Norse Myths That Inspired Final Fantasy VII, by MJ Gallagher – Review and Commentary

For my paper presentation at Manchester Game Centre’s Multiplatform 2025 on the theme of “Rituals of Play,” focusing on the role of Vincent and Chaos in FFVII, I knew I would need to draw on the work of MJ Gallagher. Besides proving itself to be a solid, informative resource, though, his Norse Myths That Inspired Final Fantasy VII is a delight to read. I’m glad I finally took the time to sit down with it, instead of just mining excerpts available online for quotes about Nibelheim and Vincent.

As an introduction to the author, out of the many podcasts and write-ups at the disposal of the curious, I recommend these from Wade Langer, aka Prof Noctis, and Moses Norton, aka Red. I’m biased, but it really seems to me that over and above any objective connections between Final Fantasy and Norse myth, what I’ve sought and been pleased to find in this book is just the sort of human connection, an interaction with kindred spirits, that talking to these two over discord has provided. I’ve had some brief communication with Gallagher, too, messaging back and forth through his facebook page, but not enough to properly introduce him myself.

I’ll note up front that his book on Norse myth has been followed by others on Greek myth in FFVII and themes of Death and Rebirth in FFXVI. It thus fits into a larger project of fanfic-writing and filling out connections between fandom and scholarship which, again, I dig. I’m in awe of Gallagher’s dedication and work rate, and appreciative of the efforts he has made to promote the study of mythology in relation to video games, generally, and to the FF series in particular. I’m supremely aware that he’s had a much bigger impact in this regard with his short self-published books than anything I’ve said so far in posts and podcasts of much longer-windedness and more presumptuous erudition.

Written with clarity and verve for the popular reader, expecting nothing from us but a familiarity with the base game, his work distills down an immense amount of material, citing his sources for the myths and games alike. It also carries a sweet foreword from John E. Bentley, “the voice of Barret Wallace.” It is encouraging and frankly goading for me to see the success Gallagher has had drawing on a single straightforward framework of comparison between FFVII and its allusions to Norse myth, out of all the possible mythological references one might pile up. He brings to bear a copious knowledge of the FF franchise, extending to the Ultimania guides and official novels, to make the most of his insights from this one starting point.

My only real critique for Gallagher as a writer, difficult to square with the great admiration I feel for him personally, so to speak, for this very same reason–is that he is too modest. As popular and respected a figure in the fan community as he evidently is, his work could do so much more in terms of scholarship and analysis than offer the “hope that by the book’s conclusion you will have found something that will enrich your experience of the franchise. Or will at least be entertained. Please enjoy…” (xviii). Taking a leaf from a writer like Alyse Knorr, in her Mario 3, he could have made more than the passing references in the preface to his own experience playing the game shaping his “understanding of capitalism and spiritualism” (xvi), perhaps addressing his father’s incomprehension, leaning on an autoethnographical approach so as to give further narrative and explanatory shape to the welter of information that follows in the book’s fifteen chapters. What does he learn about storytelling, collaboration, or themes of markets or magic, from noticing all these comparisons? We never hear more.

By the end, “entertaining (or at least informative)” as the book is (195), it stops short of giving the reader an idea of why the connections between FFVII and Norse myth (or as I would suggest, mythic language writ large) should matter, well beyond the scope of either playing video games or reading literature. As it stands, the reader is left to supply such a larger meaning to the “passion” or “obsession” that led Gallagher to undertake his project (194). Let me try, at the risk of repeating myself and coming off even more coated in sour grapes…

