161 Reviews liked by katrinavalentina


Control Valve Companion

CW: Transphobic Discourse, Bad Relationships, Alcoholism, Brief Mention of Suicidal Ideation

Venus Meets Venus (2014) is interesting in the fact that it feels like such a specific cultural object from 10 years ago. It's interfacing with a greasy and failed relationship of a cis lesbian dating a transwoman, 10 years ago. Basically in a time period where talking about that stuff was still out of bounds. Shockingly its hard to believe this, but for transwomen being spoken of in a large cultural group as these 'objects to have strong opinions on' didn't really catalyze until about 3 years ago with J.K. Rowling posting her (J.K. Rowling Writes about Her Reasons for Speaking out on Sex and Gender Issues) [https://www.jkrowling.com/opinions/j-k-rowling-writes-about-her-reasons-for-speaking-out-on-sex-and-gender-issues/] (2020) essay.

So this whole discussion is a major sidebar but hear me out before you skip this paragraph. The important thing you have to know here is that even me interfacing with this post now would be dumb if we are just talking about Rowling and what shes doing. Sadly¹ the best reference point to make that point is that of a youtube video by detailed independent journalist Shaun over in the video "JK Rowling's New Friends" (2023) in which among lots of other things he points out that Rowling has some fairly extreme ties to the gender critical movement and the ways in which shes shaking hands with ultra conservative figures and supporting their desires to see shelters for trans people actively closed down. In most ways this concern trolling about Rowling being 'maybe not the worst for saying what she said' is completely out of date by design, and Shauns coverage in general points that out. Most news coverage is not like 'hey its no longer about what these people are saying, but what they are doing' because transphobia gets more clicks. This is not just Rowling specific by the way, there was a similar issue going on with the treatment of Dave Chappelle actually. Chappelle has been getting that similar concern trolling treatment all throughout the bookending of his own transphobic specials, which as you know pulled the Netflix development team into striking for a while, all the up to his most recent special. I don't even think its worth either of our time for me to go and find the name of those specials and talk that stuff out, because Chappelle being bad about trans people is literally not that important (and I'm saying this as a transfemme). You know what is important? When the dude threatened to block a housing proposal at a local commitee by pulling out a lot of money. That's actual horrifying news but that doesn't get clicks! It's the biggest deal about Chappelle to me, and a blip on most peoples radar. This is the problem, for most people everything exists on the level of a few words said wrong and not on the level of actually bad stuff happening.

This is what I mean, most of this stuff I just mentioned is literally out of date in the sense that a metric fuckton of cultural movement and politics has been happening even since then. It's only been Three Years since that particular event, and if your trans like me this probably comes as a shock, for us with all the stuff going on it feels like 10. So I can't sit here and show you all the awful shit going on in the world with that. That has to be something you learn about somewhere else, not from a random post on a wimpering social media website like this. But importantly, it puts into context why Venus Meets Venus is as culturally important as it is, its from 2014. The dynamics were more innocent, and most people thought that the only 2 things trans people were worried about was the trans panic defense and online TERFs. Even here Venus Meets Venus functions as a fracturing point actually and a rather important one, it illustrates through being so well written that relationship issues are a huge problem to. Even then we had a lot of terrible stuff we were dealing with, but we didn't really know about it like, statistically or whatever.

See the more 'economic' side of this was uncovered in "He Fucked the Girl Out of Me" (2022, Talyor McCue) which needed a bunch of statistics about how transfemmes have the harshest wage gap of any gender group we have census data on, and the trans panic defense needed to wear off a bit. Back in 2014 we just had 'feelings', really sapphic and confusing feelings about 'others'. If Venus Meets Venus shows anything then, its that through the thoroughness of its prose and broken bar relationship that being a 'good ally' is not being a good person in a relationship. There's a very profound passage where the main character asks her partner if she wants to go to the trans march, and she politely declines. It immediately becomes this prodding 'why' moment, you went to the dyke march after all and frusteratingly as a reader you're never given a 'good' reason as to why not. What would it have been? She passes, does she not want other trans people to see her as clocky? Does she not want to be 'seen'? Is she worried that she might be murdered by police or something? You're not really given an answer, nowadays she might have had one, but in that time period, in 2014, no was just all there was unless you were especially educated about the windows being broken and I mean come on, I was out in 2014 and the main thing I was thinking about with my crush on a homeless transfemme. Coercing your girlfriend into doing stuff they doing want to do, and pecking them into activism for their minority group more is not ok, and through the main narrator you learn that. It hits like a truck.

Thus in a beautifully put way you learn one of the most important struggles that LGBT people face: we are made the victim fairly often of other peoples maladaptive enthusiasm and have to watch ourselves about falling into it with each other. Maladaptive enthusiasm is the main theme of the work, and it hits like a truck. For me if I had to describe it, its basically the concept of loving somebody through your desire to 'help them out' and get them out of a rough spot. You other them as an object of political desire rather than romantic thoroughness. A desire for active and continuous solidarity that can rather franticly overwrite your other emotions and desires. For instance I had an extreme crush on my now transmother who was going through a housing crises at one point. I get her some basic nessecities from CVS once and shipped it to her, and obviously it put me in an emotional spot where my crush on her was getting toxic and out of hand. I was messaging her constantly to make sure she was ok, would actively tell her my worst intrusive thoughts, etc. which catalyzed into an event where I upset her by saying I was thinking about offing myself (this is years ago, I'm fine now). Demanding an intense emotional care from somebody who was in no place to give that. Soon after that happened, I realized I was trans myself and thats how I came out. This is actually the most chill version of this I can publicly talk about, in part because we have such a powerful and loving relationship now without the need for active check ups. This didn't happen immediately. I had to go take a year smoke break with myself and take a really long look in the mirror.

This acts then as the ultimate criticism of the piece. You can hurt people and have a point of healing happen with them later on, but the way this work frames that is as something that happens over a single night with a wine bottle and some tears. But especially once you do something outrageously hurtful (as is revealed in this text) you can't just cry it away. You need to take inventory of yourself and walk it off for a year or two. It's on this same note that I want to say that I'm not that far from becoming other peoples political projects rather than just as a person with some demons I'm fighting. For instance I tell most when I first meet them that I'm a transwoman, but I keep the fact that I'm plural and an alcoholic behind the teeth. Especially that second one. Because the moment people hear stuff like that they feel catalyzed to make a decision 'about me'.

Do I make this person my 'project' or do I discard this person as a result of these factors being 'too demanding' to put up with. Yet, I do everything in my power when these facts come up not to make it other peoples issues. This work operates as a tragic example of how barrelling into this way of thinking about us does us a disservice and dehumanizes us and allows you to act more vile. I would say this is a very necessary warning story, with an albeit awkward reunion note I don't agree with, and since it depicts a time in which trans people weren't a constant fox news paranoia, its actually worth playing through at some point despite this blunder.

Recently I've been opening up to people in the city I live about these other facts, and they still proceed with love in their hearts towards me with adjacency and not active doting. This powerful form of love, a love via adjacency, is likely necessary in order to build healthy relationships with people. I think we should help each other, but the political projects should happen on the street level, and not through courting. Highly recommended work of fiction, and extremely empowering to the concept that relationships for LGBT people can start out normal, but if you can overcome the occasional edginess of this text (for instance the 'counting chapter narration openers' for each section) there's a powerful few things to gauge from underneath. In a way, I think this text is a lot less about queer mistreatment, and a lot more about how bar romance seem to be the mecca for maladaptive enthusiasm, and even if you don't find time to play it (its only about a half hour read), it's best to try and actively keep suspicion of that pronged understanding of others in your life. Communicate your barriers and take inventory of your emotions when you can. Don't toss people away just because they have 'problems' c:

One of the many tragedies of the human condition is that before something can be thought, it must be felt. Threads of logic are usually created backwards, towards the emotionally preordained conclusion, rather than forwards to some objective truth. With that in mind, I can’t actually give any thoughts on Celeste, because I didn’t feel anything when I played it. It’s a well presented platformer and all, but I’ve played so many spike-filled indie platformers before that all I experienced was emotional detachment. I’ve played so, so many pixely indie platformers. I’ve fallen into spikes thousands of times. I’ve seen overearnest protagonists learn to believe in themselves more than could ever be counted. I’ve seen characters fight personified versions of their inner demons even more times than that. Unless this game ended up being the absolute best implementation of all these tropes, I was never going to feel anything but resignation at seeing the same old thing all over again. While this feeling could launch an argument of how Celeste treads over well-worn ground instead of doing its own thing, it’s important to recognize that this “flaw” simply won’t exist for the people without the same sort of fatigue. To anyone who hasn’t played a ton of agonizingly hard platformers, this one will feel pretty amazing, with fluid animations and a satisfying take on the standard mechanics. The main campaign introduces them all at an even clip, and the more advanced techniques can be explored in the load of optional challenges. For anyone who wants to get into the vast world of hard platformers and fangames, this would be a good place to start, but it’s impossible to impress someone who’s seen it all before.

Est. Reading Time: 7 minutes

Policy

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Short heartfelt color book story VN about a girl that does a science experiment for enough money so she can meet her girlfriend.

There are 2 points in particular worth highlighting here. 1 is the style of dialogue, all of the dialogue here is in the NVL format, where dialogue stretches the entire screen. As opposed to ADV, where dialogue is mainly regulated to the bottom. The NVL format is not typically used in most VNs, especially not for the whole length of the game, so VNs like this that do by design bring attention to that fact. Here it becomes very appropriate to the theming of the story: disassociation, disembodiment, and trying to keep bonds through trauma. By having dialogue and thoughts screen the whole screen it reminds us of the fact that's what talking to people you love on the computer looks like to, dialogue that is continuous and endless rather than sequenced verbally. When you talk to people on the computer, the conversation stretches vertically and becomes a 'wall of text' with all the information starting to run in and become harder to decipher. In another way the internal thoughts seem to drown out the visual pictures in the background obscuring them from view which fits into the theme of disembodiment and anxiety. This all speaks to an alienated frusteration of digital belonging in the piece.

