VOLUME 6, BONUS ISSUE A: PLAYING THE POSTS: POST-ANTHROPOCENE, POSTHUMAN, POST-APOCALYPSE

(December, 2024)

Introduction

Bonus issue editors: Lawrence May and Poppy Wilde

Beyond Barren Wastelands: The Greening of the Post-apocalypse in Video Games

by M. Bianchi

Uniting scholarship about games as ecomedia with perspectives in critical plant studies, this essay examines how plants and gardens in virtual postapocalyptic worlds can create meaningful engagements with ideas of ecological interconnectedness, sustainability, and the posthuman. 

Eternal sunshine and the “Gestaltized” mind: the broken promise of the posthuman in NieR Replicant ver.1.22474487139

by K. Moore

By engaging with Rosi Braidotti’s critical posthumanism, this essay discusses how the 2021 remaster of the action role-playing game NieR Replicant realizes radical possibilities for auto-poiesis and posthuman community-making in the face of extinction, ultimately offering a case study of the potential of failure within video games to reckon with transformative modes of resilience and redress within apocalyptic scenarios.

Of Cyborgs and Cats: Nonhuman Companionship and the Specter of Humanity in Nier: Automata and Stray

by C. Smith

This article explores how the posthuman potential of cyborgian play as nonhuman avatars is troubled in post-humanity games like Nier: Automata (2017) and Stray (2022). Through identity tourism, the player perpetuates a capitalism-sustaining human exceptionalism.

Playing Nonhumanity: Simulating the Animal Apocalypse in Tokyo Jungle

by Y.J. Yang

What does it mean to play as an animal in a digital game? If we, as people, play as nonhuman, what does that entail? This article looks at Crispy’s 2012 PlayStation 3 game, Tokyo Jungle, where players engage as animals set free after the mass disappearance of humans. Largely underdiscussed, Tokyo Jungle presents a compelling challenge for the post-Anthropocene: what if we’re not only playing the age beyond human dominion, but also playing subjects whose subjectivity can be inaccessible? In this sense, the article asks questions of subjectivity through the interaction of human and nonhuman subjects, specifically through Donna Haraway’s focus on worlding, and how through digital games we can form pathways of interactions to approximate nonhuman lives.

Posthumanist, post-apocalyptic, and post-anthropocentric possibilities: Kantian morals and posthuman ethics in My Friend is a Raven

by P. Wilde

This paper analyses My Friend is A Raven (Two Star Games, 2019). Depending on the navigation through the game, I argue Lutum either demonstrates an anthropocentric disregard for the Raven, or a posthumanist ethic of viewing the Raven as a friend and equal. The article also considers how material meaning-making occurs through the intra-action between player and game, allowing different material configurations of the world to emerge.

Dark Entanglement and Visions of the Post-Anthropocene in Battlefield 2042

by L. May and B. Hall

This article examines how Battlefield 2042 (DICE, 2021) engages with the dark forms of entanglement that underpin life on our crisis-stricken Earth, and invites players into encounters with the transition from the Anthropocene era to an apocalyptic post-Anthropocene future.

Infrastructure of Agency: An Anti-essentialist and Post-humanist Framework for Video Game Agency

by H. Zhou

This article surveys definitions of agency in game studies and argues for an understanding of agency whose modality is contingent on causal structures. Through an anti-essentialist and post-humanist lens, these causal structures reveal their constructedness. Thus, agency itself is understood as plural and unstable. Games are understood as infrastructures – they direct the flow of determining a particular modality of agency without dictating the final results.

Videogames, the Anthropocene, and other problems of scale: methodological notes for the study of digital games in times of ecological crisis

by P. Ruffino

The article foregrounds the notion of scale in our understanding of the relation between the medium of the videogame and the Anthropocene.

The Journal of Games Criticism is a non-profit, peer-reviewed game studies journal that strives to connect the conversations between traditional academics and popular game critics. The journal strives to be a producer of feed-forward approaches to video games criticism with a focus on influencing gamer culture, the design and writing of video games, and the social understanding video games and video game criticism.

ISSN: 2374-202X