Both FFVII and the mythological material to which it makes such interesting references can certainly sustain the weight of a meaning bigger than themselves. Beyond providing entertainment or knowledge for their own sake, these poetic works, replete with symbolic significance that resists any simple, one-to-one deciphering of their “meanings,” have opened up vistas onto much deeper questions and experiences than how to progress to the next level or unravel a plot point. Video games and myths, separately, have the power to raise questions of ultimate significance and guide readers to explore them; taken together, they point to a great deal besides their resonances with one another. Knorr’s Mario, again, is an exemplar here; or see AS Byatt’s Ragnarok, in which she recounts and reflects upon her reading of Asgard and the Gods in the course of retelling the myths in incredibly rich, incantatory prose. In Gallagher’s book, he has got ahold of games and myths–or they have got ahold of him–in just as deep a fashion, but by doing so little beyond demonstrating the comparison, his Norse Myths That Inspired Final Fantasy VII becomes something a little less than the sum of its parts. It inspires a reader like me with emulation, to be sure, but fails to inspire in anything like the way its constituent elements do, and as they a fortiori ought to when brought into contact with one another.

In what follows, I’ll touch on a few of the more interesting parts of the one book of Gallagher’s which I’ve actually read, about a game I’ve actually played (and its spin-offs, which I haven’t). My main critique comes very early, but it colors the whole project (see above). Maybe Gallagher is playing the long game, and in other works, written or unwritten, he has the “tricks up [his] sleeve” that will answer this critique (195). Certainly, holding against him what is not in the book is not entirely fair; the lack of Knorr-level sussing out of meaning or Byatt-level reminiscence and retelling does not greatly diminish the worth of all that Gallagher does accomplish here.

I have to say I love the inclusion of William Morris and JRR Tolkien as key figures in the transmission of myth from literature and opera to video games (15-6), but I have to quibble with the lesson Gallagher draws. His contrast between “fairy-tale creature iterations” and “more mythical descriptions…noble, immortal elves or industrious dwarf artisans, for example” is not particularly on target with respect to Tolkien’s legendarium. As a whole, it mistakes the generic successors for the original sub-creator. The invidious adjective “fairy-tale” is the giveaway here; see Tolkien’s On Fairy-stories for his meditations on the deep and abiding links between Faerie (as place more than folk), fantasy (as imaginative faculty more than genre), and myth (as language and reality).

In passing, I should flag the mention of Christianity immediately preceding this at the end of the first chapter, too, as a missed opportunity to bring in “Balder the beautiful” and CS Lewis. Byatt, to be fair, is if anything even more dismissive of the influence of Christianity on the transmission and transformation of these myths, and of its influence on their transformative force, so Gallagher is once again in good company.

The next chapter turns to FF history, where Sakaguchi’s “first RPG for Square” is identified as The Death Trap (18). Here, I feel, is a rabbit hole worth delving into sometime: that both FF and Dragon Quest‘s future producers should have begun their careers with more grim, text-based adventures like this and The Portopia Serial Murder Case. It speaks to a much larger lacuna in Gallagher’s approach (and my own), however: have we sufficiently considered the cultural context in which these mythic references are being tapped, whether in post-war Japan or the contemporary West? What are the autochthonous mythic and linguistic structures underlying more exotic, albeit evocative, references to the likes of Odin and Midgar–to say nothing of the ways they are affected by historical events, economic changes, and social movements in their creators’ and consumers’ milieux? Truly, without a great deal more help with the Japanese language, to begin with, here we intrepid myth-lovers are liable to “fall into the death-trap… Please keep on adventuring!!”

Given these sorts of quibbles, big and little, I was reassured by the care with which Gallagher distinguishes between the Bahamut of RPG lineage, represented in FF following its “draconic” likeness in Dungeons and Dragons, versus the “cosmic fish of Arabian mythology” (20-1).

