Star-Crossed Amanti

Two households, both alike in dignity. In fair Sicily, where we lay our scene. Yet though Isabella was a Torrisi born, fair Enzo was naught but a corusu working in the mines for the Spadaro family syndicate. Mafia: The Old Country is a game that has you in the shoes of a young man struggling to make his mark on the world. Sold into slavery, all Enzo has known is the mines until one day, when his friend is killed, he stands up against the oppressive Il Merlo before escaping.

Releasing in August 2025, Mafia: The Old Country is a game from developer Hanger 13 and works as a prequel to the Mafia franchise, which were predominantly set in the ficional city of Empire Bay. Mafia: The Old Country scales it all back by placing the players in the Sicilian countryside. And while the scenery is pretty, I found the game lacking – especially by the way it tried to force a lacklustre open-world.

In fact, I would have preferred it if the game had not sought to tack on an open-world aspect to the game and kept it as linear as possible. While a free update brought in ‘Free Ride’ option to the game, the Valle Dorata never truly came alive due to the lack of any meaningful sidequests or activities. Rather, the open-world portion of the game felt like a huge empty collectathon for pictures, newspapers and saint cards that added little to the overall experience beyond fulfilling the requirements for a trophy. Hardly riveting gameplay though it was enough to sustain my interest as long as I had a video essay going on in the background.

Much like Star Wars Outlaws before it, Mafia: The Old Country is a third-person action game where Enzo hides behind waist-high cover and occasionally pops out to shoot at his enemies with a variety of weapons he can cycle through. The only reason why I might have used a few different guns instead of sticking to my favourites? To unlock a few trophies along the way. Otherwise, most times, I was usually creeping around a map and choking out enemies to ensure I managed to stealthily reach the unskippable cutscene and pop whichever hidden trophy I’d scoped out beforehand.

The only thing Mafia: The Old Country added were intense knife fights. Yet each time these events came about, I was surprised why Enzo or one of his enemies didn’t just reach for a handgun they should have been armed with earlier and just shooting.

Were they a fun dance? Most assuredly. Did it make sense in the grand scheme of the plot? Only about half the time.

My other gripes with the game came from the floaty vehicles Enzo drove around. I found, during my playthrough, that I much preferred riding a horse around the rural countryside rather than deal with the finicky cars I was given. The thought of having to stop and refuel also rubbed me the wrong way given the opportunities of earning extra dinari felt limited to replaying chapters and looting them off corpses.

Admittedly, the Free Ride add-on did provide multiple challenges across the map wherein Enzo might earn his keep as a soldato of the Torrisi family, none actually felt fun or contributed much to the narrative being told.

Gameplay woes aside, I did enjoy the story presented in Mafia: The Old Country. From the very start, Enzo engaged me far more than Kay Vess. While the story does lean on particular stereotypes, I did not mind seeing our poor suffering protagonist go from working in a sulfur mine to slowly becoming embroiled in the world of the mafioso. His easy banter with a young Leone Galante, the budding friendship with Cesare Massaro and his romance with Isabella Torissi kept me going.

Then, of course, there was Enzo’s relationship with Gianluca Trapani. Underboss of the Torrisi Crime Family, Luca served as a firm but fair mentor to Enzo. It was he who took Enzo under his wing and vouching for him when Enzo finally joins the family. It is his death near the end of the game, after the Torrisi family are ambushed by Don Spadaro and Baron Fontanella at the Galante tuna factory that sets Enzo on his path to break away from the violent world of feuding families.

Unfortunately for our protagonist, there is no happy ending. When Tino, and then Don Torrisi, hears of the affair between Enzo and Isabella, he is apoplectic with rage. In spite of the loyalty Enzo had displayed (as well as the danger he put himself in), he would forever remain a mine boy and unworthy of Isabella’s hand. Don Torrisi even rails at the fact he gave Enzo everything. The ‘everything’ in question being the very same sulfur mine Enzo had escaped from – but not his daughter.

While a part of me felt like this could have been resolved if Enzo had come clean earlier (he had, after all, told Isabella that once he had gained the Don’s trust, he would ask for his blessing), the final confrontation between the two also proved that no matter what heights Enzo might have aspired to, he would forever be tarnished by his origins. This was also evident in Enzo’s final confrontation with Cesare, who, after being overlooked for a higher position in the family, seemed jealous of Enzo’s success (it was, in my opinion, giving Nishiki and Kiryu vibes).

Perhaps, given time, Enzo’s supposed betrayal might have stung less. But, come on, the guy was barely surviving everything the plot was trying to do to keep him down. And then you bring him in for a hug and stab him?

Cesare, I thought better of you! Especially when he let you live when he could have so easily killed you earlier!

Which, I suppose, was the point. Mafia: The Old Country is a tragedy much like Shakespeare’s Romeo and Juliet.

That said, I’m surprised no one ever wondered why Enzo chose never to sleep with the courtesans. While I think it might have been funny if some of them might have thought Enzo was gay, the fact none of Enzo’s friends cottoned on to him and Isabella just goes to show just how blind the rest of the Torrisi family were when it came to corusu from the Spadaro mines.

At least Isabella got to avenge Enzo by killing Tino. Which, in my humble opinion, was well-deserved. Even if the game resolutely tries to show just how weak and powerless a woman in early 1900s Sicily was. Tino was an old man! Why was Isabella struggling to even bring a knife down on him?

After nine years, Mafia: The Old Country released with little fanfare and proved to be a divisive entry to the franchise. While I enjoyed the tragic tale, with its glimmer of hope at the end, I struggled with the general gameplay and the tacked on open-world which had little to no exciting features except an endless list of collectibles. Worst of all, it failed to include quality-of-life aspects – such as the ability to drop a waypoint or highlight the location of a collectible. Then, of course, there was no way to unlock the locations FOR each and every collectible except to either comb the map from one end to the other OR look up an online guide.

Should there ever be a follow-up to Mafia: The Old Country – whether we see what the future entails for Isabella Torrisi and her unborn child or if the developers decide to go in a completely different direction – I’d like to see them address the core issues tied to their limited gameplay. Especially when the open-world aspect for Mafia: The Old Country felt half-baked at best and completely unnecessary at worst.

On the plus side, I think I’ve learned several choice Italian/ Sicilian swear words that I might try to employ. ‘Figgh’i buttana’ anyone?

Nobody Gets Left Behind or Forgotten

When it comes to the Star Wars universe, most stories revolve around the conflict between the Jedi and the Sith. Occasionally, tehy will you instead into the boots of an Imperial stormtrooper or an agent of the Rebel Alliance. It is rare indeed when the protagonist of a Star Wars IP is one of the countless milliions just looking to survive, instead of being an active member in the galactic fight between good and evil. Star Wars Outlaws is an attempt to buck this trend by casting you, the player, in the role of a down-on-her-luck would-be thief.

The controversies of Ubisoft aside, Star Wars Outlaws is a strong foray into something a little different. While many online warriors decried the game as ‘woke’ for having an ‘unattractive female protagonist,’ I found there was much to love: from the relationship between Kay Vess and ND-5 (Nix too) to how story beats melded into gameplay. My one major nitpick of it all? Kay Vess’s initial motivation for her journey out into the wider galaxy beyond Canto Bight and the lack of a juicy narrative hook to get me invested into the story.

In musical theatre, there is usually a song at the start that lays out the goals of the protagonist and sets up the general theme for the ensuing two hours and a half. In the case of Kay Vess, the only thing she wants is survival. Unfortunately, when it comes to the typical Hero’s Journey, this isn’t what many would deem a worthy objective. In fact, the first few hours into Star Wars Outlaws would have been more narratively satisfying if Kay Vess had actually sworn off doing anything criminal. She is, after all, just looking to keep a roof over her head. Why not go legitimate (it makes more sense her starting point be anywhere else but a two-bit thief especially given her strained relationship with her mother) before being brought back into the world of underworld syndicates? In my humble opinion, it would have made more sense from a character standpoint AND explain why she was seemingly so naive about machinations of the criminal underbelly.

Or, perhaps, the writers should have gone the route of Final Fantasy XII – the most Star Wars-esque of the Final Fantasy games. True, Vaan is often derided as the main protagonist but hey, at least he knew what he wanted: a sky pirate. Perhaps if Kay Vess had said that she wanted to leave Canto Bight because of a grand dream, it would have made more narrative sense why she was risking life and limb for dangerous but rewarding jobs. Elsewise, I believe Star Wars Outlaws would have been better served setting up Kay as a veteran scoundrel whose carefully planned out heist of Sliro’s mansion goes horribly wrong (look no further to the Jet Kordo recordings of how it might have played out), where Kay painstakingly picks up the pieces and assembles a new crew.

Instead, Kay is just your solo operator, struggling to make ends meet in the Worker’s District of Canto Bight. Rather than finding gainful employment, she is adamant about somehow striking onto the next big score so she and Nix can potentially live in comfort for the rest of their lives (and away from the brewing conflict between the Empire and the Rebels). Foreplanning and luck, however, are not her strong suits and she is chased down by the Sixth Kin members who rough up her benefactor: Bram Shano. Knowing she needs to find a way offworld, a reluctant Bram offers Kay the job he had not wanted to give her at first.

The job, of course, goes horrendously wrong but Kay is able to escape on the Trailblazer and winds up crashing on Toshara. There, she enlists the aid of the first scavenger to chance upon her ship: a Rodian named Waka. Her first order of business? Finding the credits and/ or parts needed to repair the Trailblazer.

It is this first act which serves as a introduction for the wider Star Wars Outlaws. On Toshara, Kay learns the ropes of managing her reputation between rival syndicates as well as how to take on contracts to pad out her somewhat thin resume. She is alos able to find experts to assist her along the way, including a speeder mechanic (who she exchanges a few flirtatious looks with) and a veteran slicer (who comments how similar Kay is to her absent mother).

Of course, just as Kay manages to find the parts she needs to repair the ship, Waka betrays her (as is scoundrel fashion). However, before the bounty hunter Vail can claim the Death Mark placed on her, Kay is saved by ND-5, a droid in the employ of one Jaylen Vrax. This act of kindess, though, is not without its price. Jaylen, a fellow outlaw like Kay, is looking to set up a thieving crew to break into Sliro’s Vault.

So begins the much meatier second act of the game where Kay journeys to multiple systems in the Outer Rim to fit out the crew she needs to pull off the heist. Before too long, Kay is joined by Ank and Gedeek. And while Kay does try to recruit Hoss, he is killed in Jabba’s palace and the fledling crew pivot. Enter the rebel Asara and Kay’s missing mother Riko.