The other big point I want to bring attention to is that, without spoiling it, the story is built upon several Deus Ex Machinas happening to keep the plot going. Unreal interventions on the stories pace and sensibility from some 'outside' hand. Usually Deus Ex Machinas in stories have been seen as a story telling flaw, a terrible 'trope' that was to be avoided at all costs in part because of the fact the information is 'unfair' and 'unexpected' to the reader. However the Deus Ex Machina is only viewed this way in part due to secularization. Before secularization happened, this storytelling device had an air quite literally of divine intervention and reasoning, something that was important and hopeful to bring up in fiction to reflect religious convictions of those times, and to reflect the often inexplicable randomness of life.

By having several of them, i die a lovely life disrupts this by having a story built out of unexpected actions. By throwing away typical fictional logic of pacing and storytelling, it makes it so you are being taken along for the ride of the story, to be as 'disembodied' or 'disassociated' as the protagonist couple.

This is a very technical reading of the story, but only because I feel strongly this fiction is actually doing something worth mention. This is the debut story from lisa, but there are other recent short VNs over these struggles like Good Morning Is A Social Construct (2022), Momo's Diary (2022), and Blind (2020) that take similar approach. There's a structural novelty here in how experiences of trans discrimination, mental health, or substance abuse is being reconsidered in the realm of more subjective terrors. Such a relationship that I feel VNs are good at, calling back to movements focusing on emotionality like Romanticism, Sturm und Drang, or The Theater of Terror. It would be a real shame to miss out on these sorts of short stories just because of their unique multimedia elements and approach.

One final reason for explaining the positives of this in the way I did is because these stories also seem to function beyond basic allegory or metaphor. For example i die a lovely life has a lot for the moral critic to impugn, there's a lot of terror towards medical authority which reads as a 'bad look' post-covid. The religious elements could be read as bad storytelling or some form of fundamentalism. The fear of mental health medicine might be read for the moral critic as 'troubling'. This is an issue of 'moral optics' that is quite regular, and often tries to define itself in terms of seeing bad tropes like the 'predatory lesbian' trope or the 'Deus Ex Machina'. The problem becomes that for any well meaning and emotionally resonate reader this stuff does not work in cases like this, in part because this romanticism is usually not out to linearly justify the actions or condemn them. For the moral critic (which let's face it, is most people using social media) does not know what to do with a story like this.

That's why I believe it's vital to read these sorts of stories then, demoralizing the critical reference or at least seeing where that construction fails allows us to open the doors to other non allegorical or non moral readings of a works movement and meaning. For me, my reading of one night, hot springs and Curtain were so intense that they revealed alternative meanings. That is to say instead of seeing moral optics in these stories, I saw cultural distinctions and educational intervention respectively. I like to bring attention to art like this, because getting ourselves out of the habit of seeing art in terms of linear manifestos or propaganda we support is really important to avoiding an attitude of moral puritarianism that would rather lock up fiction that dares to be challenging. Consuming the challenging art first hand is a great way to avoid becoming book burners ourselves.

Less polemically, I'll conclude and say that everything that this work touches on are thing that I absolutely feel. I often worry I might never see the people I love in person again, that higher economic powers are going to keep us permanently disembodied from contact. This story shows to me that that's absolutely a real thing to worry about on the one hand, that the tragedy is you might be right. However, trying to change it through fighting for physical connection is a divine form of love, that being able to maintain love itself through the digital is itself a holy act. The soft and humorous way it went about it is exactly what I needed ;-;

The 2020 indie game Hero Hours Contract fills a sort of broad "cozy" idea about magical girls existing under late stage capitalism. Magical girls have no trouble unionizing, characters spend time between missions building up social links, the levels work as sort of basic puzzle gameplay loop. The story's not particularly in-depth, with successes coming easy and the conflict being fairly effortless. Its a perfectly fine journey, just a bit easy wish fulfillment.

Life After Magic struck me with its similarities early on. Much like Hero Hours Contract, it focuses on magical girls in their 20s figuring out their lives both socially and financially. There's vague references to generic monsters of the past. Broad genre comedy. Things like that.

Its not particularly fair to make those comparisons, given how different they are beyond that.

Life After Magic centers primarily on retired magical girls. The journey is over. They've moved their separated ways. Lost connections, struggling to make rent. Life struggles. The game generally keeps a light tone, but there's a real sense of the weight of time. How these disparate personalities do try to maintain contact, but things just don't work out. Everyone has a complicated relationship with each other and how that dynamic plays out is always fascinating to unpack.

The two most interesting of the dating routes are ARA and KJ. ARA offers more than a little resentment to how Akiko the MC lead the Sentinels. She likes to think of herself as the Cool Big Sis of the group, but at this point the cast can only remember all the bickering she instigated. She can't play Big Sis to full grown adults. So, she outs herself as a magical girl. She goes corporate idol, figuring she can market herself and donate the proceeds to charity. Being a magical girl is too important for her to really let go of, but its that same desperation to be useful that ends up driving away the other Sentinels. Her friendship ending where she becomes a mentor to young idols is probably the best fate she can get after everything.

KJ was my favorite for a lot of reasons, many of them obvious. Formerly the "shy computer geek", KJ's got a lot of issues with their old identity. They've found enormous euphoria in a punk nb lifestyle, rocking tattoos and motorcycles and the whole she-bang. But it also builds this intense dysphoria when confronted with the magical girl life. Being a "magical girl" shoves them back in the closet, shoves them back into a gendered identity they want nothing to with. That's coupled with messy family drama, bouncing aimlessly between different jobs, and the general fear that the work for their identity will never be complete. KJ and ARA butt heads so frequently because their feelings fundamentally cannot work together. ARA needs her magical girl identity to feel a purpose. KJ needs to avoid that identity to feel like themselves. ARA strutting around as an idol adds this intense fear that KJ's past could get outed, while ARA sees KJ's aggression as a sign that she's not allowed to reinvent herself either. They have perhaps the most in common out of the team, but they have no possible route of reconciliation. Its a great character dynamic.

The broader story works well as a companion to this mini stories because it fits the game's themes. A purposeless former hero lashing out and struggling to find new connects in the adult world. Relying on the corrupt modern institutions they've surrounded themselves with rather than employing their powers for positive means. The powers can't do much against the wider problems of the universe. You just have to sit and stew in what to make of your own circumstances and hope for the best.

Neat little thing.

Tedious, durational bliss. A reclamation of time through singular labour. The hyperconnected, hyperonline, hyperalways world of today does not allow us to take a step back and enjoy an act for its own sake, and the simplicity of counting grains of rice digitally, as in Marina Abramovic's Counting the Rice exercise forces the mind to slow down. So caught up in the act of counting, of organising, of breaking down an insurmountable task into something able to be completed that no thought intruded, no anxiety fomented. Me, and the rice. Even trying to bring stimulus into the space through music, or the spoken word brings into focus the distracting nature of the world. It did not serve to entertain or assist my task, it served to keep me from its total completion.

As Abromavic argues, "the only time we don't think, it is scientifically proven, is when we sneeze and when we orgasm," but through a slow, intentional act we can approach something close to the thoughtless state. For hours my mind was rice, and all was as it should be.

🖕🖕🖕🖕🖕 Fuck This 🖕🖕🖕🖕🖕

I think this utilization of indie devs as a guerilla advertising force is enormously fucked up. It'll almost definitely dilute the indie scene and what videogames we talk about going forward. However, it's nothing new, in the sense that liscensed flash game shlock to sell products have been around forever (remember those LCD happy meal games? It's just like that but updated). It's a polished face to an age-old exploitation. Instead of giving the substanceless game the respect of actually getting direct scorn, which would ultimately embolden the product's aim of attention grabbing. Or otherwise meming around the existence of this which would flaccidly play right into its hands. Let's do a more 'macro informative' approach. Here's some interesting articles on recent abuses from the company in question to sate the appetite a bit:


Pandemic Racism
"McDonald’s actions speak louder than words. The reality is that 80 percent of McDonald’s majority Black and Brown workforce don’t have access to paid sick leave. That is dangerous under normal circumstances; during a global pandemic, it’s deadly." McDonald’s is Hiding Policies That Perpetuate Systemic Racism Behind Woke-Washing

Sexual Harrassment
"According to the lawsuit, since at least 2017, AMTCR knew about sexual harassment and allowed it to continue, unabated, by supervisors, managers, and coworkers at various of its McDonald’s restaurants. The harassing conduct, which was mainly directed at young, teenage employees, included frequent unwanted touching, offensive comments, unwelcome sexual advances, and intimidation. As AMTCR failed to adequately address the complaints of sexual harassment, many workers found the working conditions so intolerable that they had no choice but to quit." McDonald’s Franchise to Pay Nearly $2 Million to Settle EEOC Sexual Harassment Lawsuit


Corporate Malfeseance
"According to the SEC’s order, McDonald’s terminated Easterbrook for exercising poor judgment and engaging in an inappropriate personal relationship with a McDonald’s employee in violation of company policy. However, McDonald’s and Easterbrook entered into a separation agreement that concluded his termination was without cause, which allowed him to retain substantial equity compensation that otherwise would have been forfeited." SEC Charges McDonald’s Former CEO for Misrepresentations About His Termination

Check out The McDonald's Videogame (2006) by the dev team Molleindustria using Flashpoint to foster a better understanding of these corporate ghouls.

Labryinth Companion

Bear with me, because this is going to sound unusually disrespectful and pretentious.

So C.H.A.I.N. is a compilation of small indie/alternative games made under the premises laid out, as a way to display the creative abilities within this indie margin. I have friends who I've met from this general itchio punk space, so I have no issue with that. The issue I have is with the premise itself. As put on the page for the download:

"The developers couldn't communicate with
each other during development. Each
developer would send their game to the next
person in line, who would make a follow-up.

Together they form a complete narrative."

