10 reviews liked by diymes


mannnn. 24 killers may just be my favourite thing ive played this year so far. and you wouldnt guess it at a superficial glance - it looks fairly quaint if you dont try it for yourself. "a moon rpg clone, a love-de-lic-like"... when people try to capture a game like that, the pigeonholing of it kind of covers up all nuance in a homogenising white paint, huh?

but 24 killers is absolutely not its inspirations - not exclusively. what 24 killers does better than every single other game ive seen (even ones ive spent more time with!) is flavour. everything oozes charme, everyone has personality to spare. its language is almost like a bit of a code - "man" (the interjection) becomes "mon"; "fuck" becomes "foam"; "garbage" is always gabbage. its remarkably consistent, and the grooves of its writing arent disturbing, but familiar and warm.

it is also truly a kind game - kind on your patience, and your time, and your care. it isnt wasteful; when it asks you to wait, it knows you have that moment to spare. its like a long-lost friend that you hit it right back off on your first meeting in ages.

more than any other game ive played in recent years, 24 killers has made me smile wide and giggle adoringly at a funny turn of phrase, or an imaginative design, or a silly character.

yes, it feels sometimes like its held together with duct tape, and some small visual polishes are missing - but rather than take away from it, they betray a humanity, the hands that touched its creation.

i remember when its demo hit during a steam next fest that the developer played it with his son; and even though its a game where people smoke (the moon does, too!) and kalashnikovs are strewn about the place, it feels like it really does suit both the grown-up developer to play it, AND his kid, and anyone at the ages in-between.

thank you, happy shabby games. not shabby at all - youve made me very happy with your little island; it really feels like home.

when i play games like this the most prominent emotion i feel is just envy at the confidence and audacity to make just utterly deranged art without an ounce of shame detected. could never be me but god i wish it were

I'm really happy to say that knuckle sandwich was not a casualty of its decade long development cycle. The amount of time spent on this game shows in the density of novelty, one-off mechanics, visual gags and high effort set pieces, especially in the combat encounters, comparable to that of deltarune chapter 2, a game made by a man with infinite money.

Those combat encounters are, in many ways, the highlight of the entire experience. Between the unique mini games given to almost every enemy and definitely every boss, the psychedelic procedural backgrounds that accommodate them, and the regular breaks from format to make a single joke, knuckle sandwich is a breezy experience that rarely overstays its welcome even if you feel as conflicted about other parts of it as I do (more later). I did find the game's maths to be confusing and kind of unpolished, with numerous skills shockingly under tuned, others over tuned, and a really inconsistent approach two enemies health and defence stats that make it very difficult to tell if you're actually doing decent damage for any particular encounter.

I'd like to give particular praise to the game's OST, created by a bunch of independent artists who aren't necessarily in games, and God does it show! Swagger and personality oozes out of every track and manages to make even some of the least interesting locations shine through sound. Special props to the standard battle tracks "Handsome Humans" and "Fearsome Freaks" as well as "Nothing Sweeter" and "Brightfang Lash".

In broad spoiler free terms, the story and writing writ large is the biggest letdown of the game. Knuckle sandwich has whimsy, much like many indie RPGs of its lineage, but it doesn't have much in the way of emotion. Your party characters barely allow you to endear yourself to them by letting you know basically anything about them (the most i ever got was one character being a former athlete who struggles with chronic health issues, said once in optional dialogue). All characters in general could serve to be A bit more intense and punchy than they are? For the simpler archetypes to land. The strong thematic basis of "being a young person working sucks" doesn't last, and with the story being almost entirely driven by a very simple plot, knuckle sandwich is left feeling like it's about nothing but very, VERY gentle satire for most of its runtime. That's about all I can say without delving into plot details.

Ultimately, knuckle sandwich is a very light and breezy time, at a crisp 10-15 hours, full of novelty and virtuosic presentation, but struggles to be a story worth the grandiosity of the JRPG format. In other words, it's a really good Mario and Luigi game.

Going in expecting a new Mega Man X or even ZX is a mistake, as this game is really its own thing. It's as messy and weird and pleasing as any Inticreates game I've played, and has all the same issues too. Recommended with those caveats.


During the whole Dracula bit I could feel my brain rotting away as I laughed my ass off at the absurdity of it all. I don't think a game ever made me feel like that and I very much doubt that any other will manage it going forward.

The mid-two thousands and the early 2010’s could be considered the what I like to call ‘’RPG-Maker Horror-Narrative Golden Age’’; that’s not say that there haven’t been any games done with the variations of the engine since, games like Omori and even the Fear & Hunger duology quickly come to mind as two great examples of how recent RPG Maker made-in games can still bring something new to the table of the broader indie scene, but even those games are of an entirely different breed. Experimentation was the name of the game, even if there were your usual and classic RPG suspects, the most prolific games from that era are ones that broke de bounds of conventional RPG’s and explored different ways of telling a story beyond the limitations of the turned based combat structure. Sure, a ton (and I mean A TON) of low quality games spawned in this time with the hopes of jumping into the horror bandwagon, and some games are just plain tasteless and don’t really deserve being in the discussion, but even with this overabundance of low effort, the stars that explored the frontiers of narrative-focused gameplay, isometrical horror or just doing whatever they thought it was interesting: Yume Nikki (A game which also inspired an entire sub-genre of fan-games alone), Ib, OneShot, Mad Father and even more polarizing works like To the Moon are all examples of varying results of this; some noteworthy, some are a couple of the most important games of the whole millennial, and in cases like OneShot, some of my personal favorites. It’s also worth mentioning that around this time there was also the presence of ‘’comical/parody’’ games, most of these are generally products of their time and basically time capsules for memes and internet culture for all those years back. My point with this terrible info-dump is to say that it was up to each developer/s what to make, and how most of the best RPG Maker games focus on one thing at a time and thoroughly explore it, and the results mostly being phenomenal… anyway Space Funeral is a game were you kill ghosts by using old movies, the final boss questions the conditions of perfection and how that can tear minds apart, and a Djinn turns you into a fish…so yeah, it is a liiiiiiiiiiiiiiiiiiiittle bit weird…

To be honest, and considering I just spat out the most boring Ted Talk possible about the RPG Maker indie scene, it’s only fair that I mentioned that Off (A game which I have yet to play) explored the base ideas of Space Funeral two years prior, that being focusing on bizarre world with and unconventional world and more involved combat compared to its contemporaries, but you see, the difference lies in that, whereas Off used its comedy and bizarreness as a more direct exploration of the fourth-wall and the relationship between protagonist and player, Space Funeral is just FUCKING BATSHIT CRAZY, to a level that I cannot make any funny remarks about it! Like, what I’m gonna say about the fact that you companion is a horse made with horse legs? It’s just a bunch of horse legs, I cannot make the absurd even more absurd! I CANNOT EVEN MAKE FUNNY PUNS WHEN THE MAKE ALREADY DOES THEM FOR ME, THIS GAME IS MY KRYPTONITE, I CANNOT STUPIDIY THE ALREADY DUMB OH GOD HELP M-

This game is, and looking at reviews from different places I’m glad that this notion is accepted, stupid, it’s an incredibly stupid game, so it might perplex you when I also say that this may be one of the most clever games I’ve played in all the year. It’s an unabashedly stupid piece of art, from the moment you open it is gross as it is beautifully dumb; a nonsensical world with no rhyme or reason, mind-boggling lay-outs and maps that have the colors of skunk vomit, characters that are as repulsive as they are comically sincere (seriously, everyone in this fucking game is so direct that reaches absurd levels, and I’m all in for it), the music ranges from pretty good sounding midis to absolute crazy tunes and possibly quite the scariest track I’ve heard in a while and sprite work that is either actually pretty cool and detailed or the most made-in-paint thing you’ll see in your life. It’s stupid… but the game perfectly knows it is. And by that I don’t mean that there’s a huge twist and it becomes super ‘’meta’’ and turns out the brain rot had a point, no, Space Funeral does tackle interesting themes and we’ll get to that, but from beginning to the very end, this game is non stop absurdity, even if it moments were it seems like there should be a more serious moment or the tone should shift, the game manages to still become a joke about itself: the fucking final boss has an incredibly interesting speech, and it decides it to end with the monument of a phrase that is ‘’Better to reign in Hell than serve in Heaven….. motherfuckerrrrrrrrrrrrrrrrrrrr!’’. You know that friend that sends you stupid unfunny memes but you both now they are stupid and that’s where the ironic hilarity comes from? Now imagine if that friend did LSD and also was Socrates. That is Space Funeral. A game so content with its own foolishness that you cannot do nothing but be marveled by it, so… itself, unlike anything there could be at the time, both script wise and visually, it is one of those RPG Maker games that decided to do whatever it wanted, but it went far beyond I could had possibly imagined. There’s a reason I opened this review talking about the Dracula bit, it’s the perfect mixture of funny and uncomfortable that Space Funeral pulls off so well time and time again, and it’s what makes it so distinct and what made me so incredibly sad that I didn’t play it sooner.