Despite selling itself as a heist story, Star Wars Outlaws is truly a story about family. Those you might be related to by blood, but also the family you find. This is exemplified by the bonds Kay makes with her fellow crew members even though she was taught at an early age not to expect assistance from anyone (including her own mother). Her insistence on rescuing Nix, and then ND-5, in spite of the danger it puts herself in, shows what she truly values in life. And while it is also true Kay does not care for causes, she is still a woman of principles that will drop everything for the people she loves.

The one important thing about playing Star Wars Outlaws is realising Kay is no Jedi. She does not have access to any Force powers. Nor does she wield a lightsaber. Instead, she relies heavily on her shooting prowess. Think every single over-the-shoulder third-person shooter with waist-high cover and red explosive barrels every five feet or so.

While the gameplay isn’t exactly inspired, it is serviceable – with a few changes to the tried-and-true formula as Kay mixes up the modules to her blaster as needed. While most enemies will fall to her usual blaster fare, Kay also has access to an ion module, as well as a power one (which sends out an explosive bolt that can even damage walls). Her other core talent is knocking people out with a good ol’ punch to the head. And though one might think it would simply knock your enemies out, the default dialogue would indicate Kay is so powerful she is able to kill nearly everyone with a single blow. Who knew she was secretly One Punch Woman?

The other gameplay elements of the game fit around this core system – including scavenging parts in remote chests across four vast open-world maps, speeder chases and dogfights in space. That said, I did feel like the speeder was a little too floaty and janky for my tastes (despite the fact I palyed the game a year and a half after its release) and the Trailblazer felt almost cumbersome in comparison as it engaged in dogfights in space.

Would the game have been better served as a linear experience a la the Uncharted series? Most likely, but I suppose there is something to be said about the the gameplay cycle of accepting contracts and playing each criminal syndicate against each other to scrape every single possible credit one might need for gear and ship upgrades.

The one saving grace in what could be best described as fairly mediocre gameplay? Playing Kessel Sabaac. It’s like playing two-card poker that gives you three rounds to make the best combination you can to beat the other players. Mixing it up, too, are a number of cheats (which I found I didn’t really need) and a number of tokens to ensure a game might end in your favour (Cook the Books, anyone?).

Set between The Empire Strikes Back and Return of the Jedi, I did also appreciate the number of cameos Star Wars Outlaws managed to cram in. That said, I did feel the presence of Darth Vader cheapened the experience a little given its focus on the outlaws of the wider Star Wars galaxy. Which is why, of course, I appreciated the appearance of one Lando Calrissian and Han Solo (still trapped in carbonite).

Overall, I would say the pros outweighed the cons when it came to Star Wars Outlaws. While I am certain a sequel would have better served the characters, I also know it has been cancelled in lieu of restructures and a preference for other IPs at Ubisoft. Still, Star Wars Outlaws was unafraid to test something new. Was it life-changing? No. But it didn’t need to be. I just wish I got to see more banter between Kay and Vail after the two reached an understanding. I’m sure if Star Wars wasn’t a Disney property, we might have seen more sapphic representation. And honestly, that’s the only thing I really care about in this day and age.

Veil Between (Part 2)

Though 2026 has just started, so much seems to have happened in a short span of time. At time of writing up this post, it’s unsure what will happen to Iran, or even the United States of America. Meanwhile, Ukraine and Russia are still duking it out with no victor yet in sight (though most people have their money on Russia eking out the win. And with the manpower they’re able to throw at the problem, it does seem likely they’ll be able to overwhelm what is left of the Ukraine forces).

As for my personal life, well, I’ve almost finished Star Wars Outlaws. While I would have preferred writing up a post for it instead, I am also very proud of my occult horror short stories. Especially because they’re all connected in some way (and they may end up becoming an anthology of sorts. If anyone knows an agent or publisher, please let me know!).

Meanwhile, the start of the year saw me finish off The Little Prince and Ready Player One. And, well, let’s just say I have many thoughts about the writing. Especially in how it tells more than it should and seems to coast along on 80s nostalgia. The world-building of the OASIS also felt a little underbaked and while I can applaud Ernest Cline for including commentary on the state of the world, I wish there had been more focus on these aspects instead of keeping it mostly relegated as background information that did little to serve the plot except to emphasise how poor protagonist Wade Owen Watt was during the first third of the book.

In any case, here is part two of my short story. Please enjoy!

Admittedly, it’s always a joy to write Patrice in any shape or form. Even in the perspective of another, she is truly a delight.


An unfamiliar sight greeted me as I opened my eyes. The ceiling I saw above me was not the same one from my hotel. Instead of a drab white ceiling with fixed lighting, the one before me looked like it had come from Versailles with its decorative mouldings and patterns. In its centre hung a huge chandelier.

The bed, too, was softer than I remembered. More spacious. Whereas usually, Mike would push me off to the side.

Mike!

I jolted from bed.

Or, at least, attempted to.

Excruciating pain racked my body, leaving me bedbound. The only thing I was able to do was let out a groan as my head hit the pillow beneath. Already, I could feel a headache forming. It throbbed in my temples, begging me to pull out a drill and commit self-mutilation like the physicians of old.

“Oh good, you’re awake.”

I turned my head towards the source of the voice. Patrice was seated in the armchair beside me. Knitting.

“What happened? Where am I?” I asked. Or, at least, tried to. It came out as more of a dry gurgle. My lips refusing to form words and my vocal cords straining with the effort of articulation.

Patrice set aside her knitting before turning to grab the mug closest to her. “Here. Should help some,” she said, handing me the mug. “Now, I expect you have a lot of questions. So, I’ll try to answer them as best I can. This,” she gestured to the room, “is my suite. We’re in a boutique hotel I booked on the corner of the French Quarter. And well, let’s just say a lot of things happened during the séance. You do remember the séance, don’t you Jordie dear?”

I inclined my head. Bits and pieces were starting to return to me. Mike had wrangled me once again into one of his foolhardy ideas. Despite my own feelings on the matter, I’d acquiesced. Of the séance and what occurred during it, my memory was still fuzzy. I remembered Madam Xanthe beginning to chant. And then…nothing.

“Right disaster it was,” said Patrice, pulling my attention back to the present. “Always knew Madam Xanthe was a quack but I never once thought she’d be one to open up the barrier protecting our world.”

“What do you mean?” I croaked out after wetting my lips with the tea she’d given me.

“How much do you remember?”

I shook my head. “About as far as singing Kumbaya. Except it was probably Latin.”

“Oh, I knew I liked you,” said Patrice, a small smile on her lips. “You speak your mind.”

“Mike always said it was my most toxic trait.” I took another sip of the tea, feeling the hot liquid soothe my throat. “Speaking of which, where is he? The two of us were seated together during the séance. His hand was in mine. And then—”

I broke off as a fragmented memory flitted through my mind. At the height of the ritual, there had been a brilliant white light. Mike’s hand, familiar with how clammy with sweat, had vanished. I was left grasping air.

Before I could even process what had happened, Adeline let out an ear-splitting scream. My head turned, searching for a threat. But all I saw was Magdalene, the rude girl who served as Madam Xanthe’s assistant, hovering in the air.

Her face was pale as death and she looked like she was struggling to escape the jaws of some monstrous creature.

Except, there was nothing there.

Or so it seemed.

I don’t know what possessed me to leap to my feet and try to help her. Someone let out a warning. I don’t know who. Nor did it matter.

Just as I managed to reach Magdalene, something slammed into me from the side. I was sent careening into the far wall. Before I’d even hit the ground, darkness consumed me.

The memory, or whatever it was, must have shown on my face. Patrice reached over and gently patted my arm. The look she gave me was not one of pity but empathic concern. “It’s okay. You’re safe now.”

“Am I? Something attacked us. Something I couldn’t even see with my own eyes. And it took Mike. It killed Magdalene.” I gripped the bed covers. “What happened after I was knocked out? Patrice. Please. I need to know.”

The story she recounted sounded like something from a horror movie. An invisible creature ripping Magdalene in two. Wounding me, Copernicus and Adeline. Had it not been for some quick thinking, we might have all been killed. As luck would have it, we’d all managed to escape. Incapacitated as I was, Patrice had thrown me over the shoulder in a fireman carry.

When she had finished, I had my head buried in my hands. God. Who would, in their right mind, believe such a tale?

Surely not the authorities.

They would have taken one look at the bedraggled Scotswoman and thought she’d been drinking one too many sherries during the night.

So, how had I ended up in a boutique hotel halfway across the French Quarter?

I was missing something important.

My thoughts whirled, sifting through what Patrice had told me before latching on to something she had conveniently left out. What had happened to the creature?

It was doubtful Patrice, Copernicus, Adeline or even Madam Xanthe would have had the abilities to take something of that calibre down by themselves. True, us Americans liked our guns but even they would have been outmatched by an enemy they could not see.

 “How did we get here?”

Patrice let out a frustrated huff. “I’ve told you that already, Jordie dear. You really ought to be paying better attention.”

“Yes. No. Look. I understood everything you told me,” I said. God. Were all women this infuriating? I took a deep breath to calm myself. “What I meant to ask is how did you stop the creature. Surely it would have given chase. Unless, of course, it’s tearing through New Orleans as we speak and we’re just sitting out on the fun?”

A knowing smirk formed on Patrice’s lips. “Noticed, did you? Smart and good looking. No wonder you’re the alpha.” She leaned in close like she was about to tell me a secret. “So, how does this knotting thing work between the two of you?”

I stared up at Patrice, mouth agape. It took me several minutes for my brain to compute what she had just asked. “What?”

“Oh, it’s just something my grandniece showed me. I was doing some research into the supernatural and she directed me to this website. Archive of our own? It’s been a great learning resource. Quite titillating too. Though I still don’t quite understand what a ‘Destiel’ is. And I’ve been trying to wrap my head around all these newfangled phone apps like YouTube and Tik—”

“No. Stop. Please.”

Patrice shrugged. “Your loss, I suppose.”

I squeezed my temples. “You’re trying to distract me,” I said after several moments of tense silence. “The creature. If you wouldn’t mind.”

My insistence seemed to sober Patrice. She leaned back in her armchair, picked up the second mug and gave its contents a whirl. “What I’m about to tell you, Jordie, will sound impossible. Yet this world of ours is filled with all manner of hidden truths. The least of which we bore witness to only two nights ago.”

“You’re stalling.”

Patrice rolled her eyes. “Fine. The creature you didn’t see? A member of the vanguard for eldritch forces beyond our ken. For centuries they’ve pounded on the barrier between worlds. Set up by our forebears in some forgotten time. And while such knowledge has been lost to history, a thousand human lifetimes is but a mere blink of the eye to them.”

“And how do you stop something like that?”

“Copernicus.” If looks could kill, Patrice would have been lying on the ground next to me. But she prattled on, paying my scepticism no heed. “Surprisingly, he’s a dab hand at Latin. And, he’s had his own brush with the unknown. Knew a few tricks. Like setting up a ward for the creature.”

