moreaboutcrows
Mircea Minică   Cluj-napoca, Cluj, Romania
 
 
“Why do you think there are so many mysteries?

Everything creates a mystery. Human, animal, plant, mineral. Everything creates a mystery. It’s a by-product of existing. Not even living. Just existing. Everything produces a mystery that we want to solve.

Why do we want to solve them?

Human nature. Most things are ambivalent about mysteries. Rocks create mysteries, but a rock doesn’t care about mysteries. Humans are unique. We need mysteries to live. Without mysteries we’d go insane.

But a mystery can make you go insane.

That’s the knife edge we all walk.” (Kaizen Game Works, Paradise Killer -- clever way to combine an ars poetica for the investigative thriller with a quip on the fragility of human mind. Lovecraft in a nutshell, basically, but a Lovecraft that's been brought out of the darkness of his tenebrous nature and forced to live in the sun, on a fancy tropical island.)

Imagination -- the best gaming gear I ever had!

The balsam of Fierabras: "It is a balsam," answered Don Quixote, "the receipt of which I have in my memory, with which one need have no fear of death, or dread dying of any wound; and so when I make it and give it to thee thou hast nothing to do when in some battle thou seest they have cut me in half through the middle of the body—as is wont to happen frequently—but neatly and with great nicety, ere the blood congeal, to place that portion of the body which shall have fallen to the ground upon the other half which remains in the saddle, taking care to fit it on evenly and exactly. Then thou shalt give me to drink but two drops of the balsam I have mentioned, and thou shalt see me become sounder than an apple." -- Lol, such clever mechanic! I think Cervantes would have made a pretty awesome game designer.

"Țigara mi se-aprinde-ntre degete și arde mocnit, fumată parcă de-o străină gură."
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206 Hours played
Dread Delusion is a game about time. You might think it's about adventure, derring-do, killing gods and shaping the future, and you’d be right, but primarily it is about time. Let me explain. I won't be able to do so without spoilers, though, therefore let me also give you a fair warning that there are going to be SPOILERS AHEAD. SPOILERS!!! Don’t go wandering beyond this point if you haven’t finished the game and intend to.

But if you’re still here you know what you’re doing, so let’s proceed: a game about time, then.

You wake up in the game in a prison cell. I know The Elder Scrolls games turned having a prisoner protagonist into a meme, but it’s actually meaningful here. Being in prison puts you, in a way, outside of time. Time tends to lose its significance when spent in prison. You are doing time, as they say, only it’s not really time what goes on in there, it’s a warped version of it, devoid of agency, cut off from the flow, stagnant and starting to smell musty. Like your character is placed in an annex of history where time isn’t really reaching, or, rather, as if you, the player, were in a temporal decompression chamber, transitioning into the game from your own time, waiting to adjust to the way it flows in the Oneiric Isles. And, of course, once you start playing and your character is out of that prison cell, time reclaims both of you, fully and violently.

Although not explicitly stated, you soon notice that each region in the game has its own particular way of picturing time and interacting with it. Hallowshire, for instance, the first region you’re visiting, is caught in a bloody battle between the god-worshipping Wikkan past and the Apostatic bureaucratic future. The conflict is called The God War and is some 50 years old, but its consequences just reached Hallowshire, with the Apostatic Union's decision to tighten its grip on it, so what you find there is a conflicted present where future and past separate from each other violently. Past and future are divergent in Hallowshire, a rift at the heart of time itself.

Bordering Hallowshire is The Endless Realm, where time took a very different turn. Its denizens, the fabled Endless, made a deal with an unknown deity and turned immortal, at the expense of life itself. They're the common representation of undead you usually find in games, eternally craving the flesh of the living. In fact, they literally ate their brethren when immortality drained them of life, a mind-shattering experience that has become the centre of their being. As you can imagine, future has very little to offer in The Endless Realm, the entire kingdom being enveloped in this lethargic melancholia, where they are reliving over and over their tragically guilt-ridden past, unable to make peace with it. Most of them have retired in cyclopean mausoleums where they are waiting for The Ferryman to come and take them away. As a consequence, time in The Endless Realm is stuck in this eternal past that cannot be left behind, nor redeemed, and only grows heavier with the burden of immortality.

