ngwkh2rj4bw2hvzn3t190q9jnl
arlu18kvtlynywpgbw3p6yqld0
99gdr1r2mc1wkzjlzdvrhlsn9k
xeifbiii1g11htn1gu01okyi4
ii0wvvpt4d5egr5nzlnfzw1h
fiup3jjvcrlynamaz6tuknupl5
The best games writing from around the web.
The Weekly is your round-up of all the best in games writing and related spaces. Reviews, news, features, and more await you each week as the curators of Good Games Writing scour the Internet for the best of the best. Some themes are for older audiences.
We’re back for another school year — footloose and fancy free. Of course, this year brings with it new COVID-19 challenges as school jurisdictions tackle surging case numbers across North America, all while trying to return to ‘normal’. For our part, Team GGW looks a bit different this year. Our Larissa Jones is the lead curator for the year. We’ve also brought in Sebastian Artola who joins as our new Community Manager – which means we’ll be working on creating community once again. And Adam Alvernaz joins as Outreach Coordinator…a role we’ll talk about more soon. We’re happy to be back.
Stay happy. Stay healthy. Here’s the update!
STUCK IN A LOOP
DEATHLOOP commentary is all over the place – a fact that makes the search for good games writing all the more interesting. On our first pass of coverage we’ve found a few reviews that made us think, challenged our own thoughts on the game, and otherwise yelling at our computer monitors like totally normal people.
At Ars Technica, the ‘sloppy’ nature of the game makes it feel like an unfinished product, rushed out for release with a vanishingly small world in both the map sense and world building sense.
Deathloop‘s missions eventually string together a vague story of the Visionaries’ crisscrossing relationships. Clearly, someone at Arkane tried building a cohesive world where these characters grapple with the high-concept weirdness that keeps the islanders not only trapped in a time loop but also able to interact with clones of themselves. When it’s good, it’s classic, Bethesda-at-its-best storytelling. There are a few moments where Deathloop‘s plot shines in unique, only-in-games ways—especially when you sneak up on certain characters talking to clones of themselves. But such highs only make Deathloop‘s general plot failures all the more disappointing.
Over at Metro, their review unironically bandies the term roguelike about while lashing out at the ‘immersive sim’ label oft applied to Arkane’s games. The criticism is pointed throughout, with a line about a ‘magic’ submachine gun catching us off guard, though it doesn’t hesitate to point out the game’s multiple strengths, either.
Jon Bailes’ review at Video Games Chronicle feels more linear than other reviews we’ve read; considering this is a game about time loops, we consider that a compliment. The review itself tracks well – ideas flow without interruption – and this review stakes its audience out early on, never waffling on it. (That audience? Those that know Arkane’s games and otherwise are familiar with the marketing for this one.)
The loop is (rightly) at the centre of Alex Donaldson’s critique for VG247. Like much of the other criticism we’ve read on DEATHLOOP, there’s plenty of reverence for Arkane’s other games, but here the critique doesn’t assume reader familiarity. It’s helpful for those of us that haven’t played Prey, for instance, but the references go to out-of-scope releases like the controversial Twelve Minutes as well. Indeed, Donaldson deftly avoids namedropping all the game’s resources, describing one instead as something “you collect while exploring and fighting”. This type of accessible writing is helpful for general audiences and we want more of it.
LINE OF THE WEEK: “Art deco buildings combine with 1960s kitsch and the towering painted billboards of Weimar Berlin, building a glorious picture of a ruinous, elitist society and spectacle.”
Keith Stuart on DEATHLOOP’s world.
We pause, for a moment, to recognize an Arkane themed piece that isn’t DEATHLOOP, applauding RPS for re-examining a four year old game. Hirun Cryer interviews the narrative team of Dishonored: Death of the Outsider who reveal all sorts of insights into that series’ and its world building. Future examinations of Arkane’s work are better examined through this lens and new information provided about the “moral world”.
Rounding out the section is WIRED‘s review noting, in its headline, the reflection of time and history DEATHLOOP presents that’s later described as a “profound meditation”. The idea that every aspect of our present can be reshaped represents a foundational point for many ideologies – after all, two of the four main points of ideology are linked to time: Our interpretation of the past and our hopes for the future. Gabriel Solis weaves in such philosophy throughout his review, highlighting the nonlinear narrative throughout, while keeping our minds, as readers, engaged. It’s a masterful critique.
HISTORY
While Solis’ piece examines history through the lens of Deathloop and philosophy, a handful of other pieces tackle the subject, and each is worth reading.
Staying on WIRED, Katherine Brodsky asks the question “can a game get young players interested in Holocaust history?” In some ways the answer seems obvious – yes. Our Evan McIntosh has taught social studies at every level from Kindergarten to Grade 12 with lessons on the Holocaust, often through short novels, starting as early as Grade 4. If books can be an ‘in’ than surely games can be!
Brodsky interviews the writers of The Light in the Darkness about their process and goals: the game strives for “accuracy and realism” in depicting the conditions leading to the Holocaust. One of the co-writers is a Holocaust survivor. The writers detail the challenges Holocaust education faces: few parts of the United States mandate education on it; many Holocaust education groups are led by an older generation who don’t necessarily understand gaming’s breadth; fewer and fewer survivors means our collective memory is dissipating; the list goes on.
