roadrunnertwice: Young Marcie Grosvenor from Finder, asleep in a ward drawn from Finder trails. (Wardings (Finder))

Ah right, since I've got all the reviews (but one) posted, may as well do the wrap-up:

  • 9 fiction:
    • 2 by men
    • 7 by women
    • 2 re-reads, 7 new
  • 16 comics:
    • 8 by men
    • 7 by women
    • 1 by non-binaries
  • 5 video games with significant narratives

Not exactly a red-letter reading year! But, some slightly interesting trends:

  • Significantly more comics than in the prior five years.
  • Prose fiction is down from 2023, but oddly, the amount of novels I read for the first time is stable (and up from prior years).
roadrunnertwice: Scott fends off Matthew Patel's attack. (Reversal! (Scott Pilgrim))

I’ve continued to lean into my shmup era lately, focusing mostly on Touhou 10 and Blue Revolver: Double Action (a brand new remaster of an acclaimed 2016 game).

I started playing Blue Revolver some time after making that last post, and it is a proper jewel of a game. Actually: it’s the very next shmup I would recommend to a newcomer after ZeroRanger. ZR taught me why I should care about shmups, and BR:DA is in the process of teaching me how to care about shmups.

I learned about this game from an enthusiastic video about it from a youtuber called Electric Underground. I thought his analysis was onto something really interesting; the nutshell version goes something like:

  • The complex act of balancing scoring systems against survival is where most of the depth emerges in a shoot-and-dodge game. To serious shmup genre heads, the real game begins when you start playing for score.
  • BUT: scoring mechanics and the scoring metagame are traditionally opaque, and hard to grasp without an external community.
  • Therefore, the next design frontier for shmups is to integrate the metagame with the core game — transparently expose the full depths of the scoring systems, and build on-ramps to score-play through all the rest of the systems, so that new players find themselves beginning to play for score long before they even get competent at playing for survival. Shmups may never be appropriate for anyone but sickos, but that’s how to recruit and train new sickos (e.g. yours truly).

Extensive mechanical exegesis, you know you love it )

roadrunnertwice: Rodney the Second Grade T-Ball Jockey displays helpful infographics. (T-ball / Your Ass (Buttercup Festival))

shmup (n): Shortened form of “shoot-em-up;” a genre of 2D video games based on shooting down waves of enemies while dodging waves of projectiles. (Usually in an aircraft, usually scrolling in one direction, but not necessarily either.) Japanese synonym: STG (short for "shooting game").

Shmups are one of the most fundamental forms of action game; most of what I used to play on the Atari 2600 as a kid qualified as a shmup. But sometimes it's easy to confuse "fundamental" with "basic," and there was a long period where I wrote the genre off as a low-nutrient diversion that relied on cheapness instead of challenge.


So a couple years back I got obsessed with a vertically-scrolling shmup called ZeroRanger. It drew me in with stellar audio/visual design and a spare and cryptic story about eternal recurrence and the cycle of suffering, but then it kept me invested with some intensely satisfying shoot-and-dodge gameplay. The varied weapon loadouts offered a ton of agency for approaching a challenge, and the risk/reward balance of the complex scoring systems pushed me to keep improving my aggression and accuracy. I played the shit out of that game and frankly so should you.

My main takeaways, once I had beaten the true last boss and gotten all the White Vanilla achievements, were:

  1. System Erasure rules, and I should grab Void Stranger sight-unseen when it drops. (This turned out to be absolutely correct; more about this some other day.)
  2. Shmups as a genre also actually rule, so what am I missing by not playing very many?

Thus, I roved out a-questing. I started out with some stuff I already knew of or had recently stumbled across, then started digging deeper with the help of some kind of opinion poll on a forum for intense genre otaku.

Here's some notes so far.

3000 words about various shmups )

In Conclusion

Play ZeroRanger, because it's probably still the best "gateway shmup" to show newcomers what that world has to offer. But many of these other games also rule, and I'm having a great time exploring them.

roadrunnertwice: Rebecca on treadmill. (Text: "She's a ROCKET SCIENTIST from the SOUTH POLE with FIFTY EXES?") (Rocket scientist (Bitter Girl))

Bonus Level: A Hand With Many Fingers

July 6, 2024

A short and satisfying card-catalogue-em-up about a real-world CIA conspiracy. Only takes a couple hours to play. I think the gameplay is fundamentally the same concept as Her Story, except walking around to fetch print fragments from file boxes instead of driving a search box to find video fragments in a computer.

Meredeth Gran — Octopus Pie Eternal (comics)

July 15

Read it online

A SECOND unexpected Octopus Pie epilogue, also dropped all in one go!!! God, we’re too lucky. Anyway, this was funny, touching, and at times hair-raising. Outlandishly good shit.

Rosemary Valero-O’Connell — Don’t Go Without Me (comics)

Aug. 2

If you can obtain this book, do so. Three short stories with exquisite pacing, expressive environment design, precise character work, and prophetic narrative voice.

Every once in a while there’s a book where you put it down and just say: “Damn! Comics!!!!!”

(The middle story in this collection, “What is Left,” was previously published as a standalone, which I might have previously reviewed.)

Martha Wells — System Collapse (Murderbot 7) (re-read))

July 23

This is still good, but I reviewed it just recently.

Bonus Level: Sylvie RPG: 7 Elf Apocalypse

Aug 3

First thing I said when I heard about this game was “wow, I bet I’m gonna learn a bunch of new shit about the theory of bump combat.” Reader, my gift of prophesy remains unmatched. Also I think I'm a Sylvie fan now.

Play this! It's free and fun and interesting. And kind of hard. And extremely silly.

Anyway, the thing about "bump combat" is that it requires some form of asymmetry. Early Ys did wonky things with hitbox centering that I found more intriguing than satisfying. Sylvie cracked the code more thoroughly: only the player deals mêlée damage on contact, and enemies use telegraphed projectiles instead. This works great! It doesn't serve the same goals as Ys had, because it actually clamps down on momentum quite a bit — instead of efficiently bulldozing, you're trying to dodge, parry, and riposte to protect your scarce HP. It really amplifies the flavor of being the one two-fisted meathead going up against a world of ethereal elves and fairies!

The cramped arenas and the asymmetric threats make maneuvers very challenging, but the resulting combat feels very fair and highly tuned. Bonus points for a highly abstract but very clever and effective "active defense" mechanic.

Bonus Level: 13 Sentinels (re-play)

July 28

DAMN this game is still so good. I was sick with covid and wanted to just re-experience something nice (ideally on Switch so I had the option to play horizontally on the couch lol), so I fired it up and blazed through it in four or five days.

Although the first-time experience of the story's twists and turns is unparalleled, I think it also really rewards a re-read! It was fun to look for early clues of things I knew were coming, and actually it still took a lot of mental work to establish the ordering and causation of certain events, even with all my pre-loaded context.

