99 Hours of Clair Obscur: Expedition 33 (Part Two)

If you haven’t, perhaps read PART ONE first?

ACT II: In which we begin our explanation of the world of Clair Obscur, in the hopes of understanding its artistic priorities, themes, and aspirations

I’m still not entirely sure how I want to tackle this section.  I would normally prefer to avoid spoilers, but we can’t very well talk about the world of Clair Obscur without spoiling what you’ll find there, and we can’t talk about it without also talking about the plot and lore of the game.  And, further complicating the matter is the fact that I’m writing this with people who can’t play it in mind.  I want to share how awesome this game is with friends and family who really won’t ever have an opportunity to play it, because they don’t play video games, are don’t play these kinds of video games.

So we’re going to do something fairly unprecedented—at least for me and my essays.

I’m going to treat this as an adaptation.  I’m going to effectively try and transmute the experience of playing the game to prose.  I will walk through the major plot points, and the major areas of the game.  I will describe, as best I can, the locations and beats.

That means that this will be all spoilers going forward, but I will be intentionally staggering them, since I’ll be following the game’s own story and plot and revealing what happens in chronological order.

BUT:

  1. We will save the major major plot spoilers (i.e., the endgame) to Act III of our essay.
  2. We will break up this section by the organization of the game’s own Acts, so you can ditch the essay anytime we get too spoiler-y for your liking.  (Hopefully, I’ll also be able to sell at least some of you on the game while we go…)

AND:

  • CONTENT WARNING: Things are going to get pretty dark here.  This is a violent game about the ways people react (and overreact) to grief and loss.  There are multiple depictions of suicide, trauma, waning mental health, and physical disfigurement.  I think the game handles these subjects with understanding and maturity, and I hope to do the same, but use your judgment going forward.

Alright.  Let’s do this.

Prologue: Lumière

Lumière is Paris—though the Belle-Époque Paris in that state of static-disintegration we discussed earlier.  The top of the Eiffel Tower is smeared to one side; the Arc de Triomphe’s shattered peak floats in a rough arch over its two legs.  Nondescript Parisian apartment buildings line crowded streets.  But the city is surrounded by the sea, and in the distance you can see a giant monolith, and, at its base, the form of a woman with long ash-gray hair, huddled into the fetal position.  Above her head glows a number: 34.

We are introduced to Gustave and Maelle.  Gustave is man in his early thirties, wearing an elaborate dark purple suit; Maelle is a young girl in her teens, wearing a stereotypically-French horizontal-striped shirt and red kerchief.  They talk together like brother and sister: she teases him about the fact that he is throwing rocks ineffectually at the distant monolith; he plays along, wry and kind.  We get a combat tutorial, and traverse the rooftops of Lumière together.

The greater heft of the scene is only gradually revealed, though.  Gustave is in the rooftop garden to avoid going to see Sophie, an ex-girlfriend he’s lost touch with.  Today is her gommage—and that means that this is Gustave’s last chance to set things right.  He has a flower for her—this is apparently traditional—and she thanks him for it.  It comes out that they separated over some pretty important differences in perspective.  Gustave has been working hard, preparing for this year’s Expedition onto the dangerous continent; Sophie has been trying to enjoy this last year of her life.

Because here’s the thing: the gommage means the death of Sophie, and everyone else her age.

As the characters watch, the woman at the faraway monolith—the Paintress, they call her—wipes away the “34” inscribed on the stone and replaces it with a new number: “33.”  And when she does, all the citizens of Lumière over the age of 33 (including Sophie) slowly dissolve into red-and-white flower petals: gone forever.

Hence our call to action, and our title.  Gustave (and Maelle) has committed himself to joining Expedition 33—not the 33rd Expedition, but closer to the sixtieth or seventieth, with each Expedition naming itself after the number on the monolith when it set out—and the mission of these Expeditions is to travel to the unknown continent across the sea, confront the Paintress, and kill her, so the gommages will stop and the citizens of Lumière can live their lives without fear.

But Expedition 33 is an unmitigated disaster.  Immediately after landing on the shore of the continent, they are confronted—impossibly—by an old man (why hasn’t he gommaged…?!) in the company of the monstrous Nevrons (Nevrons come in many varieties: these are nightmare creatures with no head or eyes but two hands composing a kind of face), who start to lay utter waste to the Expedition with power beyond anything they could have prepared for.  There’s a frankly harrowing cutscene where all the characters we’ve met are positively wrecked. 

Gustave tries desperately to find safety.  Eventually, though, he is knocked unconscious and blacks out.

We rejoin Gustave as he wakes up—but nobody else is around.  He’s been relocated from the horrible beach—where the massacre took place—to a glowing blue tree, but he’s completely alone.  Dazed, he walks for a little while, calling out for the others, but nobody comes.  He eventually arrives at a cave full of the corpses of past Expeditions (it would seem theirs was not the only one to be immediately thwarted by terrible powers), sits down, and withdraws a pistol to end his own life.

But he is stopped.  Lune—one of the other Expeditioners—takes his hand.  He is not alone.  Others have survived, but presumably only a few.  Together, Gustave and Lune will try to find the survivors and continue the mission together.

Prologue – Debrief

OK, so we’re barely an hour into the game and it is already more emotionally harrowing than most full games I’ve played.  The folks at Sandfall pull no punches with their emotional beats, but it is also not just some grim-dark tragedy-porn experience either.  The scenes in Lumière especially are buoyant and lively; even the festival leading up to the gommage is full of surprisingly-rich characterization.  These are people trying to figure out how to live their lives in the shadow of this terrible situation.  They have traditions.  There are little kids running around.  Sophie even has a bit of a tense conversation with a mother about whether or not it is responsible (or, indeed, imperative) to have children in light of the gommage (most of these children are orphans, after all—including Maelle).

During the send-off celebration for the Expedition, in particular, many of the characters confess their hopes and dreams.  Some are apprehensive; others defiantly resolute.  Lune herself, if you notice her among the crowd, comes off as a bit of a space cadet.  She can be found sitting on the pedestal of a statue, playing her guitar and singing, barefoot, before the gommage.  They’re people—not props.  The situation is terrible, but they are trying to make the best of it anyway.  Because that’s what people do.  This is a game about grief, sure.  That much is clear even from this first hour of play.  But specifically, this is a game about how we deal with grief.  And I think the game wants us to notice that the people of Lumière have made a certain amount a peace with their situation. They don’t consider the broken fragments of buildings strange or disruptive, even though they are the result of a historical catastrophe only dimly-remembered. Their surreal situation has become normal, even if it is strikingly abnormal to the player. Sophie and Gustave disagree about whether they should accept, or fight against this situation (which itself serves as a good indication of normalcy to the player – we’re not going to question the floating bricks, but we are going to question the arbitrary mass killings that also serve as a death-clock for the whole society). Gustave intends to fight, but Sophie intends to accept. It isn’t clear who is right; it will, after all, get much, much worse by the end.

Still, the scene with Gustave—this lively, wry, caring character—sitting down to commit suicide…?  It has to be one of the most affecting scenes in any video game I’ve ever played.  Even in the one short hour we’ve had to get to know him, he’s been characterized as standoffish, warm, protective, creative, and a little irritating.  For him to lose all hope so quickly is both understandable and horrifying.  As he walks toward the cave, reduced to a stupor, eyes blank and staring, I feel all that despair and loss and helplessness, even from a man who had said that he would do all he could “for those who come after.”

This doesn’t read like a plot point, orchestrated by some writer for shock value.  This reads like an actual human being, reduced to despair by unfathomable trauma.

(It’s almost a shame I’m not still running my “The First Hour” series—because this should be on the short list for “most impressive first hour of a video game ever.)

The World To This Point

This is intended to be an essay about world-building, and, as such, I want to make sure we circle back around to the world at every stage of our discussion.

But there isn’t a whole lot to say at this point.  So far we have only seen the town of Lumière (which is very nice, don’t get me wrong), the beachhead where the massacre took place (which we only see in a cutscene), and a little bit of the verdant—if alien—meadow and macabre cave where Gustave faces his despair.  We’ve only fought Maelle in a tutorial sparring match, possibly a rogue mime in Lumière, and a Nevron or two along the path to the cave.  We haven’t seen much, in short.

But that doesn’t mean it isn’t important.  Lumière is festooned with red-and-white for the gommage: the people about to gommage wear garlands of red flowers, and the dominant landmark (even Gustave and Maelle draw attention to it) is a massive red-and-white tree in the square where Gustave meets Sophie.  It isn’t “lore,” exactly, but every part of the design of Lumière resonates with and anticipates the gommage that’s about to happen.  By contrast, the sending-off celebration for Expedition 33 takes place at night, and we are introduced to the stark, snappy-looking black-and-purple-with-gold-trim uniforms of all the Expeditions past.  Here, again, the color palette reinforces the theme.  Red-and-white for lost innocence, grief, and aborted happiness; purple-and-black for resolution, purpose, and sacrifice.

When we do reach the continent, the beach is a barren, ashy stretch of sand and debris.  The mysterious old man wears a white beard and a severe black suit (and seems to resemble an older Gustave).  The entire cutscene is nearly monochromatic: the Expeditioners wield colorful pictos, but the enemies fire devastating bursts of pure white energy that light up the black sand.

Then there is the glade, with its verdant greens and alien blues.  And the cave, its ashy-gray bodies lit blood-red by some trick of the light filtering into the cave.

This isn’t what we usually mean when we talk about “world-building” in video games.  Instead, we’re used to thinking of lore, or environmental storytelling, or details that add up to a larger picture of social complexity or backgrounds for character development.  When I wrote about Morrowind, I emphasized that its believability as a place derives from its complex social dynamics, which are foregrounded, but have to be learned.  In some of my other favorite worlds (say, that of Bioshock or Batman: Arkham City), much of the world-building is rooted in environmental details: Bioshock’s bloody messages scrawled across walls, or Arkham City’s villain-related details spread across Gotham.

Here in Clair Obscur, though, world-building is almost always in service to the emotional weight of the scene.  Like any good surrealist work, we are not speaking to the conscious mind, but to the unconscious mind.  These spaces aren’t necessarily logical, don’t have to make pragmatic sense, and don’t typically invite analysis for the purpose of piecing together a puzzle.  You are, in a very real sense, supposed to feel these places.  Walking through Lumière, the experienced video-game explorer is likely alert to details that describe the day-to-day lives of its people.  And there are some: Gustave and Sophie remark that the piles of furniture (that conveniently block access to alleys the game doesn’t want you to explore) are the belongings of people about to gommage—now free to anyone who wants or needs them.  And there’s a café where people have congregated to eat, performances (like Lune’s song) by its denizens, and even a dance that uses the colorful Pictos you’ll use in battle for visual spectacle.  But it isn’t really a livable space, the way some other games (like Bioshock) would emphasize.  It’s a vibe.  And it’s less important to convince the player of its reality than to anticipate the emotional value of this place in the game to come.  Lumière doesn’t need to make sense as a lived-in space; it needs to stick in the player’s mind: a symbol of life, normality, and grief that must be protected and saved in the player’s travels.  Likewise, the beach doesn’t need to make topographical or geological sense; it needs to represent horror, death, and despair—and, hopefully, scare the player away from it for the foreseeable future (you can go back and get your butt kicked there only later in the game).  And, most glaringly, the blood-red light of the cave doesn’t need to make sense; it needs to highlight Gustave’s own bloody despair and failure in his darkest hour.

That’s what makes this so frustrating to discuss: this is a carefully-crafted world, but it exists in service to the experience—to the emotional heft of the story, the characters’ suffering, and to the themes of grief and survival.  It is not a world that can be dissected into its speculative elements, but it is no less calculated, no less intricate.  Here on The Continent, we will discover, and we will explore, but we will rarely be intellectually satisfied.  Instead, we will feel—and that is a noble, if underappreciated goal of the world-building craft.

Act I: Gustave’s Journey

I’m not going to summarize the whole game in this kind of detail.  But I felt it necessary to explain the emotional weight of the world here, where we can get into the specifics, and let this be our default understanding of the rest of the world as well.  There will be specific locations I want to investigate in more detail, but certainly not all of them.

Leaving the cave, Gustave and Lune quickly find themselves in a forest of these alien-blue trees.  Night is falling, it seems, and we have to find a safe place to camp where the Nevrons can’t reach us.  This is made especially urgent when we encounter our first Nevron boss—who kills one of the other survivors in front of us, just to drive home the stakes.  Beat him, and Gustave and Lune discover a message scrawled at the top of a massive blue tree: Maelle is alive, and has been carried away by someone determined to protect her—but not an Expeditioner, it seems. They aren’t following protocol.