Meanwhile, Natalie Raine interrogates Blackhaven, a game following a ” [black] college intern named Kendra Turner who’s working alone at a museum, while the rest of the staff is on holiday”, faced with daily microaggressions and a museum chock full of whitewashed history. Both the game and the critique feature reminders about the history that hasn’t been widely taught — and the fraught nature of progress on this front as the KKK is painted in a kinder light in jurisdictions like Texas (and even here in Canada).
Gita Jackson once again points out the history of gaming failing to accurately represent black hair – with developers Jeryce Dianingana and Jane Ng providing commentary explaining the longstanding issue. God of War Ragnarok may finally break this trend.
When thinking history and video games, Civilization is likely top of mind for many gamers. Matt Jarvis’ history of the series is chock full of goodness – particularly as it delves into the (perhaps forgotten) history of its tabletop originator. Civ fans and tabletop players alike have a worthy read here.
FIVE MORE TO READ
- Jack Yarwood reports on the plight of developers trying to get credited for their work on games. (The Washington Post)
- Michael Higham offers the ultimate Lost Judgment review – chock full of Yakuza knowledge. (Fanbyte)
- Paige Detlefsen talks Zelda vibes in this Eastward review. (RPG Site)
- Matteo Lupetti interviews the creators of various narrative driven multiplayer games on what makes those games such a rarity. (Fanbyte)
- Leah J. Williams provides an insight into Sydney’s largest gaming studio – World of Tanks dev Wargaming. (Kotaku AU)
Quick Hits:
Bailes, Jon. “REVIEW: DEATHLOOP IS ONE OF THE SMARTEST GAMES OF THE YEAR” (Video Games Chronicle: September 13, 2021) <www.videogameschronicle.com/review/deathloop/>.
Brodsky, Katherine. “Can a Game Get Young Players Interested in Holocaust History?” (WIRED: September 14, 2021) <www.wired.com/story/the-light-in-the-darkness-voices-of-the-forgotten-holocaust-history-game/>.
Cryer, Hirun. “The making of Dishonored: Death Of The Outsider, and how Arkane killed a god” (Rock, Paper, Shotgun: September 17, 2021) <www.rockpapershotgun.com/the-making-of-dishonored-death-of-the-outsider-and-how-arkane-killed-a-god>.
Donaldson, Alex. “Deathloop review: a thrilling, slick adventure – and Arkane’s best game yet” (VG247: September 13, 2021) <www.vg247.com/deathloop-review-a-thrilling-slick-adventure-and-arkanes-best-game-yet>.
GameCentral. “Deathloop review – the party that never ends” (Metro: September 13, 2021) <metro.co.uk/2021/09/13/deathloop-review-the-party-that-never-ends-15249265/>.
Jackson, Gita. “‘God of War: Ragnarok’ Shows How Games Can Get Black Hair Right” (Vice: September 16, 2021) <www.vice.com/en/article/wx534n/god-of-war-ragnarok-shows-how-games-can-get-black-hair-right>.
Jarvis, Matt. “The Civilization board game pioneered epic strategy a decade before Sid Meier” (Dicebreaker: September 9, 2021) <www.dicebreaker.com/games/civilization/feature/civilization-history-sid-meier-francis-tresham>.
Machkovech, Sam. “Deathloop game review: Can Bethesda rewind this time loop and try again?” (Ars Technica: September 13, 2021) <arstechnica.com/gaming/2021/09/deathloop-review-a-dishonorable-bethesda-discharge/>.
Raine, Natalie. “Blackhaven confronts the truth behind historical whitewashing” (The Indie Game Website: September 15, 2021) <www.indiegamewebsite.com/2021/09/15/blackhaven-confronts-the-truth-behind-historical-whitewashing/>.
Solis, Gabriel. “Review: Deathloop Is a Unique Reflection on Time and History” (WIRED: September 16, 2021) <www.wired.com/review/deathloop-game/>.
Stuart, Keith. “Deathloop review – chaos on repeat” (The Guardian: September 15, 2021) <www.theguardian.com/games/2021/sep/15/deathloop-review-chaos-on-repeat>.
The best games writing from around the web.
The Weekly is your round-up of all the best in games writing and related spaces. Reviews, news, features, and more await you each week as the curators of Good Games Writing scour the Internet for the best of the best. Some themes are for older audiences.
Summer is here. Wherever you are, we hope you’re happy and healthy, making the most of time in the sun and, hopefully, your own holiday at some point. For us, as a team of educators, this is a time to recharge after a difficult school year, but also time to refine our practice after reflecting on our successes and failures. That philosophy–of grinding, of ruminating, and improving–applies to games writing as well.
Reviews & Criticism:
Two games have mostly captured our attention in terms of recent criticism: Cruelty Squad and Chicory.
Describing Cruelty Squad, PC Gamer‘s James Davenport calls it a “psychedelic assassination nightmare”. The descriptive examples–the first paragraph a prime example–are helpful for establishing what the game is and what it aspires to be, and the review itself manages to discuss the mechanics without making it feel tedious. This is a review that works on every level.
