Where to find good videogames criticism

Brendan Keogh cuts through the dross to uncover the best writing about games anywhere on the internet.

In the latest of a continuing series I like to call "people disagree with me at length", the excellent Brendan Keogh, a games critic and academic, has replied to my article "Why are we so bad at talking about videogames?" You can also see games creator Ed Stern's thoughts here

Over to Brendan . . .

In an article last week, Helen Lewis asked why we are still so bad at talking about videogames. Lewis rightly noted that as the current era’s most prolific new art form, the videogame demands a critical language with which players can discuss their experiences - and, just as importantly, a language that allows people who don’t play videogames to gain an appreciation for the form. The sheer pervasiveness of videogames throughout modern culture means that they can’t be ignored. If there isn’t a videogame on the same device you are reading this article on, chances are there is a videogame in your pocket. Just as we have always needed literary critics, music critics, and film critics, people are starting to realise just how important it is that we have videogame critics.

It was really exciting to see a mainstream outlet with as much clout as The New Statesman to acknowledge this. However, the implication in Lewis’s article that such videogame criticism simply doesn’t exist yet ruffled a few feathers with those writers (including myself) who would like to consider ourselves as already being videogame critics. We felt slighted, ignored. Here was an outlet rightly calling for critical attention to be paid to videogames while, simultaneously, ignoring those of us already doing as such.

But, really, Lewis made an incredibly important point: no one knows we exist. As a community of writers, it is easy to feel slighted, but the truth is harder to face: we are insular. We are doing all this work we think is so important, but the reality is that we are really just talking to our own little circle of fellow writers and readers. Beyond ourselves, few people know who we are.

So it is no fault of Lewis’s that she didn’t know we exist. Many don’t! But her article was a golden opportunity to tell people that, yes, this kind of writing is important, and more importantly the first steps are already being taken. Right now is, I think, an incredibly exciting time to be writing and reading videogame criticism. There is so much experimentation with form and style happening right now as we try to build this critical language that videogames so desperately need. Ideas are being thrown at the wall hard and fast, just to see what will stick. This is a new frontier of writing that we are venturing into.

So allow me to offer not so much a rebuttal to Lewis’s article - because I agree with her in full that this kind of writing is important - but a response from the other side. You want writers who are good at writing about videogames? Well allow me to point you in the right directions. I would greatly love for you to read their work.

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The first and foremost stop for anyone interested in following the critical conversation around videogames is Critical Distance. Since its founding in 2009, Critical Distance has situated itself as a crucial curator for the countless, disparate writers of the videogame blogosphere. Every Sunday, its volunteers post a round-up of the best articles written that week around the web on both amateur blogs and professional websites. It also regularly posts compilations of works written around a single game or franchise. It also makes a vital effort in highlighting the work of new writers—something especially crucial for a writing form as young as this. More than any other site I recommend below, following Critical Distance’s weekly updates will allow anyone to stay on top of the conversation without having to hunt out a hundred different websites.

In more recent years, a spate of sites dedicated to videogame criticism in its many guises have risen up. I won’t name them all here but three that are well worth your time are Bit Creature, Nightmare Mode, and Unwinnable. Each posts regular and strong essays from a diverse arrange of writers looking at a diverse range of games. From consumerism and depression through the lens of Borderlands 2, to mastery-cum-boredom-cum-massacre in Dark Souls, to heartfelt musings on motherhood and sea monkeys in Creatures.

While these sites allow a platform for a broad range of writers, there are also a range of more specific outlets with specific agendas. One of the most important of these is The Border House blog, which provides a vital place for a variety of feminist and queer perspectives on gaming to be heard. Most recently, Mattie Brice’s look at the surreal iPhone game Boyfriend Maker and how it has allowed an audience of players to experiment with different sexualities is well worth a read. Similar is GayGamer, a queer gaming site “for boys who like boys who like joysticks, and girls who like girls who like rumble packs!”

Similarly niche and fascinating in equal measure is Game Church, offering insightful articles from a uniquely Christian perspective, such as this superb article on Sony’s The Unfinished Swan and perfection.

But it’s not only the niche, small sites that are advancing strong critical writing around videogames. Plenty is happening on the traditional videogame journalism outlets, too. At Eurogamer, Christian Donlan wrote one of the most beautiful videogame-related articles of recent time, when he sat down to play Rockstar’s period piece L.A. Noire with his father who was a Los Angeles cop back in the 40s. What unfolds is a touching bond between father and son made possible through this new creative form. At Kotaku, meanwhile, Katie Williams wrote a revealing and infuriating expose into the videogame industry’s systemic sexism through her experiences at this year’s E3 expo. At Ars Technica, I tried my hand at long-form gonzo-style journalism to cover a 48 hour game jam, where teams of developers made a game from scratch in two days. And, in a particularly experimental piece at Boing Boing, Jake Adelstein sat down with several real-life members of the Yakuza to have them play the Japanese game Yakuza 3 and give their opinions on it.

