81 Reviews liked by Dogninja


it's pretty hard to argue against super mario bros. 3 being the single most definitive title on the nes. as many have said before, it's genuinely mind-blowing this game released not only on the same console as the original super mario bros., but also only a mere 3 years later. this feels like one of those natural, massive generation gaps, like final fantasy vi to vii, that completely reinvents and perfects a genre for a new generation - and yet, here it is, on the original nintendo, and it's timeless.

unquestionably on the short list of 'most influential' or 'most important' games ever made, super mario bros. 3 was kind of gaming's first true blockbuster - hell, the film 'the wizard' (actually a pretty charming road-trip kids flick, i like it enough) essentially serves as a 90 minute commercial leading up to the real-life public reveal of the game and how it looked, sounded and played. on a personal level, i'm pretty certain super mario bros. 3 was also my first video game - a family friend would often come to visit with her nes and this was the title we both naturally gravitated towards. my oldest, longest standing friendship now reaching 15 years began with a conversation in which i explained the warp whistles in this game and where to find them. basically, this game was massively ingrained in pop culture well before me, and in my personal culture as far back as i can remember.

mario 3 is a game i don't even need to replay at this point to remember, it's muscle memory at this point - but just to jumpstart my memory i did a typical ~30 minute runthrough the game 'cause i felt like it before writing this. i've made so many self-imposed challenge runs throughout the years, and i'm pretty certain almost every level has become that sort of second nature blitz for me at this point. it's one of those games i go to if i need something simple as sensory stimulation because i don't have to think about it that hard; and its highly charming, endearing nature makes that enjoyable every single time.

this is the first game in the series i think everything basically worked out to future standard - mario's design feels pretty fleshed out, the controls are tight, the levels are almost all perfectly balanced and fair, the power-ups are still the best bunch in the entire series, the soundtrack is front-to-back classics, the two-player mode is a lot more engaging, the addition of world maps and continues is a godsend - though, one of mario 3's few blunders is the lack of a save system on the initial release - point being, it's pretty much as spotless as an nes game gets, and on the right day, it's my favorite the system has to offer.

my only other gripes with mario 3 are on rare occasion where levels feel either too short, too obtuse (the repetitive hallways with identical doors with no indicators are a little tedious), or too similar across a sequence, but they're almost all winners. the worlds are all classic, with my favorite being world 5: the sky. i was always mesmerized by the first section's skybound fortress with its unique textures and the weird coin-block structures in the latter half. the boss battles are very same-y but mario games never exactly excelled at those - nor do most mascot platformers - and i don't mind so much. it's just a miracle this game is as content-packed, tight to control, and plain damn FUN as it is. a staple of literally anyone's game collection, end of story.

Making a sequel to the "best game ever" is a daunting task, especially when it has to be done in record time. Yet this is the crazy challenge that Aonuma is taking on, at the cost of his and his team's energy. If Ocarina of Time's approach was to create a golden standard for the series and the video game world, Majora's Mask has a more carnal and intimate feel, which is made possible by the main time loop mechanic. This allows for a smaller, but more chiseled cast of characters with their own timeline to focus on. It is the exploration of this tight world and the discovery of its inhabitants that occupies the central part of the title: admittedly, our objective is largely indicated from the start – to prevent the Moon from crashing into Termina and to retrieve Majora's Mask from the hands of Skull Kid –, but Termina acts as a gigantic social dungeon, where you have to get to know the NPCs in order to progress. The mechanics of time appear as a driving force of the playful and dramatic tension, instilling an urgency and sequencing the game phases, thanks to the owl statues. At the same time, the masks act as rewards and specific tools in the progression. The counterpart is the contraction of the number of dungeons, since there are now only four, albeit with a fairly substantial number of more or less optional mini-dungeons. This also reduces the number of non-mask items, compacting the exploration mechanics in favour of interaction with NPCs through masks. This time management and its consequences make full use of the video game medium and are difficult to transcribe elsewhere. A real social web is woven through the encounters with the inhabitants of Termina, which allows human and realistic sensibilities to come to the fore, as in the long quest of Anju and Kafei, which begins as soon as we discover the Romani ranch. Here, it should be noted that developmental angst has infused the game's atmosphere. The first hour is particularly confusing - in its gameplay and narrative. The game has a mysterious and eerie aesthetic, even if it is due to the frame-jumps of the NPCs and the inhuman expressions and movements of certain characters. Unlike Ocarina of Time, we are an adult in a child's body, as Link witnesses the absurdity of the world, which he does not necessarily understand. Majora's Mask paints a human picture of the end of the world, which echoes contemporary concerns. The spectre of death looms constantly, as does the emphasis on the remains, souls and emotions caused by death. Yet the promise of a new dawn is often apparent: the title discusses the importance of friendship, love and the cycle of life. It is in the search for a sense of existence that the game shines: with each return to time, the relationships Link has created with the inhabitants start anew, but the memories live on, as the mask seller points out in the concluding cinematic. As such, Fierce Deity Link is emblematic of Link's goodness and self-sacrifice in his quest to ease the anxieties of the inhabitants of Termina, opening the way for him to answer the simple and profound questions asked by the Moon Children. Majora's Mask is a rough, but grand and timeless game, with an unparalleled elegance in its setting. There was a before and after to Majora's Mask – if only because of Aonuma's prominence – and the Zelda franchise will be able to see new heights to climb.

metal gear solid 2 is arguably the most discussed videogame ever. you can just google “metal gear solid 2” with the words “meaning”, “themes”, “analysis”, “essay” or something like this that you will find plenty of articles and youtube videos. a lot of very good reviews on this game page here on backloggd, too. so… what can I say about it? everyone already said something. everyone already called it a postmodern masterpiece, everyone already called it a prophetic game, everyone already said how great the level geometry is, how deep the mechanics can be, everyone knows about the marketing campaign and how sexy raiden is and how well-written his relationship with rose is. everyone knows everything. what more can i say? still, metal gear solid 2 is the kind of game that you do want to say something. it feels impossible not want to, even if you lack words. for me, what i want to say this time, finishing it for the first time in 7 years, is: this is a very life-affirming game. it tells us that, even in the capitalist system we live in, controlled by the same old people, influencing everything we consume, molding our thoughts and ideals, we can still break free, shape our own personality and look for the meaning in our lives, building the future for the next generations. maybe we will not face a revolution, maybe we will not change the world, but someone will. our sons, grandsons or anyone influenced by our mark, we just need to pass the torch.