Descriptive examples are the name of the game with coverage of Cruelty Squad, as evidenced by this Kotaku Australia clip:
There’s a double jump you install by cutting holes into yourself. There’s a corporate chip that basically breaks the stock market. There’s a grappling hook that’s better described as your lower intestine repurposed as a rope. You can install an implant that shrinks you to the size of a pea; you can buy goggles that transform the entire game in a black and red filter. And if you feel like it, you can also just buy a house for a million dollars.
Our favourite read on the game thus far comes from the DEEP HELL Skeleton who focuses on the slick but nauseating, textured but bright aesthetics found in Cruelty Squad, comparing it to the slick but nauseating American cultural fixtures of fast food and service stations.
It’s both the differences and the similarities to Cruelty Squad that Chicory: A Colorful Tale share that make it an interesting release gobbling up our collective attention together. Chicory leans into both its colourful world and strong writing to create something altogether different but the fact it came out a few days before Cruelty Squad isn’t lost on us. For a time, it was the only game we saw splashed across our social feeds; now, its palette is interspersed with the nightmare fuel of Cruelty Squad.
Uppercut’s review lays out the hero’s journey nature of the game and masterfully avoids giving away too much more. It’s a straightforward enough review that embraces magazine/newspaper style simplicity – for our team, it was the review that put the game on the radar in the first place. For those that need more nudging, more explanation, then a different review is in order:
Chicory is more than just an interactive coloring book experience; it’s also a surprisingly poignant story and a disarmingly candid depiction of mental health, along with the ebb and flow of its symptoms.
Over at Can I Play That?, their accessibility review reveals a host of features that are helpful to players who may be overlooked, including the introduction of a “wet sounds” toggle (to remove squishy, paint sounds) and eyestrain features (changing the “warmth” of the screen), praising its wealth of options and comparing its accessibility to the landmark work of The Last of Us Part II.
(While this is a reviews section, we’d be remiss not to mention Eric Van Allen’s short piece on its hint system–a feature that’s also referenced in the above review–and how it helps landmark progress while building out the story. Cute.)
Then there’s Natalie Flores’ review which focuses on the narrative theme of the game along with its various subversions and surprises. It’s a Game of the Year contender, according to Flores, that manages to challenge its players like any good piece of art. And, like any great work, it’s tough to put that into words. Flores does just fine.
More reviews:
Other recent reviews and criticism we’ve read are varied in the games they cover and the tone they take.
First up are a pair of tabletop reviews. There’s Brandy Berthelson with a review of a Taco Bell card game that’s less about the novelty and more about its functional playstyle. We’re not sure we’d have the strength to avoid filling an article with terrible taco jokes. Then, there’s this Monopoly Deal review with a headline that proclaims it’s the “only Monopoly worth playing”. Matt Jarvis explains that this condensed version of the game packs in all the parts people remember while removing the tedious bits. If you can’t get yourself one of those Animal Crossing themed sets this one will have to do.
Monti Velez grounds a piece on Mini Motorways on the exhausting nature of life in a pandemic – both as it progresses and as we try to move on from it. The Apple Arcade release, for its part, has a soothing feel to it, and that allowed Velez to be sucked into the game for moments, recalibrating in the face of life’s daily challenges.
Tackling Chivalry II, RPS‘ review blends an accessible (to newcomers of the genre) approach with irreverent humour (appropriate for the game), with this paragraph telling us all we need to know about both the game and the review:
Throwing weapons in general is an instant spike of dopamine, so much so that I will regularly throw all my weapons, at which point I have to rummage about on the floor for a new sword, a sight that must be funny to the enemy I have missed three times, now menacingly approaching. Of course, if you fail to find a sharp bit of steel, there are other options. Maps are filled with throwable detritus. Rocks, tools, barrels, planks. You can stick your hand in a well and find a fish to lob. You can pick dung off the floor and chuck that. An enemy knight once doinked me with a roast chicken. I cannot fault his valour.
That’s not #content you’ll get anywhere else, folks.
At his personal blog, Cole Henry writes about Maneater (Shark Week is soon, innit?) and how everything it does it frames as a joke or otherwise laughs it off. In that respect, it’s a wonderful companion piece to the DEEP HELL piece featured above and the two should be read together. Shot meet chaser.
Rounding out this section is a poem review of Metroid II which is just aces. The mission oriented nature of bounty hunter Samus Aran is given the spotlight here with wonderful effect.
Competitive:
A trio of pieces in the competitive space have inspired much discussion by our team in recent meetings.
First, is the phenomenal piece on the future of competitive Tetris after the death of its most prominent player and cheerleader, Jonas Neubauer. It’s as much an obituary as it is a rallying cry for the community — a potential roadmap for the dream of getting the series into the Olympics.
Next is this scathing commentary on on the ‘Save Titanfall’ campaign which, quizzically enough, has often involved harassing Apex Legends developers and fans alike. As the author opines, the “only thing this example of extreme gamer entitlement will accomplish is getting a bunch of devs to work overtime on a holiday weekend“.
