I have a new article up over at Kill Screen's excellent new website. It discusses ideas of progression and difficulty and being 'stuck' in Super Meat Boy and how it helps the player to deal with this in the player's chase for perfection. Or something like that. Thanks to some great editors, I'm really happy with how this has turned out so please head over there and have a read.
Critical Damage is a blog about videogames—particularly about the meanings we put into them and the meanings we get out of them. I used to update with a new article roughly once a week varying from creative retellings of specific gaming moments to pseudo-academic musings on videogames in general. These days, most of my writing appears elsewhere (check here for a list of the pieces I have worked on) but I still return to Critical Damage from time to time to post some stray, homeless ramblings.
Is a Media and Communications PhD student at RMIT University. Holds a BA in Writing and Japanese with Honors in Communication and Cultural Studies. Is a freelance videogame critic and journalist for the likes of Edge, Polygon, Hyper, Unwinnable, Gamasutra, Pixel Hunt, Ars Technica, and PC Powerplay.
Can be contacted at brendankeogh86 at gmail dot com or on Twitter at BRKeogh.