The last time I was as paranoid as reading this was when I used to read all those internet creepypastas. The sense of normalcy, brought on by its casual format, was broken by the supernatural, keeping a sense of believability even with all the insanity that was unfolding before me.

This game cemented for me somenthing that the best creepypastas knew too well, terror isn't about the most gruesome or believable tragedy, but about getting inmersed in its own sense of familiarity.
Getting used to a character's lifestyle, while delving into its relationships, is what makes the latter chapters of this effective. You know, or thought you knew, those people and places.

So in this space between what it is and what you thought it was, a crack opens up where monsters crawl into your reality. All of this while its most basic thematic elements are still there from beginning to end, changing its meaning, but not its form. Like witnesses of some unfathomable reality. But what might it be? I wonder. I wonder :)

You don't owe forgiveness to the people who wronged you in your life, but you still are able to move forward and start anew. The cycle of hatred and tragedy will ultimately benefit no one the further and further it goes on. It's not easy to do all of this alone however, especially if you were mistreated by many people in your life. One day though you will find someone who will sympathize and give you the empathy you've needed for years. They can help and reach out their hand to pull you out of the darkness you've been swallowed up by. The people who did do you wrong and their actions can never be excused and it's understandable if they aren't, but knowing the whole truth and the different perspectives can put everything together. The point is to release, not to destroy anymore.

after a lot of people died in sin's attack, yuna dances. this dance is called "the sending", where she makes sure their souls are not staying on this plane, wandering, with envy for the living and then turning into fiends. instead, she sends them to the farplane, where they can live in peace. a lot of cultures around the world have rituals for the dead where you dance to celebrate how great their lives were or to just be a kind of grieving. you see, our bodies express our feelings more than we could ever think they do. when you are anxious you are always shaking your legs, even grinding teeth sometimes. i like to believe that yuna's dance is not only to send those people to better places but also her cope mechanism to deal with everything -- spira's condition, her father's dead, her destiny.

then yuna finds a pair. this blonde boy that appears from nowhere, claims to be from a thousand years old civilization that does not even exists anymore. he is also constantly dancing. he has problems with his father, which calls him a crybaby -- and he is, really. he is constantly expressing his pain through his smile but you know he's not always happy. he just don't want to show his sadness or, as everyone, just don't want to be sad. yuna's not so different, too. and since her has a pair, it's important to say that when you are dancing with someone, at first it may not work -- your pair can be at the wrong tempo, overstepping you etc. when your steps synchronizes and you are connected, though, this is what we call love. not necessarily romantically, of course. yuna have a lot of friends with their own dances, grieving and trying to live their lives as hard as it can be. but, when everyone is together, even dancing with the dead, they can share their insecurities, being open about their problems and, truly, overcoming it. maybe not stopping dancing but dancing towards the truth -- the painfully beautiful truth.

the last time yuna dances, she's not only grieving, but also celebrating.

This review contains spoilers

you know, i understand now why we're twins. it's because... because we were born without souls. this world is too lonely for one without a soul. there's too much... emptiness. our souls are missing, but our tears still work.

devola’s last words are a resume of the entire game. vessels without souls and souls without vessels. they fight, but they have something in common: they are empty. they, in theory, need one another. but they can’t. replicants now have sentience, they see gestalts as menaces, they fight them, they kill them. the two of them, however, have one more thing in common: they get together to fill themselves. the conscious beings in nier replicant’s world all have their own problems that go beyond the “replicants vs gestalt war”. they suffer, searching desperately for acceptance, for meaning in their lives, for identity - and this search is seen by the game itself, constantly changing its shape, as if something was missing (it's the game body or the game soul?), but in the end, this search is what brings hope, is what brings meaning. the characters in nier replicant may be selfish (i mean, the boy kills the shadowlord and basically the entire humanity together), looking further into their own objectives without thinking in the whole picture, but, at the end of the world, would you try to save it or just be together with the ones you love?

Link tearing through the lands of Hyrule on the shit that killed Shinzo Abe

Now that I've completed all mainline persona games, I can finally say they're all perfect

this game has the vibe of an adult swim show I'd watch half asleep as a kid, only for it to incessantly live in my unconscious memory for years to come.

I went into this game thinking I could crack a few jokes at the expense of friends who enjoy visual novels. I come out the other side having been fundamentally changed as a person and reflecting on my own life and the experiences that got me where I am today. When this game was sitting at a 100 on metacritic, it should've stayed there, it is really that good.

This review contains spoilers

Disco Elysium is a game about radical acts of humanity.

That’s the game in a single mission statement, but if you want the game in an overlong essay, read on: it is almost certainly the most human videogame I’ve ever played. (I would like to say the most human videogame ever made but so many games are made- most less famous than Disco- that may be just a little more human than it.) Of course it is about more than that, but I feel that expresses the core better than anything else. Because whilst Disco Elysium is about radical acts of humanity, it’s also mostly about the everyday mundane human ways we relate to each other.

This essay is about four men, whose ideas and works help me connect with Disco Elysium, help me draw a story out of its texts. I take 5,000 words to do this because I’m verbose. You can skip to the end if you want, where I elaborate on what I mean by “Radical acts of humanity”.