Along the same lines, I was astounded to hear that well before the final battle of FFVI, already in FFII there are direct refences to “Dante’s Inferno” and Milton’s “Pandemonium” (21). Gallagher is able to drill down into the previous, lesser-known games as well as pulling out the individual creative figures behind distinct storylines within FFVII, identifying the work of Nojima and Kitase on the conflict between Avalanche and Shinra “as well as Cloud’s backstory” within the script—even down to the naming of Nibelheim and Midgar (25). This extends to the departure of Sakaguchi from the company long before work on the Compilation of FFVII was complete. Though Gallagher treats the various games and media products as a kind of unit, helpfully from a lore standpoint but problematically, I would argue, if we are interested in seeing the original game on its own terms, I would have liked more clarity on tensions already developing within the leadership of the creative team as early as FFVIII, to say nothing of how this bears on closely related games such as FF Tactics and Xenogears. Again, for all his focus and admirable conciseness, the context, the creative milieu, is wanting in Gallagher’s account.

Nojima, in particular, emerges as having a “personal interest in myth and legend” (24) and later takes center stage not only as student of myth but author of the official companion novels On the Way to a Smile and The Kids are Alright (37-8). Throw these on the “further reading” list, then, along with Ultimania Omega‘s novella The Maiden Who Travels the Planet, the anime Last Order, and Nojima’s Remake-adjacent novella, Picturing the Past. Rather than raising questions of adaptation and mediation, or simple poetics, ie. how does the form of a work affects what it is able to say, Gallagher seems most concerned with these works’ “canonicity,” which to me seems a much less rich area of inquiry. Nowhere, in fact, does the poetic form of the source material for his Norse myths really get the discussion it deserves from our genial tour guide Gallagher.

Picturing the Past sounds a lot like the memory-finding structuring device used by Zelda: Breath of the Wild (or MOTHER 2/ EarthBound before that)…

What Gallagher does take great pains to discuss, though, are the contributions to the story of FFVII wrought by its bevy of prequels and spin-offs. Before Crisis and Crisis Core (39) give us new characters (such as Genesis) and, per their titles, crises, as well as filling in the backstory of main players from the original game, such as Zack, whose identity Cloud largely adopts along with his Buster sword. Again, the names alone cry out for comment, which, since they are not in the Norse field, Gallagher provides only sparingly; the fact that Gackt (who is apparently a big deal) voices Genesis is passed over, perhaps mercifully, in silence. Still, it might be worthwhile to acknowledge the proximate influence as well as the speculative, albeit interesting, mythological stretch.

Other names in Dirge of Cerberus referring to color symbolism with more than a whiff of alchemical mysticism–Weiss the Immaculate, Nero the Sable, etc.–are given even less commentary than the titular three-headed beast. The problem is that, like with Lucrecia and Omega, to address these would require going into wholly other realms of myth and religion–in short, we’ll have to consult Gallagher’s other books (and perhaps games in the Nier series).

Questions of artistic form and economic realities return with Gallagher’s discussion of the short film Advent Children. How does it bear on, not only FFVII, but Sakaguchi’s feature-length flop Spirits Within? Perhaps more on this is in those Ultimanias, but I was also especially curious about how Sakaguchi’s own personal life found its way into these games and their spin-offs, particularly as he is in the process of leaving the company throughout their production. Well, as we are told about Genesis and Weiss at the end of Dirge, it might be said of the biographers and video-essayists out there that “they still have much work to do” (46).

Just as Genesis, “judged by the Planet to have an important role to play in future events,” does not join the Lifestream (42), so we had better mosey… I am even less inclined to consult these games and FFVII Remake, etc., despite the intriguing retcons Gallagher alludes to, after having read his book than before. I can’t help but come away glad he has played and thought about them so much, so that I don’t have to.

Our Universe, from National Geographic, anyone? Gotta love that Yggdrasil…

I noticed just one typo in the whole book, “Kitasi” (47). I can only assume that the report of FFVII Compilation lore is just as accurate. Besides being reminded of Our Universe and its images of the mythological and sci-fi speculations to which we are heir, another idiosyncratic response that was brought home to me was realizing for the first time just how messed up Shinra’s cover-up of the destruction of Nibelheim is, as Gallagher references Nojima’s novels about how the hegemonic power company “paid settlers” to repopulate it (55). The deaths of Tifa’s mother, and then of Cloud’s later, and of his being blamed… it all connects so powerfully with Sakaguchi’s loss of his own mother, and with games like Secret of Mana and Wild Arms, which take just such scapegoating as their heroes’ point of departure, as well as the MOTHER series, of course…