It's even unconventional on how it tackles its themes; I originally thought that this game would be about maybe grief, considering the title, the main character’s sprite and the abundance of skulls and coffins, but that couldn’t have been further away from the truth, and in fact you could argue that it mocks tackling that subject at a certain point! Instead, Space Funeral seems more interested on focusing on battling a criminal lord drawn in paint using Bibles, going to the CRAP store and catching elves, you know, your usual Space Funeral stuff, but it does show snippets of a larger theme in some spare moments, and it all culminates with the ending. Remember when I said that didn’t go ‘’meta’’ at any point? Well, that was both a truth and a lie. Space Funeral seems to seek to tackle not only what ‘’perfection’’ truly means and implies, but the relationship between a creator and its work. I don’t want to get too much into spoilers, but this game does leave on a very interesting note without fully breaking the fourth wall, and even if the result seems to be made better in other games and it feels like too little to late, it was something that I really wasn’t expecting, and hey, maybe the fact it feels rushed or a bit unfocused it’s the point, you never know with this game.

The only thing I have real issues is the combat, not because it’s bad, mind you, and in fact for a game that lasts an hour, it manages to make its encounters feel nuanced and impactful: there’s a huge number of options and skills, a lot of equipment you can find for both characters and it’s very rewarding to learn fast and defeat enemies with the tools the game gives you. However, it’s still a fairly easy game, which I normally wouldn’t have much of a problem with, but that and its short duration made it so there was never a real point where I felt like I needed to use all of my tools or think that strategically, aside from the usual defense drop or heal, and it’s a shame ‘cause the combat seems like a part of the game that was made with genuine intent to be more complex and interesting, but sadly it’s probably the most mind-numbing part about the whole thing.

But, if anything, I’m still ‘’mind-melted’’, Space Funeral reminds me of why I adore exploring weird yet fascinating worlds, and how absurdity and surrealism can make a work so incredibly enjoyable, funny, and even… lovely. That is a weird adjective to use with the game, but hey, the game itself is weird…

… so it kinda fits, huh?

space funeral marries perfectly the vibe of lofi indie music with lofi indie games. I had a big stupid ass grin on my face all the way from the fucking RALLIZES NEEDLE DROP all the way to the jarring ending. it definitely has a different, more immature vibe from the other thecatamites games I've played, but it's just as good.

This review contains spoilers

First off: I made this game. This is not a review. It's more like an informal postmortem, or a self-critique with hindsight. If you want something more insightful and detailed, check elsewhere, I've made three posts of much more organised thoughts there.

Here, I'll just try and be as brief as I can: "An Outcry", like my first, never-released novel, was, in a lot of respects, a failure. It showed me the way to do a lot of things, either by throwing me head-first into the deep end, or by allowing me to learn from mistakes of others and myself.

It also taught me this: As a narrative designer, I am specialised in very specific things, and should not drift out of those territories without a seat belt on, or without expecting to severely crash.

This game was step one to a crispy kind of burn-out I'd never before experienced. I'm still reeling from that! Turns out wearing nearly every hat at least partially on a game-team will kill you a firey death!

Further, you will do an extremely spotty job of it in the process, too - there's some design-errors and failures to account for contingencies in this game that I shake my head at nowadays, but really, it was the best I could've done, then.

The refusal mechanic in dialogue is great (and I'm unhappy I can never use it again, now!! Gah!!), but there absolutely exists the oft-observed possibility of people not getting it, and the game not sufficiently meeting those folks halfway.

Smoking to save being possible anywhere in the game was also a terrible idea. There's a reason RE has ink ribbons as a finite resource and typewriters stationary in safe rooms. Professional and sufficient playtesting would have revealed that, but we didn't really have any - so this is how that'll stay.

Lastly- GOD. RPG Maker 2003 sucks for commercial games. If I'd had known that I would have as much time as I ended up actually having, I could've straight-up made this game in a more up-to-date engine instead. ...Well- Next time, then?

All of these issues will, of course, be addressed in the sequel.

Oh. Did I write that out loud?

Hehehe...

Uin

2010

Oh brother, UIN. My beloved, weird childhood mystery. A game so deliciously obtuse it seemed anything could be in it - and there absolutely was more under its surface than you'd think!

That being said, from today's perspective, I can't in good conscience say that it's a great game. It's a memorable game, and a few of the things it did, it did before anyone else (unperceived by anyone else!) - scribbly art styles, charged attacks, pacifist routes, playing Claire de Lune at significant moments - but

fuck, UIN. You didn't need to be this much of a bitch to your players.

For a long time, I really enjoyed this aspect of TheAnemic's games - that they were openly hostile and frequently either violated or strongly bent the implicit contract of control and forthcoming-ness most games have with their players.

But UIN's a whole piece of work in that regard. "Selfish design", an acquaintance called it once. You're more than likely not going to finish this game without a guide unless you're in your early teens and have enormous amounts of time to burn.
- "Defeat all the spiders in this room until they stop spawning!"
- okay well they seem infinite but sure UIN
- "Use a verb only mentioned in the READ ME, digging, in the right spot to advance from here!"
- uh. okay.
- "This leap of faith is untelegraphed and kills you everywhere else!"
- UIN what. no.
- "PLAY THE WHOLE GAME NOT KILLING ANYTHING TO GET SOMETHING RESEMBLING AN ACTUAL ENDING"
- stop.

What UIN does really well despite this utter parade of slights is style, atmosphere, and tone. That game's got an atmosphere thick as molasses. Great stuff in that way! Thinking about it, the game constantly pushing back against your attempts to press on and gleefully roadblocking you without a care that you're stuck is harmonious with your "brother's" constant berating and insults; the world absolutely does not feel like it's made for you.

But at the same time, there's also an edge, albeit dull, of juvenile, insulting glee to it. The game is visually cohesive, but does not feel well-programmed or good to control - the sense I get is that TheAnemic was young, or at least still fairly new at using Game Maker, when he made UIN.

It's actually considerably challenging to find this game nowadays - I'd say if you can find it, give it a whirl. But absolutely do not make yourself get the "best" ending. It's not worth it.

Polemic for a once uncertain future of indie JRPG-adjacent creations. The scrapbook acerbic, playing in the same mud it slings. Baudelaire imbues and narrates this dirge with an overpowering thesis: "unshackle yourselves from the entropy of tradition, lest it affix your form to creative insolvency". Even Dracula's taking lessons in this brave new world (and sharing the boof!!). BBC Radiophonic library music plays off an ever-morphic realm of irreverence, accompanying the idolatry of and tribute to the RPG Maker sub-culture of old.

It's also just fucking dumb, but in surprisingly funny ways. thecatamites finds such glee in devising and sharing spoonerisms of JRPG design language, one example being the intentionally overcomplicated combat verbiage. I'd be surprised if anyone went into this expecting a focus on battles anyway, but the game quickly tells you to let go of that notion entirely. Like the irony of horror games getting scarier when you have usable weapons that highlight your nakedness without them, Space Funeral's vestigial JRPG-ness contrasts harshly with the rest of the ludonarrative essay. It's much funnier when the game earnestly tries to do classic-style boss fights while you directly mock them via the Mystery action or using insta-win items like bibles and old movies. Couple that with increasingly absurd dialogues and other self-indulgement for a fun time.

Others have gone more in-depth about the messaging behind this game and subsequent works by thecatamites. It's as invested in critiquing the likes of Laxius Power as much as it approaches the creative process from a Plato-vs-Heraclitus dialectic. Think of Ovid, an exile in many ways but most prominently for his poetic deviance. A similar kind of ire-meets-reverence flows through Space Funeral as it did ages ago in the Metamorphoses, criticizing as much as it homages. Comparing him to Ovid is a little ridiculous (if I had to guess, he'd call this whole laborious review silly), of course. But there's clear themes behind the craziness on display.

What elevates this experience for me is how it avoids any simple binaries. Chaos of experimentation vs. order of convention is the major theme here, of course, but it doesn't forget there's a world beyond that. Amidst contemporaries like OFF and Earthbound Halloween Hack, this hour-long corrupted pantomime still has character hiding within it. Sometimes you just wanna chill with dancing death mummies, or turn into a fish on the overworld for daring to be happy. All the game's a stage, and its players and NPCs merely figures.

So, next time when I try some truly ancient RPG Maker games from the '90s, I'll be grateful to know just how much the international community canon and aspirations have evolved. ASCII's amateur development tools have gotten us this far, presaging the rise of similar suites and deviations for visual novel creators. This first playthrough reminded me a lot of OMGWTFOTL, but now including all kinds of authorial touches, integrity, and story through form that was once lacking. All this under the guise of such anarchy! It's just an incredible, bloody mess of a game.