Whenever I play Disco Elysium (three times, which is uncommon), I always think of (at least) the four same men and their ideas. Four real life historical men, unequally influential, equally important, all men because, unfortunately, generations of patriarchal culture do be like that. Let’s look through Disco through the lens of these four fellas.

The first man I think about when I play Disco Elysium is Karl Marx, obviously, who just as obviously founded ‘Marxism’. Marx is already influential on Disco- the developers gave him a shout out during a victory speech at the Game Awards, because Daddy ZA/UM didn’t raise no quitters- but to me, the themes that leap out aren’t the in-universe parallels, but rather how Marxist thoughts inform the world and the game itself.

Marx is famous for writing of the ‘spectre of communism’, but much of his writing was about the vampire of capitalism and its effects on people in it, with communism depicted as a reaction, a natural reassertion of humanity in the face of capitalism’s inhumanity. When Marx talks of ‘alienation’, he means Capital’s power forces people to live by Capital’s rules, and Capital’s rules dictate that one must have money to live; and so people are divided into classes, where one class owns everything, and the other is coerced to sell their labour to the first. Capital’s desires must be met before yours can even be considered. Your time is spent on work your mind considers nonessential, foreign to its wants. Your existence as a self-determining individual with the power to decide your own destiny is trapped within the confines of Capital. The system takes your labour and sells it for a dollar; you get ten cents, and if you complain there’s a man down the street who’ll work for nine cents instead. You are alienated from the produce of your labour because it belongs to another; you are alienated from your fellow human for now they’re competition; you are alienated from your very will because you must satisfy Capital’s by default.

When I think of Karl Marx’s theory of alienation, I think of Lieutenant Double-Yufreiter Harrier ‘Harry’ ‘Raphael Ambrosius Costeau’ ‘Tequila Sunset’ du Bois, the human howitzer shell of poor life decisions who acts as our intrepid protagonist, is an alienated human being, his psyche scarred with the relentless toilsome existence of living in a world full of people just as alienated as he is. Marx talks of the alienated worker existing in a state of annihilation, of non-existence of the self. As Disco begins, our protagonist wakes from a state of oblivion- and it feels good. He doesn’t know his name or his face or his role, and yet Oblivion whispers to him in the cadence of seduction, of a lover inviting one back to a warm bed. Come back to nothingness, honey.

Almost immediately we learn that this was not an accident. When Detective Du Bois of the Revachol Citizens Militia, the Molotov cocktail who walks like a man, arrives on the scene of a murder, he does not do what he is supposed to do, which is retrieve the murder victim from a tree and question witnesses. Instead he flails his gun around, makes passes at waitresses, makes passes at a witness, trashes his hotel room, punches a stuffed bird (albeit one that, we are assured, had it coming), sings karaoke so atrociously that the hostel he haunts institutes a NO KARAOKE rule on the spot and drinks to such driven excess that when he comes to his brain has been purged. His job, address, name and face: annihilated. A question bubbles to the surface: what was reality like for this man that he would go to such drastic lengths to forget it?

There are many answers to that question, but one of them is that Du Bois is a cop, and doesn’t want to be a cop anymore, again for many reasons (Revachol’s police force is more an awkward compromise between a citizen’s neighbourhood watch and a police force than a top-down authoritarian force, so he doesn’t even have the near-unchecked privilege and power of your average real-world cop!). As we explore Du Bois’s past we learn that during his rampage, despite being smashed he manages an impressively systematic erasure of his cop-ness, flushing his papers down a toilet, throwing a clipboard in the trash, selling his gun and driving his police car with badge and uniform inside into a river.

Curiously, we also learn that Du Bois was good at his job, effective, disciplined, restrained and more efficient than his peers. He was driven and skilled and yet at the end he hated being a cop so much he performed an act of ego-annihilation so complete that he literally doesn’t remember his own name. We can speculate as to why- no doubt his having untreated personal issues and an intensely stressful job compounded somewhat, as does the poor pay and lack of time to address his own issues. It is sobering and ironic, then, that despite this immolation of the self, the very first detail we learn about Du Bois is that he is a cop. Indeed, we might not learn his name until much later (and often then only by finding his police badge). Everyone in the hostel Du Bois has disgraced with his presence know him as a cop, but not one of them can tell him what his name is. Du Bois is defined by his labour, and he has so little control over that status that not even hard fragging his brain can shake it off.

As we learn more of the city of Revachol’s dilapidated quarter of Martinaise, in the infamous Jamrock district, we learn more about Du Bois as well, and about the traumas they both share. That they share them is not coincidence. Martinaise is pockmarked by the craters and bullet holes of an old war fought and won against the old communist regime; these literal scars exist alongside a deeper marring of the soul of the city. The buildings are shabby old relics, if they’re whole at all; many are in half-ruin, rib-cages exposed to the winter wind’s keening. There is only one thing in the whole of Martinaise that has value to Capital, the docklands through which a stream of trade flows. The docklands are also consciously the cleanest, most functional locale in Martinaise. At the same time, the docklands are separated from the rest of the town by a wall and gate that turn it into a fortress. Despite their cleanliness, the docklands are sterile, unwelcoming, unnatural. They are alienated from the living decay that vibrates through the bones of Martinaise. This relative largesse does not extend to the depressed urbanity that rings it; that area is Not Valuable to Capital and so is allowed to rot.

The people, too, are depressed- a thread of sorrow, despair and bitterness worms its way into almost every personal narrative in Disco’s cast, compounded by the never-ending burden of Capital’s demands, generation after generation. The little girl who stands outside the bookshop, nervous and freezing, too busy hawking goods instead of receiving an education, is only there because her mother needs her to work now so the business doesn’t go out of business, and she’s a nervous wreck because her husband is always away on work, leaving her to raise a child alone. The countless oblivion seekers who talk of the legendary Tequila Sunset. So many people who spend their money on alcohol instead of fixing their own lives but at the same time it is Capital that gives them less than they are worth and makes oblivion seem appealing. Du Bois has to pay rent and damages to the hostel despite being broke and troubled because they need to pay for repairs because they use renting that room to live, but Du Bois is only there because a man was murdered there, and that only occurred because that man was there because Capital needed that man to literally kill a labour union.