“You can’t be serious,” I said. “This isn’t Harry Potter, Patrice. Or an urban fantasy story written by a depressed alcoholic wanting to become an author. There’s no such thing as magic.”

“I thought you wanted the truth, Jordan.”

My lower jaw ached from how hard I clenched it as I pushed my frustrations and fears down.

I needed to get out of here. Find Mike. And go back home to where life made sense.

Something terrible had happened during the séance. This I knew with absolute certainty. But everything else Patrice had told me? They had to be lies. Even if they weren’t very good.

Everything sounded too fantastical. Too out of the norm.

Was this to be my punishment? For letting Mike convince me to partake in another of his harebrained schemes? I buried my head in my hands.

“Someone once told me, Jordie dear, that any sufficiently advanced technology is indistinguishable from magic. When it came to the ancients, the knowledge they had of the world and the universe beyond it exceeded our own. Just because you don’t understand it, doesn’t mean it’s impossible.”

I looked over at her. Was she really trying sell me on this nonsense again? “So I’m meant to believe Copernicus just waved his hands and said a few silly words to stop the creature?”

“Of course not,” said Patrice, frustration lacing her voice. “He used Words of Power.”

“And what’s that supposed to mean?” The retort sprung to my lips before I could think better of it.

“It means you can keep going on with your life with nary a thought in your head once you’ve recovered,” snapped Patrice. “It means the creature has been successfully subdued, if not quite banished.”

“What about Mike?”

“What about him?”

In her response, I felt a sudden chill go down my spine. “We have plans to bring him back, right? After all, a person doesn’t just vanish into thin air, right?”

“Afraid it’s out of my hands,” Patrice answered primly. She reached for her knitting. “Copernicus was crystal clear when he ordered us to forget the events of the séance. He warned us not to speak of it with anyone. Madam Xanthe was also ordered to leave the house to be condemned. Lest we accidentally let loose the creature.”

“And you listened?” I all but screeched. The urge to throw something – anything – was all consuming.

None of this was real. None of it could be real.

“What would you have done then, Jordie?”

With what strength I had, I managed to push myself from the bed and into an upright position. Anger was a much better motivator than I’d given it credit for. I opened my mouth, ready to shout.

Before I could, Patrice was at my side, fluffing up the pillows so they could prop me up better. I tried to wave her away but she was just as stubborn as I was. Probably even more so.

It deflated what energy I had.

A sullen silence descended over us.

“Mike is still out there,” I finally said after several minutes.

“Jordie, I don’t think—”

“If he’s dead, where’s the body? No. Something must have happened. He must have slipped through this portal you talked about. So, all we need to do is open it up again. Send the creature through. And Mike will be returned.”

Patrice looked ready to argue. She opened her mouth, retort on her tongue. I could see it in her eyes. But she closed her mouth and shook her head. “I can tell you’re a stubborn lad.” She let out a sigh. “Fine. We do it your way.”

Humanity’s Legacy

If humans were to be wiped from the Earth tomorrow, what would be its legacy? Would we be judged for the senseless violence mete out against foreign nations due to the perceived need for land and resources? Or will our virtuous charitable deeds paint the story of a heroic race of do-gooders willing to set aside self-interest for the greater good? Looking across history, it’s hard for me to believe the latter is how we will be remembered. Yet Stellar Blade seems to argue that humanity is still worth saving in spite of this.

As a self-described misanthrope, I have always struggled to see what much of our media calls ‘humanity’ in the actions of others. Where is the kindness and benevolence that we ascribe as the quintessential element of humans in what is currently happening in the world?

No. We are fast approaching a dystopian nightmare where authoritarian regimes reign supreme. And it is for this very reason I could not continue with Papers, Please – a bureacratic roguelike that highlights the bleak nature of living in such a world.

But back to Stellar Blade.

Releasing in April 2024, Stellar Blade was the first console game for Korean game devloper: Shift Up. Published by Sony Interactive, the game garnered much attention. Especially among the action-adventure audience who liked their games with a tinge of Soulslike combat with a focus on parrying attacks and ruthlessly respawning enemies as soon as you hit a rest area. There was, as well, the EVE factor with the main protagonist looking VERY conventionally attractive with some very impressive assets (and the option to change her outfit to flaunt off her enviable physique).

Then, of course, there was the ‘controversy.’ Something which I avoided because it felt like it was making a mountain out of a mole hill. Besides, I had too many video games to get to. And even now I’m still desperately playing catch-up (although I believe the developers are now embroiled in some new hot water relating to AI).

After all, for every Stellar Blade there is a Star Wars Outlaws. And I also need to make my way through Dragon Age: Veilguard. Don’t even get me STARTED on Metaphor Re: Fantazio! Despite all these titles still in my backlog, at time of writing, I’m still wondering if Legends of Heroes: Trails Beyond the Horizon will ever grace the Nintendo or PlayStation store in Australia. So, you know, priorities.

The only thing that truly drew my ire when it came to the game? How Stellar Blade fumbled its narrative in the end. But we’ll get to that in time.

The narrative casts you in the strapping high heels of EVE – a member of the 7th Airborne Squad, which is an elite unit hoping to liberate the Earth from the grip of the alien-like Naytibas. Unlike most video game protagonists, she does not sport an American accent. Rather, EVE is deliciously British. And while she does not have the natural charisma of Bayonetta, I do feel like the Umbra Witch very much influenced EVE’s design.

Following their disastrous initial assault, where all her squad members are killed, including Tachy, her commanding officer (and who, in my headcanon was in a relationship with our slightly less than competent and naive protagonist). Before she can succumb to her own wounds, EVE is rescued by Adam – a human scavenger left behind on Earth after the ‘Final War.’ The two decide to work together, with EVE assisting Adam retrieve a Hyper Cell from the ruins of Eidos 7.

After retrieving the pwer source, and uncovering another fellow Airborne member in the form of Lily (would it have been more on the nose if she had been named Lilith instead?), Adam takes the two to Xion (which I kept pronouncing the Kingdom Hearts way. But which the game would have me believe is pronounced ‘Zion’ like the last human city in the Matrix trilogy), a bastion for the surviving humans on Earth.

It is here they meet Orcal, the city’s leader and supposed prophet. Unlike most of the other humans in Xion, he is more machine than human. In exchange of the Hyper Cell, Orcal informs EVE that in order for her to complete her mission to kill the Elder Naytiba, she must collect four cores from Alpha Naytibas. This would create a key granting her entry to the Naytiba nest where the Elder Naytiba resides.

Cue the structured narrative where EVE is forced to go on numerous fetch quests to complete her task.

While the main narrative was primarily focused on collecting Hyper Cells and Alpha Cores, the side quests were where the citizens of Xion were humanised even though it became increasingly obvious they weren’t exactly organic. From the masks worn by the guards to Enya’s admittedly robotic frame and body. Then, there was EVE’s discussion with Digg2r where he opines on what it means to have a soul and the nature of sentience when it comes to artificial beings.

Themes which, of course, were tackled earlier in works of NieR: Automata. Admittedly, I have not played the title but I’ve seen enough video breakdowns and read enough internet dissertations to understand Stellar Blade doesn’t quite reach the same heights in terms of its world-building and atmosphere of a post-apocalyptic world.

This was especially prevalent during EVE’s confrontation with Raven and Adam’s ‘villain’ monologue at the end. Let’s start with Raven, shall we?

Throughout EVE’s quest to collect Alpha Cores, she stumbles upon Legacies left behind by the 2nd Airborne Squad. In it, Raven reveals the truth of the humans: they are androids who sought to replace the existing humans. In order to ensure their survival, humans dabbled with methods to enhance speed up their evolution and find a means to fight back, resulting in the creation of Naytibas.

Raven, having been driven insane by this knowledge, defects to the Elder Naytiba’s side. Unfortunately, he does not see her as a worthy specimen to join up with and instead intends to fuse witih EVE to create a new human race (how this actually works isn’t exactly explained well. Nor does the game really make Adam truly empathetic during this moment as he talks about past regrets but doesn’t provide enough context or time for EVE, or the player character to make their decision). Her final fight reads like a jealousy-filled rage. If Bechdel tests could be applied to actual characters, Raven would have failed miserably.

Honestly, if they had made the penultimate boss a fight with a corrupted Tachy (especially with her personal connections to EVE), it would have felt more bittersweet. While they DO bring Tachy back for the second Alpha Naytiba fight, it would have been better from a narrative plotbeat if her and EVE fought over ideological differences. Plus, you know, my own personal headcanon where they might have been romantically entangled.

Then, of course, there was Adam, revealed as the Elder Naytiba in disguise. And though allusions are made to his actual identity, it would have been better in the final confrontation if Adam had provided more of a exposition lore dump and admitted he was actually Raphael Marks (rather than it be explained through his database entry).

Then his whole plan was to fuse with EVE because the Andro-Eidos and Naytibas could not coexist? What does that even actually achieve? Where did Adam even go? Is he a disembodied voice in EVE’s head? Can Andro-Eidos even procreate? If not, how does it even further the human race?

Honestly, the decision to refuse his offer and return to the Colony made more sense from a narrative and character standpoint as it showed EVE was sceptical of the ‘truth’ she had been fed and was searching for answers. A sequel could have seen EVE fight against Mother Sphere or finding a means to preserve humanity’s legacy.

That said, one can clearly see Mother Sphere was DEFINITELY created by a man. For, if the Andro-Eidos can’t procreate and Mother Sphere just creates all the ‘humans,’ there is absolutely no need to design any of the Airborne Squads in the way they look in the game. But also, Mother Sphere’s preferred form is a lolita-esque girl? Please. Raphael Marks, your terrible tastes are showing.

Gameplay-wise, Stellar Blade is flashy and polished. But though some of its mechanics could be described as Soulslike, the game also included numerous difficulty options and had accessibility options that made certain activities funner. What threw me, though, was the fact EVE’s ponytail could only be changed in the Options menu rather than be a choice when she gets it styled at the hair salon in Xion.

While the combat did have its moments, I found the introductions of ultimate attacks by the last few bosses the most egregious to avoid (mostly because I always seemed to be low on ammo for the drone-gun and the fact auto-aim usually kept it aimed at the main body of the boss rather than on the orbs I needed to shoot at to interrupt their attack within the time limit). Still, the provision of Water Pumps to instantly revive was a life-saver to keep EVE pushing through until the end.

I also enjoyed the fishing, once I’d set up the accessibility options to make it easier, and found it relaxing. My main gripe with the gameplay was how floaty the platforming could be as even though EVE was at a height where she could grab the lip of a platform, she would not do so until I found the double-jump. This, obviously, meant I had to return to maps to ensure I managed to grab all the collectibles (in the end, though, I still missed ONE camp – presumably in the Desert), which was somewhat irritating.