The Clockwork Kingdom, on the other hand, is focused on future. It is inhabited by progress-driven individuals who replaced their rulers with a giant man-made machine, The Clockwork King, who practises social programming and population control. An authoritarian and cryptic ruler, it literary erased the region’s past to better establish its legitimacy and can also erase its subjects’ memories in order to control them. Not only the past, but present itself is driven away from people’s minds, replaced by bottled visions fed into them by a profitable industry fully supported by the government. Between erasing the past and replacing the present, the region is filled with people who lost touch with their former selves and do not remember who they are anymore, constantly forgetting essential traits of their identity. While in The Endless Realm the past is a prison you can’t escape from, cursed to relive it eternally in a present that only adds remorse and torment to it, in this realm past and present slip through your fingers like sand in an hourglass and the only aspect of time that has enough substance and cannot be erased from your mind is the future. The essence of the relationship people have with time in The Clockwork Kingdom is that they’re not retaining it. They just keep rushing forward towards an ideal future as past and present continuously dissolve behind. No tradition, only prospection.

And that brings us to the final region in the game, The Underlands, the uninhabitable surface of the world. It was the site of a past cataclysm called The World Rend, which destroyed the world 400 years ago, turning it into the floating archipelago we play in. There, on the surface, though, the event is as present as if it had just happened, as if no amount of time passing could put any distance between it and the people whose lives it has forever changed. Thus, time is simultaneous in the Underlands, caught in an eternal present that contains at the same time the ruins of the past and the promise of a redemptive future, awaiting within the Cradle, where an Angel resides, with the ability to rewrite, in cipher, the very reality. So, it's like time is reconciling with itself in the barren wasteland of the Underlands, finding once again its unity and "continuity in (the) simultaneity" of the catastrophic cosmic event that suspended its structure and altered its nature in the first place. The ending can be seen, in this light, as if time had also been a character in the game, and the conclusion brought with it the resolution of a crisis, and returned it to itself in a state in which it could heal and be restored.

So, apparently, we see in the game several very different representations of time. What do they mean, what is the game trying to say with them? I think what it tries to tell us is that time is fundamentally subjective and doesn’t exist outside of our minds, or, if it does, we don’t really know what it is. Aristotle, in De memoria, and St. Augustine, in Confessiones, both tried to figure out how we perceive time and both pointed out the inherent subjectivity of it. According to these thinkers, past, present and future are not objectively different realities, but each of them belongs to a different activity of our spirit: the past belongs to memory, the present to feeling, or direct contemplation, the future to expectation, or desire. We cannot think in the past or the future, only in the present and about past, present or future, so the simultaneity of our consciousness unfolds into the successivity of experience only because we have in our intellect three different activities with which to unfold it: memory, feeling, and desire.

We recall, we feel, we desire about the same unique thing: time. This is how we understand it, how we appropriate it, this is how we make it our own. Past, present and future are facets of the same three-fold entity in our mind: the human subjective perception of time. We have no idea what time is, nor do we know how it affects us; we only know that this is how we perceive it. So, you see how this is a game about time?

However, this understanding of time is only a stepping stone toward the bigger picture, bringing us closer to the true message of the game: like time, everything else we think we understand is illusion. Every little thing our minds cook up to apprehend the incomprehensible world around us. Knowledge itself is illusion. We’re deluding ourselves that we understand this dreadful place we are in (“There are as many worlds as people in it.”). But we don’t really know what’s out there, what awaits us beyond this illusory blanket of understanding, past walls after walls of deceptive truths. We wrap ourselves in a comfortable, but horrible lie. A Dread Delusion.
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Game quotes:
Here are some great quotes from the games I have lodged inside my cranium, each of them a potential aneurysm that could rupture at any moment and wash away my reality:

"A freshly-slain corpse lies spread on the dissection table, rigor mortis making a mockery of its smile." -- The Narrator in Planescape: Torment.