While on the surface this seems novel and a great way to display the artistic talents of many people from this fuzzy grouping of an indie horror scene, I think in most ways its to the contrary of the goals of displaying a good vision. For one its, worth keeping in mind that this process of 'compendiums of a variety of talent with one conciet keeping it going is not new: In particular, film has been doing this for quite a few decades now.

See, before they were almost entirely fazed out and before the internet became the congealed pastry factory of retention exploitation and algorithms of appeal, the only way you could find out about indie directors was either talking to the VHS rental store clerk, browsing the back catalogue and winging it, or watching one of these. You have probably heard some of these in passing, ABC's of Death (2012) is a fairly popular one, and came at the tail end of the time of its productive nessecity. Hell famous directors you probably love like David Lynch has engaged in a couple of these. Almost every famous director that isn't a complete sellout has at least one of these credits way down on the listing of their directorial credits pages, 'cause nobody watches them. Just to name his inclusions: Lumière and Company (1995) which is an attempt by various directors to make a film with the contraints of the original Lumiere brothers, To Each His Own Cinema showing each directors feelings on cinema, and 42 One Dream Rush (2010) which shows a dream vision by each director. C.H.A.I.N. mostly resembles the approach of that last one, but only in that both are incredibly nauseating and innaccurate facsimiles of the dream experience as a scaffolding.

Yup, what I'm getting at is not that these films are hidden gems, on the contrary these bundle compliation films are delirious and unwatchable. Not a swanky, barbaric, Godard way but in a watching somebody flip through the channels endlessly when you dont have the remote way. These films are frusterating, trite, and ultimately stooped in pretentions to the point that the whole project becomes this sludge. Yes you can watch these, identify a short you like, and possibly even find a filmmaker you like through that process but its far from the optimal heuristic. If you dont believe me you're free to watch them and find out this reality for yourself. These are the discounted films in the back of the rental store for a reason: Nobody likes them.

And yet how prolific they are especially in the horror genre goes almost without need to mention. Horror comes in various forms, but for the most part they work well for the short format because they take on a similar quality to suspense that a roller coaster does, theres this edging of suspense on what's going to happen followed by an adrenaline rush of emotions to do the tasks that get you off the ride. Horror is also popular and easy to make for this same reason: You don't need that many mechanics to scare people, you just need a well timed scare. In Slenderman you just need to collect 8 pages, in Five Nights at Freddies you just have to watch screens and close doors. So it makes sense considering all the productive forces that horror, regardless of medium. would be subject to this splicing format. The issue is that eventually this sewer flood gets in the way of actually finding the niche works, it becomes a common heuristic and production model that even your VHS clerk has to now watch this to make headway.

That brings us to the point I'm trying to get at here, the VHS stores are no more. Technology has moved on. Databases and curators have come by to try and organize this art. Game Jams exist as a portal through which people can peer into separated creative approaches to a theme. This makes this specific approach a little outdated now which is not a problem in itself beyond the fact that the 'sludginess' of its lack of effectiveness remains. That being said, there is one way in which I do worry that this authorial splicing is causing problems: AI.

AI is a fairly hefty political topic at the moment. It has sent some people into a technophobic spiral, given others a reference point to dust off the Grundisse and tweeX about it, mobilized labor movements, caused copyright debates, etc. My favourite 2 reference points for thinking about AI in relation to the arts is in the videos a lukewarm defense of that stupid ai video by N0thanky0u where he says 'none of this is actually about AI, this is about art as property' and the massive critique into the subject by Jimmy McGee called The AI Revolution is Rotten to the Core in which he busts through the many myths of AI in relationship to labor, promoting the latter over the former. The reason I'm bringing this up is that I believe this sort of splicing approach is deadly similar to AI art, whether it be the hackneyed boring gimmick that is AI Dungeon, or AI art models, or that AI shitpost account etc. While they do have some niche uses on a technical angle, AI art on its own terms lacks both a sense of overall meaning, intention, and voice. This is also true here, you have a multiplicity of voice as trying to guide the next one, similar to how an AI script functions, but because they dont know the entirety of the project they can't keep a cohesive narrative. There's an argument to be made that somber surreal horror is more effective by not having this, that the kaleidoscopic effect is worth it. I would gently nudge at the well thought out art of Pablo Picasso and the animations of David Firth's Sock series as a counter argument. A defense of surrealism doesn't work for me here. Instead I find this specific approach to be spreading a germ that merely splicing the work of other people and following some nonsense narrative is enjoyable entertainment in itself. One that allows for an endless demiurge of indecipherable sludge. It's not the intellectual property that matters here, any form of property that isnt personal shouldn't exist in the first place, its more so that eventually so much of stuff like this will flood out the independent voices we are trying to seek.

Towards the end of the collection, a specific repetition started to emerge, where instead of building a journey from one world to the next, the process would repeat a series of games that were 'find pages in area and run away from monsters' several times in a row. This doesn't amuse me, it just makes me think of how many people find the AI Dungeon looping words funny and not being bothered by it. These AI programs don't know how to keep track of previous data and build on it in a satisfying way, they just spit out a highly aggregated collection of data of other peoples work. I find the fact that the authors of each game werent allowed to know any game but the one prior to imitating that same productive lack of memory to build an understandable story. Just as AI algorithms also include amateur or 'bad' art, here to we run into that same problem: hThere are some entries of the series I think work perfectly fine, but taken as a whole I can't look at the project in any way other than as a hideous slop sullying and constraining the talents of others from properly emitting a voice. While the intentions to display the work of others is ultimately good, I think this approach does anything but at this stage. This is an absolute blight on this medium in a way that is best to exist but nonetheless should not be repeated. Luckily the PS1 Demo Disc collection, being an interactable museum of Demos with no expectations or restrictions counteracts this approach.

I want to end this on a positive note though so I'll share some cautiously optimistic thoughts. Recently a very famous writers union strike succeeded in america, people may not know the exact details going on there, but basically the writers succeeded not only in protecting their jobs against AI dominion, they also protected the Writers room in the process. The Writer's room is where a lot of writers come together and hash out the script of the TV show or movie instead of forcing the whole process on 1 guy and an AI like Igor and his sycophantic zombies were inching towards. Writers rooms help everyone contribute to and understand a larger vision of the project, and while I would hardly call the analysis I've edited and discussed with others to be a 'writers room'. However, the experiences of reaching out to people to help hash out the deal of my infamous Vampire Survivors post the titan that it was. As a result, I'm very sympathetic to the idea that the best way to realize a vision is to talk it through and get ideas from your peers, and while I think I do have enough of a knowledge base to still contribute individually, the persistent and targeted alienation, harassment, and ostracization from this writing community lowered my desire to contribute actively, it made me understand that struggle of atomization all the more. I'm building those bridges up again in spite of that, and I think unless people want to isolate their personalities, it's worth doing so as well. By the same token, I'd love to see games made in writers rooms in the indie space, which are actually proud to admit that. I would love to see a collective vision that is well realized or at least one that is able to stand on its own and speak its own fantasies and worries into the world with a narrative where everyone understood what was roughly happening from beginning to end. That aside, I think fans should try and dodge these loosely entertaining forms of authorial splicing as advertisement. Nobody bought into them in the film era, we certainly shouldn't now. For my part, I'm not planning on playing C.H.A.I.N.E.D. or whatever series of games in this 'theme' follows.

Utopian Companion

Beecarbonized (2023) is interesting because it plays into modular policy/ecology simulator what ifs that are in its own way a genre on the margins. The genre of ecosimulator is not given much attention, in part because ecological devestation is something people are very desperate not to think about as much as possible at this stage of anthropogenic climate decay, and because its just a genre most people don't know the roots of. The productive forces that prevent this awareness of influences is such that talking about video games in reference to each other is almost impossible without seeming like an academic obscarantist.

The roots of this style of simplistic ecology simulator that focuses on educational reference arguably go back to early computer dos management simulator games like SimEarth: The Living Planet (1990) or President Elect (1981) but the main explosion point of this whole approach comes from the early Crawford games Balance of the Planet (1990) and Balance of Power (1985). Heather has a really good video on the subject called Balance of the Planet | PC Gaming's Forgotten Masterpiece, in which she identifies Crawford as an early pioneer in the medium of games as minimalist information landscapes rather than just game spaces with pieces and a win state. The interesting point to note here is that Balance of the Planet is in fact a forgotten or at least underdiscussed game to the point that her video on the subject is almost required to make sense of what I'm saying here at all. To whatever point that this game has an identifable legacy, Backloggd doesnt really care, as she was (before the account was deleted anyway) the only person with a review of the game on this website. You can check the page for proof of emptiness here.

I've been vocal about how I don't really care about Backloggd as a social space anymore, in part because even with the nodding of importance towards forgotten and underdiscussed art, no posts on here tend to impact anybody else to go try the game out to and talk about it. You are more likely to get people to try a game by starting 'club event' around playing small games rather than by writing about your experiences or thoughts on here. However this is not a criticism of that being the case, contrary to the performative bitterness you might have seen from me in the past, this is not actually in itself an issue or something that the reader in indebted to try and fix. Video games are by design longer and more opaque in inspiration than any other medium, and there's always this arms race on if you 'really' understand the game anyway. It's fine to just read an interesting piece and move on. We all got shit to do really. Yet it does provide certain complications when you try to dig into the weeds.

To illustrate, I can easily argue for instance the Democracy series, Democratic Socialism Simulator (2020), Half-Earth Socialism (2022), and Beecarbonize (2023) are having a conversation and iterating on the specific ideas and approaches harbored in Crawford's ecology cult classic (specifically in how it uses card game design as a modular reference point for which to display how information webs work and uncomplicate them), but the existential issue is that this would be a connection of gibberish for people that havent played this genre in depth, which is functionally almost everyone but me. All I would be doing by not admitting this fact is throwing my intellectual weight around to convince you that I care more than you or that you should respect me because I thought about something you didn't. This is an easy conman's trick and I want to distance from that through admitting you're going to be scrambling to keep up with what I'm saying, and I'm sorry for that. Besides, even if these games have links I can make, I can't actually prove that any of these developers are concious of the discussion going on with this 35 year old unplayed computer game, and the reality is they probably haven't. Most game developers do not openly speak about how they are inspired by other videogames in their work, as its both something seen as too obscure to most people to be noteworthy and brings with it particular copyright concerns. It's goes one rung deeper than that though, developers just play games like you and me, and just like for everyone else this hobby is not given the ability to be understood and critiqued as art.

