119 Reviews liked by MorningLight


I'm pretty certain if you asked me what the best game ever is, I'd probably say Disco Elysium? Not really in the sense that it's flawless or smarter than any every other game, though perhaps it is smarter than any other mainstream-focused western RPG. It's just this feeling I get both while playing and thinking back on it, how it's bigger than its own state of reality. It manages to do everything so successfully, and a lot of that is obviously subjective, but it's difficult to describe the game as anything but this triumphant experience where every moment that occurs within it lives with you afterwards. I talked a bit about this in my Mother 3 review about how in the Mother series' every minor NPC has meaningful dialogue, but Disco Elysium makes that almost feel untrue by comparison. Sometimes the seams show themselves, especially if you circle back through the dialogue or partake in savescumming, but I find even the seemingly inconsequential dialogue reverberating through my being -- elevated by bespoke, unforgettable voice work.

I'm sure someday some other game will replace it for "best game ever" in my silly little brain, or maybe that status will slowly decay on its own as those sorts of declarations often do. Regardless, I can't see Disco Elysium not continuing to be an incredibly special game, at the very least for the way it weaves meaningful, intelligent, and compassionate dialogue with actively engaging RPG systems that genuinely do advance the genre, and maybe even mainstream gaming as a whole, beyond being primarily violence and dopamine simulators.

Certain video games don’t necessarily require innovation, originality or trailblazing to stand out from the crowd as works to be celebrated and classics to be. Specifically, titles in the indie scene such as Hyper Light Drifter, Dusk or ZeroRanger have proven time and time again that execution and presentation can far outweigh the well from which their ideas are stolen from, and whose aesthetic perfectionism and gameplay polish and varnish ultimately become the craft to be praised.

Signalis is one such title, unabashedly putting on full display its 5th gen survival horror roots and influences, both visually and mechanically, with a sci-fi coat of paint that covers it with a collage of homages to groundbreaking works that range from Evangelion, Blade Runner and Blame!, all the way to Tarkosvsky, Lynch and Lovecraft. Marrying Resident Evil’s resource management tension with Silent Hill’s purgatorial psychological assault lends Signalis the opportunity to evoke an unparalleled lyrical and dreamlike experience that never sacrifices the tenets from which those series made their name from, perfecting the art of environmental storytelling and backtracking revelatory dread.

In an age of understandably unsubtle and overbearing dystopian nightmares presented through art, Signalis instead places much of its totalitarian regime imagery into the background of its setting, visuals, lore and puzzles, making its love story of inevitable tragedy the central core of the narrative. The retrofuturism of Signalis serves not only as an artistic pursuit for tactile and analogue nostalgia, but also as a tool to convey the priorities of a fascist empire that has consciously dwindled the mental liberty, self-expression and unconformity of the main characters now stuck in an ever perpetuating restrictive world of redundancy and self-mutilation, doomed to a slow, empty death.

The cohesiveness in which Signalis threads its story, gameplay and art design is ultimately the game’s greatest feat. It elevates an otherwise universal and familiar language to new heights, thanks to a talented dev duo that understands the strengths of their interests and influences and manages to funnel into a production effort that would put many triple A endeavors to shame. Can’t wait for what rose-engine has in store next, this is a homerun already.

Probably the best non-horror horror games I've played. The way it captures the visceral terror of swimming out into the sea and not seeing the bottom of the ocean, not seeing anything at all, but hearing strange and alien sounds in the distance, coming from things you can't see but know could kill you? Pure adrenaline joy.

That terror loses most of its impact upon a replay, however I find that the atmosphere and world and just the feel of the gameplay instead just replace the terror with fun? Like, it's a beautiful world, you're swimming around it, there's a satisfying loop of exploration and crafting and survival, and you can even get creative with the base building stuff.

Even if you're not into those bits, playing it even once is definitely worth it just to be scared shitless a couple of times.

This is one of those games that could and probably will end up becoming a nostalgic favorite for a lot of people. I think it will easily become that for me.

Definitely give it a go. And if you're playing it for the first time, I'd recommend reading as many of the "codex" entries as you can, because most of the story plays out in text and audio logs. It's a very subtle presence and the game's events can feel a bit nonsensical if you don't bother to read the updates in the PDA and some other scan data. And yes, this is a survivial crafting game with an actual story and an actual ending. I think that really makes the experience feel focused and complete where a lot of other craft-em-ups can end up becoming stale if you just keep playing them. Subnautica doesn't outstay its welcome, and if you go back, you do it because you want to, not because you feel like you have to.

A once in a lifetime experience that only gets dragged down due to its non-existent replayability. Otherwise, it’s almost a masterpiece.

I'm kind of amazed how much this game endeared itself to me considering how much I do not enjoy so many core parts of the gameplay. The mission design is the biggest culprit here; lots of incessantly running back and forth between npcs to deliver information, spamming the talk button on every person in an area until one actually responds to you, ponderous stealth missions that can often be trivialised due to you being able to fly and walk on walls. The combat has you fighting the same five enemies all throughout the game's playtime as you spam your same small arsenal of moves in the same way you did fifteen hours ago, the talismans and level-up system cram in rpg mechanics that are largely superfluous to the experience, and any of the challenges that place demands on your dexterity are undone by the controls being fairly sloppy and imprecise.

But despite all of this, I actually had a pretty good time and even checked out some of the side-content after completing the main storyline. Part of this is the wonderful art direction, the charming characters, the moments of wacky creativity, the game certainly has things going for it outside of the actual gameplay, but mostly the big draw here is the vibes. A bit of a weird comparison, but Gravity Rush 2 actually reminds me pretty strongly of Super Mario Sunshine; sloppy and often frustrating gameplay, especially when you're trying to engage with what the game wants you to actually be doing, but such a relaxing, fun atmosphere to everything that just existing in these spaces carries a certain joy to it regardless. The big difference here is that whilst Sunshine has enclosed levels, and is always nudging you along towards your next accomplishment, Gravity Rush 2 is an open world game that is very content to let you just fly around achieving not-very-much if that's what you really want to do. The moment I escaped the starting area and found the open world I legit spent over three hours flying around it, weaving my way through pieces of largely-meaningless currency that were strewn about, rather than engaging with any of the actual Content, because the vibes were just that good and left me actually able to relax for a while.

Sometimes all you need is some chill music, some enticing locales, and the freedom to gently flop through the skies wherever your heart desires.

Content Warning for Attempted Suicide, Terminal Illness, Death, and Chronic Illness

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It’s September 2011 and I’m seventeen years old when I try to kill myself. There are two ponds near my parent’s house. It’s like 4 AM. I like to be out this early. Nobody else is awake, and they won’t be for a while. It’s like the whole world belongs to me. I wander around between the neighborhoods, along the roads, and in the fields. In ten years these will be fresh real estate properties but today they’re still farmland. This hour and a half is the only time the anxiety quells. The real world never knows peace. There’s a dread that accompanies every action and every moment; living in that house, going to school, hanging out with my friends (are they my friends? They are but I won’t be able to understand that until I’m healthier). I’ll always have to go back home. I’ll never be able to articulate what’s happening to me. The pressure is too intense. I don’t plan it, but, the pond is right there, and it’s deep enough, and early enough that no one will hear me. Not having a plan is what saves my life. Turns out impromptu self-drownings are difficult to pull off when the water is still and not THAT deep. So, it doesn’t work, and I’m soaked, and grateful to get home and hide the evidence before my parents wake up, but I don’t feel BETTER. I feel despair, still. There’s no way out. I wish I could just climb up the stairwell, out of this. I wish I had the clarity to understand what was wrong with me.