Also, you know that semi-endless sequence of postgame battle missions with the unfair difficulty level? Well, I played an amount of them that I am unwilling to admit to, and I'm here to report that it eventually hits a degenerate state. Remember how some kaiju units get "ceramic armor" that rejects all sub-300-HP hits, and it disables your best damage sources? Well, you can upgrade your G1s enough that their demolisher blade crosses that 300-per-hit mark (this happens earlier than you'd think, if you're taking their limiters off), and the game's basically solved. You just send two gorillas sprinting around the map with angle grinders, and have one or two other teens hang back at the terminal with a shield matrix and some area weapons for the riff-raff. Maybe if you get bored you can have Fuyusaka stick some guys in the microwave.

roadrunnertwice: Rodney the Second Grade T-Ball Jockey displays helpful infographics. (T-ball / Your Ass (Buttercup Festival))

I was looking back to check something, and it turns out I never posted a book census for the years of 2019 and 2020. It was a very distracting time! Anyway, what I actually want to post is a diagram charting the ups and downs over time, but I don't have time to make that at the moment, so I'm just gonna get the raw info up.

With this missing info filled in, the picture I already perceived becomes a bit clearer: the pace of my reading cratered in 2020 and has not yet recovered, although 2022 was an especially bad year and seems to have been an outlier.

2023

  • 18 fiction (15 by female authors, 3 by male authors)
    • 11 of these were re-reads
  • 3 nonfiction (1 by female authors, 2 by male authors)
  • 2 comics (1 by a male author, 1 by a mixed-gender team)
  • 8 games with significant stories

2020

  • 18 fiction (10 by female authors, 8 by male authors)
    • 13 re-reads
  • 3 nonfiction (all by male authors)
  • 3 (ish?) comics (all by female authors)
  • 8 games with significant stories

2019

  • 32 fiction (17 by female authors, 14 by male authors, 1 by non-binary authors)
    • 12 re-reads
  • 5 nonfiction (1 by female authors, 4 by male authors)
  • 10 comics (5 by female authors, 2 by male authors, 1 by non-binary authors, 2 by mixed-gender teams)
  • 2 games with significant stories
roadrunnertwice: Scott fends off Matthew Patel's attack. (Reversal! (Scott Pilgrim))

Another batch of reviews. And!! Finally!!!! The last crumbs of the 2023 backlog! 🙌🏼

Bonus Level: Cosmo D — Tales from Off Peak City, vol. 1

Nov. 11, 2023

Hahaha oh my god this ruled.

This is a berserk free-jazz shitpost of a game. It's a first-person walk n talk with charmingly gross graphics, some really nice uses of dynamic musical soundscapes (important objects mutate the music when you approach!), an intricate pizza-making minigame, and a surreal story about androids and mind control. I named my character "Yonkers."

Anyway, watch the trailer — this game is exactly what it looks like (positive).

Martha Wells — Witch King (reread)

Jan. 2, 2024

I just recently reviewed this, so nothing new to say.

Martha Wells — System Collapse (Murderbot #7)

Nov. 22, 2023

This was great.

Plot-wise, it directly follows Network Effect, with everyone still figuring out how to extricate themselves from the planet and ART's crew working together with the Preservation gang.

Character-wise, this is maybe low-key the big one! The climax is such a big turning point in Murderbot's sense of self and conception of agency!

This is maybe an esoteric way to say this, but I feel like this is the Finder: Talisman of the Murderbot series. If you know, you know.

Ada Hoffman — The Outside

Feb. 23, 2024

This was decent, and had an intriguing spacefaring take on Lovecraftian cosmic horror. I liked it enough to finish it, but probably not enough to read the following books in the series.

qntm — Ra

June 17, 2024

Readable online.

This was really good! And had an incredibly pessimistic (but very satisfying) ending.

It starts off as a meandering and curious exploration of a world that very much resembles our own, except that magic is a real branch of physical science that was discovered in 1972. And then it Fucking Goes Places. Gonzo hard SF with a dizzying scope.

roadrunnertwice: Wrecked bicyclist. Dialogue: "I am fucking broken." (Bike - Fucking broken (Never as Bad))

Ruth and I got covid, for the second time. Bleagh! We're doing mostly all right. We had a Novavax update in the spring, and I'm hitting the antihistamines (double-teaming cetirizine and famotidine) per the recent indications that they both help block the virus's cell entry and reduce histamine-modulated symptoms (including long covid risk).

Anyway, nuthin better to do, so here's a bookpost.

Martha Wells — Some Murderbot re-reads (vols. 2, 3, 4)

First few days of September, 2023

Comfort re-reads, which I have nothing new or interesting to say about today. 👍🏼

Bonus Level: Vernal Edge

Nov. 5, 2023

I enjoyed this lush and polished combat-platforming sidescroller. (Genre notes: not a metroidvania. It has tool/ability-based traversal and backtracking, but it’s also got tons of inescapable arena fights and an overworld. The combat is centered around ripostes, timing, and guard breaks, and is intricate enough to steal primary focus from the platforming.)

The aesthetic is straight out of the PSX/Saturn era of 2D, when pixel artists finally had some wider colorspaces to work with and went a bit wild on the hazy neutral tones; it's somewhere in the same visual space that Alundra, Kartia, and the Suikoden games occupy. It's a cool look, and I'm glad it's coming back around again as one option among the many.

Your protagonist is an angry and motivated young woman on a mission to murder her father. As it turns out, he absolutely deserves this; someone needs to Fuckin Get that guy, and she and her stolen magic weapon have the best chance.

Mostly, I just really liked the atmosphere in this, and also found the combat challenging and compelling. Special shoutout to Vernal’s VA, who did a superb job of sounding appropriately pissed off and frustrated 100% of the time. (Dialogue is not really voiced, so it's just combat grunts. But they're good ones.)

Remember the particular vibe of late-'90s/early-'00s console "B" games from significant studios? This feels exactly like one of those.

Martha Wells — The Element of Fire (re-read)

Dec. 24, 2023

I don't think I've read this since like '06! This was the first book I read by Wells; she had just gotten the rights reverted, and was revising the text and serializing it on her LiveJournal. This re-read was basically the same version of the text — the self-published paperback she did after finishing those serialized revisions. It's now back in print from her current publisher, packaged as a two-fer with Death of the Necromancer as The Book of Ile Rien (wow, remember double-books?).

This book is messy in multiple ways, but it doesn't even matter — it's fun and heartfelt and exciting, and the leads have great chemistry, and so I find its flaws and imperfections charming. Reading it again now, I can totally see why I was ready to sign on with whatever this writer was up to.

Jesse Moynihan — Forming (webcomic)

April 14, 2024

Start here

Holy shit, I can't believe it's over. I don't think I can evaluate this thing as a complete unit at this point in time, but I am glad I got to follow it along the way. What a ride.

roadrunnertwice: Yoshimori from Kekkaishi, with his beverage of choice. (Coffee milk (Kekkaishi))

Bonus Level: Anthology of the Killer

Jul 14, 2024

This rules. It's a compilation of nine short comedy/horror walk-and-talk games, about a zine-writing gal trying to get by in the city (and having to constantly evade serial killers). The art is delightfully rough and scrappy. The camera behavior is comically bad, possibly on purpose. The writing is brilliant and hilarious and surreal. This is a game where an antagonist says:

I realized that we needed to go back, to rejoin that sacred continuity of force, severed from us by revolutionary turmoil.