'Video games as art' is not a serious discussion, but one that I do consider serious is that they are not treated as art and preserved as such by the state. This may seem obvious at first glance, but videogames can't be checked out from the library, despite its obviously cultural import at this stage. There's no state preservation institutions helping make the medium more accessible, and so videogames are trapped in a state of cultural amnesia It doesn't mean that Crawfords work doesnt have impact or influence, but that its a conversation lost in the sands. The other interesting point here is that to assume that videogames as an art form is independent from Board Games is another misunderstanding in terms. All of Video Gaming lends most of its inspirations to board game design. There's a place for which the discussion of say Hearts of Iron 4 (2016) shouldn't be other grand strategy games but how it compares to Axis and Allies (1981). Yes you do have to run the calculations of the game by hand, but functionally this is the only real distinction to playing itself. There is no distinction in how the board game version of Dominion and the card game version of Dominion play besides the former requires the players to all be at the same table and the players have to check how move compute on together (and thus there is room for errors where a computer wouldn't have them). Then you have to take into the fact here that the only board games various state apparatus respects is games over 100 years old like Go, Majohng, Chess, etc. There's many factors to why this is, but one I feel is particularly worth highlighting is that we live in a global gerontocracy. America has a limit to how young you can be to run for president at 35. Even when other countries dont have these minimums, liberal democracies typically bias to electing older people anyway. This is contrary to the fact that people who grew up with the internet have a better ability to map information together more than people who grew up without it. As far as policies go, we are living in the shadow of other peoples historical nightmares, only allowed to express ourselves when its too late.

Our reality in this respect is uncomfortably dystopian then, but it speaks to the power that these games actually hold. Eco simulators as mentioned show that if given room to do on our own terms, we can consider and engage with ecological crises and see the prevantative measures of doomsday clocks related to them. Half Earth Socialism and Balance of the Planet are certainly worth playing in this respect. Balance of the Planet comes at it from the angle of state subsidies and taxation plans, which is ultimately a liberal framework, whereas Half Earth Socialism comes at it from a vegetarian socialist utopian one. Beecarbonize is interesting in the sense that its arguably a degrowth one or a eugenical one, depending on how you approach it.

A common factor in all three of these games is the wincon and main objective: Mitigate emissions by investing into alternatives before climate change destroys the planet and kills millions. The thing is that Balance of the Planet gives you all the information up front and lets you try and discover what the right dials to tweak are. In contrast these other two work act as card games with a speculative aspect, they have a hidden information aspect you have to discover through multiple run, the only way to see the chain of where something might go is by trying something that seems plausible now. But where Half Earth Socialism utilizes to inspire the ludic imagination into active change, Beecarbonize is more incidental and peculiar.

Very mild mechanical spoiler if you're interested in the game here but let it be known its something you're told at the beginning of the game:

The best way to comfortably win a game of Beecarbonize is to pivot off of emissions entirely as soon as possible. You can destroy industries/cards by unplugging them from the system for a second and...Beecarbonize lets you unplug the main emissions producer at the very start of the game: The 20th century industrial revolution.

Surely this is an oversight or a glitch you might think, but this approach is actually fundamental to a political niche within leftism of the degrowth philosophy:

"Contemporary techno science is reflected in the famous slogan, “if it can be done, it will be done, no matter what the consequences.” This logic is strongly intertwined with the growth doctrine. The essence of this way of thinking is that it does not matter whether we need something or not; a reason will be made for creating it and means found for selling it." - Yavor Tarinski

Degrowth and by design its 'anarcho primitivist' advocates are often mocked within online discourse for being a unique type of unrealistic. 'You cant just unplug the industrial revolution dumbass, what about all the logistic supply lines' is the common reply to these guys (besides the accusations of sympathizing with the Unabomber, or that they are using a phone so they shouldnt complain, which is argumentation par for the course on the internet) but this misses an important nuance. A politics of negation is the first dream towards the future. Just as likely as it is that Beecarbonize comments on Balance of the Planet incidentally, its similarly unlikely that the developers behind this project are aware or care about degrowth. I'm not saying that this is a glitch or design flaw in the game, but just as much as you can do this, you can also scientifically discover designer babies or cull your entire populous on a whim, so the game stakes are the driving force of play with the education implications taking passenger seat. This is reinforced in the fact that you can't read the information about what various cards are and do within the game itself, you have to go to the main menu to check. Along with the fact that there's joke text that this may not really work in real life scattered throughout. Beecarbonize is not ecological advice, its the board game The Forbidden Island if it were a single player ecology game. Yet the fact of the matter is the optimal way to prevent climate collapse as early as possible is to unplug all emissions besides the cleanest ones you have on hand as soon as possible, blackouts be damned.

You might think then that I'm secretly saying that Beecarbonize is a work of unintended brilliance, but I don't think that. Both the issue of overconsumption ideologies and information to explain what mechanism are, are better explored in other eco-simulators I've played, with often more focus on how people think or what the knock on effects of doing certain decisions are. Half Earth Socialism for instance is both less solvable off the bat and more interested in showing you that some things can not continue explicitly. The people behind the development of Half Earth Socialism wrote a book by the same name, and one of the main arguments is that factory farming and car dependent industry needs to go in order to survive climate apocalypse. It gives you a lot of options for what the future can look like and loosely identifies them with concrete policies that relate to it. Whereas Beecarbonize and Balance of the Planet are focused more on just the dials and gears, letting you fill in the blanks yourself. What I do think however is that instead of being better or worse, Beecarbonize comments sideways to other ecosimulators that a politics of negation from both a play perspective and a political one isn't worth ignoring. On the level of design its percieved as amatuer, but just as much as the politics of contraception is a negation of reproductive meaning, there are other forms of negation that we can think through cynically just by leaving in the mechanics to not do it in the game space. These can be uncomfortable or even outright harmful in some instances, for example if you negate food supply lines you'll starve (something Balance points out). Most arent though, for instance because of how polyester as a material degrades so slowly over the course of years, we certainly dont need a massive shirtwaste retail industry of clothes, and theres enough houses for everyone so we could easily negate housing development as a nessecity to keep building in at least the highest GDP nations, instead just focusing on maintaning the houses we already have. Another more out there negation I find interesting is the argument that space exploration is a waste and philosophically unjust.

"The answer to whether or not we should be allowed to explore other worlds is a giant NO! Followed by a painful slap to our faces. Fuck you, mankind." - DON’T LET THEM LEAVE! a treatise against space

We only think about these in the first moment as rude impossibilities. Disagreeing with the status quo is rude and 'dumb'. Yet, for those friendly to it, socialism itself is ultimately the negation of capitalism.

Beecarbonize has some nice art and makes you feel comfortable losing in its world, there's a charm to watching ecology managers be so openly gamified like that and it's a quaint hour or 2 of your time, but ultimately it pales in comparison to the complexity of these other titans. While that is ultimately ok, I get wistful thinking about how I'm isolated in my own world with this. I wish for a future in which games are free to borrow without shame and treated as an evolving learning environment with a history and conversation, in which games can be treated as a critical course in the same way literature is now. This document I sculpted is not for our own hands but are simply footnotes for the university of videogames generations down the line. Critical appreciation of games is my utopia.

Vibe Check Companion

My current GotY cause you can watch the whole episode as a link for the frame information and context, and you can try to look up the answer via synopsis information, which is much better than doing it through title names.

God I love this show.

When you are committed to a mental hospital in the USA, you generally have to consent verbally to surrendering your agency, or someone has to do it for you. You have to do this for the hospital to be able to treat you as "legally insane" so they can lock you up in a room and treat you like a prisoner or an enemy or some kind of other thing. Nurses then work hard to ignore you, doctors that see you for five minutes attempt to either belittle you or goad you into some kind of behavior that confirms their suspicions that you are an unstable and suicidal person that is a danger to yourself and to others. They keep you locked up for a week and make you take pills that make you puke and you aren't allowed to sleep when you want to and you have to pace a circular hall shaped like a fucking panopticon with a nurse's desk in the middle. You will never want to die more than right there.

Why do people want to kill themselves? Because they're depressed? Sure. Depression, usually, means that your brain is chemically deprived of serotonin or other hormones responsible for a healthy internal world. It makes things you like feel less meaningful, makes things you're afraid of more scary, makes things you don't want to do into the heaviest weights imaginable. It's easy to look at this and just say, yes, we need antidepressants, we need therapy, we need whatever other number of things to treat this fucked up serotonin vacuum.

So you get therapy and antidepressants and you give them an honest try and you end up in the psych ward anyway. You open your eyes again and it's a frustratingly familiar sterile white fiber board ceiling. A man one room over screams about how he wants to kill his bitch of a wife, how he wants to strangle himself. You will never want to die more than right there.

Why do we never ask what has led people to these states of serotonin drought? Is it because you are just designated "legally insane," that there is some integral piece of you that was made broken that must be rectified by the sparkling techno-brilliance of modern medicine? Is it because you are simply a lazy whiner that has had it too easy and the reason you are falling to pieces is the shattering weight of your own malaise?

Or is it maybe that there's not a solution so simple. Maybe the very fiber of what we've come to understand as living is fucked. Maybe it's the fact that the ambulance ride that took you to the hospital costs you several thousands of dollars. Maybe it's that you couldn't even afford to see the therapist they recommended you in the first place. Maybe it's that you can't hold down a steady job because they demand so much for so little and your hands shake when your manager raises their voice. Maybe it's because when you were young felt some kind of sting on your skin or in your mind and you couldn't even begin to imagine how long that sting would stay. Maybe it feels like you are shouldering the weight of something at all times, and it is invisible. You can't point to anything to say:

"Look now, doctor. Look at my burden. Look what I am coming apart under. Please, help me. Please, I want to be free of this. Lay poppies by my bedside if you must. Please."