One of the only times we hear about Japanese mythology, “Shinto and Buddhist beliefs,” comes in Mt Nibel being compared to Mt Horai, with Gallagher referring us to Hearn’s Kwaidan (57). Along with the Greek connections, ie. Cerberus (61), one feels that the Japanese backdrop really warrants its own book. File along with this “the Japanese idiom ‘shinrabansho’…’all things covered by God’ (67-8).

“Yes indeed” – various Chrono Trigger baddies

Another minor quibble: so is Nanaki aka Red XIII “feline” (31) or “canine” (95)? Maybe I’m misreading, but I always thought of him as more of a dog-type, myself; just like about the “yellow fog” in Prufrock, I guess I’ll admit I was wrong! At any rate, I would love to see a book about Native American influences in FFVII while we’re at it. As I go into more detail in my paper, Dia Lacina’s critique of the music in this direction has always stuck with me. I confess I was miffed that Gallagher does not mention Nanaki’s Cosmo Memory limit break in his discussion of the point at which the party acquires “the [Odin] materia as well as the key to Vincent’s basement chamber” (89), despite going on to show some interesting connections between Nanaki and Odin (94-5).

But I love this passage in the Midgard chapter:

“Giants were considered the embodiment of chaos in nature, and the location of their lands was important in a cosmological sense, but also philosophically. As well as meaning ‘wall’ or ‘enclosure’, the Norse term ‘garðr’ was a metaphysical concept whereby everything within garðr was ‘order’ and everything outside garðr was ‘chaos’. Therefore, to the Norsemen, everything within Midgard represented civilisation, while the outlying Jötunheim represented disorder.” (63)

Along with that “civilisation with an s” spelling, redolent of Sir Kenneth Clark, I can’t help but feel the hyperlinks to John Gardner in On Moral Fiction, to Seamus Heaney’s Beowulf:

No tunes from the harp, no cheer raised in the yard.
Alone with his longing, he lies down on his bed
and sings a lament; everything seems too large,
the steadings and the fields. (c. 2460)

And Tolkien’s giants playing football, “hurling rocks at one another for a game” in The Hobbit (Ch 4). Or again Byatt, quoting from Asgard and commenting on a picture (which she includes at the end of her own book):

The legends of the giants and dragons were developed gradually, like all myths. At first natural objects were looked upon as identical with these strange beings, then the rocks and chasms became their dwelling-places, and finally they were regarded as distinct personalities and had their own kingdom of Jotunheim.

The picture gave the child an intense, uncanny pleasure. She knew, but could not have said, that it was the precise degree of formlessness in the nevertheless scrupulously depicted rocks that was so satisfactory. The reading eye must do the work to make them live, and so it did, again and again, never the same life twice, as the artist had intended… This way of looking was where the gods and giants came from.

The stone giants made her want to write.

They filled the world with alarming energy and power. (10)

Personally, I would have liked more of this philosophical, metaphysical discussion from Gallagher. In the course of which, there should have been room for some consideration of the “Promised Land” motif, which we first hear about early in the game. It could certainly fit better in a discussion that included more about Abrahamic religions and Greek myths, as comments later in the book on Eden and the Hesperides indicate (152-3). Allowing for the focus on Norse myth, though, some reflections on the peculiar playfulness of scenes like the revels of the warriors in Valhalla and the slaying of Balder, besides more Christian-inflected ones like the apocryphal rejuvenation of the world after Ragnarok, could well fit an adaptation of FFVII‘s “Promised Land”.