Despite the terrible endings to Stellar Blade, I still enjoyed my time with the game. I suppose what made the ending to Stellar Blade worse was that I could see where they were going but they didn’t quite nail the execution. In fact, I would have preferred if there was a little more game where EVE could have come to her own decision instead of having Adam present her an ultimatum because the developers ran out of time to have it reach a more natural conclusion.

On a side note, I would have also liked it if Raven and Lily had changed names as the game was clearly trying to stress its biblical creation metaphor.

While I’m not sure the direction a sequel might go, the developers might have suffered a blow to its reputation by trying to push generative AI usage. But we shall see! At the very least, I hope they’re able to provide a more satisfying conclusion to whatever future game they develop.

Veil Between (Part 1)

It is with great sadness I interrupt my five week streak of posts related to video games by providing a segment of the short story I completed just before the end of 2025. While I have finished another video game (Stellar Blade), I have not the capacity to write up a scathing impression of it as yet (given I’ve fallen ill and I did not want to inundate you, my dear reader, with yet more chatter of video games). Still, there is much to be said of it – much of it relevant to our current climes.

Speaking of which, at time of writing, it is but the middle of January and yet so much has already happened in 2026. Not much of it good. Yet the world turns and every day fades into the next.

There are times where I feel so powerless. I have neither wealth nor a huge platform to decry the heinous acts being committed. Worst of all, I have no private military do I command to cleanse the world anew. Or, perhaps, a little black notebook to insert names I find egregious in their abuse of power.

So I sit and contemplate the legacy of humanity and whether it has all been for naught.

But my blog, of course, is not meant to be a philosophical dissection of the human condition. Rather, it’s a place I like to think I’ve carved out in the internet to showcase the things I enjoy (and perhaps bring a modicum of joy to the lucky person who stumbles upon it – be it on Tumblr or on WordPress). So, without further ado, a snippet of my recent short story (which has already been published on Fictionpress and Wattpad) to keep you amused during these troubling times:


New Orleans. French Quarter. Bourbon Street.

In the light of day, the creole townhouses, with their steeply pitched roofs and stucco exterior, were a sight to behold. To my left they served as a front to various shops targeted for tourists. I’d already picked up a fleur-de-lis magnet as a commemorative souvenir.

On my right were a number of restaurants and bars. Already, some were beginning to open, offering curious onlookers a place to try the latest libations or to have their first taste of a Cajun delicacy. The thought, however, reminded me of how I’d spent most of the night before perched over a porcelain throne. My boyfriend had peered through the crack between the door and the wall with open concern. A first for Mike. Given his usual nonchalant attitude to most things in life.

Rude, I know. But having been with him for as long as I have, I feel like I have the right.

Still, how to best describe Mike?

The two of us had met in college during a chance encounter at a frat party hosted by his friend, Sammy. I’d wanted to push the boundaries of my comfort zone. But more than that, the thought of staying in my dormitory with a less than attentive roommate addicted to video games hadn’t appealed much to my sensibilities.

This was, after all, my chance to be more than the studious nerd I’d been in middle and high school. Of putting myself out there.

Mike, the life of the party, immediately caught my eye. And he, being the confident extrovert he was, had decided it was his duty ease me into life on campus. Things spiralled from the first red solo cup I had. Before I knew it, the two of us were making out on a bed.

The rest, as they say, was history.

 Seven years on and we were in the birthplace of jazz. It had been Mike’s idea to come visit New Orleans for Mardi Gras. Having never been, but also wishing to indulge my curiosity, I’d readily agreed. After all, there was just so much culture in one small southern state.

And if anyone were to say otherwise, they’d be lying.

Yes, it’s true. The two of us did struggle a little with making our relationship work. We were from two completely different worlds. He was a student of the hedonistic arts, after all. Whereas I, on the other hand, was a student of history. Somehow, though, we managed to find common ground. Namely in the appreciation of nude Grecian statues.

“Jordan! There you are! Should have known you’d end up people watching again.” Mike’s loud voice rang out across the quiet, pulling me out of my reverie. I lowered my disposable Starbucks cup of coffee and offered him a strained smile.

“Mike.”

“Listen, I know it wasn’t the best look to head out before you were even awake but there’s something I’ve always wanted to do. And last night, something came up on my Insta feed. So, of course, I DM’d the organiser. Next thing I know, I was in an empty parking lot at five in the morning.”

I squeezed the sides of my temple. “Was it drugs?”

“What? No,” exclaimed Mike. “Why would you think that? Actually, never mind. Don’t answer that.” He clapped a hand on my shoulder and pulled something from the back pocket of his designer black jeans, flashing me what looked to be a woefully crumpled handcrafted invitation. “Look. We’ve now got a bonafide ticket for an actual séance! With ghosts and maybe a Ouija board thrown in.”

“You can’t be serious, Mike.”

“Oh, come on, Jordan. Are you telling me you’ve never once sat around with a few friends and tried out a Ouija board?”

I stared Mike dead in the eye. Something not too difficult to do given there was only an inch or two difference between us.

Michael Davis Hillier was a tall wiry man with a mop of unruly dark brown hair that somehow looked styled even though it wasn’t. A loose strand trailed down towards his jawline, accentuating his sun-kissed south European skin. He was wearing a fitted rainbow button-down shirt and a blue scarf thrown stylishly over one shoulder.

Mike, as always, oozed confidence.

In contrast, I had a more solid build than my boyfriend and was developing something of a stomach. Much to my chagrin. My style, to Mike’s displeasure, veered more towards comfort. I was wearing an open red plait shirt with a white tee beneath, denim shorts and a pair of loafers. My shoulder length hair was tightly braided and pulled back with a tie.

“Do I look like a teenage girl in a horror movie? I’m not fucking out of my mind. You don’t mess with that shit,” I said. “It’s bad juju.”

Mike let out a laugh, clapping a hand on my shoulder to steady himself. “Oh, come on. You’re not saying the rising star of the anthropology department believes in superstitions, do you?” When I did not respond, he pressed on. “Fine. I’ll make you a deal. If anything bad happens, we can go to the cathedral in Jackson Square. Maybe find a priest who can pray the bad juju away. How’s that sound? I mean, it’s not like it helped with the gay, but it might work this time round.”

“I hate you.”

“No,” said Mike, leaning in close. “You hate that you love me.”

I hummed under my breath, allowing myself to be pulled in. “Maybe.”

A grin broke across Mike’s lips. He closed the space between us and kissed me. Slow and deep. I couldn’t help but kiss him back with the same amount of verve, lost in the sensation.

Despite all the fights, Mike and I always came back to each other.

He pulled away first. “So, 9 PM? I’ll text you the details later,” he said, breath ghosting over my own.

“Do I really have to?”

“It’ll be fine, Jordan,” said Mike. “Why not, you know, just live a little. For me? Please?”

I looked up into his stormy grey eyes that changed to suit the weather. They were such a contrast to my own dark brown ones.

“Fine,” I conceded. “But only because you were polite. And also because I want to feel morally superior when, after everything is said and done, absolutely nothing happens and you get proven wrong for the umpteenth time. Like, come on, Mike. A séance? Ghosts? When do we think we’re living in? The late 1800s?”

“Funny you should mention that. One of your favourite authors was an ardent supporter of everything mystical. Including fairies.”

“You’re lying. Who?”

Mike danced away from me. It was only then I realised he’d taken my disposable Starbucks cup and finishing off the last dredges of my coffee. He made a show of it. Because, of course, he did.

“That’s my little secret.” He turned to leave, vanishing into the ever-growing crowds on Bourbon Street before I had the chance to chase after him. The last I saw of Mike were the flash of his fingers as he cheekily saluted his goodbye.

No doubt he was already trying to figure out how to hit the most bars before the event tonight. The real question was whether or not he’d have sobered up enough before the séance.

A thought I shoved to the back of my mind. It wasn’t my responsibility to keep one eye on him. I had my own plans. None of which included playing nursemaid to an irresponsible manchild. With a heavy sigh, I decamped from my quiet spot at the corner of a hotel and headed further down towards the Mississippi river.

My walking tour was scheduled to start in thirty minutes.

~

It was five minutes to nine when I arrived outside the intimidating colonial style house painted all in white. I double-checked the address Mike had sent me after I’d reminded him thirteen minutes after seven I still didn’t know where I was meant to go for the séance.

The house sat on the outskirts of the French Quarter, facing the river. Simple ionic columns adorned the front porch, framing the door painted a dark blue. Panelled windows, their shutters open, stared over a neatly trimmed symmetrical front yard with its waist high hedges. Two stone benches sat underneath.

The British colonial style was a symbol of a time long past where my ancestors were slaves working plantations. Much had changed since then but the chains of oppression could still be felt even in the present day. Prejudices, in spite of the distance, still had a way of hanging around. Perhaps that was the reason why I climbed the stairs with trepidation before knocking on the door.

A young girl, dressed in a white shirt, black vest and tie, opened the thick oak on my third knock. She held a clipboard in one hand. “Are you here to attend Madam Xanthe’s Miraculous Spectacle?” she asked, her voice heavy with scepticism as she eyed me up and down.

“Yes. Should be under Jordan. If not, it might be under Michael Hillier.”

The girl consulted her clipboard, her finger trailing down until it landed near the bottom. She pursed her lips. “Yes. I see it now.” She stepped to the side. “The others are waiting in the foyer. Madam Xanthe’s Miraculous Spectacle will begin within the next twenty minutes.”

“Thank you,” I said. “Oh, and before I let you go, can you tell me if Mike has arrived yet?”

Instead of answering, the girl stared up at me balefully. It was clear she wasn’t keen to be here. She motioned once more for me to enter.

The body language was clear.

“Guess not,” I muttered under my breath as I stepped through the threshold and past the girl.

God. What had Mike got us mixed in this time?

Inside the tastefully decorated foyer, with its checkerboard marble flooring sat two people. One was an older gentleman dressed in a tan three-piece suit. His salt-and-pepper hair carefully pushed back in an artfully messy style. Leaning over the low coffee table, he was shuffling a deck of cards. Occasionally, he would pull one out, stare at it with a frown before returning it to the pack before repeating the procedure once more.

Closer to the entrance, ensconced in an armchair, was a younger woman who appeared to be in her early 40s. She was dressed conservatively in a long skirt and a blouse with a large round frill buttoned all the way to the top. Her hair was a shock of white though a streak of dirty blonde snaked through. It was an odd choice but who was I to judge?

A large bag sat next to her where a thread of purple yarn led up to whatever knitting project she had in her hands. From my angle near the door, it looked to be a scarf of some sort. Or maybe it was a blanket. It certainly had the width for it.