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What do you even say about Silent Hill 2? To say that it’s one of the best video games ever made feels simultaneously obvious and like I’m underselling it, right? Fuckin, uhhhh, Resident Evil 2 is one of the best video games ever made. Ace Attorney 3 is one of the best games ever made. Come on! When we see people talk about old games that they like they’ll so often say stuff like “it holds up really well for its age” or some similar comment that implies that progress is the same as quality. This is, of course, nonsense. I wouldn’t say video games are better as a medium in 2021 than they were in 2001; on the whole and in the mainstream I would say they’re demonstrably worse in almost every way – how they look, how they sound, how they feel. Silent Hill 2 was a AAA game. What do we get now instead? Far Cry 6? The fuckin, THE MEDIUM? We’ve lost everything in pursuit of bad lighting and looking like a mediocre episode of whatever was popular on HBO three years ago. Silent Hill 2 looks great and sounds great and fuck you it plays great too it feels good and even the puzzles are MOSTLY FINE. MOSTLY. Listen I’m saying this is the all time best video game I’m not saying it fuckin ended world hunger.

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It’s October 2012, I’m nineteen and I’m sitting in a business communications class when I get the text confirmation that Sam’s brain tumor is back, again. It’s not the first time, and I know that there’s nothing left to do, he’s going to die. It’s fast, untreated. He’s one of my best friends, and the only person I know from home who went to the same college as me, but we live really far apart on a big urban campus and I haven’t seen him as much as I’d have liked to. Now he’s gonna spend the rest of his time with his family back home. When I see him next it’s at a hometown charity event for his family in December. He’s unrecognizable physically, and he can’t speak. The event is at our old catholic elementary school, in the gym, where in the years since we graduated they’ve painted a giant tiger on the wall. It’s the school mascot. I feel incredibly awkward around him and spend most of the time away with our other friends. I only speak to him briefly, and when I do it’s a stupid joke about the tiger mural. These will be my last words to him. I do know this will be the case, I think. Later that month I’ll be one of his pallbearers. I spend a lot of time angry and ashamed of myself for not being better to him, not knowing how to act or what to say. I’m about to drop out of school for reasons financial and related to my mental health.

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So what DO you say about Silent Hill 2? That it’s a masterpiece? That it’s the most well-conceived and executed video game ever made? That every detail of it dovetails into every other in a legitimately perfect cocktail story, presentation, and play? That the performances, cinematography, soundscape, all of it are untouchably top of their class? That when Mary reads the letter at the end I WEEP because it’s one of the best pieces of acting I’ve ever heard? That if I ever meet Troy Baker it’s ON SIGHT? These things are all true. We all know it. Everybody knows this. It’s Silent Hill 2.

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It’s August 2019, I’m twenty-five and I’ve just managed to graduate college in time to move to a new city with my partner as she enters her third year of medical school. That’s the year they kick you out of the classroom and you start going to the hospitals to do your real hands-on training month to month. I’m job hunting unsuccessfully and we’re living exclusively off her loans, when what seems at first like a pulled lower back muscle becomes a fruitless early morning ER trip (five hours, no results, not seen by a doctor) becomes an inability to get out of bed becomes a forced leave of absence. Without a diagnosis she can’t get disability accommodations. While on a leave of absence we can’t have her loans, and in fact we have to pay them back. We’re getting desperate, thousands of dollars in debt, and I take the first soul sucking job I can find. It takes almost a full year of visits to increasingly specialized physicians but eventually my partner is diagnosed with non radiographic axial spondyloarthritis, an extremely rare condition that culminates in the fusion of the spinal column. We can treat the pain, sort of, but it’s only a matter of time until it’s likely to evolve into a more serious condition, she’ll never have the strength or stamina she had before, and the treatment options are expensive and difficult. Her diagnosis doesn’t even officially exist as a recognized condition that people can have until September 2020.

Suddenly I am a caretaker and everything is different now. Obviously our mood is stressed from the financial dangers, but she’s in pain, terrible pain, constantly for months. She can’t sleep, she can’t eat. There’s nothing I can do. It’s exhausting to live like that. She’s depressed. On good days we try to walk outside but good days are few and far between, and grow fewer over time, and her body makes her pay for the walks. She’s on drugs, a lot of them. Do they help? It’s unclear. They don’t make her feel BETTER. Nobody knows what’s wrong with her. Her school thinks she’s faking, they’re trying to concoct ways to get her kicked out. She wants to die. It breaks my heart. She’s everything to me, all that there is. She has literally saved my life. And I can’t help her. But it’s exhausting for me too. I don’t want to admit this, not even privately, to myself. It is hard to be the person who is leaned on, especially when the person you love can’t give anything back. I’m tired. I’m not angry, and I don’t think I’m resentful. But I’m tired. I feel shame for thinking about it, for acknowledging it. I know it’s silly to feel the shame but it’s there. I do find a job eventually, thankfully, but it’s still a long time before we get a diagnosis, much less an effective treatment. Even after things settle somewhat, it’s a hard year. And there are hard times to come.

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Ever since I first played it as a teen, Silent Hill 2 is a game that has haunted me through life, like a memory. It struck a deep chord with me when I was too young for that to be fair, too young to identify why I could relate to these people and their ghosts. I used to think this was a special relationship that I had with the game, the way you kind of want to think you have these when you’re younger, but the older I get the more I recognize this as part of growing up. Silent Hill 2 doesn’t resonate with me because I’ve encountered situations in life that closely mirror that of the protagonist. I mean, Angela’s story resonates deeply with me despite little overlap in the specifics of our family traumas. Silent Hill 2 touches me – and most of us – so deeply, because it has such a keen understanding of what it feels like to be Going Through It. It is a game that knows what it is to grieve, to despair, to soak in the fog, and also, maybe, to feel a catharsis, if you’re lucky, and you do the work.

I’ve been Angela, parts of her. I’ve been Laura too. I’ve had more James in me than I would prefer. I suspect all of us have these people, these feelings in us, to some degree or another. We collect them as we get older. That’s just part of it. Silent Hill 2 isn’t a happy game, but it’s one that Gets It, and lets us explore those spaces in a safe and cathartic way. It does this about as well as any piece of media I’ve encountered, on top of being so excellent at all the cinematic and video game stuff. But that’s really what makes it what it is. The empathy, and the honesty. I think it’s beautiful.

Disempowerment is nothing new in videogames. Over the decades, many have dabbled in the art of taking stuff away from the player, usually as narrative device that reflects through interactivity the lowest point of a character's story arc or as a tool to instill a sense of tangible dread as you no longer have access to familiar mechanics that would otherwise quickly solve the issue, but rarely do those moments ever extend past their unwelcoming phase into frustrating territory before quickly bursting into power fantasy catharsis. Some games in recent years have managed to do so to great effect, like Rain World or Death Stranding, but none to my knowledge have achieved the apex that Pathologic has on that particular stage.

Much can be argued in favor of the original Pathologic's outright repulsiveness, inherent to its ugly look, unintuitive UI and disruptive euro jank, that would inevitably compound over what was already an antagonistic game filled with mechanics solely devised to hurt you, but I believe the greatest achievement of its reimagining, Pathologic 2, is in its ability to eliminate that pretense of subjectively interpreting what could easily be attributed to financial and time constraints and instead being a much more inviting play, shining the spotlight solely on the geniously crafted and designed tragedy that unfolds before and around you at the center of it all. This time around, you will not be able to blame the game.

How does it feel to not be the hero of your own story? Surely we have all experienced this idea in some shape or form with storytelling in media, and in some ways we live it everyday in our daily lives, but have you truly ever been put on the act of such conundrum? Videogames pride themselves in allowing a level of choice and emergent storytelling not possible in different mediums, but hardly do we ever realize how truly shackling freedom can be when explored to its fullest, as games have conditioned us to believe there is always a more righteous and intended path if you manage play "better". It isn't until you are crawling through the night streets of Pathologic 2 frightfully murdering people in despair for their possessions, ignoring the call to adventure and letting important events die out because there are more pressing personal matters at hand like not starving to death, that you realize how ridiculous the conceit of videogames are.

The brilliance of Pathologic 2, beyond its imaginative world and intrigue filled story and manipulative cast of characters, lies in the way it predicates the survival of its town with the player's own, creating a much more engrossing and transcendent narrative inbetween the dialogue filled NPC interactions, where you are making deeply and engaging life affecting existential choices such as deciding if you continue to walk slowly to a destination that will consume your ever dwindling limited time, or if you risk running to it and filling your thirst and exhaustion meters with no hope of depleting them. That constant tug and pull in turn ends up informing your decisions and outlook of Pathologic 2, has you quickly learn that no, you cannot save everyone, and how could you, when you have yourself to worry about?