Joyce Messier, the very avatar of Capital- a corporate libertarian (dios mio!)- is on the winning side. She is secure and powerful and wealthy. She is slowly having her ego literally obliterated by her work because Capital alienates everyone, even the wealthy, although not in quite the same ways. Joyce reflects on her life and experiences doubt and sorrow, on whether the end of history, brought about by the victory of her ideology, was ever worth it.

The second man I think about when I play Disco Elysium is Francis ‘History-Killa’ Fukuyama, a tragically intelligent American academic noted for his 1992 dancing-on-the-grave-of-the-Soviet-Union essay “The End of History and the Last Man”. He is the only one of the four men who isn’t dead yet.

The End of History is a concept posited by the likes of Hegel and Marx describing the culmination of human social evolution into an ultimate, final government system that, once achieved, would never again face serious challenge. Fukuyama’s essay says it’s liberal democracy. The Cold War is over, Communism is deader than disco, and (parliamentary) democracy (with a free market) was here to stay, babyyyyy!

Fukuyama copped a lot of ‘feedback’ for his essay, some of which was dopes misinterpreting what the end of history meant (it means that liberal democracy is the final, endpoint system for organising human societies, not that things will stop happening), others argued that liberal democracy had failed as a system and thus could not possibly be the endpoint, whilst some felt he had undervalued the existential threats of rival systems, like Islamic fundamentalism (lol). Fukuyama, a rising star of the neoconservative scene in the heady days of the 90s, defended his thesis rigorously, observing (correctly) that Islamic fundamentalism didn’t pose an existential threat to the Liberal west at all whilst observing that even the autocrats of China and Russia had to pay lip service to democracy.

When I last checked in on ol’ History-Killa, it was 2016, he was voting democrat and felt a lot more anxious about the nature of liberal democracy, because 2016 hit different but it hit everyone exactly the same.

When I think of Francis Fukuyama’s theory of the End of History, I think of Joyce Messier and Evrart Claire, the opposing poles in the ideological cold war raising the heat in Martinaise. Evrart serves as the boss of the Dockworkers’ Union, whose strike has shut down the precious Martinaise docks. Joyce is a negotiator for Wild Pines, the company that owns the docks themselves; however Evrart refuses to meet her. The unresolved situation and the tension it builds underpins everything in the story, but also springs in the backdrop of the city of Revachol’s historical context, in which Capital’s power is unchecked. Revachol is a political void, its revolutionary communist government being smashed decades ago. The smashers- an international alliance of humanist democracies- didn’t fill the void. Instead, it was left as a deregulated state, run by corporate interests and policed by international militaries. These nations are firmly unchallenged on the world stage, and the idea that anything could topple it seems inconceivable- the end of history.

Evrart puts on a leftist front in his methods and goals, but the prospects of him ever succeeding seem bleak. His goals are audacious. The dockworkers want a seat on the board; later they decide to take full ownership of the dockland itself. Joyce, meanwhile, is polished, elegant, charming, likeable and all too aware of how murderously ruthless her lot- libertarian capitalists- can be. Yet where Evrart moves brashly and loudly, Joyce and Wild Pines are subtle. They hide their hand. They attack from different angles, all at once, undetectable and secretive: Joyce is there to negotiate, but at the same time the company sends scabs to protest at the dockland gates, whilst also having hired a squad of secret psychopathic mercenaries as elite agents, each equipped with heavy weapons and armour worth years of cop salaries, to put the union back in its place. Even Joyce’s status is hidden- far from being a mere employee, she is in fact one of the owners of Wild Pines. The big guns are here. Capital’s power is overwhelming, financially, legally, militarily- but obfuscated. Cover stories. Disguises and lies, red tape and shell corporations, a thousand different subtleties. Capital does not like the spotlight and will do anything it can to obscure just how powerful it truly is. And it is this, I believe, that the tragic genius of Francis Fukuyama comes to light. When Fukuyama predicted that the end of the evolution of human social systems was here because one had become unassailably powerful, he was half right, but had misread who the winner was at the end of the cold war. Democracy had not triumphed; Capital had, and democracy was simply the host of the parasite. Buying into Capital is tempting: Capital is incredibly adept at extracting resources and wealth and turning that into power. But Capital does not need democracy- it will adapt to fascism and autocracy just as easily.

Revachol is not a democracy, and the only power in town is Capital.

And then Wild Pines loses. Evrart was anticipating everything from the start. He knows that at the end of the day, he can lose a thousand dockworkers and still live it, whilst the moment Wild Pines shows weakness the market will tear it apart. Wild Pines’ plans dissolve practically on contact, with the mercenaries going murderously rogue and the union holding firm. When Du Bois tells Joyce of Evrart’s plans, she realises the cost-benefit doesn’t favour Wild Pines and when faced with that, plus realising that people will die, she evacuates, and gives the Union everything they want. An unconditional surrender. Capital loses.

But this is a setback, not a total defeat. Capital still controls the city, Revachol is still a libertarian free zone, and international Capital’s airships control the skies with enough artillery to flatten every building in the city. The realisation that Capital is practically impossible to topple as a system is an open belief to all in Revachol, especially the bitter deserter- a veteran of the Communist revolution- who says that the basis for revolution has been lost, and will never come again.

But when I think of Fukuyama I also think of the Pale. After all, Disco is not just a story of dry politics- it is a game of symbolism, of abstract ideas and imagery explaining the feeling of an event more than the recitation of it will (The secret fifth man of this essay is Roger Waters, co-founder of prog rock band Pink Floyd, whose rock opera The Wall is a great companion for Disco; alas, I don’t know enough about the topic to really engage with it as it deserves. The Deserter has definitely watched The Wall though). For the end of ‘history’ is not just a wishy-washy higher concept in the world of Disco; it is a very real and horrifying inevitability.

