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October 1st

…Core VI‘s later, weirder playthroughs, we’re being treated to some very fine critical examiniations. Here are two new picks.

  • A Gun That Never Misses | No Escape Kaile Hultner highlights a lack of autonomy in Armored Core VI‘s posthuman, inhuman landscape (curator’s note: Kaile now works for Critical Distance running our monthly roundup and Patreon newsletter).
  • She Had a Body | Bullet Points Monthly Autumn Wright is on NG+++ with this one.

“In Armored Core VI, it’s coral as posthuman life that actually mediates human relationships with machine, bringing the two closer, and coral

December 24th

…Amabel Holland to discuss the changing states and stakes of board games.

“I was in the development phase—the hard part, when you have to fine-tune your rules. But that’s the game of game design—and, maybe, of life. You play by changing the rules, in search of freedom, joy, surprise, insight, argument, and fellowship. You win when you find rules that work.”

Trendy Game

Now let’s move to some industry-level perspectives spanning genre, monetization, and community.

  • I’m officially exhausted by all the live service games and I want to see way less next…

March 31st

…this game also made with nodons? She was very impressed when I told her that, basically, it was!”

Load State

Design friction is hardly unique to Dragon’s Dogma. Our next section explores tensions of craft and play in other games!

  • (Sometimes) Literally Unwinnable | Unwinnable Ruth Cassidy explores a gentle, playful take on hostile game design.
  • Our Alter Egos | Bump Combat Erin Donegan muses on the folly of gaming a life sim.

“I think if I took away anything from Alter Ego, is that I have no interest in the