CW: death, depression, suicide, mental health, religion
Spoilers: Yume Nikki, :THE LONGING:, The Draughtsman's Contract, The Beginner's Guide
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Yume Nikki precedes itself. There is likely nothing I can say about it that has not been said, that has not been thought, that has not been insinuated. It’s been scrutinized endlessly on forums, on fan wikis, in videos, in chatrooms and private conversations. There is nothing I can say about it that has not been said. That is why so much of what you are about to read (assuming you do not choose to leave, which I wouldn’t blame you for) won’t be about Yume Nikki at all. It will be about me. I can’t offer a clean thesis. Because inevitably, when new interpretations dry up, the ocean of meaning turns into a xeric lakebed, the gaze turns downward toward the navel, and what is beneath it. When the door will not open, and the world is your room, hermeneutics turn into an exercise in philosophy of self.

“There are always hidden silences
Waiting behind the chair
They come out
When the coast is clear
They eat everything that moves
I go shaky at the knees
Lights go out
Stars come down
Like a swarm of bees” - No Self Control, Peter Gabriel

“No Self Control” is about depression. So is this piece of writing. (Don’t worry; it will be about other things, too. To a fault, in fact.) The recurring line in this song is “I don’t know how to stop.” That was also the original name of the song. He describes impulsive hunger, calling friends, walking in the night. He doesn’t know how to stop. There’s a possible inversion of this reading, though: one of executive dysfunction. When he says, “I’ve got to get some food, I’m so hungry all the time”, he does not actually describe eating. Instead, it could be a failure to stop stopping.

Executive dysfunction is life-controlling. That is not an overstatement. It is suffocating. Everything is too much. My whole life, I have been in a losing battle with it. Since I was a kid, in the morning, I find myself paralyzed the awful possibility of having to get out of bed. The anxiety, the sopor, the blanket, all shroud. The act of doing, of having to begin, of having to be. It’s too much. So I usually crumple. I understand why Madotsuki stays in bed so much.

The bridge is in my bones. The marimba is steady, the beat is a solitary bass drum, Kate Bush chants in waves, a distorted sax and bassline interplay. And then, like a big breath in, and the drums come thundering. They come in like gunshots down a stairwell. The brooding guitar flanges and growls. “There are always hidden silences.” It always pulls at something deep in me, the nerve in my stomach which causes my knees to buckle and my arms to move.

Peter Gabriel’s third album, colloquially called Melt due to its cover, was an obsession for me. For about a two months, it was the only thing I wanted to listen to, the only thing I wanted to hear. I couldn’t tear myself away from it. His iconic voice, the bassy cymbal-less beats, the dark guitars and synths. It was all I wanted at the time. It wrapped around me and cradled me in brooding. I have a custom listening order, even: move “Start/I Don’t Remember” to the beginning, move “Intruder” to before “Games Without Frontiers”. You can also throw “Milgram’s 37” from So in there, which I’ve heard was originally recorded for this album. I’ve been told there is a light concept to the whole album, “states of mind.” Is depression a state of mind? Maybe, but it feels like more to me, a state of the body, which is hung over the bed like a wet shirt, interminably sad and sodden.

Peter Gabriel was not the first obsession I have had during the pandemic. First, it was Castlevania. I went through as many as the games as I could. The Igavania structure is satisfying; there’s a rhythm to the exploration, intoxicating and immediately validating to those familiar with its tricks. After that, it was the games of Treasure. I played nearly everything I could by them. This is not a new pattern for me. In the throes of summer isolation, I would hyperfixate on genres. Arcade puzzlers, traditional Roguelikes, shmups. And my affairs with music are almost always like this, throughout my life. As for the pandemic, after Peter Gabriel, I wrapped around to Genesis. Eventually, I got around to Cardiacs, too. Then there’s random stuff. Watching old episodes of Countdown or Robot Wars on YouTube. Trying to figure out how to make liangpi. Fixation is a sort of guiding light through the murky air of whatever swamp this is.

Sometimes I get obsessed with specific words. Sometimes phrases. Sometimes entire paradigms. But the words, they get inside my head, they become a way of describing everything. They are often bodily. For a while it was “blood”, a term for that which permeates something. Then “bones”, the underpinning structure of something. Now, it is “rotten”, an odious decay. I call many things rotten, though I do not know for sure what I mean by it when I say it.

I am not obsessed with Yume Nikki. I want to be. I want to dive teeth first into it. I want it consume me. I want to explore every room, cross through every door, catalog its biome on my spinal cord. But the dedication is not in me. And the pull isn’t there, the temperamental pull. I do not hear its call seducing my stereocilia. I drift away from it, longing to be marooned. Fixation is fickle. As I write this, when was the last time I played Yume Nikki? A month? Two months? How long will it be when I write the next sentence or paragraph? Will I finish it before I publish what I write here?

If there is a single thesis to what you’re about to read, it’s that Yume Nikki doesn’t make any sense. That’s a big part of why I have to bring myself to the text. But of course, that’s standard fair for games. Players are often co-creators in the meanings of text, more so than in other mediums. Conveyance is a bit of a misnomer in this way. Games criticism is inevitably saturated with the critic’s own identity. Criticism in general, though, is like this; the myth of the objective critic is of course a myth. But with games, this interplay is forefronted and almost unavoidable if we are to try to make a serious effort at all. And this is especially true with any art as sparse as Yume Nikki, which eludes context, an affront to traditional interpretation. So here it is: myself, borne so brazenly and blemished, for the sickness of it, for the need to make some kind of meaning here.

I could try and force myself to bring a sociopolitical analysis here. I’m sure I could figure something out. I’m sure people would like that. I know for some people that’s the only kind of criticism they’re interested in at all; I personally have a gated fence around it. And while I’m engaged in constant comparisons, it would be nice and fitting if I talked about Uboa’s The Origin of My Depression wouldn’t it? Or about the ever-mentioned David Lynch, or Egyptian surrealism? That would be lovely. Maybe even insightful. But it would be dishonest. Now is not the time for my darling pretensions. I will say what is in my head, tangents and references all, whether I welcome their stead or not. Let be be the finale of seem.

“Home, this my own receptacle which has seen better days
And a cap full of wind for assistance moves my sea
When pace is easy under sail, though it's taking a while
Better watch better watch I don't blink and...

Blink!
Isolation goes on, happy as the day is long and it drag it's slow length along

(blink)
Isolation comes again in the shape of a child made of plastic
Put tears on its stupid face” - Mare’s Nest, Cardiacs

Tim Smith of Cardiacs’ lyrics are notoriously cryptic. I wouldn’t dare to confidently announce that I’ve decoded one of his songs, as I would never say I think I’ve decoded Yume Nikki. But in my little view, “Mare’s Nest” is about being a child home alone. Childhood was a recurring theme in their early work. “In my home, my daddy TV brings in all mother world”, who are your companions in isolation? Toys, TV, imagination. Madotsuki plays video games. She lies in her bed and imagines a dreamscape of friends and foes. But she does not ever leave. A child alone at home searching for meaning.

Cardiacs (or all of Tim Smith’s work, for that matter, he was involved in other projects, though Cardiacs was kind of the head of the family) were an incredibly abrasive group, and not in the traditional sense of abrasive music. It’s not as much that their music is particularly aggressive or angry. Their music is carnivalistic and chaotic. It’s atonal, fast, and childish at times. Everything about their music is offensive at first blush. They dressed up as dipsomaniac clowns in their early years; I don’t think they’re going to earn a ton of fans like that. I’ve heard it described as atrocious, stupid, annoying, irresponsible; one review I saw described listening to their music as “like being worked on by four ugly dentists.” By all means, I am rarely shocked when someone says they hate Cardiacs.

There is some hope, I suppose, that they will be more venerated; Cardiacs seem to be getting more attention over these past few years, with celebrities like Mike Patton or Dave Grohl promoting them. Some publicity also came with a tragedy. Tim Smith, after a My Bloody Valentine concert in 2008, had a heart attack, during which oxygen loss damaged his brain, and suffered from dystonia for the last decade or so of his life. He couldn’t play any music during this time; he was unable to walk or do most tasks, and in constant pain. He even struggled to compose during this time. Even so, he received and honorary doctorate in music during this time. Most if not all proceeds from Cardiacs merchandise went to supporting him during this time. Beautifully, despite this notoriously weird band, people came together and raised funds for him. Tim Smith died in 2020, his final work with Cardiacs, LSD, still unreleased, but it seems that there has been a continuous spread of this band’s strange influence, like a psychedelic miasma spreading across message boards.

