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October 17th

…| Eurogamer.net Grace Curtis offers a climber’s perspective on a tense game about climbing.

  • Gas Station Simulator Is a Delightful Chore | Videodame Khee Hoon Chan studies Gas Station Simulator as a meritocratic fantasy.
  • BLACKTRANSSEA | The White Pube Gabrielle de la Puente dwells on audience, exhibition, and agency in a game that drowns the colonisers in the sea.
  • “Ten minutes of play in this instance do a lot: the game puts us on the spot, tells us a story, and gives the player a challenge they cannot overcome in a game they cannot beat….

    October 31st

    …off with a hearty serving of critical pieces charting the highs and lows of recent (and not so recent) horror games big and small. So. . . I’m doing that. Enjoy!

    • We Need To Let Go Of Silent Hill 2 – Uppercut Jessica Hill reflects on the ways in which our continuing rumination on Silent Hill 2 holds the wider genre back and poisons its attendant discourse.
    • House Of Ashes Review: Supermassive’s Latest Misses The Mark | Kotaku Sisi Jiang concludes that the latest installment of the Dark Pictures Anthology fails to hold the balance between its

    November 7th

    …| Unwinnable Deirdre Coyle’s here with a good and fun (Halloween?)-flavoured list. I dug it.

  • RE2 BOOK CLUB – DEEP HELL Skeleton finds in Resident Evil 2 the ultimate nemesis: the company town.
  • “It’s not the Zombies that keep me, personally, coming back to these early installments in the Resident Evil world. It’s the texture of the city and the people that inhabit it. Umbrella’s not just a spooky villain that slips it’s sinister hands into every innocent pie: they’ve managed to build the stage and run the play.”

    Deep Delvings

    While both

    December 12th

    …section also examines play, this time in shared contexts at two levels of scale–between loved ones and on streaming platforms.

    • Playing videogames carefully | Eurogamer.net Edwin Evans-Thirlwell thinks through performance, the value of shared play, and mortality (this article deals extensively with terminal illness).
    • How trans women are finding safe spaces on Twitch and YouTube | Input Jessica Lucas talks to a number of trans VTubers about the affordances–and complications–of using virtual avatars to stream.

    “The VTubing space offers more than acceptance: It’s a world where trans women can transition instantaneously.”

    Wide-Angle…

    This Year in Videogame Blogging: 2021

    …many twists and turns along the way delving into innovation, regulation, and obscenity laws–of horny Mahjong arcade games in Japan.

  • Enter The Data Dungeon: Sex Work & Digital Domination | Immerse Lena Chen situates the goals of the online art installation/performance Play4UsNow in a digital landscape increasingly hostile to sex workers.
  • The Emily Is Away trilogy makes DMing your crush into a doomed game | Polygon Maddy Myers thinks through heartbreak and heteronormativity as they play out in a text-adventure package emulating the look and feel of early-2000s AIM.
  • Pride Week: Disidentification and Lady Dimitrescu – Taking
  • Esther Wright | Keywords in Play, Episode 18

    …point of focus just on kind of doing textual analysis of the games themselves. In certain instances, especially when they were talking about the kinds of broader cultural references these games were making, or the historical kind of claims they were making, sort of sometimes led to critics or writers kind of maybe overdetermining intentions or connections or reading connections based on their own kind of experience, interests and kind of disciplinary approach, which, obviously, is a fundamental part of what we do in games studies or in historical research, obviously. So it’s not a kind of sort of criticism,…

    April 24th

    …space wives in Elden Ring.

  • Whose Legend Are We Becoming? | Bullet Points Monthly Kaile Hultner unspools the ideological impacts when Bungie’s worldbuilding ambitions and live-service design elements come together to form an instant, inherent, and ultimately supremacist model of heroism in Destiny 2.
  • “Ultimately, the world Destiny 2 envisions, despite all of its smaller and less permanent stories which deepen and complicate our viewpoint, puts Guardians on top of a very tall vertical hierarchy—a tower if you will—below which reside other (Lightless) humans, Cabal, Eliksni, Vex, and Hive. As Guardians, we are allowed to use…

    May 15th

    …to the Frozen Flame—something that’s both a valuable gem and emblematic of the instability and constant flux affecting the process and systems of stakeholders in game preservation.”

    As a a slightly academia-poisoned reader originaly trained to read criticism with an unambiguous thesis statement in the first paragraph, I sometimes struggle with writing that asks more from me. So while I tend to worry a bit more when put to the challenge of collapsing Skeleton’s work into a one-sentence-summary, there’s nonetheness a note that resonates in my soul (albeit in a very different geographical context) about feeling invisibly, pointlessly…

    June 19th

    …advances at a speed fully customized to the viewer’s mood or fancy… Each piece of paper embodies a corresponding instant of time which remains frozen until liberated by the act of turning a page.”[4] The book, too, is a moving object, one which reacts to the viewer’s interactions.”

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    July 10th

    …in Common Than You’d Think | Uppercut How does a game make space for you to engage with it, and what can devs learn between installments to make a better on-ramp for more players? Next up, Caroline Delbert settles into a long-awaited sequel that invites her to engage with it on her own terms, at her own pace.

    “CBT uses a model called SMART: setting goals that are “specific, measurable, achievable, realistic and time-limited.” My own therapist first drew my attention by discussing their incremental approach, something that appeals to me as I keep learning to live…