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June 19th

…Radiator writes the third instalment in his impressive series on the immersive simulation genre, and it’s called ‘Dark Past (part 3): Letting Go of the Immersive Sim, of flu viruses, ghosting, and why we’re all Kate Winslets at heart.’ I’m really loving the trend to produce large, drawn out arcs of critical writing about gaming, and I hope Yang and others can pick up the ball and run with it.

We value the aesthetics that systems produce (a mission) but not the systems themselves (the traveling in-between missions), aside from the occasional YouTube video of weird stuff —

June 26th

Hello and welcome to another instalment of This Week In Videogame Blogging, with the latest and greatest writing, blogging and criticism from the videogame blogosphere. But some news! I’m actually going to be away in the UK for the next fortnight (get ready London!) but the diligent team stands ready to fill in for me so we shouldn’t miss a beat. Onwards!

Dan Bruno at Cruise Elroy analyses the music and sound of Portal 2. I think every man, woman and child has pointed out how great the music and sound design is in this game, but Bruno

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July 17th

…subject so intriguing.

Robert Yang returns with Part 4 of this ‘Dark Past’ series on the future of the immersive sim, this time looking at ‘Randy Smith’s “valence theory” of level design’. It’s about the delicious in-between state in Thief games where you are neither completely succeeding (sneaking around completely unnoticed) nor completely losing (being killed and restarting), and the importance of the in-between space is highlighted by the questions it asks of the player:

Imagine a guard searching for you, slowly closing-in on your small island of shadow. You have to creep away, quietly, staying…

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August 7th

…suggest the potential viewership is not far behind the domestic competitions. The money involved so far is a fraction of that of professional sports, with the top 25 players earning on average $US48,000 in a year-long tournament circuit worth about $3 million.

Have you been keeping up with Electron Dance’s series called “Where We Came From”? I confess, I hadn’t. In this eighth instalment, Joel Goodwin discusses early LucasArts games in ‘Tomorrow’s Promise’.

Ian Bogost has had a remarkably prolific week, with two pieces exceedingly worth reading and discussing. The first is his Persuasive Games column for…

August 21st

…with regards to their ultimate fate.

Unlike Alyssa, I don’t get stressed when my first person player character “dies” in Portal. Her death is impermanent; the player’s respawn is nearly instantaneous and the game replaces puts the avatar pretty much right back at the site of the player’s failure. I no more stress out about launching myself into a turret (oops) than I do about laying a jigsaw puzzle piece in the wrong corner, or about missing a move in Tetris. Portal is ultimately about solving puzzles and although there’s a great narrative framework going on, I don’t

August 28th

…to conclusions, Williams takes a very thoughtful approach, identifying some real gaps in the argument against ‘it’s just a game’, and drawing on the history of aesthetics and aesthetic philosophy to bridge the gap between pure subjective response and rock-solid facts:

I personally very much dislike the phrase “beauty is in the eye of the beholder”. What bothers me about the phrase is its implication that recognizing beauty can solely be understood as a result of the perception of a thing and that somehow the object under observation has not in some way had the effect of provoking

September 18th

Welcome to another instalment of This Week In Videogame Blogging, and what a week it’s been. I can’t remember the last time we’ve had so many great pieces all crammed into the one week. Where do we begin?

Our last entry went out before September 11 really kicked off the remembrance of that fateful day, so perhaps we’ll start with Mitch Krpata’s contribution for Joystick Division in which he explains ‘Why Gears of War is the Quintessential 9/11 Game’:

I’m sure Cliff Bleszinski and company would be the first to argue that Gears has nothing to

September 25th

…the annoying trope survival horror games use, which is that their poor controls are actually a feature. As you can see, our gallery is well and truly overflowing with works and the trustees of the gallery are having a fundraising drive to expand the Hall of Theory wing. You kind donations are generously appreciated.

Through this renaissance era archway is a little transitional alcove, installed within which is a piece by Brendan Keogh at his personal blog Critical Damage. He talks about the contemporary treatment and perception of scientists within two iOS games that seem to encapsulate the sentiment:

October 2nd

Welcome to another installment of This Week in Videogame Blogging with appearances from some of our usual suspects as well as a few newcomers. It’s been awhile since I last curated this series—since June, if you’re keeping track—so I hope you’ll enjoy what we have on show in this week’s edition. After all, it’s only the best of videogame writing, blogging, and criticism.

To crank things up is an excellent piece by Tim Rogers on Insert Credit, in which he writes about the death of videogames as we knew them and the birth of something much more insidious.

October 9th

Good evening ladies and gentlemen and welcome to another instalment of This Week In Videogame Blogging. We’ve got some cool pieces this week, so let’s jump in the deep end.

At the Vorpal Bunny Ranch blog, Denis Farr has been playing the first Metal Gear Solid for the first time. Here’s what has to say about the bosses, in particular:

…it felt like I was entering a Western, ready to engage in a duel. Considering each of these bosses was a personality unto his or herself, it really felt like a clash of personalities in which