All’s Well With Ryoshu and Project Moon

I did not expect this to be the Limbus Company chapter I would write about first…

…But I want to talk about Ryoshu’s story.

Content and Spoiler Warnings

OK, you know the drill, but it should all be said up front.

  1. Limbus Company is a really dark game, and this is a particularly dark chapter in it.  We are going to be discussing some really grim subject matter, including: Domestic/Child Abuse, graphic, gory violence, suicide, rape, and murder.  Just for starters.
  2. We’re going to talk about some major plot and thematic elements, so that means we’re going to talk spoilers about Limbus Company’s Canto IX and its preceding chapters, the source material (Ryunosuke Akutagawa’s “Hell Screen”), and, while we’re at it, some Shakespeare stuff. (I have a point, I promise…)

I should, stress, though, that I’m not here to relish the grim themes or make connections to contemporary circumstances, as I often have in the past.  I’m in academic genre-interrogation and art vs. commerce mode, because I think Limbus Company has done something odd, interesting, and new with this chapter.  So as much as I’m throwing up the content warnings, really this isn’t about the horrors of modern life.

Except insofar as it might be about compromise and conflicting realities.

Which is as good a place to start as any, I suppose.

Limbus Company’s Identity Crisis

It is weird to think that I’ve put more hours into Limbus Company than any other video game ever made (1,366 hours, according to Steam), and yet it’s probably my least favorite of Project Moon’s offerings.  Lobotomy Corporation and Library of Ruina seemed like miracles of purpose to me: efficient, direct, and calculated; while at least 700 of those 1300 hours playing Limbus Company were probably spent on nothing-burger alternate game modes or leveling up characters, or accidentally leaving the game on while I was eating dinner or grading or something.

We’re coming up on the third anniversary of its release—I’ve spent three years playing this game every dayEvery day I’ve logged in, probably twice on most days, just to collect daily rewards so I can keep my characters leveled for the next big story chapter.  And this means that Limbus Company has become part of my life—I have habits built around the game.  Not terribly intrusive habits, but habits nonetheless.

This is a weird choice for a horror game.  Or a game that’s ostensibly a horror game.  Horror—especially the psychological horror Project Moon excelled at evoking with Lobotomy Corporation and Library of Ruina—is a tightly-controlled, intense experience that has to be carefully designed to succeed.  And here’s Limbus Company asking me to log in and level up my characters, run through the same encounters over and over again, and reduce the levels that used to be intense and terrifying to rote and mundane exercises I conduct while Bob’s Burgers plays in the background.

I can see two reasons for this.

The obvious reason is financial.  Korean gacha games are big business, and you can make a lot more money selling microtransactions to whales than you can selling full games at a fixed price.  I’ve absolutely spent at least three times as much money on Limbus than Library and Lobotomy put together, so that tracks.

What bargains!

The artistic reason, though, is difficult to justify.  Project Moon has always trafficked in the “horror become mundane”—Lobotomy Corporation was literally about managing nightmare monsters on a rote, day-to-day basis, and the growing, gnawing horror of trying to keep the engine running while everything spins out of control, over and over again.  And Library of Ruina was also about a world where murder, horror, and psychological damage had become commonplace.  So you could argue that Limbus Company is just the next logical step in the theme—by making the horrors of the game habitual, the player becomes complicit and fully immersed in the nightmare-world.

But that’s not how it works.  On a day-to-day basis, we are not exposed to some fresh hell; we just go through the motions until the next chapter comes out, at which point the game becomes thrilling and grim and horrifying again.  If anything, the horror of the new chapter is undermined by the familiarity with the systems and the work we’ve done to over-level our characters. 

The first chapters of Limbus Company felt, properly, like we were underpowered little weaklings taking on powers far beyond our ken—because the challenges we faced seemed monumental for our scruffy, underleveled characters, and we had to figure out how to distribute those scanty first few weeks’ worth of resources as efficiently as possible to get through the story.

Now, after three years of consistent logins and hoarded resources, the new chapters remain challenging and threatening, but artificially.  My once-scruffy little band of misfits has now toppled empires and taken down terrifying monsters.  Those major challenges of the beginning of the game have literally become weekly training sessions.  I’m not drastically underleveled, asking myself questions about whether or not I’m prepared for this fight, but quite confident that I have all the tools I need, and can get past virtually any challenge by strategic tinkering with my party composition, or by carefully observing the enemy behavior, or by just getting lucky with the RNG.  Even when they drop some out-of-my-league threat into a battle, I can’t help but think “Oh—I’m supposed to lose this fight.” Or: “I guess something scripted will happen to make this winnable.”

This does not make compelling horror.  And it is a far cry from the serious escalating threats of the past games.

Keeping Everyone Happy

But there’s another, more insidious decision that is especially relevant to our subject today.

Along with the diminishing returns of the rote, daily/weekly gameplay, there has been a persistent tendency in the story to provide satisfying, cathartic conclusions to every new chapter.

That does not sound like a bad thing at first blush, but let me explain.

You know how in The Empire Strikes Back there’s this tough, downer ending: Luke failed to rescue his friends and got his hand cut off when he faced his father.  Han was captured and frozen in carbonite.  You’re allowed to end a sequel like this only when you know you’ve got more story to tell (and that you’ve got the ability to tell it).  Without the promise of Return of the Jedi, this would never have been an acceptable way to end the story.

The same could be said of Avengers: Infinity War or Spiderman: Across the Spiderverse—both have downer, setback endings—and are relatively effective and surprising—but promise a more complete, positive catharsis in the true ending to come.

Limbus Company, however, is structured in such a way that makes this very difficult to do.  Since each chapter focuses on one (and only one) of the game’s twelve characters, and since it doesn’t seem likely that we’ll be able to revisit any of those characters in any real depth after their chapter concludes, the game feels practically obliged to give each character a satisfying, cathartic (and positive!) send-off at the end of each chapter.  Yi Sang makes peace with his past, Ishmael achieves her revenge, Don Quixote (read: Sancho) recommits to her dream, and Hong Lu ends his family’s tyrannical succession of greedy leaders.  Limbus Company reads less like a finite movie series, and more like a sitcom setup: eventually, everything has to go back to status quo for the next chapter.

There are exceptions, and significant ones—Gregor, Rodion, and Sinclair (each of the first three characters from the release season) each have complicated endings with unfinished business.  Honestly, when I first played through those chapters after the initial release of the game, I figured we would be revisiting these characters in multiple chapters, and was a bit surprised when Yi Sang completed his arc in the first additional season.  But of the chapters since, the only seriously unfinished business (besides the villains joining the Blue-Reverberation-esque Nine Litterateurs) is Heathcliff’s commitment to “Remember” the otherwise obliterated-from-reality Catherine at the end of Canto VI.  And both Gregor and Sinclair get major character development moments in this new chapter, bringing them closer to the other characters’ completed arcs.

But these exceptions serve only to highlight my point.  The game is structured in such a way that Project Moon feels compelled to provide a happy, satisfying ending for each character at the end of each chapter.  And that is very bad news for your horror game.  If happy endings are not only possible, but mandatory, it’s really hard to keep up that grim, nightmare-of-the-mundane tone that has characterized all of the games to this point.

Especially if your source material didn’t have a happy ending in the first place.

Hong Lu, A Dream of Red Mansions, and Canto VIII

 So I’m no scholar of A Dream of Red Mansions, but I did read it a couple years ago to catch up on Limbus Company’s source material, and I liked it and remembered it well enough to see much of what Limbus Company did with Hong Lu’s chapter last spring.  And, overall, I think it was another faithful adaptation of the book’s themes, with some fascinating transposition to Project Moon’s world—which I could say about most of the past chapters.  I liked it a lot, in short.  And in a vacuum, I would not really venture to criticize.

But there is one thing that stands out, especially when discussed in this light.

Where the original classic was about a powerful family (and an era of beauty) falling into decadence and decay, Canto VIII of Limbus Company re-frames the story as the new generation destroying the old and bringing about new hope for the future.

Pictured: Thematic Resonance

Again, that’s fine.  I’m totally on board with this shift: it’s faithful to the themes of the original, while staying true to the characters that have been developed in the game.  It makes sense in the world, and appropriately adapts the setting and themes of the original work.  There might even be a greater thematic (and even political) statement about historical narrative-making that I’m not able to fully appreciate. (Was the era to come really so bleak and disappointing?)

But the move is toward the happy, satisfying conclusion.  Just like how Ishmael manages to actually kill the whale in Canto V (achieving closure) or how Don Quixote accepts her dream (and optimism) in Canto VII.  Where tweaks occur, they are directed toward the aim of a happy, satisfying conclusion.  Grim, ambiguous endings now become just a little more pat and crowd-pleasing.

And that’s kind of frustrating, considering how grim and ambiguous the endings of the two prior games turned out to be.  It feels a bit like Project Moon has gotten soft in its old, decadent age—fat and happy on microtransaction money, they feel more obliged to keep pleasing the crowd and make fans happy—where once they would throw real risk of failure at the players or strip accomplishments of their catharsis in the last moments of a story.  What I loved about those games was that they were not routine and predictable, and found greater truth as a consequence.  But now that Limbus Company’s gameplay is designed to be rote and predictable (for that sweet, sweet microtransaction money) at the same time the story also tends toward the rote and predictable (lest we alienate the fans), I find that I’m growing progressively less invested in their more recent work.

And Then There Was “Hell Screen”

But if you thought A Dream of Red Mansions had a downer ending, “Hell Screen” is a whole ‘nuther problem entirely.

“Hell Screen” is a short story by Japanese writer Ryunosuke Akutagawa, who also wrote “Rashomon” and “In the Bamboo Grove”—the two stories that Kurosawa borrows in his famous adaptation of Rashomon.  If you’re familiar with the movie, you can probably guess that we’re dealing with a writer of nihilism and the macabre.

But you really have no idea.

Now Available in Manga!

“Hell Screen” is about a fictional painter named Yoshihide.  Yoshihide is the most skilled painter in all the land, but he is arrogant and perverse, preferring to draw scenes of devils and monsters and horrors than calm landscapes or austere portraits.  He is reviled by his community every bit as much as he is respected for his craft, so he becomes a bitter, angry man.  And the only thing he truly cares about is his beautiful daughter.  So much so, that even when his daughter is courted by “His Lordship,” he is too jealous and protective to allow this advantageous match.

Then “His Lordship” hires Yoshihide to paint a screen depicting the eight hells of Buddhism.  Initially, his work is very successful—Akutagawa details at length the horrifying gothic images that Yoshihide produces.  But Yoshihide is unsatisfied, and cannot complete his work.  He protests that he can only paint what he has seen, and needs a true vision of hell to complete his work.  He demands to see an aristocratic carriage, with a beautiful woman inside, burned before his eyes so he can include it in the painting. 

The climactic scene has Yoshihide painting the horrific scene only to realize that “His Lordship” has chosen his daughter as the beautiful woman in the carriage, burning to death according to his own twisted request.  In the final paragraphs of the story, the author intimates that Yoshihide finishes his work with unprecedented artistry, but hangs himself immediately afterward.

Yeah.

I was blown away by this story the first time I read it.  I really didn’t know what to expect from Akutagawa, and while there’s plenty to compare to other gothic horror storytellers like Poe or Gogol, Akutagawa’s brutality and nihilism in “Hell Screen” remains a standout characteristic of his work, even compared to the Western masters.  But for Project Moon, this was A CHOICE.  If Project Moon wanted to continue their selection of existentialist anti-heroes (like Meursault, Sinclair, and Raskolnikov), they could have easily picked one of Mishima’s heroes (either Honda or Kiyoaki from The Sea of Fertility would have made excellent choices), or we could have gone with a hero from a national epic (like Dante, Odysseus, Don Quixote, or Hong Lu/Bo Jia) like Genji of The Tale of Genji.  But nope—we picked Yoshide from one of the most depraved and upsetting horror stories I’ve ever read.  Even among the other stories by Akutagawa, there is a cruel, uncompromising vivacity about this story and its ruthless, relentless horror.

And I absolutely love that choice.  I can’t help but think that Project Moon’s horrific world (known only as The City) must be inspired by Akutagawa in some way.  And including Yoshihide seems to be a testament to that inspiration, just as I imagine that Yi Sang was included as a way to hold an influential (and personally-inspiring) Korean writer up to the world stage.

Three Years of This…

I don’t know what the original design document for Limbus Company looked like.  I can only speculate.  I don’t know what voices were involved in the decision-making process from the initial concept to the game we have now.

I suspect that, with Limbus Company, Project Moon wanted to make a more ambitious game—and a more lucrative one.  I suspect that the team wanted to cash in their popularity and good will with their fans and make something that could catapult them into wealth and success beyond the scope of their earlier, smaller projects.  I get the sense that Lobotomy Corporation and Library of Ruina were both megahits in Korea, well beyond their original expectations, but never really managed to turn that popularity into financial success.

Limbus Company, therefore, has always read to me like a compromise, even from its first days.  The promotional material in those first weeks after its announcement—the website and art and character design and worldbuilding—are all pure Lobotomy-Corporation-era Project Moon.  But the implementation—the gacha mechanics and daily rewards and half-baked multiplayer—read like something alien: trend-chasing by a team that doesn’t have the fluency in game design that Lobotomy Corporation and Library of Ruina—by accident or design—routinely demonstrated.  Limbus Company in its first days was a horror game bolted onto a gacha game (or vice-versa), presumably as a way to turn fans into whales and earn all the money.

