Posts in Podcast
2021 wrapped on Kritiqal Care

I want to say thank you for listening/reading/being part of KRITIQAL. The community that has grown around the site, the contributors I’ve been able to commission, and the friend’s I’ve made along the way have been so hugely important to me not spiraling off into the void. It is perhaps the smallest bit of hope to cling to, but I cling to it either way.

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Xalavier Nelson Jr. released three games while you read this headline

Xalavier Nelson Jr. (he/him) is a prolific videogame writer, producer, and internet poster, working on everything from An Airport for Aliens Currently Run by Dogs (Strange Scaffold, 2021) to Space Warlord Organ Trading Simulator (Strange Scaffold, upcoming). He took some time away from creating every videogame to walk through how he moved from games criticism to creation, the challenge and necessity of figuring out what you enjoy creating, and the existential dark comedy of a drunk puppy.

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Heather Flowers wasn't on this episode

Heather Flowers (they/she) is the non-existent creator of EXTREME MEATPUNKS FOREVER, a post-apocalyptic visual-novel beat-em-up about gay disasters meat mechs fighting facists. They didn’t join me on this episode to recap MEATPUNK’s origins as a spontaneous collection of sounds, adapting the series into tabletop form, and rejecting apocalyptic cynicism. I cannot stress this enough: Heather Flowers does not exist and therefore could not have been on this episode.

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Talking political horror with Naphtali Faulkner

Naphtali Faulkner (he/him), AKA Veselekov, is the creator of IGF Grand Prize winning photography game, Umurangi Generation (ORIGAME DIGITAL, 2020). In this extra long episode, Naphtali elaborates on origins of Umurangi, confronting liberal apathy, and the hunger people have for explicitly leftist art. Many detours into Disco Elysium (ZA/UM, 2019) are made along the way.

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Loitering among the gamers with Jeremy Couillard

Jeremy Couillard (he/him) is an artist and professor, whose games JEF (2020) and Fuzz Dungeon (2021) explore the weird, uncomfortable, and inexplicable aspects of life through humor and alien surrealism. In this episode, Jeremy details how he started creating games out of a frustration with animation, the importance of loitering in digital spaces, and finding community in alt games.

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Getting GENDER WRECKED with Ryan Rose Aceae

Ryan Rose Aceae (he/they) is a visual novelist whose games explore the messy, sometimes monstrous dynamics of queer identity through surreal characters and earnest writing. In this episode he recounts his nontraditional route into making queer games, collaborating with Heather Flowers on GENDERWRECKED (2017), and the necessity of complex and challenging queer art.

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Jeff Chiao's long road to UNBEATABLE

Jeff Chiao (they/them) is an indie game producer, designer, and rhythm game enthusiast currently working on upcoming rhythm action title, UNBEATABLE (D-Cell Games). They took some time away from production to discuss UNBEATABLE’s long pre-production, the importance of embedding composers within the dev process, and the thriving indie rhythm game scene.

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Freya Campbell on putting Flicksy inside Bitsy inside Twine because it seemed cool

Freya Campbell (she/they) is an interactive fiction writer, designer, and game engine combiner. Her games focus on small interactions in fantastical settings, emphasizing pacing and being incredibly queer. They joined me on this week’s episode to discuss writing interactive fiction, putting engines inside each other, and using engine constraints to inform pacing.

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Elliot Herriman codes interactive fiction so you don't have to

Elliot Herriman (she/her) is an interactive fiction author and developer who makes games about being queer and engines to help you not have to code. She spent some time chatting about falling into game dev, the struggle to get your work in front of people as an author, and the importance of accessible tools. We discuss many unspeakable games so make sure there aren’t any cops around before you pop this one on.

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Shane Yach finds joy in exploration and pixel rendering

Shane Yach (he/they) is a game designer and musician whose work combines crunchy, low-poly visuals with surreal internet horror. We spend some time breaking down what makes the PS1 great for horror, how found footage could be adapted for games, and why falling asleep in Proteus is the highest compliment. In closing, Shane reminds us that games don’t die on release and we should allow ourselves to take creativity breaks.

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Kevin Wong on the importance of anti-hierarchical creativity

Kevin Wong (he/they) is a game designer, producer, and scholar who has worked on projects as varied as Chambara, Lucah: Born of a Dream, and Manifold Garden. On this episode he recounts his experience as a student game designer and how anti-hierarchal art movements and Twitch Plays Pokemon inspired the apocalyptic photography game, Dear Future.

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Nathan Blades performs actual play from the future

Nathan Blades (he/they) is a tabletop designer, streamer, and voice actor with a particular love of queer cyberpunk. He sat down with me to chronicle his introduction to TTRPGs, the rewards and frustrations of running an actual play show, and finding the line between passion projects and accidentally making yourself a second job. Afterwards, Nathan reminds us that no amount of Twitter arguing can substitute just sitting down and making the damn thing.

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Pixel A Day implores critics to look outside of games

Kat (she/her) makes video essays on games and pop culture as Pixel a Day. Her work seeks to diversify games criticism by invoking her knowledge of art and psychology, interrogating unexplored aspects of games and games culture. In this episode we discuss what drew her to video essays as a form, the importance of looking outside of games, and the challenge of getting noticed as a smaller channel.

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Nilson Carroll explores the intimacy of ROM hacking

Nilson Carroll (he/him) is an archivist, MFA student, and ROM hacker working to preserve obscure and queer internet culture. His thesis project, Video Games Have Been Queer, chronicles his history with games and the queer culture within and around them which is often ignored. We talk about his early experiences with ROM hacking, the importance of preserving digital culture, and the earnest, wondrous possibility of glitches.

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Lena NW makes games about the dark humor and trauma of growing up online

Lena NW (she/her) is a multimedia artist, rapper, and game designer whose work touches on the messy, fraught, and darkly humorous effects of fringe internet culture. Her MFA project, Nightmare Temptation Academy (2020), crystalizes her experience growing up on the internet and becoming desensitized to shock content, while also exploring digital alienation and collage creativity.

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prophet goddess on the unrealized possibility of procedural generation

Cassandra Lugo (they/them) creates compact procedural games under the name prophet goddess. Their work explores the unique abilities of generative content, the lack of win conditions, and glitchy digital aesthetics. We discuss the origins of their interest in procedural generation, the frequent pitfalls with how it is utilized, and the sorts of games prophet goddess wants to see more of.

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Sandy Pug Games on the limits of aesthetic revolution

Nem (they/them) runs the leftist tabletop studio and occasional publisher, Sandy Pug Games, creating games exploring anti-capitalism, alternative forms of interaction, and what it would be like if DMC’s Dante was in Dungeon World. Recently, they have helped facilitate the Our Shores Kickstarter, allowing members of the South-East Asian TTRPG scene (RPGSEA) access to funds and exposure they had previously been denied.

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