The trail leads us to our first encounter with the world map, where we are given a little bit of space to explore. (And a few world-map enemies to challenge!)  But our next destination is one of the truly spectacular and memorable places on the continent: a canyon of rock populated by a forest of coral and kelp.  Whatever surrealist elements we may have seen before, this is an idea that would seem right at home in a Magritte painting.  The land even has little spouts ejecting bubbles into the air—I honestly couldn’t tell in my first game whether I was supposed to be underwater, or on land, or what.  The characters are also a bit mystified, but press on. (Surreal-as-normal, remember?  We’re on a mission; no time to figure out the physics…)

In the middle of the coral caves we find more oddities.  First, one of the Gestrals: a supposedly-mythical race of paintbrush people.  This Gestral’s name is Noco, and he’s a traveling merchant who would also love to fight you, if you’re interested (most Gestrals love a good fight).  Second is an out-of-place ornate black-and-gold door in a pillar of rock.  Go inside, and you will find the Manor, where it seems Maelle has become quite comfortable.  She’s met a strange, but not hostile, denizen of the Manor she calls The Curator—he has a blasted hole where his face would be and speaks only in hollow grunts, but he has apparently been helping her, and will join the party to help us manage our resources and strengthen our weapons (but not fight).

From here, Maelle and Noco lead us to the Gestral village, where we are attacked by autonomous Gestral guardians (who turn out to be massive mechanical armor suits being tested by Gestral engineers).  We meet the leader of the village, who encourages us to seek out Esquie, and offers us passage to Esquie’s lair, but only if we go a few rounds in the Gestral arena and confront their new champion.  That champion turns out to be the fourth (and final) survivor of the beachhead massacre: Sciel, who will in fact fight us before joining the party properly (she, too, just loves a good fight).

Esquie turns out to be a big, silly, masked guy who would normally have the power to ferry us over the water, but has recently lost his stones that allow him these powers (this apparently happens).  He asks us to get his rock-traversal stone from François, his cantankerous turtle-esque neighbor, who attacks us with his “Strongest Ice Attack Ever”—but he isn’t really much of a threat, and seems a bit fond of Esquie despite his grumpiness.

Once Esquie has his stone back, he asks us to help him find Florrie, the stone that allows him to swim over the sea.  He believes he dropped it in a cave network nearby, which is our next destination.  It’s a massive, sprawling area with lots of smaller caverns and tough enemies, and when we finally find Florrie, it’s guarded by the Lamplighter—a terrifying, multi-armed enemy who attacks us with its lamps, and who resurrects after he is beaten.  Once he is finally put to rest, we restore Florrie to Esquie, and he offers to swim us to the next land mass.

But just as we’re about to embark, with half the party in the water below and Gustave and Maelle still in the cave, the mysterious old man from the beachhead suddenly appears and impales Gustave.  Gustave urges Maelle to leave and confronts the man in a heroic last stand, but is killed.  Maelle is likely to be next, but she is saved by another mysterious outsider with a wild mane of graying hair, who confronts the old man and rushes the party out onto the sea.

Act I ends with the party disheveled: Gustave is dead; Maelle is rattled, and the newcomer, Verso, is little more than an enigma.

Act I: Debrief

Gustave’s loss is devastating, and will haunt the rest of the game.  There aren’t many games daring enough to kill off the primary player character (though the death of 2B in NieR: Automata comes to mind), but this seems especially heartbreaking because Lune saved his life at the cave.  There is something senseless, tragic, and wasteful about his death, even if it is, also, a kind of heroic last stand.  And you’ll often be reminded of it: Gestral merchants will still list Gustave’s cosmetic items in their inventory with the message that you’ll need to find a missing party member before they will sell to you.  Many times in the rest of the game you’ll be reminded of his absence.  And Maelle will take over his responsibility of writing in the Expedition journal “for those who come after.”

It also seems like the last straw for poor Maelle.  Throughout the first act, when the party camps for the night, Maelle suffers from dreams or visions of a similar-looking girl with a ruined face.  Sometimes she is confronted by the mysterious old man in these visions, who speaks to her as a familiar, but not in any way loving or friendly.  Her relationship with the Curator, too, seems strange: she is the only one who understands his moans. Gustave was her anchor to herself, to her former life, and to her sanity. Gustave was like a brother, but also her caretaker and protector through the Expedition.  Now that he is dead, she begins the next Act devastated, and it will take some time before she recovers.

Verso, by contrast, is pure enigma at this point.  He slots into Gustave’s spot in the party without any trouble (he even uses all of the weapons you’ve collected for Gustave), but he is slow to trust the rest of the party with personal details, and they are slow to trust his advice and insight.  Like the old man, Verso should not be here—he should have gommaged by now, or been killed by the many hostile Nevrons.  His very existence is somehow wrong, and the other characters worry that his help may hide ulterior motives.

Esquie, too, is more than he appears.  When he first meets the party, he mentions that he has met Sciel before, but she does not remember it.  The party has heard stories of Esquie (there’s even a statue in Lumière), but assumed (like the Gestrals) that he was just a myth.  But where Verso is immediately suspicious, Esquie is impossible to suspect.  His awkward intonation and mannerisms, his goofy affectations, and his plump, huggable, velvety body seem totally unthreatening.  He’s not designed to be familiar or inviting, but he has all the otherworldly childlike charm of the laughing Buddha.

We’ll have a lot more to say about Esquie later.

The World of Act I

Compared to the strictly linear path of the Prologue, Act 1 offers a lot of room to explore.  The World Map is littered with collectibles and enemy fights; many of the individual locations hide secrets down optional paths (especially in the cave system where Gustave meets his end), and all are just as evocative as the locations from the prologue.

But along the way there are some particular details I’d like to point out:

  1. The Gestrals

Once you meet Noco and visit the Gestral village, you’ll start finding Gestrals everywhere.  And they are delightful.  Noco is child-sized, and has a child’s temperament: rowdy, inquisitive, and eager to explore.  His stated mission is to become “the greatest merchant ever!” which will apparently involve exploring the far corners of the continent.  But the rest of the Gestrals are equally enthusiastic, equally rowdy, and equally bumbling.  As much as the big Gestral constructs (sakapatate!) present real threats to the player, the area where you fight them is serene—a red forest known as the “Sanctuary” which the Gestrals consider sacred.  And the music that plays when you fight these sakapatates is upbeat, cheery, and wistful, not at all menacing like the other combat music so far.  (The title of the track is literally “Gestral Summer Party.”)  Fighting the Gestral merchants, too, is framed as a fun side activity: you have to duel with only one party member, and neither Gestral nor party member risks death in the encounter.  Outside of the Sanctuary (and the arena) you will rarely find Gestrals who are hostile, but most are still spoiling for a fight if you’re willing.

I want to emphasize this because the game is careful to walk us through our different emotional reactions on The Continent.  Our first encounter with the old man makes the Continent seem terribly threatening, but the mysterious, beautiful, and alien places we experience next suggest that this is just as much a place of wonder, beauty, and serenity.  The Gestrals in particular add a layer of whimsical fun to that feeling.  Coming off of the strange undersea canyon, the Gestral community feels odd, but comfortable and lived-in.  They like to fight, but their aggression is posture, not threat.  You can even challenge the village leader (who will immediately whup you at this stage of the game), but it’s not personal or anything.  Gestrals are also apparently immortal.  When they are killed—for whatever reason—they are reborn, though without their memories.  You will see dead Gestrals on the world map from time to time, and their tell-tale (paint) jars with brushes sticking out of them as they wait to reincarnate.  But that just helps to explain why they seem so unconcerned with fighting and dying—it is all just a kind of game to them.  These are comic relief characters, essentially, though their endearing sincerity overrides their buffoonery.  It’s easy to fall in love with the silly little guys.

  1. The Nevrons

At this point in the game, there is no single aesthetic that describes the Nevrons.  The monstrous hand-faced creatures of the beachhead echo the whirling arms of the Lamplighter, but we also encounter the diamond-headed spearmen of the world map, massive club-wielding bruisers with porous, pumice-like bodies, and smaller, quicker Nevrons that dodge traditional attacks.  In the coral canyon there are skinny floating Nevrons wearing what look like diving helmets, holding old-school porcupine-like sea mines like balloons floating over their heads (shoot them in combat and they’ll explode, damaging all the enemies in the fight).  Some seem stone-like and heavy; others are spry, floating in place or flying across the battlefield to attack.  Most seem distinct to their environments: stony four-legged eyeless brutes with luminous hexagonal crystals in the caves by the sea; divers and anchor-wielding toughs in the coral canyon; spear- and swords-men on the world map.  There is something suggestive about them, like the sexually-themed monsters of Silent Hill 2, but the theming is rarely so obvious.  They may well be the most surreal element of this surreal world—insofar as they are hostile, but conscious, automatic, and not social like the Gestrals or people of Lumière.

Some, though, are not hostile at all.  By this point in the game, you may have found several “white Nevrons,” who don’t attack you and will offer you quests.  Usually they are missing something—the white Nevron who wields a lamppost as a weapon wants to light the lamp like his friends.  The miniature Nevron in an optional area near the coral canyon wants to be huge like the massive, hulking monsters who loom over the landscape (and who Esquie advises you avoid, at least for now).  When you help them, they will clue you in to the origin of the Nevrons (and their creator…?), but you will also always have the option to fight them (instead, or after finishing their quests).  I never took the game up on the option—there seemed to be enough violence and death going on, thank you very much—but I think the game wants this choice to be deliberate.  It won’t be the last time that we mix up our friends and enemies, after all.

And, of course, there are the Chromatic Nevrons—palette-swapped variants of familiar Nevrons, but much stronger, and often with radically different attack patterns.  Chromatic Nevrons tend to hide down optional paths or in optional areas, and while you may have beaten several by this point in the game, you’ve probably been beaten by several as well.  They are nasty tough, compared to their counterparts.

  1. The Fallen Expeditions

The cave where Gustave considers suicide is littered with bodies of fallen Expeditioners, but we’ll find more as the game progresses.  They leave behind flags, which serve as the game’s save points, and will also refill your health and supplies (though at the cost of respawning all the defeated enemies in the area).  Some leave behind journal entries as well, which helps to explain the circumstances of their final hours in audiolog style (like Bioshock).  Gustave and Maelle also remark on the goals of Expeditions past: one installed all the grapple points you encounter throughout the game; one made the rough maps we use to navigate The Continent.  One employed giant Ferris Wheels to traverse the land.  It is important to remember that so much of your ability to progress depends on those who have gone before: as much as this is a game about grief, the sacrifices of the foregoing are rarely vain.  Every time you save, every time you climb the ledges installed in a wall, you have other Expeditioners to thank.  Much as your party is left alone by the disastrous beachhead landing, you are protected by the efforts of the fallen and the lost.

  1. Mimes and Petanks (sic)

In addition to the typical run of Nevrons blocking progress, you’ll also occasionally encounter (with a little exploration), weirdo mimes and ball dudes running around the locations.  These critters tend to mind their own business (you actually have to trap the Petanks by chasing them into dead-ends before you can fight them), but offer up pretty great rewards if you do in fact fight them.  Leveling up in Clair Obscur is a pretty boilerplate affair, but real strength comes from finding Pictos and the Lumina you need to equip them.  So it is usually worth your while to fight the Petanks for their goodies, and you may as well fight the Mimes for their cosmetic items while you’re at it.  These fights are also tests: unlike the usual Nevrons, which can typically be brute-forced into submission, Mimes tend to be very high-powered, but they all share the same predictable attack patterns (which can be easily dodged or parried), and Petanks all have unique defense patterns that must be overcome before they run away (denying you rewards).  These are tricky fights, and the satisfaction of winning is matched by the wealth of rewards.

  1. Optional Locations

I didn’t actually spend much time exploring optional areas outside the plot-related locations during the first acts of the game: I felt the urgency of the plot necessitated my progress, and I also liked playing the game a bit underpowered, so each new area pushed me to get better at learning attack patterns and employing Pictos strategically.  I always felt a little weak, and that’s how I thought the game should feel.  But there are several little areas you can visit to find collectibles and pickups.  Many are simple one-screen affairs (like the 2D pictures you traverse in the PS1 era of Final Fantasy), and only have a single music record or other doodad to find.  Others feature quest-giving white Nevrons in a limited space.  The truly deep and complex optional areas remain mostly gated off at this point, but the game is training you to look for them and wonder about the places you can’t access, even now.

  1. The Manor

When we first find the Manor in the coral canyon, it is an ornate gold-and-black mansion, in a style that’s art-deco-by-way-of-Baroque detailing.  We can walk throughout the manor’s main halls, but all the doors are locked.  As we explore the world, we will find more doors to the Manor, and each one places us in a different room of the manor, usually with a collectible, cosmetic item, or journal entry as a reward.  Many of these rooms have obvious, familiar purposes: bedrooms, bathrooms, a kitchen, a library; but the decorations are often strange: statuettes and paintings of Nevrons or other locations on The Continent.  Without more context, it’s hard to say what it means, beyond a kind of “hallways under the Matrix” or “Ways beyond the World” vibe.  But it’s no hub: you only ever come in and out of the Manor in the same place.  You cannot use it as a shortcut across the Continent, and while you may find yourself dumped in a bedroom or kitchen when you encounter a door on the Continent, walk through that door and it will only ever take you to the manor’s main hall, and its main door, which will drop you off at the very same place you entered.  It’s as good as a save point, and you are safe as long as you are inside, but there’s no explanation for its presence in a world it does not seem to belong to.