The parallels Gallagher draws between Midgar and Gold Saucer are well taken (we might add Junon into the mix), as is the delightful and surprising link between Cait Sith in his capacity as fortune-teller and Odin as knower of hidden knowledge (80). The Odin summon, of course, has its parallels again with a range of mythological figures besides its Norse namesake: Raiden, Gilgamesh, and perhaps even the elusive Genji, besides the in-game associations with Shinra Manor, but also Cosmo Canyon by way of the Cosmo Memory limit break (88).

In the discussion of runes, Gallagher gets wonderfully into the weeds, noting not only the importance of the Rune Blade’s double materia growth mechanic, but also the detail on Tifa’s gloves in the Remake (99).

Looking closely… at the runes… just like people used to talk about reading Playboy for the articles

What does it mean for Heimdall to be the watchman, guardian of the rainbow bridge, and giver of runes to men, and yet for Odin to have blinded himself in one eye receiving the runes originally hanging on a tree, wounded with a spear (98)?

LOVELESS, which features as a stage play in the original game, becomes a poem in the spinoffs and remakes (101). Its all-caps mention defers discussion of the poetry for several chapters, but does lead into more about the materia mechanics. Again, it seems to me that a discussion of poetic form would have fit perfectly here.

As the next chapter explains, Vincent’s berserkr-inspired limit breaks are some of the most intriguing links in Gallagher’s study–but also, he’s sort of a cowboy. What’s up with that? And as ever, the question seems open as to whether the causal direction implied by “inspiration” is actually present, or if its impression is more the effect of keen associative reading on our part to discern shared lineaments of story, regardless of authorial intent. Whatever the case may be, some of Gallagher’s strongest arguments come in the symbolism of wolf and serpent, as we are prompted to reflect on the “enemy within” Cloud (127), much as in Byatt’s retelling she dwells frequently on what she calls “the wolf in the mind.”

For deep lore sticking within the bounds of the original game, the distinction between “sentience” and “instinct” with respect to Jenova’s purposes and Sephiroth’s control should provide further reflection (139), down to the controversy over spoken lines attributable to either agent (146). Once more we skirt an analysis of the power of poetic language with reference to the Skaldskaparmal, in which Loki is both tempter and rescuer. What of the tensions inherent in the different poetic sources; in what sense can we even speak of a singular “Loki” figure, or indeed of “Norsemen” as a class (159)?

To my mind, Gallagher’s discussion of the “triple deity” is particularly loose (164), and when in the next breath he moves lightly back to the theme of the goddess figure Minerva as the “conscious will of planet” (165) I get especially confused as to why he insisted on attempting to separate out the different mythological sources into separate books when these games so gleefully mash them up together. Still, it is delightful to see the parallels between Thor’s cross-dressing and Cloud’s in the Wall Market segment (166). Fascinating to hear that in the Remake Cloud is guaranteed to be chosen (167); one would have imagined (in naive Hamlet on the Holodeck syle) that the newer game would rather have moved in the direction of greater freedom of choice and player agency bearing on the outcome, but instead in this case, at least, it does the opposite.

As we come to the end of the book, elves (via Tolkien) as well as angels and demons (influences by way of Christianity) rub shoulders with Odin’s ravens, named for Thought and Memory, and the “fatalistic society” of the Vikings (170) gives rise to unanswered questions about the “Whispers” of planetary destiny introduced in the Remake (174). While Gallagher’s geological conception of Icelandic volcanoes as a source for the “primordial fire” of Muspell is not wholly convincing (184; cf. Tolkien’s critique of Max Muller and the theories he represents), his association of the Proud Clod with Surt is virtuosic. The connection of SOLDIER Unit 13 with Ragnarok (190) is a fitting mic drop.