She looked up as I approached, setting her knitting to one side. “You’re not a familiar face.” The strong Scottish brogue took me by surprise.

“Jordan,” I said, stretching out a hand.

“Patrice,” she answered, giving my hand a shake. “No offence, but you don’t look the type.”

I cocked my head to the side, puzzled. “The type to what?”

Patrice gestured to the foyer. “All this. Psychics and mediums. Too much of a head on your shoulders, you.”

“And you’d be right,” I answered with a heavy sigh as I took the armchair opposite her. “All this was my boyfriend’s idea. He’s always been more interested in these kinds of things. I’d have preferred staying in a hotel room watching a documentary.”

“Maybe he wants you to experience more of the world beyond the ivory tower.”

“Maybe. But—”

I was pulled up short by the entrance of Mike. He had changed into a flamboyant glittering silver shirt that revealed his smooth chest. Skintight slacks replaced his jeans. The dress shoes, he kept, though they’d been recently polished.

Mike scanned the foyer, lavishing in the attention as all heads turned to face him, before his gaze settled on me. “Jordan! There you are! Was afraid you’d have tried to escape or called in sick last minute.” He came up to me and enveloped me in a warm embrace. The stench of alcohol was heavy despite the cologne he’d sprayed.

I forced a smile to my lips. “Wouldn’t want to miss this for the world.”

“Before you tell me off again, I want you to know that Madam Xanthe is the real deal. No parlour tricks here.”

“You’re very confident,” I said. “How can you be so sure?”

Before Mike could answer, the elderly gentleman cut in. “Stories from previous clients. Reviews. Even live footage.” He turned to Mike. “It’s…Hillier, correct? It’s a pleasure to finally meet you in person. I’m Copernicus.”

Surprise, recognition and then awe flashed across Mike’s face. He took Copernicus’ hand. “Hillier is my father. You can call me Mike. The pleasure, though, is all mine. I know we spoke of attending a séance together but I didn’t think you’d be here. Foolish, of me. Of course you’d attend in person. A chance to see across the veil? This is what we’ve dreamt about for years.”

“It is indeed. Though, had you not brought Madam Xanthe to my attention, we would not be meeting here like this.”

“And are you the client? The one seeking to commune with—”

Copernicus shook his head. “No. It seems our main guest of honour has yet to arrive.”

I watched the two of them banter, feeling out of my depth. It was like the two of them were speaking another language as they descended into conversation about something the two of them were both enraptured by.

In fact, I’d never seen Mike look so animated before. There was a feverish glint in his eye and a wide smile on his lips.

“—and this is my partner, Jordan.”

I blinked owlishly at the gloved hand proffered in my direction. “Hillier—no. Mike. He spoke of you often in our discussions,” said Copernicus. He nodded towards Mike. “You’re lucky to be with such an enterprising individual in the field of mediums and spirituality.”

Was it me or did Mike actually blush? I’d never seen him preen under someone else’s praise before. The sight made my stomach churn with something ugly I refused to acknowledge. He had never once looked at me like he did Copernicus.

With effort, I forced myself to smile as I shook the older gentleman’s hand.

“Copernicus, here, is one of the leading specialists in all things supernatural,” said Mike. “The two of us met in an online forum.”

I nodded my head. “And, um, is Copernicus your real name?”

“Well, he’s no Renaissance scholar,” admitted Mike. “Let’s just say ‘Copernicus’ is,” he snapped his fingers, trying to jog his thoughts, “an alias.”

“I see.” Silence rushed in to fill the gap. “And what’s yours? The penname you use, that is.”

Mike grinned at me in the way I knew meant trouble. “Doyle. But in the end, it was easier to use my real name.”

Of course.

He could never resist yet another dig at my expense. The very fact he chose Doyle was a means at getting back at me for whatever slight he thought I’d caused him.

“Oh, how delightful,” piped up Patrice. “Are we all part of the Peering into the Supernatural forum?  I did think you looked awfully familiar, Doyle. Or do you prefer Mike?”

“It doesn’t really matter. Mike’s probably easier,” he replied. Then, almost as if it was an afterthought, he added, “Well, if you’re familiar with us then you have to be Boudicca. Although, I must say, you look a lot younger than the display picture you used.”

Patrice seemed delighted by the compliment. “It’s the make-up, sweetie. Takes off thirty years if you know how to apply it.”

“You don’t say?”

Before the two could continue, the girl who had greeted me at the door, stepped through. She did not look up from her clipboard. “Madam Xanthe’s Miraculous Spectacle is about to begin. Please follow me.” Without checking to see if we would obey her imperious command, the girl turned on her heel and marched through the door.

After exchanging a glance with all those in attendance, we scrambled after her; the sound of her heels on the marble floor the only indicator we were heading in the right direction.

The room she led us to was a dimly lit fire hazard. Hundreds upon hundreds of candles were strewn haphazardly in the small claustrophobic chamber. Some were held aloft in tall golden candelabras. Others had been placed in strategic positions around the room. All were different stages of their life. The dripping wax a sight to behold in and of itself.

But what upset me even more were how the room was decorated. The upholstery of the room could only be described as 1920s chic with its lavish and extravagant style. Heavy drapes covered the windows, blocking out even the electric light in the street outside. Ancient relics, kept safe in class cases, were tucked neatly to the side underneath various portraits of people long dead.

In the middle of the room sat a round table. Affixed to the centre was a Ouija board. Next to it was a crystal ball and a set of tarot cards in a nine-card spread. None of which had yet been flipped over.

Framed between two sticks of incense sat a dowdy woman wearing a dress my mother would have turned into curtains at the first chance. She had paired it with a gaudy gold belt around her waist. Her long curly brown hair was held back by a bejewelled head scarf.

Seated opposite her was a mousy woman dressed in a grey pencil skirt and a neat white blouse. She looked up as we entered. Her eyes narrowed. “I thought this was supposed to be a private session.”

“Crossing the veil is no easy feat. Assistance is always needed.”

The woman stood up. “I came to you in confidence. Not to be the butt of an elaborate prank.” She made towards the entrance foyer.

Madam Xanthe waved at the chair. “Adelaide—”

“It’s Adeline.”

“My apologies,” said Madam Xanthe. She gestured once more to the chair. “Adeline, please. Sit. I know the recent loss of your father has left you raw and that you seek answers. This séance, powered by those present, is your best hope.”

The words gave the woman – Adeline – pause. She worried the bottom lip with her teeth before letting out a breath and returning to her chair. “Fine.”

“Excellent.” The smile on Madam Xanthe’s face did not reach her eyes. She turned her attention to the girl. “Magdalene. Fetch the purified salt. I shall begin with the protection circles.”

Magdalene nodded, a less than enthusiastic expression on her face and vanished around the corner.

With her out of the room, Madam Xanthe motioned to the rest of us to sit down. After exchanging a glance with Mike, I took a seat to his left. Patrice plonked her knitting project next to the chair beside mine before bending over to talk to Adeline.

“It may not be my place to say this but time heals all wounds. You’ll get through this.”

Adeline offered the Scottish woman a wan smile but said nothing in return. She crossed her arms and turned to Madam Xanthe, as if waiting for the show to begin.

 Like the fraud she was, Madam Xanthe made a show of her preparations. She muttered under her breath as she cast the purified salt in a circle, making sure to keep us all sequestered. Then she gazed into the crystal ball on her desk, humming in assent, seemingly pleased by what she saw.

If I were to be honest, she was sloppier than I expected.

But there was little I could do. After all, I’d made a promise to Mike. And true to my word, I was to see it through. Despite my misgivings.

Once everything was ready, Madam Xanthe instructed us all to hold each other’s hands. Mike’s hand was warm and clammy. A surefire sign he was nervous. In contrast, Patrice was dry as a bone. When I managed to crane my head over to take a peek at her, she seemed to be vibrating with excitement.

At least one of us was having fun.

“The spirits are capricious,” said Madam Xanthe, drawing our attention back to her. “They can be malevolent or helpful. Tonight, we reach across the veil and beseech their aid to call upon the ghost of Gerald William Faversham.”

“Is there anything we need to keep in mind?” asked Mike.

“Yes. Please keep hold of the hands of your neighbours as we begin the chant. And carefully enunciate as you repeat after me. It is imperative you say the words exactly as I do or else it won’t work.”

Copernicus raised a white eyebrow. “Who knew the spirits would be so exacting.”

“They aren’t,” answered Madam Xanthe with a tight smile. “I do all this to increase our chances of a positive outcome. You will appreciate that mediumship is not…a science. Nor is it replicable. What might work in one situation might not in another.”

“How terribly frustrating.”

Madam Xanthe inclined her head towards Patrice. “Still, I’ve come to find certain things help. And in this instance, I hope to use my ability to ease Adeline of the pain she carries within.” She looked around at each of us around the table. “Now, if there are no further questions, let us begin. Magdalene, please close the door and ensure we are not interrupted.”

Stepping into the Spotlight

Everyone knows the main protagnoist of the Legend of Zelda franchise is the hero Link. Wearing his iconic green outfit and wielding the Master Sword, he often embarks on a quest to rescue the titular Priness Zelda from the clutches of Ganon (or whichever rendition he might be depending on the game in question). Occasionally, Zelda will fight alongside Link, providing him assistance with light magic. Yet while this premise still plays out during the initial opening moments of The Legend of Zelda: Echoes of Wisdom, Nintendo dares to flip the scrip for the first time in a long while. After freeing Zelda, it is Link who falls into the Still World and it is up to our favourite princess to save both him and the world from falling into disrepair.

There is a lot to love in Echoes of Wisdom, from the distinct visual style to the changes in combat. More importantly, by placing the emphasis on Princess Zelda as the main character, the game is able to put a unique spin on the tried and true formula that comes with Legend of Zelda titles.

Narratively, Echoes of Wisdom maintains a traditional three-arc story structure. Despite Ganon being banished by Link, rifts continue to spread around Hyrule. After returning to the castle where her father, the King, waits, a rift swallows both the monarch and his two loyal advisors before spitting out evil doppelgangers. Princess Zelda is then imprisoned in her own castle, awaiting execution. Powerless, it is not until a fairy by the name of Tri arrives, that Zelda is able to escape, now armed with the Tri Rod to summon up echoes of objects and monsters.

With these new powers at her command, Zelda embarks on a journey to close the rifts and rescue those trapped in the Still World – such as her father and Link. This involves travelling to the Gerudo Desert and Jabul Waters (where we see both River and Sea Zora) to assist them with their recent troubles. Along the way, Zelda faces off against dastardly foes as well as a fake impostor Link that does battle with one of his iconic weapons: sword, bow and bombs.