  1. The Faceless Residents

Like the Curator, you will occasionally encounter other human-like beings with broken faces as you travel from location to location.  It’s unclear what exactly they are: they aren’t hostile, speak in riddles, and go silent after they’ve made their meditation on life, art, or grief.  It’s also unclear how many there are.  There are several distinct models—a long-haired woman, a short-haired woman, a boy in a jaunty hat, a man in a top hat—but they recur, and it’s unclear whether you are meeting the same ones over and over, or if they are all supposed to be different persons.  Chalk this one up to “needs more context,” too.

  1. Music

Now that we’re starting to pick up records, we should probably talk about Clair Obscur’s frankly incredible score.

It’s not terribly atypical of RPGs like this to have different music for different areas, but it is unusual (at least in my experience) for them to have different combat music for different areas as well (like the “Gestral Summer Party” for the Sanctuary).  Clair Obscur also indulges in a lot more sung music than is typical of a game like this.  The Lumière theme, Gustave’s theme, the Lamplighter boss fight music (yes, most of the boss fights get their own unique themes, too), and even some of the routine combat encounters feature singing—in French—over the orchestral score.  Plainly, a lot of time, effort, and money went into the composition of the score, and I believe it pays off—it is a masterpiece on its own merits.

Most notably of all, the climactic encounter between Gustave and the Old Man features an incredibly dramatic piece: “Une vie a t’aimer” (= “One life to love you”), which evolves from heartfelt piano music to a rock ballad duet of vying pleas—all, again, in French.

And, look.  I speak a little bit of French, and could pick up on some of what was saying, but not much.  And I think that’s actually intentional.  Because if you understand the lyrics of “Une vie a t’aimer,” it kind of spoils what is going on behind the scenes of the game so far.  It is meant to be dramatic and emotional, but not necessarily understandable to the majority of Clair Obscur’s audience.  Like the opening music to an animé, the Latin chanting behind a Final Fantasy boss, or the nonsense ballads of NieR: Automata, it is meant to be evocative, but the foreignness is intentional.  We are supposed to intuit the stakes, but not understand them.

What you need to know is that the music is ambitious, striking, beautiful, dramatic, and also weirdly direct in its discussion of the deep lore of the game.  We’ll circle back around when it’s appropriate.

Though maybe now is as good a time as any to mention that “Clair Obscur” (a phrase often repeated in the game’s musical score, as well as its title) translates literally to “Light Obscured”—which could mean “twilight,” but is also the French term for the Italian “chiaroscuro”—the technique of employing sharp contrasts between light and shadow for effect in post-Renaissance painting.

All three of these translations seem relevant, and I have no doubt that the ambiguity of the term is intentional, however lost to non-French-speaking audiences.  Again “light obscured” seems especially relevant here: we can intuit the emotional weight of what’s going on, but we can’t understand it.

For now, we should keep moving.  There’s still much to do.

Act II: Verso’s Journey

Verso is cagey about revealing his past to the party, but he does explain enough to give the Expedition new purpose.  He explains that the Old Man, Renoir, is his father.  They were part of the first Expedition (Expedition Zero), which penetrated deep into the heart of The Continent, but Renoir, Verso, and his sister Alicia were granted immortality by the Paintress, and have lived on the Continent since.  Renoir has taken to annihilating the Expeditions, lest they defeat the Paintress and end his immortality, but Verso has decided to oppose Renoir, and aid the Expedition, even if it means death.  To do this, the party must destroy the Paintress’ Heart, which Renoir protects, so they can travel beyond the otherwise-impassable barrier that protects the Monolith.

Our first stop after the death of Gustave is a battlefield.  According to Verso, some of the earliest Expeditions mustered massive armies to invade the Continent and challenge the Paintress directly, but they were all thwarted by the armies of Nevrons that roamed the area, and, in particular the Dualliste—a devastatingly fast and powerful Nevron who could single-handedly decimate armies with his powerful swords.  Maelle, already traumatized by the loss of Gustave, seems especially fragile in this place, but Verso assures her that there is a tranquil glade beyond the mountains of dead Expeditioners where they can lay Gustave to rest.

That’s little consolation.  This area is full of grueling fights, twisting paths, and dead ends.  Then, finally, with the glade just over the horizon, the team is ambushed by the Dualliste, who destroys the bridge we are trying to cross and plunges us into a hellish void of bloody water and mountains of fallen Expeditioners.  Maelle, her face covered in blood, seems on the verge of losing what little grip on reality and hope remains to her, but Verso and the other Expeditioners swoop in to combat the Dualliste—certainly the most challenging fight so far—and carry Maelle out of this horrible place.

There is great, terrible catharsis in finally laying Gustave to rest beneath a gold-leaved tree, where the graves of many other Expeditioners dot the landscape, their numbered armbands flapping in the breeze.  The trials were many, and unkind, but Maelle may finally start to heal.

From there, we must pass through the mountains to Old Lumière, where we can finally confront the Old Man—Renoir—and destroy the heart of the Paintress (which he protects).  First, we must cross the Mountain pass and meet Monoco, a grouchy, hair-covered Gestral who lives in a strange train station near the mountain summit.  He apparently has a long history with Verso, and he challenges us to a fight before joining the party (our last member).  Interestingly, Monoco can transform into Nevrons when he attacks—an ability reminiscent of Final Fantasy’s Blue Mages—but we’ll discuss that when we break down each character in the next essay.

Beyond the mountain pass lies Old Lumière, a blackened ashy wasteland littered with the ruins of Parisian city blocks—like Lumière itself.  Verso explains that the city was sundered in the cataclysm that destroyed the world: half remains here, but the other half lies across the sea (where we started our game).  Standing amongst the ruins are glowing golden swords, presumably a token of whatever force destroyed the city.  The Nevrons here are also martial: swordsmen who impale themselves before attacking the whole party with many sweeping blows.  Beyond the ruined city lies The Manor—nestled between two gardens, its distinct black and gold aesthetic is a familiar contrast to the broken city we just left.  And there we confront Renoir again—after he rebukes Verso for being an ungrateful son.

It’s a tough fight, and the party doesn’t “win” so much as “survives.” The disfigured, masked girl—Alicia—intervenes with Renoir, and Maelle discovers a power that threatens Renoir enough that he transports himself, the Manor, and Alicia away, beyond the barrier.

But Verso has another plan.  He suggests the party should destroy the Axons—two terribly-powerful beings on islands near the monolith—and claim their essences.  With them, the Curator can make a weapon that will penetrate the barrier.

The player can fight the Axons in any order they choose—the game offers more of these freedoms (and more optional areas) the farther the player proceeds.  The easier of the two Axons (or so Verso suggests) lives on the island of Visages: a stony outcrop composed of endless stone masks.  In addition to challenging the Axon directly, the party may overcome three masked minibosses: one expressing rage, another expressing joy, and a third expressing grief.  The Axon itself seems to be a three-faced giant (weakened if you defeated the optional minibosses), but in fact the giant just supports the true Axon, a faceless messenger who uses the giant’s power to unleash devastating attacks.  The second Axon is Sirene, a faceless dancer in a sandy tower; her dance entrances the party at first, and they must resist falling into a stupor watching her.  Here, too, the party can overcome an optional boss to weaken the Axon, but must ultimately face a difficult fight against the boss proper.

Both Axons, though, are powerful surreal symbols with greater depth than the usual run of enemies so far.  In Visages, each mask-miniboss has its own area, and the enemies change according to the mask.  The rage mask’s enemies will attack one another, ignoring you unless you get too close; the other masks’ enemies will be too preoccupied grieving or dancing to interact with you at all—unless you attack them outright.  Each time the characters voice their misgivings: if the enemies aren’t hostile, why are we attacking them?  In the case of the Dancer, the approach to the boss is populated by miniature dancing enemies, all of whom are dangerous, and will attack you on sight, but there is also a wistfulness to the music both in- and outside-combat that suggests you don’t belong here—and that you are destroying something worthwhile and beautiful by fighting here.  Combat against the Nevrons is usually framed as a matter of necessity and survival; combat against the Gestrals is a fun challenge—it is strange that combat here should feel just as necessary, but still wrong somehow.

Having defeated the Axons, you can forge Maelle’s barrier-breaking sword, pass beyond the barrier around the monolith, and confront the Paintress.  First you must overcome her heart.  Then you are challenged by Renoir again in his last defense.  Finally, after a long journey through a pastiche of familiar locations with familiar enemies, you confront the Paintress herself.

It’s a tough fight: she has many powerful attacks and, like the Axons, she seems to come in two forms: a faceless homunculus like the Curator, and the giant avatar we first saw sitting at the base of the monolith.  At one point, to reach her, Verso suddenly reveals that he has Esquie’s flying stone (how long has he been holding onto that?), and the whole party takes to the sky.  But when she is defeated, she does not give up, but instead starts healing and buffing the party as we lay down the final blows.

When she is finally cut down for good, Esquie flies the party to Lumière.  But the celebration is quickly cut short.  The Paintress was not the one gommaging the citizens of Lumière—she was protecting them.  Her painted numbers were not a death sentence, but a warning: she could only protect those under the age inscribed on the monolith from the power of…

…The Curator.

Act II Debrief:

There’s a lot of heavy-duty spoilers up ahead, so let’s take a moment to recap.

There is a marked shift in tone between Act I and Act II of the game.  The locations become darker, bleaker—starting with the battlefield where the party fights the Dualliste, and proceeding through the ruined city of Old Lumière.  There are upbeat moments, too—like when Maelle sees snow for the first time on the slopes of Monoco’s mountain—but the world is growing more hostile the closer we get to the Paintress, and that reflects the grave stakes that we discover as more of the story is revealed.  Visages and Sirene aren’t as bleak or hostile, but our relationship to their beauty has changed: now we are the destroyers and they are the victims.  Power, it seems, has come at a cost.  At the beginning of Act II we are woefully outmatched by threats like the Dualliste.  By the end of Act II we are making real mistakes about how we use our power: the Paintress and the Axons seem more like innocents, and our destructive efforts have proven ultimately self-destructive: we have in fact freed the Curator to gommage all the surviving citizens of Lumière—including Lune and Sciel.

There is also a deeper intimacy to the story at this point.  Gustave set out to destroy an existential threat to his community, but now we’ve found that Verso, Renoir, and Alicia were living rich, full lives under the protection of the Paintress.  Verso has deep friendships with Esquie and Monoco, and his conflict with his father smacks as much of personal rebellion as ideological disagreement.  There is love there, but a love ruined by divergent convictions.  As much as Renoir has been the villain throughout this game, he acts out of sadness and grief—to protect his family and his world.  He is not evil, and not even all that short-sighted.  Like Gustave and Maelle, he fights to protect the ones he loves.  But he also loves them according to his terms: he cannot capitulate to Verso’s choice to opt out of immortality, presumably out of a wish to protect Verso from himself.  Renoir will have security at the price of freedom.  And that is a valid choice, though one still worth fighting against.

We also learn much more about the world during this Act, thanks to Verso’s insights.  Verso and Renoir both remember the Fracture that broke the world and killed most of its inhabitants.  That first Expedition was not a venture based in Lumière, but a rescue mission to save as many survivors as possible, and had the unexpected consequence of Verso, Renoir, and Alicia’s immortality.  Verso knows the world, too.  He’s been everywhere.  He’s fought the Axons (and failed) many times before.  Even into Act III, when you start taking on some of the most impressive threats in the world (like the dragon, Serpenphare), he mentions that he’s been beaten by them hundreds of times before.

But more than anything, this act leaves us conflicted.  We have grown much more powerful, but seem even more helpless to save Lumière, our friends and family, or complete our mission.  As powerful as we become, it seems the sense of it all is slipping away.  How much more will we lose in order to “win”?  Gustave is dead.  Verso’s relationship with his father is irreparably damaged.  Now Lune, Sciel, and all of Lumière are gone—what is left to lose?  What have we actually gained?  Was the yearly gommage really so bad that we should risk destroying all Lumière for the hope of something better?  And, now that it’s happened—now that Lumière is lost—what can we possibly do next?

The World We Found

Obviously we have much more to say about the plot and themes of the game, but I would like to conclude this part of the essay with some discussion of the world as it stands, here at the end of Act II. Our relationship to that world is going to change dramatically with the revelations of Act III, and we’ll have plenty to say once we’re ready to have that discussion. But for now, we should discuss the world as it has been presented to us so far, without that complicated contextualization.

First, and most obviously, the world of Clair Obscur is beautiful. I doubt my screenshots do justice to the place as a world to explore, traverse, and interact with, but it is clear that the developers and artists put a lot of time and effort into crafting the landscape, the non-linear paths, and the vistas stretching out to the horizon. Some of these vistas are clearly intended: the game often uses bottlenecks, area entry points, or high ground to show off its most impressive visions of the world. Sometimes this feels a bit manipulative, but more often it’s just gorgeous. And the unplanned views are often equally impressive. There is a clear mastery of visual design on display here.