Pathologic 2 consistently reminds you of its nature as a videogame, mocking you at any chance it gets and correctly predicting how you will be deceived next in an attempt to dissuade you. And yet that constant 4th wall breaking only ends up having the inverse effect of drawing you further into its world. You want to win against the machine, you have played this game many times before. And it will continue to break you down until you play by its rules, to the point of even taking away from you the relief of death. Settling into a path of choices you can feel confident about is an utopic wish that videogames have exploited for most of its existence, and Pathologic 2 being able deform that expectation, gamefying it into a tough provoking exercise that puts you in the front row seat of a misery drama, presenting the human condition by the mere act of forcing you to sell a gun to buy a loaf of bread, is some real shit that you will never experience in any other piece of work.

With two campaigns short of being complete, Pathologic 2 is already a masterpiece of game design, a true testament to the possibilities of the artform and how much higher they can aspire to. Transcending beyond its russian heritage, it demonstrates the hardships of the individual vs. the world, and like a great novel, the more you look into it, the more it unravels and reveals about itself and yourself. You will always feel like you have missed some crucial aspect about it, and that you could have done things differently to better solve it. And that's the point.

One of my favourite traits of Fromsoft's work on their assorted Souls games is their ability to make worlds feel larger than they actually are. The way these games will have you be able to visually see in the distance places you will reach over ten hours in the future, or looking back and seeing where you journeyed from and feeling so small compared to this world around you. How the very existence of illusory walls makes it feel like there could be a secret hiding basically anywhere. Huge chunks of content being hidden in compelling, obtuse or even outright bizarre ways, with no concern for the notion of players missing out on literal entire regions or multiple major boss fights as a result, leading both to excitement and surprise when you manage to stumble upon these secrets or figure them out on your own, and to those amazing moments where you get to share discoveries with others or learn from them, the game repeatedly opening up to be even bigger and more mysterious somehow. I typically don't love the npc quests in these games but even those, with their habit of careening off-course as if some player's unfortunate choices unknowingly ruined their dungeon master's plans, make the world feel somehow larger than you and beyond your strict control.

This is also why I think lore videos for these games have ended up coming awfully close to just being their own miniature industry. You're always playing as someone showing up long after the main event has already concluded, with the history of these worlds and characters being something spoken of in riddles and hidden in item descriptions of the relics you find, etched into the environment around you. You have to piece together what happened to get the world to this state from incomplete information, often with the gaps leaving things up to player interpretation. Yet again this all leads to you feeling very small, and the world around you feeling incomprehensibly large with a history so rich that someone as inconsequential as some random undead/hunter/unkindled can't possibly hope to fully grasp all it.

A lot of this would be considered by many to go against a lot of principles of Industry Standard Good Game Design™, but the sum total of it is game worlds that become just endlessly fascinating and evocative to the people they connect with; it turns out designing games is a lot more than just fulfilling a bunch of heuristics on how games and narratives should look, and FromSoft's holistic approach to how the design and lore of these worlds interact with their mechanics is such a great example of this.

This is the environment into which Elden Ring is born. On the one hand an open world game feels almost inevitable in some sense; FromSoft has spent so much time designing game worlds that have their first priority set as making you feel miniscule contrasted with your environment, the player often feeling like a footnote in a long and storied history, and so going ahead and making these feelings come a bit less from smoke and mirrors and a bit more from something literal feels like, at the very least, something they must have been curious to experiment with ever since the original Dark Souls' deeply interlinked, almost Metroidvania-esque map design. On the other hand, isn't it a bit redundant? If they're already instilling these emotions in people what is there to gain from actual, physical vastness, and wildly excessive runtimes, and aren't there just too many costs involved in pushing your game to be this large? This forms the central conflict at the heart of Elden Ring's existence, and whilst I do largely have a lot of fondness for this game, laying out the conflict in this manner makes it very easy both to see why some people are so besotted with Elden Ring, and also to see why others feel like FromSoft jumped the shark here compared to their previous work. Towering, spectacular, intoxicating ambition meets the awkward reality of trying to make that sense of scale be something rendered so literally in a world where realising that takes unfathomable hours of labour.

If you had asked me what I thought of Elden Ring 30 hours into my playthrough I would have said it felt like one of the best games I'd ever played, and that I was anticipating the possible reality where it ends up becoming my favourite FromSoft game. This opening act for me was frankly magical, and really shows what FromSoft can bring to open world games as they apply many of the principles that they approached their previous Souls games with but on a grander scale. I'm going to avoid explicit spoilers here and make oblique references instead, but the manner in which I first discovered Caelid and Leyndell, how you are shown Siofra, and interacting with The Four Belfries for the first time, all rank as some of my favourite moments in gaming as multiple different tricks are taken advantage of, that follow through on FromSoft's usual strategies but writ unthinkably large, to impart a sense of scale, wonder, curiosity and awe on the player. Combine these tricks with how rich these environments are to explore, the handcrafted element that even the various catacombs or caves had to them, and the ways in which, in stark contrast with other open world games, ticking off lists and markers is heavily de-emphasised in favour of advocating for intrinsic motivation and player agency being much greater focal points of your journey, and I found exploring the Lands Between simply enchanting.

If you had asked me what I thought of Elden Ring 60 hours into my playthrough I would have said it was a really great game, but one that is not without sizable flaws. This is the point at which the cracks start to show as the sad reality of trying to make any open world game is you're going to need to re-use a lot of content to make that achievable. The Erdtree Avatar fight that I'd really enjoyed several hours into my playthrough had been repeated to the point where it had become mundane, the wriggly Tree Spirit I'd found in Stormveil Castle that really wasn't very fun to fight but was still interesting because it was a fairly unique encounter was, apparently, nowhere even close to being a unique encounter, and almost any boss that I found in a catacomb or cave would end up being dredged up again, sometimes multiple times, sometimes even as a normal mob enemy. Even some of the wonderful early-game surprises become diluted a bit as they're repeated, the recurrence of the walking mausoleum being the saddest example to me. The crafting system, that I touched only a handful of times in my entire playthrough, is very much a symptom of the open world format too; you need something you can scatter around the world for players to pick up, some reason for them to jump to that hard to reach ledge, but you can only put so many runes and swords and hats in the game so crafting materials start to seem like a necessity and yet it's hard to say that they really add anything to the game except more menus and a slight pang of disappointment when you finally fight your way to that shiny purple item and it turns out it's just another Arteria Leaf.

Despite this I understand that these design decisions are largely just a necessity in a game this large, and outside of them the game was a really great time for me at this point in my playthrough. Exploring was still lots of fun and whilst the exciting moments of discovery had become a bit less frequent they were still there, often delightful, and the quieter, emptier moments found in areas like the Altus Plateau made for a sense of palpable loneliness that served the game well. Build variety felt the best it ever has to the point where I was toying with the idea of a second playthrough later this year. Ranni's and Fia's questlines were very compelling to me, emotionally, narratively and in terms of the physical journeys they involve, and are among the highlights of the game. The bosses felt like a clear step down in quality from Dark Souls 3, but there were a handful of fights that were still really enjoyable to me in different ways, and the game has a great sense of spectacle that sold even some of its overwise more uneven fights.

By far the most impressive portion of the game at this point were its legacy dungeons though. Even the weakest ones among these are still largely fantastic, and the level design in the two highlights, Stormveil Castle and Leyndell, is among the finest work FromSoft has ever done; packed with secrets to an almost ludicrous extent, constantly looping back in on themselves in really cool ways, and with great encounter design throughout. I adored these portions of the game, but I could never fully shake the notion from my head that if the very best portions of this game are the bits that are contained to a single zone then why exactly is it open world?

