This week in video game criticism: From door design to Skyrim geology
This week, our partnership with game criticism site Critical Distance brings us picks from Katie Williams on topics including door design, Skyrim geology, nostalgia in the BioShock series, and more.
March 4, 2013
This week, our partnership with game criticism site Critical Distance brings us picks from Katie Williams on topics including Dead Space door design, Skyrim geology, nostalgia in the BioShock series, and more. It's a party in here! We here at Critical Distance are filling the halls with cheerily-coloured, but still very meaningful balloons in celebration of Women's History Month. I am Katie, here to deliver the first of March's This Week in Videogame Blogging round-ups curated by CD's women editors. Lots of tasty stuff here this week, friends, so let's toss a few streamers and get the funtimes started. It's very good that games can give us feels and all that fun stuff, but besides the ability to make us cry, you know what else videogames explore? MONEY! And, okay, the possible feels associated with it. That's what Chris Dahlen's looking at over at Unwinnable, with his analysis of Cart Life both as a retail simulator and a sadface-inducing story of people down on their luck:
While Cart Life has been tagged a “political game,” it doesn't deliver a simple critique. After all, you're not just a struggling member of the underclass; you're also a budding capitalist. The crushing anxiety of the first half of the game turns into relief, satisfaction and even pride once you finally get your stand going and start to bring in some money.
Also at Unwinnable, Stu Horvath once again exercises that muscle of his that endlessly impresses me with its application of non-videogame knowledge to, well, videogames, with a comparison of Dunsany's asymmetrical variant of chess to the way today's gamers still can't fight that urge to tinker with the ruleset here and there. “When children play amongst themselves, the rules of play are malleable,” says Horvath. “Changing the rules – seeing just how much one can get away with before exhausting the patience of the group – becomes the game more than the game itself.” At Kotaku, Evan Narcisse and David Brothers ping-pong to each other a series of letters that explores