But I should stress that even the manipulation happening as developers funnel players into especially scenic areas is a part of the world-building efforts I see here, which brings us to our second point. As I mentioned earlier, this is a game that uses its world to deliberately heighten the emotional effect of the plot. Color, light, and texture are all carefully applied to evoke a specific emotional reaction in the player that dovetails with whatever is going on around them. Perhaps the clearest example occurs at the beginning of Act II. We fight our way across the desolate battlefield, full of grueling fights on a dusky, burning plain. We are dropped into a dark mass grave by the attack of the Dualliste, and must fight the most difficult battle so far. Then we are treated to the tranquil gravesite for fallen Expeditioners. We are, through the design of the world, the plot of the game, and even the basic symbolism of descent and ascent, led on an emotional journey in parallel with Maelle’s despair and regained hope. Start to finish, this has been an emotionally harrowing experience, and every step of the way has been carefully plotted by the art team behind the game.

I stress this because I don’t think it’s a craftsmanship we gamers are likely to appreciate otherwise. Gamers tend to be a left-brained lot, more enamored with logic and science than emotional earnestness. We tend to resent emotional manipulation when we are able to detect it. And we tend to associate the skill of world-building with a game’s lore, rather than its effect on the player. When we write thinkpieces or film YouTube videos about our favorite games, we tend to emphasize these lore details, and how they add up to richer stories or more sophisticated metaphysical systems. We prefer the sorts of worlds that convince us they do not need the player, rather than appreciating when the whole world conspires to perfectly evoke certain player reactions. We like our fantasy complex and nuanced, like Brandon Sanderson or Tolkien, with only a limited appreciation for the fact that the latter can lead us to tears where the former cannot. We poo-poo the craftsmanship of Steven Spielberg, ignoring his pitch-perfect emotional manipulation in movies like E.T. or Close Encounters of the Third Kind.

Clair Obscur has its lore, and there is plenty for the left-brained gamer to appreciate about the characters, themes, and story details embedded in the text. But, like the great works of surrealism, it is also a work more interested in engaging with our subconscious, with our emotional life, and with mysteries we cannot explain. Much of this world will be “explained” in our coming discussion, but much will not. The mimes and petanks, the strange doppelgangers we find across the world, the logic of Verso’s immortality or Esquie’s ability to fly: we are not invited to answer or solve these questions. They are here because, on some level below logic, they should be. They are here because the artistic and emotional logic of the game demands them, even if that breaks the rules of the game world.

There are many reasons to want to dwell in a fictional world, and many qualities that could draw us to those worlds. We may want a fantasy full of verisimilitude, like Tolkien’s languages or cultural histories. We may want a fantasy full of sophisticated rules to follow, like Sanderson’s metaphysical complexities. We may want a realistic social fiction like Morrowind, or a plausibly grand speculative experiment like the future described by Cixin Liu. We may want fun characters to hang out with, like the heroes of the Marvel Cinematic Universe. We may want to dwell in a particular historical period, like those offered by Assassin’s Creed. And we may want to feel the sort of catharsis offered by Clair Obscur. Some of these are easier to praise in prose; others are more difficult to explore, since we run up against the limits of a linguistic medium. I worry that, like E. T., Clair Obscur may be underappreciated by future gamers, simply because it is considered “emotional” and therefore less valuable or important to our masculine, stoic, logic-driven tendencies.

Clair Obscur is a masterpiece, and its world, however illogical and contrived, should be held up as one of the greatest this medium has produced. Perhaps because it isn’t typically the sort we appreciate. And because we tend to de-prioritize the works of art that speak to our emotions rather than our logic, or that resist explanation in words.

Beauty is an audacious enough goal, after all.

So let’s take a minute to appreciate the world on its own terms, before we reckon with its underlying meaning.

99 Hours of Clair Obscur: Expedition 33 (Part One)

I honestly feel a bit daunted by the prospect of writing about Clair Obscur: Expedition 33.

I want to—it’s a truly great game that moved me emotionally, intellectually, and whatever adverb describes the thrill of a good, strong challenge—but it’s also a true work of art, with depth and nuance and personal investment beyond the scale of many of the other video games we discuss at Video Game Academy.  In our “year of world-building,” especially, it seems apt to discuss this game that not only builds one of the most engrossing worlds I’ve ever wandered, but that also discusses the business of world-building and why we world-build as a central theme.  And it’s a game I spent 99 hours in without regretting a single one of them—every hour was spent eagerly, raptly engaged with this game without a drop of boredom and only the most passable frustration. 

But I also feel like it is a game that must be experienced.  I don’t think I can effectively convey the emotional highs and lows of following Gustave, Maelle, and their band of Expeditioners through the mysterious world beyond Lumière, nor the joy of walking into some strange new location with the pure curiosity of wanderlust (and the confidence that I will be satisfied by some new wonder), nor the white-knuckle concentration of tackling some insanely daunting boss fight and overcoming it through a mix of ingenuity, trained skill, and dumb luck.

Instead, I want to tell you to just quit reading this and GO PLAY IT.  The hype is real and justified.  There simply isn’t another game this good, this creative, and this insightful—to my knowledge at least.

The trouble is, I’m not sure I can.

PROLOGUE: In which we discuss PC Privilege and other caveats, then make a plan of attack for our foray into Clair Obscur’s Continent

I: PC Privilege

Since I started playing Clair Obscur, I’ve found a deep need to discuss it with my friends and found a pretty serious difficulty:

It’s only on PC, PS5, and Xbox Series X.  Which doesn’t sound that bad to the serious gamer, but PS5s and XSX’s aren’t terribly ubiquitous these days, outside those serious gaming circles.  I know a lot of folks who own Switches, and one or two who own high-end PCs, but only one with a PS5, and nobody with an XSX.  (I assume people do, in fact, own these?)  I suspect the coincidence of the new console generation with outrageous inflation and economic hardship may be to blame here (though I’m sure PS5 scarcity didn’t help, either…)

This is not a problem I’ve run into often—or at least, not recently.  I’m usually behind-the-times in my video gaming.  I still haven’t played any of the Horizon games, or the new God of War games, and only just got around to Red Dead Redemption 2 in 2024.  Clair Obscur represents the first time since Triangle Strategy (2021) that I was excited to buy and play a major release that came out in the same year.  Sure, I’m always on top of the weird indie stuff from my favorite developers—I’ve been playing Mewgenics and Slay the Spire 2 since their release in the last month or so—but I’m rarely so excited about the big new mega-hyped releases from big name studios.  At time of writing, the buzz is hanging around Resident Evil: Requiem, and I’m politely interested, though also very conscious of the fact that I probably won’t ever play it.  Which is usually how these things go.  Sometimes I’ll make a mental note to go back and play something especially exciting, interesting, or suited to my tastes (again, Red Dead Redemption 2 comes to mind, but I’m also waiting for the right time to dig into Cyberpunk 2077, Death Stranding, and Final Fantasy VII: Rebirth), but it usually takes me a few years, seeing as I really only have the time for one or two of these in a given year.  Plus, it’s cheap: I can wait three years before playing Final Fantasy XV and find it for $20 when I finally pick it up.

But we PC gamers do not realize the luxury of being able (whether we take advantage of it or not) to click on virtually any game and download it to our magic box.  It might only happen once in a blue moon, but it is a power I enjoy unthinkingly.  I so rarely have to consider platform limitations, console exclusivity, or even price (the mighty Steam sale reduces all games to their most reasonable rates), that it did not occur to me how privileged I was when I bought this on a whim.

So very, very easy…

But when I started contacting my friends to say “Clair Obscur is really good, actually—let’s talk about it!”—the typical response was: “I can’t play it.”  I do have one friend who played it on PS5, but that’s it.  The rest are stuck either watching Let’s Plays (which I can’t in good conscience recommend on this one), waiting for a port to Switch (which would be nice, but I’m not counting on it), or waiting for the price of a PS5 to come down (which seems especially unlikely in our current tariff-hell).

Even more strange is the fact that I want to talk about this game with people outside my usual video-game circles.  Like I said, I consider this a work of art, beyond being just a good game, and consequently I want to talk about it with people who aren’t gamers.  My Mom, an ardent Francophile and decades-long French teacher, would love this game (even though she really doesn’t play video games like this).  So I’ve shared some of the music with her and she’s gone nuts for it.  My wife, whose video game experience reaches just further than Animal Crossing, also likes the music well enough, but I’ve got no way to share the game itself with her.

This is all kind of surreal to me.  And it gives me pause while I take up this essay.

II. The Discourse

Also giving me pause is the extremely strange place this game has now found itself in video game criticism and discussion.

When Clair Obscur came out, early in 2025, it became something of a quiet critical darling.  I saw a few scattered thinkpieces about it, most notably a piece by Second Wind’s Marty Silva about its use of turn-based combat, and Yahtzee Croshaw’s review on Fully Ramblomatic (which I want to circle back to), but it didn’t exactly cause a huge stir when it first arrived.  Most of my other favorite gaming commentators gave it a pass.  I bought it on the summer Steam sale, mostly on the grounds that: 1) it looked pretty; 2) it looked interesting (Revisionist history Belle Époque France? Surreal, wildly speculative story and world-building? Light horror imagery with psychologically-taxing stakes?  Sign me up!); and 3) Yahtzee said (however begrudgingly) that it was good.

And then the Game Awards happened and it WON ALL OF THE THINGS.  And I’m honestly not sure anyone saw this coming—least of all the devs, who seemed over the moon throughout the whole thing.  Suddenly this was the biggest game of the year, despite everyone kind of sleeping on it for six months or so.  I actually think there are more thinkpieces and reviews and discussions now than there were when it came out (or maybe it’s just the algorithm adapting to my research). 

This adds up to what might be a new landmark in video-game discourse:

Namely, this may be our first Oscar-bait discussion.

Where is Weird Al’s EGOT?

I mean this in a very narrow (but hopefully apt) sense.  We’ve had critical darlings in the past.  I remember when Journey came out back in 2012, when we were young and innocent (just before GamerGate) and there was a bunch of talk about whether or not it was actually a game, whether or not the critics were just pretending to like it, and whether or not it was any good.  And it was right around the same time that the indie boom was really starting in earnest, and people were celebrating indie games in parallel with big-budget games, largely because that seemed the safest way to highlight the cool new stuff coming out from smaller studios without alienating the Call of Duty/GTA crowd who wanted to see their big-budget slaughterfest validated as art.

But here in 2026 Clair Obscur won all the indie awards and the big-budget awards, kicking off a whole wave of discussion about its deserts.  Now that we’ve got mid-tier studios like Bloober Team, Ninja Theory (pre-acquisition, anyway), and Sandfall, is it right to call them “indie” when they clearly have more resources than some tiny one-man affair like Toby Fox’s Deltarune, or small-team projects like Supergiant’s Hades?  Are The Game Awards—usually mocked for its slavish devotion to big-name brands and promotional stunts—attempting some kind of artistic coup here?

And, perhaps most relevant to my Oscar-bait comparison:

Is this weird arty game that so few have played (since, again, it’s only out on PC and PS5), really good enough to deserve all this praise?

In his review, Yahtzee agreed that Clair Obscur was good, but only with the major caveat that it was pretentious.  And, in retrospect, after winning its butt-ton of awards, it’s hard not to wonder—was Clair Obscur our first-ever awards-bait video game, designed for critical success?

III: On Pretentiousness

No.  Just…no.

Again, The Game Awards is a manic, Red-Bull-fueled ceremony built on promotional stunts and corporate sponsorships.  It’s come a long way since Madden 2004 won Best game in 2003, but it’s still as much a vehicle for promotional announcements and publisher grandstanding. You can’t pander to their critical tastes the way you can with proper Oscar-bait.

Still a ways out from real legitimacy here, guys.

But that word pretentious does bother me a bit.

As a lover of modern art, Dostoevsky, and indie video games, I wonder sometimes if I’ve gotten pretentious without noticing.  And if I love this game that others call pretentious, and then defend it from these accusations of pretentiousness, there’s always the possibility that I’m just so danged pretentious that I can’t appreciate it in the things I like.  In the same way that someone fully six-and-a-half feet tall probably wouldn’t consider someone six feet tall to be properly “tall,” presumably I could be so dang pretentious that I can’t see that this obviously pretentious thing is pretentious.

So let’s define our terms.

I’m not going to Oxford English Dictionary this one (that would be pretentious), but just define from context here.  And with that in mind, I think we’ve got three different plausible definitions of pretentious.

  1. Having the pretense of quality without its presence (i.e., pretending)

When people accuse a person or work of art of being pretentious, the assumption is usually that there is some element of hypocrisy here.  When we criticize a movie for being “Oscar-bait,” the assumption is that the producers have made something that fakes or affects (as in affectation) quality without actually providing it: the movie is set in some “important” period like World War II or the Cold War, or it’s about “important” things like AIDS, developmental disorders, racism, or concentration camps. Whether or not the movie is any good, people will hem and haw about its “cultural value” and it will ultimately get more attention than it deserves.