Yume Nikki seems to be well-liked. That’s kind of surprising given how experimental it is. Fan favorite games generally don’t tend to be deconstructive surrealist art games. But lo and behold, the fandom carries the torch. A game being well-liked does not mean it is approachable. Yume Nikki is confounding, not in spite of but because of its simplicity. Games that are unapproachable are typically difficult. Yume Nikki has effectively no win-state or fail-state. Instead, the difficulty of Yume Nikki comes in managing to try to figure any of it out. Difficult, arcane, and confusing art is often more likable than people will give it credit for.

What is so attractive about Yume Nikki? What hooks so many people into it despite its unapproachability? There’s a few things that stick out. For one, it’s free. There’s this kind of mid-aughts internet vibe that the game is dripping in. There’s a sort of pseudonostalgia to it. It’s hard to explain, the way things are rendered, the way the music sounds, the the kinds of world we see. Yes, the game itself, but also its history: an anonymous developer (KIKIYAMA) created this arcane, confusing, mysterious game and more or less disappeared. Engaging with this mystery, both in its production and its ever confusing contents, are part of the experience. Mystery, like secrets, keep our minds active; we return to a locked door, whether or not we were the one to lock it. So much to say, so much to guess. I suspect it would take much more time to just pore through all the various analyses of Yume Nikki than it would be to play through the game. Its eeriness and uncertainty call forth this kind of dissection. And around that comes a community. Forums, wikis, video essays, digital yeshiva. Despite that, it all remians a mystery. And then there’s fangames, some of which are as beloved as the original title, which attempt to capture the strange sensation we get from Yume Nikki. It’s so different from any other game, even now, that many feel called to try to reproduce it, which is no mean feat. How do you truly emulate that which defies dissection? These contributed to its success, but I also think to only highlight these would also be a disservice to the game, which I do believe is something special. It’s pretty singular, and that is part of why it is so beloved.

Let us talk, for a moment, about Uboa. It’s reputation is no doubt essential to Yume Nikki’s legacy. Upon flipping a lightswitch in a house in the snowy forest, there is a chance that Poniko, a young blonde girl, will transform into Uboa, and transport you to a strange, distorted world from which there is no escape. Uboa is often recognized as a black blob with a white face. I think this is an accurate read, but I often wonder if all I’m looking at is a smear of pixels with no meaning. Is it an it? A they? Does it have a gender? In any case, this little interaction, tucked away in a corner of the game, with no special items behind it, is one of the most memorable and well-known parts of Yume Nikki. Why is that? There’s a couple of reasons, I think. It’s one of the most overt “horror” moments in the game, although there is not much to fear, and it contrasts with the initial twee state of Poniko’s room. Uboa’s “face” also produces an ambiguity of intention, confusion about what it is it wants or is trying to do. We end up getting “trapped”, which feels menacing, but there is no direct threat. It’s frightening, but also mired in unease. I think this moment is also a good encapsulation of what makes Yume Nikki so special. In a random room, for no discernable reason, a strange creature(?) appears and whisks you away. It seems to come out of nowhere, and it does not explain itself. This is why so much theorizing has been dedicated to Uboa. It’s a haunting mystery in a game that is already packed to the brim with mysteries.

So many mysteries, and we want answers. Sisyphus pushes his rock. So, we craft theories. We dissect and analyze it. In an attempt to interpret, we encyclopedize its contents. We produce an almanac of Madotsuki’s dreams.

It’s always a stroke of luck when something experimental gets love. But it kind of breaks my heart that there’s nothing I can say that will make you like Cardiacs. Either you vibe with Tim Smith’s work, or you don’t. There is a very high chance if you give them a listen you’ll quickly turn it off. That’s fine, of course. I wish I could transfer it, I wish I could get others to understand what I hear. So often I feel compelled to want to cough this up, convince someone to see the beauty that I see int he art I love. Why? Why is it so important to me that I am able to share this with others? Why on Earth am I spending this much time writing about them here? Seriously: why? I can easily find a whole community of Cardiacs fans, but that’s not really what I want. I want to share it with those who are close to me, who I hold connection with outside of just this. Where does this compulsion come from? To connect through this vector? Why not any other? Is that my failing? Is it wrong to want it? Is that selfish? Is it sad? Either way, it’s futile. There’s no sequence of words I can say that will make you feel the same goosebumps I feel on my skin.

The first time I heard Cardiacs, I didn’t really get it. Their debut studio album (A Little Man, A House and the Whole World Window) was carnivalistic and spastic, and Sing to God left me nonplussed. But obsessions aren’t always immediate. I kept listening, and found myself more and more fascinated and engaged with every minute. They are now easily one of my favorite groups, and both those albums are some of my favorite albums of all time. There is a total freedom in their chord progressions, a heart-pounding thrill to their rhythmic shifts, a sick charm to their stylings. It seems undeniable to me now, but it took time to warm up to them.

Isn’t that strange? Why is it that some art needs dedication? Time for the love to gestate? Should that not be the sign of bad art? I don’t think so, but there was a time when I did. At one point, I believe I even said that art that disengages an audience might as well not even exist. I would never say that now, of course. I recognize not only that art is entitled to be adverse, but that adversity is sometimes what stokes enjoyment. People seem to obsess over art that is confounding or difficult. Be that a labyrynthine novel or cacophonous fugues, or, well, Yume Nikki, a game that eludes understanding. Games being difficult often literalizes this: when a game is difficult to beat, people often attach themselves to it in a new way. But Yume Nikki isn’t difficult in a traditional sense. It’s not a twitch reflex game and there’s no combat, and barely even success or fail state. The difficulty comes from interpretation; it is a perplexing and confusing game who’s true intentions and meanings are arcane and unclear. That is in part why it has such an enduring legacy. We get into a kind of Stockholm syndrome with art that refuses to be easy. There are lots of reasons for this, from the joy of creating meaning and discovery, or a sense of pride, but I also think that a key element of that is that it allows us to take time. It asks us to be patient and allow our feelings and responses to take time to develop. Sometimes love is a slow burn. That seems more natural, wouldn’t it, to derive love from developed relationship to something rather than an immediate instinctual spasm in your ganglia. Affection is just as often at first sight as it is stoked slowly over a fire. It can take time to ignite it, time to develop that relationality, to allow the interplay in your mind between you and the object. Sometimes it’s a slow burn.

Yume Nikki wasn’t like that, in any case. I loved it before I even tried it. Again, it precedes itself. It’s like I had to love it before even playing it. It was always-already a favorite. There’s other things like that for me: Greenaway’s The Falls, Vision Creation Newsun, Kentucky Route Zero, Borges, In A Silent Way, Irvin & Smith’s EXILE, Obayashi’s House, Slaughterhouse-5, Woman in the Dunes, the list goes on and on. I’m pretentious, I know. But you get it. Sometimes you decide that you want to love something, and it lets your love in. Maybe that’s stupid. I don’t know. When I think about Yume Nikki, I feel like it’s obvious that it has to be a favorite. That it’s obvious I love it. Maybe that’s dishonest. I try to suppress mentalities like that. But maybe it’s dishonest to pretend that I’m not driven by that kind of impulse all the time.

I struggle in general with music criticism; that old adage about dancing about architecture. Any time someone begins talking about good or bad music, I begin to get lost. I hate music reviews. They make me furious. Even on the off-chance I agree with the assessment, it turns my stomach a bit. I tried writing album reviews last year, including for a Cardiacs album, and while I did get something out of the process, it kind of formed a knot in my intestines. I know that no one cares about my music takes. That was thoroughly hammered into me in high school. But it still feels like begging. I keep private when it comes to music most of the time. I don’t talk to people about it much. It saves me the embarrassment and I can feel as cocky as I want in my head.

Why are games different for me? I’m not sure. I have, for some reason, gained a meager following on this site. I enjoy the validation, but I hate the way I leech onto it so easily. Maybe they’re not so different after all; I’ve seen my fair share of infuriating game reviews, and had the misfortune of reading Tevis Thompson’s work. It just so happens I play a lot of games, and don’t read as many books or watch as many movies, and have no inferiority complex around them. But I worry I turn myself into a cliche. I am constantly worried I am somehow phony or my prose is somehow purple.

I’ve moved to writing more on Medium (you can read this over there by clicking here) but the attention marketplace is brutal and I am, unshockingly, desperate for validation. When I have no friends to reach for, no partners to reflect with, sometimes I just want to throw myself against the screen and scream, “For the love of God, look at me.” I avoid posting things sometimes because I’m afraid no one will care. A desire to be perceived tends to conflict with my equally strong desire to not be judged. I am torn, the empty space between two sides of paper ripped in twain.