It is not until she returns to Hyrule Castle where she manages to rescue her father and defeat an echo of Ganon that the true antagonist reveals their identity as Null. Despite peace being restored to her home, the rest of the world is still in danger. Stepping into her role as Priestess, Zelda then journeys to Elden Mountain, the Faron Wetlands and Hebra Mountain to repair the rifts at the shrines dedicated to the Goddesses: Din, Nayru and Farore.

With their blessing, Zelda then ventures to the Eternal Forest where the Prime Energy dwells (shorthand, I suppose, for the Triforce). Unfortunately, Null is one step ahead. Having created an echo of Zelda herself, Null descends into the depths of the world and obtains the Triforce of Power. Though strengthened by a portion of the Prime Energy, Null realises they need all three to return the world into the void from which it originated from. Null targets Link first. Armed, however, with Courage and Wisdom, Link and Zelda fight back – ultimately destroying Null and granting the various Tris the ability to restore the world.

Thematically, Echoes of Wisdom does not stray too far from its tales of good versus evil; of selflessness in the face of danger. While we did get to see an interesting character arc from the leader of the Gorons: Darston as he wrestles with taking on the mantle of chief and indecision, the rest of the conflicts in Hyrule felt watered down and simplistic (now, if only Dradd and Kushara would just kiss, I’m sure all the troubles between their two tribes would be mended).

But what stood out to me the most during my playthrough of Echoes of Wisdom was how different Zelda played in contrast to Link. Like the princess she is, Zelda is not one for the front lines (except when she’s able to pick up a rock and yeet it at the nearest monster). Rather, she fights with the echoes of enemies she’s already defeated. Like a general directing her forces. Or a princess, in this case, commanding her subjects. After all, she IS wisdom personified. There’s no need to risk herself in open warfare.

While Zelda does have access to many an echo, I found I would often rely on some tried and true favourites. Like the shark whenever there was a swimming portion, or the lynel during late-game battles. While I liked the Wizzrobes, I also liked using the Albatrawls as they seemed more willing to attack than Kreese echoes and, after powering up Tri, you could summon six of them at a time.

Traversal also saw a few changes when playing as Zelda. This included summoning Platbooms, Flying Tiles and countless beds to get where I needed to go. While I’m certain there were other tried and true methods I could have used, these were my favourite tools to brute force a method to get where I wanted and explore the entirety of the map.

Not to mention the various accessories! Zelda, girl, you’re so stylish! And don’t get me started on the various outfits she can also obtained through the game.

I suppose my only gripe with Echoes of Wisdom was that there was no way for Zelda to dash. And, by the time she unlocked her own steed, it was much easier to fast travel to all the unlockable warp points scattered across the map. Even with the slower loading speed that comes from it being a game relegated to the Nintendo Switch.

Overall, I very much enjoyed my time with The Legend of Zelda: Echoes of Wisdom. From its art style to the changes in gameplay, there was a lot to love. While the story hewed close to its roots, I still enjoyed my time exploring Hyrule and putting the world to rights. Now, if only it was as easy to do in real life.

By the time this post goes live, it’ll be February 19th and goodness knows what will have happened to the world by then.

In other news, I finished a new horror short story at the end of 2025! And after waiting a day, started on a new one titled: The Box of Dreams that will be told from two perspectives. It’s set in the fictional Australian town of Woollanoogatta and there will be monsters that haunt the darkness. In short, it’s like Diablo but it’s modern day and the creatures are eldritch in nature!

Now there’s a thought. Maybe I’ll add a character named Deckard Cain who will implore the main character to ‘Stay awhile and listen.’

Wiccan Worship

There is something about tall women with a Received Pronunciation accent that tickles my fancy. Is it the Britishness of it all? Or is it something else hidden deep inside? Mayhap it’s how smooth and buttery they all sound, or perhaps it’s the confidence they seem to exude. All I know is that ever since Arcane wrapped up with its second season, my AO3 tags are still centred around Caitlyn Kiramman and Vi. And, after failling to prove my mettle against a Soulslike title, I retreated to a video game that always danced in my periphery. Given the additional free time I had, I, of course, decided to tackle it head-on. Only to be faced with another tall British lady (who may ignite a new shipping war in my heart).

Enter: Cereza. Or, as she is more commonly known, Bayonetta.

Releasing in 2009, Bayonetta was a tour de force of action gameplay from the mind of Hideki Kamiya. While I’d always been vaguely intrigued by the concept of a witch doing battle with the forces of heaven, I steered clear from the franchise. Mostly because I was a poor uni student but also by the fact most of the battles saw you being graded for your performance.

After enduring a typical Asian childhood, as well as the competitiveness of attending a selective high school, I was in no mood to be judged for how well I performed. And certainly not in a video game (a realm which I considered an escape from my usual twisted sense of perfectionism).

Is it any wonder why Soulslike and Rogue-likes only serve to aggravate me rather than being enjoyable? They just trigger my trauma response. Especially if I just scrape by a boss battle (guess it’s the inner critic telling me how I could have done it better – never mind I’d entered the game blind and it’s quite a feat to have gotten so far on just my third or fourth attempt).

Bayonetta however sat in my periphery. Always tantalising me from a distance. Like forbidden fruit.

Then, of course, there was the whole scandal during Bayonetta 3‘s release. Which, honestly, was probably what piqued my interest in the series again.

The story in Bayonetta keeps it simple. Our titular hero, after waking up from a 500 year slumber, knows only two things: her name and that she’s a witch. Twenty years go by where she kills angels for sport, and to fulfil her contract with Inferno before she hears tell of an artefact called The Eyes of the World. Curiosity wins out and she sets off for the European town of Vigrid.

As she goes about tracking down the mystical gem, Bayonetta encounters intrepid journalist, Luka (who had been a mere boy when she was first unearthed from a coffin in the depths of a lake. And who also blames Bayonetta for the death of his father), a young girl who stumbles her way into heaven’s warpath and another mysterious Umbra witch by the name of Jeanne. Along the way, she receives flashbacks of her past and the events leading to her being imprisoned inside a coffen for nigh on five centuries.

It is only later revealed the young bespectacled girl she encounters is her younger self, brought to the present, by her father (one of the last surviving Lumen Sages) in order to resurrect the Creator: Jubileus.

While the narrative is simple and the story beats predictable, Bayonetta manages everything off with panache. From the settings to the stylistic boss battles. But more importantly, the characters are so engaging they simply pull you along.

There is something to be said about a suave, confident and intelligent leading lady who leans into her sexuality. Bayonetta is cheeky and irreverent. Yet underneath it all, she also has a bleeding heart, especially when she looks after the younger version of herself (though, at the start, she hasn’t quite made the connection). This and more makes Bayonetta stand above the rest when it comes to female protagonists. Especially given how unapologetic herself she is – be it when she stands up against the Creator, her father or even when she goes toe-to-toe with her fellow Umbran witch.

The other characters, too, get their time to shine. For me, the standouts were Jeanne with her enigmatic mystique and Luka with his himbo-esque charm.

Even though both start off as minor antagonists, the banter between them all (and Luka’s growing respect for Bayonetta over the course of game) felt organic. Could it have done away with Luka ogling Bayonetta’s chest while they were flying head-on towards a number of missiles? Probably. But this was also 2009. A time where strong female leads were few and far between. So what if it had a moment of self-indulgence? Bayonetta certainly wouldn’t care.

And I suppose that is something I respect the game developers for. Bayonetta is no fragile wallflower. She’s a powerhouse witch who uses everything at her disposal to her advantage.

When it comes to gameplay, Bayonetta focuses heavily on combos and dodging attacks. There’s no stamina bar whittling down as our protagonist dances across the battlefield. Nor is there a focus on parrying attacks (though if you DO dodge at the last second, you can trigger Witch Time, which ensures your attacks deal higher damage). It’s a combat system easy to grasp but hard to master, especially given the number of ways one can juggle the enemies up in the air to keep the combo meter going.

Wicked weaves also provided something a little different from the fairly rote combat. Coupled with ‘Torture Attacks,’ they gave the game additional flavour, contributing to Bayonetta’s characterisation as a talented Umbra witch with a sadistic side. I especially liked being able to summon forth a fist or a booted heel to crush angels underfoot.

While optional, the game also featured challenges in the form of Alfheim portals. Completing these would grant Bayonetta items that could help increase her stats, be it health or magic. The only downside? Having to find them (which, occasionally included running back through a level because it would only spawn after certain events).

Bayonetta also features items to assist in combat. However use of these items lowers one’s grades. Something I didn’t like much but understood why they incorporated as an incentive for hardcore players to challenge themselves during multiple playthroughs. Still, it would have helped a little if I wasn’t so harshly given a stone trophy when I was just trying to figure out my way through the attack patterns of the foes before me.

After enduring a shameful defeat at the hands of Wo Long: Fallen Dynasty, it was refreshing to play a game that I could readily adjust as needed to feed my desire to keep pushing on. It helps, too, that Bayonetta is such a colourful character with a wonderful support cast to help round out her sharper edges. More importantly, it was a fun few hours that didn’t feel the need to drag out the plot or gameplay. A skill not many games have these days where they pad out the length with unnecessary content that serves only to aggravate rather than enrich the gaming experience.

That said, I’ve been following the story of everyone’s favourite Umbra witch. While I understand there’s some disappointment with her ending up with Luka in the third game (and has no-one mentioned the age gap? She’s like…600 years older than him! The scandal!), he doesn’t seem all that offensive in this first game. Rather, he seems like an adorable golden retriever who believes them a ladies man.

Still, I can definitely see why people also ship Bayonetta with Jeanne. The two have a chemistry stemming from their friendship. Plus, both are unapologetic in who they are.

My only sticking point? The two of them would totally try to out-top the other. And I still can’t say for certain who would win. But, at least, it will be glorious?

Admitting Defeat

There are a few video games I’ve not finished. Most are those I played in my youth but there are a number of recent titles I’ve not enjoyed and decided to put aside. The most recent one of these was Wo Long: Fallen Dynasty – a game set during the late Han period of Chinese history and which featured many characters from Romance of the Three Kingdoms.

From the start, I was apprehensive at how far I’d be able to take the game. After all, it was a purported Soulslike. A genre I’ve widely tried to avoid as my preference is to not smash my head against a wall and spend hours on one boss. It’s also a reason why I don’t like dabbling in roguelikes (where my entire progress is erased upon death). Yet, I would be remiss to not admit I was drawn in by the premise of running around Ancient China.

So, when the game was on sale, I bit the bullet and bought it. Unfortunately, like many other games, it sat in my backlog until I could find the time to give it a decent run.

When I did finally boot up the game, I was a little wary I might not even get past the first boss: Zhang Liang, General of Man. I’d seen the reviews (and the complaints) of how difficult a fight this was going to be. Mentally, I’d prepared myself to potentially ragequit at this very first boss and call it a day.