To be sure, the book is enjoyable and informative, as its author hoped it would be; but we could say more. Like the introduction of Tolkien scholar Verlyn Flieger would have it, bringing the mythmaker’s early work on the Finnish Kalevala to a wider audience in her edition of Kullervo, it should also be recognized as “worthwhile and valuable.” As Tolkien himself rhapsodizes at the point where his essay “On ‘The Kalevala'” breaks off, we should strive to find in Gallagher’s appreciative study not only the linkages between Norse myth and FFVII:

But the delight of Earth, the wonder of it; the essential feeling as of the necessity for magic; that juggling with the golden moon and silver sun (such are they) that is man’s universal pastime: these are the things to seek in the Kalevala…

–and, I would argue, in the contribution to poetry, art, and mythology that is Final Fantasy.

Video Games and Meaning

A new course taught by Alyse Knorr at Regis University

Alyse has kindly shared the proposal for Video Games and Meaning. If you don’t happen to attend Regis in Colorado, you might also find her teaching online for Hugo House. See our conversation for more on Alyse’s work.

Integrative Core Course Proposal  

Our students are living lives within and surrounded by video games. They play them on their phones, on their laptops, and in their dorm rooms. They organize Mario Kart tournaments and connect with friends back home over Xbox Live. They build and play as characters with complicated skill sets, racial identities, and even marriage and families. 72% of men and 49% of women aged 18 to 29 play video games, which are without a doubt the newest, most popular, and most profitable form of art and entertainment. The question at the heart of this course is: why? Why do so many humans love games (broadly) and video games (specifically)? And what kind of meaning—artistic, experiential, even spiritual—do we make out of this form of interactive media? 

Through the lenses of art, narratology, ludic studies, business, communication, queer studies, and disability studies, this class will examine the history and impact of video games on American culture. We will consider video games as works of art, as immersive experiences, as educational tools, and as products for profit. We will analyze the political/social arguments that games make implicitly and explicitly, as well as how auteur game designers express their personal experiences in the games they create. We will explore how organizational psychologists are finding ways to “gamify” life and work to make them more enjoyable, and how the idea of “failure” is so essential to both game design and life. Finally, we will consider controversies associated with video games such as video games and violence, gaming addiction, racism and sexism in games and the gaming community, and the ethics of the games industry.  

To unpack these questions, students will play games from a wide variety of genres (storytelling games, platformers, sandbox, strategy, role-playing, puzzlers, and first-person shooter) by a wide variety of designer identities (see potential game list below). Students will also read accompanying popular and academic texts or watch accompanying documentaries, then discuss their gaming experiences with the community. We will take excursions (more below) to explore the ways that gaming communities exist in both virtual and physical space. 

By the end of this course, students will be able to: 

  • SLO 1: Identify and analyze some of the reasons why many people love playing video games, and some of the ways that players make meaning out of games
  • SLO 2: Discuss (in oral and written forms) games in terms of narratology, ludic studies, business, and communication theory, using academic and popular sources as well as their own experiences;
  • SLO 3: Research, discuss, and debate diverse perspectives on key questions and controversies related to video games, synthesizing other’s viewpoints with one’s own. Construct well-supported and sustained critical arguments about these debates, justified by evidence. 
  • SLO 4: Formulate their own creative, sci-fi-themed responses to justice issues and share these with their community. 

The primary form of homework for this class will be playing games! I will ensure that everyone has easy access to the assigned (free or very very cheap) games on their own personal devices or through the library—this is easier to do than you’d think. In addition to playing games as primary texts, students will also read articles and watch documentaries related to the course content. 

Because the nature of the course is to uncover how individuals make meaning out of games, one major assignment will be a presentation on a game of each student’s choice. They can present about the history, theory, and personal impact of a game that has meant a lot to them, and if they have never played video games before this class, then they can present on a non-digital game (Monopoly, tag, chess, etc.) instead. 

The culminating assignment for this class will be for students to design their own game that focuses on themes, questions, gameplay styles, or topics that fascinate them. Students will be able to choose between either literally building their game using free and simple online tools or, if what they envision is beyond the scope of these tools, then they can pitch an idea for a game including its premise, graphics style, and plot, and design the “box art” of the game with a logo. Accompanying this final assignment will be a presentation and a short reflective essay in which students connect their design choices with key texts and ideas from the course. 