Disco’s world exists alongside a phenomenon called the Pale, a property-less separative tissue that divides the world into islands of reality. The Pale cannot be described positively, only by what it isn’t. It is anti-reality, a space where even mathematics ceases. Travel through the Pale is possible albeit awful to experience, and it leaves radiation on you- long enough exposure affects you permanently. You unmoor from reality, experiencing events out of time, out of your time, other people’s memories, even maybe memories from the future. The Pale is timeless entropy, where all of human experience is expressed in a single formless mass without start or end. The Pale covers two thirds of the planet’s surface. The Pale is growing. The Pale is the product of humanity: pollution of the past, human history leaking into reality itself. It is a refutation of the idea that any human product can be eternal except nothingness, but also an embracing of a future where the universe itself is made up entirely of human history.

When Du Bois speaks to the phasmid at the game’s emotional climax, it’s not clear whether it is true communication or whether Du Bois is hallucinating mega hard. It doesn’t matter. Either way, the phasmid expresses terror at humanity’s incomprehensible consciousness, that it created the Pale that will annihilate everything around humanity as a side effect, whilst admiring humanity for being able to tolerate being inside its own head at all. The End of History may come, but whilst we may be done with history, history is not done with us; it pursues us, defines us, puts us into boxes and causes us to harm others without even being aware of it.

For Harry Du Bois and the people of Elysium, history is a prison, and the end of history an extinction.

The third man I think about when I play Disco Elysium is Carl Rogers, an American psychologist who founded the humanistic therapeutic approach. Rogers is a man who’s had a huge influence on me- because I am a therapist, and his shadow looms large in the field. Most therapists incorporate at least a little of his approach into their work. The core elements of Rogers’ approach do not emphasise specific techniques or interventions, but rather a philosophy. For Rogers, humans change when exposed to humanising interaction. Rogers teaches the power of listening, empathy and caring. You are there with the client, genuinely in the moment, not acting or hiding behind empty therapist personas. You try to understand the client and see the world through their eyes without being lost in their world. And finally, you practice unconditional positive regard: you accept the client as they are, without judgment, disapproval or even approval. The relationship begins then and there, and is not informed by the past: the Rogerian therapist treats the criminal client no different to the crisis survivor, and trusts in these simple human connections to transform a person.

When I think of Carl Rogers’ humanistic approach I think of Kim Kitsuragi, the long suffering detective sent by another precinct to assist you on the case. Kim is a consummate detective. He is thoughtful, attentive, highly disciplined and absolutely incorruptible. He arrives on the scene to solve a crime and leaves having saved Harry’s soul.

I love Kim more than any other fictional character ever made. I have an official ZA/UM copy of his aerostatic bomber jacket hanging in my wardrobe. It is warm, comforting and surprisingly practical. Kim made me want to be a therapist- and I was already a therapist.

Kim does not arrive intending to save Harry’s soul. He is there to perform a job; Harry, as his partner, is there to perform the same job, and Kim expects Harry to do that job; he won’t do it for him! But he sees Harry as more than a job- he sees a person. A person in indescribable pain. This is already generous: Harry’s antics have set the investigation back, impacted measurably on Kim’s ability to close this case. Yet Kim does not linger on it. He does not belabour Harry with criticism on how Harry’s personal issues have hampered the case. Kim simply moves on to asking ‘what do we do now to fix it?’

Kim approaches Harry with an opinion free of judgment. When they meet, Harry is hung over, dishevelled, hated by the locals, feuding with the hostel’s manager, missing a name, a gun, a badge and hasn’t even fetched the body out of the tree. Yet if this affects Kim’s opinion of you, he hides his judgment magnificently. Kim’s offers Harry unconditional positive regard, free of pre-judgment. He allows Harry’s actions in the moment, and they alone, to define their relationship and in doing so he offers Harry an incomparable and rare gift that no one else in the game can give him: a relationship free of the past that haunts Harry. Harry obliterated himself with alcohol and meth to try and be released from that past and the monster it turned him into. Kim gives that to him without asking and for free.

Harry is a man, not a monster. Kim helps him realise that radical truth through entirely mundane and simple human kindness.

Kim is not blind to Harry’s faults. But instead of condemning him, he finds an equilibrium with Harry, he moderates him, and knows to trust him. He knows when to step in and rein Harry back, to point out when he’s crossing the line. Kim treats Harry like a partner, but also as a hurting human being, and he tends to both in the exact way Harry needs. It’s a wonderfully mature relationship and brimming with the exact kind of simple human patience and empathy Carl Rogers hoped to see from therapists.

In the emotional climax of the game, the phasmid- a cryptid that Harry has been fruitlessly chasing the entire game, much to Kim’s disinterest (he is not one for the paranormal)- appears. At that moment, I felt my stomach drop out of my body. One of the dialogue options is for Harry to proclaim that this is it, he has lost his mind completely and utterly. That is how I felt. I selected it and felt miserable.

Then Kim says, “I see it too.”

In that moment my fear and sadness was transformed into joy and relief that Kim, sober, professional and rock-steady Kim could see this postmodern fairy tale creature, the same as I could. My world view was not out of hand. I- that is to say, Harry- wasn’t alone.

I wept.

At the end of the game, Harry meets with his former co-workers who he told to fuck off for ‘cramping his style’ before the game even begins. These are his colleagues, but also his friends, pushed to breaking point by Harry’s terrible personality as he loses his struggle with his demons. They are weary and exhausted and wonder why they should take Harry back. If you wish, you can play Harry becoming a better person. No alcohol, no drugs, no bribes, superlative cop work, kind and helpful to those around you. Embracing the second chance your self-obliteration gave you. Your colleagues then point out, horrifyingly, that this isn’t even the first time all of this has happened, and that you ‘went good’ in the past as well, only to break again. Why would this time be different?