Back to violence sanctified by myth, when one could be a Gilles de Rais upon a holy quest instead of just some asshole strangling kids in the parking lot behind the Stop 'n' Go.

And where, under totally unrelated circumstances, the protagonist/narrators say:

"A tasteful plaque acknowledges tax-deductible charity donations from the Zacklerz, of opioid industry fame. Wait, that can't be right. Zacklerz?"

"They changed their name to seem relatable to younger juries."

The first two games are a little rougher than the others; in my opinion, Drool of the Killer is where it really started firing on all cylinders.

Most of the games take a single sitting, maybe 30-40m; my routine was to play one in the evening as I was winding down for the night. (The last one is longer, but it lets you resume from the act breaks.)

Ann Leckie — The Raven Tower (re-read)

July 31, 2023

Hey guess what, read the fuckin Raven Tower. This must be the third or fourth time I've read it and it's 100% as good every time. My favorite Hamlet riff combined with the triumph of the World's Strongest Spinny Rock.

Graydon Saunders — Under One Banner (re-read)

Aug. 5, 2023

Hey guess what, the Commonweal series is still some extremely good strange fantasy. This is the one about a scholar who built their personality around doing fiddly stuff with material science, but is coming to realize their true calling is maybe in horrible violence instead.

Graydon Saunders — A Mist of Grit and Splinters (re-read)

Aug. 21, 2023

Once I re-read book 4, I kind of just rolled into book 5.

Martha Wells — Between Worlds: The Collected Ile-Rien and Cineth Stories

May 10, 2024

I think only a couple of you have read the Fall of Ile-Rien trilogy, but anyway, Ile-Rien was also the setting of two of Wells' earlier books, and Cineth is the other main setting in that final trilogy.

The thing about Ile-Rien as a setting is that it's kind of inconsistent and busted, and the stories set there work in spite of it, not because of it. There's reliable scholastic magic that operates as basically a branch of physical science, but then there's also literally the Fae... and then there's also real-world technology based on physical science (gaslight, gunpowder, steam engines and steel railways and ocean liners), but it doesn't cross-breed at all with the equally scientific scholastic magic. And then there's distinctly Christian-flavored religion in the background in various places (largely ignored by the main characters and doctrine wholly unclear), but if there's no Judaism and no Rome in the setting, then why's it shaped that way? Etc. etc.

Ile-Rien is a hodgepodge, is what I'm getting at. My read is that she had things she wanted her characters to do, and spaces she wanted them to move through, and she threw stock elements into the setting as needed to enable that. Fair enough!

Cineth, on the other hand, feels solid. I fucking love Cineth. Everything in that setting (the lifestyles, the technologies, the family structures, the gods and magic, the cultural conflicts) feels much more organically intertwined, standing toe-to-toe with the settings of Wells' later works. So, I see the trilogy as sort of the key bridge work between her early and later novels, and it's kind of funnily symbolic of that when Tremaine from Rien decides to stay in Cineth at the end.

Wow, what a massive digression that was! Anyway, this is a collection of short stories about existing characters from Wells' novels — one story for Kade Carrion, one for Nicholas Valiarde and Reynard Moraine, and four for the boys from Cineth.

As I might have mentioned before, I think the novel is Wells' natural format; her short stories aren't especially notable on their own, but they can work really well when she's using them to add more depth to characters she's already rounded out at novel-length elsewhere. Which is exactly what's on offer here, in the four Cineth stories. Actually, that one about what originally happened to Ilias is kind of haunting me; I thought that story was great, mostly for the way it refused to dress up an unforgivable crime with any tidy answers or closure.

(The Kade and Nicholas/Reynard stories are more just about dusting those characters off and taking them out for a short romp; fun enough, but they won't stick in my memory.)

So tl;dr, read this collection if you like those wizard-huntin' boys from the Fall trilogy, who are basically my faves. 👍🏼

roadrunnertwice: Industrial architecture and concrete bridge at sunset. (Portland - Lower Albina)

Hello, it's yet another mixed post of things I read and/or played.

Zilla Novikov — Query

July 24, 2023

A short and surreal experimental novel about work, isolation, making friends as an adult, the ongoing collapse of our habitat, and the meaning and value of fiction.

B and Chase recommended this, and I think it's like three or four bucks on the author's itch.io page. I quite liked it.

Anders Nilsen — Big Questions (comics)

April 9, 2024

I’d read some of this before, and saw the collected edition on my sister’s shelf when we visited her this spring.

My previous experience of this story was with its fragmentary form, ominous and apocalyptic minicomics recommended by the guy down at the shop and read twice through in the same afternoon. The art is spare and clear, knife-thin architect lines lit by a merciless, omnipresent sun. Small birds do philosophy, have fights, worry and suffer. A bomb falls from the sky. A man falls from the sky.

Anyway, the menacing vibes are still pretty unparalleled. Does it hold together as a story? Wrong question.

Oliver Burkeman — 4000 Weeks: Time Management for Mortals

Aug. 21, 2023

This is more interesting for its provocations than its conclusions. I don't know that I would recommend it per se, but I did get some things out of it.

Bonus Level — Ys: The Oath in Felghana

Aug. 28, 2023

Continuing to investigate the Ys series. This is apparently the currently-canonical version of Ys III; it's the 2005 (?) reboot that does the same story as the 1989 sidescrolling RPG, but with a very of-its-time sprites-on-polygons top-down style apparently based on the Ys VI tech. (And, possibly the sprites were derived from 3D renders, in the style of Donkey Kong Country? I couldn't tell for sure, but they have that vibe.)

The story is forgettable, the love interest of the week is forgettable, and I have in fact mostly forgotten both. The gameplay is somewhat interesting! (I'm playing these old games in the first place because they're just enough off the main line of action RPG evolution to offer provocative ideas, and they're high enough quality to make meaningful arguments in favor of their choices.)

Like with Ys I and II, I think the key watchword here is "momentum." Bump combat is gone from the mix; instead you've got an attack button with an auto-combo, a very bouncy jump that mixes up your auto-combo options and puts you toe-to-toe with flying mooks, and about four ranged and melee magic attacks (which double as your traversal tools, a design trick I'm always down for). You're basically mashing for all you're worth, and using the jump like it's a dodge button. So any given encounter is pretty stupid! IMO the interesting part comes from the pickups and the streaks they enable. Enemies are piñatas and drop a party mix of treats that enhance your attack, defense, speed, magic power, magic recovery rate, etc.; the enhancements stack, but they're on a timer and run out unless you can top back up in time. Also, you mostly don't get to carry on-demand healing items, so you have to restore your HP from enemy drops as well. So, much like in the bump combat games, you're trying to move really fast and take out waves of enemies really efficiently without fucking up and dropping your streak (or getting greedy and taking too many hits), and field combat becomes more like a flow-state routing and optimizing practice than like a contest against challenging opponents.

Also in the tradition of Ys I and II, many of the bosses were just astoundingly bullshit.