Closing out the competitive bit is a slightly older piece explaining the shenanigans speedrunners use to beat Paper Mario in a hurry. The “cartridge swapping” method was on full display at this week’s Games Done Quick so it’s a great time to revisit the piece.
And now, your guide:
We’re turning the spotlight on guides on the regular moving forward and the first we want to feature is this series of Ratchet and Clank: Rift Apart guides from Jordan Oloman at TechRadar. The site doesn’t neatly put them all together for you but the pieces do neatly lay out where all the major collectibles in the game are found.
Read them:
Tech:
Mashable‘s tech coverage is reliably among the best but this science/tech piece on drones that search out screams (for noble reasons!) is fascinating enough we had to share it separately. We’re not fans of an email interview but the author gets plenty out of the research and responses provided.
At RPS, this list of the, erm, questionable art choices on graphics card packaging was both informative and eyebrow raising. Robot animals, cyborgs, and military inspired women abound.
Reporting:
At Fanbyte, Josh Broadwell interviews The Geofront, a group leading fan translations on JRPGs, highlighting the challenges and opportunities they’ve faced over the years.
On Vice, Steve Kupferman spotlights Best Electronics, “a mail-order business that has been selling Atari goods continuously for almost four decades”. Bradley Koda, the owner, has perhaps the definitive collection of unused, original Atari parts sourced directly from their warehouses. The businessman is meticulous in his work completing orders by hand but can be described as ornery. He has numerous rules–written and unwritten–such as order limits (no more than three items) and PayPal minimums. As the only game in town he writes the rules; those wanting to buy parts from Koda are ill-advised to break those rules.
If you’re a fan of Double Fine, then Blake Hester’s history of the company for Game Informer is a must-read longread, and its relationship to Microsoft is clearly highlighted throughout:
Psychonauts was in development for around five years. In that time, Double Fine learned how to operate as a team and make the game it wanted to make. But it came with some high costs. There was, of course, the crunch. “It was terrible,” Crook says. But also, Microsoft was going through its own internal changes. In January 2004, Fries left the company. Around the same time, Microsoft was beginning its transition to the Xbox 360 in preparation for its November 2005 release. This halted funding for original Xbox games planned to launch after 2004. Expensive and behind schedule, new management within Microsoft opted to cancel Psychonauts – even though, by this point, Double Fine felt it was finally making real progress.
Tension between China and Taiwan featured heavily in Red Candle Games’ work Devotion being incredibly difficult to find for the past two years. It’s available for purchase now–from the developers website–serving as impetus for Shannon Liao to interweave the story of the game’s self-publishing with review-like elements.
Can you lend a hand?
One of the premier Pokémon oriented sites on the Internet–particularly for fans of the TCG–is PokeBeach. The site has recently been hacked and in the process lost years and years of material. The owner is looking for help with data recovery. Are you someone who could help? Reach out to them.
A final shoutout:
Our last feature for today is to credit Kotaku for dedicating seemingly the entirety of their July 4th coverage to indie games through an event they called Indie Penance.
If you’re looking for a new indie–particularly with the glut of summer sales–their pieces from July 4 include 44 games you might want to take a peek at. Find the pieces below:
Jobs:
Fancy working with us on VG247? We've got a vacancy for a staff writer with a guides/service titles focus. Can be remote, but will be UK hours 8-4/9-5. Please share with anyone you think would be great in this role. Get all the details here t.co/3VGHWSFavd
— VG247 (@VG247) July 8, 2021
The Verge is hiring a weekend News Editor! This is a full-time role. It's a union eligible position and you can check the contract to get an idea of compensation. My DMs are open if you have questions. t.co/ylnIplsZfH
— 𝚊𝚕𝚎𝚡 𝚌𝚛𝚊𝚗𝚣 (@alexhcranz) July 8, 2021
Kotaku Is Hiring, Come Work For Ust.co/WxD4jsDVSY pic.twitter.com/y8zPSyiszK
— Kotaku (@Kotaku) July 8, 2021
Looking for a guides writing freelancer who knows Pokemon GO inside out. If you think that's you, mail me at Leon[dot]Hurley(at)Futurenet[dot]com. pic.twitter.com/IcwIks84Gm
— Leon Hurley (@LeonHurley) July 8, 2021
Freelance alert!
— JB (@hammersuit) July 8, 2021
I am looking for one writer, preferably with an esports background, for sponsored articles. $100-150 per article (depending on length). If interested, send me some links or bump up your DM. (1/2) pic.twitter.com/nlV1pNxS8u
Quick Hits:
Berthelson, Brandy. “Taco Bell Party Pack Card Game Review” (SuperParent: July 6, 2021) <superparent.com/article/2624/taco-bell-party-pack-card-game-review>.
Broadwell, Josh. “A Dedicated Group of Fans are Translating Entire JRPGs” (Fanbyte: June 10, 2021) <www.fanbyte.com/features/a-dedicated-group-of-fans-are-translating-entire-jrpgs/>.
Caldwell, Brendan. “Chivalry 2 review: a gore-soaked multiplayer battler with tons of humour” (Rock, Paper, Shotgun: June 16, 2021) <www.rockpapershotgun.com/chivalry-2-review>.