“...I didn’t think anything and I didn’t say anything to myself, I did what I could, a thing beyond my strength, and often for exhaustion I gave up doing it, and yet it went on being done, the voice being heard, the voice which could not be mine, since I had none left, and yet which could only be mine, since I could not go silent, and since I was alone, in a place where no voice could reach me. Yes, in my life, since we must call it so, there were three things, the inability to speak, the inability to be silent, and solitude, that’s what I’ve had to make the best of. Yes, now I can speak of my life, I’m too tired for niceties, but I don’t know if I ever lived, I have really no opinion on the subject.” - The Unnamable, Samuel Beckett

Beckett’s trilogy is a challenge. I would say it is nearly unreadable for most people. It consists of three books: Molloy, Malone Dies, and The Unnameable. He said of his play Not I, a fever dream of a monologue, that The Unnameable is an expansion on the subject. And, as linked by a trilogy, the theme seems to come into focus: the interminable din of interiority. Other themes emerge, of course. Theology is as often a subject of Beckett’s work, too, making a kind of emergent quietism. A professor of mine mentioned, as well, that the politics of Beckett’s work are often underemphasized, but undeniably present on examination. While better known as a playwright (and, in truth, probably where he is best; his novels are good but he really shines on the stage), Beckett’s prose is distinct, typically marked by an uncompromising structure and pessimistic solipsism. A specific brand of solipsism, too: an overbearing sensation of isolation, not out of skepticism but out of duress, where the extent of the universe and the self is horribly contained.

So many of his characters are trapped in small rooms, staring out windows or writhing in beds. If we read Madotsuki’s dream diary, perhaps it really would be a lot like his stuff. Beckett’s work in general so often finds characters immobilized in some capacity: stuck waiting, stuck in dirt, stuck in a trash can, locked in a room for some reason, staring out the window. What immobilizes them? And as for myself? I am stuck. My feet are impudent soldiers. I have a window, but I do not look out it often. Madotsuki will not leave her room. Her name literally means “windowed”. Madotsuki perhaps would fit in well with Beckett’s narrators, had she a voice, had she words.

Allegedly, when asked about one of his last works, What Where, Beckett said, "I don't know what it means. Don't ask me what it means. It's an object.” I admire this willingness to distance from the facet of his work, even though Beckett was apparently unhappy about its state. Sometimes, when we are making art, we aren’t privy to the exact machinations that take form in it. Cecil Taylor, the free jazz pianist, describes the creation of music as a trance-like state, almost like “levitation.” What Where does have overt themes and intention, but Beckett still felt distance from it, a level of inscrutability, a willingness to call it an object outside of him.

Now, I am reminded about one of the few things KIKIYAMA tells us about Yume Nikki: “There is no particular story or purpose. It is simply an exploring game.” Do we take them at their word? Nabakov said about Gogol that “he has nothing to tell you.” How literally do we take KIKIYAMA’s description? Is it lacking in purpose both in meaning and in mechanic? Is interpretation of Yume Nikki even worth doing?

There is this paradigm often that sees art as a key to understanding each other, a unique passage into someone else’s humanity. This is fraught. For one, art is a meditated construction, and that meditation is a form of moderation. Not all art is going to be someone bearing their soul. Even if we take it as such, media mediates, it transforms and transfigures. All art has its own distortion and reframing of whatever sensation was indelled into it. But even with all that, everything is still subject to interpretation and misinterpretation. I bring myself to the text and twist it everso slightly or everso much. That doesn’t mean we can’t try. I can try to understand what KIKIYAMA was trying to say, what they felt, who they are or were. But I’ve played Yume Nikki quite a bit. I’ve seen the dreams and heard the music. And I can say that I don’t think I know much about KIKIYAMA.

Misinterpretation is everywhere. All interpretation is misinterpretation. Some are further off the mark than others. The classic adage from Beckett, “Ever tried. Ever failed. No matter. Try again. Fail again. Fail better.” It’s misinterpreted as a quote about endurance, courage, spirit. It’s not. It could be about many things, but isn’t about that. It would be clear from the first glance at the full text of Worstward Ho! And if there were games that embodied this quote, it would not be a roguelike or a Soulslike, it would be something like Yume Nikki. Something incoherent, inscrutable, cryptic, confusing. Something that says nothing and says it often. Worstward Ho! inhabits language, and Yume Nikki inhabits games, and they are unfathomable in their own ways.

Now, here’s the irony: I havent actually finished Beckett’s trilogy. I’ve read Molloy, but was unable to finish the second two books, Malone Dies and The Unnameable. I want to, of course, but I have brain problems that prevent me from doing so so easily. I’m able to understand the themes, the outline of it, but I cannot say I have indeed read them, at least to completion. Similarly, the majority of what you read here is written well before I finished Yume Nikki. Perhaps it’s the same reason that I didn’t finish Beckett’s trilogy that I can’t fixate on Yume Nikki. They are filled with nothing, by design. They are so quiet. When it is quiet, I am left with myself, my thoughts, my pangs. I do not want to dwell on them. Times like these, yes, make it worse, but it’s always there. So my eyes go bleary and I cannot focus. So I haven’t finished them. Is my interpretation incomplete? I’m not sure. I go back and forth on this. On one hand, there is a lot of meaning you can make without experiencing every inch of a piece. But on the other hand, isn’t any interpretation of a piece going to necessarily be lacking if there is critical information you may be missing? But where do you draw the line? Yume Nikki is non-linear, sprawling, and lacks a critical path. Is “finishing” it really in the spirit of the game? It’s an exploring game, after all. But in trying to make sense of it, do we need to seek out a more complete picture? Do you have to finish Yume Nikki before you can make anything of it?

Once again, I remind myself: “the danger is in the neatness of identifications.” Is thinking you need to finish it a symbol of that neatness? I insist that I must heed this warning, some of Beckett’s first words as he entered the literary scene, which asserts that identification and classification, despite being clean and reliable, is not sufficient on its own for interpretation. These words have haunted me ever since I heard them. I cannot escape their shadow. I always feel it cast over me. Resist the urge to equivocate the actions: to catalog and enumerate, and to interpret. Dreams, in particular, are vulnerable to this. How much pontification has been dedicated to the interpretation of dreams? From Zhuangzi to Jung, from biblical hermeneutics to new age pondering, everyone seems to have an opinion on what dreams mean. But over time, I’ve grown more and more hostile to the fetishization of dreams. Perhaps I dream differently.

One thing I never really understood about surrealist art is how it purports often to be derived from dreams. My dreams do not look like Salvador Dali paintings. Matter of fact, they don’t look like any kind of paintings. They’re weird movies with meandering plots and memorable architecture. I can always remember the architecture in my dreams. I never understood why. Surrealist imagery instead invokes to me a different sensation; typically one of mirth, actually. They often feel like the realization of a collage, an amalgam of stuff, a Bosch-like tableau. My dreams, too, are slapdash assemblies, but not of objects. They assemble emotional beats and ideas. “Kettle logic” after all (logic premised on contradictions) is was outlined by Freud to describe the logic of dreams. Perhaps if I literalize my dreams, it would be surreal to an outsider, but as the dreamer, they make a kind of perverted sense.

Yume Nikki is explicitly surrealist in that sense. It is explicitly about dreams, perhaps the most quintessential subject of surrealism. For me, there is almost something Dadaist about it, though less politically inclined. And, in truth, surrealism in general, as I have been told, has historically been more political than its evolution belies. Surrealism, like Dadaism, was often used as a tool to disrupt the status quo and the paradigms asserted by authority. It is a shame that in many ways surrealism has been disconnected from these roots, at least in my experience. So much surrealist art I have seen isn’t concerned with the status quo or politics. It’s usually concerned with interiority and perceptions of reality. Yume Nikki feels what way at times, for sure, but there is something else still. Perhaps it’s because, like surrealism challenged the status quo of what art should look like, Yume Nikki challenges the status quo of what a game should be.

There is a very direct comparison to make with LSD: Dream Emulator. They are almost shockingly similar games. Both are ostensibly about exploring dreams. And they both operate on a similar logic. Objects and spaces seem to defy sense, both mechanically and metaphorically. The rules of the world are similar, objects and places leading to objects and places, full of strange, surprising images with an undertone of horror. And there is a large overlap between their fandoms. But I can’t help but feel there is something fundamentally different about them. I struggle to name the difference. Maybe it’s mirth. Maybe it’s the direct presence of Madotsuki that is absent in LSD. Maybe it’s the quietness. Maybe it’s their similarity that makes them so different.

Comparisons are dangerous. Like identification, they can serves as thought-termination in the guise of interpretation. In fact, it is a form of identification, just one across the aisle. We identify similarities and corrolaries. In comparing, we can receive a warm glow in are chests, knowing that we have drawn a line between two disparate dots. But that act of comparison doesnt need to be the end of the line. Comparative studies are powerful and revealing, but they serves as a canvas. Each piece is their own dimension on a plane, and it is in their interplay, how they reside perpendicular and orthogonal to one another, how they intersect and diverge, that is where we can paint something beautiful. That is where we can learn. And maybe that’s why, despite their innumerable similarities, I find myself completely unmotivated to compare LSD and Yume Nikki: the space they make is flat.