What you actually say to the doctor isn't that. You say "sometimes I think about killing myself," and that's all it takes for the shape in the doctor's mind to be something broken, bruised and insane. You are wrong, no matter how much it feels to you like the world has been wrong. All you've wanted to do is explore it, to have some answers. You don't get that. You're stuck here. You can't even kill yourself. They tell you this hell is your own making. You believe them.

Small edit:
I recommend beating this game in a single sitting without stopping. The PC optimization is terrible though, fair warning.

Sometimes people want to be a part of the thing. Particularly, people want to be a part of the the BIG thing. Even MORE specifically, people want to be part of the CURRENT BIG thing. It is some sort of vital ingrained compulsion that those connected to the internet or larger social circles through whatever vector develop innately. A lot of people call this compulsion FOMO, but I think it's worse than that. I think it's a human colonial impulse to want to stake some kind of ownership on the act of being- to say "this moment in time is mine and I exist. No one can take away this moment that everyone experienced and since this moment is at least partially mine, I am important and relevant and wanted. There's nothing wrong with wanting to be on the same page as your friends or whatever, but I'm talking about something else.

Breath of the Wild felt manufactured with the intent to create vapid marvel movie spectacle and crossbreed it with this "of-the-moment" impermanent obsession; it became a hybridized experiencesociety chimera. You can see this in a lot of the marketing for Tears of the Kingdom: tweets asking "are you ready to join all your friends and play more Tears of the Kingdom after a day away?" posted on a monday morning after the game's weekend release run. They do the thing all too-big-to-fail mega titles do where they put up a screengrab of the world map, the sheer amount of game in the game, and say "here we stand, towering over everything else. Look at all these 10/10s. We are beloved. Come be with us in our belovedness."

Which is all not a criticism of the game as much as it is a consequence of what the market generates. They want you to want them, like Fiona Apple wants you to love her on that one song where she starts making sounds like a gibbon. The difference is that Fiona Apple is a particular human being and BotW is a product and Link doesn't make funny gibbon sounds.

This game does initially feel magical and mystical, widescreen and arresting. It then quickly descends into a directionless IRS collection call job, running the world and ripping up its stones for your precious prizes with no real purpose other than the vague sense of seeing the number go up. Which is my main point of criticism for this game: it is an idle game that requires fantastic amounts of input. The gameplay loop is shallow and one dimensional, recycled challenges ad nauseum with nearly no shift in basic theming or even challenge. Everything is about as hard as everything else, the dungeons are footnotes at best, and the story borders on non-existent. None of these things are damning on their own, but combining them with the now ubiquitous presence of mechanic imitators and the virulent breathless exaltation of the game atop every possible "cool thing" list, and the fact that it seems to have earned this status for simply being unobtrusive, inoffensive and obscenely expansive in its vanilla nothingvoid- it makes me start to wonder if a lot of this weird culture was a deliberately induced by nintendo.

Maybe that's nuts. Maybe it's crazy to assume that Nintendo is happily creating a culture of expensive and time-consuming mediocrity to bring in the largest audience, to create some sort of universal group think that makes the property unassailable and infinitely valuable. Maybe that's nuts.

I think Link should be a girl

This review contains spoilers

I. I dream of it often:
II. a younger version of myself,
III. standing at the bottom of the ocean;
IV. arms aloft,
V. mouth agape,
VI. eyes glaring
VII. not seeing,
VIII. not breathing,
IX. still as stone in a watery fane.

I.

There’s me.

I’m dreaming, in the dark with my hair spiraling all around me as if lifted by water’s drifting. My senses arise from a Body and its eyes open suddenly. Turning to the right, the Body sees Myself from outside. I realize I am outside Myself, and that if Myself is not where my perceptions rests, the Body must not be me. These eyes see Myself open my eyes and turn in kind, to face the Body.

It is a look of disdain. I hate my Body- it is a stranger to Myself.

When I wake it is without any sense of rest.

II.

I have lived most of my life inside of a surreal semi-haze. Psychosis and worry disenfranchised me from the comfort of certainty when I was still small, and have since instilled in me a stark skepticism of symbols. A particularly keen fang in the mouth of uncertainty I’ve felt has been in my dreams. What dreams are exactly doesn’t interest me; it is what my personal dreams do.

Where some (often crackpot behaviorists) argue on the nature of dreams as being manifestations of subconscious desire or interpretation of higher consciousness, I simply observe in writing what occurs in my dreaming time. It never means anything, never symbolizes anything, never works with clever conceit or measured intention. I have wormed my way through sleeping imaginations of the most absurd misery and most debased pleasure I could hope to describe and woken knowing these things will never follow me out- knowing that the door is closed and that this side is the side with all of me.

I know dreams annihilate semiotics.

Also, this is a piece about Signalis. (mentioned so I don’t get flagged like on my Returnal review)

III.

A dream about dreaming.
Are you still looking for answers where there are only questions?

Signalis refuses staunchly notions of easy unravelling. It is crafted to invite pondering, interpretation and iteration. It calls constantly into question the reliability of subjective position, on sensory information, on basic causality in narrative form, and it does that with intention. The game’s surrealism and fugue-like nesting of symbols-into-narrative-into-representation continues on past its termination, eating its own tail. The narrative is about one who dreams, presented itself as a dream utterly laden with semiotics and suggested meaning that arrives at nothing aside from its own beginning again.

What it does not seem to intend is a longwinded moralization of the nature of these semiotics in what is already an absurd landscape of gay anime women, (cool) space travel, (cool) and dystopian leftism-as-fascism (UH OH!)

The setting is derived from ours; it is an alternate earth- or more accurate, an alternate solar system. Different names for worlds and peoples, governments that seem to derive semiotically (important) but not directly from real-life regimes The game takes place on multiple planets, on space ships, in cities, and on trains, none of which are connected to one another. Doors leading out of one screen lead you to the wrong side of another. You spend a large chunk of the game in nowhere. You double back to reimagined versions of the same space over and over. The symbols you start picking at on the game’s start begin to grow meaningless, debased out of symbolic significance.

Needless to say, if you haven’t played Signalis, do. Maybe you’ll enjoy it or maybe not- some people don’t do well with horror or will be frustrated by the inventory system. You might just love it because of the aesthetics which is fair because it’s a gorgeous game. Regardless, play it. If all you want is a recommendation, stop here and go enjoy a neat video game.


If you wanna read more about the action of intention and clever use of dreams as a sort of anti-informational condiment for narrative, on we go.


IV.

I do not have a relationship with the people who work at rose-engine. I don’t know them personally and I’m sure that if I want poking around with my lurid hooked digits, I could dig up any number of decontextualized tweets or past creative endeavors that I could point at and say that I think I understand them and their intentions, but I wont do that. I can only state what their intentions seem to be; what I personally think their intentions are and where intention cleverly flirts with uncertainty.

With that said, I find the framing of Signalis as itself being a dream about dreaming to be both very intentional and uniquely effective in acting on its purpose.
One knows that a video game is crafted intentionally. Signalis didn’t spring to life in the space of a fitful evening, but it chases actively a suspension of logic on a scale that goes far deeper than its representations of fragile love, morphic horror, and political bludgeoning. The main character is chasing a woman she loves, the world is full of nightmarish perversions of form, and the stars are ruled by a fascist regime that wears semiotics resembling the DDR. According to a now-deleted tweet by the author of Signalis’s world, it is also one devoid of homophobia and racism… as well as cigarettes, coffee, and alcohol. They then went on inform readers that these facts were not any sort of supplementary lore dump so much as guiding principals they followed in the game- a sort of micro-sized “making of” post.

These things seem, to me, decided arbitrarily to serve Signalis as a whole piece of work, rather than to moralize on the particulars of projecting a future communism into space or the intricacies of anime space lesbians. From my perspective, these elements were instead chose with intention to emulate the way dreams annihilate the precision of semiotics. The significance of the number six, the use of tarot cards, the throughline of gestalts and their replika counterparts that is left unresolved without concrete answers as to where exactly they connect; this is pointed and intentional to make you consider not just the symbols you are looking at, but why you are looking at those symbols at all. You begin to wonder what you hope to learn in the esoteric melange of patterns and repetition, in the same way that treading water in a dream feels like drowning in sweat-stained linen.

V.

Some people think this game is anti-communist. I do not think it is. I think the oppressive regime represented by the game’s New Nation, drenched in the symbology of socialist germany, is an intentional choice by the developers (based in Germany) to further the game’s dreamlike surrealism by dressing up what is unabashedly classical fascism in the symbology of a troubled and failed socialist project.

If read outside of the game’s context, yes. Sure. It looks pretty reactionary- but so does fucking everything after you’ve read some of Lenin’s speeches and you’ve got the fires of liberty, equality and fraternity alight in your breast.

(These are good fires to light, by the way. Never too late to start your reading!)

But I think a little more effort is worth exerting. As many enemies of communism will gleefully point out, men like Hitler and Mussolini began their political careers in the DAP and PSI respectively. On the surface level, the average person may hear this and conclude yes, leftism leads to fascism without actually internalizing that the ascent of these vile demagogues was done through the only the symbolic elevation of populism, worker’s rights, and nationalism without the actual elimination of oppression. This sounds a lot like Signalis’s New Nation, dressed in the symbology of anti-liberalism but without the intention of uplift and equality.

I’m not gonna pretend that Signalis is extremely scathing in its critique of populism without the elimination of oppression, but when you pair it with Signalis’s other narrative tricks of misdirection and its air of unreality, you can pretty easily see that these semiotics are presented intentionally to force you to consider what is actually going on. It also doesn’t provide much of an answer- that’s the point. This is a dream about dreaming, not a moral manual or a nice red book.

VI.

I don’t want to be a man or a woman.
I want to be unbearable.