Castle, Katharine. “The best and worst graphics card box art of all time” (Rock, Paper, Shotgun: June 15, 2021) <www.rockpapershotgun.com/the-best-and-worst-graphics-card-box-art-of-all-time>.
Chan, Khee Hoon. “Chicory: A Colorful Tale Review” (The Indie Game Website: June 11, 2021) <www.indiegamewebsite.com/2021/06/11/chicory-a-colorful-tale-review/>.
Craven, Courtney. “Chicory: A Colorful Tale — Can I Play That Accessibility Review” (Can I Play That? : June 10, 2021) <caniplaythat.com/2021/06/10/chicory-a-colorful-tale-can-i-play-that-accessibility-review/>.
Davenport, James. “CRUELTY SQUAD REVIEW” (PC Gamer: July 1, 2021) <www.pcgamer.com/cruelty-squad-review/>.
Dowell, William. “Metroid II: Return of Samus” (100 Word Gaming Reviews: June 26, 2021) <100wordgaming.com/2021/06/26/metroid-ii-return-of-samus/>.
Flores, Natalie. “For a Game About Imperfections, Chicory: A Colorful Tale Is Practically Perfect” (Fanbyte: June 10, 2021) <www.fanbyte.com/reviews/for-a-game-about-imperfections-chicory-a-colorful-tale-is-pretty-perfect/>.
Galiz-Rowe, Ty. “Chicory Review: A Warm and Cozy Picnic” (Uppercut: June 2021) <uppercutcrit.com/chicory-review-a-warm-and-cozy-picnic/>.
Henry, Cole. “Being a Shark at the End of the World” (June 16, 2021) <inthelobby.medium.com/being-a-shark-at-the-end-of-the-world-c12e36f896d1>.
Hester, Blake. “The History Of Double Fine Productions” (Game Informer: July 5, 2021) <www.gameinformer.com/2021/07/05/the-history-of-double-fine-productions>.
Jarvis, Matt. “Monopoly Deal is the only Monopoly worth playing, because it understands why the board game sucks” (Dicebreaker: June 29, 2021) <www.dicebreaker.com/games/monopoly-deal/opinion/monopoly-deal-only-good-monopoly>.
Kupferman, Steve. “Don’t Piss Off Bradley, the Parts Seller Keeping Atari Machines Alive” (Vice: June 15, 2021) <www.vice.com/en/article/7kvkx9/dont-piss-off-bradley-the-parts-seller-keeping-atari-machines-alive>.
Leporati, Gregory. “Competitive ‘Tetris’ was soaring, then it lost a legend. What comes next is a puzzle.” (The Washington Post: May 3, 2021) <www.washingtonpost.com/video-games/esports/2021/05/03/tetris-jonas-neubauer/>.
Liao, Shannon. “A Taiwanese horror game that angered Chinese players returns. Can it move past its unintended politics?” (The Washington Post: July 5, 2021) <www.washingtonpost.com/video-games/2021/07/05/devotion-rerelease-taiwan-china/>.
Orland, Kyle. “How to beat Paper Mario really fast by… playing Ocarina of Time?” (Ars Technica: March 5, 2021) <arstechnica.com/gaming/2021/03/how-to-beat-paper-mario-really-fast-by-playing-ocarina-of-time/>.
Skeleton. “I’M THINKIN ARBY’S” (DEEP HELL: June 30, 2021) <deep-hell.com/im-thinkin-arbys/>.
Switzer, Eric. “Congrats Titanfall Hackers, You Made A Bunch Of Devs Work On A Sunday” (The Gamer: July 4, 2021) <www.thegamer.com/congrats-titanfall-hackers-you-made-a-bunch-of-devs-work-on-a-sunday/>.
Van Allen, Eric. “Chicory: A Colorful Tale’s hint system is both helpful and extremely relatable” (Destructoid: July 2, 2021) <www.destructoid.com/chicory-a-colorful-tale-hint-system-opinion-blog/>.
Velez, Monti. “Mini Motorways Is Helping Me Get Through The Year” (Uppercut: July 1, 2021) <uppercutcrit.com/mini-motorways-is-helping-me-get-through-the-year/>.
Walker, Alex. “Cruelty Squad Is The Video Game Equivalent Of A Contact High” (Kotaku Australia: July 6, 2021) <www.kotaku.com.au/2021/07/cruelty-squad-steam-acid-trip-deus-ex/>.
Yeo, Amanda. “Drones that hunt screaming humans just want to help” (Mashable: July 4, 2021) <mashable.com/article/drones-human-screaming-search-rescue>.
The best games writing from around the web.
The Weekly is your round-up of all the best in games writing and related spaces. Reviews, news, features, and more await you each week as the curators of Good Games Writing scour the Internet for the best of the best. Some themes are for older audiences.
We’d like to begin by acknowledging the more than 500 bodies of children discovered across former residential school sites in Canada over the past few weeks. That number is expected to grow in the coming weeks. As a team of educators, the systemic racism that led to the creation of these schools, and the genocide of these peoples, is a black mark against our very profession. The very fabric of our system is built on such racism that is interwoven into many practices today. We stand with the Indigenous communities seeking truth, accountability, and action.