I find myself making comparisons very often. A teacher of mine told me he viewed it to some degree a strength, a sign of critical thinking. But I often worry it’s a flaw, endlessly pulling from wells and mills of reference. Do I speak in references? Why is so much you read here dense with allusion and citation? I’ll gladly summarize a wiki article. It is so easy for me to cough up a Simpsons quote. I loathe reference humor, but the connections always spring out of me, strands of twine, prehensile, strangling thumb tacks. I worry it is a sign that I am so bereft of character that I can only quote, cite, and graft. I am skeptical of this fear, but it’s still there.

I mentioned him as an unmentioned earlier, but like dreams, this piece is allowed to contradict itself: David Lynch is perhaps the most popular and distinctly surrealist figure of the era. A peer of mine in a class once compared Beckett to Lynch, which I sort of balked at, and that comparison irks me to this day. Their main similarities are that they are both “weird” and they are both skinny white guys with gray hair. The closest thematic parallel would be an interest in quiet, but while Lynch is interested in quieting the questions, Beckett wants to quiet everything. Beckett’s absurdism does not, to me, appear comparable to Lynch’s almost orthodox surrealism. (Though, I must confess, my initial reading of Waiting for Godot arguably read it as a surrealist text; “Was I sleeping…?” initially read to me as a Cartesian query.) Routinely explored in Lynch’s work is the relationship between dreams and reality. For him, dreams are portals to other worlds and scrying pools. Personally, while I like Lynch as much as the next terminally-online queer, I find this subject consistently dull. I am not moved or fascinated by the interpretation of dreams, because I do not ascribe value to them. I do not percieve them as more than hallucinations. I don’t have this kind of mystical or metaphysical attachment to dreams. I always have interpreted them as stampedes of images, stews of thoughts, an unclear montage. For me, I think of a dream more like the way Christian Metz thinks of a camera shot. “Here is a thought. Here is an image.”

I have had dreams that have affected me deeply, of course. Disturbing, delighting, melancholy and bittersweet, terror and tittilation. I will not share them. Absolutely not. My dreams have also served as creative inspiration, too. A lot of ideas I have originate from dreams, or hypnagogic muses just before sleep. But I wouldn’t call my work surrealist, not in this dream-like sense. It’s rare that I am interested in disrupting the perceptions of reality within my work. Dreams feel a little played out, like sex and suicide. But I don't know. My cynical and skeptical proclivities leave the oneiric in the humdrum.

That’s perhaps the reason I find myself more respectful of mysticism than orthodoxy. Because it is personal, I am not asked to believe their interpretation, only respect it. I am extensively atheist; I do not think there is any god or gods to become one with. But I find mysticism, whether that be Sufism, or the Kabbalah, or whatever, or even faiths that encourage this like Quakerism or Buddhism, while still within the confines of their respective faiths, typically turn to a form of epistemology founded more on direct experience, rather than on institutional frameworks. That is, at the least, respectable to me; after all, I can’t really challenge what someone else has experienced, even if I would interpret the same experience differently. This is what they call “universal priesthood”, I am told. If Fayerabend wants us to bring epistemological anarchism to science, why not bring it to faith, too? Where we are all engaged in a process of discovery, just this time with the spiritual?

Still more ironically, I too respect Talmudic scholarship and the like in this other way. Religious scholarship requires a lot of dedication. Perhaps it’s my Jewish blood flaring up, whatever that would mean. (I mean, hell, kabbalah is also the subject of rigorous study. (Kabbalah wants to have it both ways sometimes: both the mystic experience and the mastery of identifications. (Though I’m no Kabbalist.))) The endless scrutiny and careful interpretation at the very least calls forth a careful reading. Theologians often end up citing Derrida and Habermas, and some key philosophers of communication in the 20th century, like McLuhan and Ong, were deeply religious. Religion, after being about the divine, is about the transmission of that knowledge. A careful eye ought be brought to that transmission, no?

These both have their issues, of course. For one, direct experience is unreliable beyond the self. That is why, in part, we have the story of the oven of Akhnai in the Talmud. At the same time, scholarship often devolves into apologetics; in the rigorous study of a religion, one inevitably encounters propositions that can only be justified through faith. But apologetics insists that there is no faith at play, that there is empirical and rational justification for everything they believe, a dishonest denial of faith itself. These two angles are in conflict: one, in unverifiability, and the other failing to verify itself. And there’s a key thing these both share: the disconnection from others. Often including the world around you. That was Spinoza’s main drive, after all, celebrating the divine through the study of nature, and there’s a story of how Feynman marvelled at the scholarship on display in the Talmud, but was bothered by how little the rabbis showed interest in the natural world. Mystics are often so focused on the abnegation of the self that they become enamored with its destruction, not giving anything else attention. Religious scholars are often holed up in a monastary or yeshiva or whatever little religious hovel they’ve made. Should isolation truly be so essential for spiritual knowledge? Does turning away from others really give us access to anything more profound?

In general, I am torn between ecstasy and study. Both appeal to me. I desire both rigorous analysis and experiential knowing. But these are often incompatible in the same breath. One can have both, but only apart from each other. But more often, I find myself without either. But I share this with them: I am often alone.

It is tempting to go one way or the other with Yume Nikki. Either we decode and demystify everything we can, or experience it as a kind of ecstatic experience. I believe, in this case, the latter is more fruitful. Of course there are hundreds of wiki pages and forum posts identifying and analyzing every corner of the dreamscape. But Yume Nikki is an exploring game. The state of exploration, of discovery and experience of images and sounds. Is it perhaps missing the point to dissect it? The danger is in the neatness of identifications.

But how about the in-between? As Martin Buber asserted, it is possible to both consider the tree and be in relation to it. How can I hold them both? But what about something else? Neither the ecstatic nor the catalogic. Instead recognizing it as an object? How can we access this golden mean? Or is it not a mean at all, instead a new vector to experience it through? How, in the first place, do we go about interpreting Yume Nikki? Do we interpret it as we would a dream? As we would scripture? How can we interpret it as an object?

A great deal of interpretation of Yume Nikki will rely on the interpretation of the image. Non-verbal storytelling is pretty common in games, but I would hesitate to call what this game does storytelling. Most of what we experience in the game is disjointed, connecting only by space. We have to rely on disjointed images in a medium where visual language is yet thoroughly established. This makes interpreting Yume Nikki a particularly challenging endeavor.

Peter Greenaway’s filmography, if it could be said to have core mission, would be to rethrone the position of imagery in cinema. This can be seen as an extension, I think, of his early formalist work, which positioned the structure of cinema first, too. The Draughtsman’s Contract acts as a thesis statement of sorts, a statement of purpose. It is a period drama of conniving aristocrats in which the protagonist’s tragic flaw is his failure to acknowledge the potency of symbolism. He is revealed as the pawn in a game when the symbol of the pomegranate is explained to him, a thought he was not only oblivious to but was ignorant to even the consideration of. In Rembrandt’s J’accuse! (a film entirely dedicated to analysis of a single painting), the ever-snobby director, himself an artist, says it outright: “the interpretation of the manufactured image in our culture is undernourished, ill-informed, and impoverished.” He might be right. I am not sure I would call myself visually literate. I am not sure I am good at interpreting paintings. Maybe I ought to learn. Maybe Yume Nikki would make more sense after that.

Film is composed of image, of course, and sound. And no doubt video games typically are as well. But these images are the fiction, the paint, ironically the “text” which Greenaway rails against in its respective medium. The irreducible building block of games, the atom of the medium is the mechanic. In the futile search for the syntagm, that is what we will likely find. But most will find this insufficient for interpretation. It oftent relies on “fiction” (as Juul would put it) to frame these mechanics. The mechanic is fertile for meaning but still needs seeds to be sown. We can try to interpret mechanics on their own, and Yume Nikki is a challenge to this. It is sparse and unclear. Whither conveyance?

For example: there’s a room in Yume Nikki they call the “stabbing room”. In it, there are dozens and dozens of NPCs crowding the room. Only little pockets exist between them that Madotsuki can squeeze through. These pockets move around randomly with no pattern; you just have to be lucky. Or, you know, you could equip the knife effect and start stabbing the NPCs. And that’s what most people do. That’s why the call it the stabbing room. I did not have the knife effect when I encountered this room. So what I did was just hold down the direction I wanted to go, and waited, hoping that eventually the opening would come my way. I remember setting up an arcane solution, where I flipped my keyboard upside down, so the arrow key was being held down (up?) by a battery I had balanced to support it. In either case, no matter how you manage to get through that room, all you’ll find at the end is a weird blue lump. No door, no item, no prize. Waiting that only knows itself in vain.