I think the upshot is about the same as it was last time: I recommend this conditionally, if you're someone who's really interested in how action RPGs work (and how they might have worked instead, if things had gone differently). It's an old, weird, imperfect game, and you shouldn't hesitate to use a faq. I enjoyed it, tho.

roadrunnertwice: Rodney the Second Grade T-Ball Jockey displays helpful infographics. (T-ball / Your Ass (Buttercup Festival))

Bonus Level: 13 Sentinels: Aegis Rim

Dec. 7, 2023

Wow wow WOW.

This was SO GOOD. It starts off as an adventure story about time travel, giant robots, and an invasion of mechanical monsters, then immediately mutates into something much weirder and much MORE. One of the twistiest and most gripping science fiction stories I've experienced in ages.

The game is basically a tactical RPG, but in a "deconstructed" format — a charcuterie board instead of the usual deli sandwich. You're given a sequence of combat missions and a carousel of thirteen storylines, and you can order them somewhat freely. If you keep progressing on a single track, you'll eventually hit a sync lock, which only releases after you progress further on some other track. Most of the locks are staggered, though, so while you're always hungry to see what happens next on some thread you're blocked on, there's always multiple exciting things you could be doing.

The audio and visuals are, similarly, SO GOOD. I bought the soundtrack and have been listening to it on the regular ever since, and I absolutely loved all the 2D character art.

God, now I just want to replay it.

A Digression on the Gameplay Genre of the Walk n Talk

You might have seen me using the non-standard term "walk n talk" lately w/r/t certain video games. This is distinct from the meaning of that term in Sorkin-formula television — I'm referring to gameplay where the primary player action is walking through an environment and talking to NPCs. 13 Sentinels was the game that provoked me to start doing this, because a bunch of reviews I saw kept referring to the story segments as having the "visual novel" or "adventure game" nature, and neither of those is correct! Really the game is just a normal tactical JRPG, but its deconstructionist separation of the modes reveals something funny.

A JRPG combines the following elements of gameplay:

  • Combat (or some system of contest standing in for it).
  • Some system of increasing character abilities.
  • Exploration and dialogue.

What do you call it when you need to refer to the third gameplay element independently? "The rest of the RPG" doesn't really satisfy, and also I think some reviewers were thrown off by the side-scrolling view in 13 Sentinels' story sections (as opposed to the top-down or over-the-shoulder views more common in RPGs). Also, just using a non-name description like "exploration and dialogue" can feel muddy, because there are other very different gameplay elements from other genres that those words could be describing.

(Sidenote: I'm giving short shrift to "western computer RPGs" in my analysis here, because I haven't played as many of those and because they're still RPGs and share the same primary gameplay elements. Anyway, compared to a JRPG they massively ramp up the character growth systems and the combat complexity, and trade an increase of player agency in the story for a decrease in total story coherency and narrative momentum; my argument below still basically applies.)

Contrast the list above with those other genre names; adventure game gameplay is:

  • Inventory-based puzzles.
  • Puzzle exploration and puzzle dialogue.

By which I mean: in addition to their narrative content, the dialogue and exploration and narration of an adventure game must significantly serve the needs of the puzzle gameplay, such that even portions of dialogue or scenery that have no bearing on any specific puzzle are still approached by the player in the investigative and ruminative mode appropriate to puzzle content. The gameplay of reading and gameplay of space is palpably different from an RPG; RPG-like dialogue and exploration tend to only have very lightweight puzzle elements, and this affects the way you approach reading them.

In turn, visual novel gameplay is:

  • Dialogue (and lush art).

Specifically, visual novels have no exploration component, and the player is not in direct dialogue with an environment. You often have no control over your avatar's location, and when you do it's limited to selecting from a menu. However, meaningful dialogue choices and branching paths are much more common, and that affects the gameplay of reading in its own way; JRPG dialogue spends more of its time on rails. (This is the main point where primarily considering CRPGs would change the analysis, btw.)

Finally, consider the "walking simulator:"

  • Exploration (and narration and cutscenes).

In other words, the player is in direct dialogue only with the environment, and your connections to other characters are indirect. In games like Tacoma and Edith Finch, the player is an archaeologist-voyeur; instead of enacting character relationships in the present time of gameplay, you examine a story in the past through the shape it has imprinted onto the environment. In Firewatch, you actually do converse and enact a relationship with another character, but she is notably separate from the environment, a fellow investigator of the environment's story.

Anyway, into the implied gap here, I hereby drop the term "walk n talk" — a style of gameplay where you explore an environment and converse with characters, seeking to reveal and experience a story but not to solve a significant mechanical puzzle (which, if it was a player goal, would distort the "gameplay of reading" enough to push it into a different gameplay genre entirely, probably that of the "adventure game"). It's notable as one of the primary gameplay threads of JRPGs, but there are also many games that only consist of walk n talk gameplay — OneShot (which is part of an even-more specific tradition of short non-combat RPGmaker games influenced by Yume Nikki), literally every game ever made with the "Bitsy" lineage of tools, Wide Ocean Big Jacket, A Night in the Woods, Kentucky Route Zero, the Anthology of the Killer games, some of the interactive episodes of Homestuck, and even weird free-jazz first-person soundscape experiences like Tales From Off-Peak City. Some of these are wildly distinct from the narrative genre conventions and concerns of the JRPG, but I assert that they all share a gameplay genre.

I have seen at least one other independent usage of this term in the wild, by a developer writing the blurb for their own WIP game. They certainly did not get the phrase from me, but they were using it to describe the exact same gameplay genre as me; I take that as a vote of confidence in the term's usefulness and clarity.

Ok, thanks for coming to my ted talk, bye.

roadrunnertwice: Young Marcie Grosvenor from Finder, asleep in a ward drawn from Finder trails. (Wardings (Finder))

I've got a pile of reviews in the hopper from the past year or so, so I'm kind of shuffling the chronology to come up with nice "optimum handful of trail mix" posts. Anyway, here's a book I just finished plus a few things from last year.

Alaya Dawn Johnson — The Library of Broken Worlds

June 7, 2024

Holy shit this was good. I got it from the library after watching Ruth’s reactions to it in real time, and was not disappointed.

This book seems to be packaged as romantic YA SF. Don’t fucking believe it! Much in the spirit of the book’s own themes and preoccupations, that is a kernel of truth fueling a massive misdirection. This is psychedelic SF of the highest intellectual potency. Ruth said it reminded her of a mix of the Locked Tomb books and the good parts of Garth Nix’s Lirael. I’d also compare it to Jeff Noon’s Virt, Slone Leong’s Prism Stalker, and maybe that last part of Kalpa Imperial where time finally collapses entirely and it turns into the Iliad but with everyone’s face replaced by tenth-generation photocopied glamor shots of early 20th century Hollywood stars.

It’s an exciting story with superb momentum, but it also demands some significant work to keep up with the action — you are expected to continually devise and test your own explanations for things that are deliberately left underexplained, which feels a bit like sprinting at 40mph to keep up with a car so you can carry on a conversation through the rolled-down window. I found it very rewarding!

