How Deltarune Tells a Story About Loss and Loneliness… with Some Help from Children’s Lit

Right now, it's rough around the edges, clearly a bit unfinished, but still crystallized in a way that feels wholly rougher, odder, and more unique than its more polished predecessor. In that very literal sense, I hope it does end up as a Majora's Mask to an Ocarina of Time—a piece of art that leverages the iconography of a (brilliant) original to tell a weirder, rougher kind of story. One wholly appropriate to the brand of children's literature it draws from, and the control-based medium in which it makes its home.

You Might Have Missed: The Final Station

It's as if the player is walking over an anthill, unaware that this complex and convoluted warren exists beneath their shoes. And over the course of the game, this conceit will be used again and again and again, sometimes with added flourishes or small tweaks to its simple formula. Every level is circular, just as the game itself is, with the end of each circle adding a final revelation.

On XCOM 2: War of the Chosen, and the Stories We Build for Ourselves

But now I'm in the position of having lost weeks of my life to the modern XCOM series: first to XCOM: Enemy Unknown in May, and now to XCOM 2: War of the Chosen. And to explain why, first, I need to tell you about Brigitte "The Truth" Martine.

Like Clockwork: Working Through Depression in Shovel Knight’s Clockwork Tower

This is an article I wrote for First Person Scholar, a really awesome website that does work in the space between academic journals and popular games criticism. It's about a game that's very close to my heart for how it's helped me work through anxiety and depression.

Fire and Ice: How God of War Thematizes its Doubled Combat

But in the aftermath of that feeling, I realized something else—that the euphoria I'd felt in the wake of that fight came alongside the dropping of the game's initial facade. Kratos is not redeemable. He is a monster, and those blades represent that. Only a monster can wield them as he does. Only a monster can descend into Helheim and fight his way back out. Only a monster can harness that fiery maelstrom to survive those hordes of ice.

You Might Have Missed: Night in the Woods

About an hour into Night in the Woods, a modern adventure game from a small team called Infinite Fall, Mae Borowski reuintes with her high school bandmates for practice. Since she'd left for college, their drummer—Casey—had disappeared, and their guitarist and singer, Gregg and Angus, had recruited another old classmate named Bea to take both … Continue reading You Might Have Missed: Night in the Woods

You Might Have Missed: Hollow Knight

My favorite moment in Hollow Knight came about a quarter of the way through my forty hour playthrough, when I descended through the Fungal Wastes and found myself in a giant pit at the center of a hidden village. Three mantises—for Hollow Knight's kingdom of Hallownest is a land of insects and bugs—sat on tall wooden … Continue reading You Might Have Missed: Hollow Knight

You Might Have Missed: Rune Factory 2

A game’s qualifications for this loosely-defined series of mine usually begin and end with my belief that not enough people have played it. And while Rune Factory 2 is far from an indie game, I doubt the cross-section of audiences that enjoy both intensive dungeon crawling and Harvest Moon-style farming-and-relationship simulators is all that large. … Continue reading You Might Have Missed: Rune Factory 2

SOMA, Prey, and What it Means to Be Human

It was an fortunate coincidence that I ended up playing Prey and SOMA at virtually the same time. It wasn't even back to back—I played them more or less alongside each other, and finished each (the first a ~25 hour immersive sim in the mold of System Shock 2, the second a 9 hour, linear survival-horror venture at the … Continue reading SOMA, Prey, and What it Means to Be Human

The Minimalist, Ethereal Storytelling of Hyper Light Drifter

There has been a recent spike in interest for what people sometimes refer to as "art games"—a subgenre of gaming that includes legitimately interesting pieces like Campo Santo's Firewatch, flawed yet thought-provoking experiments like Davey Wreden's The Beginner's Guide, and walking simulators of questionable intent like Dear Esther and Everybody's Gone to the Rapture. But more often than not, the implications behind … Continue reading The Minimalist, Ethereal Storytelling of Hyper Light Drifter