We can offer an interpretation to this: KIKIYAMA says your efforts were in vain. “And there comes the hour when nothing more can happen and nobody more can come and all is ended but the waiting that knows itself in vain.” Or, if you stabbed your way through, that your penchant for violence will go unrewarded. We can offer those interpretations, or more. But they do not feel satisfying to me. In fact, when I imagine this room, the more likely explanation to me? I think KIKIYAMA just thought it was funny. There’s an implicit paradigm always here: that meaning usurps aesthetic impulse. So much of Yume Nikki feels like it has no bespoke purpose, like it is just there because the creator wanted it there. Why does KIKIYAMA need to justify any of this with meaning? What if they just wanted them there? Is that enough?

And, you know, the effects, we can make an assertion there. How Madotsuki’s body is malleable in the dream world, how that flexibility could serve as an escape. How she might be dreaming of worlds where she can feel self-actualized. (This is where the trans reading of the game can come in.) It’s a little unorthodox: the effects are not what we often think of as ideal selves. As a frog, or a lamp-post, as a munchkin, or whatever. But they offer a flexibility to embodiment which could be read as freeing. Madotsuki’s dreams offer a unique and freeform space of self-acutalization, where her body and essence are subject to her whims, but they are still trapped within the arcane logic of dreams. Is this revelation the key?

That’s an interpretation we could bring. It has weight, and it holds water. It might even true to how I interpret it. But something about it feels off. It’s not that it feels incomplete, but it feels unnatural. Like grasping for straws. These kinds of formalist interpretations often make me grimace a bit. Even beyond just games, but especially in games. I feel like the narrator in The Beginner’s Guide, so enamored with my own interpretation as to lose sight of reason, to lose sight of experience, to lose track of what Susan Sontag might call an “erotics of art”. Particularly when I feel as though I must bring an application of my own experience or bring in social or political issues. They feel forced, like I’m performing, like I am clawing for an interpration that I can posit holds value, for an audience or interlocutor. That I can find a reason that Yume Nikki is important, whatever that means, to be important. But it doesn’t need to be important. It’s a bare bones game, there’s no boss fights or power-ups. When grasping for meaning in its mechanics, I find my fingers move through water. And so I find little, in the mechanics of Yume Nikki, that I can say I feel as though have bespoke meanings.

So, we can resort to the image. That, at least, we have frameworks with which to analyze. But there is this naive quality to Yume Nikki that make this difficult, too. Tools like composition seem to be in the toolbelt for KIKIYAMA, and if they are, they are used sparingly. The way the game wants to show you things are not typical; the structure of RPGMaker and video games in general operate in a distinct aesthetic code from that of painting or cinema. Our analytic tools can’t be so easily applied across mediums. But even within the medium of games and RPGMaker stuff, Yume Nikki is weird in every capacity.

Let’s enumerate some images: A stairwell surrounded by hands reaching up on long, wavy arms. A neon chevron with a smiley face. A maze of geometric shapes. A dwarf. An empty mall with wandering denizens. A giant, monster with limbs sticking out of it and a quivering jaw. A lamp with legs. A decapitated giant. A dead body on the road. A black-and-white handdrawn desert. A hand with an eye in its palm. These some of Yume Nikki’s most striking images. They all can be interpreted in this immediate sense; I can identify what their subject is. But the second order of meaning, in which I interpret the interrelations of these images, begins to leave me befuddled. And that’s not counting the abstract imagery. A structuralist approach to meaning would find an abundance of signs but an arcane syntax that defies traditional readings.

There’s an area in the sewer where you can look at posters on the wall. They’re weird, awkward doodles, a bit disturbing, lots of strange bodily shapes. Surely, if there was ever a time to interpret an image, it’s when the game throws them in your face. But still they elude interpretation. I don’t know what these drawings are supposed to be. I don’t know what they're supposed to mean. It almost feels like a taunt.

This is the kettle logic of Yume Nikki. Not of propositions but of images. The visual and mechanical languages of Yume Nikki are inconsistent, contradictory, and incoherent.

The constant inscrutability and confusion of Yume Nikki that makes the act of interpreting it so difficult is also precisely what makes it such an enduring work of art, and why interpretation of it often turns inward. We are often called to difficult and challenging art. Sometimes it is because of density, but with Yume Nikki, it is because it is cryptic. It has no shortage of imagery but is bereft of structure. The absence of context, events, make it a rich soil for interpretation, despite it being almost impossible to interpret in the first place. It is the impossibility which calls meaning making forth from the inside.

“As long as there is time, there will always be longing. And once all longing has ended, the world will no longer need time… And those without longing will no longer need the world.” - Face in :THE LONGING:

:THE LONGING: is a game I have written about before. You are a shade, created in the palm of a massive stone king, and the king asks you to wake him up in 400 days time. You have a few choices of endings. You have a lot of time to consider them. I will not explain them too deeply: a hopeful ending, a handful of tragic endings. I chose an ending many would describe as the bad ending. The shade, torn between a desire not to succumb to the king’s wishes, and knowing that nothing awaits it above the subterranean kingdom, throws itself off a cliff into the abyss. I chose this ending, knowing I could choose something else, knowing that I could give the shade a better life. I made that choice because it felt more honest to how I was feeling at the time.

At the end of my little write-up on :THE LONGING:, I said: “As I write this, my longing has not finished. I am still wandering the dark kingdom. Searching for an exit, for fulfillment, for an escape, for purpose, for something to do. Maybe I am speaking in metaphor here, maybe not. Time marches on. Let it march. I shouldn’t dwell on it any longer. It’s time to move forward.” That was a lie. I keep telling myself things like that. It’s never been true. It’s always been a lie. I’m still here.

And before anyone gets the wrong idea, I’m fine. I’m fine, really. This isn’t a cry for help or anything. Like Danny says in Beeswing: “I have bad days, and I have better days.” I’m just describing the bad days. Some of this was written on bad days. Other parts, good days. Trace it, if you can. Words can be deceiving. But I’ll tell you: don’t get the wrong idea. I’m fine. I’m used to this. This has been how I have felt for as long as I can remember. I’m fine. I’m safe. But all this is a part of being honest and saying what is inside me. At least some of it.

Time is often understood by event. Bergson would perhaps assert that “event” is antithetical to the essence of time, as it implies some instantaneous and indivisible moment. But duration, even if a legitimate understand of time, ends up being punctuated by the event. It is disrupts the heterogeneity of time by being cleanly divisible by our mind. My point being that, within the confusing ontology of duration, the event situates duration in some form of intelligibility. In other words, time makes more sense when things are happening. That was my main takeaway from :THE LONGING:. Blink, isolation goes on, happy as the day is long and it drag its slow length along.

Time and plot are similar. They are understood, again, by event and continuity. Yume Nikki is almost entirely plotless, and as such it’s chronology is disjointed, if it exists at all. No events happen for the majority of Yume Nikki. Things occur, sure, but events? Not quite. An assembly of objects and images and sounds that are unsituated in time and plot. But I say “almost entirely” because the final moments, the ending of the game, retroactively constructs a plot. There is an event, and the event thus situates the game’s reality in time and plot.

Today, as I write this, I learned how Yume Nikki ends. I don’t exactly know what I was expecting, but I wasn’t shocked. Suicide has become a trope in a lot of art, which makes me feel bummed to say. It is used as a cliche, a signifying gesture which depicts a vague state of affairs. It often feels cheap. Death is a card in an author’s pocket so they can command the audience to feel something. It feels cheap. But that is the ending, we can’t act as if that trope doesn’t manifest itself in the ending moments of this game. A game so profoundly dense with inscrutability abruptly shifts to a profoundly easy to understand image: a blood spatter.

I hate confessional soul-bearing art. I hate what I’m writing now. I’m sorry. I do not want to see my own soul, let alone someone else’s. I don’t want to hear about your queer experience or your mental health problems. I’m too busy drowning in my own. You should write about them, no doubt, sing, paint, make games about them. I think they are necessary and good. I want you to make them. But I’m probably not going to like it.. There are exceptions, but they are rare. It’s almost like twee for me. It’s too clear. I need muddiness. I don’t even like poetry that much, honestly. I like writing it. I don’t enjoy most poetry I read or hear. It eludes immediate sensation and I am made to have to apprehend it. When too am I afforded the sublime? I see the soul born and I write this, which I hate.