I would also love to take students on an excursion to an arcade and/or a game store during this class, where we could play arcade games and experience gaming in community together. We could also attend (either virtually or in-person) an eSports competition. Finally, we could attend either the Denver Indie Games Expo (November) or the Colorado Video Games BBQ (April), both of which are exciting expos with presentations, games on display, and game designers to talk with. 

 Potential games to assign: 

  • “Hair Nah”: a game by a Black woman designer that comments on the ways that white people try to inappropriately touch her hair in public places
  • “Papers Please”: a game commenting on immigration policies that puts players in the role of immigration authority at the border
  • “Gone Home”: a game about queerness and coming out, and the fragility of families 
  • “Passage”: a game about life, death, aging, and making meaning out of it all  
  • “Oregon Trail”: an educational game that many of us grew up with that implicitly validated messages of Manifest Destiny and the genocide of Native Americans
  • “Queers in Love at the End of the World” and “Dys4ia”: games by trans designer Anna Anthropy that seek to put players into the experience of coming out as trans 
  • “This War of Mine”: a survival-based game that explores the civilian experience of war 
  • “Superhot”: a first-person shooter that makes players question the nature of their reality, Matrix-style

Alyse Knorr Conversation and World Wisdom Traditions / PS: Moonlight and Living

What all we’ve been up to

It may not look like much. Sorry about that! The lack of new posts around here lately will not, I hope, have discouraged you from browsing some of the archives in the meantime. Reading around in the links, podcasts, and resources we’ve put together over the years, there should be no shortage of secrets to find and people to meet. But I think there’s more going on even now at our humble Video Game Academy than it might appear. And it’s not for nothing that we are still here.

Over a summer extended with paternity leave on the front end and now quickly licking at the heels of fall, I’ve been able to read and re-read some good stuff, that is by listening on Libby audiobooks but occasionally holding an actual book (usually also from the library) with my free hand that’s not holding the child, or more often than either, just on archive.org on my phone. Still threading my way through Spariosu, I subject Ben to my takes on that and Omeros, and Alex and Danny get my thoughts on Ulysses, Lea my questions about Either/Or. So I keep up with a couple of book groups, formal and informal, and I’ve started up again writing reviews, including a couple new ones, on The Pixels. Their push for Hawaii aid is well worth your consideration.

Ben, too, has been pitching in and accumulating wisdom. While preparing a new course in World Wisdom Traditions, the Professor’s rolling along with the Pentateuch piece of his larger hermeneutical-ethical project. Between that and moving house, he took some time out to make a new video: Replaying Assassin’s Creed, 2012-2014. And to go by the site stats, a decent audience is out there awaiting his next journal on Lobotomy Corporation…

As far as Twitch videos, I’ve shifted away from game playthroughs back to more text-based discussions. The current series is on William James’ Talks to Teachers and other foundational books for teachers and students. We’ll look at Douglass’ Narrative of the Life next, still making the connection to video games with the ways in which the theme of learning to read comes through in JRPGs like EarthBound and Dragon Quest.

Podcast-wise, here’s a conversation with ⁠Alyse Knorr⁠, ‘achiever’ (to cite her Super Mario Bros 3, where I first encountered her work and reviewed it for ⁠The Pixels⁠). In which we discuss:

⁠Sweetbitter Podcast⁠, with new episodes coming soon about Mary Magdalen and a fourth season in the works

