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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Politicians and fashion? Why their approach can be telling

My week, from spying on the spies to Theresa May’s fashion charm offensive – and how Sadiq stole hearts.

About nine months ago I was asked if I wanted to spend a morning with Zac Goldsmith, as he appeared to be wakening from the slumber that had obviously taken hold of him when he decided to run for mayor of London. However, after about three minutes in his company (maybe less, actually) I realised that not even his campaign team – let alone voters in the Borough of Southwark – thought he had a hope in hell of winning.

There was only ever going to be one winner, and the enthusiasm with which Sadiq Khan has been greeted by London has been heartwarming. He won the politician award at GQ’s Men of the Year Awards a few weeks ago, and I’d never heard such a roar as he leapt up on stage to collect it. Well, I’ve heard such roars for the likes of Michael Caine, Elton John and Amy Schumer, but rarely for a politician. In fact, the last time there was such fulsome applause for a politician at the GQ awards was when we gave one to a pre-Sextator David Blunkett. Perhaps I shouldn’t be surprised: the last time Noel Gallagher graced us with his presence, he asked: “Is this what a Conservative party conference looks like?”

 

On the dole

The recent past is being hauled over so repeatedly that soon there are going to be ­retrospectives of events that happened only last week. Or next week. On paper, the new exhibition at the V&A in London, entitled “You Say You Want a Revolution? Records and Rebels 1966-1970”, seemed slightly behind the curve, but the reality is very different – as it’s probably the best exhibition you’ll see in London this year.

This is all down to the curation, which was handled by Geoffrey Marsh and Victoria Broackes, the wizards behind “David Bowie Is”, the most successful show in the V&A’s history. It’s a terrific exhibition, although being reminded of the cultural and political insurrection of the Sixties also reminds you of the period’s seemingly innate optimism as a new London was mushrooming into life. Winston Churchill was dead, abortion was about to be made legal and the rise in happiness seemed exponential. Britain was experiencing almost full employment (though the government wobbled slightly in the spring of 1966 when it was announced that the jobless total had gone up to half a million). It never occurred to anyone that there might not be a job
waiting for them when they left school or their red-brick university.

 

Priced out

There certainly won’t be a house waiting for them, not if they intend to live in London. The marketing bods behind the new development at Battersea Power Station came in to make a presentation at Vogue House a few weeks ago, showing us lots of slides and videos about their fabulous ­development. There’s a Frank Gehry this and a Frank Gehry that, a swimming pool, a private members’ club and lots of artisanal independent retailers selling organic rhubarb and fancy beer, blah blah blah.

Their roll-call of “good things” included the ominous words “affordable housing”, but this appears to be anything but. After the presentation, I promptly stuck my hand up and asked them what they actually meant by affordable housing. The answer I got wasn’t satisfactory, so I asked again: “What does your entry-level accommodation cost?” And the very charming man with the lapel-mike coughed apologetically and almost whispered, “£350,000.” At which point I made my excuses and left.

The idea that my daughters can one day get on the property ladder in London is pure fantasy, and they certainly won’t be living in Battersea, or indeed anywhere near it.

 

Back in fashion

Last Thursday, Theresa May hosted her first reception at Downing Street for the British fashion industry, an event that usually takes place twice a year, and which is attended by fashion designers, industry figures, newspaper and magazine editors and the like. ­Samantha Cameron was always a significant supporter of the sector (which contributes more to the country’s GDP than the car industry), as was Sarah Brown before her, and it is instructive that May has decided to follow in their footsteps.

It’s also telling that Mrs Cameron was not only invited to the event at No 10 but turned up, which says a lot about both women. Theresa May is a fundamentally shy person, yet she not only made a pitch-perfect speech in front of a Brexit-sensitive (and quite possibly suspicious) crowd, but chose to embrace the opportunity to espouse the growing importance of an industry that was so closely associated with the wife of her predecessor. There is such a lot of noise at the moment surrounding the PM’s apparent lack of interest in remaining on good terms with David Cameron, so one wonders what, if anything, is going on here. Taken at face value, May’s move at the reception was extremely classy.

 

The spying game

The following day I found myself in Cheltenham for a five-hour briefing on counterterrorism, cyber-defence, drug smuggling and child kidnapping at GCHQ.

I had expected the place to be like the Foreign Office, but it’s actually more like Google, Apple or Nike, and feels as though it could easily be a campus on America’s “Left Coast”.

There is an incredible sense of purpose at GCHQ, a feeling that they are all working for the common good, and frankly I found it infectious. While the denizens of Silicon Valley might be very adept at pushing the frontiers of consumerism, designing training shoes, telephones and algorithms, it felt far more appropriate to be spending time with men and women obsessed with making the world safer.

Dylan Jones is the editor-in-chief of GQ and a trustee of the Hay Festival

This article first appeared in the 22 September 2016 issue of the New Statesman, The New Times