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December 23rd

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January 6th

…Playing Over 1000 Hours of ‘Into the Breach’ Helped Me Survive 2018 – Waypoint Danielle Riendeau recalculates, recovers, and rebuilds, one turn at a time.

  • The Year In Video Game Sex, 2018 | Kotaku Gita Jackson reviews the evolving (devolving?) relationship between media platforms and sexuality.
  • Moments of 2018: Bowsette, or when Nintendo proved no-one can subvert it like itself • Eurogamer.net Emma Kent offers a thorough postmortem on the whole Bowsette thing.
  • 2018’s games taught me the value of online fun with friends – Polygon Cass Marshall reflects on a year of shared play experiences.

  • February 3rd

    …A Great Deal Of Overwatch Porn | Kotaku Kate Gray reflects on what’s funny–and what’s not so funny–about the booming online industry of CGI porn with popular characters and shockingly high production values.

  • Changes of perspective are vital to representation in games • Eurogamer.net Malindy Hetfeld identifies the problem with abstracting issues of representation through allegories of fantasy and points to examples of games tackling the matter in better faith.
  • I Wish ‘Resident Evil 2’ Let Me Be a More Compassionate Hero – Waypoint Danielle Riendeau describes the survival horror genre’s seductive play logic of being a selfish…
  • Bioshock: Infinite

    Critical Distance is proud to present this Critical Compilation of one of the most hotly discussed games of the last decade, Bioshock: Infinite, brought together by Dante Douglas. Dante is a writer and game designer. You can find his work at Paste Magazine, Waypoint, and Polygon, among other places online. His twitter is @videodante.

    There is, quite possibly, no game in the modern games criticism sphere that has inspired as many words as Irrational Games’ 2013 Bioshock: Infinite.

    It followed in the lineage of a game that was nearly universally adored (2007’s Bioshock) which spawned a sequel

    February 10th

    …but one appendage of an unknowable beast with unquantifiable reach. Three authors this week discuss these questions with empathy and expertise.

    • Going Hollow: The Importance of Playing Online in Souls Games | Paste Dia Lacina eulogizes Boletaria as the fire fades and the links between worlds wither.
    • Why Nostalgia For Video Games Is Uniquely Powerful | Kotaku Alyse Knorr breaks down the hows and whys of the unique pull yesteryear’s games seem to have upon us.
    • PC games are showing us why we should care about surveillance | PCGamesN Rachel Watts traces trends in recent PC

    Abstract image evoking bird silhouette

    March 3rd

    …the legitimacy of heroic war narratives, Revengeance is focused heavily on the question of violence itself in a video-game context.”

    Wood and Metal

    In our accelerating era of digital distribution, always-online, and, ugh, live services, it’s easy to forget that games are made out of stuff. I don’t just mean cabinets and coltan, but also the very material conditions of their development and production. Two authors this week engage in archaeology and art criticism, respectively, to unearth secrets of how games are, and how they come to be.

    • Pac-Man: The Untold Story of How We…

    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…

    Abstract image evoking bird silhouette

    May 12th

    Playing at Representation

    A pair of authors this week each look at representation in games, alternately looking at how diversity can enrich play communities and how big titles that merely play at inclusion do a disservice to the very communities they purport to acknowledge.

    • How Rainbow Six Siege brings diversity to the military shooter • Eurogamer.net Sam Greer looks at how Operators have been both a game-changer and a fandom-changer, and why that matters for online shooters going forward.
    • Where is the “Authentic” LGBTQ Content in Games? | Fanbyte Matthew Perks reminds us that

    June 9th

    …much as I did.

    • How Games Are Taking Us Back to the Early Days of the Internet | Fanbyte Blake P thinks through the online dynamics of community and control through a series of indie experiences.
    • Reboots and reimaginings – Kimimi The Game-Eating She-Monster Kimimi thinks through the design paradox of reboots by way of Castlevania: Lords of Shadow and DmC: Devil May Cry.
    • Preservationists Are Racing to Save Ouya’s Games Before They Disappear – VICE Nicole Carpenter documents what is lost when a storefront dies–and what, perhaps, might be saved.

    “It’s a

    July 21st

    …Is Strange brought introspective thinking that I wasn’t expecting but desperately needed. Through playing the story, stepping alongside Max and feeling her choices, I was able to externalize struggles I previously only experienced internally. I could crystallize what I needed to carry on.”

    Representative of the Medium

    Three authors this week are all looking at different slices of representation, inclusivity, intersectionality.

    • The Height of Incomplete Representation in Apex Legends | Videodame David Shimomura muses on how the proliferation of transmedia storytelling in and around popular online games has offered developers an even lower bar to…