swim in this water or will drown instantly.”

    Just for Fun

    It was inevitable that I was going to find a way

    EarthBound

    …explores this in more detail [mirror], examining several specific instances of unique opportunities, NPC conversations and even sound effects that can only be discovered after defeating Giygas.

    Everything about that final boss fight is twisted, from RPG battle conventions to the grotesque background imagery and taunts. Under “Reader Feedback” for the Retronauts EarthBound article [mirror], Nick Fagerlund contributes his thoughts on this battle and recalls that “most astonishingly, it reverses the single most basic power dynamic in an RPG: Instead of the NPCs existing to support a small group of mighty heroes, the heroes’ only ultimate value is to

    June 20th

    …positioned in places that make sense.

    Brinstar at the Acid for Blood blog shot an amusing and entertaining photo-essay on Playstation Home and a certain, shall we say, extraterrestrial avatar costume. She also documented Sony’s attempts at recreating E3 within the virtual space of Home.

    And lastly, I couldn’t resist linking to this week’s instalment of the Destructoid video series ‘Hey Ash whatchya playing?’ [mirror] as it features Far Cry 2 and a certain peculiar attraction to the game.

    Help us prevent link rot by alerting us to inactive links! This page was last updated on…

    January 27th

    …No Longer My Third Place | Kotaku Cecilia D’Anastasio finds that she’s no longer getting out of Overwatch what she puts into it.

  • Katamari Damacy: Keep Going | Unwinnable Jeremy Signor breaks down how every moving part in Katamari Damacy is engineered to fuel its irresistible feedback loop.
  • “In a way, Katamari succeeds because it tells the player exactly what they want to hear all the time, and that’s a powerful lure.”

    Just for Fun

    Yep.

    • A Game About Dating That Instagram-Famous Egg | Kotaku Gita Jackson wrote a thing, and…

    March 10th

    …told is the actual start of the series, and which I may play someday if I ever find the time. I’ve also been told that Black Flag is where the series really starts, or perhaps Origins, or. . . wow there’s been a lot of installments.

    As for this week’s selection of articles, we’ve got some inspired reflection on critical discourse itself front-and centre, which makes sense given that Anthem is now a thing and I’m still over here wondering when we’re going to get another Dragon Age II. We’ve also got great articles written from the developer perspective…

    May 19th

    …| Unwinnable Malindy Hetfeld opens up about the complexities of supporting–and critiquing–art in an industry full of Randy Pitchfords and Dan Housers.

  • Persona Can’t Do Women Justice Without Fixing its Conservatism | Into The Spine Caitlin Galiz-Rowe makes the case that Persona will fail to make any kind of institutional critique so long as it continues to prop up outmoded ideas about gender roles.
  • “Until P Studio can come to grips with these conflicting viewpoints, I just can’t see them doing a playable woman justice. We don’t need any more instances of oversexualizing young girls who’ve…

    June 16th

    …a site of instability and tension, especially when social relations are a driving force behind the play experience. Two articles this week probe the limits of these tensions in recent titles.

    • Kate Gray Knife Sisters Explores The Tricky Subject Of Player-Character Consent | Kotaku Kate Gray untangles overlapping and potentially conflicting agencies in a visual novel about experimentation and vulnerability.
    • Sekiro: Shadows Die Twice Encourages Betrayal | LevelSkip Seth Tomko studies Sekiro‘s subversive approach of framing player choices through the narrative lens of betrayal.

    “Sekiro’s identity in the end may be not entirely steadfast,