But, as the man said, “the medium is the message.”  And the horror game has, pretty inevitably, become a gacha game first and foremost.  And while horror games are designed to unnerve and disturb, gacha games are designed to encourage players to spend more money with the promise of power and stability.  Eventually, the horror story must necessarily make concessions to the monetization scheme, and your original designs must bow to your financial aspirations.

And maybe nobody notices at first.  Maybe you can go two years and more with the story you envisioned only making some small concession to the financial scheme you’ve chosen.  Maybe it doesn’t matter when you give Hong Lu or Ishmael a more satisfying ending than would be appropriate for them.  Maybe you get away with a “to be continued” on Heathcliff’s story, preserving its grimness.  But I suspect we now have to talk about two Project Moons: the Writers and the Accountants—and the distance between them has never been more obvious.

Because you can’t turn “Hell Screen” into an emotionally-satisfying, happy ending.  You just can’t.  Did you read my synopsis?  Holy crap.

So what do you do, then?  What do you do when the Writers planned a chapter that disturbs, horrifies, and careens out of control, while the Accountants demand that your wild chapter work within the established structure?

Again, this is all speculation.  I don’t know what’s going on in Project Moon’s offices.  I don’t know if there are factions, or what their priorities are.

This is what I do know:

Canto IX is a radically different beast from its predecessors.  Much about this chapter represents a huge deviation from what I’ve come to expect from Project Moon in its other updates.

But the ending is not different.

And that’s what makes this all so interesting.

At Long Last, Ryoshu and Canto IX

Canto IX opens faster, quicker, and meaner than any other chapter I’ve played in this game.  One consistent critique of Project Moon’s work is that it is “overwritten”—we spend hours on circuitous exposition and information dumps to set up the big emotional catharses: much of which could be eliminated for the sake of pacing, and which could be discovered through gameplay or character beats.

NOT A PROBLEM HERE.

We are dropped directly into the action: Limbus Company is attacked by a group of renegade syndicate leaders.  Our character rush back to HQ only to find the whole facility obliterated, familiar characters dead and dying, and our hard-won golden boughs stolen.  The perpetrators are an unprecedented coalition of syndicate (organized crime) leaders from each of the five “fingers” established in previous chapters (and games, for that matter).  And each of these syndicate “nursefathers” was once Ryoshu’s master, in a childhood she can only remember fragmentarily.

Look, this is great storytelling even by Project Moon standards.  It seamlessly integrates combat encounters into the development of the story, and some of these revelations even happen in-combat, with new characters appearing to fight our team unexpectedly—which efficiently and propulsively moves the plot forward with every encounter.  We do get a couple over-long exposition dumps once we find the survivors of the attack, but we quickly embark on another unprecedented choice: the team is split up, and you have to manage smaller teams of three or four members rather than your full complement of sinners.  Which is also brilliant, as this choice takes a lot of control away from the player and forestalls familiar strategies and combinations.

It’s also thematically appropriate: Ryoshu is famously curt and hostile, even to the point of abbreviating familiar phrases with initial letters (which Sinclair often has to translate)—so a chapter that dispenses with the exposition in favor of getting straight to the killing makes perfect sense here.

S. A. D.

What we get here is Die Hard-style gritty action with clear motivations and plain-spoken plotting.  We’re introduced to a finite roster of villains, all of whom have to be dealt with, and all of whom have distinct, unique characters.  There are twists and turns as villains reveal new agendas and heroes develop new powers, all of which make for a thrilling ride, start-to-finish.  It’s masterfully paced, confident and straightforward.  I love it.

But we gotta do that emotional catharsis thing.  Ryoshu has to face her past.  We have to walk through the beats of the source material, in addition to all our action-movie heroics.  And this is where things get complicated.

So Ryoshu is a Black-Widow-style assassin raised by a unique collaboration of syndicate nursefathers for reasons initially unclear.  Each syndicate is represented by one of the fingers on the human hand:

The Thumb is hierarchical and aggressive, demanding proper respect and propriety from members and victims alike.

The Index is tightly wound and controlling, taking incontrovertible orders from a mysterious authority (which is explored in detail in Library of Ruina).

The Middle is emotionally explosive and vengeful—the sinners antagonized a high-ranking officer of the Middle and he’s been a recurring villain since.

The Ring is artistic and grotesque, regarding violence and cruelty as an aesthetic enterprise (Ryoshu often refers to violence in these aesthetic terms, dispassionate to the point of sociopathy).

And the Pinky is…well, largely unknown.  Our first encounter with agents of the Pinky occurred in Hong Lu’s Canto, where it is revealed that they are working behind the scenes as spies to usher in their own inscrutable order.  There they were benevolent (or at least aligned with our interests).  Here, not so much.

Because, it turns out, the Pinky nursefather was the most abusive to Ryoshu, despite the fact that she (the nursefather) was her biological mother.

When Ryoshu escaped from her surrogate parents/mentors/captors, she wounded each one with the sword she no longer unsheathes.  In the case of her Pinky nursefather (yes, I realize how ridiculous this sounds every time I write it), she cut out her tongue as a kind of symbolic rejection of her hateful emotional abuse.

Which makes it all the more surprising when Ryoshu discovers this same person masterminding the attack on Limbus Company, still able to talk.

The Emotional Stakes

That’s all well and good for plotting, and sets up a pretty great Kill-Bill-esque revenge story, but there’s one more Kill-Bill-style wrinkle.

Ryoshu had a daughter.

Too bad they’re both stuck in a prison they can’t escape.

Adopted daughter, admittedly, but—as in “Hell Screen”—the only person Ryoshu cared about.  It turns out that much of Ryoshu’s behavior is explained by her relationship with her daughter.  Why is she called Ryoshu instead of Yoshihide?—her daughter mispronounced her name and it stuck.  Why does she abbreviate words?—she and her daughter used to do this as a game (noteworthy, then, that Sinclair, the most childlike sinner on the team, is the one who can translate).  Why did Ryoshu betray her mentors and escape the House of Spiders?—to protect her daughter from Ryoshu’s own fate, being turned into a weapon of the syndicates.  Why did Ryoshu join up with Limbus Company?—to infiltrate the House of Spiders and rescue her daughter from the time-stasis safe where Ryoshu hid her.  And why doesn’t Ryoshu use her sword out of its scabbard?—because each cut of the sword cuts away part of her memory (hence the amnesia) and she does not want to forget her daughter.

But it turns out that it’s all too late.  Ryoshu’s daughter, tired of waiting, emerged from the safe and was, predictably, adopted and trained as an assassin by the nursefathers, unbeknownst to Ryoshu.  Worse, she now wears the garb and veil of the Pinky nursefather—the same malevolent abuser whose tongue was cut out by Ryoshu years ago.

Which would have been nice to know before Ryoshu exacts her vengeance and runs her through with her sword.

Oops.

As an adaptation of the beat in the original Akutagawa story, this does the job reasonably well.  Like Yoshihide, Ryoshu inadvertently kills her own beloved daughter—here in a lust for vengeance rather than artistic inspiration—but all the “painting” metaphor is here in the Ring’s aesthetic-critical language.  It’s a convoluted revenge story rather than a barebones gothic horror setup, but it’s an appropriate adaptation with Project Moon’s typical aplomb.  So far so good.

But now what?

Ryoshu, monomaniacally obsessed with finding her only-beloved daughter, accidentally kills her in her lust for vengeance—that’s the kind of serious character development that pitches her way out of the game’s gacha framework.  The game even addresses this—you literally lose control of Ryoshu for the duration of the next battle because she has turned into a mindless destructive (and self-destructive) force.  Dante even muses that she might very well leave the team altogether—she no longer has any reason to stay.

But the Accountants say she’s got to.  We’ve got a status quo to get back to, after all.

So Ryoshu, enraged to the point of insanity, unsheathes her blade and wields it in a whirlwind of blows—obliterating her opponents and her memory at the same time.  Here is our big emotional catharsis: Ryoshu’s big transformative moment—and the Mili song starts to play…

Ryoshu, Unleashed

But it’s…wrong

That’s not what this moment should sound like…

Mili and the Music of Project Moon

This is hard to explain in prose, but I’m going to try anyway.

Lobotomy Corporation used unlicensed, free-to-use music.  It worked, but it didn’t work well, and it makes the game’s soundtrack a bit of a strange hodgepodge if you’re trying track down its most effective tracks.  But I’m guessing that this was one of the first things Project Moon wanted to fix when Lobotomy Corporation made a bunch of money.

So Library of Ruina has two soundtracks: Studio EIM does most of the score-work, making brooding ambient music for your battles and story beats, while Mili—an indie Japanese group—writes and performs several important tracks for the big emotional catharses.  When characters literally transform or reach major realizations; when they distort into monsters or overcome their horrors, a Mili song plays.  It’s a big moment, and the music signals how big the moment is—like when you’re fighting a Final Fantasy boss and the Latin chanting starts up.

But Mili songs tend to be haunting and discomfiting.  They’re talented musicians with a pretty strong command of a variety of genres, and Library of Ruina makes full use of that with a warped love song, and haunting piano number about loneliness, and a creepy electronica jam to symbolize the calculating machinery of the Index’s commanding computer.

In Limbus Company, this translates to one Mili song per chapter.  Sinclair got the bleak and haunting “Between Two Worlds” for his battle with Kromer the anti-mechanization human monstrosity, Yi Sang got the inspiring “Fly My Wings” for his apotheotic rejection of his invention’s misuse, and Ishmael got the alien and cryptic “Compass” for her battle in the belly of the whale.  Perhaps the high point so far has been Heathcliff’s “Patches of Violet”—a mock duet between Heathcliff and Catherine where each blames his/herself for the failure of their relationship against a tortured string solo.  It’s gorgeous and heartbreaking and perfect.

And when you’re in one of these climactic battles, with the big emotional stakes on the line and one of these jams kicks in—that’s why I keep coming back to this game, for three years, every time a new chapter shows up.

But, considered another way, this is just another predictable component of the overall Project Moon apparatus—another constant at odds with the variable horrors of this game.  Another level of coordination for the Accountants to work out in advance.  Another fixture to please the fans.  Another thing our Writers need to consider as they put together their Art.

Let’s Read That Again

Bear with me, because maybe we’ve been going about this all wrong.

What if this isn’t a calculated masterpiece of purpose, deliberately blunt and curt because it fits our blunt, curt character.

What if the Kill Bill parallels are not incidental—a testament to the chapter’s tight plotting—but blatant homage, just short of plagiarism.

What if this is the slapdash chapter, put together at the last minute, half-assed and broken.

What if we didn’t do exposition dumps or character beats because we were rushing this crap out the door and we just had to finish it.

What if the reason why it isn’t overwritten is because it isn’t finished—at least, not the way it was supposed to be.

Video game release schedules are messy, messy things—as often as not subject to delays and setbacks and God-only-knows what kinds of unforeseen problems.  And Limbus Company has been habitually bad about their release schedule of new chapters.  The first new “season” after the initial release was just over three months after the launch, June 1st of 2023.  The second was released well over five months later, in November.  And I recall the developers apologizing profusely about the delays.  They even stopped scheduling releases at that point, preferring to announce the new chapters only a week or two in advance in an “it’s finished when it’s finished” sort of way.  In 2024 we got Heathcliff’s chapter in late March (roughly four-and-a-half months later) and Don Quixote’s in October (six-and-a-half months after that).

Image Courtesy Limbus Company Wiki

Which brings us to Hong Lu’s chapter in May of 2025, seven months after the last chapter.

And, of course, Ryoshu’s chapter, released seven-and-a-half months later on December 31st of 2025.  Seriously.  On the day.  New Year’s Eve.

What’s more, each season/chapter since Heathcliff’s had been accompanied by two “Intervallo” chapters—fun little side stories that play with the game’s genres, characters, and world and keep the game going—while Hong Lu’s season/chapter had only one (and an Arknights crossover which cannot be replayed).

There’s a lot to like about Ryoshu’s chapter, and I don’t apologize for my praise.  Nor do I have any problem with the long gaps between new chapters—I’d rather they take the extra time to do each chapter properly, even if it means only one release each year.  But I suspect this game’s ballooning budget and ambition—with each new chapter taking longer to produce than the last—finally got burst here.  I suspect the Accountants finally put their foot down.  There was no way they were only going to release one chapter this year.  They were going to get the second under the wire come hell or high water.

Ryoshu’s Redemption

So there’s Ryoshu, a whirlwind of steel, driven to madness by the mistaken murder of her own beloved daughter, tormented past the point of sanity and human tolerance—and the Mili song kicks in and it’s…

…a gentle piano piece about proving that she can love.

The ghost of her daughter passes beyond her spinning blade and convinces Ryoshu to rejoin the party of sinners, even though she no longer has any memory of this daughter.  The blade is sealed into the scabbard by a red string—the same symbol of belonging and family ties that was used to connect Ryoshu to her daughter before (but it’s also the same symbol used to describe her ties to the abusive nursefathers – another fraught connection the game passes over without comment).

The game proceeds to a final confrontation against the Index nursefather.  Win, and it rolls credits—the same “Pass On” song each character has sung so far.  Like SAIKAI, the gentle Mili song, it’s gentle and maudlin and maybe even a bit sickly-saccharine and…wrong.  But it also features a segment where Ryoshu sings against a music-box rendition of her daughter’s voice, a mechanical reminder of her loss and a hint that Ryoshu, too, is just going through the motions.  Perhaps it highlights Ryoshu’s disaffection and disconnection—while the music soars, Ryoshu fails to emote, her voice methodically hitting each note with monotone, robotic precision.

And right at the end she sighs, just before the last line: “It’s alright.”

“I.A. (It’s Alright) because I can L.O. (Live on…?)”