...This one time, at a reading we attended, Kelly Link was asked to define the “young adult” “genre” within the artistic domain of genre traits (as opposed to the strictly commercial domain of market segmentation). Her answer was that a YA story absolutely must be about a person doing something (probably several things) for the first time. That’s pretty squiggly and porous, but I feel like it does actually get to the core of something useful. If you stand there and squint, then yeah, The Library of Broken Worlds' core thematic and emotional concerns absolutely situate it in YA. It's just that the reading experience is wildly perpendicular to what you'd expect if you went out looking for some YA to read. For a fun illustration of this, go check out the wave of confused and dismayed reviews on the book's Goodreads page.

Amaduyu Tatsuki, Mitsumi Misato, Wakaki Tamiki — 16-bit Sensation (comics)

Nov 24, 2023

A fun little fictionalized memoir about... makin' porno video games in 1990s Japan.

What I thought was most interesting about this was its focus on the texture of the period technology. Honestly I learned a lot about the pre-Windows Japanese PC ecosystem (like, the pc98 and friends), both from the text and from the bit of research I did after it piqued my curiosity.

Laurie J. Marks — Dancing Jack

July 18, 2023

An earlier work by the author of the Elemental Logic series. (1993, and only recently back (?) in print as an ebook.) I greatly enjoyed this.

You can see some of Elemental Logic’s preoccupations making themselves known ahead of time here: squirrelly and symbolic magics, the flash of insight as story-derailing superweapon, curses inflicted by an alliance of your enemies and your inner doubts, redemptions and second acts, bein’ generally just gay as hell.

There's a particular spell in the story woven around the titular dancing jack, and its nature is acknowledged but never explicitly identified. I had some kind of summary of it in my head soon after reading this, developed as I was backpacking, and I neglected to write it down. But I think it had something to do with cutting you free from the illusory obligations of sunk costs and self-image, or inflicting a knowledge of how wide a range of choices you actually still have. Nightmare-tier power level tbh. Just imagine.

Bonus Level: Sea of Stars

Oct. something, 2023

I loved the traversal and combat and aesthetics in this game, but the story and character writing left me cold. The heroes were just too abstract, you know? I played both demos and had high hopes, because in that short format they gave off a vibe of two people who've known each other for a really long time and who get along really well and support each other, and I feel like that's a dynamic that's underexplored in RPGs. But they didn't turn out to have a whole lot in the way of preferences or inner life, alas. Same for most of the rest of the cast.

Well: okay, actually there's one bit of character writing I really liked —

(END GAME SPOILERS AHEAD.)

Read more... )

roadrunnertwice: Rebecca on treadmill. (Text: "She's a ROCKET SCIENTIST from the SOUTH POLE with FIFTY EXES?") (Rocket scientist (Bitter Girl))

I've still got a backlog of 2023 reviews to write, so for the next little while I'm gonna end up breaking the boundary and posting a mix of stuff from this year and last year.

Three book reviews and two video games )

roadrunnertwice: Ryoga from Ranma 1/2. Image text: "*Now* where the hell am I?" (Lost (Ryoga))

Hey whoa damn, I kind of forgot how to do a bookpost. But, let's do a bookpost.

Tamsyn Muir — Gideon the Ninth and Harrow the Ninth (re-reads)

Jan ?? and Jan 30

These are definitely written to be re-read, and I had a great time re-reading them.

Tamsyn Muir — Nona the Ninth

Feb 19

This series! Oh my god!! I love it. Grim, grisly, joyous, delightful, and sad.

A review which I lost the link to, from right around the time this came out, asserted that this series captures something crucial about how it feels to be alive right now. I agree.

Much like Harrow, Nona continues the story while overturning prior expectations around format and vibe. Much of the surviving cast of the last episode are present, but the POV character wasn't present for any of that, so there's a lot of decoding to be done about who's actually whom and what in the world happened to put them in their present condition. Great fun, IMO.

Somewhere around the third or fourth maddeningly tantalizing apocalypse dream/flashback episode, I decided that it's my book now and I can do as I please with it, and scanned forward to read all of the flashbacks in a row before reading another word of the main plot. I regret nothing.

Joe Sparrow — Cuckoo (comics)

Mar 28

I liked this a lot; it's suffused with a menacing dreamlike feeling that I was extremely down with. You'll probably guess where it's going immediately just based on the title, but it's more about the feeling of that gradual realization that you've gotten something fundamental wrong about your whole reality.

Well, and about Joe Sparrow's psychedelic bendy-limbed cartooning, which I adore.

Mara Bos — Rust Atomics and Locks: Low-Level Concurrency in Practice

Apr 5

Readable online.

This was a fantastic and informative read! Uh, if you're into that sort of thing!! That reminds me, I still need to buy a copy and bill it to my education budget at work.

Although Rust is center-stage in this (the author recently overhauled the implementation of a bunch of Rust's built-in concurrency primitives), much of the material about how low-level concurrency and memory ordering operations work are applicable in many languages. Notably, Rust pretty much shoplifted the entire C++ memory model, so that language's concerns are going to be almost identical.

Some months prior, I had run into some question about... I can't really even remember what, but atomic memory orderings came up and someone was like "pretty much the only intelligible explanation of this is this ~3hr Herb Sutter conference talk from 2012". I think maybe this book is the new default go-to for such questions.

Bonus Level: Sylvie Lime

Apr 16

Game is free on itch.io

Hey by the way, why in the world am I still prefixing video game reviews with "bonus level:" in my book posts? I was about to Stop Doing That because it stopped being funny like six years ago, but I felt a sudden pang of sadness in my heart. I guess it gets to stay?????

Anyway, this game is berserk and I loved it. I guess it's a metroidvania platformer. When you first fire it up, it feels like it's a joke about a game that is Badly Unwell; like the movement physics feel seriously heinous if you've touched any other video game recently, and a bunch of walls and floors seem to be having a problem with existence and have gone on strike.

Before I fired this up, I happened to read this review by Andi McClure, which was definitely instrumental in convincing me to stick it out. You can read that review too, I pretty much just agree with it in toto.

What I'll add is that the tools and items in this game are absolutely galaxy-brain, and you should really play this if you're interested in tool-centered level design at all. I'm sure any pro wrestling enthusiast could have told me this, but the folding chair is mind-bendingly powerful, and the tiny house shocked me to the core.

Also, I played on keyboard, and the control scheme meta-game is incredibly real. Actually I played on dvorak keyboard, which I'm assuming isn't notably harder or easier but I haven't done the comparative analysis. But anyway, if I remember right, every letter A through M (?) is reserved for activating some specific tool, every other letter transforms you into a lime, and space (and maybe one other key?) is jump. So your right hand stays on the arrow keys, and depending on what you're trying to navigate and how you've decided to approach it, you end up developing a repertoire of strange left-hand grips to keep jump/lime/some-tool/some-other-tool accessible by twitch reflex.

Bonus Level: GitCL: Fate of Another World DLC

May 6

An epilogue episode of Christine Love's Get in the Car, Loser, the antifascist road trip RPG with a twitch-reflex cooldown-juggling battle system.