Signalis is also a dream about dreaming about love, but not widescreen love and the shape it takes on the political stage; the game paints in the messy and loud reds of personal love. What it means to love an individual, what it means to be an individual in love, where the individual ends and the love begins. It is about obsession and dependency. It’s about the dark room you share with your lover, the little house you pace the same little paths in from one end to another. It’s about being with one another, away from the world- until the world forces you to look out the window, because a rock’s been thrown through.

The rock, in this case, isn’t institutionalized homophobia or the violent proliferation of anti-trans rhetoric so much as it is random tragedy. The stone in glass-scatter wreckage is memory loss, it is innavigable distance, and it is illness.

Ariane is sick and dying. Her hair is falling out, and she coughs up blood. She falls out of wakefulness and into terrifying dreams. She wants it to end. It is nothing so dignified and mighty as learned thinkers on a galactic stage waging a war of ideology- the perceived scale is small. The game’s few characters suffer within the word-and-picture dream, both in the moving diorama we play and in the narrative. Grief compounds, trauma is compartmentalized.

Sometimes, love is a kind of horror. Not just because the world is cruel, but often because the world is cruel. The reason we feel grief isn’t only the worldly injustice, though. It isn’t the conditions that lead to the horror; the reason is the loss itself. Grief is love with nowhere to go.


VII.

Out past beyond the field
Inside the birches
Under rising steam:
A small room

To prove I don't exist
To show that I am beyond
This animal form
And this lost mind
Or am I?

The wood heats up and cracks
And pulls apart
The way the body groans
I transform and the stars show
I don't think the worlds still exists
Only this room in the snow
And the lights through the cold
And only this breath

VIII.

One day I’ll simply close my eyes and nothing’ll happen.

IX.

The gameplay is tight, atmosphere very heavy and easy to drop into and stay in. Aiming’s weird, but not enough to upset me. Every piece of visual information is presented inventively and artfully. It doesn’t overstay its welcome. It offers nothing aside from what it is, trusting you to take from it what you will. There's bravery in that as a creative, because it means you are willing to accept some people will misconstrue your intention either willfully or simply out of ignorance. It’s also the most honest way to present any story, in my experience. It doesn’t tell or show beyond its puzzle-box story delivered out of order and with zealous abandon and its sleight-of-hand semiotics.

It drops you into the water, pooling at the base of a stone coffin. It upends a box with some tarot cards and hexagon stones, some radio frequencies and great pillars of black in an ocean of red sand.

An interactive visual short story the size of a coffee coaster. The best way to describe why it's probably worth your time is in that it speaks about the small vulnerability shared between girls. I hear the wheezing and the weathered pain of this noise in my sleep. Realizing how asthmatic and exhausting the ghouls of your expression are. The industry of bodies has to keep on turning, but barely. It's all in the identity after the heavy night of drinking at a party.