And I don’t know how to feel about any of this.

There’s a good story here, and plenty of support for the themes of cyclical generational violence, finding compassion and love for flawed family members, and there are real, evocative and loving depictions of Ryoshu’s relationship with her daughter. And some of these are rooted in the original Akutagawa story as well.

But I wanted rage.  I wanted screaming to grip my soul.  I wanted a metal ballad unleashing every ounce of Ryoshu’s torment—and Project Moon can do that: Gebura’s theme in Library of Ruina expresses that sentiment pretty perfectly.

The source material, and even the text of the game present a story of an unfathomable horror; a woman destroying everything she was raised to become even as she destroys herself and her only-beloved daughter—she transforms into a weapon whose sole purpose is obliteration, unleashed upon the world by the monstrous criminals who created her.

But the tone tells me that All is Well.  Every aesthetic choice in the staging of this big, cathartic finale assures me that the status quo has been well and thoroughly restored.

I just don’t believe it.  Not one bit.

And I can’t tell if that’s the point.

All’s Well That Ends Well…Right?

I don’t talk about Shakespeare enough.

Like, the guy is such an incredibly talented writer, and has produced dozens of plays so artistically powerful and influential that we basically attribute the current state of the entire English language to his writing.  And even if that’s overstated, you just read his work and it’s clearly the product of mindblowing talent.

I’m sure part of the problem here is overexposure: they force Romeo and Juliet down the throats of every American high school student whether they want it or not, and you’re sure to get one of the “four great tragedies” before you leave, too.  Shakespeare is so “important” that it’s easy to forget that he’s also just a straight-up amazing writer with incredible range and human insight.

But if I ever do write some monograph on Shakespeare and how great he is, I’m probably going to give all those “great tragedies” a pass.  I love Hamlet and King Lear, don’t get me wrong, and you can sell me on Macbeth, too, but they don’t fascinate me like some of Shakespeare’s other work.

See, I love the weird stuff.  I love his dark comedies, like Measure for Measure or The Merchant of Venice, or the wonky genre-bending retellings of old stories, like his mean-spirited take on Troilus and Cressida.  If I were to talk about one of the “great tragedies,” it would probably be the ever-taboo Othello—not because of the racial angle, but because it’s a comedy gone wrong, and I’m all about that.

I like broken things.  I don’t know why this is, but I do.  I can absolutely appreciate a flawless masterpiece like Hamlet or King Lear (or even Romeo and Juliet, understood as a breathless hormone-driven comedy of errors with tragic consequences).  But I like it when the artistic seams show and I can pick at the scabs of bad ideas.  I like ambitious works that go wrong and genre Frankensteins, whether or not they’re successful.

And among these broken genre experiments is All’s Well That Ends Well.

In All’s Well That Ends Well, Bertram (who is kind of a prick) is on his way to France to seek his fortune when Helena (who is in love with him, as only Shakespeare heroines can love) decides to follow him and seek his hand in marriage.  But Helena is low-born, an orphaned daughter of Bertram’s family doctor, and Bertram is the son of a countess, and won’t have her—even after the King of France commands them to marry.  Instead, he takes off for the war in Italy, where he meets and falls in love with Diana.  But when he goes to sleep with Diana, Diana and Helena pull the ol’ bed trick and switch places, getting Bertram to consummate his marriage to Helena without his knowledge.  Bertram returns home after Helena fakes her own death, woos another nobly-born lady, and is interrupted again by Diana and Helena.  Helena reveals she is not dead, reveals that she has deceived Bertram into their marriage, and the King of France re-confirms their marriage in the final page—though both Bertram and Helena seem to have misgivings at this point.  All’s Well That Ends Well.

Bullshit.  And Shakespeare knows it.

I definitely forgot many of the details before re-visiting the play for this essay, but I remember my initial reaction clearly: Shakespeare is deliberately writing an artificially-pat ending, well in line with the conventions of the comedy genre (everybody’s gotta get married at the end), but defying its spirit.  Even the title: “All’s Well that Ends Well” is a kind of bitter challenge.

Is it Well?  Really?  Even after all the deception and intrigue and manipulation?  Isn’t this just a bit…you know…rape-y? Isn’t this marriage kind of doomed to fail?

I’ve never seen the play performed—unsurprisingly, it’s not well liked—but I also have to wonder if it just works better on the page than the stage.  Any actor’s performance will necessarily bring an answer to what appears to be a question on paper.  Their reactions will determine whether the King’s choices are justified or not.  And the real challenge in the performance would probably involve preserving that ambiguity.

And I have to imagine this is also on Shakespeare’s mind.  You know, late Shakespeare.  Coriolanus Shakespeare.  “Why do I keep writing masterpieces for these damn plebs” Shakespeare.  Everybody wants a new comedy for the season but Shakespeare already wrote Much Ado About Nothing and As You Like It and Twelfth Night goddammit so he basically flips off the audience with a Measure for Measure or All’s Well That Ends Well.  On the one hand, this reads as a genre subversion—an intentional effort to push the boundaries of what is possible and accepted in Elizabethan comedy; on the other, this reads as a push back against the expectations of audience and commerce alike—an expression of Shakespeare’s frustration with the constraints on his Art.

Ryoshu’s Happy Ending

I don’t think there’s anything resembling emotional consistency about the ending of Ryoshu’s chapter in Limbus Company.  I’m not going to pretend that this is all intentional, and that Project Moon are secret geniuses trying to play the tone of the Mili song against the actual text of their story for some deeper artistic purpose.  I think it’s more likely that they commissioned the Mili song before the writing was done, because the Accountants were busy kicking this turd out the door as quickly as possibly while the Writers were desperately trying to make something truly good out of it, with what little time they had.  Or that the Writers wanted something really raw and unsettling for the big Mili song and the Accountants vetoed it because they didn’t want to drive away any of the whales they’ve amassed through three years of unprecedented popularity.  Or, heck, maybe there was just miscommunication between Mili and the Project Moon team.  Or maybe it had nothing to do with Mili at all because the Writers couldn’t agree on what they wanted to do with the Accountants’ deadline looming over them. Or maybe some writers insisted on a pat ending and others subverted it with some key decisions. I don’t know for sure, and can only guess.

What I know is that All is NOT Well.  And I’m pretty sure at least some of the writers know it.

Much as Ryoshu’s ending is pat and cathartic, it also stands in contrast to some major tension with the other characters.  For the first time ever, one of the sinners was completely incapacitated for the final battle: Gregor apparently went full bug-monster and you even have to fight him in what is probably the roughest battle of the chapter.  He is also conspicuously absent from the final slide displayed over the end credits (another first).

We better get a Cockroach Emperor Identity for poor Gregor in one of these updates…

Meanwhile, Sinclair goes full super-sayan with an identity that teases his future fusion with Abraxas, the cryptic god of Hesse’s Demian.  We’re assured that this is only temporary—we may never see this version of Sinclair again—but it’s a heck of a beat all the same, and seems especially appropriate in light of his affinity for Ryoshu.

There are a lot of daring choices made in this chapter, and I support them whole-heartedly.  And, what’s more, I have to wonder if these choices are metatextually deliberate.  Here I am talking about the possible factions at Project Moon, and the text of the chapter itself emphasizes the breaking up of the Limbus Company team into smaller factions.  The sinners are, like any beloved band, starting to break up.  Gregor’s got personal problems interfering with his life; Sinclair’s growing up and thinking about a future solo career.

We’ve only got three sinners’ chapters left in Limbus Company.  The game might well be over by the end of 2027.  So now’s as good a time as any to start breaking the toys we’ve devised and upending the game’s status quo.  And maybe Project Moon is starting to have some tough conversations about the future.  The gacha model implies a kind of game-as-service approach, with content releases stretching indefinitely into the future; but the horror story Project Moon is telling is very finite.  And I stand with the Writers (as I imagine them).  I don’t want the game to go on forever.  It will be better to resolve these plot threads, and let these characters reach the end of their arcs, as they are with Gregor and Sinclair here.  I would rather have a finished game to revisit and replay than feel obliged to keep logging in and leveling up my characters ad infinitum.

I look forward to the end.

But as for Ryoshu, I find myself unsettled.

For the first time since the game began, I am deeply uncomfortable with their adaptation.  I feel like a serious breach of faithfulness to the source material has been committed.  I feel like I’ve been fed a cheap catharsis rather than a meaningful look at the very real horror both story and game have concocted.  I’ve been robbed.

But, in being robbed, I also feel a deeper connection to this game and this series than I have in a long while.  At last, the game has become truly unsettling and horrifying again.  Even as the game assures me that All is Well, I know that it is not, and even feel a bit offended that someone might suggest as much.

And the real, lurking horror of it all lies in an uncertainty I haven’t felt in a while.

Do they know? 

Are they planning to fix it?

Or is this half-baked compromise a real part of the text, now? 

Are we stuck living with a brain-damaged Ryoshu, and a writing team who is willing to call that cathartic closure?

Or is this a deliberate misdirect—all part of some enigmatic master plan?

Or am I missing some cultural nuance, some important detail in the Korean text or cultural associations that makes clear what I only infer?

Which seems most likely?

On Wellness

Pictured: Acknowledgment…?

Though it was not my intention to make them, there are greater connections to be made.  There is certainly a greater thesis here about the ways that we are assured by the modern world that “All is Well” when it isn’t.  How once-reputable organs of journalism like the New York Times tiptoe around the chaos surrounding the Trump presidency like his violations of constitutional rights are legal curiosities, or how corporations continue inundating us with promises about AI while astute investors worry about an impending economic collapse, or how publicity releases from major movie studios blithely promise profits to investors and bright futures to fans while the entire industry collapses in on itself under buyouts and the threat of AI replacing writers and other artists.  We are repeatedly assured that “All is Well” because the Status Quo is a far more profitable state of affairs than panicked uncertainty about the future—which is where most of us actually seem to be.  And that disjunction—between the terrifying reality we’re all stuck living in and the assurances of normalcy we are surrounded by—just makes our horrors even more crushing.

And, in a sense, Ryoshu’s chapter speaks deeply to all of this.  Ryoshu is not well.  Ryoshu never could have been well.  She is deeply damaged by a childhood full of horror and abuse.  She has been turned into a tool of destruction for the purposes of insidious masters.  And she destroys herself in this chapter, as utterly and completely as if she were written out of the game altogether.  But she isn’t.  The game must go on.  We will have our catharsis, and our Mili song, and her deadpan rendition of “Pass On,” and she will show up in our roster for Shadow Dungeons and Luxcavations, just like she always has, because the game must go on.  This dramatic plot development cannot interrupt the day-to-day grind of the game I (and all the whales) play habitually.

But this is not in the text of the game.  One must read against the grain of the tone and many of the artistic choices to reach these conclusions and connections.  Because the game assures us that All is Well, even when what we’ve experienced is Not At All Well.  It speaks to our disassociation from reality not because it depicts this dissociation, but because it is, itself, dissociating from its own reality.  Tempting as it may be to credit Project Moon with intentionality—surely they did this on purpose; this was the whole point!—we must resist: “the confusion is on purpose” is just another form of the statement “All is Well,” and contributes to the same delusion.  (How often are we told by Trump supporters and conspiracy theorists that “it’s all part of the plan”—as though Trump, like God, “moves in mysterious ways…”) What we see is not the subversive artistic clarity of someone like Shakespeare, pushing back against genre conventions, but the push-pull of conflicting priorities within a single company: a narrative struggling against itself.

Instead we must respond with brutal clarity.  No, we must say.  Ryoshu is Not Well.  Any more than Yoshihide is Well at the end of “Hell Screen”.  But at least Akutagawa has the decency to confirm Yoshihide’s Not-Wellness.  Akutagawa’s horror is straightforward: a terrible thing happens to a terrible person and we are encouraged to feel revulsion and discomfort.  We are meant to walk away unsettled, and to reflect on the injustices and horrors of our own lives.  Even Shakespeare wants us to walk away from All’s Well That Ends Well challenged and unsettled.  There is catharsis in this, even if it isn’t explicitly positive: a validation that our lives are prone to these kinds of horrors and injustices.

But Project Moon (and here I speak of the whole company—the finished product they’ve produced instead of the disparate component voices I’ve identified) does not.  Even if some of the writers and developers are defending the artistic integrity of their work, Project Moon has delivered us a messy, possibly unfinished chapter, confused in its messaging, but clear in one single-minded intent: We are meant to keep playing.  And I will, because I’ve invested myself deeply in the game and I am curious about its uncertain fate.  And because I trust those artists who have guided me through ten years of rich games, and know they are there still, working toward the ending they envisioned years ago.

But I will also not forget.

Ryoshu is Not Well.

And, it seems, neither is Project Moon.

The Year of Worldbuilding

Belated as ever, I know, but the first of our weekly-to-monthly updates of the year is here! Happy New Year and welcome back, Video Game Academy readers. Welcome… to the Year of Worldbuilding.

“We went through some crazy stuff… But as you can see, I’m alright now!” (Let’s Play Archive)

(Whole articles could–and shall!–be written on the use of ellipses in JRPGs… the old oratorical flourish of a dramatic pause is the least of it. The thoughtful facial expression, the pensive self-forgetting, the grim determination, the speechless sorrow–so many ways this little trinity (give or take) of punctuation gets deployed…)

We are never done tinkering with myth in games, of course, but the time has come to turn our attention to a related key theme in the overlapping fields of video game studies and the humanities. Worldbuilding is the task before every would-be author of speculative fiction, which is to say everyone who has ever enjoyed a book or video game set in a (sub)created world and wondered if they could make one someday. Kudos to all those who do make the attempt! And all encouragement to those who, like us, wish that we might!