Love has stated that she planned a trilogy of DLCs with the scheme of "comedy, tragedy, romance," and this one is the tragedy.

I liked this a lot! The first DLC was ok; it had one cool boss fight, a few strange battle items (which apparently break the entire game in a speedrun), and like two and a half really funny jokes, but it's entirely nonessential. This one is essential, if you liked the base game. It expands the world and its history, it expands the battle mechanics, it provides an ending for one of your core party members, and, thematically speaking, it left me with A Lot to Mull Over.

roadrunnertwice: Yrs truly, Ruth in the background, Mt. Hood in the further background. (Me - w/ Ruth and mountain)

Review of the level “Starlight Station”, in the Advanced Lounge of the Strawberry Jam mod for the game Celeste:

It’s good shit man

  • Smallest possible tweak to single base game mechanic, introduced clearly and straightforwardly, but it opens up a surprisingly large space of new routing possibilities.
  • Complex interactions, but very legible points of player leverage! And some occasional delightful surprises in sections that seem opaque at first read.
  • Dangerous but inviting and fascinating environment, illustrated with careful restraint.
  • Absolutely exhilarating quantities of YEET.
  • Good-ass strawberry rooms that make you feel like a genius.
  • Difficulty happens to be at a very precise sweet spot for my personal development as a player. It requires reverse hyper/wave/super tech (which I only just learnt) within long chains of precise actions, but it's well signposted and paces the setups a little more generously for the nastier moves.

This whole level is like being told a superb joke, and then they hand you the microphone right as you realize what the punchline has to be.


anyway yeah I've been playing Strawberry Jam. And if you've played at least like, most of the B-sides of Celeste (and happen to have it on PC), then you really should check it out too. Even if you're "not hardcore!" The Beginner Lounge is mostly at an A-side difficulty level, and has some incredible sights, sounds, and ideas — the first three or four levels I played in it made me laugh out loud in delight.

And if you haven't played Celeste up through the B-sides, listen: it is the purest, most carefully polished, most functionally beautiful video game I know, wrapped in a heartfelt and true story that reveals more every time you think back on it. It can teach you new things about difficulty, new things about your perception of reality, and new things about yourself. It's a rare work of art, and some of the best time I've ever spent behind a controller.

roadrunnertwice: Scott fends off Matthew Patel's attack. (Reversal! (Scott Pilgrim))

Right, here goes: the last didread post of 2022!

Bonus Level: Chicory

Oct 2

This cozy nonviolent Zelda-alike about cartoon animals with food names went WAY harder than I expected it to. It’s actually a fairly raw meditation on fame, societal expectations, self-expectations, the myth of the artist vs. the messy reality of the creative drive, professional jealousy and mentors who violate trust, early hyper-specialization and how it corrodes your sense of self into a brittle crust, and some other Real Live Shit.

Man, also, the (optional, and basically nonjudgmental) artistic challenges in this game kinda pushed me out of my comfort zone. Drawing is already hard and soul-bruising, and the primitive controls they give you to work with would preclude doing a “nice” job even if you draw a lot better than me! Good emotional strength-training. 😅

Anyway, this was a good game and a cool experience.

Tim Probert — Lightfall, Book One: The Girl and the Galudrian (comics)

Oct 4

A remarkably good kids’ fantasy adventure comic, in a very post-Amulet vein. The storytelling is solid, and the cartooning is really top-notch. Excellent uses of space and size to control time and intensity, and some really flexible, engaging, and expressive character work.

I got this for my nephew’s bday and read the whole thing before gift-wrapping it.

Bonus Level: Noise1

Dec. ?

(itch.io store page)

A weird experimental terminal-based stealth game, about two lovers trying to escape a nightmarish human(?) experimentation facility.

This was a nice concise experience (three or four half-hour sittings, maybe), and really cool from a design perspective. I'm honestly amazed at how well the core tenets of stealth action translated to a command-line interface.

Bonus Level: ZeroRanger

Dec. 21

This game is amazing! I was NOT expecting to get obsessed with an old-school vertically-scrolling shmup this year, but wow.

It's a labor of love from a tiny dev team, and it exudes an amazing amount of polish; the look, sound, and feel of it are all top-notch. And it's got a surprising amount of story and mystery to it! Even though it's structured like a stateless arcade game, there's a bunch of events, surprises, and changes that you only see once on a given save file.

It's hard but satisfying and fair. I played through to the true ending, and then got all the achievements in the shorter White Vanilla mode. Supposedly there's a third game mode under development, so once that drops I'll probably reset my save file and try and get good again.

Bonus Level: Ys I & II

Dec 28

These classic action RPGs are a matched set; act I ends on a cliffhanger and act II closes out the story. They've been remastered and re-released uncountable times, and I remember back in my video game message board days there were a couple people who considered the TurboCD version an underrated masterpiece. I'd never played em until now.

They're decent! I wouldn't recommend them to everyone; they hew to another era's measure of what's fair play, so it's easy to miss critical items, get pointlessly lost or stuck, or just find yourself underleveled for a boss with no recourse but to grind. They also seem to be a weird offshoot from the main trunk of action RPG evolution; there are some odd ideas in here that still feel new just because no one else went that way, and some of them work better than others. But I enjoyed them more than enough to finish them! I'd recommend them if you're a curious student of the action RPG form, or if you just want to play a cool old game and are fine with hitting a FAQ when you get stuck. The story is spare but perfectly serviceable, the atmosphere is cool, the pixel art in the current crop of remasters (vintage 2005) is lovely, and the mechanical oddities are genuinely really interesting.

The oddest bit of these games is the "bump system" combat, where instead of pressing a button to attack you just ram into the enemy. The hit resolution is asymmetric: if you hit the enemy square-on, you get hurt or trade damage, but if you hit them off-center, you're safe. I've never seen anything like this, and it's a really interesting and elegant idea! Much more fun than it seems at first. It's basically optimizing for keeping your momentum high while fighting a LOT of mooks with simple AI out in the field, and it does a really good job at that. I think Lilah was telling me a couple years back that CrossCode was one of the only games she'd seen that really seemed to have learnt about movement from Ys, and now I sort of see what she meant — it's totally about that sense of momentum in the field.

Unfortunately, its utility does NOT translate to large boss fights in enclosed rooms, and Ys I had some of the most boneheadedly frustrating boss fights I've ever met. In Ys II, the developers seem to have made the same diagnosis, because they give you some aimed fire magic that's rarely necessary out in the field and make almost all the bosses vulnerable to that and only that. This is a major improvement, but makes it so the bosses are effectively a different game than the field combat.

roadrunnertwice: Yehuda biking in the rain. (Bike - Rain (Yehuda Moon))

Calvin Kasulke — Several People are Typing

July 10

A surrealist epistolary novel written as Slack transcripts (which is one of those concepts where you’re like ah yup, someone was gonna do that eventually). Anyway, Brenna and Chase recommended this and I quite liked it! Hilarious and cute and incredibly disorienting.