While we are speaking about videogame journalism, it is worth noting that there is plenty of phenomenal investigative journalism happening in recent time. In the past twelve months, both the Penny Arcade Report and Polygon have set themselves up as outlets committed to long-form, high quality journalism about videogames. In particularly, Rob Zacny’s extended exploration of the tragic downfall of THQ’s Kaos Studios (responsible for the first-person shooter, Homefront) and Tracey Lien’s investigation into the trials faced by Middle Eastern game developers are both must-reads.

To spread the net even further, it isn’t just in the videogame-exclusive press where good quality writing in a myriad of forms is emerging. At The Wall Street Journal, Yannick LeJacq writes about the various layers of irony in Borderlands 2. At Boston’s The Phoenix, Maddy Myers regularly explores a range of videogame culture-related issues, such as this long form article exploring the ‘anxious masculinity’ of the fighting-games scene. Kotaku’s Stephen Totilo, among other authors, regularly writes for The New York Times. In the UK, one of the most effortlessly masterful voices in videogame writing, Simon Parkin, writes regularly for The Guardian. Meanwhile, in Australia, videogame critic and academic Dan Golding has a column for independent outlet Crikey. (I personally recommend Golding’s updated version of Henry Wadsworth Longfellow’s poem “Paul Revere’s Ride” that takes into account the bizarre retelling of events in Ubisoft’s recent Assassin’s Creed III).

Yet, for all these examples, there are still precious few places that videogame criticism can stand on its own legs, and it is often forced to survive parasitically on the back of websites with other primary concerns. What I personally find most fascinating in recent times are those authors and editors trying to push for videogame criticism to be its own independent form. Independent zines like JumpButton Mag and Ctrl+Alt+Defeat have had some critical success—though certainly not commercial.

In the last week, two different projects have experimented with this independence to see if videogame criticism can be more financially viable for writers. Five out of Ten is a new project founded by New Statesman contributor Alan Williamson, where five writers (full disclosure: one of them is me) write two articles each, and then the compilation is sold for £5, and the profits are split evenly between the writers. Meanwhile, my own attempt at long-form criticism on a single videogame was published last week in a somewhat experimental move, and has been met with surprisingly positive feedback, proving that there truly is an enthusiastic readership hungry for more considered writing about videogames.

And last but far from least, I think it is worth noting this plethora of experimental writing around videogames isn’t as new as it might seem. Writers have been experimenting with form to find ways to explore this medium for a decade now. In 2005, Tim Rogers wrote a phenomenal 12,000 word essay about the Japanese role-playing game, Mother 2, which was already eleven years old at Rogers’s time of writing. Rogers effortlessly pulls together interviews and close description to thread together not just an account of one game, but to situate it within a broader culture of Japanese game development. I haven’t even played this game, but this remains one of my all time favourite pieces of writing about a videogame, regardless. (It’s worth noting, though, that Tim Rogers’s style is highly divisive among readers of videogame journalism and criticism. Personally, I am just excited that we are diverse enough to even have divisive writers!).

Going back further, to 2002, Jane Pinckard wrote a fabulous and risqué post on the psychedelic Playstation 2 game Rez and its particularly bizarre ‘trance controller’. While the rest of the geeky internet subculture made snorting jokes about the trance controller’s similarity to a certain sex toy, Pinckard cut across all the immaturity and awkwardness and straight out tested the trance controller in such a fashion (probably unnecessary NSFW flag for that link). It was a brilliant example of sex-positive feminist writing around games—ten years ago!

And, to really drive it home, in a 1972 issue of Rolling Stone, Stewart Brand delved into the culture of pro-Spacewar! players—arguably the first videogame ever made.

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So what’s the point of hitting you with this barrage of links?  Simply, to spread the word that there is incredible writing happening around the art form that is the videogame. Not just incredible writing: exciting writing. Videogames generate experiences; experiences generate stories, and stories want to be told. With so many people having so many experiences, those people writing around videogames are perhaps some of the most interesting, enthusiastic, and experimental voices happening in criticism right now, and they are well worth your time.

A final caveat: I present the above list as a starting point, not as a canon. I haven’t even mentioned yet Leigh Alexander, Tom Bissell, RockPaperShotgun, Anna Anthropy (who wrote the single most important game design book of recent time) or the countless other phenomenal writers out there progressing this young — but in no way non-existent — form. But I think the point has been made: we haven’t been bad at writing about videogames for a very, very long time.

Videogames matter. That is beyond debate. As such, they demand critics equipped with a strong critical vocabulary in order to help players and non-players alike to understand the infinite experiences they are capable of delivering. I don’t offer this post as a defence of the state of videogame criticism. To be sure, we are still learning, and we are still experimenting.  We have a long way to go, but the point remains that we are well on our way. And, most important of all, as a reader or a writer, we would love to have you come along with us.

Brendan Keogh is a videogame critic and academic from Melbourne, Australia. He has written for a variety of publications such as Edge, Hyper, Ars Technica, and Kotaku. He is also a PhD candidate at RMIT University.

The Japanese videogame Catherine.

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

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Unlikely sisters in the Gaza Strip

A former Jewish settler in Gaza recalls her childhood friendship with a young Palestinian.