I think it will be. I hope it will be. Because now Harry has Kim.

The fourth man I think about when I play Disco Elysium is Terry Pratchett, British author responsible for the Discworld series, a fantasy series about a disc-shaped world balanced on the backs of four colossal elephants standing on the shell of an astronomical turtle. It is, as one might guess, a series full of the whimsical and the absurd. The geography is eccentric, the people more so. The narration is irreverent and self-unimportant and peppered with off-hand references and gags. His style has been endlessly mimicked but never replaced. They are the single most shoplifted book series in Britain.

There are very few settings as human as Terry Pratchett’s. This is a writer who can create a world where the natural laws are more like natural guidelines, where the home of the gods is a joke to retirement communities, where the first protagonists were a terrible, cowardly wizard and his too-fearless, too-naïve, too-curious tourist companion. Yet the setting’s absurd unreality doesn’t make its occupants less human. Pratchett’s incomparable gift was that he created a setting full of parody and satire and nonsense and used it to draw out the human in his characters, even if they weren’t human. A golem who embraces reasonable, rational atheism in a setting with jealous, living gods. A dwarf woman whose interests and expression of gender run counter to her society’s expectations. A vampire who overcomes their addiction to blood by sublimating it into a fascination with photography. Many of these ideas, when introduced, unfurl from parodical ideas to genuine explorations of the human condition, as silly, petty and as beautiful as it is. Humans are human, even in a flat world on the back of a turtle.

Pratchett had a gift for making his characters seem like gags at first, exaggerated and archetypal, yet revealing their complex, often contradictory, very much human natures to you over time. I think that sense of exploration, of hidden depths, is what helps make them seem so lifelike and resonant. In reality, people are rarely everything they seem to be at first. That isn’t to say that their exterior is false- a person who is boring on the outside often just has a boring outside. But people always keep something back, something hidden, and simply becoming aware of that makes us think of them as people.

When I think of Terry Pratchett’s complex characters and absurd world I think of Elsyium, the area of Martinaise and the people who live there. Elysium as a setting is more grounded and ‘philosophical’ than Pratchett’s, but it has its quirks of the absurd that reflect human nonsense. The statue of the deposed king in Martinaise, for instance, installed after a revolution in a district that hasn’t been rebuilt from the war that deposed him, by careless corporate overlords who were soon kicked out but managed to prioritise a statue being built that is immediately vandalised. Or the grim comedy of a chain of quests dealing with the ‘Doomed Commercial District’, a district where all businesses seem supernaturally cursed to fail, with an exception determined because her tower is technically outside of the boundaries of the district.

So many of the people in Martinaise seem like archetypes and stock characters at first. Union boss Evrart Claire is a classic corrupt union boss, more mob godfather than working class man. Joyce Messier is polished and clever and unflappable, an elegant woman who grew up rich and remains so. Plaisance, the careless bookshop owner who runs her daughter ragged in the cold to Teach Her a Work Ethic. Even Kim is a stoic, utter professional, dedicated solely to his work.

Then you learn a lot, or a little, and the façade falls and you realise the truth. Evrart may be running a criminal operation, but when he expresses his hatred for Capital and his leftist beliefs he is being bluntly sincere. Joyce fully acknowledges the inevitable power of the international forces ruling Revachol and her complicity in them and their crimes, but dig a little, and she spills how she truly feels: that Capital has failed people, that it was all for nothing, and that Revachol was disgraced by surrendering- that it should have burned every building to the ground before ever letting the coalition take it whole. Plaisance isn’t careless, she’s anxious, run ragged at the responsibilities of caring for a child and running a business whilst neglected by her husband and repeating the traumatic lessons of her mother. And when Harry says something and Kim has to turn away because he’s too busy hiding his laughter, it’s beautiful. When Kim is easily swayed into breaking for an hour to play a board game, he admires the pieces, sets the board, read the rules then (usually) runs rings around you before declaring triumphantly, “Nobody fucks with Kim Kitsuragi.”

Nearly everyone in Martinaise is like this. So many of them have contradictory hidden depths that serves to make them painfully human. The story of Rene, the hateful old royalist, and his affable friend Gaston, is wonderful. Childhood rivals for the same woman (who died before she could make a choice), Rene wears his old royal uniform and expresses his hate for foreigners and communists. He expresses contempt for the apolitical Gaston (fence-sitters are cowards), who cheerfully returns it. When Rene dies of heart failure halfway through the game, Gaston is heartbroken. Buried beneath layers of trauma and hurt and memory is genuine affection between the two. The Deserter on the island- a lifelong militant survivor of the communist rebellion- despises Rene as a memory of the royalists, hating him, savouring the idea of one day shooting him dead. He never does, and he too feels grief at the death of Rene. He hated the royalist, but he was a foe he could kill, a remnant of a dead ideology. He cannot kill Capital.

There are few characters as beloved in Discworld as Death. The literal anthropomorphic personification of mortality, Death is the psychopomp humans see when they die. He guides them to their afterlife. He is very fond of cats, and muses on the nature of humanity with fondness. He is not human, but he has a boundless empathy for life. He isn’t to be feared. This kind of anthropomorphism is common in Discworld, where the world is alive, the gods are alive, and cameras are boxes containing little demons that paint really quickly.

When I think of this, I think again of Harry Du Bois. Harry is a living contradiction, to the point where his skills argue and fight with each other. Harry is also incredibly sentimental, not only for the past, but for everything. Sentimentality is that thing that allows a human being to imbue lifeless things with life and meaning and feelings they don’t have. Sentimental people hesitate and feel bad about throwing out a computer, or worry about the hurt feelings of a doll. One of the first things Harry can do is gently stroke the hair of the murder victim; the victim thanks you for this. At the same time, he can gently pat a mailbox, and call it a ‘good box’. This makes the box happy. It heals his morale; it makes him feel better. Sentimentality, kindness to the lifeless, is rewarding and good and the product of Harry’s vast soul.