Random fact that Ruth tipped me off to (because she is low-key an internet supersleuth): apparently Kasulke is besties with Isaac Feldman, whose novel Breath of the Sun I quite enjoyed a couple years back.

Bryan Washington — Memorial

Aug. 25

I hadn't heard of this or anything, but Ruth had it checked out from the library while we were on vacation, and it sounded interesting.

It was! I was wary at first, because A: Benson (who narrates the first section) showed signs of being some kinda Joyless Literature Man and I ain't got time for that, and B: the plot that was shaping up would not exist if any of the main characters were capable of having ONE (1) fucking conversation with another human. I stopped sweating so much about item A once we had a scene or two of Benson working at the daycare and it became clear that he really loves and cares about both his co-worker Ximena and all of the kids there. And item B was ultimately kinda the point of the whole book, rather than a classical Dumbass Plot.

Anyway, this is a story about two guys in a relationship that is Bad. Like, The Mountain Goats' Tallahassee caliber Bad. Both of them come from homes where the relationships were Bad. (One of them has also sustained massive psychic damage from contracting HIV and having his family react to that in really bullshit ways, but tbh that might not even be his biggest problem.) I think the main question of the book comes down to: if you become aware that you just suck at being a person, and you do not want to continue doing so, where do you fucking start?

And the story's argument, or its best guess, at least, is that you start with the act of nurturing and care. Knowing why won't help, and knowing how won't help; you have to invite something into your life that you can stand to nurture without succumbing to your self-negating drive to destroy, perform the hard work of nurturing day-in and day-out, and then find a way to apply those strengthened better impulses to the people you're actually vulnerable to and need something from.

Which is definitely something to chew on, and might not be wrong. And I felt very fondly toward both these awful guys by the end. I don't know how I feel about the conclusion that they need to get back/stay together; tbh that doesn't seem necessary for their growth or their happiness, and you can go forward with love for someone without staying in a relationship with them, ask anyone who knows. But never mind. Good book.

(Note to self about an internal taxonomy that might or might not result in a post some years from now: novels by authors whose natural format is the short story.)

Return of the Thief (re-read)

Aug. 18

Still fuckin slaps.

Martha Wells — Network Effect (re-read)

May 25

Still rad.

Bonus Level: CrossCode: A New Home

April 19

CrossCode was fantastic, and this epilogue DLC is more of the same, so go for it! New quests, new biome, new final dungeon, and resolves some story loose ends.

...Some somewhat wild loose ends, which I took a while to chew on! I think one answer I've come to about [why a particular character is sympathetic despite all the reasons they shouldn't be] comes down to: Evotars really aren't their source. Not just because of their different experiences starting at the branch point, but... they just never were to start with. They aren't true "copies," it's a messy and nondeterministic statistical process with a lot of randomness and shear built-in. And then also maybe something about "power corrupts," idk.

Miss Tron

Jan. 28th, 2023 11:10 am
roadrunnertwice: Scott fends off Matthew Patel's attack. (Reversal! (Scott Pilgrim))

There was a link in one of my Discords to a list of supposedly in-development video game movies, nearly all of which seem like terrible ideas. (Call of Duty?! Come on!!! 😩)

Mega Man was on there, of all the fuckin things. Here’s what I had to say about that.

Mega Man has potential but only if you turn the wheels 90° and go hard off-road, which seems unlikely

Imo the mega man legends series had dense enough lore and flexible enough structure that you could do something really interesting with it!! But that one wasn’t popular enough to get the crowds showing up 🤷🏽

And anyway if you’re gonna go that far off the critical path the REAL move is to do an animated Tron Bonne heist flick.

Her Servbots were the original minions and everyone loves those guys, and “wacky heist” has plenty of quality movie-format prior art to draw on, unlike other kinds of game adapts

Anyway probably time for yours truly to finally replay the MML games

roadrunnertwice: Yrs truly and a little black cat. (Me - w/ Frankie)

Got a handful of reviews sitting in the bin, so let's do a bookpost!

Seven game/comic/book reviews )

roadrunnertwice: Industrial architecture and concrete bridge at sunset. (Portland - Lower Albina)

Oh hey, it's been a minute since I posted anything. Well! Here's the half-handful of reviews I had sitting in the hopper. I'm recovering from a cold and feeling somewhat faded/unreal, so I don't have too much else to say right now.

Adrian Tchaikovsky — Children of Time

July 30

I read this in a single day on my phone in a series of airports, planes, and busses, en route to Mammoth Lakes so we could start acclimating to elevation for the John Muir Trail.

I really enjoyed it! Good thinky SF about intelligent spiders trying to keep a civilization up and running. And I kept thinking about it for a long time after finishing.

I was reading Graeber's Debt at the same time as this, and it definitely called my attention to the fact that the somewhat-egalitarian society the spiders have finally come to around the final acts of the book is only possible via free labor from the ants. The characters talk about it like biotechnology or computerization or robotics rather than slavery, and the ants themselves don't appear to have much in the way of a sense of self, but the setup definitely reminded me of Graeber's depictions of ancient Greece and Rome. Not really sure what to do with that, just something I noticed and pondered on.

Content warning: SO MANY SPIDERS, OMG

Bonus Level: Get in the Car, Loser

Oct. somethingth

This was fantastic. I'd had an eye on it in development, just because I was very intrigued when Christine Love said she was building a playable thesis on why FFXIII's Battle System Was Good, Actually.

Mechanically, it lived up to my expectations and then some — the battling was fun and tricky, and I think it had several genuinely novel and cool ideas for how to streamline various elements of an RPG. (The lane-change thing! Burning outdated items to upgrade new ones! The item stories!) The visuals and audio were also really cool and enjoyable.

Story-wise, this honestly hit much harder than I expected it to. I feel like most of us are generally in the mood these days for a story about a trans girl and her friends fighting nazis, but also I was a little wary — like, I feel it's easy for self-consciously on-the-nose media to be slight and flimsy in certain ways. But this felt honest and raw while still being of-the-current-moment, and it even did some formally interesting stuff (like, the whole chapter where Sam's just stuck in her own shitty thoughts was done in a really cool and tense way).

Anyway, this is actually free, weirdly. There's one DLC out right now, which goes for $10 and doesn't feel like $10 of content at all, but I bought it and am perfectly fine with that — the way I read it is, the main game is a bargain at $10 and you just post-pay if you liked it.

Bonus Level: The Outer Wilds: Echoes of the Eye

Dec 20

This is DLC for one of my favorite games of the last year, and it truly rules. I was really skeptical that there was room for something like this in that universe — the main game was so complete and coherent! Where were they even going to shoehorn more lore in?? But it works really well — better than well, it even manages to improve the coherency of the main storyline. (Via... not really a retcon, more just some added context and a valid answer to a particular question that the Nomai eventually concluded was unknowable.)