"Words fail to describe how rank it smells in here. They should have sent a poet." -- Disco
Elysium;
definitely a game that knows -- and plays a lot with -- the power of poetry.

"Don't open it!" in Vampire, the Masquerade: Bloodlines (you should've been there).

"Delia... take it easy, now! What if all this is just a reflection of a reflection?" -- one of the "metaphysical curveballs" you have to process if you're playing Here and there along the Echo.

“Electric lights coming through the branches of dead trees, the flames of burning barrels, flares going up into the sky… we call this ‘the lights of civilisation’. They often go out before we even have the chance to see them.” – this is how precarious life under the Dome is and how great the writing in Encased can get at times.

"You see clear, beautiful, violent flashes of light. Light cutting through a smoke-filled darkness. That is what the future will look like -- if it ever comes." And that is how Disco Elysium 's writing cuts through the prose of reality.

"Maybe y'seen all them craters along here? Yep, those were monks. Now they ain't nothing but Geiger clicks." -- Jill Yates, summing up poetically and surgically (with haiku precision) the whole matter of suicidal monks using nuke grenades, in Canyon of Titan, Wasteland 2.

”The light will pass through closed eyes. The sight will be too much, and the raw vulnerability of being examined and understood.” -- how the dwellers of the Unterzee perceive light, after long decades of keeping away from it, in Sunless Sea.

"It is not my destiny to be a hero." -- Corvus, in Heretic II, when, after finally getting home from the long adventure of saving Parthoris in the first game, is faced with having to do it again, in the second. The guy has statues in the Celestial Palace, honouring him, and he keeps on with this "not my destiny to be a hero" nonsense!

"The atoms don't form us anymore." -- the saddest way to talk about a break-up. In Disco
Elysium.


"I've always equated feelings with getting caught." -- Garrett, in Thief II: The Metal Age; a great way to characterise the protagonist.

"It's not right to go outside the town without a mission to complete." -- Gate guard in Rage of Mages. Effective way of creating an "invisible wall" and also a campy description of what the average life of an RPG hero is supposed to be like.

“It's called the 'Mortuary'… it's a big black structure with all the architectural charm of a pregnant spider.” -- Morte, in Planescape: Torment; being a floating skull and dead for a very long time will certainly affect your taste for metaphors.

"PIPES are the ARTERIES of this mighty ERECTION." -- Mr. LAMB, the Pipe Factory supervisor, in Beneath a Steel Sky. He's talking, of course, about the City people ERECTED using the pipes he produces.

"I'd insert here a smiley face to convey sarcasm, but I think that anyone who puts a colon in front of a closed parenthesis should be shot in his colon and left to die slowly from rectal bleeding." - Scarlet Lake, freelance journalist and contract killer , in Alpha Protocol.

"Adventures of the greatest thief the world has NEVER seen." -- tag line on the box of Thief II: The Metal Age.

"What can change the nature of a man?" -- Ravel, in Planescape: Torment.

“Climb down from the equestrian monument, cop-man. Consciousness is new to the Universe. We all have our ways to ease the shock.” – this is what the young ravers of Revachol reply to Harry the police officer when questioned about their substance abuse, in Disco Elysium.

"- Chubnik's magical waterway transportation service will, for a modest fee, whisk you not just across the raging Chubnik river, but also transport you into... the future!
- How far into the future?
- Uh, that depends on how long it takes to cross the river." -- Chubnik, a very resourceful ferryman (trow, actually), in The Bard's Tale.

"I've seen many men in my time, and you're certainly one of them." -- how the money changer lady in the city of Shapeir greets the Hero of Spielburg, when you're role-playing him in Quest for Glory II. Obviously, she's not one to be easily impressed.