Laura shared this presentation on the Pixels discord, per the zeitgeist, and I recommended she send it to Resonant Arc, who just made a video interviewing several indie developers, including Pat Holleman!

It’s well worth watching the Gottliebs’ presentation about their experience. The insight that sticks with me is the twofold, bidirectional nature of the worldbuilding impulse which they elaborate together: how we as players are imaginatively involved in evoking the images and story of the game, particularly when it is retro in presentation, much like we do with the text of a written story; and how we are inspired to put ourselves in the place of the developer, to imagine how we might want to go about things if we were to make our own game.

Ever since Tolkien mused on “other minds and hands” in his famous letter to Milton Waldman, the full spectrum of fandom, from fanfiction followers to transparent imitators to anxiety-of-influence-laden latecomers and romantic originators of new classics, has been lured out into the open, though it feels like every day the flywheel of content creation and consumption spins faster, and its deleterious effect on whatever real world we still share becomes more lurid. Worldbuilding is just the sort of preliminary, lore-bearing activity we mostly carve out time for studying here, somewhat to our own chagrin, when all the cool philosophers and game studies kids prefer to say with Marx that after all the goal is not just to interpret the world, but to “change it.” Still, we prefer to stay with Rilke’s speaking image of the great, shattered beauty and listen when it says: “you must change your life.”

Why worldbuilding, though? Shouldn’t we start with building something on a slightly smaller scale, perhaps a school–or school of thought–or a neighborhood, or a home, or a steady devotion to some even smaller upbuilding practice of service or mentorship, reading or writing, meditation or prayer? Preposterously enough, the intuition that drives this whole quixotic project tells me that when we are at work in any of these vital ways, we are always also worldbuilding, and that by zooming out and seeing that largest possible framework, trying to get a glimpse of what sort of world we are in the process of fashioning, we might be able to better grasp all the day-to-day upbuilding efforts that we are about.

So, thank you for being here with us at the Video Game Academy for another year of reading, writing, playing, teaching, learning, working on languages and practicing music, or whatever your resolutions might entail.

While it’s still roughly the right time of year, I’m bound to share, like I seem to do every year, this obscure one from Sufjan Stevens–and wishing you once again all the best this 2026!

RPG Nirvana & JRPGana – The Definitive Book of SNES RPGs by Moses Norton & A Guide to Japanese Role-Playing Games by Kurt Kalata

The Definitive Book of SNES RPGs (Vol. 1) by Moses Norton and A Guide to Japanese Role-Playing Games by Kurt Kalata (ed.) are both published by Bitmap Books, new within the past month and last few years, respectively. They are doorstoppers, beautifully produced, quite pricey, and worth every penny. My name appears in the acknowledgements of the former; many of my favorite games–EarthBound/MOTHER 2, Chrono Trigger, Xenogears, Wild Arms, and so on–appear in the latter, though each game is afforded only a page or two due to the book’s massive scope.

I’ve long dreamt of writing a book like these, a kind of Haunted Wood for video games, but I haven’t actually played all that many of the incredibly rich and diverse body of games that Norton and Kalata cover. Particularly, I’ve wished I could better understand my favorite games of the golden age of console RPGs in their cross-cultural context, having tried, so far with little determination and less success, to learn Japanese for that purpose–so I’ll settle for reading others who can, for now.

A few disclaimers up front: I am aware that Moses and the Bitmap folks have faced a smear campaign and waves of cancel-cultural recrimination over comments he made, but I will step around that. This choice, like the review which follows, is, needless to say, not entirely unbiased by my personal friendship and professional respect for the writer also known online as The Well-Red Mage, nor my admiration, shading into jealousy, of the productions of the Bitmap team and writers of Kalata’s clout who have worked with them. But what’s an amateur Video Game Academy scholar to do? We have to talk about the games themselves, first and foremost, in all humility and giving grace as far as we can, extending the circle of dialogue, lifting up the voices of students, fellow hobbyists, fans, content creators, and industry professionals alike. None of us is perfect, none of us ought to feel we’re in a position to cast stones, in my view; with all deference to the righteous Redditors and other pharisaical denizens of the retro games discourse, I can’t see who is helped by such a pile-on. Or, if that disputed passage in John’s gospel is not to your taste, let’s say it in Dostoevsky’s terms, from Alyosha and Grushenka’s tete-a-tete in The Brothers Karamazov, with a Sakaguchi spin: I’m all for giving an onion (knight), giving a second chance or New Game Plus, once someone has apologized. I can only offer an apology of my own to whoever has been harmed by the exchange and its fallout. Certainly I wish Moses and his family the best after the wringer they’ve been through, and hope that Vol. 2 of his book is not too long in coming, whether from Bitmap or another source if they’re not able to patch things up.

Bitmap Books, via The Video Game Library

But without further ado. Per the title, and in line with its author’s long-time, courageous project of bringing greater objectivity and rigor to the discussion of widely beloved games from ye olde eras past, The Definitive Book of SNES RPGs (not only JRPGs, mind, as I initially thought) takes as one of its points of departure “a new systematic approach to defining an indefinite genre” (31). I found this section powerfully clarifying, as I tend to have a much more intuitive, wishy-washy stance on questions of categories and sub-genres. Norton lays out a practical “Rule of Three: Character, Combat, Narrative” with each of these further breaking down in to three elements: Roles, Progression, and Statistics for Characters; Combat as such, its Turn-Based mechanics, and Variables; and Narrative story arcs characterized by Economy and Exploration. Where two of the three larger headings overlap, or where an RPG is more heavily weighted towards one or the other, we get the sub-genres of “action” or “adventure,” or indeed “action-adventure,” but any game that has at least some significant elements of narrative, combat, and character development can be fairly called an RPG (37).

Ranging over the 22 games this rubric brings under discussion, covering the first half of the SNES RPG library’s alphabet, Norton’s analysis is anchored by these mechanical considerations–and isn’t it refreshing to see how he chooses to cut across the usual distinction between gameplay and story, opting instead for this powerful, flexible Rule of Three? Each chapter opens with a graphic indicating which elements are deemed to be in evidence, alongside the developer and publisher credits, and while plenty of the games have all nine icons, there are a handful of edge cases. “King of Dragons isn’t an RPG! I can hear you yelling” he remarks in the penultimate chapter; to which I have to reply, demurring, “I’ve never even heard of it” (501). And in fact these debatable RPG inclusions, especially ActRaiser and EVO, make for some of the most interesting chapters in the book in terms of defining what an RPG is, and what a particular blend of mechanics, story, and gameplay loops portends for thematic questions about the meaning of a given game as a work of art.

For, as even a cursory reader soon discovers, dipping into chapters here and there rather than plowing through the book cover to cover as I did on my first read (though I heeded Norton’s caveat to go out of ABC order so as to flip-flop Dragon View and Drakkhen,”the first SNES RPG” 302, and one with a fascinating lineage that may or may not intersect with Gary Gygax himself), the close analysis of game elements in line with a wider project of empirically defining the genre is only one of the book’s significant threads, and perhaps not its most important. Just as Narrative and Combat are mediated by Character, Norton’s own voice, experiences, predilections, and indeed his character are present throughout the discussion. Along with the requisite historical context, pertinent information about the games’ development and systems, and more or less entertaining trivia and Easter eggs, we get a personal tour of each game’s world, its challenges and triumphs, and reflections on all of it from a true connoisseur.

For me, the best sections of the book weren’t actually the ones about the best games: the tour de force of Chrono Trigger or the ebulliently playful-yet-earnest EarthBound (which I read and commented on for the author in draft), or the groundbreaking FFII or even the operatic FFIII; nor was it, on the other hand, Norton’s almost impossibly judicial, admirably evenhanded treatment of the execrable Lord of the Rings. Much as I appreciated these for how they provide wonderful, coherent perspectives on games I know and love (or rather hate, in the case of the SNES LotR, as one can only hate a missed opportunity, a fall as profound as that from a Melkor, brightest of the Ainur–Tolkien’s text–to a Morgoth, archfiend and all-around jerk–its SNES adaptation), I find myself thinking most about, and flipping back to most often, the Introduction and the chapters on the Breath of Fire games.

The Foreword by Alex Donaldson, co-Founder of RPG Site, does a solid job setting the tone, and it is probably noteworthy that both he and Moses Norton are mixed race authors writing authoritatively, confidently, and joyfully about an industry where people of color are not always represented. Norton’s Introduction grounds the book in his upbringing in Hawaii, and he makes explicit the connection between his Native background, his longing for home, and a Tolkienian sea-longing most memorably expressed in great art, which combine to convey the importance of nostalgia in his conception of quality video game critique and analysis. This is all very much catnip to me, preaching to the choir if you like, just as much as his wise words about the meaning of an ostensibly silly game like EarthBound call and respond across the distance to concerns I’ve written and thought about for years, here and on sites run by Norton himself. In sharp contrast, really, to the more technical discussion of the Rule of Three, though both the technical considerations and nostalgic themes become integral to the chapters that follow, this is a big swing of an Introduction after my own heart. If I hadn’t known Norton already beforehand, I’d have reached out to him on the strength of the opening few pages, because I recognize here “a friend I’ve never met,” to use the Pauline (EarthBound’s Paula, that is) locution, a fellow aficionado of 199X RPGs.

In the chapters on Breath of Fire and its sequel, the book’s throughlines of biographical experience and nostalgic retrospection come together in what for me were the most illuminating fashion with its other core thread of systematic, definitional concerns with RPGs as games of a particular type. Perhaps this is because I’ve only played later Breath of Fire iterations, and had little in the way of preconceived ideas about the series, but these chapters spoke to experiences I’ve had from a direction I wasn’t expecting, and landed with startling insight. Maybe this is how people who haven’t played Xenogears would feel listening to my interminable podcast commentary on that game; one can hope! I love the idea that within an objectively slightly janky game, “you may be able to spy the inner workings of a mythos in the making” (168). I would even go further and say that not despite but because of the obstacles in the way of such a glimpse of the seed of a mighty idea, old games like Breath of Fire are inseparably fused to this homeless time of ours, when we deal daily with such a dearth of living myths that we will grab onto them anywhere we can. The games’ religious ambiguity and political, race- and class-conflict story beats, in this light, are almost too poignantly prophetic of our current confusions and divisions. And they shed a light, a warmth, a breath, why not, over players who take the time, as Norton does, to connect deeply with their stories and weave them into their own. Witness some snippets:

Upon starting a new game… a voice in the darkness cries about giving yourself to God and becoming God’s strength…

This is none other than Breath of Fire II, the globe-trotting, history-spanning, darkly religious, draconically epic sequel to the original Breath of Fire, though I describe it simply as “formative”… I spend a lot of words in this book regarding themes, analyses and the meaning embedded in these stories told by means of the Super Nintendo, but when it comes to this game… it’s personal.

Breath of Fire II immediately won my heart from the moment I saw its beautifully realised world, a crystallisation of all of Capcom’s 16-bit sensibilities…

What I didn’t realise at the time was the fact that this game would not only win my heart, but also my soul. I know; even to me it still seems odd to describe encountering a video game, a mere sequel, as a religious experience. Yet somehow, I’ve wasted years describing the early Breath of Fire games as staunchly traditional. I’d like to recant…. (177-179, excerpts; British spellings courtesy of Bitmap.)

Over the course of a nuanced discussion of the game’s religious themes, centered on the duplicitous Church of St Eva, tied in with personal reflections about growing up “in the church” of Western missionaries looking at “the monarch chrysalis hanging from a branch outside” as an image of Pauline transformation (yep, that Paul), an image of the winged anime girl Nina above a cartouche of text discussing a goddess joining the player’s party is balanced against a lengthy passage from CS Lewis on “the Numinous” (182-3)–and lo, it hit me like the thunderbolt on Ryu’s sword that the construction of Norton’s book, heartfelt, syncretic, overflowing with connections between games, literature, and life, mirrored almost exactly the message of these games which he sought to express. The content and form, medium and message, like a successful dragon transformation, were one. And to cap it off, on the next page Ryu celebrates catching a fish as Norton explicates what I had perceived: “It was in this realm of fusion and confusion [Hawaii both as place and as touchstone for his studies of myth and religion] that the roots of my interest in spirituality dug deep, and I really have Breath of Fire II to thank for that” (185).

Again, I found the book immensely valuable precisely because it taught me so much about games I only knew the name of, if that, and will likely never play. Thankfully, Norton has trekked through the likes of Brain Lord and Inindo so I don’t have to, and recorded his discoveries. In a few cases, I also may go ahead and track down some of these more obscure titles just out of curiosity, or to show them to my students or my own kids out of a kind of historical whimsy. But I will undoubtedly move the Breath of Fire series right onto the mental shelf with EarthBound and FFII and find time to play them alongside one another someday.

Norton’s chapters each close with brief notes from other players corroborating and qualifying his reasoning, layering onto his experience of the games the texture of their own voices and memories. Of Breath of Fire, Livnat writes “I also loved that fact that for me, who was also just learning English, there was no real need for a lot of dialogue to get the picture; in fact it enabled me to fill the void of plot with my own understanding of the game, and my own ideas and thoughts” (173). This is much the way Toby Fox talks about learning to read from EarthBound, and how I remember learning from JRPGs like Dragon Quest and FFII my own language, reflected back to me across the bridge of terse NES and SNES localizations; or later, learning Spanish from Platero y yo, before I knew most of the vocabulary enchanted with its sound; or how Philip Pullman talks about the prose of Kipling’s Just So Stories, or the poetry of The Journey of the Magi and Paradise Lost. To repeat, these old games, like these great books, encode a universal archetype, that of the learner–of language, or myth, or a game’s rules–facing a mystery and patiently listening, imagining, playing their way towards comprehension.