Mechanically speaking, this adds one very large additional environment to the solar system... plus something sort of else. I feel like I ran into some slightly more frustrating roadblocks in this than I did in the main game; definitely had to look up a nudge for one puzzle in the tower. I'll just chalk that up to it being a more claustrophobic environment — in the main game I could always just blast off to some other corner of the universe if I got annoyed at something, while here I'd eventually hit a point where I just couldn't get around whatever I was blocked on. If you're thinking of playing the game for the first time, I think I'd recommend just buying the DLC before you start and exploring it in parallel with everything else; you'll want to avoid doing the final Echoes segment (you'll know when you're coming up against it, believe me) until you're pretty sure you've sorted out what was going on with the Ash Twin Project, but otherwise it should weave in pretty well, and having more stuff to explore elsewhere will give you some buffer against the more frustrating puzzles.

Also, fair warning, this has some spookier content than the base game and also includes some stealth/evasion challenges.

roadrunnertwice: Scott fends off Matthew Patel's attack. (Reversal! (Scott Pilgrim))

Only another three or four things in the 2021 booklog after this! Well, like I said before, it was a bit of a slim year for reading.

Ann Leckie — Provenance (re-read)

Aug 2

This book is still great, and in fact it might be better on re-read, now that I know not to expect it to resemble the Imperial Radch series in the slightest.

Structurally, I think this book is more or less a farce! It just maybe takes a minute to catch on to that, because it’s a farce with a deeply strange sense of humor.

I read this on my phone while we were acclimatizing in Mammoth, it looks like.

Ann Leckie — Ancillary Justice, Ancillary Sword, and Ancillary Mercy (re-reads)

Aug ??, Aug 29, Sept 6

Then I launched directly into an Imperial Radch re-read, because why in the world not.

David Graeber — Debt: The First 5000 Years

Oct. 1

God I miss knowing David Graeber is out there.

This book was a lot to take in, significantly more daunting than Bullshit Jobs. But although it was slow going at times, I found it really enjoyable and thought-provoking.

Martha Wells — Fugitive Telemetry (re-read)

Oct 3

Sure I’ll re-read a book I already read this year. Why not!!

You’ll be pleased to know this is still good.

Bonus Level — Inscryption

Nov 9

This game's great! Everyone has probably already told you this. A bunch of the fun is in the wild twists it makes, so I'll try and make my comments somewhat cryptic.

  • Somehow I whiffed the neon-vision puzzle in Act 1 by being too good at the Act 1 card game. 🤣 I didn't need to invoke the triggering condition until the final boss, and if you do that it skips the post-battle restore and jumps straight to the end of the run (although it does something cool to your memorial card). I did like two more fruitless runs after that, and had to ask Isaac for a hint! Anyway, if you're at a dead-end and there's an in-game tool that you've been avoiding using, try using it in a couple runs before the last boss fight.
  • Re: events around the ending, and some of the surrounding lore that came out of the postgame ARG: I was originally a bit hung up on the implausibility of the Karnoffel Code (a ~48-element permutation) containing something THAT complex and autonomous, and also couldn't make sense of the protagonist's reactions after being exposed to it. But after thinking about it some more, I've decided it doesn't contain anything at all; it's just a completely arbitrary symbol. Like a name. The name of something very bad, which knows when its true name is being spoken and is able to influence any system that speaks or perceives it. 💀
  • Apparently the dev is releasing an infinite roguelike version of Act 1 as an alternate game mode (with expanded mechanics and a difficulty-ratcheting ascension system like in Slay the Spire), because Act 1 has the most thoroughly fleshed-out gameplay loop and there's a chunk of the audience who wanted to keep improving their runs instead of being pushed into the story-focused late-game.

    I find this hilarious. I mean, it's great: Act 1 works very well as a game and it'll be cool to let the mechanics breathe like that, I'll totally play this. But literally this is happening because a bunch of the fans think Leshy was right and are insisting that the developer should allow his plan to succeed! Mullins couldn't have designed such a perfect extension of the game's lore if he'd tried to on purpose.

Ben Hatke — Zita the Spacegirl (comics)

Dec 20

I finally read my ex-library copy of this before sending it to my nephew as part of his Christmas present. (The other part was Hilda and the Troll.)

This is a great kids’ comic! Something like fifteen plus years ago I read a bunch of the wordless Zita one-shots Hatke used to post on the Flight forums; I remember them having excellent cartooning, and this had excellent cartooning too. Cute art, good critter designs, clear and strong action and acting, good stuff.

This reminded me of, like, a very B-side Henson Company joint from the late ’80s. I will not expand or clarify that.

Nephew reportedly liked it too. :]

Bonus Level: Celeste: Farewell

Dec. 9

Farewell is a free DLC for Celeste, which they dropped as a surprise a couple years ago. (The game has had many mechanical updates and tweaks, but this was the only new content it ever got.) It's very very good, if you're willing to struggle.

It adds to the story, but only a tiny bit — the whole thing takes place in a dream, where Madeline does some Symbolically Authentic Mountaineering to work through some grief and guilt. (Granny [the old woman who lives on the mountain, not her personal grandmother] eventually died, and Madeline Got Anxiety too severely to make it to the funeral.) At the end, she wakes up and has a video call with Theo, who found an old photograph showing that his granddad (the famous photographer) once hung out with Granny on the mountain when they were both like twenty. It's cute, it fits with everything we know about these characters, and it's wholly nonessential.

This expansion is just a little less than a whole extra game's worth of new content and new mechanics, and it is flat-out the hardest video game I've ever beaten. 😧 After finishing it, I started burning through the C-sides; I bounced off them before because they were too daunting, but now they've been downgraded to nice little post-Farewell cool-down exercises.

But while it ends up at well above C-side difficulty, it gets there gradually, and I think it fills out a bit of a difficulty chasm that the game used to have — the jump from Core-B to Anything-C was so severe, and now you can get past some of that in a setting where there's a little bit of dialogue and interaction and new mechanics to lure you onward. Like with many of the best video games, much of Celeste's quality lies in how carefully it teaches things to the player, and there's now a genuine on-ramp to the outrageous level of play that the speedrunners have been developing all these years. (Like, oh my god, it teaches and requires the Wavedash, an emergent movement tech so busted that I can hardly even believe it's always been embedded in the game rules.)

Really what Farewell adds up to is a celebration of just how unbelievably solid the base game was. The core mechanics were so good, and the balance and challenge were so satisfying, and it's a delight to have an excuse to go back to it and really push myself to my limits and beyond.

Also, I honestly feel like Farewell forced me to learn new fundamental things about how to approach an impossible physical and intellectual challenge. (For example: I knew about "chunking" being a critical part of human perception and memory, but I hadn't quite put together the effect it has on perception of time — if you can consolidate a chain of actions into a "chunk," it clears a little moat of extra time around it! You can do all kinds of little adjustments and corrections before and after the chunk, even though you know there wasn't previously enough time for any of that! It makes sense when you think about it, but the screens in this game were laid out in a way that let me watch it happen in real-time, which felt absolutely bananas... and gave me a new bone-deep faith that I can clear little moats for myself like that in any effort where I can consolidate a chunk. That might actually qualify as "life-changing.")

Also also, at some point after Farewell came out (in 1.4.0 maybe?), Maddie Thorson patched the splash screen with her new name and new company name, and I think that's cool. 🏳️‍⚧️