To my shock, though, Zhang Liang was not hard at all. In fact, I trounced him quite readily on my first go. His attacks were well-telegraphed and the window to parry his attacks were generous. Before I knew it, he was lying dead at my feet.

Worried, I quickly checked the internet to see if there had been any changes to the game. As I suspected, Zhang Liang had been nerfed in one of the many updates for the game – making it more approachable for beginners to whet their appetite on the title.

Unfortunately, though, his battle would be the only one I felt I managed to pull off with any aplomb. The other bosses were much more hit or miss in terms of skill and it felt like it was more luck that saw me to victory. This seemed particularly true with the likes of Aoye and Zhang Rang (with his army of clones).

Despite my misgivings, I pushed on. Until I encountered Lu Bu. While I thought his attack patterns weren’t too difficult to read, they were still a pain to deal with. In the end, I decided enough was enough and chose to quietly quit after my most recent defeat at Lu Bu’s hands. Throwing myself again and again against such a mighty foe was not my idea of fun. And I knew victory would not bring me the rush of dopamine many fans of the Soulslike genre would receive. Rather, it would only bring me dread and uncertainty for the next boss to come.

That’s not to say I don’t like challenge.

After all, I did manage to platinum Astro Bot. But my time with the game didn’t see much needed resources dwindle. It didn’t have me endure a five minute gauntlet of a boss where I would inevitably die and then have to psych myself back up for another go. The reason why Astro Bot worked so well was because death carried with it little consequence and our cute little robot revived quite quickly for another run. More importantly, the challenges were OPTIONAL.

The base game, if I’m being honest, was generous with checkpoints on all of its main stages. At no point did I have to deal with an impervious wall.

Lu Bu, it should also be noted, is not even the end boss. He was early mid-game. Even if I beat him, there were other bosses I would, more than likely, struggle against. Demon Liu Bei. Zhang Liao. Yuan Shao. Yu Ji. And what was the point of it all?

The story, certainly, had not proved quite as gripping as I’d hoped. Much like their take on the Bakamatsu period in Rise of the Ronin, the playable character felt like a bit character surrounded by other big name protagonists who should have taken the lead instead. Without even a name, they’re only regarded highly by the colourful cast because of their prowess on battle. Something which I found disingenous considering I’d only made it so far with the help of reinforcements at my back (there was no way I would go head to head with a Changgui if I didn’t have someone there to soak up the aggro).

More importantly, the overall narrative was not enough to pull me through even the more difficult sections of the game. If there had been something a little more tantalising for me to enjoy, maybe I might have persevered for a bit longer before calling it quits.

Like many of these games, I think my main struggle is how much damage the enemies can deal in quick succession when compared to the dismal healing when one pops a Dragon’s Cure Pot (even with upgrades). Why can’t these games have potions that heal you to full instead of slightly over half? This was an issue I also struggled with when playing through Jedi: Fallen Order and Jedi: Survivor. Thankfully, though, there was a toggable difficulty setting and I was able to change it up when I did encounter something a tad too hard.

My other problem with the game is how the stats for the main character never felt like they translated well to actual battle. True, I was upgrading my wood and fire elements but it hardly seemed to make much of a difference. Then, of course, there were my weapons and armour.

Maybe if I’d retreated to the village to upgrade just before the Lu Bu fight, I’d see some noticeable improvement in the damage I was dealing? Or even see myself absorb a few more blows before the end? But why did it also seem like all the wizardry spells I’d poured my points in do diddlysquat?

Of course, this might have been a problem of speccing my character to fit within the requirements but the game does a poor job of explaining this to the player. But I’d rather not have to deal with changing my gear to take in all these various considerations. I just want to kickass and chew bubblegum (and I’m all out of gum). What I don’t want to deal with is all the messiness of trying to eat crustaceans and not even getting a satisfied meal from it (like crab or lobster. If the meat isn’t easy to get to, I just can’t be bothered. Admittedly, not the best metaphor but it’s the first thing that came to mind).

Still, there is something healthy about realising one’s limits and putting down a game (or anything else) that is no longer giving you joy. I’d, after all, gave it a decent shot and did try a few different methods to see if I might have been able to change things around in my favour. There’s no shame in patting oneself on the back and saying: maybe this isn’t for me and turning my attention to something I’d like to try out more. Say, oh, I don’t know…Bayonetta? Or maybe The Legend of Zelda: Echoes of Wisdom.

Then, of course, there’s the mountain of games I still have yet to get through, sitting on my shelf mocking me, like Stellar Blade, Clair Obscur: Expedition 33 and Metaphor: ReFantazio to name but a few.

And while, admittedly, I did make purchases for Black Myth: Wukong and Wuchang: Fallen Feathers, I’m not sure how far I’ll be able to get through these as well before deciding they’re not for me. Time, of course, will tell.

And hey, if it’s not for me then it’s not for me. I’ll just move on and try something else. After all, there’s so many different games out there and my backlog isn’t getting any smaller.

So, much like Freedom Wars (though I will say I got much further in Freedom Wars), Soul Sacrifice and Code Name: STEAM, Wo Long: Fallen Dynasty joins the list of games I’d tried my hand at but found wanting in almost all aspects. Oh, and how could I forget Monster Hunter Ultimate?

Homo Ludens Dissonance

Over the years, I’ve played all manner of video games. From small indie titles to grand blockbuster triple-A ones. Never, though, had I stopped to try out a video game from the mind of Hideo Kojima. Even though he was, and still is, touted as a savant, the games he had a hand in always seemed to sit beyond my interests. Or I’d tell myself it was too confusing to start midway through the series. And therefore, there wasn’t any need to play through the story of Solid Snake (I’d pick up all the salient points through osmosis anyway). Then 2019 hit and along came Death Stranding. But one look at the trailers and I knew I wasn’t sold at all on the premise.

It would take several more years and a chance visit to an EB Games somewhere in a rural town on the Central Coast that would see me purchase Death Stranding: Director’s Cut more out of curiosity than any genuine interest in playing the game. For, admittedly, the game sat installed on my PlayStation 5 for another two years before I decided to bite the bullet and actually play through the damn thing (cue the sequel then being released IN that very year).

Death Stranding has you play in the shoes of Sam Porter Bridges. In the first few establishing shots, he is riding a motorcycle (technically a reverse trike) through post-apocalyptic America in order to deliver cargo to an unspecified client. Along the way, he runs into Fragile. To avoid crashing into her, Sam takes a tumble and his trike is ruined. As it begins to pour, he finds shelter. There, he finds Fragile, who assists him in evading a BT and by giving him a cryptobiote to eat.

Once the rain stops, Sam resumes his trek to Central Knot City. Once there, he is tasked with an emergency assignement to accompany the disposal team to get rid of a corpse at the nearby incenerator. Along the way, however, the team encounters trouble. They die in a voidout, leaving Sam the only survivor.

It is not long before he revives in Capital Knot City. There, he is tasked by the dying President of the UCA: Bridget Strand, Sam’s adoptive mother. As she breathes her last, Bridget tasks Sam with reconnecting all of America to the chiral network.

So begins Sam’s quest to travel (primarily by foot) to waystations, distribution centres, prepper bunkers and other KNOT cities to connect it all together and bring back the land of the free as the ‘United Cities of America.’ While not everyone is keen to join initially, through persistence, Sam is able to bring any and all into the fold of the UCA. And this is in spite of the fact Sam, himself, has haphephobia (a fear of being touched), though the game uses aphenphosmphobia instead.

Why Sam has this fear isn’t exactly explained. Neither the flashbacks of his past provide an adequate explanation nor any of the exposition. My assumption? He developed it from the touch of BTs.

Still, does he not serve as the perfect metaphor? A man who hates touch is the one able to bridge together people from disparate walks of life and unite humanity? The game, and its imagery, all but writes itself!

And this, dear reader, is the crux of my many problems with the game from a narrative and worldbuilding perspective. From the very first, Kojima isn’t shy in trying to explain what the game is all about: strings, ropes and connection. Whether it’s from how the cities are all ‘knots’ to the very name of the game itself (Death Stranding). But worse than all the repeated metaphors is how the game continues to hammer in the same message. NPCs talk about their initial reluctance to join the UCA but, after enough deliveries, begin to see the strength of coming together and being connected to the rest of humanity.

It’s all quite pretentious, actually, though I must admit some of the revelations in the various emails Sam receives do paint a more nuanced view of the world (especially with reference to the US President building a wall to keep migrants out). That said, it’s hard for me to believe any real connection can be brought about with a person and your average courier. Especially given how callous most delivery drivers are when it comes to the packages many of us order online. Heck, I don’t even have a good rapport with my local postman (though most letters are delivered during the times I’m actually at work).

Of course, I may just be an outlier. There are times when I visit the post office and see the staff actually develop a relationship with clients who use their services often (either picking up packages or requesting something be sent). Not me, though. I’m not big on chatting to hospitality stuff. Yes, I am cordial to a fault and I make sure to remember my manners, but I’m not all too comfortable interacting with strangers.

Then, of course, there are the relationships one develops over the course of working in logistics.

I should know. After all, it wasn’t all that long ago I used to be in freight forwarding and ensuring goods ordered from a consignor (either in FCL or LCL) safely arrive at the warehouse of the consignee.

Perhaps, though, it’s due to the shortage of porters actively delivering packges to the preppers across post-apocalyptic America. For the people living in the world post the actual Death Stranding event in-game, supply drops are few and far between. When a delivery is made, it’s a moment of celebration and triumph of beating the odds.

The messaging aside, the one other element of Death Stranding I actively dislike is how women are portrayed. And though I’ve scoured the internet thoroughly enough to know Kojima has not read much Haruki Murakami, the two feel like they both attended the same writing courses.

Why, you may ask?

Because neither know how to write women.

In Death Stranding, almost ALL of the women characters have their motivations either surround or be about a MAN. Their roles (or descriptors in terms of the preppers) all seem to appeal to a certain ideal of femininity. From main characters like Amelie, Fragile, and Mama to side characters like the Chiral Artist or the Photographer. And don’t get me started on the bunkers that DO have multiple people but the woman is always in a supporting role to their husband (or child) like at the Timefall Farm, the Doctor and the Mountaineer. The ONLY female characters with any sort of agency and who aren’t relegated to roles characteristic of women are the Evo-Devo Biologist and the Roboticist.

Let’s start with Fragile.

Her very name is a trait often applied to women. And while she is keen to remind Higgs (a character played by Troy Baker), “I’m Fragile but not that fragile,” she, too, is motivated by the men in her life. From her father who created the delivery service to how Higgs took away her vitality and youth. Then, of course, there’s her relationship with Sam. Even I, an asexual, could sense a sort of wistful longing and hint of jealousy when Fragile had to contend with Amelie for Sam’s affections.