Sadly, this is where things start to really drop off for me. My playthrough landed at a little over 90 hours and I'm honestly a little exhausted? Leyndell was the highlight of the game for me, and after this area was complete I was very satisfied with my experience and honestly pretty ready for the game to end soon but it just kept going.

A part of the problem here is that I'm not convinced a game like this was ever meant to be this long; the various Souls design tropes that are very entertaining in a shorter game start to wear thin when you're seeing an enemy with their back to you mournfully looking at an item on the ground for the 25th time. A part of this too is that reused content was starting to rear its head to an absurd extent; a beloved enemy type that I was thrilled to see be brought back and placed in a tonally appropriate area earlier in the game would go on to reappear a few more times in areas much less fitting to it, earlier enemies in general just get brought back far too much (the hands are a great example of this; I adored their first appearance and how well suited they were to that locale, and every appearance since felt like the game was just struggling to know what to fill the environments with), Erdtree Avatars, dragons and Tree Spirits showing up yet again would just start prompting eyerolls from me, even a storyline boss from earlier in the game could be found roaming out in the wild in multiple different places. In possibly the most insulting example a secret boss from earlier in the game, that felt very important from a lore perspective and which was very visually unique and impressive, ends up reappearing as the final boss of an otherwise inconsequential cave. This is the sad reality of trying to make a game this literally vast instead of simply instilling a sense of vastness.

Despite all of this I think I would still have mostly been onboard with the late-game stretch, or would have at least been more forgiving towards it, if all the bosses after you leave Leyndell didn't just...kind of suck? There are far too many ridiculous AoE attacks with some bosses having a few different variations of these, shockwave attacks that hit on multiple different frames and so feel very janky and unintuitive to dodge, ridiculous combo attack strings that would appear a couple times per game previously become the norm now instead, every boss had multiple attacks with ridiculous wind-ups (again, a thing that was used but sparingly so in previous games) to the point that fights feel weirdly disjointed and impossible to sight read, multiple bosses are placed in the same arena without any real concern for how these are going to interact with one another, windows to get in attacks are narrowed to the bare minimum especially for anyone who wants to play the game purely melee, and there are a handful of bosses that are gigantic to the point where you can only see their feet as you slash at them oblivious to whatever is actually happening. In two different cases with these oversized bosses I felt like I spent as much time charging across the arena to reach them whenever they ran away as I did actually engaging in combat.

Many of these late-game bosses are just not fun, poorly designed, and beating them for me felt less like I learnt the fight and played it well and more like I just got lucky and rng landed correctly. Even that exciting feeling of how much build variety the game had started to slip away at this point; the late-game requires that your build be incredibly powerful and severely limits what things are viable as a result. Maybe this is just a case of FromSoft just misbalancing things or having an off-day, a bunch of the bosses in Dark Souls 2 are very disappointing too so it's not like this is a first, but I think this is actually the final, and most frustrating, manifestation of the downsides of open world games. It's so hard to keep one-upping yourself over the course of a 90 hour playtime, in a game with a colossal number of boss fights, that the only way you can guarantee the bosses become even more spectacular is to start pushing them in the direction where they also start to feel unfair too, and with how big the game is leading to there being so much game to test it's easy to believe that maybe these bosses just weren't given as much playtesting as they should have as a result.

I see everyone talking about how Elden Ring refined open world games and is going to change them for years to come and whilst I do think there are a bunch of elements of Elden Ring's approach to the quasi-genre that make for a more satisfying, rewarding, and less cloying experience than what you'd find elsewhere, I think ultimately it made me feel like the best thing this game could do for open world games is convince more developers to just make tighter, more refined experiences instead.

I wouldn't blame someone for being just completely turned off of Elden Ring by these problems that crop up in this final stretch. It left a really sour taste in my mouth at points, even in between moments of still genuinely enchanting imagery and art direction. Ultimately though I really loved so much of my experience with Elden Ring in its earlier hours, and there are many moments from this game that will stick with me for a long time, so despite its fairly severe flaws I can't help but find a lot of love in my heart for it regardless. Elden Ring is a display both of the reasons I love FromSoft's approach to game development, and of why I hope they never make another open world game again.

FromSoft's first open world game and they absolutely nailed it. I was initially worried that the move meant they would have to compromise on level design, but that wasn’t really the case here. Despite its vast and seamless world, the majority of it still has the same level of varied intricacy as the rest of their games. Like sprawling castles with detailed interiors and immense verticality, random caves you may stumble across that lead to massive underground systems, and of course plenty of unique bosses to fight.

That’s its biggest strength for me, the exploration. What sets it apart from many others is the complete lack of endless map markers or quests to focus on, rather just letting you get lost in a world with so much to see on the horizon that you can’t help but want to explore. And it rewards this curiosity by always having something worthwhile to find, whether it be useful items, boss encounters, or even paths to entire new areas. This also makes approaching difficult bosses a bit more manageable, as you can always just go somewhere else if you’re stuck and try again when you’re stronger.

And as a setting I loved The Lands Between. I’m not sure how much influence GRRM had over the world-building, but its mysterious lore is ever present all over and it’s wonderfully realized. It’s still as somber as From games have always been, but it also felt more grand given how open it is in comparison.

The only real gripe I had was the smaller catacombs you can find felt a bit too repetitive. Most of them look the same and some bosses are reused for them, basically serving as ER’s version of chalice dungeons which is eh. But I still enjoyed going through them so didn’t mind too much. Performance also seems… not great on most platforms, but I played the BC version on PS5 so was pretty much locked 60 for me. Hopefully they can iron its issues out for everything else.

But overall it’s yet another masterful game by From and now among my favorites. I’m excited to see where they go from here, cause it really did feel like a culmination of all their work up to now.

A few weeks removed and this lingers in my head as something genuinely exhilarating. An earnest and true AAA horror blockbuster if I ever played one. As a morbid collection of grotesqueries this succeeds at patiently doling out its dense if simply designed environments for the player to quickly sift through on top of an effectively satisfying central hub. The narrative moves at a lightning pace, never letting up and it's so pleasing to see the varied facets of horror (European gothic, Italian schlock, industrial body horror, the decay of civilized towns and swamps, etc) explored and dissected. This is as much a clever deconstruction of its respective genre as it is a new "Resident Evil" title and that earns it a lot of respect from me for pulling off a neat balance of the two while remaining wholly accessible. Nothing feels short changed and every location and story beat is gorgeously and meticulously designed to deliver maximum atmosphere. While I feel VII might be the more immersive, absorbing entry this is a more than worthy successor if only for how it continuously expands its mythology and Ethan as a character. The inclusion of the typical RE tropes, while expected, were homely and properly integrated in a fashion that only perpetuates this franchise's knack for giving complete wack finales and wraparounds. I was giddy as hell all throughout this. What it means in its totality is yet to be determined but I adored how well Capcom nailed so much of it.

like part 1 proper, this dlc was joyous and silly and beautiful and expansive and reverent and operatic and imaginative and completely dumb in all the best of ways!!!! i love what they've done with yuffie here, how meaningfully they've expanded the wutai/shinra conflict and her role within it, love that we get to see a whole new mini scenario with Scarlet vamping around and being a camp cartoon villain, and i love the whole remake project in genny!!! sorry 2 be a simp gleefully nursing at the squenix teat unable to focus on people's many thoughtful criticisms about legacy/faithfulness/fundamental change in game aura/sometimes frustrating pantomime of naughty dog or marvel style mechanisms of story divulsion/obnoxious prolonged episodic price-gougey release strategy etc but this shit simply rules and is pure undiluted joy 2 me and i cant help but want to tell the haterz to go break their teeth on a da chao bean!!! get in the car ladies we're getting blasted at the happy turtle 2night!!!!

March 4th, 2020: I start a new job as software developer at a bank. 

March 6th, 2020: Boris Johnson, leader of the Conservative Party of Great Britain, reassures the British public that the rise in SARS-CoV-2 cases is "nothing to be concerned about".