– Switchback Books, which she edits with her wife

– Regis University, where she teaches alongside colleagues such as Russ Arnold

– her poetry, research, and the novel she’s writing

For all you completionists: we talk about meaning and connection, truth and beauty, compassion, collaboration, and community; love poetry; queering religion and the reclamation of faith in a Jesus who speaks truth to power; spirituality and mystery; God (or goodness) as the still small voice; falling in love; taking inspiration from her students’ energy; Annotated Glass and Sappho fragment 31; coming out of the postmodern moment when sincere feeling was the most uncool thing; ‘⁠Bright Star⁠,’ Keats, Eliot, Carson’s Autobiography of Red; Gilgamesh and Enheduanna; ‘⁠Anatomy Exam⁠‘; Garcia Marquez; style and form, lyric and epic, ancient and sacred, emotion and bodily sensation, and finding new ways to render them, borrowing lines without knowing it; how form emerges and helps generate lines and line breaks; checking out legs at the library; respecting the uselessness of her art and the usefulness of her students’ (nursing); the act of naming; birdwatching as a mom of an infant; going from Edenic nescience to that corrupted knowledge place; naming the world; Ardor, a book of eco-queer domestic life and love; Every Last Thing, a book of tantrums and embarrassed apologies…

Does the poet hope for some response? Or is it nothing but a gift, this act of writing and learning from others’ experience and one’s own? To think about love, sincerity, earnestness? To celebrate queer joy as a political, radical act?

⁠Micaela Tore’s MA thesis on Copper Mother; editing women and nonbinary authors; Gandalf the cat; the Voyager Golden Record (and around here you’ll get a musical interlude from ⁠moonbowmusic⁠); the poets’ communal economy; editing and publishing poetry vs. prose, ie. at Boss Fight; the contest model; video game books with Gabe Durham, their upcoming Minesweeper, Xenogears, Animal Crossing; being an ideal reader; her SMB3 and GoldenEye 007 projects, memoir and journalism and creative writing; Nintendo interviews and how the limits of poetry, like early technology, feed creativity.

Topophilia: ⁠Elizabeth Bishop’s ‘The Map’⁠; ⁠Henry Jenkins’ ‘Complete Freedom of Movement’⁠; ⁠Sean Fenty’s nostalgia piece in Playing the Past. The completionist impulse; worlds in games, in Anchorage, in the self; secret areas, heroes and princesses; Miyamoto’s childhood explorations; the Bishop archives; growing up in the South; lines on the map; exile and the Garden; Dante; ways of incorporating games in classes.

Video Games and Meaning: topics, problems, persuasion and social justice: Hair Nah and microaggressions; Oregon Trail and colonialism; Tomorrow, Tomorrow, and Tomorrow, by Gabrielle Zevin; Passage; citizen science; This War of Mine; Papers, Please; Train; Anna Anthropy’s Dys4ia, Queers in Love at End of World, and ZZT. Her new novel (agents, check it out), a post-apocalyptic story of love and a journey; Dhalgren; Ico; too much stuff, not enough people.

Alyse also recommends Merlin for birdwatching; “The Love Song of J Alfred Prufrock,” by TS Eliot; “Married,” “Alone,” “In Dispraise of Poetry,” and “Failing and Flying,” by Jack Gilbert.

Teaching-wise, I’m working on a collaborative research project with MG Prezioso, who studies literary enjoyment and understanding. Joe and I still have our liberal arts and leadership segments under the banner of the Thoughtful Dad, just not lately managing to record much.

Life-wise, back from visiting family. The Baltimore Aquarium, crowded as heck. Steve and his wife came down from Philadelphia (congrats you two!). DC museums with crying kids and a flash flood in the streets. Braving it all with the folks and Auntie Oli. Rehoboth Beach for a couple of days. Then back to Spokane, just trying to breathe through the smoke.

PS. On the flight home, I watched Living and Moonlight. Each on its own is very good. Together, they pair beautifully around the theme of play. In the one, a remake of Ikiru (itself based on The Death of Ivan Illich), we get renditions of ‘The Rowan Tree‘ and musings on the metaphor of play, with dying like a mother calling her children home. In the other, a movie that is almost too good to believe it found a way to exist, much like Everything Everywhere All in that at Once though different in practically every other way, we see one of those children who sits out of the game, almost, before being brought back in by a friend and making another kind of play all their own. Their song: ‘Hello Stranger,’ by Barbara Lewis.