This is tricky, though.  By this definition, a movie that pretends to be more important, serious, or “thinky” than it actually is would be the most obvious candidate for the accusation of pretentiousness, but this is rarely the case in practice.  When a movie like Joker comes out, and virtually all the critics agree that it’s pretending to be smarter than it actually is, the word “pretentious” still doesn’t seem to come up all that much.  Likewise, when some obviously-corporate-IP-related blockbuster movie shows up with something emotionally-resonant or intellectually-stimulating to say (like, say The Lego Movie or Barbie), whether or not it succeeds, we’re usually not talking about “pretentiousness.”

So as much as I think this is the right definition, and I suspect we would all agree about this, the actual use of the word suggests something else.  We want “pretentiousness” to be our word for calling out the emperor’s nakedness, but in fact it’s doing something else.

2. Aspiring to critical attention without popular appeal (i.e., awards-bait)

We’re only a shade removed from (1) here, but I think it’s an important shade.  (1) was specifically about quality—whether or not the work in question was actually good; (2) is about audience—and thus discards the notion of quality altogether.  It could explain why Joker and Barbie don’t get called “pretentious”—they are intended for a mass, popular audience and critical appeal.  By contrast, movies that do get accused of “pretentiousness” usually go hand-in-hand with accusations of “Oscar-bait.”  These are typically films with limited releases, made by auteur directors celebrated by a cinephile elite.  They often feature unsubtle celebrations of industry history (think Mank, The Artist, or Argo) which appeal to the vanity of the people immersed in that industry.  They are often technically flashy, even to the point of distracting or alienating audiences.  And they win lots of awards, despite most movie-goers never having heard of them until Oscar-time.

But in Hollywood, there’s a function to all this, and a well-trodden trajectory for talented artists to walk.  You make your big box-office blockbuster for a major studio (say, The Dark Knight), and you win the trust of your industry to make more auteur-driven independent projects (like Inception), which enables you to make more daring, artistic decisions to attract the attention of your colleagues in the industry (like Dunkirk or Oppenheimer).  The idea is that you need lots of actors, directors, and other talented artists to make expensive, crowd-pleasing, tent-pole fare, and so most folks are going to get their start doing the work that attracts the crowds.  But Hollywood also has its pretensions to grandeur and artistry, so the most talented and successful of those artists will go on to make movies that appeal to a more discerning (and International) body of critics.  Hollywood gets to have its cake and eat it, too: make all the money at the box office to keep the lights on, AND make art from time to time to keep the prestige of the studios intact.

But video games just don’t do this.  Sure, if you work in the indie space and make a big splash (like with Hellblade: Senua’s Sacrifice), there’s a chance that your company will get bought out by some big studio (like Microsoft), but that usually ends with the studio dissolving, no job security for any of the employees, and half the devs going back to other indie projects.  Meanwhile, the developers for big-budget games like GTA, Call of Duty, Assassin’s Creed, or God of War don’t become rock stars followed by the community—they just get handed the reins of more big-budget games by the same publisher.  There are exceptions (Miyamoto, Kojima, and Suda 51 all come to mind—notice, though, that they’re all Japanese), but the pipeline of video game success just looks very different from cinematic success.  For most gamers, (and most employees working for video game companies, I suspect), it’s the studio, the corporation, or the brand that gets the praise for a successful game.  So it makes sense that The Game Awards is less interested in the individual developer than the corporate entities they work for.  (Sort of.  This also works to the advantage of the corporations, since they can fire talented people without disturbing their brand integrity.)

But that means you can’t pander to The Game Awards.  By and large, this is not the place where the community rewards the accomplishments of its own. (I suspect that’s more GDC’s line.)  The Game Awards is more of a money-making venture, and therefore has a vested interest in keeping the publishers and fans happy, rather than making some artistic statement.

So the winners of The Game Awards’ Game of the Year of the last decade or so tend to be the most popular big-budget game with some aspiration to artistic merit, like God of War (2016), or Breath of the Wild, or Elden Ring.  Meanwhile, the indie awards, similarly, tend to go to the most popular indie darling of the year, like Inside, Cuphead, Disco Elysium, Stray, or Balatro.  But it’s hard to say that any of these choices should be considered “awards-bait,” or that the critics are in love with games the fans don’t care for.  How the heck are you supposed to call Balatro pretentious?  I’m pretty sure the designer himself had zero expectations for how popular the game became.  Nor is there anything especially critic-friendly about the game.  You could make a case for some patterns: Stray, Inside, and Kena: Bridge of Spirits are all variations on “aesthetically-striking platformer about a lone player character navigating a hostile world”—but most of these games are wildly different from one another.  If Disco Elysium is pretentious, it’s not because it’s sticking to some formula of success.

Nor is there any distance between die-hard fanbases and critical success.  Every one of these games—big budget or indie—is wildly popular, or at least beloved by its fans.  Again, you can make a case for Balatro’s artistic merits, but it got to The Game Awards because it was popular as buttered toast.  If Disco Elysium appealed to the critics, it appealed to gamers first, if the thinkpieces and memes and cosplaying is any indication.  There just isn’t really any such thing as “awards-bait” for The Game Awards, and if there is, Clair Obscur is not it.

Which brings us to our final definition:

3. Highbrow, artsy (i.e., French)

(That last bit is Yahtzee-specific: he spends most of his Clair Obscur review railing about the French-ness of the game, which leads me he’s more preoccupied with his Francophobia than the actual merits of the game.)

I think this definition is the one we most need to wrestle with.  I don’t think we like it.  I don’t think we want to admit it.  But every time I hear the word “pretentious” these days, it’s in reference to the aesthetic decisions rather than some critique of the work’s substance.  A movie set in World War II like The Brutalist or which adapts a famous work of literature like “Wuthering Heights” will almost certainly get an “is it pretentious?” discussion, where movies that fail to live up to their intellectual aspirations (like Joker) get a pass if they are sufficiently lowbrow.  Artsy movies like Anora or Poor Things will inevitably get called “pretentious” while pandering lowbrow fare like Sound of Freedom are ignored, whatever their artistic merits (or demerits).  Nobody called out The Bourne Identity for pretentiousness when it applied novel cinematic techniques to action scenes, because it’s still a crowd-pleasing action movie with fistfights, car chases, and explosions.

And I can’t deny it: Clair Obscur is highbrow.  It’s a French game about grief, loss, and escapism set in a world resembling surrealist/impressionist paintings, with a full orchestral soundtrack, art deco architectural highlights, and characters wrestling with deep trauma.  It’s about creativity and world-building and, just, art.  And it’s beautiful.  And it’s trying to be beautiful (which may be exactly the problem).

And, yes: it’s also French as hell.

Speaking of France, Hell, and Prententiousness, here’s a No Exit joke.

Which isn’t to say “all highbrow things are pretentious”—I’m pretty sure that’s why we have these discussions about whether or not a particular work of highbrow art is pretentious—but it means that aspiration to “highbrow” or “artsy” is a prerequisite for pretentiousness.  Nobody is interested in whether or not a Quentin Tarantino film is only pretentiously schlocky, or whether Lego Batman is only pretentiously metatextual, or Red Dead Redemption 2 is pretentiously graphics-intensive, but everyone wants to know whether Clair Obscur is only pretentiously great art.

What frustrates me is that every time I hear it accused of being pretentious, I can’t help but respond:

“But it’s so heartfelt!  So achingly, gut-wrenchingly sincere!”

But that’s my confusion.  I think we’re talking about (1) when we’re actually talking about (3).

And, like Clair Obscur, I suspect I, too, am guilty of (3) while being innocent of (1).  (After all, I can gush ad nauseum about Dostoevsky, or Homer, or Faulkner—my love of these highbrow things is pretty dang sincere.)  By my logic, that makes me unpretentious (and for the same key reasons: sincerity and enthusiasm), but I can understand, however irritating I find it, that (3) is the more important criterion.

Worst of all, though, is that this is not an accusation you can successfully defend against.  Like being called “racist” or “sexist” (or “woke,” for that matter), the accusation functions as a “poisoning the well” argument, rather than a subject for serious discussion.  The goal isn’t to engage meaningfully with the art, it’s to introduce a suspicion to the minds of the audience that the art is not worth engaging with.  Once the accusation of pretentiousness is out there, it won’t go away.  It lingers, like a bad smell, tainting all the discussions it touches.  You can’t disprove the pretentiousness of a work of art, because you will necessarily fall into that “but what if you’re pretentious, too” trap.  And if our definition of “pretentious” is, roughly, “not as highbrow/artsy as it thinks it is”—how the heck are you even supposed to disagree? 

IV: Accessibility

I suspect all of this is exacerbated by the game’s inaccessibility.  Just as the usual criticism of Oscar-bait boils down to “but they only showed it in a few theaters for a limited run!”—so, I suspect, does a lot of the criticism here boil down to “but I couldn’t play it!”

And I really wish I could help you with that.

Seriously.  I don’t want to contribute to any more video-game class-elitism than is already out there.  The “git gud” gatekeepers irritate the crap out of me because I’d like to enjoy the world of Dark Souls but do not have the time or patience.  I was never much for the console wars of my childhood and have no real allegiance to Nintendo, Playstation, Microsoft, or even Steam—and I worry we might be returning to that idiocy, now that the Switch/PS5 dichotomy is growing stronger again.  At least part of the reason I love novels (and, indeed, indie games) is because they are so dang accessible.  You have to go to New York City to see a Broadway show, or the paintings on display at the Met, or any number of other works of performance art, ballet, musical performance, or what have you—and that’s just not feasible for 99.9% of people.  Whatever the other merits of these works, I will always consider that exclusivity a huge, glaring demerit. 

Meanwhile, I can buy a copy of Dostoevsky’s The Brothers Karamazov for a dollar at a used book sale and engage with one of the greatest artistic experiences man has devised.  For five bucks you can download Morrowind to a used laptop and play it for a hundred hours.  With a cursory Internet search you can find most of the greatest poetry ever written.  That’s the kind of art I love.

Pictured: The Democratization of Art at its finest (at the Friends of the Library Book Sale in Ramsey County, MN)

You should be able to play Clair Obscur: Expedition 33.  We should be able to talk about it.  I don’t want this to just be mine.  So I hope it gets a Switch port (or at least a Switch 2 port).  I hope it gets a dozen re-masters for whatever future consoles dominate the 2030s.  I hope it becomes a part of our shared gaming lexicon.  But it probably won’t in the near future.  Whether or not this game is highbrow, exclusive, or pretentious, I don’t think that was ever part of its intention.  Everything I’ve seen about the devs and the development suggests that this was a labor of love by talented, creative, passionate people, intended as an expression of our common humanity and experience—like all great art should be.  And I worry that this “is it pretentious” discussion drowns out that fundamental truth—that Clair Obscur wants to talk about universal human truths like loss and creativity and escapism.  And I worry that it might betray some fundamental reluctance on our part to discuss those very same truths—or at least, to discuss them directly, without the smokescreen of genre conventions or metaphorical abstraction or artistic distance between us and them.

But I suspect that’s just me getting all pretentious again.

V. Plan of Attack

With all this in mind, here’s how I want to tackle this essay.

Clair Obscur is divided into three acts, with a prologue and epilogue.  So it seems appropriate to structure this essay in the same way.  And, like the game, we’ll dole out our information carefully and deliberately.

In Act I, I want to talk about the game’s inspirations.  One of the most immediately striking things about Clair Obscur’s game design is its diversity of brilliant thefts.  There’s the DNA of a dozen or more great game design choices on display here, and this is an opportunity to talk about the game without actually talking about the game at all.  Instead, we can discuss the game as the sum of its spoiler-free parts.

In Act II, I want to talk about the game’s world.  It is the “year of world-building” after all, and we’ve got a doozy of a world on display here.  But, naturally, this will require discussing the details of that world, and a good bit of plot information to boot.  So there will be mild-to-moderate spoilers throughout.

And in Act III, I want to talk about the game’s biggest reveals, its characters, and its ending.  Spoilers will abound; beg, borrow, or steal a PS5 before you proceed.

And maybe we’ll have an Epilogue, too.  It’ll probably be warranted by the time we get there.

ACT I: In which we explore the many possible inspirations, real and imagined, that echo the experience of exploring and playing Clair Obscur: Expedition 33, in the hopes of explaining its basic mechanics and priorities in a way that effectively describes the game without spoiling anything.

Let’s not beat around the bush here: this is as much an excuse to talk about a bunch of great games and their great design choices as it is an opportunity to talk about Clair Obscur’s genius in bringing these ideas together.  So there’s probably going to be a good bit of gushing about games I love, and we’re going to be looking at how these ideas and mechanics work in their original game, as well as how they transition to Clair Obscur.

There’s also the possibility that these ideas are not unique or original to the games I discuss here.  Some of that comes down to my own inexperience; these are just the games I thought of while playing Clair Obscur.  And, indeed, it seemed like I spent hours of this game just saying—“Wait!  They took that from XXXXX!  Like that meme from Once Upon a Time in Hollywood

No, but seriously…

I apologize for none of this; mostly I just want to express this part of the experience to you.