It bears mentioning once more that the visual style of Norton’s book, too, is almost intoxicatingly good. The layout, the choice of sprites, backgrounds, and other assets, and still more the peculiar CRT-filter quality of the images, all argue as strongly as the words about the need for us a culture to continue re-evaluating the role of nostalgia and the place of games in the artistic canon.

All this is not to say the book is perfect. A line of text from Daniel Greenberg’s testimonial about Mystic Quest gets transposed 20 pages ahead to the top of Mama Terra’s for FFIII (421). Accompanying Norton’s text and his contributors’, exemplary screenshots from the games, many of which he played through while streaming on Twitch, and pull-quotes from developers and players alike carry the reader along. But as befits a book like this, not meant to be caparisoned in scholarly apparatus, these are not specifically cited.

Consider this passage from Yuji Horii: “The most important part of a RPG is the player feeling like they are taking the role of a character in a fully realised fantasy world. They can explore, visit various towns and places, talk to people, customise their character, collect various items, and defeat monsters. The story is not the focus of the experience and is only there to make the atmosphere of the fantasy world more interesting and engaging during the course of the game” (47).

Where did this quote come from? On the one hand, I can see the problem other armchair academics/neckbeard Karens might have with not knowing for sure, not knowing if Norton has done his homework and cited his sources properly. I, for my part, love that I can cite Norton’s book the next time I attempt to elucidate or take to task Horii-san for this seemingly apocryphal quote. It doesn’t matter so much where or even whether he said it, because he’ll a) never know I am writing about him, and b) if somehow my work were to come to his attention, he’d in all likelihood be perfectly secure in his stature as the godfather of the genre, caring not a whit for what I might quibble with in a quote attributed to him by, among many others, fellow scholar-fan-content-creator Moses Norton.

Bitmap Books, via The Video Game Library

To be Frankystein Mark II, I have not nearly so much to say about A Guide to JRPGs by Kalata et al., but I definitely wanted to note its presence in this connection. When I went to buy The Definitive Book from Bitmap, I couldn’t pass up the appeal of A Guide to JRPGs. It’s not that I don’t find the book as interesting or readable as Norton’s (though I don’t mind saying that I don’t); it’s a very different beast, and not as much to my personal taste. Almost devoid of the personal touches and wrestling with deep questions, both of meaning and mechanics, that characterizes Norton’s work, Kalata’s instead aims for breadth of inclusion rather than depth of inquiry. So I allude to it here mostly as a point of reference.

Now, there are definite strengths to A Guide’s approach, and enormous quantities of information to be found there much more pleasantly than by trying to search for it on wikis with the help of google translate. The very unassumingness of its title, A Guide, belies the wealth of arcana in store for the reader. Even I, I’ll confess, have not managed to read this one cover to cover, though I made sure to dip into favorite games, obscure artifacts of the pre-Famicom era, and salient introductory sections like “What is a JRPG?” “A History of RPGs in Japan,” and “Attack and Dethrone God.” For anyone interested in topics like these–that is to say, just about anyone still reading this, AIs excepted–A Guide is a treasure trove. The perfect combination of bedside curio and coffee table conversation piece, its 650-odd pages and painterly cover adorned with a red binding somehow contrive to feel almost weightless. The prose, similarly, though it lacks Norton’s spiky charm and consistency of voice, being written by a large crew of expert contributors, is nevertheless light in tone, more journalistic than essayistic, and manages to remain easily readable despite the necessarily tiny font.

For a more Norton-esque entry in the same encyclopedic vein, see also Aidan Moher’s Fight, Magic, Items (and my review here) or the Boss Fight Books collection (ditto), though those are each about a single book, for the most part, and would have to be grouped together, Power-Ranger-like, to contend on something like the same scale. But do yourself and your RPG-loving loved ones a favor: the holidays are close enough, surely, to warrant a gift, even if it’s a bit pricey. Books like Norton’s and Kalata’s promise, in turn, the gift of conversations, debates, playthroughs and shared memories. To be passionate about old games is all well and good, but these debates are best conducted cordially, just as the books about them will be most profitable if read charitably. If the conversation that is our shared culture is to be sustained at all, we have to carry it on remembering that there is a person on the other side of the screen, someone who’s fortunate to have been bathed in the same sort of CRT glow we remember, maybe, from the sun of a winter’s or summer’s holiday long ago.

Please, read the books for yourselves and comment responsibly.

Untitled Edith Finch Essay – Guest Post by Dylan Mitten

Courtesy of the inimitable Dylan, whose work has enriched The Community School Game Jam and Mobius Shark Tank at the Spokane Central Library, and whose Hello Kitty Zen Garden graces the unpublished manuscript of TCS: The Book (working subtitle, albeit cliched, heartfelt: Building the Beloved Community School), here is a deep dive into a game I’ve only watched streams of, and yet can hardly imagine the games landscape without: What remains of Edith Finch. Dylan has also presented this as part of the Games Studies wellness, meeting W/F afternoons at TCS. Drop in when you’re in town, just sign in at the front office.

Annapurna Interactive, via WIRED

What remains of Edith Finch is a first-person narrative game where you play as – you guessed it – Edith Finch. Edith is the last living member of her family, and after the death of her mother, we follow her through her childhood home and watch as she uncovers secrets about her family that were buried. Some in walls, others, under beds… you get the idea. Let’s briefly go through the game, and then talk about the pressing issue of the game.

We start the game on a ferry. When we look down, we can see that our character has a cast on their right arm, and that they are holding a journal with “Edith Finch” written on the cover. When we open it, we hear the namesake of the game begin to narrate the writing. She talks about how, at 17, she is the last remaining member of her family. When she gets into the monster of a house that the Finch family home is, we start to learn about all the different members of her family – and moreover, why she is the only one left. 

We learn that in 1937, in an attempt to escape the curse that had claimed his wife and newborn son, Edith’s great-great-grandfather Odin Finch emigrates from Norway to the USA, setting sail with his daughter Edith (Edie, or  Edith Sr. as she’s referred to by Edith), and her husband Sven, as well as their newborn baby, Molly. He uses his house as the raft, but unfortunately, it seemed as though the curse was coming for him too. The wind picked up and a storm broke out. A wave unfortunately took Odin under, swallowing the house with him. Edie and Sven, along with baby Molly, made it to Orcas island safe. Their first order of business? Building a cemetery. 

Of course, this isn’t some happy ending – Edith had to be the last remaining Finch somehow, right? I’ll briefly go over the deaths. 

Edith Sr. ended up having five children with Sven, including Molly. She gave birth to Barbra, twins Sam and Calvin, and Walter. Edie initially believes they’ve left the curse behind, but of course, it’s never that simple. 

At 10, Molly dies from ingesting fluoride toothpaste and holly berries after going to bed without eating. At 16, Barbra is murdered after an argument with her boyfriend over her long-gone stardom. Walter hears all of this happen, and believes it was a monster. After spending 30 years hiding from this monster in the bunker of the house, the day he decides to leave, he is struck by a train. Calvin dies at 11 after swinging too high and flying off of a cliff. At 49, Sven dies from falling off of the house’s roof whilst building a slide.

Sam lives into adulthood, and marries a woman and has Dawn, Edith’s mother, and Gus. Later, he marries a woman named Kay, and they have Gregory.  Dawn is the only one to make it to adulthood. 

At 13, Gus is crushed by a totem pole during a storm. Gregory drowns at 22 months after being left unattended by his mother in the bath. Sam, who at this point is divorced, dies at 33 whist on a hunting trip with dawn. Dawn shoots a buck and Sam wants to take a picture with it and her. Whilst posing for the photo, the buck thrashes and pushes Sam off of a cliff.

Traumatized by all of this, Dawn moves to India, where she marries a man named Sanjay. Together, they have three kids. Lewis, Milton, and Edith jr. 

Sanjay is killed by an earthquake, so Dawn moves her and her kids back into the Finch family home. At 11, Milton mysteriously disappears seemingly out of nowhere, making Dawn become paranoid. She seals all the doors of the rooms of deceased family members. Edie drills peepholes. Lewis, after battling drug abuse and mental health struggles, commits suicide during work. This is when Dawn decides it’s time to leave. She arranges for a nursing home to pick Edie up, and packs the belongings of her and Edith. They leave that night, with Edie meant to get picked up the next day. She doesn’t make it to the morning. Edie is found dead after ingesting alcohol with her medication. Years later, Dawn succumbs to an unspecified illness, leaving a 17 year old Edith to inherit everything. 

In the final scene of the game, we kid out that the character on the ferry with the cast is Edith’s son, and it’s revealed that she died during childbirth shortly after we see her learn of all the secrets of the house. We see her child place flowers on her grave.

That’s the very bare bones of the story. Is there more to explore? More to dig deep on? Yes, of course, but I simply want to talk about my personal opinion with the curse. 

I think that during my first playthrough of the game, I did indeed think there was really a curse – a monster, even, as Walter puts it. He’s convinced that a monster killed Molly, since that’s what she talked about in her journal entry not long before her passing. It was also likely the monster that killed Barbra, since Walter heard it himself!

I definitely believed this theory at first – but the more replays I did, the more I understood the real story, which is the one I placed out for you earlier. I don’t think there’s a monster, nor a curse. I think it’s a bunch of wacky coincidences. Let me explain; I think that the “Curse” is simply a self-fullfilling prophecy, a mindset where you, or someone else, believes that something will happen in the future, and because of that, your actions are affected by that hypothetical event, and eventually, that event happens because you influenced it to!

I think, that given the fact that Edie had recently seen not only her mother and young brother pass away, but also her father while trying to escape the “curse” that supposedly followed them, that she made this connection in her brain that she and her kids were living on borrowed time. I think that this belief made her act less rationally when it came to taking care of her kids, and therefore, the only kid she had that made it to adulthood and had their own kids unintentionally instilled that into them, too. Leading to one of those kids growing up and maybe trying to break the “curse”, but only leading to curiosity about it rather than education about what it truly is. 

Finally, Edith, deciding to find out about the secrets her family holds, died tragically in childbirth in what I believe to be a sad and cruel coincidence. 

So, no. I don’t believe that the Finch family ever had a curse. Instead, I think that the game represents a very straightforward story of generational trauma and how it affects a family. I think that the fear that death was creeping closer resulted in much of the Finch family acting in reckless ways. Some acted as if every day was their last, or didn’t seem too concerned with the danger of it all. Others hid away, or became over protective of themselves and possibly their kids. 

What Remains of Edith Finch is a beautifully dark and morbid game. And I know that at least for me, it allowed me to gain a whole new perspective of what it means to be alive. It gave me an appreciation I didn’t even know I had for life. I think also, that its story about death, highlights just how important it is to cherish every moment, but to also not be afraid to express yourself and do the things that might be a little risky. Enjoy yourself! Don’t be afraid of some silly curse.

Thanks again, Dylan. We look forward to your future endeavors, including the follow up on Little Nightmares and a generation of young players impacted by it!

Books on the Writing Desk

I am looking forward to reading–a familiar feeling for me, but with an unusually heightened clarity and specificity at the moment–several things this month. Towards the end of October in this year of our Lord 2025, the third volume in Philip Pullman’s Book of Dust is set to release. About 40 years after we first met Lyra and Pan in The Golden Compass, we might finally be seeing their final adventure. For years (albeit many fewer), I’ve made it my scholarly hobby-horse to commentary-write, read, interview and podcast on Pullman’s work, and I’m eager to pick up where I left off, now that there is a kind of boundedness to his latest project. My pet theory is that this new book, and the series of which it is a part, is closely linked to his earliest published writing, two novels for adult readers of literature which are largely forgotten… but who knows.

This photo from The Bookseller website suggests some of what we might expect The Rose Field to include (or to open onto, if the picture dates from after the book’s composition), to judge based on the stack of books on the desk in front of the author: Baudelaire, Wallace Stevens; Pullman’s own Northern Lights; dictionaries of modern English usage (Oxford, naturally) and of Merleau-Ponty; All That Is Solid Melts Into Air; The Reader Over Your Shoulder; 101 Middle Eastern Tales and Their Impact on Western Oral Tradition, and a couple of books and loose sheets of paper too small to tell what they are, as well as a big book at the bottom of the pile whose spine is obscured by a tape dispenser. Another reference work? A Bible? And what about all the other books ready to hand over his shoulder? I wonder.

Where do ideas come from? How do we decide which ones to give room in our mind? These are questions which Pullman (and his young readers) and Persona 4 both seem interested in, and to which they give unusually thoughtful responses in the form of their stories. At least part of an answer, though, is suggested by the books we place in front of us, aids and distractions in equal measure as we sit down to write. It’s always tempting to read more instead of writing. In particular, I’m thinking of what Pullman is reading, and yet I’m sure that neither reading that stack of books nor an nth read-through of his own books would prove as effective an apprenticeship as the work of writing three pages a day and telling stories aloud, from memory, to children. Or anyhow this was his practice as a writer and teacher, as he recounts more than once, and it seems to have served him well.

The long-awaited Historiographies of Video Game Studies, while I read it over the summer, insofar as it is possible to read anthologies like this cover to cover, will certainly bear revisiting soon as I set to work on a submission for the zine follow-up to my virtual talk at The Manchester Game Centre. As Jacob Geller recently gave an interview on GSSB, I’m reminded again that both he and Cameron Kunzelman have other essays and books, too, that I’ve been meaning to read.