Harry sentimentalises and anthropomorphises everything. He has divided the voices in his head up to represent his compartmentalised skill sets. They then quarrel and fight and work together and encourage him. Some are communist. Some are fascist. One of them wants to get high and bone down.

Throughout the game, Harry can claim to ‘commune’ with things telepathically. His horrible, garish necktie. The city of Revachol itself. A giant insect. This is probably the ravings of a man experience alcohol withdrawal and psychological trauma, yet at the same time offer information he could not possibly know. At the very least, their viewpoints are beautiful. Revachol loves him; he is a son of its soil. The necktie calls him a good man. And the insect expresses its fear of humanity and its Pale even as it admires Harry for having the ability to comprehend existence without going immediately insane.

When Harry finds the Phasmid, a cryptid that a married couple have spent their lives looking for so fruitlessly that Lena, the gentle and adorable wife is doubting her story of seeing it- the story that attracted her husband to her in the first place- he talks to it. It talks back. He asks- are you the miracle? It says that he is the miracle. It encourages him.

“The arthropods are in silent and meaningless awe of you. Know that we are watching — when you're tired, when the visions spin out of control. The insects will be looking on. Rooting for you."

Harry can respond to this in several different ways. My favourite is this one:

“Of all the creatures I’ve met you are the kindest.”

That Harry has love and softness to spare for an insect in a world so cold and hostile is a testament.

I once met Terry Pratchett at a Discworld convention. I spoke to him and shook his hand- he was unwell at the time, and his grip was very gentle. I hadn’t read many of his works by then, but I’d liked what I read. I was there with a friend who saw Terry as his hero. I told Terry, “Thank you for writing these works. They inspire me to write as well.”

He said something very much like, “Good. If there’s a story in you, and you have that want to tell it, take that want with you. That’s what I hope those books do for people who read them.”

I cannot be sure, but I think he would have liked Disco Elysium very much.

The only one of these four men who I can be absolutely certain influenced ZA/UM’s writing of the award-winning Disco Elysium is Marx. The other three are more translators between the game and myself, ways of discussing my own experiences, ways of understanding how the game makes me feel.

I began this essay by discussing how Disco Elysium is a game about radical acts of humanity. I then clarified that by stating it’s about the basic, everyday ways humanity relates to each other. Then I talked about four men with ideas, and also mention the power of Capital a lot, which doesn’t seem human at all. I do talk a lot about human kindness and nature and relating to each other and our own alienation from it.

Disco Elysium is a game about radical acts of humanity. Or rather, the game is about normal acts of humanity, in a world that has made such things a radical act. To care about others, to sentimentalise the lifeless, to give irrational meaning in a rational and inhuman world run by a rational and inhuman machine is as radical an act as any. And yet the ordinary can triumph over, or at the very least push back against the extraordinary force arrayed against it.

Disco Elysium is a game about humanity, and acknowledging its flaws and misgivings and giving you space to hate it if you like, but if you dig a little you’ll find beauty there. Radical beauty in ordinary things.

If you have ever suffered, ever wanted to stop being you anymore or felt helpless, controlled by a machine or a substance or the vast uncaring world, then Disco is made in honour of you.

“It is made in honour of human will. That you kept from falling apart, in the face of sheer terror. Day after day. Second by second.”

This review contains spoilers

Spoilers for The Silver Case and Flower, Sun & Rain within.

I'd really like to see where I stand on this game in a few months' time, because based on initial impressions, I don't know if I've ever been so frustrated by a game I still, in part, loved in my life. I absolutely trust Grasshopper and their vision in the Kill the Past era: The Silver Case, killer7 and most especially Flower, Sun & Rain stand as some of my favorite games of all time; games which I feel explore ludonarrative devices dealing with and exploiting intentional monotony and hazy obtuseness in ways really only the prime works of Suda51 could. Miraculously, I think The Silver Case pretty much immediately nails this right out of the gate, with an always-morphing aesthetic and narrative that twists meaningfully from the profound to the absurd (and likely somewhere inbetween) to result in a Y2K powerhouse which screams "love" at the heart of a cold and dying world. Flower, Sun & Rain completes this cycle by completely folding its predecessor inside out - exploring a lush paradise with a Man Behind the Curtains, only to pull away the sheets and reveal a final act about atonement with oneself and securing the ability to move on and live in spite and because of ones past. So here sits The 25th Ward, revived from the clutches of pre-smartphone mobile obscurity, brought to new life in a way that overshadowed the tremendous news of its predecessors' localization. Suda in fact claimed that it was essentially like recieving a new game instead. Admittedly, I have some skepticism about the direction his writing has gone since the turn of the decade. It seems the Western journalist flanderizaiton of Suda's works as being defined as loudly quirky and crass has begun to infect his works - while I find titles like No More Heroes fun enough, there's definitely a substance and pathos to his early works missing in his 2010s catalogue. Knowing that this is a game he's only one-third responsible for writing, and the final chapters he wrote nearly twelve years after the original five - I should've seen the signs coming.