And, finally, if I do get a bit sidetracked, I want to remind you here and now that this does not make Clair Obscur some kind of stitched-together Frankenstein’s Monster of good ideas.  This happens sometimes, but not here.  In my experience, these ideas and mechanics fit together seamlessly, and added up to a game that was radically original, not hopelessly derivative.  This is not Immortals: Fenix Risinglevels of messy duplication; this is Breath of the Wild-level synthesis into originality. 

Cool?  Cool.  Let’s get started.

  1. Reactive Turn-Based Combat from Paper Mario

I’ll happily concede Marty Silva’s thesis from the video I linked in the prologue: turn-based combat did not need saving.  I love roguelike deckbuilders, tactics games, creature-collector RPGs, and I’ve seen a zillion different interesting takes on turn-based combat in the past few years.

But that doesn’t change the fact that the turn-based combat of Clair Obscur feels like a freaking revelation.

The truth is, though, that it’s a very old idea.

Gaming historians may well point to the fact that Mario was hopping to avoid turn-based attacks as far back as Super Mario RPG, but I think Clair Obscur is more obviously indebted to the more recent iterations of Mario-style turn-based reactivity.  That might be bias on my part (I’ve never made it through the whole of Super Mario RPG, but I’m replaying Paper Mario for the umpteenth time on Switch as we speak), but I also think it has to do with the contextualization.

In 2001, when Paper Mario first came out, it released on the N64: a notoriously RPG-hostile console.  Final Fantasy had been wrecking shop on the PS1, and Final Fantasy X released the same year as Paper Mario.  If Paper Mario had been designed to compete with Final Fantasy X, it wouldn’t have stood a chance.

But the genius of Paper Mario is that it didn’t try to compete with Final Fantasy.  Instead, it filled the need Final Fantasy had left behind.  On NES and SNES, Dragon Quest and Final Fantasy had been the JRPGs that introduced new players and Western audiences to JRPG-style games; but Final Fantasy had grown into an adolescent-targeted property with its dense narratives, fate-of-the-world stakes, and edgy teen heroes, while Dragon Quest had fallen out of favor with Western audiences.

And in walks Paper Mario with its cute papercraft aesthetic, its too-clever-by-half sense of deconstructionist humor, and its simplistic but engaging combat system, and it almost certainly introduced a whole generation to story-based (read: non-Pokemon) JRPGs in a way that was gentle, fun, and lasting.

Just don’t jump on the spiked goomba…

It’s also important to note that turn-based-combat in 2001 was kind of in a strange place.  Final Fantasy had been using the Active Time Battle system since Final Fantasy IV, and RPGs were increasingly trying to avoid the analog “everybody take a turn in order” approach, as though it had become outdated with the advent of higher-end graphics.  Pokemon was one major exception, but it was also a handheld game, exclusive to Game Boy (and thus given a pass).  It also had a unnoticeably-unique simultaneous execution design to accommodate competitive battling (which always reminds me of samurai movies, where both charge forward and one falls over after a slight, tense delay).

Paper Mario, following its Super Mario RPG predecessor, bypassed the need for any ATB-like real-time system by making the player able to react to and mitigate the damage on the opponent’s turn.  Where Final Fantasy made combat time-sensitive with its gradually charging bars, Paper Mario made it possible to block attacks with carefully timed, quick-time-event-esque button prompts.  Simple ones: a single well-timed button press would prevent one damage of your adversary’s attacks—but that gets important in a game where you’re likely to top out at seven or eight damage at a blow.  On the offensive, a similar button prompt would increase the damage you inflicted.  So it was still run of the mill, polite turn-based JRPG combat, without all the complexity and particle effects of Final Fantasy, but it was still engaging, required skill and practice, and was especially satisfying to execute.

Later games iterated on this formula.  The sequel, Thousand-Year Door, introduced additional timed button presses on the offensive for fancy flourishes (winning audience appeal) and the extremely powerful (but difficult-to-execute) parry, which allowed you to negate enemy damage altogether (especially relevant to our discussion here).  Later still, the Mario and Luigi games would ask you to respond to different attacks with different button presses: enemies would attack either Mario or Luigi and you’d have to press A or B depending on which one was in the line of fire, canceling damage.  (My knowledge runs out after Superstar Saga, though.  If Origami King is doing something really cool, I don’t know about it…)

I gotta say, though: much as I love these games, and much as I’m enjoying replaying them, the difference in style from Paper Mario to Clair Obscur is like trading in your Cozy Coupe for a Cadillac.  Where Paper Mario is slow and methodical, with the clear intention of teaching new players the joys of engaging with JRPG combat scenarios, Clair Obscur is fast-paced, intense, and relentless.  Where Paper Mario is visually simple and clear, Clair Obscur revels in elaborate, balletic, Final-Fantasy-style acrobatics during attacks.  In Clair Obscur, successful dodges negate all enemy damage, but enemy attack patterns hit multiple times—sometimes many times in the case of bosses and unique enemies.  Even more challenging, rather than dodge (which takes longer and is more forgiving), players can parry attacks (but it requires more exact timing), and if every instance of damage in an attack is parried, the character performs a counter-attack, often for substantial damage.  Clair Obscur players must also react to many different attack types: some must be jumped, others can’t be dodged and must be parried, some special attacks require a separate kind of parry altogether, and enemies often feint, draw out attack animations, or vary attack patterns to throw off timing.  It’s the difference between having a snowball fight with a neighbor, and entering a paintball match with a dozen opponents.  The scope, scale, and requirements on the player’s reflexes are multiplied exponentially.

But if it felt good in Paper Mario to block or parry some otherwise-lethal attack, it feels amazing in Clair Obscur to parry every damage in some stupidly complicated attack pattern that flattened you in battles past, then rain sweet destructive hell on the monster who foolishly dared to provoke you.  It feels like that famous video of the Street Fighter II championship, where one competitor blocked every hit of Chun Li’s spinning kick only to counterattack and knock her out—only it feels like this every time.  Omigosh what a high.

Apparently, this is known as Evo Moment 37 by real nerds.

But here’s the secret:

They want you to do this.

As much as the fancy animations and effects contribute to the Cadillac/Cozy Coupe divide in player experiences, the real secret here is the way Clair Obscur structures its battles.  As I said above, the dodge move is more forgiving than the parry—it lasts for more frames and doesn’t have to be as precisely-timed.  But if you do time it precisely, the game lets you know.  That’s a perfect dodge, and the character flashes to indicate you’ve executed the dodge perfectly.  But the timing for a perfect dodge is the same as a parry.  So the game is effectively treating dodging like training wheels or bowling-alley bumpers: it’s a teaching tool to get you to parry.  Once you’re consistently executing perfect dodges against the enemies you’re fighting, you’re ready to start parrying instead—and getting those sweet, sweet counterattacks in.

Moreover, each instance of combat is treated like its own tutorial.  If you beat all the enemies on the first try—good for you, here’s your experience and other rewards.  But if you fail, the game offers you two options: keep fighting with the rest of your party (at most, you have five party members, but only three can fight at a time; continuing with your remaining two party members represents a significant power decrease, but you could still win if you’ve figured out the enemy attack patterns and can consistently dodge or parry), or you can start the fight over from the beginning.

This means that Clair Obscur is far more difficult than Paper Mario, but actually less punishing.  You’re supposed to fight the same goon squad, or boss, or mime multiple times in a row, building muscle memory until you can not only dodge but parry every attack thrown at you.  The game is oh-so-gently guiding you toward the incredible high of knocking back the enemy’s attacks and flattening them with a counterattack.  It’ll wait as long as it takes for you to figure it out.  As much as the intense music and battle animations suggest this crazy, pitched battle with epic stakes—and you get caught up emotionally, trembling as you hover your fingers over the right buttons—really this game is wonderfully forgiving, and accommodates failure without missing a beat.

Brilliant, brilliant stuff here.

We should also probably point out that Clair Obscur’s Pictos are little more than Paper Mario’s Badges. 

In Paper Mario, character customization was very limited.  Each time you leveled up, you got to choose to augment your health points, flower (magic) points, or badge points.  Badges would give you new moves, augment your damage or decrease flower-point-use, or give you other passive bonuses.  Badges could be equipped and unequipped at will, which enabled players to build their own playstyle from their favorites, and/or adapt to difficult fights or levels by choosing badges that suited the situation (like using fire attacks on ice enemies).

This honestly isn’t terribly far from some of Final Fantasy’s combat systems—especially the one in Final Fantasy IX—but it is, predictably for Paper Mario, simple, versatile, and easy-to-use.

Not the last time we’ll be comparing to Final Fantasy…

I suspect Clair Obscur is borrowing from Final Fantasy IX more than Paper Mario with its Pictos, but the mechanics are functionally identical.  You discover Pictos in the wild, either lying around the world, bought from merchants, or won in fights, and you can equip them on whichever character you choose.  Each character has a fixed number of points to use, though that number can be increased using a relatively common item (my characters all had over 200 points by the end of the game).  Unlike Paper Mario (and like Final Fantasy IX), one character must “learn” the Picto by equipping it in four battles before its power can be equipped apart from the item, though each Picto also augments your basic statistics like damage, defense, and speed—so there is a bit of a balancing act between the Pictos you use for abilities, and the Pictos you use for stat increases.

But unlike Final Fantasy IX, the Pictos are not tied to specific characters, and therefore allow a much greater level of character customization, more akin to Paper Mario.  And the sheer variety of Pictos you can use dwarfs both games.  It’s not quite Final Fantasy VIII’s Junction system—there are severe limitations here than cannot be contravened—but it is extraordinarily powerful, nonetheless, and figuring out the potential combinations of character skills, weapon choice, and Picto allocation yields an enormous variety of potential playstyles for each character.

Again, it’s a forward-thinking reinterpretation of familiar systems, exponentially expanding the possibilities these older games allowed.  The systems are both expanded and streamlined—or would be, if the interface wasn’t just a bit too clunky to make these customizations straightforward to implement.

You can’t win ‘em all, I guess.

II. Style Lessons from Persona

A strong aesthetic covers up a multitude of sins.  And I doubt anyone understands this quite as well as the Persona games.

That’s not to say that the games are bad—not at all: Persona 4 remains one of my all-time favorite games—but all the Persona games suffer from repetitive gameplay through simple, meager levels, featuring monsters that reappear, re-skinned, throughout the game and a battle system that remains largely unchanged after several sequels.  Take away the music, the textures, the dialogue barks, and the dynamic combat animations and it might be tough to support five games with these mechanics.

But music, textures, dialogue, and dynamic combat animations make all the difference.  Combat in Persona always feels quick, strategic, joyful, and tense—and rewarding to boot.  The big, broad, primary colors and overly-expressive animations all serve to make every combat encounter feel like a party, with the monsters as the killjoy party crashers whose collective butts desperately need kicking.  Even the subtler touches—the rapid edits, the bobbing of the characters’ idle poses, the simple but stylish menus—all contribute to the game’s lively, fast-paced vibe.  And it’s hard not to get caught up in it all.

Even to the point that nobody, but nobody criticizes the Persona games for their strict turn-based combat.  There are no reaction prompts here, no ATB system, and no half-measure real-time mechanics either.  Everybody takes their turn in a regular, predictable order, makes their move, and passes to the next.  And it still feels great because of that bouncy music, snappy editing, and bold color scheme.

Pictured: Style for days

On the surface, Clair Obscur steals nothing from the Persona games—it’s plausible deniability all the way down.  You won’t find the garish colors or character designs or pop music sensibility anywhere.  But every combat encounter features the same propulsive, snappy editing top-to-bottom.  The camera whips around every time you press a button, whether it’s to aim your projectile weapon, select a command, or suffer an attack—all wonderfully functional (zoom out when enemies attack so you can see and time your dodges; zoom in when choosing attacks to emphasize the character’s face and expression; level out when choosing an item or support skill so you can see your other characters’ ailments and status), but also stylish and propulsive.  Once you’ve committed the menus to memory, selecting even the most routine actions turns into a dance of camera, character, and enemy: the view swoops and dives even as the characters fling themselves headlong across the battlefield at their enemies.  It’s even more balletic than the Persona games tend to be.

Because the trick here is that Clair Obscur’s style is all so much its own.  The stark primary colors and jagged, irregular edges of Persona’s pop-art menus are here replaced with something more stark and Baroque: black-with-gold-trim art-deco-by-way-of-steampunk sensibilities that feel wonderfully timeless, realistic, and otherworldly.  Clair Obscur is operatic where Persona feels jazzy.  Clair Obscur is stylishly ornate where Persona is ultramodern simplicity.  Clair Obscur is Monet’s Paris to Persona’s Tokyo-by-way-of-Worhol.  The styles themselves couldn’t be more different, but the boldness of execution are much the same.  They feel worlds different to play, especially given the reactive combat we discussed above, but the pedigree is unmistakable.

There is another combat detail I might attribute to Persona, but it’s a bit less obvious, and I suspect the inspiration is coming from elsewhere.  Like Persona, Clair Obscur has a six-color elemental system (fire, water, earth, wind, light, and dark) where specific enemies have specific elemental weaknesses.  Unlike Persona, these weaknesses do not instantly stun enemies; instead, Clair Obscur has a “break” bar parallel to the health bar, which gradually accumulates progress over time.  Once “broken,” enemies are, like fallen enemies in Persona, more susceptible to damage and stunned for a turn (though there’s nothing like an “all-out-attack” here, either).