Indian Residential School Survivors and Family
1-866-925-4419
The Indian Residential Schools Crisis Line is available 24-hours a day for anyone experiencing pain or distress as a result of his or her Residential school experience.
Our Not E3 special is a longstanding tradition in which we feature smaller voices and typically non-gaming publications in the midst of the chaos that is *E3*. It’s far too easy to have our feeds devolve into a long list of trailers and reactions; while fun, it’s not for everyone. Here are a few completely E3 free pieces for your enjoyment.
Non-gaming publications
We start our collection with pieces from non-gaming sites that (sort of) fit the bill.
First is SB Nation‘s look at the rise and fall of trading card scalpers. Their demographic is sports enthusiasts but Pokémon cards have seen a meteoric rise in value in recent months. If you’re not the sports type you might be unaware that the bubble seemingly started with basketball and football cards before Game Freak’s iconic creatures became paper gold for speculators.
The fever spread from basketball into everything else. First football, then baseball, and finally Pokemon. “Pokemon makes me too nervous man,” Tyrone says to a friend who suggests they start buying it up, “we don’t know shit about those. I mean, can we break it? I don’t know. I know Luka and Ja, not Squirtle and shit. I’ll stick to what I know.”
Over on the CBC are a pair of features that reminds us the heart of games is play, and we’re remiss to forget that a game of tag counts as games writing. First is this competent consumer guide that masterfully recommends everything from a glowing hula hoop to sidewalk chalk, Spikeball to magnetic chess sets.
While that bit of service writing is well done, we appreciate Sebastian Yūe’s list of games to play in the park, which has no commercial implications whatsoever. Go run. Play pen and paper games. The simplicity and joy of park play is captured throughout the piece.
The Guardian ran this fantastic piece on gaming parents (and grandparents!) last month and it reminded us of the halcyon days of families descending on parks to play Pokémon Go: the cross-generational appeal of gaming was so clearly on display for the world. Lucy Campbell points out it isn’t just mobile experiences attracting older games–everything from Animal Crossing to Call of Duty: Warzone is played–a reminder that the 18-34 year-old demographic isn’t the end-all-be-all of game design.
Grief
This pair of pieces connects loosely with grief: the loss of a family member and the loss of home feature here.
Oisin Kuhnke details their experience with Loop Hero, a game they describe as “a game about the end of the universe”, and how that bleakness brings comfort in dealing with their own loop centred around the death of a loved one.
At the New York Videogame Critic Circle, Makeda Byfield connects the experience of grounding oneself through Wii Sports after several moves to the excitement of playing Miitopia as they enter adulthood. From there it’s a somewhat typical review format, but a promising start from this writer, nonetheless.
Craft
This final section focuses on the craft of making games in various forms.
Let’s start with another somewhat conventional review: Rowen Cameron tackles Lacuna, a “pixel art sci-fi noir adventure [with] a futuristic universe of technological advancement, uneasy planetary alliances and colossal social divides.” The review itself is punchy and filled with solid one-liners. We’ve highlighted Cameron a couple of times before and we’re happy to see her continue to improve her writing craft.
Arcade Idea reliably posts interesting retro content: This week’s entry is 1984’s Hitchhiker’s Guide to the Galaxy. This is a longread, no doubt, that’s filled with nuggets both for those looking to reminisce about the game and those who didn’t realize there was a video game adaptation at all.
Dent is only the primary player character, because the game changes which character’s perspective we control and see things through frequently, always accompanied also with flashback. Well, time travel technically: you need to collect items and possibly do tasks once-not-done in the past to change the present to give the flashback segments mechanical puzzle reasons to be there.
This moment sets up two thundering paragraphs about the character swapping that ultimately crescendos into a description of the game’s narrative structure and related decisions. This is essential reading.
In a much shorter piece, Matt Gregoire writes that Destiny is crossing a threshold with its violence, in which once squishy targets now have a narrative, a story, a life. Suddenly those bullet sponges feel far more consequential. The penultimate paragraph of this piece has some of our favourite writing so far this year, too, so check it out. Here’s but a taste…
It almost goes beyond physical violence at this point and into the realm of cruel spiritual violence; we robbed them of the Traveler’s gifts once unintentionally, and now we’re knowingly ripping away what scraps are left by force.
Chris Penwell, meanwhile, interviews a narrative designer on Returnal, discussing the importance of the role, describing them as “more of an editor and interpreter between the writer and the game designer“. The challenges of designing the narrative around the already established gameplay systems make for interesting interview fodder, too.
Finally, we end with a wonderful D&D guide on how to accurately–and respectfully–portray some Chinese dishes in your campaigns. Mouthwatering.
Because hot pot is such a social meal, it’s the perfect backdrop for any number of roleplay-heavy hooks and scenes. A scheming noble invites the party to her manor for hot pot, but one of the ingredients is poisoned. A band of thieves rolls into a hot pot tavern, demanding the best meats for themselves and no one else. Two warring clans sit down to discuss a tenuous peace treaty over a shared pot of roiling broth. The possibilities are endless.