“I took a walk, I got tired,
I turned around and I got almost home
but then I got tired and turned around again
I wrote this down, I erased it
I was filled with remorse for both
erasing it and also for writing it down” - Less than One, They Might Be Giants

They Might Be Giants are probably ipso facto my favorite band. Between them and Pink Floyd, they have been with my the longest (the latter a bit senior), and both I have an unimpeachable place in my heart. Cult rock bands like TMBG, or Cardiacs, or Guided by Voices, or The Fall, or what have you, tend to have a fandom of people who are immensely committed to their work. And that commitment tends to result in a rigorous and constant encyclopedic record of their work and history. I think a big part of that has to do with the immediately recognizable idiosyncrasies of these groups; they are immediately recognizable as different, even if the causes of that difference aren’t clear. But it tends to be the only place you can go for that specific vibe. Sometimes this is described as being “weird”. Such things get applied to games like Yume Nikki. Since they defy expectations, and experiment with imagery and subject matter that isn’t typical, the only word we can offer is weird. I’ve expressed my frustrations with this category, and John Linnell of TMBG has, too:

“I think that we, y'know, have had this periodic problem where we try to do something that's interesting and new, and it comes off as weird… but we're really not about being weird. Once you're familiar with what we're doing it's not weird at all… it's just something interesting and new.” - John Linnell

It’s of my opinion that John Linnell is one of the greatest lyricists of all time. Of the writers that have influenced me, though he has not published a book of any sort to my knowledge, he is easily one of the most paramount. Dense with allusions, wordplay, unreliable narrators, jokes, just constant biting wit. I struggled to pick just one little lyrical excerpt from his work to put on display here. There are so many choices. Open Mike Eagle, in an interview with Vox, identifies the band’s ability to voice sorrow with mirth as a deep influence on his work, and I think this is undeniably a pervasive quality of TMBG’s music. And certainly songs like “It’s Not My Birthday” and “The End of the Tour” brought me comfort in my sadness. Are these sad songs?

I would not, at first, categorize Yume Nikki as a sad game. There is unease and disease, but it is only in its final moments does a sense of sorrow truly set in. That image retroactively permeates the game, casting its shadow on the experience. Like this event retroactively creates plot, it retroactively instills sorrow. But it makes sense, a bit, doesn’t it? Madotsuki’s life is a montage of flickering dreams, a parade of strange images with no overt meaning. When she is awake, there is little to do. And when there is finally so little to do in her dreams as in her room, when the possible selves she can imagine are gone, what else would her option be? Go outside? Heavens no.

Suicide is hard to talk about. It turns into an acorn in your throat the second it comes up. When we talk about it, we talk about the act. The act itself is a painful subject. But I believe we focus on it because it is easier to talk about than the real issue: the state of being suicidal. I cringe when someone says something like “suicide is an epidemic”. This sentence makes no sense to me. Suicide is not a disease; it is an action. The conditions that cause that action are the epidemic. This substitution defers the issue to the symptom. I believe this is dangerous. But I understand the impulse: the state of being suicidal is an ugly and uncomfortable subject. Camus called it the “only serious question”, and it is a difficult question, at that. How do we justify to ourselves that life is worth living? Another way of asking it: is there a good reason to wake up? Everyone is going to go about that differently.

Emil Cioran perhaps was the most precise writer when it comes to the subject. I ought read more of it than the occasional excerpt. We could look to Durkheim for his methodologies or modern therapeutic approaches, and there’s immense import there, but as a personal subject, Cioran’s writing on suicide addressed the subject with a clarity and a bite that serves as an unguent. I always remember this: “It is not worth the bother of killing yourself, since you always kill yourself too late.” His writing, full of quips that are deeply pessimistic and depressing, for what it’s worth, did not ever shy away from the emotional state of being suicidal. And that’s important, because that, after all, is the problem. Suicide is not the issue; being suicidal is. Ironically, it’s a bit comforting.

せまいせまいあなぼこで
夢を見せあうぼくたちは
あの世もこの世もいられない
あの世もこの世もいられない
ああ神様 子どもの神様
ぼくらはあなたの遊んだ砂場の中ですり傷だらけです

Inside a cramped, narrow hole,
the two of us show each other our dreams.
We can't be in that world; neither can we be in this world.
We can't be in that world; neither can we be in this world.
Dear God-the god of children,
we are covered in scratches in the sandbox where you amused yourself.
穴ぐらぐらし [Hole-Dwelling], Kikuo

I am trying to remember who or what said it, but I remember the assertion that death is in great part the absence of community. It’s a kind of exile. And what is it, from The Sunset Limited? “You can't be one of the dead because that which has no existence can have no community. No community! My heart warms just thinking about it. Blackness, aloneness, silence, peace, and all of it only a heartbeat away.” A thought I keep coming back to lately is that grief is tied to the severance of communication. Community and communication: they share roots, literally and figuratively. I struggle to find any community I feel truly comfortable in. There is always a sense in me that I do not belong. When my social anxiety gets a hold of me, and I manage to forget all the joy socializing gives me in service of anguish over some embarrassing foible, I write an apology letter in my mind to everyone I’ve ever spoken to, and I vow never to speak to anyone ever again.

I can’t help but find myself, now, thinking about moon: Remix RPG Adventure. Love-de-Lic’s debut game (and arguable magnum opus) satirizes and deconstructs the genre of the JRPG. Yume Nikki does much the same, by taking the skeleton of the JRPG and interpreting it as something almost unrecognizable. I could spend a long time talking about moon, but I will spare you most of it; after all, I’ve already spent a long time talking about other random things. For me, though, one of the key themes of moon is the, for lack of a better term, extensivity of games. A game designer friend of mine said one of the biggest revelations for him was when his partner asked him what happened after people were finished playing his game. Games are not one-way streets, and the experiences we have inside and outside of them mingle together. The plea “open the door” serves a unique meaning in moon in this way. Madotsuki, meanwhile, will not open her door. Happy days. Blink! Isolation goes on. Inside a cramped and narrow hole. The game shall not extend into reality. This is the room. This is the game.

I do not think I’m agoraphobic. I am told it is most frequently exhibited by a fear of being unable to escape. I don’t really feel that compulsion of egress, I don’t think. But I wonder, sometimes, why I struggle to do anything other than stay in the dark. I know I have depression. I know I have social anxiety. I know I have ADHD. It’s hard to explain my horrible schedule as the product of something other than a sleep disorder. I might have other mental quirks, too, yet undiagnosed, existing in a pocket of undecidability. Maybe I have OCD, hell, maybe I have autism, I don’t know. The doctors I ask shrug and they often disagree with each other. It’s impossible to know sometimes. I keep asking myself if I’m faking it. If I’m just a lazy, pathetic worm who is enabled by a handful of vectors of privilege to be so pathetic. I don’t know.

Why did I write any of this? Who is this for? Is this what you want? Is this what anyone wants? Is it what I want? Is there an audience for this? Is this what people want? Am I feeding the mosquitos? Will anyone read this? Is there a good reason to read this? Does this make anyone happy? Who is fulfilled? Would this be worth doing if I knew it couldn’t save me? What does that mean? What is this? Are these questions doing anything? Am I learning anything? Are you? Is this worth doing? This endless, deliberate tanning? This sopor for succor, this animus ex logos? The rotten? What do these words mean to you? Is there a reason, a good reason to keep writing this? Or is it time to stop?

I will say it again. There are always hidden silences waiting behind the chair. They come out when the coast is clear. They eat everything that moves. I go shaky at the knees. Lights go out, stars come down, like a swarm of bees.

I understand why Madotsuki stays in bed so much. If you don’t get out of bed, the day never has to start. I wouldn’t say I spend a lot of time asleep, I don’t think I sleep more than the average person. But I have always had trouble falling asleep. When I was younger and had to wake up at the crack of dawn for school, I would be running on a couple hours of sleep typically. I would spend hours in bed, music playing sometimes, in the dark, alone with my thoughts. My horrid thoughts. So I found things to do. Things to imagine. It’s not daydreaming. For the majority of my life, nearly every night, before bed, I close my eyes, and imagine a different life. One where I am loved, where I feel love, where I am successful, where I am self assured, where I do not hate my body, where I am living a life that feels authentic. I imagine worlds where I do not have to stay in bed and dream of better lives.

I keep telling myself this is the last time. This is the first time. That I’ll finally get out of this hole. That I’ll change. That I’ll get better. That I’ll get on track. I keep telling myself that. I keep telling myself that. It’s never been true. It’s always been a lie. I’m still here. I can’t stop stopping. I can’t move. My body and my soul is paralyzed in styptic. I hit my head. I gasp. I writhe without sheets. The past is repugnant, the future is unthinkable, and the present is unbearable. The honest truth is a desire to give up. But giving up is an execution. So nothing. I keep telling myself this is the last time. This is the first time. That I’ll finally get out of this hole. That I’ll change. That I’ll get better. That I’ll get on track. I keep telling myself that. I keep telling myself that. It’s never been true. It’s always been a lie. I’m still here. I’m not sure if I’ll ever finish Yume Nikki. I’m not sure Madotsuki will ever leave her room.