"Concoct an excuse" -- the most hilarious quest entry ever! You get it after failing to retrieve The Artifact, in DeathSpank. Where other games (and other game designers) would urge you to "Recover your stolen belongings" or "Find out who double-crossed you and get him!" or any other stuff like that, DeathSpank (and Ron Gilbert) gives this as the primary objective after such a failure. Yep, DeathSpank is just that kind of game. Too bad its gameplay isn't quite up to the writing. (Also a great way to characterise the pompous buffoon DeathSpank actually is.)

"I would lose my head if it weren't in the clouds" -- Kate's single mother, on the phone, in Syberia.

"To be alone, you must have something to be alone from." -- The Queen of Beggars to Garrett, in the new Thief (I know, I know, it's too blunt to be a great - or even a proper - Thief quote, but the way it substantiates Garrett and The City as an archetypal-like twofold entity is one of the few things Rhianna Pratchett's Thief does right.)

Dialogue between George Stobbart and Fleur, florist and psychic, in Broken Sword 5: The Serpent's Curse :
"George: Fleur, can you help me distract that police officer at the front door?
Fleur: Don't you want to play the game yourself?
George: Game? What game?
Fleur: Oh! I thought you knew! Nevermind."

"Sounds too complicated, I'll just take the water chip!" -- The Vault Dweller in Fallout to Set, the leader of Necropolis, after Set tells him how simply taking the water chip would doom the city, leaving it without water, and was taking the time to present to him a creative -- and not quite easy to follow -- workaround meant to benefit everyone.

"It's not easy being a Greenskin on this fu*king continent... You got my sympathy if that's your case." -- Styx the goblin, in one of his rants acting as the narrator, in Of Orcs and Men.

"Tsk, tsk, tsk. Wrong form of its . Come on, people!" -- Tex Murphy, analysing an Achievement Recognition Certificate emitted by the C.I.A.and hung up on the wall in one of his suspects' study, in Tesla Effect: a Tex Murphy Adventure.

"Scotchmo! What are you doing here? You better get outta here. These crazy robots will fill you so fulla holes you won't be able to hold your liquor." -- Werewolf Wally, the radioman, to Scotchmo the hobo, well known among traders of liquor throughout the Wasteland for his "drinking skills", when they meet in robot-infested Damonta, in Wasteland 2.

"The front line of this war is not in the dungeon, but, rather, inside the mind." -- what the narrator in Darkest Dungeon says when you upgrade the Sanitarium, where you forcibly treat your heroes of all the philias, phobias and manias they develop during the gruesome dungeon battles; it sums up pretty well the very ingenious stress mechanic the devs have come up with. Lovecraft would definitely approve!

"There's absolutely nothing out there. Nothing. Oh, there's a city, an entire world, even. But... nothing."-- talk about feeling empty! April Ryan, inside Roma Gallery, in the poorer districts of Newport, in The Longest Journey.
Game quotes:
"Feeling a bit under the weather? So sad to hear that your illness isn't lethal" -- flower note to Deidranna, the evil queen of Arulco, in Jagged Alliance 2.

“We were waiting for a helicopter to take us there, but now that you’re here you can take the car.” –– that's what your colleagues in INFRA tell you right before sending you off to the site of a nuclear power plant on the brink of collapse. If its laboriously creative level design wasn’t already proof enough that INFRA was a thing hammered out in the wonderful forge of the ’90s, then the approach to building its main character undoubtedly places it, self-ironically, in the legacy of such games as Wolfenstein, Doom, Duke Nukem, Quake or Half Life. Single-handedly saving the human race city of Stalburg because the game engine isn’t powerful enough to give you a proper support team has its charm even in a “walking simulator” made in 2016.

"A little hard work never killed anyone important."
"Work hard, die young, win wonderful prizes!" -- Abe quotes are such a fine jab at corporate motivational slogans!

“You feel a pang of regret for [deciding to go home and] disappointing Jason. There is a version of this night that continues into danger, ecstasy, oblivion.” – Mara Whitefish (of Perfect Tides )’s sensibilities make her a perfect amphibian creature, always living in two worlds at the same time. She's a cyclops and an amphibian! That single eye feeds two worlds into her brain! How's that for great character design?