March 9th, 2020:  Due to the rapid rise in SARS-CoV-2 ("coronavirus") cases in Asia and the European continent, financial markets go into free-fall. Billions of pounds of value are wiped away from companies around the world, in an event later dubbed as "The First Black Friday of 2020". My second-ever meeting at my new bank job is interrupted by financial traders screaming at each other and their phones in the corridor outside the conference room. Boris Johnson once again reassures the people of Britain that coronavirus will not be a problem in the UK.

March 10th, 2020: In the interests of personal and public safety, a number of software teams at my workplace decide to implement a joint 2-week work from home policy. An immediate evacuation of personnel, laptops and coffee mugs begins. 

March 16th, 2020: A ban on non-essential travel comes into effect in the United Kingdom and citizens are advised to stay at home to curb the spread of coronavirus. The UK government claims that coronavirus "will be beaten in 12 weeks".

March 20th, 2020: Highly-anticipated video games Animal Crossing and DOOM: Eternal release around the world. Gamers who pre-ordered DOOM Eternal also receive a remastered port of DOOM 64, a 1997 first-person shooter game developed and published by Midway Games for the Nintendo 64. This port of DOOM 64 also goes on general sale at the same time. 

March 23rd, 2020: My grandfather dies from complications related to the contraction of severe acute respiratory syndrome coronavirus 2 (SARS‑CoV‑2).

March 26th, 2020: Due to UK government health policy that strongly encourages hospitals to release elderly patients who test positive for coronavirus into the care of residential care homes, my 60 year old mother is forced to give up her role as an events co-ordinator and take up full-time nursing duties.

April 1st, 2020: Six people are allowed to attend my grandfather's burial, which is carried out by the local council's hazardous waste department. There is no funeral ceremony. 

April 3rd, 2020: Looking for something cheap to distract me, I purchase DOOM 64 for £1.50 on the Nintendo Switch, mistakenly believing it to be a Nintendo 64 port of the original DOOM (1993). 

April 6th, 2020: While playing map 16 of DOOM 64 - "Burnt Offerings" - I begin to realise that DOOM 64 (and DOOM in general) is something quite special.

April 30th, 2020: Boris Johnson assures the public that the UK is now "past the peak" of the coronavirus pandemic.


May 2nd, 2020: Gradually beginning to enjoy the newfound freedoms of home-working, I download GZDoom and begin playing through "DOOM", "DOOM II" and their expansions whenever my code is compiling or I'm stuck waiting for a reply to an email.

May 9th, 2020: I celebrate my 30th birthday. Between other housebound festivities, I play a wee bit of DOOM II’s MAP04: The Focus to celebrate. It’s my favourite DOOM map.

June 15th, 2020: My flatmate and I host a Streets of Rage 4 charity stream on Twitch, and attempt to clear the game's Arcade Mode on Mania difficulty in one sitting. After five attempts, we manage to make it two thirds of the way through the game before throwing in the towel. The stream raises £600 for Glasgow asylum seeker funds and social housing charities.

July 23rd, 2020: Noticing my increasingly-obsessional interest in the DOOM series, my flatmate buys me a copy of Masters of DOOM, a book that tells an oral history of John Carmack and John Romero's creation of the original 1993 game and its sequel. 

July 31st, 2020: A BAFTA award for investigative journalism is awarded to the BBC for a 2019 television interview with Prince Andrew, son of Queen Elizabeth II, regarding his association with Jeffrey Epstein and alleged involvement in child sex trafficking.

August 2nd, 2020: I order a replica of John Romero's infamous "COOL GUYS AT THE BEACH" vest in anticipation of my upcoming summer holiday.

August 11th, 2020: John Romero favs a picture of me wearing my "COOL GUYS AT THE BEACH" vest.

August 21st, 2020: Twitter user @spewlieandrews makes a tweet about how he'd spend his eternity in Hell searching for Margaret Thatcher so that he could kill her again. I laugh at it and retweet it.

September 13th, 2020: Tim Rogers releases ACTION BUTTON REVIEWS DOOM, an exhaustive 3-and-a-half hour review of DOOM (1993). During his review, Tim suggests that no one can honestly claim to be a true fan of DOOM until they have tried designing their own map for the game. 

September 22nd, 2020: Some "minor" lockdown restrictions are re-introduced across the United Kingdom in response to a rapid rise in coronavirus infections and ICU admisssions. The government stops offering restaurant patrons its financial incentive programme for eating out.

September 24th, 2020: My girlfriend, a few weeks into her first year as a trainee doctor, is re-assigned to a new infectious diseases unit created in response to a severe rise in coronavirus cases across the city of Glasgow.

September 26th, 2020: I receive a stern warning from my employer's infosec administrator for attempting to install WINE and Ultimate Doom Builder on my workplace laptop. I promise not to do it again and remain grateful that he didn't see the GZDoom launcher on my desktop while inspecting the laptop.

September 27th, 2020: After successfully reformatting my old 2007 Lenovo laptop and installing Windows 10 on it, I begin the process of making a DOOM map. 

September 29th, 2020: After a few evenings spent learning how to make working doors and windows, I create a file called MY-COOL-MAP-01.wad and decide to make a standard DOOM (1993) techbase to test if I understand what the DOOM experts on YouTube have taught me so far.

September 30th, 2020: To make the learning process funny (which is very important to me), I decide to use @spewlieandrews’s August 21st, 2020 tweet about fighting through Hell to find Thatcher as a model for MY-COOL-MAP-01.wad. Making a techbase map about Margaret Thatcher naturally leads to MY-COOL-MAP-01.wad becoming THATCHERS-TECHBASE.wad later that day. 

October 8th, 2020: While in a pub on Islay, my girlfriend and I find out that the Scottish Government is restricting hospitality opening times to 6am-6pm indoors. The sale of alcohol will not be permitted at any time. News of this announcement causes the entire pub to descend into Tennent's-fuelled chaos. After securing my final pint, I go back to drawing DOOM map layouts on my phone.  

October 21st, 2020: Construction begins on THATCHER’S BATTLE COLISEUM, one of the game’s main boss arenas. At this point in development, I still don’t know what a Margaret Thatcher-based boss battle in the idTech1 engine would look like.

October 27th, 2020: Struggling with mapper’s block, I decide to recreate the main lobby of Peach’s Castle from Super Mario 64 in DOOM. With a bit of texture-bashing, this later becomes one of the game’s main lobbies. The iconic castle corridor where Peach’s portrait morphs into Bowser’s - one of my most precious gaming memories ever - is easily repurposed into a Thatcher joke.

October 31st, 2020: Submitting to widespread pressure from the media, general public and his own government officials, Boris Johnson finally announces a second coronavirus lockdown in order to prevent "a medical and moral disaster".


November 1st, 2020: I finish playing through Going Down - perhaps the greatest DOOM wad of all time - and am reassured to discover that DOOM is a fantastic vehicle for comedy.

November 4th, 2020: My flatmate buys me a copy of Tricks of the DOOM Programming Gurus,  a 1995 book about DOOM mapping. The book comes with a CD-ROM that has a few hundred wads on it, but after 26 years on a bookshelf, the glue has fused the CD’s envelope shut and  I can’t get it open. 

November 5th, 2020: While reading Tricks of the DOOM Programming Gurus, I come across a chapter that describes “The Best DOOM WADs Ever”. Among mods dedicated to The Simpsons and Beavis & Butthead, I find an entry for a wad called Return to Phobos. The author of Tricks of the DOOM Programming Gurus describes the wad’s E1M4 replacement as “one of the all-time great DOOM maps”. I’ve never heard of it.

November 6th, 2020: Still curious about Return to Phobos and unable to get the glue off my CD-ROM, I spend some time searching the internet for the wad file. After downloading and playing two other DOOM wads called Return to Phobos that aren’t the particular 1995 Return to Phobos wad that I was looking for, I eventually locate the all-time great E1M4 replacement. It’s a giant factory with a balcony at the rear that lets you look out at a stunning 128x128 industrial skybox. I like it. Some of the doors don’t work and the textures are out of alignment, but I like it. 

November 7th, 2020: E1M4 of Return to Phobos is resurrected and thoroughly repurposed as a mining facility for THATCHER’S TECHBASE. While retexturing a big slime pit, I find out Joe Biden has been elected president of the United States. I return to retexturing my slime pit.