Investigate the inky midnight through a wounded touch. To you its relayed as a blurb of text but the girls are having a vulnerable moment here, do you mind?
~~~~~
by girls of course I mean the discarded Undead.

     'In a land of clear colours and stories,
     In a region of shadowless hours,
     Where earth has a garment of glories
     And a murmur of musical flowers...’
     – Algernon Charles Swinburne, 'Dedication', 1865.

It took me several years to understand my girlfriend's fascination with translation. At first I thought it was an expression of her bilingualism and that it came naturally to her. She liked to compare texts at her desk, with two books open and bookmarked. I remember seeing Jane Austen and Plutarch, T.S. Eliot and Cicero in different editions. One book she kept coming back to was George Steiner's After Babel (1975), which I later took with me. When I was younger, its seven hundred pages frightened me with their complexity, and I kept the volume only as a souvenir: the spine was cracked from heavy use, and some of the pages were slightly worn and yellowed. These marks identified her presence, her aura, her memory.

     Understanding is a translation

It was only when I was later writing notes on After Babel that I understood what she valued in translation. It is difficult to capture Steiner's theses, since they do not form a grand, all-encompassing theory, but a key idea – formative for the field of translation studies and comparative literature – is that the communication of information is a secondary part of human discourse. For him, each language colours the individual's relationship to reality in a different way, allowing them to express a situated point of view, an otherness of being. As much as Steiner represented an ideal of the Renaissance man for my girlfriend – and still does, in a way, for me – he was not without his faults. His erudition was often the result of clumsy approximations, where it was more important to keep exploring elsewhere than to specialise.

Through it all, he remained the image of a reader, eager to compare and understand the texts he encountered. My girlfriend loved translating and comparing because, in her illness, she found in it a way of travelling and experiencing spontaneously the rich imagination of texts. Compared to the simple act of reading, translation forces the reader to immerse themselves in the text, to decode its signs, to identify cultural markers and to discover the various references hidden within it. A first glance will reveal expressions and objects that refer to a more or less precise period of time; a closer look will reveal word choices and content that were in use a few decades or centuries earlier; the scansion of the text will also make it possible to delimit a style and influences. Translating means observing and experiencing these elements in order to render them as faithfully as possible into another language, knowing that the result will still be distorted.

     Un petit pan de mur jaune and the rock of the Lighthouse

To transcribe is to experience. Certain scenes, conveyed by contemplative narrators, always linger in my mind. In Virginia Woolf's To the Lighthouse (1927), Mrs Ramsey reads extracts from the famous anthology The Oxford Book of English Verse (1900), edited by Arthur T. Quiller-Couch: each passage, chosen a priori at random, resonates with the previous ones, allowing the reader to enter Mrs Ramsey's consciousness and the atmosphere of the house. The way she picks the verses, as if plucking petals, contributes to the strange languor of the moment [1]. In Marcel Proust's À la recherche du temps perdu (1927), the narrator fantasises about his trip to Venice. However, this vision of the Serenissima is largely altered by Proust's own readings [2] and his desire to leave a mark, however subjective, through his literary account.

Type Dreams is fully aware of this artistic and ontological strength, drawing on the aesthetics of the typewriter and transcription to instantiate moments of contemplation in the present moment. KB0 offered a sublime insight into the relationship between the physical act of writing and existence; as such, I will not elaborate on these issues here. However, I would like to point out that, beyond the systems and anachronical Victorian aesthetics that seem to run counter to technological progress, the choice of texts is part of a veritable journey into the history of human production and Richard Hofmeier's mentality. The exercises are like musical études, and their poetic absurdity contrasts strikingly with the more concrete texts. There is something deeply wistful about these meditations on existence, death, love and memory. Just as the narrator of La Recherche instantiates his life in a literary production – to inscribe it in Time – Hofmeier seems to conjure up a malaise and an absence by transcribing texts that evoke this sorrow.

There are imperfections in the texts that remind the player of their humanity, whether due to the author's playfulness or a simple typing error. These deviations from the norm force the player to grasp their mental universe and compare it with their own. The extracts from Plato's Apologia Socratis (4th century BCE) are given in the translation by Miles Burnyeat and Christopher Rowe. A long debate about the translation of the dialogue seeks to determine whether ἀρετή should be understood as 'goodness' or as 'virtue'. Burnyeat and Rowe have argued, on philosophical grounds, that the correct translation is 'goodness' – but there is no consensus on this analysis [3]. Nevertheless, the choice of this version, rather than a translation from the Loeb Classic or that of Thomas G. West, allows Hofmeier to situate the theme of death and memory within his system of thought. These long extracts can be contrasted, for example, with the inclusion of 'Seeking Feelings for Words' by Felipe Carretoni, a confidential Brazilian writer.

     And I love you so much

The prose poem is addressed to a significant other, acknowledging their presence and the lessons they have taught the author. 'It has been some time now, love, since you taught me what love is,' the poem ends. There are echoes, deliberate or not, in the text of T. S. Eliot's 'A Dedication to my Wife': 'No peevish winter wind shall chill / No sullen tropic sun shall wither / The roses in the rose-garden which is ours and ours only. / But this dedication is for others to read: / These are private words addressed to you in public' [4]. Carretoni's poem unfolds as the keys are struck, while the surroundings in which the typographer finds themselves slowly change. Starting with the empty, colourless room and the window covered by a light rain, it gradually regains its vibrancy as the player's avatar reappears. The act of writing exorcises the memories of a melancholy love. It is impossible to know what Carretoni and Hofmeier actually mean by this poem, but it hardly matters since the interpretation is left to the reader and player.

Both Apologia Socratis and 'Seeking Feelings for Words' remind me so much of my teenage love and the boundless affection she left me. Sometimes it overflows without knowing where to go: Type Dreams, in its mechanically contemplative approach, channeled that flood by conjuring up the virtues and lessons my first love left me – or what I imagine she left me. Over the past few years, I have spent long hours rereading and transcribing the many letters we exchanged. It was a way of reliving the feelings I had once committed to paper, of instantiating her presence once again. I have not done this for a long time, partly because the tenderness and lost love that surrounds me is painful, and perhaps because I have found other ways to honour her memory. Nevertheless, Type Dreams has brought back all those feelings and bared my heart once more.

Type Dreams is an unfinished work. The campaign for the game is not available, as Hofmeier interrupted the development of the game for personal reasons, and only a summary gives an idea of the themes addressed: 'The world's two fastest typists fall in love just as a new century is born'. A love that has nowhere to go and lives only in the imagination. Like Cart Life (2010), Type Dreams touches on everyday feelings with great humility. Typing the various texts with their distinctive tastes was a gentle stab in my chest: I felt the rustling of the trees, the kiss which tasted of the sea, the mysterious photograph by the lake and the walks on the beach all come back to me. And I cannot leave out the words we always used to close our letters.

And I love you so much.

__________
[1] Virginia Woolf meticulously constructed this atmosphere, which echoed her own vulnerability. In On Being Ill (1925), drafted while she was bedridden, she wrote: 'We rifle poets of their flowers. We break off a line or two and let them open in the depths of the mind, spread their bright wings, swim like coloured fish in green waters' (Virginia Woolf, 'On Being Ill', in The Moment and Other Essays, Hogarth Press, London, 1947, p. 19). The hermetic aspect of a poem is increased tenfold by a patient who hallucinates an entire universe.
[2] Proust was greatly influenced by the writings of John Ruskin, especially The Stones of Venice (1853). Ruskin denounced the effects of industrialisation on the Romanesque and Gothic heritage and became a leader of the Gothic Revival, an aesthetic that had a lasting influence on Proust. As such, '[his] Venice is an old provincial town, full of medieval vestiges, where intimate, parochial life is magnified; but it is also a fabulous garden, filled with fruit and birds of coloured stone, blooming in the middle of the sea that comes to refresh it' (Georges Cattaui, Proust et ses métamorphoses, Nizet, Paris, 1972, p. 26, personal translation).
[3] For example, see Joy Samad, 'Socrates’ Pragma and Socrates’ Toughness: On the Proper Translation of Apology 30b 2–4', in Polis, vol. 28, no. 2, 2011, pp. 250-266.
[4] Thomas S. Eliot, 'A Dedication to My Wife', in Collected Poems, 1909-1962, Faber & Faber, London, 1974.

This review contains spoilers

“I ramble and give up, once upon a shut up.”


Just to get it out the way I played both Milk inside a bag and Milk outside a bag back to back, and like others here have said, I highly recommend that you do this, if you decide to play this.

Important notice: I find it difficult to talk about these plays without devolving into personal experiences from my life, so if you would like to continue the comfort of knowing nothing about me, please do yourself a favor and don’t read this. If you do continue, then take care.

For the sake of understanding, I will be referring to the protag as “Null”. I saw Erato do it in her review and I found it more understanding and comes off less demeaning than referring to her as “girl” or “milk”.

I’m going to try my best to organize my thoughts although it can be quite difficult but what you end up seeing is what you get.

Maybe you can help?

Exploitation and “The Connection.”
So to briefly touch on the topic of whether or not these plays are exploitive of mental illness.. I believe it’s understandable to have that gut feeling upon its first impressions considering the lain like art-style/aesthetics. Lain is something I question the intentions of but still feel some connection to it for a reason I am still internalizing to this day, it still feels paradoxical to me. I believe for this play, there’s something deeper than that. Perhaps it’s not as deep as what I wanted it to be but maybe it doesn’t have to be? Maybe the fact that it has the potential to begin new thoughts to be created in my mind is enough? Maybe not new but different, it’s always different.

Upon playing Milk inside a bag of milk, I already felt some form of emotional connection with its eerie music and atmosphere, the preparation of leaving your home to the store, rehearsing your social role/ques over and over again, then getting overwhelmed by your own thoughts and saying “I’m ready to burst into tears!” When I read those words I started crying a lot. It was that moment that I really felt like I was crying with this play, not at it. Which is an important distinction to me. The last time I felt this connection was playing Disco Elysium for the first time (and the other many many times..) in October, 2019.

Dissonance.
As hinted from the title, Milk inside a bag of milk is focused entirely on the internal conflicts and rambling of Null. Yet Inside a bag of milk still holds a level of dissonance, you have a name, she talks to you, asks you questions under her boundaries. The only time your name is said is if you’ve been nothing but disruptive and hurtful towards her, that’s when she gives up getting milk and you as well, hoping to find someone else for next time. Successfully helping her buy a bag of milk then leads to the beginning of Milk outside a bag of milk. Which then opens another level of dissonance where you can see her and she can see you, as if you’re really there, as if she trusts you.
In Disco Elysium, you play and interact with Harry Du Bois and his dissociative mind, you decide which thoughts come and go, his contradictions, his political beliefs, etc, in a matter of days. While the Milk plays have you as some form of entity projected by Null, it’s the only thing she has to not be alone, she doesn’t like the silence, she finds your presence to be “grateful” at times. By the words you choose to say, you can influence her emotions and lead her in directions in thoughts, causing either a level of understanding or a panic attack. This also influences the dream she will have when she finally goes to bed. The milk plays is an interactive dissociative experience, only witnessing a single day of Null’s life.

Medication.
”When I am under the influence of drugs, terrible and unpleasant melodies sound in my head. Mixing with the sounds of the world around me, they create a terrible dissonance in my head.”

Both entries also touch on a subject that I found to be lacking when talking about the experiences with mental illness, that would be the relationship with medication and its effects.

Null’s lifestyle is messy and unconventional, especially with her medication intake, either she takes none at all or more than she needs too, or just wastes them completely. She believes she can handle it without it until the “pain” comes back and she has to take her medication with defeat.

Psychiatry is what I would describe as a sensitive tread on wire in brain chemistry. It took me the twenty four years I’ve been alive for me to really internalize that the altering of chemicals in your mind can only do so much when everything else about your life fucking sucks. Of course, I thought I knew that enough to do a fine job during my psychology courses in college but it took a while for me to place that into my own life.

When I was growing up in my teens, all I did was sit in my room and feel bad about something, whether that would be something in my head or the effects of the medication. I mostly took antidepressants and amphetamines. I hated taking my meds, I hated how they made me feel, how it made the world feel, just all of it. At worst I felt awful, at best I felt nothing. But I took them because they were supposed to help me “function”, giving me this push to do labor which at the time was just school. I’ll let you know that I’ve dropped out of school multiple times. I dropped out of public high school because of a paranoia induced panic attack, I didn’t feel safe there, I couldn’t. I tried home schooling, I was too mentally disfigured at the time to really do it, my father tried to help but he just simply wasn’t patient enough. All I could hear when he tried to help me with algebra was how much I annoyed him. I would later get my GED which would feel like a drugged up trance, a lot of the details are very blurred to me when looking back. The medications I’ve had throughout my life have given me sprints of euphoria and long droughts of sedation.

I think one of the worst medications I’ve experienced was when I was put on Zoloft. It made the world spin and feel so slow, the voices I could hear at the time were slow, almost paul stretched whispers. I couldn’t understand them and for some reason that only angered me. I wanted to scream it all out of me but I couldn’t, just felt dazed instead. There’s an intense Thanksgiving story that’s very much about my episodes from the influence of Zoloft but ask me about it later. Speaking of medication induced episodes, did you know heavy use of amphetamines can cause episodes of psychosis? I sure learned that between the years of 2019 - 2020. I hate every medication I was put on! You name it. I hate Vyvanse, Adderall, Ritalin, Lexapro, Wellbutrin, Fluoxetine, and of course fuck Zoloft. I fucking hate Zoloft.