I suspect that this feature of the combat honestly has more in common with other JRPGs.  I’m specifically reminded of Octopath Traveler, but I’m pretty sure there are earlier precedents.  Nor is it such a huge feature of the combat that it warrants its own discussion.  There will be plenty of battles where you don’t think to use the break system at all; there are others where it is critical.  It is a weapon in your arsenal, not a core principle of the game’s design—but it does bear mentioning while we’re here talking about Persona anyway.

Instead, let’s talk about the elephant in the room.

III. Eating Final Fantasy’s Lunch

There were probably a dozen times during my 99 hours of playtime when I felt like shouting at my computer screen, “I hope Square Enix is taking notes!”

I played Clair Obscur right on the heels of Final Fantasy VII: Re-Make, which might have been a mistake.  Part of the reason I want to emphasize that I played 99 hours of Clair Obscur without boredom or frustration, is because I played a mere 40 hours of Re-Make and still felt like it was about fifteen hours too long.  It took me four or five months to log those 40 hours, but it only took me a month-and-a-half to blow through Clair Obscur’s 99.  And while some of that was purely a matter of timing (I played Clair Obscur during my December-January break), a lot was purely self-motivated.  Many an evening in the chill November I considered playing Final Fantasyand really just…didn’t want to—but I always felt eager to return to Clair Obscur.

So let’s talk about why.

  1. Dialogue scenes

Probably the first time I wanted to scream at my screen was about one-and-a-half-minutes into Clair Obscur, in the very first dialogue scene between Gustave and Maelle.  Gustave is throwing rocks into the sea, Maelle suggests he use his fancy robotic arm for more distance.  They banter.  It’s a breezy little scene.

That’s it.  It’s just a breezy little scene.  It’s not weighted down with heaving sighs or emotional angst or dire stakes.  The stakes are there—Gustave is actually avoiding meeting his ex-girlfriend because she’s ABOUT TO DIE, but the characters are playful and maybe a little flirtatious because people don’t look grave stakes straight in the eye, and they talk around their problems rather than confronting them.

It just felt so dang natural, especially on the heels of Re-Make’s affected anime mannerisms.

Though, admittedly, Cloud seems too dense to get subtlety from the ladies in his life

And I realize this is dangerous ground I’m treading on.  We could be in cultural divide territory here—at the very least, I know enough about the distinct artistic conventions in the West and East to know that some of those over-the-top gestures in Re-Make are genre expectations, and even Kurosawa and Ozu will drop one now and then to drive home a point.  But Kurosawa and Ozu are also carefully subtle where Re-Make very much is not.  And I doubt either filmmaker would ever condone the naked fan service Tifa and Aerith regularly commit in Re-Make.  I’ll willingly chalk up my preference for Western mannerisms to cultural upbringing, but that doesn’t mean Re-Make gets a pass, even by its own cultural standards.  Less is more.

  1. Maturity

I’ve talked a fair bit about the weird relationship between video games and the appearance of maturity.  And I’ve talked about it with respect to Final Fantasy specifically.  The short version is that I think Final Fantasy often panders to a juvenile sense of maturity rather than aspiring to maturity itself.  This isn’t always the case: there have been plenty of Final Fantasy games that really do manage to engage with mature themes and mature questions (I would argue Final Fantasy VI, despite its superficial silliness, is among the best), but especially since Final Fantasy X, the games as often seem to mistake soap-opera hysterics, adolescent posturing, or melodramatic tragedy for “maturity.”  It is, in some sense, an adolescent’s understanding of maturity, rather than maturity proper.

Which is fine, by the way.  Teenagers have to vibe just like anyone else.

But when Clair Obscur came along and said, “Hey, we’re an adult-oriented, visually-striking, turn-based RPG set in a fantastical open world full of strange technology, and our posse of playable characters are going to set out to fight the powers that govern the world!”—it’s hard not to take it as a challenge to Final Fantasy.  That’s been their turf for decades now.  And the sheer artistic success of Clair Obscur reveals just how darn pretentious Final Fantasy has been this whole time.  I’ve enjoyed my time with Final Fantasy X, XII, XIII, and XV, but it doesn’t change the fact that they all look pretty shallow, immature, and awkward when you see Clair Obscur pull off a rich story with real, serious emotional and moral stakes for its characters, seemingly effortlessly, and with very little of the bombast or “cinematic” flourishes Final Fantasy constantly indulges in.  And, yeah, Clair Obscur willingly embraces its “M” rating where Final Fantasy has typically stayed in “T” territory—until XVI, anyway, which makes this comparison all the more unavoidable.

I admittedly haven’t played XVI; maybe it’s just as good?

It doesn’t sound like it, though.

Time to get your shit together, Final Fantasy.  The newbies are coming for your turf.

  1. Turn-Based Combat

But we’re not done!  Not by a long shot!

The weird addendum to all that discussion about Final Fantasy and Paper Mario earlier is that Final Fantasy X actually did polite, run-of-the-mill turn-based combat.  They threw out the ATB system altogether for that one game and just lined ‘em up old-school.

It was also great?  I give Final Fantasy X a lot of crap, but it is a really good game, and its combat system is really engaging. 

XII for me is the low point in the attempt to fuse turn-based and real-time combat in the Final Fantasy franchise: I could not figure out their pseudo-programming triggers in that game.  It drove me nuts.  But since then it seems like Final Fantasy is really struggling to figure out how to do combat in the modern video gaming landscape.  XIII was perfectly functional (I liked it, anyway), but apparently a bit too turn-based for the fans.  So XV was basically just real-time combat with menus, and XVI (which, again, I haven’t played, and thus operate on hearsay) is basically just Dark Souls.

I get the theory; but in practice, this is maddening

Then here comes Clair Obscur and just eats Final Fantasy’s lunch.  Like, sits down in their turn-based combat backyard, which Final Fantasy had condemned and shuttered and ignored, and Clair Obscur just shows up, slaps a new coat of paint on the walls, and takes all the money Final Fantasy could have been making.  And now they’re winning all the awards and selling a zillion copies (or at least making everyone wish they had a PS5), and everybody is talking about how awesome the turn-based-combat was in this game and how turn-based JRPG combat can totally be fun again, because this Western RPG showed it was possible.

ARE YOU WATCHING, SQUARE ENIX?  TURN-BASED COMBAT CAN STILL BE A LOT OF FUN IF YOU DO IT RIGHT!

  1. Level Design

Some of these others are jokey-jokes.  This one is super-serious.

When did Square Enix forget how to do basic level design in Final Fantasy games?

‘Cuz it’s been a while.  I remember the first two-to-three hours of Final Fantasy XIII were basically just a series of literal linear corridors, where you would just walk down the hallway in front of you while flashy stuff happened off to the left or right, and you would get interrupted by text dumps of lore, exciting cinematic cutscenes, menu and combat tutorials—and that was it.  That was the first two hours of the game.  And I remember spending a lot of that game wandering around pretty lackluster environments with more aesthetic flourish than intricate level design, wondering why it took so dang long to run down all these hallways.

It sucked.  And everyone said that it sucked.  And everyone made fun of Final Fantasy for it.

In Final Fantasy XV, you can see the devs taking this lesson to heart.  It’s a big, sprawling open world game where you drive your car around the big sprawling open-world map doing sidequests like it’s Borderlands or something.  But then you get to the back half of the game and there’s this truly god-awful dungeon where you’re trapped in some King jerk’s basement running down cement corridors and I had to wonder: is this where the budget ran out?  Did we just give up?  Are we padding out the game for two hours to make the ending more climactic?

And as much as Re-Make covers up a lot of these sins with some really great aesthetic flourishes—Midgar really does come alive in this game—it doesn’t change the fact that you will spend hours running around linear corridors (most of which look very nice, though some of those laboratory levels don’t), A-to-B, just like in those first hours of Final Fantasy XIII.

Meanwhile, pick virtually any location in Clair Obscur, and you’ll find these complex webs of overlapping paths, often looping back around to make shortcuts or open new areas, with the occasional platforming challenge to mix things up.  Where there are linear corridors (as in the first hours of the game), they are gorgeous, with lots of things to see and do, people to talk to or nooks and crannies to investigate, or world-building happening all around.  Never mind the fact that each of these areas is aesthetically unique, sometimes in wildly divergent ways.  I was always exploring, always discovering, always getting a bit turned around, and always, always present.

Which brings us to a pretty controversial, and not quite Final-Fantasy-relevant detail…

  1. No Minimap

Yahtzee called this one out, and so have some other critics, and I get it.

But you can keep your stinking minimap.

Clair Obscur, a bit aggressively, does not have any minimap at all.  There is a worldmap you can peruse when you’re on the overworld, but anytime you are in a location, there is no map present for guidance.

This is, in fact, something I would change—gently.  If it were up to me, the minimap would be something you unlock in the later stages of the game, probably in Act III.

But I respect the crap out of this decision.  Having played so many games with minimaps, you eventually reach the point where you watch the minimap more than the actual world around you.  Final Fantasy may not be the worst perpetrator of this crime, but it’s hardened nonetheless, and I can remember looking at the minimap for more topographical detail than the actual world in front of me on multiple occasions in Final Fantasy XIII and XV.  But in Clair Obscur, that is not an option, so you are constantly looking at the world.  Which is good, because it is beautiful, and carefully designed to be intelligible and logical (even when it is also labyrinthine and confusing).  This is a game that demands exploration, and I love it in the same way that I love Morrowind for foregoing quest markers and Hollow Knight for making you find mapmakers.  This is a bold choice, and frustrates completionist players, but it is wonderful for the explorer in touch with the world.  In Clair Obscur I was occasionally lost, and occasionally confused, but I was also, always, emphatically present in its world.

And, like Morrowind, I suspect I’ll be vacationing on The Continent again someday, but that’s a conversation for a later act.  For now, let’s blow this out to its logical conclusion:

  1. The World Map

At no point did I feel more triumphantly embarrassed for Square Enix than when Clair Obscur gave me the ability to fly over the World Map.

“They did it,” I thought. “The crazy bastards finally did it.”

This might technically count as a spoiler, but I don’t even think it’s that big.  It’s teased early in the game, and seems like an inevitability for most of Act II.

But seriously, when did we give up on airships?

Airship travel in FFX: more adventures in menu navigation!

Final Fantasy X was apparently too invested in its own prettiness to include a low-fidelity world map for the player to fly around, and that choice followed through the rest of the franchise.  You get the car in XV, but only in the front half of the game; the back-half rather mercilessly repossesses the open world for the sake of its plot, which is frustrating.

But here it is in Clair Obscur.  Final Fantasy’s classic locations-on-a-world-map setup, complete with a couched linear progression for early areas, unlocked modes of transportation for water travel and other obstacles, and, finally, the mighty airship which allows you to seamlessly fly all over the map in the endgame.

It is weird how cathartic it was to do this again.  And it’s weird that Clair Obscur feels more like a classic Final Fantasy game (i.e., pre-X) than any more recent Final Fantasy game in this way.

They ate your lunch, guys.  They ate your whole lunch.  It was right there on the table, but you weren’t eating it, so they did instead.

What I find so surreal about all this is how effortless it all seems.  Clair Obscur doesn’t even explain itself with plot points or dramatic setups or anything like that.  It just does Final Fantasy, often better than Final Fantasy, without any pretense or fanfare or veiled allusion.  It’s just being itself, I think—doing what comes naturally.  Of course its dialogue is understated and naturalistic; and of course it has excellent, engrossing turn-based combat; and of course it has a single world map linking together all of its locations which you can traverse via land, sea, or air.  Why wouldn’t it?  These are all well-worn artistic and design solutions to storytelling problems that video games have been ignoring for decades.  Why not trot them out again?  Why can’t we do this with our advanced hardware?  And isn’t it more cost-effective for a smaller, lower-budget team than some of the back-of-the-box features boasted by bigger studios?  When did we stop thinking these things were cool?  Or necessary?  Or just good ideas?

Why does this feel so freaking original?

IV: The Broken World of NieR: Automata

With our discussion of Final Fantasy finished, we can broaden our view a bit, but that means the allusions are also going to grow a bit more abstract.  It’s easy to pin down the design decisions that inform Clair Obscur’s combat system, or its traversal mechanics; the art style, themes, and bigger-scale decisions are trickier beasts.

But it’s also really hard not to think of NieR: Automata while playing Clair Obscur.

There are a few reasons for this.

First, there are some notable, if undefinable, aesthetic similarities.  There’s a graininess to the graphics in both games that I can’t quite place—since I’m not terribly knowledgable about the engines or animation decisions informing both games.  Apparently NieR: Automata used a homegrown graphics engine, completely unique, even among the other Platinum titles; Clair Obscur used good old Unreal, though they did switch from 4 to 5 during development.  So that means it’s not some kind of common ancestry, but a deliberate choice.  But that’s as much as I’ve got here.