December 14th, 2020: I submit a fake article to my friend’s zine in the style of a 90s video games magazine article. To fill the page out, I stick some wigs on cyberdemon, imp and pinkie sprites to make them look like infamous politicians. The image of a cyberdemon rocking Thatcher’s iconic blow-dry job really makes me laugh.

December 19th, 2020: Due to a rapid rise in coronavirus infections and critical demand on healthcare services, the British and Scottish governments announce a ban on household mixing over the Christmas period. "Tier four" lockdown restrictions now apply indefinitely.

December 25th, 2020: I have an instant curry with my brother and girlfriend before they head off to work on emergency infectious diseases wards at the local hospital because people are being ventilated in corridors and are having to sleep on beds placed in storage rooms. I watch Home Alone 2 then do a bit of work on THATCHER'S TECHBASE.

January 1st, 2021: Waking up to an empty house again, I decide to spend my first hours of the first day of 2021 fucking about with THATCHER'S TECHBASE again. I am severely hung over and vomit into the bin next to my computer within minutes of trying to play the big lobby fight. Maybe tomorrow.

January 22nd, 2021: With the majority of the map's layout, scripting and enemy placement done, I decide to take a short sabbatical from map-making to do some research on the Margaret Thatcher premiership period, which lasted from 1979 - 1990. I watch a number of documentaries, fiction films andYouTube videos that are related, directly or indirectly, to the Thatcher government and its influence on British society in the 1980s. Examples include Pride, The Fully Monty, Brassed Off, The Cook, the Thief, His Wife & Her Lover and Pink Floyd's The Wall.

February 17th, 2021: After spending a lot of time reading very snobby, snooty and sanctimonious guides on how to do pixel art for DOOM, I begin adding my points of reference to the game as in-game textures and sprites. I find the pipeline of identifying images, tailoring them to the specifications of the DOOM engine and adding my own artistic flourishes to be one of the most satisfying parts of the THATCHER'S TECHBASE design process so far.

March 16th, 2021: Prince Philip, husband of Queen Elizabeth II, is photographed leaving hospital following a heart transplant at age 99. His incredibly sullen features and sickly demeanour prompt a number of internet memes and satirical artworks that I enjoy very much.

March 19th, 2021: While watching a decino video about the inner workings of the DOOM engine, I learn that Commander Keen objects (as seen in DOOM II’s MAP32) have a special property that causes them to open doors tagged “666” on a map when they are shot at. 

March 21st, 2021: While doing a biweekly watch of my favourite One Piece scenes, I realise that the Commander Keen object in DOOM could be repurposed to resemble a shootable flag. I animate a burning Union Jack sprite and replace the Keen frames with it.

March 24th, 2021: New guidance mandates that all government buildings in the United Kingdom will fly the Union flag at all times. 

April 4th, 2021: Buckingham Palace announces that Prince Philip, husband of Queen Elizabeth II, has died at the age of 99. 

April 6th, 2021: After a number of unsuccessful attempts to convincingly put a Thatcher wig on a Cyberdemon, I decide to ask someone with actual talent to do it for me and commission a pixel artist from Brazil. When he asks me to do a sketch explaining what the hell I’m talking about, I realise it would also be pretty funny to give her a ripped jacket and handbag. https://ibb.co/HpLpkFP

April 7th, 2021: After a nervous 24 hour wait spent wondering if I am certifiably insane, I receive an enthusiastic reply from the artist, who agrees to create the necessary sprites for a Cyberdemon sprite replacement. The enemy has now been creatively dubbed “CyberThatcher”.

April 10th, 2021: CyberThatcher’s handbag is dropped due to logistical issues.

April 12th, 2021: Non-essential retail reopens in England and Wales.

April 17th, 2021: The CyberThatcher sprite sheet is completed and inserted into the game.

April 20th, 2021: I get a haircut for the first time in over a year.

April 26th, 2021: A leaked recording from inside 10 Downing Street reveals that in the autumn of 2020, Boris Johnson said that he would rather "let bodies pile high in their thousands" than take the country into another coronavirus lockdown. Once again, I feel regret that I don't have the time or resources available to put a Boris Johnson wig on that pinkie sprite.

May 12th, 2021: After four months spent playing my wad while listening to a MIDI version of LMAO’s Party Rock Anthem on repeat, I decide that the main map of THATCHER’S TECHBASE probably deserves a more fitting soundtrack. I contact my friend Barry Topping with a tongue-in-cheek job offer, suggesting he compose a “man on a mission”-styled metal track in the vein of the original DOOM games. As an avowed metalhead, he graciously accepts the offer of a lifetime. 

May 13th, 2021: Barry sends me “thatcher1.mp3”, an awesome minute-long sample of the song he’s written. Much to Barry’s dismay, I inform him that the map takes between 40 minutes and an hour to beat in its present state. I have inadvertently tasked him with the horrendous job of coming up with a tune that someone would be happy to listen to upwards of 60 times in a row.

May 16th, 2021: Barry sends me “thatcher2.mp3”, an incredible six-minute long sample of the song he’s written. Much to my delight, the song is now 6 minutes long and could comfortably be listened to on repeat upwards of 120 times in a row. In honour of our new-found creative partnership and a long-standing ironic catchphrase related to the failures of the 2014 Scottish Referendum on Independence, the track is dubbed "L2VN" - "Love 2 Vote No".

June 16th, 2021: After seeing more of THATCHER'S TECHBASE, Barry very kindly offers to compose more music for the game.

June 18th, 2021: Barry produces the opening theme of THATCHER'S TECHBASE, to be used with the main menu.

June 21st, 2021: All coronavirus restrictions are lifted across the United Kingdom.

June 25th, 2021: I build a quick test area in THATCHER'S TECHBASE in order to work on some new Doomcute objects. While bashing together a few chairs, cigarettes and cans of Tennent's Lager, I realise that the test area is actually pretty fun to hang out in and decide to keep it in.


June 26th, 2021: After a few hours spent quickly map-bashing some assets from iconic 90s DOOM wad STAR WARS DOOM 2, I turn my quick test area into a UAC headquarters building and move everything out into a new MAP01 slot in the wad. This map becomes The Beginning of THATCHER'S TECHBASE.

June 28th, 2021: THATCHER’S TECHBASE is awarded an E3 best of THIS 2021 Award by MechaGamezilla.

July 8th, 2021: I share a pre-release build of THATCHER'S TECHBASE with some DOOM wad enthusiasts.

July 9th, 2021: A DOOM player and wadding/modding enthusiast with 25 years of experience laments that I didn't share THATCHER'S TECHBASE sooner - not because it's amazing, but because it's gotten wildly out of hand and he thinks it needs to get under control. He shares some very harsh but fair advice with me.

July 10th, 2021: I cut a number of sections from THATCHER'S TECHBASE in the interests of not making players go mad with confusion/stress/boredom. Approximately 2,500 sectors are deleted in one hour. With far less map to maintain, I feel much better about the project.

July 11th, 2021: An amateur DOOM player struggles to realise that a wall in front of them at the start of MAP02 is a door. I start to feel much worse about the project and wonder if anyone will be able to understand me. I begin to fear that if THATCHER'S TECHBASE was a £60 game you could buy in a shop, people would be looking for their receipts in the first ten minutes.

July 22nd, 2021: While watching footage of The Beginning, Barry notices similarities between the wad's Express Elevator to Hell and the opening of Paradise Killer. WHITEHELL, MAP01's track, is extended to include one of his signature funky interludes.

August 4th, 2021: In the middle of a rare Scottish heatwave, I play through some of Flower, Sun and Rain's most infamously obtuse and player-adversarial chapters and begin to understand the value in placing priority on my own game world over the game world that a player might expect.

August 20th, 2021: I play through the infamous toilet maze puzzle in Grasshopper Manufacture’s The 25th Ward: The Silver Case. After months of feeling guilty about forcing potential THATCHER’S TECHBASE players through harshly indistinct mazes, I suddenly feel much better about myself and the game and begin to see the humour in making gamers suffer.

