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Assassin’s Creed II

…the narrative twist of “Templar dirty tricks” is used in the Carnevale misson (sequence 9) to highlight “the corruption of an instance of control” (i.e. cheating in a traditional game). The rigged carnevale mini-game is contrasted with the player’s locked progression in the video game, with its embedded rules. Thus, when rules are being broken and remain unbroken at the same time, the player becomes aware of different “game frames” operating at the same time. For Brian Wuest at Mediascape, the Matrix-like narrative device of the Animus in AC2 acts primarily as a “framing interface” that explicitly presents the game…

January 30th

…Blog Marcia discusses philosophies behind and strategies for making independent TTRPG-making a less commercialized scene.

  • Unholy Aisles | Unwinnable Emily Price interrogates the fraught and unsatisfying relationship between labour and products as expressed through three works of popular media and literature, including Wilmot’s Warehouse.
  • Unpacking Presents a Version of Normalcy I Will Never Understand | Fanbyte Jess Sebastian confronts the disconnect between Unpacking‘s Instagram-perfect vision of upward mobility and the increasingly precarious contemporary existence of much of its player base.
  • “I wondered what it must be like to have natural light in every room as…

    February 6th

    …critics are only depicted as acting in bad faith, spanning the spectrum from obstructive bureaucrats to tabloid journalists to literal terrorists.”

    Artful Time Battle

    RPGs and especially JRPGs are front-and-centre in this next pairing looking at poetic and experimental design decisions in key games.

    • Breath of Fire: Dragon Quarter Revealed the Ugliness of RPGs in Stripping Them to Their Bare Essentials | Paste Austin Jones examines the interesting, experimental, and not very fondly remembered installment of the Breath of Fire series.
    • How is a battle system like a poem? | Eurogamer.net Edwin Evans-Thirlwell reflects…

    Jaroslav Švelch | Keywords in Play, Episode 20

    …limited. You know, you couldn’t just go into a store to buy a computer, or a console, or video game, like almost all distribution of hardware and software was, to some extent, unofficial. So, when somebody wanted to buy a computer, for instance, they would have to travel, usually to the West. And to do that you had to have a special permit. So, a lot of people couldn’t do that. So, they ask their friends who could get the permit to actually go to the West and bring a computer over. So, it was complicated and it was also…

    January 10th

    And we’re back, with the first instalment of This Week In Videogame Blogging for 2010. Straight to it as there’s a lot to get through, having been off-air for some time, and quite a bit of it has been sent in by readers. It is much appreciated.

    Grayson Davis has two good reads from the past week-plus-change; the first on ‘The Players Role’ and the second on ‘Time and Games’ [mirror] which looks like quite a thorough treatment of that particular aspect of game design. Here’s a quote to whet your appetite:

    I think it’s fair

    April 10th

    …Dream, and the differing approaches they take to presenting critiques of the madness in our current systems of capital:

    …while both games are ultimately concerned with critiquing capitalism, they set about their task in very different manners as SPENT attempts to model the real injustices and difficulties of life in America while American Dream presents American capitalism as a grotesque fantasy in which people throw money at celebrities, take a load of drugs, buy $1,000 kettles and somehow get rich in the process.

    Ben Chapman, aka AwesomeExMachina, who you’ll remember from earlier instalments of the excellent…

    July 24th

    Welcome to another instalment of This Week in Videogame Blogging with me, your host, and and all your favourite pieces of videogame blogging and criticism from around the web.

    Okay, so everyone’s read this piece by now, yeah? Jonah Weiner at the New York Times profiles the Adams brothers, Zach and Tarn, behind the cult classic craze Dwarf Fortress. It’s a revealing look at the reclusive pair that leaves one with the distinct impression of a genius that may come at some expense to its creators. Well worth the time to read this lengthy profile.

    And getting

    September 4th

    Hello, and welcome back to This Week in Videogame Blogging. My name’s Katie, and I’m new here – I’m very pleased to be able to bring you this week’s instalment. There’s some good stuff to get through this week!

    First up, we have Joel Goodwin with the final entry in his ‘Where We Came From’ series over at Electron Dance, a moving piece about his gaming childhood. He writes:

    I was obsessed with video games during the first decade of my life. I remember having many dreams that ended up at a video game arcade; it

    September 2nd

    I made you an elaborate intro, but the cat ate it. So, let’s just get right into it. It’s This Week in Videogame Blogging!

    On Gamasutra, Douglas Lynn draws a line between the “game” and the “game experience,” citing the latter as a more all-encompassing, multisensory interaction. Over on Video Game Tourism, Eron Rauch delineates the four major types of In-Game Photography.

    Meanwhile, Kotaku’s Patricia Hernandez boldly (and many would say, correctly) asserts that there is no such thing as a game without politics:

    Think, for instance, of player creation in any game. Look at

    December 16th

    …Rivas get together to discuss Canadian-produced Assassin’s Creed 3‘s take on the American Revolution.

    Meanwhile, on his own blog, Jordan Rivas relates how Call of Duty reminds him of a Katy Perry song.

    KEEPING GATES

    We catch up with John Brindle again back over on Nightmare Mode, where Brindle outlines a pretty compelling critique of gamer elitism:

    [Jim Rossignol wrote that] we shouldn’t worry about what non-gamers think of games, because “in this instance,” he wrote, “we are the highly educated elite.”

    It’s a good point. It arouses in me the instant desire to defend…