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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

January 17th

…the body selfhatred industrial complex, could take these representations seriously. The faux verisimilitude of your standard issue of Cosmopolitan is far more harmful per capita than this ludicrous game.

Our final entry in the Bayonetta discussion is Chris Dahlen’s Edge Online column that talks about the imagery in the game while taking a look over the critical reception it has received [mirror]. Don’t miss the comments thread on this one, either.

David Carlton sent us this link to Emily Short’s latest “Homer in Silicon” column “On Ageing” [mirror], which primarily discusses indie game The Graveyard.

Gamecritics’s…

June 13th

…back. He posted the text of it online this week, in which he describes playing Shadow Complex in IronMan mode as the most fun he has with the game. Pratt has a couple of interesting points, the most salient being just how personal the method of play can be, noting that:

My experience with this game seemed so different at the time from the one that most people were having that it became clear to me that to say we were playing the same game was really a disservice to everyone.

And lastly for the week,…

August 8th

…exceptions and no rules.

Kirk Hamilton of Gamer Melodico also wrote about Limbo this week, but focussed mainly on ‘That one puzzle in Limbo’ [mirror] which seemed to give everyone grief and uses it to launch into a discussion of how much can be expected of a gamer, and how much they are able to draw on the knowledge of a community. Is it safe to assume, for instance, that everyone has access to the internet & gamefaq’s?

Andrew Kauz at Destructoid also wrote about Limbo this week in piece titled, ‘Violence, mystery, and meaning in the…

August 22nd

…in a conversation with a friend. Garratt has an interesting back catalogue of posts you might also like to dip into, like say ‘The Metaphysics of the Instance’ [mirror] or ‘Springtime for Helghan: the story of a Killzone clan’ [mirror].

At Game Set Watch, Jamie Madigan writes about ‘The Psychology of Immersion’, a topic which has been getting a bit of a run again over the past few weeks. What sparks this reinterest in immersion?

Jorge Albor at the Experience Points blog looks at player autonomy, what constitutes autonomy, and what prerequisites exist for making autonomous informed decisions…

Calling for Critical Compilations!

CALL FOR PITCHES NOW CLOSED

Thank you to everyone who submitted! If you weren’t one of our five Critical Compilations this time, we’ll be reaching out the next time we open a CFP!

Hey! Did you know Critical Distance is turning 10 years old in a matter of months? That’s a few centuries in online time. Civilizations have risen and fallen in the time since this website launched, and we’re going to wager at least a handful of games have come out since then too.

Many games come and go from the public eye in the span

November 11th

…always a habit of careful lies. Not quite lies, but the kinds of subtle mistruths that come from you knowing that the other party will not understand. “I build websites” I would say. Or “I write for a newspaper,” when I was still making most of my money from online articles. These aren’t fundamentally untrue, but they’re a version of lying. My achievements, the ones that I’m proud of, don’t translate to my family.”

Frenemy Territory

With more than my share of social anxiety under my belt, I really enjoyed reading these two articles which each investigate…

November 25th

…real-time access to another person while concealing as much as it reveals, to ask who someone online is?”

Main Theme

Two authors this week examine topics which are often simplified and trivialized for ludic convenience–alcohol and death, respectively–offering counter-examples which break from these trends.

  • Due Diligence: A Boilermaker and His Helper – Haywire Magazine Leigh Harrison zeroes in on alcohol as one of the many things Red Dead Redemption 2 simulates with uncommon thoughtfulness and detail.
  • Epitaph: What Remains of Edith Finch and Death John Carter reflects on the gulf between death as a…
Abstract image evoking bird silhouette

January 23rd

…characters, no, we conditionalize roles. We have stopped writing, writing is something pre-postmodern, so what’s next? G-e-n-e-r-a-t-i-n-g! Generating is the future. Previously, there was the game maker’s strict and suffocating hand that guided the player throughout the entire game. The Elder Scrolls wants to liberalize the player’s experience: Less governing…

Evocative stuff, but on a purely personal level, I actually find the prospect extremely tantalizing. Randomness, surprise and serendipity in heavily procedural games I’ve always found extremely attractive qualities.

Dave Thier at The Atlantic writes about ‘Factory Farmville: An Online Game’s Industrialization’, a tongue in cheek piece…

December 9th

…alter our state of consciousness. To me, this seems like a turn in history, a push toward a positive acceptance of hallucinations.”

Just for Fun

With deepest sympathies.

  • Help, I Accidentally Bought Mario Party Instead Of Smash | Kotaku Gita Jackson’s No Good Very Bad E-Shop Purchase

Plugs

  • Unwinnable Holiday Madness | Unwinnable Unwinnable’s subscription deal is still going on, and runs until January 2. Subscribing nets you access to their monthly issues, all the back issues, and further discounts at their online store. If you want to support critical writing…