August 23rd, 2021: Realising that I could probably spend months (if not years) refining the map to no end, I decide to do the one thing I never wanted to do since the moment the project began - I set myself an arbitrary deadline of September 24th, 2021 for the release of THATCHER'S TECHBASE and decide to get the wad into a playable state by that date.

August 25th, 2021: Realising that the content of THATCHER'S TECHBASE makes it an unlikely candidate for inclusion in the idgames wad archive, I make a website to host the wad instead. Inspired by my prior success raising money for charity with Streets of Rage 4, I include a donations link for organisations suggested by Hope Not Hate, a group set up in the wake of Margaret Thatcher's death to encourage people to support communities affected by the decisions of her government.

August 28th, 2021: Hoping I can find a way for the game to played by more people than just by immediate friends and appreciator's of Barry "Epoch" Topping's music, I enlist my friend Richie Morgan to make a tongue-in-cheek trailer for the game to help get the word out.

September 1st, 2021: The trailer for THATCHER'S TECHBASE is completed, but I feel like it's missing something - namely, the voice of Margaret Thatcher herself. I approach a guy on Twitter who is really good at imitating Duke Nukem and Dr. Kleiner from Half-Life and ask him if he knows anyone who could do a good Thatcher impersonation.

September 2nd, 2021: Gianni, the Duke in question, responds quickly and recommends Laila Berzins - the voice of Demeter in Hades and a bunch of anime boys in Sword Art Online. Despite my reservations about how much a professional voice actor would cost, Gianni strongly recommends that I ask her anyway. In the space of an hour, Laila sends me six voice lines and waives the majority of her fee upon learning that it's a free game about killing Margaret Thatcher that intends to raise money for charity.

September 13th, 2021: I get a cat.

September 14th, 2021: After being condemned by the UK's chief medical officer for spreading coronavirus misinformation, Nicki Minaj releases a Twitter voice note that claims she was an Oxford classmate of the late British prime minister Margaret Thatcher.

September 15th, 2021: The THATCHER’S TECHBASE trailer launches. In its first day on Twitter, it somehow gets 3000 retweets and 8000 favourites. A lot of gaming websites turn the tweet thread about the trailer into low-effort content for their blogs. People with small brains send me a fair few messages with insinuations of sacrilege, treason and other acts of digital terrorism. I am generally shitting myself.

September 16th, 2021: Articles about THATCHER’S TECHBASE are published in The Independent and NME. A pal from 15 years ago phones me up to tell me how excited he is to play the game. John Romero retweets a Rock Paper Shotgun article about the game and declares that he's going to play the wad. I am now really shitting myself.

September 19th, 2021: Gillian Anderson wins an Emmy Award for her portrayal of the late British prime minister Margaret Thatcher. After the awards show, Anderson is asked if she consulted the Iron Lady about the role. She claims she has not spoken to Margaret Thatcher recently.

September 20th, 2021: UK bottling plants and farm suppliers report that there is only enough C02 supply to last the nation "one or two more weeks" - this prompts mass panic buying of Coca-Cola, Irn Bru and other carbonated drinks. The price of Irn Bru immediately rises by £1.50, and multipacks are auctioned on eBay.

September 23rd, 2021: Shortages of diesel and petrol are reported across the United Kingdom, prompting a wave of panic buying nation-wide. Ambulances at the hospital my girlfriend works at are forced to suspend service, as local petrol stations have been selling their emergency reserve supplies to desperate bidders.

September 24th, 2021: About an hour before I am due to publish THATCHER'S TECHBASE on the web, my daily post arrives. A firm of lawyers representing Tennent's Lager order me to remove any copyrighted branding and images related to Tennent's Lager from THATCHER'S TECHBASE - in exchange, Tennent's Lager will make charitable donations to the organisations suggested by 3D: Doom Daddy Digital's website. I comply, replacing the T cans with legally-distinct F cans with only 30 minutes to spare.

At 12pm BST, THATCHER'S TECHBASE is released to the public.


------------------------------------

Still with me? Great. Thank you.

So - that's how I got here. As you can see above, THATCHER'S TECHBASE is a piss-take the just kept gaining more and more piss-taking momentum until it reached a critical mass of taken piss. A silly distraction in a hopeless situation that was ultimately powered by the twin engines of my love of a good joke and my hatred for the Conservative and Unionist Party of the United Kingdom, birthed to a Global Britain that is imploding ever-inward.

When I first opened Ultimate Doom Builder on September 27th, 2020, I never intended for my finished product to become something that would have me taking interviews from magazines and newspapers. I never imagined that folk from Brazil and Argentina would message me about how much they loved the design of The Icon of Thatcher. I couldn't possibly conceive of Scotland's most beloved lager company giving their money to social justice causes so that they didn't have to be associated with my work. I just wanted to have a good time making a game and let others have a good time playing a game. Fortunately, I think I still managed to achieve that too.

A week out from release, it does feel like THATCHER'S TECHBASE was yet another victim of the classic video game hype pathology that we've all known about since the first time Nintendo Official Magazine promised us Dinosaur Planet was going to revolutionise the games industry as we knew it forever. When the trailer dropped, people were proclaiming it Game of the Year, Game of the Decade, Game of the Century - and in a way, it kinda hurt to see people pin their Thatcher-bashing hopes on something that only I seemed to know was an amateur production. I knew people were probably joking, but I also knew people were probably going to be let down by THATCHER'S TECHBASE - and there was no realistic means of telling them that without sounding like a moron or a fraud.

After a chaotic launch day filled with technical hitches and streamers angrily messaging me with disapproval over the game's more "extreme" content, I've shied away from reading too much opinion on the wad. Some people get it; some people really don't. While Barry, Richie and my other friends did their best to elevate THATCHER'S TECHBASE into something spectacular, it is still ultimately a quick and dirty little amateur DOOM wad with some Margaret Thatcher paint coating its non-orthogonal walls. Is that sort of thing really worth writing about in a newspaper? Is that sort of thing really worth streaming to your audience of thousands? Is that sort of thing really worth five stars on Backloggd? Or even four stars? Debatable! But it's my work, and I'm proud of it. If I don't give it five stars, how could I expect anyone else to? THATCHER'S TECHBASE is what it is, and aside from a few more minor tweaks and improvements I plan to make in the near future, I guess people will just have to deal with that. (Lemme tell ya - I never imagined someone would DM me to complain that the Thatcher's Grave section wasn't "optimised for co-op play" lmao)

In many ways, I'm relieved that my criticisms of THATCHER'S TECHBASE are other people's criticisms of THATCHER'S TECHBASE, too. I haven't yet been blindsided by any huge oversights in design or presentation, which was a perpetual worry while creating the wad. Aside from occasional DOOM-building tutorials and design guides, I tried to make as much of THATCHER'S TECHBASE as I could by myself - pretentious or not, I wanted it to be my work, my ideas, my thoughts, my feelings, untainted by outsiders as much as possible - something inside me just told me that this had to be my vision of Hell. Arguably a very naive decision, but I was worried that opening the game up to too much of the internet's collective-constructive consciousness early on in the process would derail me from the goals that were formed in my mind from day one. I wanted THATCHER'S TECHBASE to be fun to play and nice to look at, but ultimately the project was a therapeutic outlet for me in an era where everything outside of DOOM's space brought so much pain and anger... Something about Margaret Thatcher and DOOM just felt like such a natural fit in every single way. The overlap in time period, the rage, the pain, the suffering, the helplessness, the despair, the manic, desperate energy of it all - at no point in the process did I doubt that Thatcher deserved to be the subject of her own DOOM wad. It's more that the technical process of creating said wad was a huge hurdle for a first-time wadder to clear.