It was well after midnight, one summer night in 1995, when Inbar Rozy, a 13-year-old living in the former Israeli settlement of Alei Sinai in the northern Gaza Strip, heard her parents answer the phone. Sitting up in bed, surrounded by potted plants, candles and fairy dolls lit by shafts of light from a nearby security outpost, Inbar listened closely.

“I could hear everyone talking around me, making calls,” Inbar said when we met recently in Nitzan, southern Israel. When she got up to find out what was happening, her parents told her to make up a second mattress. As dawn broke, they led into the room a young woman carrying a small bag and wearing a black shirt and jeans. “She had shoulder-length dark hair dyed with red henna and beautiful eyes – big, black with thick eyelashes,” Inbar told me, smiling. “[She was] quiet. She looked scared.”

The woman was Rina (her surname cannot be given for security reasons), a talented artist in her early twenties studying at a local art college, where she had fallen in love with a Christian boy. For Rina, coming from a traditional family, marrying a non-Muslim would be strictly forbidden.

When her parents found out, they were furious and forbade her from seeing her boyfriend. But her male cousins felt this wasn’t enough. Earlier on the day the girls first met, Rina’s cousins had attempted to kill her in retribution for her perceived “honour crime”. Seeing that another attempt on her life was likely, Rina’s father called a relative, who in turn called Inbar’s father, Yossef, a friend of many years. There was no doubt she had to leave. Ironically, a Jewish settlement protected by the Israel Defence Forces was the safest place in Gaza for her to be.

In 1967, Israel seized the Gaza Strip from Egypt during the Six Day War. In time, it settled 21 communities on a third of the land, with a population of 8,000 by 2005. Soldiers guarded the settlements from 1.5 million displaced Palestinians, tens of thousands of whom were displaced in 1967 and moved to live in nearby refugee camps. In Gaza, before Israel’s ultimate withdrawal from the Strip in 2005, relationships between Israeli settlers and Palestinians were fraught. True, many Palestinians worked in Israeli settlements, earning wages higher than elsewhere in the Strip, but the two communities lived largely separate lives.

In the mid-1990s, even after the Oslo Accords, violence was simmering. Israeli military incursions increased with the outbreak of the Second Intifada in 2000. Thousands of home-made Qassam rockets were launched by Palestinian militants at settlers and those living in southern Israel. Security measures hardened. The veteran Israeli journalist Amira Hass, who spent several years living in Gaza, describes neighbourhoods that were “turned into jails behind barbed-wire fences, closed gates, IDF surveillance, tanks and entry-permit red tape”.

And yet, in spite of the forced segregation, Inbar’s family enjoyed close links with their Palestinian neighbours. Inbar’s father worked as an ambulance driver, and on several occasions he helped transport those who lived nearby for emergency medical treatment in Israel. “Every Tuesday, my father’s Jewish and Arab friends would come to our house and we’d eat lunch together,” Inbar remembered.

Given the gravity of Rina’s situation, she couldn’t leave the house. Secrecy was paramount. The girls spent weeks together indoors, Inbar said, chatting, watching TV and drawing. “I’m not sure that as a child I actually understood it for real,” she said. “She taught me how to paint and sketch a face from sight.”

Almost as soon as Rina arrived, Inbar’s family began receiving anonymous phone calls asking about her. “My dad told me, ‘Don’t mention anything about Rina. Say you don’t know what they’re talking about – because otherwise they’ll come and kill us,’” Inbar said.

While the girls got to know each other, Inbar’s mother, Brigitte, found a women’s shelter in East Jerusalem for Rina. Whereas today Gaza is closed off by a military border under heavy surveillance, at that time it was porous. Brigitte drove Rina in to the capital, where she was given a new name and identity that would enable her to begin a new life, on condition that she contact no one in Gaza.

Today Inbar, who is 33, works at the Gush Katif centre in Nitzan – a museum dedicated to the memory of the Israeli settlements in Gaza. Despite her parents’ objections, the family was evacuated in 2005. Unlike most settlers in Gaza, some residents of Alei Sinai were determined to stay on, even if that meant forfeiting their Israeli citizenship. “I have no problem with living as a minority in a Palestinian state,” one of Alei Sinai’s inhabitants, Avi Farhan, told the Israeli daily Haaretz at the time.

Inbar now lives in Ashkelon, a city of 140,000 in southern Israel, and finds the big city alienating, especially when she recalls the warm relationships that once existed in Gaza. “I’ve never felt less secure,” she told me.

Years later, she learned that Rina had developed cancer and died. “The day before Rina left . . . she drew a portrait of me,” she said, describing how her friend had outlined, in charcoal strokes, the features of the teenager. Her parents packed the portrait with all their belongings in a shipping container the day they left Gaza. Soon after, the container was destroyed in a fire.

“I think if people had given it a chance . . . they would have had these kinds of friendships,” Inbar said, looking back. “We’d get along fairly well if we didn’t look at others as the monsters over the wall.” 

This article first appeared in the 27 August 2015 issue of the New Statesman, Isis and the new barbarism