The base concept of 25th Ward is made pretty clear from the start: three cases, three protagonists and their respective demons to face and pasts to kill. Suda's Correctness seeks to essentially boil down the previous Transmitter chapters to its basic elements - a he-said she-said rugged cop story leading an emotional climax as the truth is revealed about a new Kamui Uehara. However, where Transmitter soared in its psychological examination of Kusabi and Sumio, Correctness never quite gets there, giving us a third-person lens to view Shiroyabu through that never ultimately reaches any emotional connection - much less Kuroyanagi, who's ultimately given no depth or focus beyond her relation to the narrative blueprint. Where Silver Case's HC Unit all felt like meaningful additions to the cast with their own morals and agencies, the Correctness side casts feels at best like narrative assets and at worst filler text despots. No one has any focus here, and the sudden come-and-go of Sumio and Kusabi feel aimless and purposeless. And really, even if the events aren't literally 1:1, what's being said here that wasn't already covered with heart in the previous titles? What does 25th Ward say about self-actualization and reclamation despite ever-encroaching nonindvidualism in urban dystopia with any more, or hell, equal heart than Silver Case did? I'll touch upon the ending later, but I really do not understand why this didn't end with Case 6, which at least wraps up the narrative purpose of Shiroyabu's story on a meaningful note. Emotionless and ultimately indepdent to the game's actual heart, but purposeful within the context of Correctness itself.

Outright, Match Maker is a fucking mess. This is the mobile-phone tier writing that I should've been worried about, and despite initially really clicking with its core cast (certainly more cohesive than Correctness), my friend group and I ultimately found ourselves asking what the point of it as an addition to the game even was. You could make the argument that this is a story about a haunted man in search of himself while also trying to protect his young protege from something he doesn't understand, but again, that's The Silver Case. That's already been done, and with characters that served as more than mob-story stand-ins and quip dispensers. In order to stir things up and perhaps maintain interest, elements of both Correctness and Placebo are interjected throughout Match Maker, but to neither the benefit or even the progression of either Match Maker or those respective cases. There is no purpose to Morishima's or Kuroyanagi's parts in Match Maker. The story begins with promise but ends with a nothing-burger of a plot revolving around yet another Kamui replica in the works (which ultimately as a plot point does nothing that Shiroyabu's arc somehow doesn't do better) and a relationship between this Kamui and the protagonist which ultimately goes no deeper than quippy workplace banter. The single most frustrating story in Kill the Past.

I want to save the third of this game I loved the most for last, because I know this has come off largely negative so far but there is a good deal to be loved about this game. I think when the art direction actually serves the story, which it does more often than not, it's striking. The minimalism is played to even stronger effect here, which really benefits the sterile, lifeless 25th Ward particularly in Correctness. I don't feel this is effectively handled as well in Match Maker, but that entire scenario could be dumped with nothing of value lost. Where the game truly shines artistically is in its character art and soundtrack remixes by Akira Yamaoka: both serve to bring out the feral heartbeat and terror that lies underneath the surface of this post-urban death-land in such striking and significant ways. These elements allow those moments of true beauty, of color and light, to truly shine when the covers are pulled back and the life truly brought to the forefront.

This is as good a segue as any into Placebo, where I'm happy to say 25th Ward earns its wings and becomes a genuinely worthwhile experience. By this point in the series, Sumio's tenure as overarching protagonist has really come and gone, and Morishima, perhaps the character most emblematic of the themes of Kill the Past of all, is given his due spotlight. Here, all of the purpose and heart of 25th Ward is afforded - its lengthy and profound statements about the bustle of the online post-apocalypse, of camgirls and AI and lonely nobodies; of the essence of "humanity" and what it means to live and take a life. How we define friendship, how we define relationships - perversion, taboo, death wishes and moments of clarity. If 25th Ward exists to do anything, it's to show Tokio Morishima that life is beautiful, and that his is one worth living even in spite of all the danger. It's to give Suda's best character a little closure, and to pass the torch on. To give him some rest. And shit. Suda didn't write this one.

... And I'd like to say that final epilogue, where all of the themes are explored and the loose ends meaningfully left to be closed are closed up. And yet - "blackout". I certainly don't mind the abstract nature of choice here in concept - I find some of the potential answers humorous, some thought-provoking, but none meaningful. Nothing here actually carries any substance. And if this was Suda's attempt at a "commentary" on the illusion of choice, that wasn't a meaningful theme explored in the series prior. Kill the Past has always been a story about triumph and assertion of freedom in the face of totalitarianism and oppression. I don't need that spoonfed to me through psuedointellectual garble meant to close out a game well closed-out already. And hey, Suda, if it's just meant to be an inside joke, then give me the epilogue scene after one, or even a handful of these instead of wasting my time going through 100 of them. The monotony was meaningful in the first two games and served a genuine purpose from a game design and narrative perspective. If you're a fan of Twin Peaks: The Return like the ending suggests, maybe a rewatch to see how it's really done is in order. That David Lynch guy seems to know what he's doing.

Dismembering bodies, dismembering reality.

What i liked most from the first Nier was Taro's ability to play with what constitutes a being, and how bodies are transformed several times taking different forms. He has the ability to twist his stories and his characters, so that the confusion that arises from all the endings and new perspectives is not only to show the futility of conflict, but that the real conflict is upon our own bodies.

Nier Automata takes it even further. The only bodies that remain in the world are machine lifeforms. They can be replaced with spareparts, the androids are different from alien machines, but machines can fuse and give birth to androids, and androids are formed with machines' nucleus, and then everyone fights each other, while searching for a human soul.

They build community, they are greedy, they need connection, they need love, they need solitude. They feel. And their bodies keep twisting and turning and breaking and reconstructing and deconstructing and nothing remains the same anymore, because our bodies are in constant death and rebirth as time passes, and we meet new people and they change us and we change them in return. Such is the pain and grace of living.

Makes sense that most of the communist-chanting options are played almost as jokes, because no one believes those grand statements anymore. More than that, they can't believe. They almost lost their meaning. This town is more complicated than all of that.

The sense of longing and the pain that comes from nostalgia are not enough: the world, the people, society, they have layers and layers. Reality is broken, and the past holds too many traumas for everyone. But you can still peel most of those layers, and get to the bottom of the heart. It doesn't feel like a task or a chore in any moment, it's like the answers are always driving you forward in such a small and concrete environment. You HAVE to keep going!! Be the detective, untangle every mess in your life and roll those dice!!!