Ever since my last breakdown in early 2022, I’ve been clean from medications, I haven’t taken anything since. I’ve mostly been taking it easy and focusing on what I can do about how I live my life, to make it less suffering. I aim to be productive every day, to talk to someone, do literally anything but nothing. My episodes of psychosis have worked in conjunction with my long episodes of depression. If I learned anything last year, it’s “Inevitable depression when I do nothing.”. Of course, I’m not saying medication is just bad and that no one should take it, it can help, even save lives. But the relationship between one and their medication isn’t always as simple as taking a painkiller to make the pain go away. It’s complicated, it can hold pros and cons, like I said in the beginning of this: it’s a balancing act.

Repetition

“I do not repeat because I repress, I repress because I repeat.” - Guess who said this.

The repetition in Milk outside a bag of milk is miserable. The repetition of the same bad day, the same initial breakdown, over and over again. It’s just sometimes Null’s entity can influence her late night to be ok or worse. Don’t confuse this as me saying this is a “bad” thing about the play, on the contrary, this is fitting for the type of lifestyle she and many others live.

“So every thought would make a senseless and merciless circle in my head, destined to go back to where it started.”

Your conversations with her are nothing but circular thoughts that she's had before and will have again. She leaves everything in her room at their exact place to help her collect her thoughts, it supposedly helps her see. Whether that’s true or not, I am not sure. It is simply explaining an idea with another idea. Null’s lifestyle is nothing but repetition in disguise, interacting with these displaced objects of past and present. The synthesis of the past is tied to these objects in the present, this affects the synthesis of the real/present. Think of it like this, the objects you interact with are sets and inside the sets are elements of memory. (We’re going to talk more about this later.). Null desperately wants to forget her memories of the past but is still emotionally clung to these memories. The mind is constantly infatuated with the pure past, looking to understand its pure past. She doesn’t want to forget, you can’t forget, it’s about understanding. She begins to understand through reminiscence when interacting with these objects that contain the elements of memory, the objects in her room. You must collect all of her thoughts through this reminiscence for her to reach a greater understanding of herself.


-The book bag reveals that she hasn’t been in school for a long time, and how her last day of school was like. In addition, with prodding, you get a glance of what her relationship with her father was like, as well as detail that she was too old for her school curriculum at the time.

-The notebook consists of early sketches that Null has done, while the rest are blank unused pages. She doesn’t want to use the rest of the notebook because that would mean she would be out of paper. Being out of paper means you have to get more, having to get more means you have to go outside, having to go outside means problems. You can suggest that she asks her mom for a new notebook, all she does is insult herself and her way of thinking in response. The wind blows, moving the pages. This causes her distress, she closes her eyes, preventing any engagement with her past drawings. You convince her to open her eyes, none of the pages moved, she hears the rustle of pages and closes her eyes again, but only reveal is a firefly, one of her thoughts.

- The “bizarre” laptop that she had for years. She used to have plenty of hobbies with the laptop until she encountered the web. Similarly to the book bag, you can prod to gain more information about her time with the web. This part was very interesting because here you get to learn how she sees the web and the people on it and what she considers is “friendship.”. Here she explains that people on the web aren’t actual real people, that in fact they are just like computing programing, nothing but numbers. Yet she is eager to be friends with these people on the web just based on similar interests. It doesn’t matter if they don’t know her, if they both like video games then they are friends. This isn’t that bizarre of a perspective on the internet, in fact, I’ve encountered plenty that were similar. Her idea of friendship isn’t fully developed because clearly she doesn’t have a lot of experience with different forms of friendship to reference on. Well that’s until she manages to form a deeper relationship with someone on the internet, this person convinces her that he’s real, in her words, he tricked her. He cyber bullied her with bots and put her information online, this results her to believe that there are people watching her, always. You learn that part of information if you go to the balcony which results in


Death
Null can die two times in Milk outside a bag of milk. It triggers during specific things you say/lead her to do as her thoughts. These are just glimpses of dissociation episodes of her experiencing her own death, whether that's strangulation or jumping off of a balcony. What I find interesting about this is that you can’t gain a deeper level of understanding of Null without having to experience these parts of the play. It’s a lot like experiencing your own episodes, it’s not a good time in the moment but to reach a level of understanding of yourself and your conditions you have to engage with why and how it happens in the first place. The episodes of death have a major impact with how the rest of the night will go for Null. It affects her dreams when she finally goes to sleep.

Dreams

“Imagining myself to be outside of my mortal shell, but at the same time still being me. Ridiculous, like milk outside a bag of milk.”

The dreams Null can experience vary and are based on a few things. How many thoughts you collected, which deaths did you experience if any at all, did you explore certain thoughts deeper, and did you pick up that phone number? The results always show which of the five dreams Null ends up experiencing.

The shop dream is the above quote taken to the most literal. Null is experiencing a re-contextualized perspective on the beginning of her day (Milk inside a bag of milk inside a bag of milk..). This said perspective is a projection of her negative thoughts towards herself. This is also influenced by how she believes everyone around her sees her. Treska (the boy she's helping go to the store.) interacts with a customer, asking for directions. This causes a bad interaction as the customer wanted nothing to do with Treska, as the boy stood there in fear. Treska causes a scene, disrupting the atmosphere of the store. This displeases everyone. The part that stands out is how everyone talks to Null, and refers to Treska as her son. (The cashier also calls Treska a very mean word!) Null pays for the milk (and outrageous fees) with anger and leaves with Treska. After Treska’s attempts at breaking the silence are ignored by Null, he begins walking away from Null, and says “It seems like you’re not helping me at all.” (This is what Null says to you when you do a bad job during Inside a bag of milk.). The thoughts I took away from this was perhaps this is also showing how it was like for her to go to the store with one of her parents. Also I think in attempts at a meta narrative, it’s displaying how people were feeling when exposed to Null and her neurodivergent behavior. It expresses the undeniable frustration that’s emoted from everyone involved in this specific context.

[Here's a note you can read!]
[ As we get closer to this topic (the social perspective on the neurodivergent) it gets more difficult not to express more of my thoughts on it. At best I believe people treat neurodivergent people as children and at worst, subhuman. Either way, it's a very frustrating thing to spectate and experience myself. The tone of discussions about it are always a mix between being condescending and accusatory. People get frustrated over others putting themselves down, thinking they can’t do said things because [insert flavor of neurodivergence here]. But never wonder why that’s the case? Why do they put themselves down? Perhaps, it’s because no one wants to help or no one wants to understand? Everyone is so indulged in their own selfishness, that anyone that's acting out of the social script is too much of an inconvenience to handle. It’s this ‘settle your own shit’ type of attitude that helps nothing! All these different flavors of the same discourse is nothing but just a meaningless cycle of psychic assaults. I realized that when expressing this whole paragraph made me realize that this could be applied to a lot of other different contexts of discrimination (because what I’m describing here is basically ableism). That’s because this shit is just a symptom of power in our current socio economic environment but I finally digress.]

The shop dream is, what I believe to be, the default dream. This is the dream you get on your first playthrough. Or at least you’re most likely to? (I learned from my girlfriend that she got the mirror ending on her first playthrough. I believe the shop dream is triggered based on the first death.) Remember that repetition? That sweet synthesis? It’s still here, and something that’s to be experienced to witness Null’s other dreams.

The mirror dream is probably the most simple one out of the five. Wake up everyday, feel the weirds again, look at the mirror, my face is dumb, repeat. Her face changes all sorts of ways, shit you would see on a piccrew- no offense. Anyways, it’s a weird feeling, that’s the best I can describe it. It’s a little humorful out of all the dreams, which makes sense. It is easy to make fun of your own appearance. It’s really easy. Trust me.

The next two dreams are interesting because they are more like nightmares in comparison to the other last mentioned dreams. It makes sense that they’re more intense because they are triggered if you let Null go to bed without collecting all of her thoughts. Which nightmare you get seems to dictate whether you decided to learn more about her history on the web (that includes going to the balcony.).

The room and field dream is a suffocating, paranoia induced nightmare. Everything about this dream is completely influenced by her thinking deeply about her time on the internet, everything that happened, and being on the balcony. It’s the common moment in a dream where you physically fail to do one task in every way that’s possible, it tends to feel slow and clutching to me. In the context of this dream, it’s opening a door while being trapped in a dark silent room. The sounds that play during this dream are noteworthy here, the beginning is nothing but these rapid wooden staccato taps and quiet droning in the background, while the field section is a louder drone with whispering wind. The dream consists of running from the uncertain darkness, then the slow dread in the fields with a looming presence of, you guess it, dark uncertainty! Null screams questions of Who are you? What do you want? Just for this presence to explode into darkness, looping back to the beginning of the dream- she wakes up.

The stairs ending is awful. It’s nothing but degrading, numbing, and despair. This is absolutely the dream she gets when you don’t even fucking try to help! Everything visual and sonically about this dream is abrasive and cold like metal. The giant concrete structures with stairways even look like drill bits to me. It reminded me of a recurring dissociation I would experience where I felt paralyzed and someone was drilling a hole in my head. Funnily enough there’s something about this dream that reminds me of Cruelty Squad. It’s most likely the abrasiveness and the flashing abstract smiling face. Also it quotes Wozzeck out of nowhere. Which speaking of which what the hell? (It explains the whole blood moon sky that’s going on in this play.) This dream is insanity inducing because it’s exactly what it’s like. Am I recovering? Am I making progress? Where am I going? Does it matter? Is it all meaningless? Do I have control? No, I don't have control. I cannot move my body, I cannot say what I want to say, I am trapped in my own head. There’s no thoughts, it's just words. Everyone is looking but not talking. There isn’t actually anyone, there is no me either. Everything is empty yet everything is heavy as well. I WANT TO SCREAM UNTIL MY EARS RING, I HATE DOING NOTHING, I HATE BEING NOTHING.

“I DON’T DOUBT THAT YOU’RE GOING THROUGH SOME HARD TIMES. BUT YOU HAVE TO MAKE SACRIFICES. GROW UP. ONLY THEN YOU’LL BE ABLE TO OBTAIN THE MEANING OF LIFE. DO YOU GET IT? TRY THAT IF YOU FIND IT IMPORTANT. EVERY PASSING DAY IS A PRECIOUS GIFT.”

“IF YOU SHARE A PIECE OF THAT GIFT WITH THE WORLD EVEN ONCE, IT’LL SEEM LIKE A SPECK OF DUST. DO YOU GET IT? NO, I’M SORRY. I WON’T GET THAT, THEN. DO YOU GET IT?”

“DO YOU GET IT? DO YOU GET IT? YES, EVEN YOU GET IT. WHEN YOU NOTICE HOW PEOPLE LOOK AT THEMSELVES IN THE MIRROR WHEN YOU LOOK AT YOUR OWN REFLECTION AND REALIZE THAT IT EXISTS IN REALITY. DO YOU UNDERSTAND HOW EXACTLY IT EXISTS?”

“I WEEP”
“YOU ARE A ROTTEN HUSK”
“YOU OVERFLOW WITH BOUNDLESS POWER.”
“YOU HAVE THE SOUL OF AN EMPEROR”
“SACRIFICIAL HERO. BLESSED BY PRIMORDIAL LUCK.”
“YOUR FRIENDS ARE IN HELL YET YOU SMILE.”
“ONLY GOOD THINGS WILL COME TO SOMEONE LIKE YOU”
“SET GOALS. HAVE A TEN YEAR PLAN. INVEST. WAKE UP EARLY. CEO MINDSET.”
“GOOD LUCK”

The Last Dream and The Empty Set

“This is how the story of time ends: by undoing its too well centered natural or physical circle and forming a straight line which then, led by its own length, reconstitutes an eternally decentered circle.” - Guess who said this.

Before I move on to the last dream. Let’s talk about her sweatshirt or specifically the symbol on her sweatshirt. The symbol is referred to as the Null sign. I’ve been referring to her as Null this entire time because I feel like she truly identifies with this symbol. She goes on the whole mathematical rant about people on the internet not being real, and explains things with number binaries.

“If I lose something and then find it, it’s just going back to the starting point. No changes at all. A zero sum.”

The Null sign is the mathematical notation of “the empty set”, nothing resides within the empty set, there cannot be multiple empty sets, hence the name the empty set. It is a void but it is not nothing. No, a set is something. It is an empty bag.

The last dream requires a collection of all her thoughts, don’t trigger any deaths, and lastly to pick up a small thing on the ground. Some people say this is her phone, it’s probably that (or the phone number to the pizzeria.). Visually, this is the most mundane of her dreams, it’s the closest you’re gonna get to reality in this play. It starts with her sitting on a balcony with her phone, then throughout the dream she roams around the city. She’s mainly expressing all of her thoughts through texts on her phone.

“I’m all alone, but at the same time it feels like I’m not. There’s a lot of thoughts in my head, they always keep me entertained. I can create a whole world with them. I’m sure it’ll be able to fill the void around me if I try hard enough!”

If it wasn’t obvious enough, this dream is just thoughts about emptiness, she feels neither sad nor happy, but the places she finds herself to be are safe. She feels the world is empty around her, like a void. A lot of the thoughts displayed here are very circular, here’s an idea, she responds to it with another idea. If her presence is a waste of time, is there a point to it? Is she just part of the void instead of containing it? If the place I’m in feels nothing, then how come I can warm myself with warm thoughts? I can fill the void around me with my thoughts! Wait a minute. I’m still here even though there’s nothing around me? Ah. The world ain’t so empty after all.