Quick Hits:
Arcade Idea. “Hitchhiker’s Guide To The Galaxy [1984]” (June 14, 2021) <arcadeidea.wordpress.com/2021/06/14/hitchhikers-guide-to-the-galaxy-1984/>.
Byfield, Makeda. “The Insight: A Brilliant, Brave Story About Miitopia, Miis And Being Evicted From An Apartment” (New York Videogame Critic Circle: June 11, 2021) <nygamecritics.com/2021/06/11/the-insight-a-brilliant-brave-story-about-miitopia-miis-and-being-evicted-from-an-apartment/>.
Cameron, Rowen. “Lacuna Review” (The Indie Game Website: May 27, 2021) <www.indiegamewebsite.com/2021/05/27/lacuna-review/>.
Campbell, Lucy. “‘A wonderful escape’: the rise of gaming parents – and grandparents” (The Guardian: May 7, 2021) <www.theguardian.com/games/2021/may/07/a-wonderful-escape-the-rise-of-gaming-parents-and-grandparents>.
Chang, Connie. “3 Chinese Dishes Your Fantasy Tavern Should Have – And How To Portray Them Respectfully” (Start Playing: May 29, 2021) <startplaying.games/blog/posts/3-chinese-dishes>.
Dator, James. “The rise and collapse of a scalper’s sports card empire” (SB Nation: May 25, 2021) <www.sbnation.com/22445479/sports-cards-scalpers-walmart-target-nba-nfl-pokemon>.
Gregoire, Matt. “Headshots in Destiny Feel a Bit Different Lately” (Quest Logging: June 3, 2021) <questlogging.com/headshots-in-destiny-feel-a-bit-different-lately-112faece51e8>.
Kuhnke, Oisin. “Loop Hero and the Cycle of Grief” (Into the Spine: May 23, 2021) <intothespine.com/2021/05/23/loop-hero-and-the-cycle-of-grief/>
Penwell, Chris. “Returnal’s Eevi Korhonen on how narrative designers impact game development” (GameDaily.biz: May 20, 2021) <gamedaily.biz/article/2040/returnals-eevi-korhonen-on-how-narrative-designers-impact-game-development>.
Toole, Brittany. “A very big, fun list of games and activities to play outside” (CBC: April 29, 2021) <www.cbc.ca/life/home/a-very-big-fun-list-of-games-and-activities-to-play-outside-1.6003966>.
Yūe, Sebastian. “7 super-chill games to play in the park” (CBC: May 27, 2021) <www.cbc.ca/life/culture/7-super-chill-games-to-play-in-the-park-1.6043247>.
The best games writing from around the web.
The Weekly is your round-up of all the best in games writing and related spaces. Reviews, news, features, and more await you each week as the curators of Good Games Writing scour the Internet for the best of the best. Some themes are for older audiences.
We certainly don’t like being gone for the length of time we were. As COVID-19 rages out of control in Alberta, compounded by a government keen to sit on its hands, our individual workloads as educators became monumental as we juggled ping-ponging back-and-forth between online learning and in person.
In that spirit, our updates will still look different for the next while, while we juggle the demands of our profession and try to catch up on all things games writing. These entries won’t be our usual massive lists, either, and you’ll perhaps see them more often than weekly while we engage with and read the numerous pieces we’ve bookmarked of late. You can expect a handful of pieces from the last week or so paired with a somewhat different collection of pieces from the past 45 days. We anticipate “catching up” in June!
CURRENT EVENTS
We’ll start things off with the most recent works to come to our attention before working backwards.
As Apple and Epic duke it out in court, there’s few publications we trust to give us the skinny, and high up on the list is The Washington Post. Their live updates are engaging and informative; too often, such updates can feel trite. Each of these feels like its own capsule capturing a very specific moment in time. If you’re interested in these proceedings this will be one place to watch.
At Upcomer, Aron Garst is tracking the news around Overwatch‘s Chinese teams boycotting of Park “Saebyeolbe” Jong-ryeol of the Seoul Dynasty after he made remarks angering the Chinese intelligentsia and their censors. Much of the coverage encompasses translated versions of the teams’ various statements. This is one issue not likely to go away anytime soon.
Chase Carter analyzes criticism around MTG‘s new character–and something of a mascot of the Strixhaven set–Killian Lu. While fans were initially enthusiastic about the character, new card reveals indicate the character falls into just about every Asian stereotype there is, rather than chart new territory.
“It’s the Panda Expressification of Asian Culture,” [says Michelle Rapp], comparing the attempt to the American chain of fast food restaurants known for its vaguely Asian-inspired recipes.
The current hotness in games is obviously New Pokémon Snap. Extra-thicc Bidoof capture hearts and minds while our social feeds fill with goofy, adorable, and frightening scenes. If you’re jumping into the game, the guides at TheGamer are essential, with everything from large thematic guides to nitty gritty ones focusing on individual quests. There are spoilers–namely for certain special and legendary Pokemon–so beware of that. Otherwise, these guides are top notch: Accept no substitutes.