Obviously, my introverted development process backfired in many ways - as we read in the July 9th, 2021 entry of the THATCHER'S TECHBASE: OFFICIAL TIMELINE, I found out way too late in the development process that I'd made something over-complex and under-designed, a map drawn on a pub napkin that was crushing itself under technical and practical weights that I didn't even know existed for a long time because I was only talking to myself about it. I let my mind run wild while my body was stuck in the same physical space for months on end, and it didn't always lead to great things. Would people enjoy THATCHER'S TECHBASE more if it was shorter, more direct? If the puzzles weren't so fucking esoteric? If I'd leaned the dial of difficulty closer to the original DOOM than The Plutonia Experiment? Probably! The wad's Hurt Me Plenty difficulty was designed to be enjoyed by people who've played their fair share of classic DOOM, but I don't think I ever considered that a) the wad would find a fanbase beyond hardcore gamers or b) that most DOOM source ports automatically drop their cursor on that pseudo-Hard difficulty at load time. I've seen more than one streamer ram their head against the first two sections of THATCHER'S TECHBASE and then throw in the towel when they really didn't need to - I'm Too Young To Die and Not Too Rough difficulty are probably the right difficulty levels for most people - but given the technical limitations of the original DOOM, it's nigh-on impossible to communicate that to people that not all hope is lost; that they can still make it to the juicy CyberThatcher MK1/MK2 content if they just dial back difficulty a little. But by the same token - shouldn't a game about otherthrowing Margaret Thatcher and the systems of decaying power she represents be difficult? Like, really fucking difficult? Did you really think you could waltz into a British Hell and sort things out in an afternoon? C'mon now. The longer THATCHER'S TECHBASE exists in the ether, the less of an issue the challenges of the game should become, hopefully. I've yet to hear about anyone beating it on AUSTERITY difficulty, though, and in a weird, perverse way, that kinda makes me happy. It's not remotely fair!

One thing that has been validating about the game, in a weird way, is that the two "puzzles" I put the most time into - the "Three Thatchers" lobby and the desecration of Union Jack flag - are the two things that have provoked the most remarks, questions and frustrations. While I'm not going to wash my hands of any criticisms those parts of the game have provoked, they really were meant to tease and terrorise you until you arrived at the same conclusions I did while making the wad - that images of Margaret Thatcher and the United Kingdom have to be destroyed with a double-barrelled shotgun if you want to break free and move forward.

When you make a point of intentionally creating something in a vacuum, there can be an overbearing sense of dread regarding everyone else who's standing inside the airlock - will this silly little puzzle make sense to them? Is this fight too hard if you don't know where the health packs are? Is this bit of artwork going too far into a realm that should stay inside me? Will people be annoyed by this? All of this? That was probably the scariest thing about making something like THATCHER'S TECHBASE. Every time I approached an outsider about a sprite, a sound effect or a voice line, I expected nothing but disgust, despair or abject laughter. Maybe even a referral to a psychiatric unit. But not once did I receive anything but the greatest of care from others. Every request was met with kindness - much more kind than it deserved. People seemed more than willing to help me. And that felt fucking great.

I made THATCHER'S TECHBASE more or less by myself in a physical and mental isolation, but THATCHER'S TECHBASE wouldn't exist without everyone else. Everyone who suffered directly as a consequence of Margret Thatcher's decisions as a politician, everyone who stood up and was counted by her, everyone who tried to take count of her in kind; everyone who worked on the original DOOM games, everyone who contributed to DOOM's legacy in some way, everyone who played DOOM at some point in their life; everyone who said that the wad was a good idea, everyone who gave me a stupid idea to throw into the game, everyone who wrote a song for it, everyone who recorded a voice line for it, everyone who drew a picture of a Cyberdemon in a pearl necklace; every single person helped create this stupid little DOOM wad in their own way - and I'm really glad that they did. Because it wouldn't be anything without them.

This game is dedicated to everyone Margaret Thatcher and everyone who hated Margaret Thatcher.

thesis: yoko taro is often listed among the foremost auteurs of the medium but the reality is his strengths lie in a kind of prototypical 'video game' method of work, borne out of necessity, that prioritizes collaboration between a consistent set of screenwriters, an unorthodox style of design targeting emotional resonance, and a plethora of unique flourishes specifically aimed at facilitating the empathy, immersion, and connection of its players (researching drakengard 1s development makes this especially apparent - it's arguably not even a yoko taro game in the usually defined sense of the term). his works, when in production, are thwarted frequently by compromise, limitation, and sacrifice - stumbling blocks, all in service of eventually reflecting a well-trodden title which charms on the virtues of its rustic artistry. wear and tear and a heart of gold. this style of development, marked by haste and experimentation and fueled by pure zeal and love for the craft, perhaps reveals why the pillars of video games, the codified monomythic genres and the primordial archetypes and the frequent allusions to popular work, so often impress themselves upon yoko taro games, and why so often his work succeeds in connecting to people where other talent may struggle. the video game of it all, if you will. incidentally, this collaborative style allows for a large breadth of potential interpretation and analysis afforded towards his work, and ive long maintained that a YT game is at its most interesting when it's not about what he intended for it to be about. did the tragedies in nier gestalt sometimes fall flat for you? me too! thankfully that's not what the game is about, at least not to me. in sum: the work of many, each willing and able to leave a fingerprint on the mosaic of development, enriches the product in the long-run, creating a full-bodied textured work of art and contributing immensely to the humanity at the core of these games. if any given chord strikes you as dull, a separate melody will enchant you - that's the nature of YT's games. they're artisan because of what they value and because of how they achieve their mission statement, and especially because of their passion, always demonstrated by the little details in these games. passion will always reveal itself, but so too will a dearth of passion reveal itself.

proof: nier re[in]carnation
if these games worked because of a certain je ne sais quois shared by the collaborative nature of a team in a trying work environment, i don't think my prospective next project would be a game in an exploitative genre where a new team of writers handled an endless barrage of one-note vignettes while YT sat back, nodded halfheartedly at his desk, and tried to string every vignette together using an overarching plot catering to obsessive drakennier fans. just my two cents

it's not pretty, it's nigh impenetrable, it's only fun if you make your own fun, it's never gonna be finished, overall it's a mess, but it's so resolutely its own thing and unlike anything else -- and in particular completely unlike the games that keep coming out that try to sell themselves as dwarf fortress knockoffs -- that i can't not love it.

this may sound weird but i genuinely believe if more people had the time and resources to pursue their personal creative projects, this is what a lot of them would look like -- just setting off on a journey in a completely unexplored direction and making something that no one has ever made before. just as an example of that, it's invaluable to me. world heritage stuff

I'll be honest in admitting that the mental damage I endured over the years from purposefuly subjecting myself to the clutches of the internet had made me apprehensive and cynical of Disco Elysium's preceeding reputation, but having gone through its rollercoaster of drugs, alcohol and communism, I am truly glad to be able to add this one to the list of all time great CRPGs that continue to be undisputed as the smartest videogame experiences you can have.

Having the confidence that even Planescape: Torment lacked, Disco Elysium ditches the combat completely and takes the biggest strength of the genre to immerse the player in his own perceived virtuousity and egotistic idealization, dice rolling from a caricature of extreme ideology to the next, only to have such deified facade shattered and mocked as the cracks start to reveal what is behind the constructed mask. Dystopic and endlessly ravaged, Revachol opens up its angry chasm to reveal an unflincing sad mirror in its politically charged inhabitants that reflects back to us a vast ocean filled with boats blindly passing by each other in the mist blasting Sad FM.

Immensely thought provocking, always hilarious, and with some of the best interconnected writing I have seen in the genre, Disco Elysium has definitely cemented itself as a modern age classic that will make even the biggest game bro go "yes, please, keep politics in my game!". An unabashedly leftist game that manages to avoid falling into the usual misgivings of being obnoxious, obvious and self centered as its contemporaries often do, and that beautifully exposes our innate ability to project our deepest grudges and hangups into unreachable dreams and expectations that further disconnect us from the acceptance and understanding we so demand from others. In the end, everything is escapism. But we can never truly escape, can we? Whatever I end up saying about Disco Elysium says more about my view of the world than the game itself, but I think that's what makes it such a great piece of art.

You did look fucking cool smoking that cigarette, Kim. And you knew it.