Essay Anthology Critical Hits Is a Dull Rehash that Fails to Engage with Games Criticism
Images adapted from the cover to Critical Hits
In the introduction to the videogame essay anthology Critical Hits, co-editor Carmen Maria Machado claims that it is “the first of its kind, as far as I and my co-editor can tell.” She and the other co-editor J. Robert Lennon made similar assertions in a November 2023 interview with Electric Literature. Shortly thereafter, social media was afire with writers who are in the same spot I am, who have been writing literary-minded essays about videogames for years, if not decades. It is frustrating to feel unrecognized. However, Critical Hits’ fundamental problem is not that it doesn’t show deference, but that it doesn’t learn lessons from game criticism’s checkered past. It recreates its numerous failures and foibles. Scroll Critical Distance on any given Sunday and you’ll find essays like these. The primary difference is whoever wrote those was paid less.
That isn’t to say that Critical Hits’ ignorance doesn’t sting. The only way it is the only book of its kind is if its editors only looked at traditional presses, leaving out academia and the internet, among other avenues. (It’s also an absurd thing to say when your book has a Tom Bissell pull-quote on the back. The primary difference between this and Extra Lives is that this is an anthology). Independent presses like Lost In Cult and Boss Fight Books, as well as outlets like Paste and Unwinnable, have been putting in this work for a long time. Unwinnable even has a compilation called, you guessed it, Critical Hits. This work has been done before. By definition Critical Hits is not “novel.” This observation, though, does not offer any real insight into Critical Hits as a text.
So, let’s do it. A physical book with some popular literary names attached grants two things, for better and worse: space and legitimacy. The book doesn’t leverage either. Though only three of the 18 entries were published online before the collection, most read like newsletters and web essays. A literary book on videogames and the anthology format promises variety, but most of Critical Hits is in the same basic genre. Where are videogame poems, written Let’s Plays, simulated forum chats, fiction, and fanfiction? A book like this, about play, is an opportunity for play. Critical Hits mostly squanders that. The brief steps away from the formula are consistent highlights. MariNaomi’s brief graphic memoir is a welcome change of pace and the poetic “Mule Milk,” by Keith S. Wilson, offers some of the most evocative passages in the collection (though it would possibly be better if it didn’t talk about videogames at all).
Instead of stepping into its space with confidence, much of Critical Hits feels the need to justify itself. In one absurd page in the introduction, Machado lists all the videogames she’s played in recent years. It’s the same appeal to authority as that picture of Anita Sarkeesian with all those plastic cases. The kind of “gamer” Machado addresses here will doubt her authority no matter how many games she lists. For everyone else, it’s tiresome to read.
In other examples, one essay, “Clash Rules Everything Around Me” by Tony Tulathimutte, calls out games journalism’s self-consciousness, but then makes a broadside defense for the virtues of free-to-play games. This is an unconscionable and well-worn genre of essay. In “The Great Indoorsmen,” Eleanor Henderson contemplates her kids’ ravenous and joyful relationship with videogames in an essay that reminded me of gamer dad blogs and this write-up in The New Yorker. Neither of these essays lack profundity and I could imagine them impacting the right reader. But they do lack dialogue. Am I wasting my life or am I raising my kids well are broad, relevant questions that don’t need original answers. However, these essays would benefit from engaging with writers who came before, even in the narrow, niche realm of videogames criticism.

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