"Now, why did I bring my knives? I should have brought a violin." -- Styx the goblin, in Of Orcs and Men , when his orc partner decides to settle peacefully the altercation with a powerful foe they set out to eliminate. (He doesn't play the violin, btw, it's all just fancy rhetoric.)

“I want to bite you and kiss your skin just hard enough so you’ll keep a mark, a new tattoo made by my lips and teeth. Maybe you’d shiv me in my sleep for doing that, but I won’t care, as long as you remember me for a few days.” – Mindy Blanchard, tattoo artist and second in command of The Howlers, is deserving of all the love sonnets Dishonored 2 fascinatedly sends her way.

“You won’t be able to save everyone. You might not even be able to save yourself. Welcome home.” – Scarlet Hollow ’s intro tagline is the same level of alluring and paradoxical as Fallen London ’s “Welcome, delicious friend!” or Rimbaud’s “Je est un autre”.
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21 Hours played
Certainly not among Cyan’s best works, but it’s the most visionary of them all and it “links” perfectly into the kind of creative imagination they are known for. The puzzles have a real mechanical grandiosity to them, it feels like you're moving mountains around and redesigning the world about you. Having THAT MUCH power at the tip of your fingers feels fantastic throughout the game and is a clever new play on their old “circumstantial demiurge” favourite theme. Your ethereal companion lamenting that she can't be in your shoes doing all that is more reward than achieving Elden Ring's best ending and a feeling that'll stay with you for a long time, but, then again, Cyan always knew how to make you feel good for solving a puzzle. The story's a bit slow-release, granted, it can take a while to properly set its hooks in, but that delicious voice acting can easily get you through anything!

A proper Cyan game through and through, even though it feels more like a cerebral old age opus than a passionate youthful endeavour.

LATER EDIT: On second playthrough, the game really shines and it actually IS among Cyan's best works: your ethereal mentor’s rather cryptic monologues start making proper sense this time around and reveal subtle, nuanced writing (Cyan were never praised for the quality of their writing, but here they do an especially remarkable job). Her exceptional, sensitive, voice acting stands out even more this time. How she manages to convey all the passion and resentment in that detached and abstracted manner is simply breathtaking! She is marvellous! For all her envy of me for doing all those incredible things she only could dream of (and oh, boy, how she dreamed about them!), for all the good that envy of hers made me feel about myself being the one who plays the game, by the time I was approaching the ending a second time, it was clear to me that I had no chance against her, she was the real star of the show, it was her actions, her sacrifice that ultimately secured the mission, shaped a truer purpose for it and gave the game meaning, not mine. Definitely not mine.

And while at first Firmament establishes itself as a good puzzle game with awe-inspiring gigantic clockwork structures and astonishing scenery, on second playthrough it becomes a character study and an exercise in adoration for its subject. Cyan’s love sonnet for its own donna angelicata. A game that’s worth playing again and again if only for the exquisite pleasure of spending some more time in the company of such a finely crafted character.
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Poet Omar
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Magnificent Bastard 23 minutes ago 
priorities! man, I always felt like Monty Python was always maybe out of my league. a little elevated and over my head at times. I'm kind of a Philistine really...
Magnificent Bastard 1 hour ago 
aha, a man of culture!
Magnificent Bastard 1 hour ago 
oh it's a pervy joke, lol
alyssa-black 23 hours ago 
The only thing I'm scared of is that feature telling me "you've played 1.5 games this year, so we don't do recap for losers like you".
alyssa-black 23 hours ago 
Red from high blood pressure, imbibing, now embarrassment... Yes, it's time for a change. Chance, I mean.

P.S. You're also bloodthirsty, as I've come to find out recently. Maybe it's all that blood...thirsting in your face.

Ok, I'll see myself out.
alyssa-black 18 Dec @ 10:11pm 
Pfp CHANCE?? Are you telling me you're just chancing something so serious??
I've got things to sell you, dear red face.