I still owe Aaron Suduiko a piece on EarthBound in response to the “Comprehensive Theory” series on his website. It’s been a year already since I talked with him and the writer, Max Gorynski. I wonder what they’re up to.

Brian Eno, in conversation with Ezra Klein and evidently in his book, defines art as something like play for grown ups, which must be at least partly true.

Nel Noddings, contrasting the rule-bound and relational in her foundational work on the ethics of care, comes close to refuting Kierkegaard and Sloek alike, with her readings of the binding of Isaac and the myth of Demeter. And Benjamin (Walter, not Kozlowski) might come close to undercutting Tolkien on myth and fairy tales, though I take solace in not quite being able to understand what he is saying towards the end of his essay on Leskov, “The Storyteller.”

Friends and students who I flatter myself I’ve inspired in some way have been sending me things they are writing, and I look forward to reading more and sharing them with other readers, if I can, soon.

Most pressing, though, there is Moses Norton, aka The Well Red Mage or Red for short, who has just released his Definitive Book of SNES RPGs (vol 1). While it has yet to ship, I’ve got the pdf here and am eager to read it and interview the author. Biased as I am, I have to believe the book itself will matter more than what any of us might say online, and I can’t wait to see it take up space on my desk and time in my mind.

The Poetry of Virtual Worlds – Guest Post by Greg Bem

“This was written with Forbidden West in mind”

Maurice Merleau-Ponty (1945) emphasized the role of the body in human experience:

Insofar as, when I reflect on the essence of subjectivity, I find it bound up with that of the body and that of the world, this is because my existence as subjectivity is merely one with my existence as a body and with the existence of the world, and because the subject that I am, when taken concretely, is inseparable from this body and this world.

(Doyle, New Opportunities for Artistic Practice in Virtual Worlds, 2015, pages 93-94)

*

But what of multiple worlds

and worlds within worlds

Cognition a gray sweater

that illuminates nothingness

when flames (worlds) arrive.

*

You were killed by lava. You were killed by a serpent. You were killed by ______.

The disclaimers will continue. Death becomes a spiral outwards and upwards, a lesson, a reincarnation.

*

Where there is world there is life, and where there is life there is death, and it’s impossible not to know rebirth in this model, this statement that humans have imposed upon themselves.

Who was the first to say “Game Over” is a misnomer?

Who was the first to turn life into lives, to give “extra,” to provide a plurality to our relationship? To keep us hijacked, smiling, blissful, tethered into a “this could always become and become more”?

*

Death as joy.

*

The way we die, or log off, or quit. Exit to the main menu. Exit to desktop. The intrinsic meeting the ecstatic: it is all temporary, we will be back.

*

I begin sitting down. My body disappears. I begin in a place. There is no more weight. There is no more shapes. The ether fills. Eyes take over. Vision.

The screen moves from absence to presence. The ground loads. The sky loads. Shapes begin to populate. And I am breathing. And there is a flicker of breath, a digital soul shifts position, in the movement in front of me. If I stare just long enough, I am in conversation. This entity in front of me is a character. And we are beginning to dance.

Each moment entering into a world is incredibly special, a welcoming in, a beckoning. I can almost feel the waves of air parting between me and a world as the hand slices through in urgency. Come, be with us, come, explore with us.

A sprig of grass bounces back and forth. A small mammal makes a cry as it darts away into the horizon. Clouds silently expand and diminish in algorithmic intelligence.

*

Each moment entering into a world. Each moment entering. This sense of load, save, load, save. The returning, the coming back. There is always a coming back.

*

Under layers of pixels my beating heart is sustained and low for ages. Waiting for the crisis to crack, the heart getting massaged by mouse click and key tap.

*

Shift feet on carpet, plastic foot rest, plastic cover. Easy for wheels to slide. Easy for rotation, getting settled in, getting up and exploding out into the everything that exists beneath the hood.

*

This is not about what I do, it is all about how I am.

Stand up.

More coffee.

Sit down.

And stand up.

Ice cream.

Sit down.

And stand up.

Snacks.

Sit down.

Stand up.

Water.

Sit down.

*

There is something about the stack of beers that used to pile up around his desk as he ground through MOBAs and MMOs for hours every night. I’ll always remember that altar of numbness. Though I called it a glass cathedral. Was it bigger than him? The individual? Was it bigger than us? Was it emblematic of all the followers of the subtle, brutal, intensely ever-present escapism?

*

Who are we when we’re running around arenas together? Fighting complacency, finding the will to live. Is this modeling? Crafting new models? Designing the new approach? Quake leads to parkour. Bunny hopping leads to summiting peaks. There is time travel; dissonance between discovery and translation.

On the verge of turning forty, I know my breath is what I’ve held in place for countless hours. Countless becomes dozens. Becomes hundreds. Becomes thousands.

*

And yearning to imagine more, always yearning to image. I can see you, oh androgynous anonymous, with your thousands of hour in your nook of cyber love, co-existing. You bring the soul shiver just by contributing.

Electrical requirements. Taking so much for granted. And when the device breaks, the power stops, there is great sorrow. And when it all returns, there is great joy.

Why does leaving not have a fading away, a deconstruction, a slow removal of objects until we are left with the faint outlines of a skybox and a giant, ever after void?

Early MMOs, find a place to sit, and sit there. Then, and only then, can you properly log off.

And if you don’t follow the rules, what happens? Will your “progress” go “unsaved”?

K makes a game that involves a pit. One can jump out of it, but they need to learn how to jump. I didn’t learn how to jump. I died in the pit. “You were killed by lava.” Or something. And I feel the vague sense that learning is the next step. There is no need. There is no “necessity.” It is not “You must learn how to jump.” It is simply is the unabashed next step.

*

Or I could never return. I could leave. I could escape the escape. For another option. An alternative method. Excitement is matched and balanced with anxiety: to embrace nuance, to give and to take, to accept and to reject. Humanity continues to impose its limitations, including choice.

*

The future will be permutations upon permutations. The future will be all options at once. The future will be beyond “extra lives” to “infinite lives.” Infinite living will be the next surge, the next spike.

*

Will we then be forced to move into limitation as a future future iteration? To remember that linearity always had its benefits, its quaking benefits, its beginning and end, its sense of level, leveling, finite structure, rigidity as a great exclamation?

*

We may still find ourselves loading into the space, the flow of endorphins twin spirals between screen and body of player, the real of the in real life is equal parts virtual, a concoction, a cocktail, of here and everywhere, of linear and open, of possibility and action. The long form list of dualities that builds pressure and enhances the techno relationship ad infinitum.

*

There’s time to clear our heads with all of this. Beneath the logistics and the observations, there is a literary subtext. There is a reason beneath it all, beneath all the questions, the individuals, the collectives, the objectively disconnected and isolated. Deconstruction bedamned, it needs only be to continue being, the narrative is a tapestry, the story is a web of stories, it is storied, it has happened, and that is enough.

*

Greg Bem is a poet, publisher, and librarian in Spokane, Washington. A lifelong gamer and game enthusiast, one of his current creative writing projects is a book-length lyrical essay on virtual worlds and performance. An additional sequence is available in the 2025 issue of LEGENDS, the Spokane Community College literary magazine. Earlier in his timeline, he published a game studies blog, and many of his other creative projects can be found at gregbem.com.

Back to Academia

Welcome to our humble Video Game Academy, and welcome back if you’ve been here before. For our part, we sure have. We know it all too well: the familiar feeling of nerves and excitement, the prospect of introducing ourselves all over again, and the challenge of learning everyone’s name. It’s time for the obligatory back to school post once more.

Professor Kozlowski has been busy as anything, consolidating a summer of reading widely in the political, economic, and social sciences into a course which he plans to wrap up shortly, lecture-wise, with the philosophy of language which undergirds any foray into rule-making, though in real time The History of Social Thought, along with the murderer’s row of other classes he’s teaching this semester, has only just begun. Yet he somehow makes time, every week or two, to chat on the Academy discord about games; games also feature prominently in the suggested readings for his students to chose from for their short presentations at the start of every class session. Last week we talked about FFVIII, picking up in Winhill with Laguna, where his long essay on the black sheep of the franchise leaves off.

With a whole series of podcast discussions on FFVII and, some years later now, FFVIII completed at last, the inimitable Alexander Schmid, all-but-dissertation away from his doctorate, and I, your faithful Moogle-like amanuensis, have just launched into a playthrough of FFIX. The course page will be up momentarily in the Current Semester, where you might also notice several more or less unfinished discussion series still lingering. Sooner or later, we’ll get around to them! But we’ve also been reading and talking about books, working on a sort of monograph on literary modernism and the video game medium, in a segment we sometimes record under the moniker Night School.

In a moment here, I’ll finally get around to posting some writing on virtual worlds from a guest speaker and Spokane-area neighbor, Greg Bem, which he has kindly shared. We met through his helping me with a project my students were doing about AI last spring, and he shepherded an anthology of their writing through publication with his very own Carbonation Press.

For all my regular interlocutors, Ben, Alex, and Steve (who’s been on a well-deserved late-summer vacation), guests old and new like Pat and Greg, and all you readers, thanks for your time. I’m in awe that you’d find it worthwhile to visit this digital Video Game Academy, to pause and think for a spell about the possibilities of imagined worlds with us, and feel like that time is well spent upon returning your attention to the wild, inescapable world of natural sunlight and analog continuity. Long may it last!

Jess (photo credits), Ben, and I capitulated to William’s preference for the park over the museum

According to The World of Final Fantasy VII

The World of Final Fantasy VII: Essays on the Game and Its Legacy, edited by Jason C. Cash and Craig T. Olsen, was published in 2023 as part of McFarland’s Studies in Gaming. It has the heft of an academic textbook in terms of scholarly accoutrements (footnotes, dense argumentation, etc.) but not in terms of cost or page length. The contents can be viewed on the series website or at The Video Game Library entry; I borrowed a paper copy via interlibrary loan, and would certainly recommend that before buying to anyone interested in reading this sort of text.

My guess is that, like me, the main purpose they would have for doing so, if anyone is so inclined after reading my own crabbed persiflage, would be to cite and quote from the authors so as to enter into the scholarly conversation around the game itself or some related field in which FFVII and the literature on it might serve as fodder for discussion, whether as case studies, evidence for a thesis, or counterexamples to array against another interpretation. For playing the game of academia, in short, with Final Fantasy, this volume is an entirely adequate starting point.

If none of the essays are brilliantly written or persuasive, if none looks like the definitive take on FFVII in this early phase of its influence, the book as a whole nevertheless suggests a noteworthy current of thought forming about some of FFVII‘s core themes and, by its very existence, it shows a willingness on the part of the scholarly community to engage with the game’s undeniable impact on the culture. As for what the nature of that impact and its meaning might prove to be, I’ll venture to say a close reading of the game itself, like Alex and I did a few years ago replaying it for our podcast, would come closer to giving the full picture. So give it a replay, give us a listen, and who knows, maybe you’ll be the one to respond with an epochal study truly worthy of the material. For now, in what follows, I’ll briefly sketch what I see as significant takeaways from the various essays here. As the alphabetically primary editor Cash says, quoting our spikey haired hero in the title of his Introduction, “Let’s Mosey.”

Cid is so done with this meme.

First, let’s not, though. Instead of breezing right through to the essays proper, let’s go on a little side quest to ponder the citational repertoire of this opening piece, since it sets the tone and reveals something about the editorial perspective for the book as a whole. Appropriately enough, the game has the first and last word in Cash’s introduction: “All right, everyone, let’s mosey,” he concludes, having set the temporal scene for the game’s release, highlighted some of the more objective ways in which it stands out in the franchise, and given summaries of each of the essays to follow (9). For a short introduction meant to provide context and perhaps a kind of call to action as to the significance of the work we’re about to study, as well as invite the reader into the volume with a bit of an inside joke, however, Cash’s use of this quote is telling. There is no explanation of the point at which Cloud’s iconic line appears, ie. right at the end of the game in the original localization, nor any attempt to understand the original phrase or how it is used in the Japanese version. The question of the language of the game is effectively sidestepped, here and throughout the book. All the authors would have had to say is that plenty of articles and video essays can help fill in the omission (see Caldwell and Rogers, or consult the Shinra Archaeology Dept translation spreadsheet). Cash’s references are limited to appeals to two Statistica articles about the popularity and demographics of “gamers,” a shout-out to Courcier and El Kanafi’s groundbreaking monograph, The Legend of Final Fantasy VII (though Holleman’s Reverse Design entry is ignored), and an allusion to the “hikikomori phenomenon” and “moral panic” surrounding video game play habits in Japan and the US in Addictive Behavioral Reports (1).

Having set the stage in this somewhat brusque and scattershot manner, the editors then make the decision to structure the presentation of essays according to the unfortunate “narratology/ludology” divide of “Disc 1: Narrative,” “Disc 2: Player Experience,” and “Disc 3: Legacy.” For more (than you probably ever imagined people could care) about this distinction, see the recent Historiographies of Game Studies. It’s too bad, because a disc by disc approach could have actually been incredibly fruitful for the sort of close attention to the unified effect of story, gameplay, and cultural impact in FFVII as these unfold over the course of the game.

