DISTANT VOICES, STILL LIVES (Terrence Davies, 1988)
17.01.2026 04:27 β π 23 π 8 π¬ 0 π 3DISTANT VOICES, STILL LIVES (Terrence Davies, 1988)
17.01.2026 04:27 β π 23 π 8 π¬ 0 π 3my favorite 2025 music releases
31.12.2025 00:29 β π 3 π 1 π¬ 1 π 1
Thank you all for your patience! Without further ado, it's This Year In Videogame Blogging 2025, complete with a bonus This Week In Videogame Blogging, December 28, 2025!
critical-distance.com/2026/01/01/t...
perhaps the most visually romantic film of the 2010's
31.12.2025 23:46 β π 1 π 1 π¬ 0 π 0Omg yes - Brisbane
01.01.2026 06:41 β π 1 π 0 π¬ 0 π 0and best first time reads
26.12.2025 21:22 β π 4 π 0 π¬ 2 π 0favourite first watches
26.12.2025 21:06 β π 1 π 0 π¬ 1 π 0favourite 2025 music releases (work in progress 'til i die??)
26.12.2025 20:58 β π 6 π 1 π¬ 1 π 0742617000027
14.12.2025 15:48 β π 36 π 7 π¬ 0 π 0None of the effort's mine, but I wrote an essay for it called 'Maggots in the Mix: the imPurity of the album, of the voice, of time' maxwcoombes.neocities.org/writing-art/...
14.12.2025 20:57 β π 0 π 0 π¬ 1 π 0High quality version here archive.org/details/slip...
14.12.2025 20:54 β π 0 π 0 π¬ 1 π 0Now that the Slipknot 25th Anniversary edition is out, I'd like to draw attention to the Slipknot Maggot Mix (2025) β a bootleg that uses demos, outtakes, live experiments, and studio notes to vitally *reimagine* the original instead of simply recontextualising it www.youtube.com/watch?v=5rSp...
14.12.2025 20:53 β π 0 π 0 π¬ 1 π 0VOLUME 6, ISSUE 1 (JANUARY 2026) The Wounds That Never Healed: Videoludic Trauma in Cry of Fear by Samuel Poirier-Poulin This article offers a conceptualization of trauma in horror video games, arguing that games can cut across the reality/fiction divide, deeply affect the emotional organization of the player, and leave them with wounds that take time to heal. More specifically, it develops the idea that Cry of Fear (Team Psykskallar, 2013) can induce a form of trauma in the player by putting them in horrifying and intense situations. Character Affectivity in Newton and the Apple Tree by Henri M. Nerg This paper studies character affectivity and temporality in the Japanese visual novel Newton and the Apple Tree (Laplacian, 2017). The paper analyzes different affects and emotions that game characters evoke in players. Importantly, affect is understood here as a neuropsychological concept. Black Sun in the Land of Shadow: DLCs and Textual Depletion in Shadow of the Erdtree (2024) by Max Coombes This article explores the relationship between downloadable content (DLC) and base games in producing βlackβ in the player and text, using Shadow of the Erdtree (2024) as its focus.
Investigating Development Crunch in Games and its Impact on Creative Expression by Shaif Hemraj This article explores the often negative and detrimental relationship between βcrunchβ and creative expression and synthesizes academic and industry conversations into a serious game prototype, Game Maker Mayhem A Contemporary Take on Victorian Lunacy: Representations of the Asylum in the Neo-Victorian Video Game Alice: Madness Returns by JΓ©ssica Iolanda Costa Bispo Considering the historical reality of Victorian asylums, this article explores Alice: Madness Returns, as it encourages a critical look at these institutions through the lens of neo-Victorianism, demonstrating a potentiality for reinterpreting the Victorian historical narrative. Goblins for Slaughter: The Perpetuation of Racism and Classism in Baldurβs Gate 3 by Benjamin J.M. Horn This article explores how Baldurβs Gate 3 has perpetuated Victorian-era racism and classism. To demonstrate this, the article discusses current literature on racism and monstrosity, delves into the history of the goblin, and conducts a close reading of Baldurβs Gate 3βs first act.
The Journal of Games Criticism has published a new issue!! Come and read 6 great new open-access game studies articles!
gamescriticism.org/issue-6-1/
#gamestudies
Less a redo of 'A Woman Under the Influence' (as people are saying), more 'Antichrist' by way of John Prine
23.11.2025 20:08 β π 5 π 0 π¬ 0 π 0
Alright! Let's actually talk about this waterfall thing. It is an amazing showcase of many things that I adore from late 90s/early 2000s graphics.
I am replicating this in Blender through mere observation, so some things might not be fully accurate to the mind-boggling effects of the PS1.
Monster Party on the NES on a CRT TV
19.11.2025 13:44 β π 427 π 122 π¬ 9 π 13this closeup, casually deforming space-time, in the swimmer (1968)
12.11.2025 22:20 β π 1 π 0 π¬ 0 π 0that geese album from this year is no good at all. like if matt bellamy and x ambassadors got together to make a krautrock album
05.11.2025 21:01 β π 3 π 1 π¬ 1 π 2Omg I've been trying to explain it and that's exactly it π±
05.11.2025 21:14 β π 2 π 0 π¬ 2 π 0
watching the living dead at manchester morgue (1974), saw a sign reading "Climbers Hikers Served in Passage β," and thought about m john harrison's climbers (1989)
letterboxd.com/sisterlisa66...
I'm immediately wondering what implications this will have for preserving play and the contemporary archaeology of video games
And the genAI models that will be potentially trained on these upscaled videos
Good stuff! Share more writing!
16.10.2025 18:13 β π 1 π 0 π¬ 1 π 0Hands in Susan Te Kahurangi King Untitled 1974-79; 1975-79. Her work both makes you want to draw, and wonder why anybody ever tried to draw since
10.10.2025 19:46 β π 1 π 0 π¬ 0 π 0