We also appreciated Jessica Howard pointing out that in New Pokémon Snap it feels like the series is allowing at least one character to grow up alongside those that play the games. Ash may forever be 10ish but seeing a once-prominent character enter adulthood successfully hits hard.
MORE PHOTOGRAPHY
We like themes ’round here.
Kenneth Shepard explains how New Pokémon Snap doesn’t care about composition in the way we might expect. Its scoring doesn’t care about your feelings (sorry); rather, Professor Mirror wants centered shots showing the ‘mon doing something specific. If you’re a photography geek, or just have an eye for what looks good, this piece will put your head (and heart) at ease.
At Red Bull eSports, Jason Fanelli interviews eSports photographer Stephanie Lindgren about all things photography in general and in the games space specifically. While the interview is ostensibly about promoting a contest, we appreciate that it pulls back the curtain somewhat on a relatively new career path.
Over on Gamasutra, Jack Yarwood interviews the designers of recent indie games that feature a photography element, and the discussions on what works and what doesn’t in various games is downright fascinating.
Christian Donlan argues that “the best thing a game can give you is a camera” and the reason for that, is, well, that it makes it all feel more real:
This is the heart of it for me. An imaginary camera makes an imaginary reality more real, in surprising ways. They make me think: oh, I am here, and I want a picture of that. So ‘here’ and ‘that’ become real in a way that is separate from the game mechanics, from the idea of graphics and whether there’s too much bloom or if the grass looks convincing. They make me look beyond whether things are convincing, and so I am merely convinced by them.
If you’re feeling a bit nostalgic, Willem Hilhorst created a brief history of photo modes in games, and while it isn’t exhaustive, it is a trip down memory lane.
Alternatively, a throwback to February, where Rachel Watts informs us of the best photography oriented games on PC…possibly useful for those missing out on all that Bidoof action.
Finally, Lewis Gordon (and co.) make the claim that photography games may well have more in common with so-called ‘walking sims’ than most any other genre, while embracing the fact gaming is a medium of images in so many ways:
here are moments playing Nuts which resonate with what the art critic John Berger wrote in 1972: “In no other form of society in history has there been such a concentration of images, such a density of visual messages.” Since then, their proliferation has only intensified, and the three in-game cameras of Nuts, each recording the squirrels’ journey in real time, emphasizes just what an eruption of images video games actually are. What’s lovely about the game is the way it asks you to print out photos of its bushy-tailed subjects. By the end of your time in the forest, you’ll have amassed a small trove of freeze frames pinned to the corkboard in your virtual camper van.
That’s a wrap!
If you’ve seen writing on Assassin’s Creed (broadly), Loop Hero, or Stardew Valley we’d love to hear about it. Give us a message on Twitter @GoodWritingVG or use the SUBMIT button to your right.
Quick Hits:
Carter, Chase. “Magic: The Gathering players say Killian Lu is the “Panda Expressification of Asian Culture”” (Dicebreaker: April 29, 2021) <www.dicebreaker.com/games/magic-the-gathering-game/feature/magic-the-gathering-killian-lu-representation>.
Donlan, Christian. “The best thing a game can give you is a camera” (Eurogamer: May 1, 2021) <www.eurogamer.net/articles/2021-05-01-the-best-thing-a-game-can-give-you-is-a-camera>.
Fanelli, Jason. “Meet Esports Photographer and Capture Point Judge Stephanie Lindgren” (Red Bull eSports: March 28, 2021) <www.redbull.com/us-en/stephanie-lindgren-interview-photographer-capture-point>.
Garst, Aron. “Chinese Overwatch League teams boycott Saebyeolbe after comments about China” (Upcomer: May 3, 2021) <www.upcomer.com/chinese-overwatch-league-teams-boycott-saebyeolbe/>.
Gordon, Lewis. “Games Like Umurangi Generation Bring the Moment Into Focus” (WIRED: March 23, 2021) <www.wired.com/story/umurangi-generation-photography-games/>
Hilhorst, Willem. “Long Shutter Speed – Over 20 years of photo modes in games.” (Nintendo World Report: April 28, 2021) <www.nintendoworldreport.com/editorial/57018/long-shutter-speed-over-20-years-of-photo-modes-in-games>.
Howard, Jessica. “Heart Container: 22 Years Later, I Am Still Todd Snap” (Uppercut: April 30, 2021) <uppercutcrit.com/heart-container-22-years-later-i-am-still-todd-snap/>.
Shepard, Kenneth. “New Pokemon Snap Pushes Against Everything I Learned in Photojournalism Class” (Fanbyte: May 3, 2021) <www.fanbyte.com/trending/new-pokemon-snap-pushes-against-everything-i-learned-in-photojournalism-class/>.
Watts, Rachel. “The best photography games on PC” (PC Gamer: Feb 2, 2021) <www.pcgamer.com/the-best-photography-games-on-pc/>.
Yarwood, Jack. “How some indies are approaching photography mechanics in their games” (Gamasutra: April 2, 2021) <gamasutra.com/view/news/379089/How_some_indies_are_approaching_photography_mechanics_in_their_games.php>.
Newer Posts