Disc 1 leads with one of the stronger essays in the collection, “The Bringer of Light Becomes the Fallen Angel: Sephiroth, Lucifer, and Frankenstein’s Creature,” by Ceschino P. Brooks de Vita. Albeit in service to his focus on the villains, he does a better job than Cash in situating the game and what is at stake, referencing FFVI’s Kefka, Jonah Mitropoulos’s essay on the “Japanese-Shinto ‘value-orientation'” and Shusaku Endo’s Silence (14), along with Neon Genesis Evangelion to help ground the discussion (15). The remainder of the essay is a clear and straightforward comparison of Milton’s Satan and Shelley’s Creature with Sephiroth, concluding with an intriguing addendum on the women of FFVII as “a significant departure from the follies of Paradise Lost and Frankenstein, in which the men repeatedly disregard the potential of the women in their lives to help them” (30). Arguably, the essay’s inclusion of material from Crisis Core and Advent Children expands its scope, but I would have preferred a deeper investigation of such characters as Hojo, to say nothing of Tifa and Aerith who are mostly relegated to the tail end, as they are portrayed in the original release.

The second essay, “Angelus ex Machina: Economic and Environmental Justice in the Compilation of Final Fantasy VII,” by Cash, continues this equivocation about the scope of the artifact under consideration in the volume, at least making it plain from the outset that more media than the original game will be brought to bear for this particular essay. It also seeks to tie the expansion of the story’s ambitions, both within FFVII and across the “compilation” it has spawned, to the diminution of its actual effectiveness at developing the core themes Cash is most interested in. This is a subtle and sophisticated argument, and I think Cash has it almost exactly backwards. I hedge with that “almost” only because there is ample evidence that a kind of decline is at work with each new release, insofar as it makes it more difficult to see the ever-compiling FFVII in its entirety as any sort of coherent experience conveying a discernable theme, other than the proposition that fans will keep paying for more of it. In fact, far from diminishing returns, the expansion of the game beyond Midgar and the revelations of Cloud and Sephiroth’s complex relationship to one another and to the Planet they are respectively out to save and to dominate make clear that the political is always, and not only with in the framework of the game, just one manifestation of the mythic. The importance of such themes as environmentalism and class conflict are not, however, thereby diminished, but can be seen in accordance with a larger perspective. I agree with Cash that in later areas such as Corel and Gold Saucer, “providing an arguably deeper and richer interrogation of class inequality than Midgar, the moral center becomes harder and harder to pin down” (50). I certainly can acknowledge “no narrative media, no matter how developed it may be, can solve all of the problems it touches on” (51). Where he adduces these points in his conclusion as weaknesses generated by the game’s epic narrative, I would simply accept them as proofs of its literary merit, resistant to reductive readings.

Yasheng She’s essay on “The Death of Aerith: Traumatic Femininity and Japan’s Postwar Modernity” goes some way to sketching in the cultural background implicit in this reversal. She gets it: “While FFVII seems to focus on the dangers of nuclear power, the real danger lies with the wartime masculinity that allowed nuclear destruction” (61). Technological, environmental, and social justice concerns are all in play in FFVII, and all contribute to its total effect; She’s essay is mostly concerned with how history and gender inflect and inform the meaning of the game’s concrete referents to real-world wars and ideologies as they carry across in its more metaphorical and open-ended, but no less powerful, moments of individual and collective trauma and recovery. She has an unhelpful tendency, though it’s one I recognize that I’m guilty of when I set myself to write this sort of thing, too, to give only the barest shrift to citations. Of particular interest are references to Igarashi Yoshikuni on Japan’s “positioning wartime and postwar trauma as the onset of Japanese modernity,” Souvik Mukherjee’s “postcolonialism as an intervention to the studies of video games,” Soraya Murray seeking “to address ‘the popular depoliticization on video games'” (all these in successive sentences on 55), and Koichi Iwabuchi’s concepts of “hybridity” and “mukokuseki” or “no nationality” tagged onto a tantalizing description of the game’s use of “English and Japanese signages” right before the end of the paper (65-6).

“Fragile Materials: Memory and Ecology in Final Fantasy VII,” by Nickk Hertzog, along the same lines as Cash in his essay, juxtaposes themes that I’m calling, broadly, mythic and political. While I applaud his brave choice to focus on “the original FFVII” (69) I find Hertzog’s frequent use of secondary sources such as Zizek and Deleuze/Guattari to be profoundly corrosive for his argument. How does the “arborescent” view of memory put forward by the latter (71; allegedly–I haven’t read them, and if I tried to, I doubt I would understand what they’re actually saying) provide any more insight than actually looking at the scenes in the game where Cloud’s memory is represented as text, gameplay, and interior landscape? Why not abide with the Proustian view of recovering lost time, rather than jumping to the Deleuzian “sickness” (71)? Why lean on Zizek to assert that “Cloud’s journey shows that an opposition to the impacts of science is ultimately a pointless one” (80)? Hertzog does engage with Robbie Sykes’ paper on “Earth Jurisprudence” in a sustained way, but he buries what looks like a crucial distinction relating to individual agency in a final footnote (82). By the end, I’m not sure he’s accomplished anything beyond summoning up and wrestling with a handful of all-too-significant predecessors, like the ghosts of the Gii (74)–and reversing Cash’s framing, which is a good start.

The next section, “Disc 2: Player Experience” opens with a still more off-putting entry, “‘A body hast thou prepared me’: Algorithmic Suture, Gamic Memory, and (Co)-creating a Rhetorical Network of Identity-Trauma in Final Fantasy VII.” The author, Samuel Stinson, not content with this howler of a title, doubles down with the passage from the Letter to the Hebrews (10:5) as an epigraph. It’s not so much the ludicrous mouthful of a subtitle as the egregious formatting on the citation of the Bible “(King James Version, Heb. 10.5)” that makes me wonder what, if anything, the editors tried to do to wrangle this piece into presentability. They evidently never asked or couldn’t convince him that it would help to actually engage with the text from Hebrews, aside from this cryptic conclusion:

Within the context of FFVII, Aeris must continually be permitted to die, instead of once and for all, because in her death there is a reminding, a remanding, for the player through each play-through, as a body has been prepared fo the enactment, and the water is ready.

Being dead, the game speaks: Why tarriest thou? (102)

Now, proposing to supply us with a rhetorical “toolkit” and drawing on a dissertation called Writing with Video Games for the purposes of publishing an article about… writing about games… to help students write with/about games–this all seems pretty circular, if well-meaning. The essay is too condescending in tone for me to give Stinson the benefit of the doubt that he might have anything substantive to say amidst all the jargon and posturing, though I appreciate his loyalty to the spelling of Aeris and the original release, his inclusion of an example from FFIV (98; though FFVIII seems like it would offer the better point of comparison for romantic insights), and his boldness in bookending his flimsy essay with KJV English.

If Stinson leaves us wondering “what hath [FFVII] to do with Christ?” the following essay, “Final FantaSi’ VII: Role-Playing the Eco-Ethics of Laudato si‘” by Gregory D. Jones, Jr. provides an answer. A very specific riposte is discernable in the concluding paragraphs to the “dead” game of the prior essay: with the final screen “an ever-unfolding starfield, where FFVII’s ‘Prelude’ plays in the background… the game plays on; it never truly ends” (120). To the believer, and to anyone open to a resolutely sunny application of Catholic encyclicals and virtue ethics to the specter of environmental catastrophe, it is no doubt a satisfying one. For more jaded readers, Jones’ trotting out of psychological research on the benefits of games may register as naive or one-sided. Regardless of one’s disposition, this central essay in the volume makes for a refreshing contrast. Again refreshingly, Jones is not stinting in his quotations from the game’s actual text, with well-chosen passages incorporated throughout.

In “‘Action combat trash’: Final Fantasy VII Remake, Control, and Combat Nostalgia,” Indira Neill Hoch puts her finger on the pulse of fan reception. Drawing on forum comments rather than interviews or other long-form analysis, she predictably finds that both positive and negative views of the remake are “predicated on the existence of a desirable, idealized past” (134). “Very little, if anything emerges in the comments regarding FFVII as a narrative… little commentary on…. themes of capitalist and corporatist systems, environmentalism, resistance, poverty, and war,” she writes, “Instead, what they hoped to protect was a fabricated, nostalgic gaming past, defined through combat mechanics, silly distractions [ie. the “frog” status ailment], and defending their own memories of the experience of playing” (ibid.). Neill Hoch has a clear, ironclad argument, based on a narrowly defined dataset and an unusually copious swathe of citations including both stalwarts of the fields of games, cultural studies, and communications (Huizinga, Aareseth, Consalvo, Wolf, Gray, Jenkins, Jameson) and specific deep dive investigations into nostalgia among gamers (Garda, Heineman, Sloan, Suominen, Wulf, Cruz, Hodson, Payne). Hers is the second essay, after Cash’s, to conclude with an apologetic footnote about how Barret’s racial representation falls “beyond the scope of the current essay.” Aside from nostalgic neckbeards (and in some cases the datasets no doubt overlap), no one is as cognizant of boundaries not-to-be-overstepped than academics writing within their chosen specialization.

Turning to the final section, “Disc 3: Legacy,” we’re again hard-pressed to see the distinction as being all that meaningful, with Craig T. Olsen’s “Very Superstitious Spoilers on the Wall: A Deep Read of Fan Reactions to Tragedy in Final Fantasy VII” picking up much where Neill Hoch left off. Olsen looks at the deaths of playable characters throughout the series and, for the sake of comparison, in Chrono Trigger and Secret of Mana, as well as jumping into Remake at the conclusion to revive interest in what one should have thought a thoroughly discussed-to-death topic if ever there was one.

In “‘Because, you are… a puppet’: How Final Fantasy VII Anticipated the ‘Posthuman Turn'” Nicholas Langenberg swerves back into the sort of territory we encountered with Hertzog’s essay, engaging closely with the narrative and themes contested there. He invites us to “embrace the fluid, disjointed, rhizomatic nature of our existence… to reconcile our understanding of ourselves with the discourses that have led to the decline of humanism while also establishing an image of ourselves and others that leads to greater empowerment” (174). To which I can only reply, no thanks. By aligning Sephiroth with the “Humanist Attachment” and Cloud with the “Posthumanist Acceptance” of his conclusion (176), Langenberg seems to have defined his terms in such a way that readers are bullied into agreement, but these definitions are shaky at best. I’m open to the notion that such a “turn” has taken place, if only within the heads of the people he cites, and it certainly seems like a respectable read of the ending scenes of Midgar to suppose that the world of FFVII is literally on a path to posthumanity, but Langenberg confusingly connects this highfalutin’ term with the “inability to find comfort in grand narratives,” as if both “posthumanism” and FFVII itself were anything other than just such grand narratives. Like Hertzog, he winds up a formidable concoction of theory and stares closely into the central conflict Cash shies away from, but I can’t help but disagreeing with his inferences at practically every step.

The second to last essay, by Carlos Cruz, “Square’s Lifestream: Examining the Impact of Final Fantasy VII Characters Across the Gaming World,” goes beyond the Compilation to trace the instances of intertextual references in the form of cameo appearances by Cloud and co. in games such as Dissidia, Super Smash Bros., and of course Kingdom Hearts. This is probably the least presumptuous, if least profound, of the essays included. Essentially trivial, thinly supported by a smattering of psychological research, and nonetheless fascinating for the fan of the games, Cruz disappoints only insofar as he does not take a moment to remark on the simultaneous development of Xenogears alongside FFVII and Cloud’s strange hallucinations about this sister game.

Even the LP Archivist couldn’t be bothered to include this one

Implicit in most of these essays, and more or less explicitly stated in several, is the question Hertzog had formulated: “is continuing to focus on this game an unhealthy exercise in reliving earlier pleasures? Or does FFVII captivate because of its continued, even heightening, contemporary relevance?” (69). It’s worth asking, a fortiori, if continuing to respond to these records of that focus is anything other than nostalgia, trivial gatekeeping, and more bookish sour grapes. As a particular instance of the specter of posthumanism, it is hard to deny that given a little prompting, the currently available large language models, for all their hallucinations, could probably write papers just as interesting and insightful as the ones in The World of Final Fantasy VII, and respond to them with more grace and wisdom than I could manage here.

Which is all to say that when Kathleen Morrissey asks her version of the question–“In other words, how can one understand the timelessness of FFVII? (197)–in the course of her essay closing the book, and she arrives at the answer that we “renounce idolized heroes in favor of flawed teams when managing collective struggles” (200), we can discern a kind of circling around the same territory as many other contributors, as if they were grinding for levels or seeking a particularly rare enemy or item drop, and a recognizable theme from any number of conversations about these games. As the kids say, “It was the friends we made along the way.” And they’re not wrong. What Morrissey has to add is a wider range of video game comparisons and a more nuanced discussion of mental health as it is represented in FFVII. Their reliance on procedural rhetoric and Bogost/Galloway aside, Grimwood on “Heroic Madness” sounds like a keeper.

Awkward.

Less a “Conclusion” than a prose envoi, “Where the Rail Takes Us,” by Craig T. Olsen, briefly recapitulates the preaching-to-the-choir, protest-too-much-methinks claims about the value of games as cultural artifacts, and about the beloved characters of FFVII in particular, that anyone still reading would, it goes without saying, grudgingly concede. And we might gently point out that of the train-themed quotes that have attained meme status over the years, the editor has chosen a real humdinger. Again assuming we actually look at the line in context, we note that it comes in Cloud’s discussion of the slums underneath Midgar’s reactors, and the academic equivalent of a slum, if one is permitted to make the inference… we might call it a peripheral field. Whereas an academic book, even if just a collection of essays by passionate scholars and students, worthy of its subject would position FFVII much closer to the interdisciplinary promised land dreamt of by the new historiographers of games, and by Spariosu before them.

