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Year Walk

October 15th

…routinely taken for granted by the c-suite.

  • The Making Of Karateka Is One Of The Year’s Best Games | Kotaku Carolyn Petit shines a film history lens on Digital Eclipse’s curatorial, documentary-style approach to re-releasing old games.
  • They Print Pink Slips, Not Paychecks: The Rash of Videogame Layoffs | Paste Mik Deitz recaps another banner year for videogames.

“Notice that among all of these massacres, there is a constant: the CEOs, the supposed leaders of the companies, almost never face consequences. They captained the ship, sought the acquisitions, led the company along the red

December 10th

  • Bungie Devs Say Atmosphere Is ‘Soul-Crushing’ Amid Layoffs, Cuts, and Fear of Total Sony Takeover | IGN Rebekah Valentine speaks with Bungie employees about the deteriorating conditions and atmosphere within the studio.
  • “”I’m angry. I’m upset. This isn’t what I came here to do,” one person said. “It feels like many higher ups aren’t listening to the data and are like, ‘We just need to win our fans back, they still like us.’ No. They don’t…We got rid of some of our most knowledgeable beloved folks who have been here for 20+ years. Everyday I walk

    February 11th

    …picture of flowers make you see games differently? | Eurogamer Jay Castello talks to collective Total Refusal about counterplay and the absurdities of game worlds.

    “A woman in Red Dead Redemption 2 sweeps the same area over and over again, not making any impact on how dirty it is. The city walkers in Operation Jane Walk run into enemies, and the tour guide casually says, “We have to defend ourselves, sorry,” as the camera cuts from the violence but the gunfire is loud and clear. In one of the simplest but most effective Total Refusal pieces, three…

    Duncan Fyfe & Hit Self-Destruct, Part 3

    …realities where video games had a real cultural value comparable to film and music.

    That February was a difficult month for me, and I was immersing myself in video games after an extended break from them, telling myself I needed to play these AAA titles from the past year to keep current, but in reality probably just trying to lose myself in shallow entertainment. Some of the vignettes were reassuring to me at the time, and others horrifying. In retrospect, I want to echo Emily and scream at my slightly younger and extremely more morose self “What the fuck…

    July 1st

    …Kuo:

    The illusions of non-player characters complicated to the point that we could legitimately say we had “fallen” for Alyx Vance, Garrus Vakarian or a horse. They made the perfect motions and looked us in the eye and said what we wanted to hear. But each year we age, these creatures seem more dead than living. We notice their tenuous walk, as on a high wire; the way they numbly repeat themselves and react only to the right things in the right ways at the right times; their glassy eyes.

    This brings up some difficult questions: Why

    May 19th

    Welcome to another exciting Sunday filled with the best and brightest of videogames journalism, criticism and commentary! We’re a little late, so let’s not dally a second more. It’s This Week in Videogame Blogging!

    HOW WE PLAY

    John Brindle, the most British brother of the American Midwest Brindle Clan, went to GameCamp again this year and ran a session on quizzical play. Here are the notes and recording of the talk in full.

    For the bilingual, L’Arène has posted an interview in French and English with Art Game developer Pippin Barr. (Scroll down for English.)

    Abstract image evoking bird silhouette

    July 27th

    …on Bioware’s part to push “the gay agenda” […] If it is not possible to provide a wrong interpretation, then that loathsome interpretation must also be “not wrong.”

    In a direct response to Stern, Stephen Beirne contends that there is a middle path to walk between authorial intent and the critic, or player, as authority:

    [W]hat we can do to reconcile these two forces of text and meaning is to produce with our criticism, not data or reference work, but folklore. Communally existing knowledge that is inseparable from consciousness on a social plane, as extelligence, inverse to…

    May 20th

    …the fourth game in the God of War series certainly seems poised to win Game of The Year awards from many major publications. Like any major AAA title, for better and worse, it has produced a multitude of reactions from writers of varying opinions. (All of these pieces come with content warnings for discussions related to toxic masculinity.)

    • God of War Gets The Stress of Parenthood Right | Kotaku Keza McDonald, a mother herself, actually has the nicest things to say about the game this week, talking about the complicated relationships between children in desperate situations and genuinely

    October 6th

    …free to build new worlds, better worlds.”

    All Work, All Play

    After a spate of labour controversies in the games industry over the past year, I’ve made a point of paying attention to critical conversations on labour justice and organization in games. This week, however, I’ve collected a pair of pieces on the labour we perform within games, ostensibly for fun.

    • Final Fantasy XIV Has Changed My Mind About Crafting Systems | Kotaku Heather Alexandra offers some thoughts on work-in-games, upending game balance, and more.
    • The Grind: Back to School – GGW Evan McIntosh,…

    October 11th

    …the in-game characters at all. Held up against Lev, Tyler, and the various If Found… characters, Baker is far from the best written trans character in a video game this year. However, just by their presence in the game, providing non-binary representation to gaming (itself a rarity) and bringing trans representation to a genre so lacking in any queer voices whatsoever, Baker’s appearance in THPS is one of trans gaming’s most important moments of the year.”

    I Am Thou. . . Thou Art I

    At the heart of the Persona games is a powerful and aggressive social…