Next, Mama.

True to the codename she is bequeathed, Mama is…well…a mother. In fact, it’s the chain that keeps her in place (of looking after a BT baby). Enough said.

Then, there’s Amelie. Though I did read a Reddit post saying she had the most agency, the ending did not pay her any favours with how Higgs seemingly keeps her under his thumb as he tries to unlock her abilities as the Extinction Entity (there’s also the whole sideplot of her railing against her fate but it all felt surface deep. Especially as it’s only when Sam tells her that she’s not alone and he would always be there for her before shef inally relents and untethers her ‘Beach’ from all the others to stave off the Last Stranding).

My misgivings of the narrative aside, I also found myself unimpressed with the general gameplay. While the controls are solid, I suppose what I disliked most was how finicky Sam’s balance seemed to be as he tripped on nearly everything and could be sent careening forward because of loose gravel underfoot. Admittedly, it’s no QWOP or Baby Steps. So, I suppose it could have been worse. But my goodness, the DRIVING! Why did all the vehicles handle so terribly?

Also, as an aside, why couldn’t anyone in Capital Knot City provide Sam with a vehicle from the start? Why did they force him to travel ON FOOT around the eastern seaboard? While I understand this from a gameplay perspective, from a narrative one there was literally NO excuse.

One thing, though, I did like was how playing online did allow me to soon pick up vehicles from other players and to use structures they had built for ease of traversal. In fact, I very much liked the zipline relay I helped build from the Veteran Porter to Heartman’s Laboratory. It made travelling through the snowy mountaineous region a breeze (and I also didn’t have to worry about possible BT encounters).

That said, the gameplay of Death Stranding lent itself well to listening to video essays throughout my playthrough. Which, of course, I did plenty of. Especially when I had a four hour episode of Critical Role to enjoy.

Death Stranding was also able to incorporate decent gunplay in the game. Perhaps because of Kojima’s experience with the Metal Gear series, all the moments in the supercell visions brought upon by Mads Mikkelsen’s character were easy to grasp and breeze through.

There is much to be said of Death Stranding: Director’s Cut. Yet though many praise Kojima as an auteur in the gaming industry, I don’t quite see it. Not yet, at least. The game I played was serviceable at best but nothing truly stood out (beyond the ludonarrative and cognitive dissonances I had. When Sam and Amelie ran down the Beach after Higgs was defeated and Norman Reedus had this weird smile on his face? Shivers down the spine. Almost as bad as when Cloud tried to smile at Aerith in Final Fantasy VII: Rebirth). The story, in particular, incurred my ire. As did his attempts at writing female characters.

I’m sure, of course, Kojima will have his loyal brand of followers who enjoy his titles. I, unfortunately, am not one of them.

That is not to say Death Stranding: Director’s Cut is a bad game. It is simply not to my tastes. Certainly, it was not so bad I had to stop partway through. But I did find it relatively tedious given the dripfeed of structural blueprints were (and the fact you needed to have an area connected to the Chiral Network before being able to build them). If I’d had access to ziplines from the start, I’m sure the first few hours wouldn’t have seemed so arduous. Of course, perhaps that’s the whole point of the game. But I, for one, wanted things to happen just a bit quicker.

Here’s hoping my next game will be able to deliver this in spades though I have a feeling I may just ragequit for not being good enough at Soulslike titles. Fingers crossed my parry game will exceed my expectations.

In other news, I will not be picking up Death Stranding 2: On the Beach. But for those who DO enjoy these Strand-type games, I hope you derive the utmost joy from it (and I do mean it sincerely).

Archaeological Find of the Decade

Ask anyone on the street and they will know who Indiana Jones is. Though a fictional character played by Harrison Ford, the intrepid archaeologist has had a significant influence on pop culture. Even I have not been immune to certain tropes and scenes that have been endearingly preserved on the internet. Despite the fact the first three films came out before I was even born. From the opening of Raiders of the Lost Ark where Indy steals an artefact from an ancient temple to him shooting a man despite their florid display of swordplay.

Even with the films readily available on Disney+ for me to watch, the only one I’ve actually seen was the first attempt by LucasFilm and Paramount Pictures to revitalise the series with an older Harrison Ford: Indiana Jones and the Kingdom of the Crystal Skull. While this foray did have its memorable moments, it never quite hit the heights of the original trilogy. Or so online reviews decried.

When a game was set to release on the Xbox in late 2024, I was a little disappointed but did not feel entirely bereft. After all, I’d enjoyed the likes of Uncharted and Tomb Raider over the last decade or so of video games. What did it matter if I couldn’t play through Indiana Jones and the Great Circle? Microsoft had made its choice. They’d bought up Bethesda and all the other developers under its wing. To see these games on the PlayStation 5 would be asking too much.

Or so I thought.

Lo, come March 2025 and Indiana Jones and the Great Circle released for the platform of my choice.

Of course, months would go past before I found the opportunity to give it a chance. My backlog, dear reader, is nigh astronomical. I’ve hardly afforded any rest before I boot up a new game. The price I’ve paid for enoying so many different franchises over the years.

Indiana Jones and the Great Circle starts with Indy traipsing through the opening scenes of The Lost Ark. This time, though, he is being steered by the player. And while it’s almost shot for shot, there is still much to be said of the character models with their too large eyes and occasionally stiff movements.

After taking the treasure, Indy returns to Marshall College. During the night, a giant of a man breaks in and steals a cat mummy. Indy catches him in the act but is powerless to stop him (which gave me an idea for another horror story. So, be on the look out, dear reader, for future horror short stories from yours truly. All interconnected in a grand Kyndaris Shared Universe of sorts!). After the scuffle, Indy discovers a medallion bearing a symbol of the Vatican Secret Archive. He sets off for Italy, stumbling upon the secret of the ‘Great Circle’ while doing battle with facists along the way.

It isn’t long before he’s travelling to Egypt, the HImalayas, Shanghai and Sukhothai as he tries to unravel another ancient secret. All the while, he is beset by Nazis wanting to use their findings for much more nefarious ends.

To call the plot camp would do the The Great Circle a great injustice. And yet, camp there is aplenty. Especially when it comes to how Gantz claims his invincibility before being skewered by icicles, to Voss’s proclamation that he knows the ancient art of ‘kara-te.’ I also enjoyed how the game employed the Wilhelm scream.

Yet despite all this, The Great Circle somehow manages to capture the very spirit and essence of Indiana Jones. Something the recent films seem to be lacking.

Might it all be a little cliche at times? Yes. But The Great Circle manages to make it work. Especially with the pathos it gives to Indy and by having a cast of colourful characters who lean into their roles. I’d even say there was some great commentary on the modern world. Take, for example, Voss’s ability to guide Gantz to do his bidding: “Nothing is quite so easy to manipulate as an insecure male.” Then there’s: “A little confrontation, a little affirmation, and the insecure male will volunteer his undying loyalty.” These observations, from a delightfully evil Nazi archaeologist with a penchant for psychology, serve as excellent commentary to the swathe of alt-right and grifter talk that has cropped up in recent years.

And it’s true to an extent.

How many, on the internet, have seen people ‘redpill’ themselves and adopt ‘alpha male’ rhetoric? And much like the late 1930s, in which The Great Circle is set, we have seen the rise of fascist and authoritarian sentiments in countries that were once thought to be bastions of democracy.

Hope, however, remains that we can stop it before it goes too far. And while I write up this post in late November 2025, I fear it will still prove to be relevant in 2026. Time will tell, of course, on whether this post has aged like a fine wine or has curdled like month old milk.

From a gameplay perspective, The Great Circle puts players in the shoes of one Henry Walton ‘Indiana’ Jones. But whereas Uncharted and Tomb Raider chose to be in third-person, MachineGames chose to have it play out in first-person (with the occasional change to third-person only when Indy is swinging on his whip or clambering up walls).

While I found it slower than I anticipated, it did not detract from my enjoyment from the game. Especially when I was swinging around frying pans or guitars to blindside my enemies. Even the fisticuffs managed to work well. The only downside? How little damage the firearms were able to provide when trying to gun down enemies from afar.

The Great Circle, it must be said, is not a shooter. Indy does not have access to a variety of firearms except his trusty revolver and whatever ones enemies may drop once they’ve been knocked unconscious. These include pistols and a few semi-automatic rifles. Ammunition, however, is scarce.

But what drew me out of my immersion was how ineffectual headshots were! For, during my first proper battle against Locus, the giant man Indy first encounters at Marshall College (but loses to), I’d pulled my revolver out and landed several headshots. Yet, isntead of stopping the man, he still lurched forward to give Indy the good one-two. Even against Nazis and fascists in the sandbox world, shooting proves ineffective without at least 4-5 bullets lodged in the enemy before you.

Then, of course, there was the fact the traditional means of taking snapshots in game tended to bring up the pause menu (leading to the scene in question being blurred out). While I managed to find my way round this limitation, I did despair early on that I might never be able to take a decent screenshot of what was a beautiful world that had been lovingly crafted by the developers.

These small foibles aside, The Great Circle proved to have an effective gameplay loop with fisticuff combat feeling weighty. I suppose, though, that there were a few more means for Indy to have healed himself prior to the grand showdown at the very end of the game. Thankfully, the game was able to recognise I needed a bar or two of extra health, after one too many deaths, and was able to assist with allowing me to see the game to its natural conclusion (without having to alter the difficulty setting).

During my time with the game, I also enjoyed being able to find purchase books and maps that detailed where collectibles were as this was a key part of how I managed to platinum the title in record time. While I do feel like some puzzles in Sukhothai could have been better telegraphed on what tools Indy needed to further them, overall, the game design and direction were topnotch (that said, the giant snake was a hassle to evade).

Indiana Jones and the Great Circle carried with it the weight of its legacy. Though recent films faltered, the game was able to shine by staying true to the roots of what made Indiana Jones work so well. With its over the top villains and promises of a grand adventure, The Great Circle was able to maintain its momentum and land each of its story beats without too much hassle. Which, of course, was helped by its excellent casting and the writing that kept much of it fresh and exciting.

I’d also attest to the music soundtrack being key to many a scene. Especially with the return of such classics as The Raiders March and a variation to Marion’s Theme. According to the internet, these also had to be re-recorded due to mechanical copyright. Regardless, they served to keep the game true to its roots (while also proving a delight for me to hear during my playthrough).

As a side note, a part of me keeps hoping other Microsoft exclusive games, like South of Midnight and Avowed will make the jump to PlayStation 5. Unfortunately, this does not apepar to be the case and I may have to bite the bullet and buy them on Steam (to play on my new PC). In the meantime, I still have plenty of other games to get through. Least of which is Death Stranding. A game that has proven to be divisive (and is definitely NOT in my top 10).