Tolkien and Lewis: Lang and Lit, Play and Games

So as to establish some sort of structure by which to embrace the world in all its complexity and learn about it as deeply as possible through the mediation of a shared, relatively safe and replicable experience, for a long time now we’ve been leaning on this lens of play and games here at The Video Game Academy. And yet it cannot have escaped anyone’s notice who might be following along that what we are up to is rather different from, say, the dream of “gamification” in education that various figures of wide-ranging levels of influence might talk about, or even “game studies” in any strictly defined sense. In fact, our courses, such as they are, are remarkably old-fashioned in many ways. Essentially, we play games and talk about them; or we take a larger theme, such as “mythology,” this year’s focus, and explore it through games and other recommended readings.

In the spirit of Pullman’s advice to “read like a butterfly, write like a bee,” we remain open-minded about the selection of readings that would ultimately find inclusion in our course of study. And because all this remains speculative and hobby-horsical, we don’t have to limit ourselves to fixed curricula and syllabi, as interesting as it is to think about these things from time to time (see recent episodes of “Unboxing” and our own Professor Kozlowski for reflections on some of the work that goes into professional academia).

But in the words of Buzz-Buzz, “a bee I am… not.” Much as I strive to keep up with the writing that is meant to accompany and give expression to all this reading (reading in the loose sense of listening and playing and so on), I find that weeks and months go by with little to show for all the ideas I intend to share out again. The occasional post, to say nothing of new courses or published pieces, is only with great effort and continual procrastination ever finished (again, in the loosest possible sense of the word). Still, as another artistic hero said to yet another, “work, always work” (Rodin to Rilke): the work is ongoing, the reading is happening, the notes are jotting, and thoughts thinking. If nothing else, a conversation on FFVIII is forthcoming more or less weekly.

Is it at least somewhat convincing to plead that I’m waiting for Pullman’s new book to release before diving into that podcast project again? Or that I’m collaborating again with Moses aka Red on a follow-up to his Gamelogica project, though what form that might take remains to be decided? Perhaps I’ll talk about the Nobel winners I’ve been reading, or attempt a playthrough of MOTHER 2 in Japanese…

Odysseus and the Sirens – The British Museum.

Meanwhile, in brief reviews and commentaries, I’ll keep tracking the connections between games and literature as best I can. From my attempt at putting The Sirens’ Call by Chris Hayes into dialogue with Deep Work by Cal Newport and Saving Time and How to Do Nothing by Jenny Odell, I arrived at the conclusion that for all their insights into the critical importance of attention, these contemporary authors seem to me to be completely missing the point. Instead of writing these popular sorts of books, long on citations and case studies and strikingly short on the deep reading they purportedly are calling for, they should have done better to craft a single reflection on the example that was most exemplary in each case. Lacking any demonstrable rootedness in their points of departure–whether Homer and Plato for Hayes, Jung and Montaigne for Newport, or Bergson and Benjamin for Odell–to say nothing of any perceptible religious or otherwise philosophical groundwork for their arguments, their books diffuse themselves into the culture as distractedly as any other media phenomenon, and will likely prove as ephemeral. And so I suggest readers turn instead to those sources in literature from which they are drawing, and abide in the original works for themselves. For a better guide as to how to do this, I could lift up Weil on the use of school studies; Bakhtin on Dostoevsky; and someday, perhaps, my own efforts on video games.

To connect this all to video games, then, can we do better than Jenny Odell’s reasoning behind her structuring of Saving Time? As she explains in this BOMB interview:

… I actually didn’t have the idea to structure the book that way until halfway through writing it. I landed on the idea because I was playing the video game, The Legend of Zelda: Breath of the Wild. I was spending a lot of time in a spatially dispersed story in which you understand that certain things can only happen in certain places, and you have some idea of something that’s coming both narratively and geographically down the road. You can see it, it’s in the distance.

At the time, I was thinking about how everyone’s experience of playing that game—even though it obviously suggests some routes to you—is pretty different, and thus, their memory of the story is going to be different. I was just really fascinated by that. So I think it made me look twice at these places that I was spending time in and it got me thinking about how I could string them together.

Odell is extremely close here to digging into the power of place for memory as represented in video games writ large. While she focuses on the differences among players, my mind goes as usual to EarthBound, and to the ultimately unified story it tells. No matter in what order the sanctuaries are visited, or in the case of Zelda, the memory locations, Koroks, shrines, etc., there are certain themes, timeless and universal, such as love, courage, and the joy of adventure, which these games will reliably lead players to consider.

It almost makes me want to go back and read her book again in light of this revelation!

In passing, I’ll note that Hayes and Newport each do make a few interesting references to video games, too. Apropos of Socrates’ critique of writing in the Phaedrus, Hayes remarks, “It seems safe to say in hindsight that writing was a pretty big net positive for human development, even if one of the greatest thinkers of all-time worried about it the same way contemporaries fret over video games” (6). And he later acquaints the reader with Addiction by Design, by Natasha Dow Schull, and the prevalence of loot boxes via this inarguable clickbait from The Washington Post: “Humankind Has Now Spent More Time Playing Call of Duty Than It Has Existed on Earth” (52-3).

Besides becoming bywords for the perennial moral panics accruing to new technologies and for the irresistibility of slot-machine-style addiction, video games, again exemplified in Call of Duty, return one more time towards the end of the book to provide Hayes with fodder for a brief rant: “Online interaction, which is where a growing share (for some the majority) of our human interactions now takes place, becomes, then, almost like a video game version of conversation, a gamified experience of inputs and outputs, so thoroughly mediated and divorced from the full breathing laughing suffering reality of other humans that dunking on someone or insulting someone online feels roughly similar to shooting up a bunch of guys in Call of Duty” (233-4).

A different paradigm shows up in Newport: “In MIT lore, it’s generally believed that this haphazard combination of different disciplines, thrown together in a large reconfigurable building, led to chance encounters and a spirit of inventiveness that generated breakthroughs at a fast pace, innovating topics as diverse as Chomsky grammars, Loran navigational radars, and video games, all within the same productive postwar decades” (129). The absence of a descriptor there, or if you like, the way in which “video” is returned to the role of descriptor of “games” according to the parallelism of Newport’s construction, is extremely interesting. I could gripe all day about the narrowness and specificity of the video games Hayes seems to have in mind; whereas for Newport, video games are a product almost without qualities other than their novelty and mythic origin in “MIT lore” and “haphazard…inventiveness.” Whatever he may think about particular games, Newport’s mention of them at least has a positive valence.

Eeriness, an ink drawing by J. R. R. Tolkien. Photo: Museoteca.com – via New Criterion.

By chance, the one episode of Newport’s podcast that I listened to so far (no. 288, on the recommendation of this article I was considering assigning next school year) includes towards the very end some reflections on Tolkien which might finally get me to segue back to the ostensible premise of this post. Specifically, a curator of medieval manuscripts at one of the libraries of Oxford sent Newport a quote that is found in a letter from Tolkien to Stanley Unwin: “Writing stories in prose or verse has been stolen, often guiltily, from time already mortgaged…”

Before addressing–or indeed quoting–the quote, Newport riffs on “The Consolations of Fantasy” exhibit (reviewed here) and pulls up some of the art for his youtube viewers. He read in a recent biography about Tolkien “being overwhelmed by…the stresses of being in a field–philology–transforming into modern linguistics,” noting that “he was on the old-fashioned side of that.” Repeatedly, he characterizes Tolkien’s art and writing as abounding in “almost childlike, fantastical images” and takes his desire to spend more time in the “fantastical worlds” of his “childlike,” albeit “sophisticated,” imagination, as another explanation of his acute sense of stress–along with his worries about money.

Newport may or may not have ever read Tolkien–it isn’t clear–but he sees his art anyhow as being illustrative of his own recent work on “Slow Productivity.” He argues that Tolkien’s success selling books is what allowed him to spend more time on his writing and worldbuilding and to worry less about his other responsibilities; again, though, Newport seems to completely miss the point. What is it about Tolkien’s books that so captivates readers? It has less to do with a yearning for time in which to daydream and more to do with his insights about myth, drawn straight from his studies of philology and given voice in a much more famous quote from Gandalf: “All we have to decide is what to do with the time that is given us.” In his fiction, both in major works like Lord of the Rings and in small masterpieces like “Leaf By Niggle,” as well as his scholarship (talks on Beowulf and Fairy-stories are essential) Tolkien touches on just those emphatically moral dimensions so absent from Newport’s pursuit of excellence.

Now reading widely and breezily in the literature of attention is as fine a way as any to pass the summertime for a none-too-disciplined teacher like me. But make no mistake: setting aside my personal affection for Pullman, not entirely shared by my colleagues, I should clarify that second to none among our professorial and scholarly lodestars, we at VGA also count JRR Tolkien and CS Lewis. Both were eminent in their fields of language and literature, and both were theorist-practitioners of the arts of teaching and of fiction alike. And their work is at the heart of the 20C turn to myth-making which continues most vivaciously in the video game medium to the present day, and which is particularly evident in the 90’s JRPGs we never tire of playing and studying.

If it may be objected, quite fairly, that discussions of classic game series like Final Fantasy and The Legend of Zelda have been done ad nauseum, whether as podcasts, video essays, or even books, so what do we mean by proposing continually to return to them anew; much more so discussions of Tolkien and Lewis, who are the subjects of innumerable books, articles, videos, podcasts, and courses? Even a cursory glance at the literature suggests that the influence of Tolkien, Lewis, and their circle and successors on video game development and reception has been immense, as is well understood. From the very first PhD dissertation on video games by Buckles to more recent work aimed at scholars (Young), hobbyists and serious fans (Peterson), and a popular audience alike (Kohler), it is clear we would be far from surprising anyone with our discoveries about the deep ties between the seemingly dusty “Lang and Lit” debates of the early 20C and the “ludology/narratology” tug of war or “magic circle” duck duck goose of near-contemporary game studies.

To my (admittedly very incomplete) knowledge, however, what remains little noted or discussed is the role of play within the work of the Inklings and Inkling-adjacent, their predecessors (ie. Chesterton and Morris), and their major intellectual heirs (whether imitators, who are legion, or virtual parricides, in Pullman’s case). What happens when we go back to their writing the hindsight afforded by reading them in the light of video games’ subsequent developments of the themes of mythopoesis so powerfully instaurated by the dynamic give-and-take between Tolkien, Lewis, and their fellows and followers?

To illustrate just a few potential starting points:

Tolkien’s thoughts on “faerian drama” in the light of video games (Makai); the impression made on him by the play Peter Pan in his early Cottage of Lost Play writings (Fimi); games as mythopoeic narratives (Fox-Lenz) and the riddle game at the heart of The Hobbit (Olsen).

Lewis’s language of “checkmate” and “poker” to describe his conversion (Dickieson), and the ways in which imagery of play and games functions elsewhere in his apologetic writings, fiction, and scholarship:

  • “Very often the only way to get a quality in reality is to start behaving as if you had it already. That is why children’s games are so important. They are always pretending to be grown-ups—playing soldiers, playing shop. But all the time, they are hardening their muscles and sharpening their wits so that the pretense of being grown-up helps them grow up in earnest (Mere Christianity)
  • The discovery, creation, and defense of Narnia are all couched in terms of play, ie. “I’m going to stand by the play world” (The Silver Chair); and for some reason “The Great Dance” at the end of Perelandra is also called “The Great Game”
  • In his analogy of Milton asking “What kind of poem do I want to make?” with “a boy debating whether to play hockey or football,” Lewis likens the game rules to the poetic form (Preface to Paradise Lost)

To my mind, there is ample material here for a course and a curriculum. But as I say, this summer I’m spoken for, reading in the backlists of the Nobel Prize laureates from a century and more. But keep an eye out for the follow-up to Moses’ Gamelogica channel, tentatively to be known as Legendaria!

Wholesome Streamer Summer

As an alternative to Empty Stadium Summer, what about some Blitzball and theology? Don’t forget, it’s the Year of Myth in Games!

“So stankin’ good” – Professor Noctis c. 13 min in…

Not that I have the bandwidth to properly join in on the streams and play through FFX this summer, but I so admire that Prof Noctis is up to this right now and wanted to share it.

He also recently presented with Evan DeYoung on “Video Games in Higher Education” at PAX East under the alias Dr T Wade Langer, Jr. Some great insights there on the formation of identity and memory through gameplay!

For his dissertation, he wrote on Teaching Judeo-Christian Kingship Through Final Fantasy XV.

As a research project connected to his course on “Mythos to Logos” in FFXVI, he is engaged in using a bespoke Game Lab at UA to “qualitatively research how using a video game to teach theology impacts a student’s ability to objectively examine religious traditions through comparative study.”

And as a minister, he appeals to games to “speak theologically to nearly any audience.” It is life-affirming and life-saving work.

And somehow he found time to play Kenneth from 30 Rock? Pshaw! Just joshin’ ya.

Prof Noctis makes a great counterpart to The Bible Project, with their “One Story That Leads to Jesus” reading plan on the one hand and to Signum University, with their new Tutorials, on the other. It’s awesome to see the success he’s had and the growth since we first connected when he was Editor-in-Chief over on The Pixels.

Very soon, I promise, I will be sitting down to engage more critically with some of this content–and I’ll say in passing that I like the distinction Wade and Evan make in their PAX presentation between “content-creators” and “-curators”, because I, too, feel more comfortable in the latter designation. In particular, I want to dig into the dissertation, since it’s been a minute since I looked at it, and the video “What is Final Fantasy,” which (along with his sign at the wrestling arena) seems to have really put the FF Prof on the map, social-media-wise. From their conversation about Fantasian as the “Final Fantasy We Never Got,” I’m intrigued to consider the thesis that part of what makes an FF is its seeking to break a historical cycle… But until then…

Roll Tidus!