Second, there is the world.  Both games feature a kind of post-apocalyptic setting: NieR: Automata is located in some unknown, familiar city long overtaken by nature; Clair Obscur is located in a world where the very laws of reality seem to have been broken in some prior cataclysm.  Consequently, both games use a fascinating blend of urban and natural environments, familiar (and even iconic) architecture and locations broken apart by these forces.

Clair Obscur has fewer skyscrapers, but the landscape is no less evocative

Third, there is the character design.  This might be a subtler touch, but the cast of both games are young(ish) people, dressed in fairly conservative uniforms, but with some effort expended to animate the hair in a way that is free-flowing and natural.  And these choices tie in to some of the themes and iconography of these games: in both we play as soldiers lost in a hostile world; in both we are the arm of an organization we have largely left behind; in both we are explorers mapping a frontier.  And in both we are trying to figure out how to balance our identity and personal goals with the goals of our collective organization.  But now we’re wandering into the next category…

Fourth, and perhaps most obviously, there is the theming.  Both games are about loss.  Both games are about being caught in cycles of violence.  Both games are about rediscovering or asserting humanity.  And, importantly, both games are highbrow (read: pretentious).  NieR: Automata is full of allusions to philosophy and literature; Clair Obscur is full of allusions to painting and sculpture.  Which means they’re both artsy according to our reductive definition in the prologue.  But that counts—because big sprawling RPG games usually aren’t about these things unless they’re coy about it.  Xenogears and Final Fantasy can get away with their dense allusions to philosophy and literature and mythology because the moment-to-moment gameplay is about giant mechs and casting spells and toppling governments—but they’re not about art and philosophy.  Not explicitly, anyway.

Right? 

(Not really, but the aesthetic difference is relevant…)

At the end of the day, both games are off-beat RPGs by mid-tier studios, using unusual mechanics and a bold visual style to explore a rich post-apocalyptic world, though organically—without lore dumps or expository speeches or some non-diagetic glossary.  And, yeah, when you put it that way, it seems kind of obvious.  Except that “off-beat RPG using unusual mechanics and a bold visual style to organically explore a rich post-apocalyptic world…etc., etc.” could also describe another really important influence that very obviously belongs in this discussion.

V. The Long Tail of Dark Souls

It always comes back to Dark Souls one way or another, doesn’t it?

I imagine some of you would like to push back against my inclusion of Dark Souls as an “off-beat RPG…etc.,” but I stand by it.  In the year of our Lord 2026, with “soulslike” as a genre determination and a good ten of these things on the market, it might seem weird to call Dark Souls “off-beat” or “unusual,” but that’s only because it was the one of these things that hit big and became the new normal.

I imagine some others of you are waiting to pick up your torches and pitchforks on the off-chance that I dare to call Clair Obscur a “soulslike.”  Don’t worry.  I’m not going to.

But I will say that Clair Obscur is clearly borrowing a lot of ideas from Dark Souls and the rest of From Software’s catalogue.  That damage-cancelling dodge we discussed as an upgrade to the Paper Mario combat system?  That seems like a pretty Souls-y addition to the pre-established formula.  Quietly pottering around a post-apocalyptic fantasy world?  Also pretty Souls-y.  Crazy difficult combat encounters?  A world defined by generational conflict over many years?  Narrative and lore drip-fed to the player in the form of environmental design and boss encounters?  All pretty Souls-y.

But there is one major influence that I think it entirely unmistakable, though it only comes in the last portion of the game.  Clair Obscur is positively littered with optional boss fights.  These are by far the most difficult combat encounters in the game.  Many have their own locations or areas devoted to them, and many of them are used as opportunities to reveal the deep lore of the game: they are the footprints of characters or aftermath of events we do not personally meet or see, but hear about and deduce through snatches of dialogue, journal entries, and exploration.  Clair Obscur is more charitable with lore dumps than Souls games typically tend to be (it is, after all, a character-driven RPG, rather than the more typically Souls-y mute player avatar with an RPG leveling system), but if you want to know the game’s real secrets, or reveal more of the story than the characters are willing to literally tell you, you’ll have to do some serious spelunking, and pick fights with some truly terrifying bad guys.

That is unmistakably a Souls-like influence.

Of my 99 hours, I think I spent fully half on the last Act of the game—exploring optional areas, getting into tense boss fights, and piecing together the deep lore of the game.  Which I suspect is fairly typical of the devoted FromSoft player, based on what I’ve heard from commentators and let’s plays.  And it is the part of Soulslike design that I am most attracted to—my favorite part of Hollow Knight or the little bit of Demon’s Souls I’ve played.  You can’t sell me on the punishing gameplay, or the arcane character customization, or the unusual multiplayer experience, but you can absolutely sell me on the drip-fed storytelling through exploration.

And if you’ll remember, I mentioned earlier that Clair Obscur was less punishing than Paper Mario, with its careful combat encounter design—this means, to me at least, Clair Obscur is the perfect balance.  It removed the punishment of Dark Souls but retained much of its difficulty.  It enabled the careful storytelling-by-exploration and conflict without the frustrating limitations of the bonfire system.  I bounce off of Dark Souls because I can’t afford the time to “git gud” and can’t afford the emotional investment of its punishment and frustration—but Clair Obscur was exactly as welcoming as I needed to make my investment of time, energy, and curiosity.

Maybe one day I’ll be able to give what Dark Souls asks of me, but I did not need to wait to meet Clair Obscur’s demands.

VI. Exploring History with Assassin’s Creed

Guillaume Broche, the lead designer on Clair Obscur, is an ex-Ubisoft employee who used to be a Narrative Lead at Ubisoft Shanghai.  He’s the primary founder of Sandfall Interactive, the independent development team behind the game, and I suspect that many of the designers, artists, and writers who worked on the game were also working at Ubisoft at some point.

This information is not impossible to find, for those willing and patient enough to do the work, but I’m not making money writing these essays, and I don’t think it’s really worth my time to track down all the possible connections I could make here.  What research I have done suggests that most of the games on this list were artistic inspirations—not projects the designers worked on themselves.  Broche grew up on Final Fantasy VIII, IX, and X, fell in love with the parry system in Sekiro, and the team cites Persona as an inspiration as well.

But I have to wonder if some of the artists working on this game had experience in some of Ubisoft’s past projects.  And Assassin’s Creed—especially Assassin’s Creed Unity—immediately springs to mind.  To my knowledge, Broche doesn’t talk about working on Assassin’s Creed—the two Ubisoft games he does seem connected to are Ghost Recon: Breakpoint, and Might and Magic: Heroes VII.  But Ubisoft Shanghai is credited with doing some of the work on Unity, even if Broche isn’t credited specifically.

It could be purely coincidental; Unity is the distinctly French game in the franchise, and Clair Obscur is unapologetically French as well.  But Unity also played with surreal, disintegrating imagery in a side-mission taking place (anachronistically) in Belle-Époque Paris, and that seems too obvious a connection to be a coincidence here.

I still include this shot in my desktop image rotation

All I really have to say here is the obvious: like Assassin’s Creed Unity, Clair Obscur is a game rooted in a particular place at a particular moment.  It is interested in history and real-world locations and architecture, as much as it is interested in the fantastic revisions it makes to that history and these places.  Like Assassin’s Creed Unity, it is inspired by Parisian architecture, past and present, and uses it to set the stage and tone of the game. 

And I wouldn’t be surprised if a few of these creators were burned in the fallout surrounding Unity’s botched launch, and decided to make a game studio—and a game—they could be proud of, instead.

VI. The Worldmakers of Myst

If you thought that last one got a little tin-foil-hatty, this one’s going to be way worse.

With the exception of Paper Mario and NieR: Automata, all of the games on this list are cited as direct inspirations by the developers or the team—or, in the case of Assassin’s Creed, they seem connected by virtue of the developers’ history and possible past projects. 

Myst fits neither of these categories.

Sort of.

So the history of the Myst games is nearly as tortured and complicated as Assassin’s Creed.  Cyan, the original development team, produced Myst and Riven, but the rights to the franchise were transferred out of Cyan’s hands and into Ubisoft’s.  Ubisoft independently developed Myst III: Exile and Myst IV: Revelation while Cyan put together Uru and, eventually, Myst V: End of Ages, which closed out the series in 2005. 

We can’t really talk about the artistic connections between Myst and Clair Obscur until we get some spoilers under the belt, but suffice to say there is a kinship, at the very least because both are games that are about world-building in addition to both having richly realized worlds themselves.  I’d like to suggest that some old Ubisoft hands worked on both Revelation and Clair Obscur, but that would be a crazy reach.  More likely Broche’s team was inspired by the games themselves, but nobody has mentioned them to my knowledge.

On some level, though, I’m not sure how much that matters.  Even more than Paper Mario, Myst is deep in the DNA of contemporary gaming traditions.  Any game with a richly realized world is almost certainly indebted to Myst’s revolutionary commitment to an immersive world in 1993.  It transformed gaming as surely and completely as Doom that same year, or Dragon Quest on NES.  But at that point we might as well also point to other gaming legends like The Legend of Zelda, Ultima, or even Dungeons & Dragons itself.  At some point we have to stop going backward in time, if only because the intervening causes and effects become impossible to tease out of the direct line we’re trying to draw.

Or we would, if it wasn’t for the unmistakable similarities we’ll be discussing later.  It’ll have to wait though.

For now, I have one more major inspiration to highlight.

VII. Surrealism

Magritte – The Castle of the Pyrenees

I keep using the term “surreal” to describe Clair Obscur.  That term might not be entirely accurate, but it is deliberate.

Clair Obscur’s world is caught in a kind of stasis of disintegration.  The buildings, the objects, and even the land itself seem to be paused in the act of tearing itself apart.  Even the starting town and its famous Parisian landmarks are in this state: the Eiffel Tower is bent and smudged into a left-leaning smear; the Arc de Triomphe is broken at its peak, the two legs of the arch falling away as the top scatters into the sky.  Cobblestones and roofing tiles float impossibly above the street.  Rocks float out of reach.  And there are even platforming sections in the game where you have to hop from floating debris to floating debris like in Bastion.  (I’m not confident in calling that an inspiration, though.)

And nobody talks about this.  It isn’t explained in dialogue or journal entries.  It is, by the standard of the game world and its inhabitants, normal.  What is obviously, manifestly impossible to our eyes is routine to theirs.

I call it “surreal” because that’s the best descriptor I’ve got.  This stasis-of-disintegration isn’t necessarily a hallmark of surreal painting, but it is one of the many oddities you’ll find there. 

But let’s back up and do this one right.

Surrealism has been a fascination of mine since I was a little kid.  My mother introduced me to the work of Salvador Dali at a very young age, and I never tired of puzzling through his dream worlds.  Later, in high school, I encountered the famous French surrealist Rene Magritte, whose simple and iconic images have burrowed deeply into my brain.  These days, I find myself running into the postwar British surrealists strangely often, and I’m gradually tracing a direct line from the work of these British surrealist painters through Pink Floyd’s animation in The Wall to the novels of Alan Moore and Brian Catling.

Surrealism is usually characterized as “dreamlike”—one of the stated goals of the surrealist movement was to bypass the conscious mind and reach the subconscious directly.  Surrealist art in all its forms aspires to reach a kind of subconscious iconography, a rearranging of the world into impossible shapes that baffle or frustrate our efforts to interpret them.  In surrealist art, recognizable shapes are used in unrecognizable ways: clocks melt, castles float, and drawers grow out of human chests.  Faces are obscured or transformed or are half-suggested by strategic conglomerations of objects.  Landscapes are composed out of metal and water, barren of detail or filled with confusing objects.

For the surrealists, this was all within their scope (along with plenty more besides).  As an art movement, it was open to many interpretations, and tended to be free of judgment or boundaries.  Many surrealists took their cues from the foregoing Dada movement, which deliberately challenged artistic conventions, incorporating found objects (like Duchamp’s famous urinal, re-titled “Fountain”), mass media clippings, or photographs.  Like Dada, surrealism was aggressively anti-political: artists were sick of having their work co-opted by politicians to serve as propaganda, so Dadaists and Surrealists both composed works of art that could not be co-opted, that could not serve to heighten emotions of national pride or fervor, but could only speak for themselves, antagonistic to contextualization and interpretation.

Many surrealists were also unapologetically commercial.  Dali in particular sold the shit out of his paintings, turning himself into one of the twentieth century’s first pop-star artists.  He saw no shame in marketing himself, or his most iconic images (like the melting clocks of The Persistence of Memory); he regularly photographed himself in promotional or advertising photos, and even encouraged the rumor that his pointed mustache received messages from aliens.  For the surrealists, it was all part of the game: the weirder and the crasser, the better.  Where abstract painters like Klee, Kandinsky, and Pollock tended to practice a kind of artistic austerity, the surrealists were all about excess and confusion.  Anything goes; whatever sticks is worthwhile.

I think this is part of the reason why “surreal” seems to have become so broad a term.  It was intentionally broad, intentionally open, and intentionally left without boundaries.  One might look at a Kandinsky painting and reasonably argue that it is “surreal,” but it would be more difficult to look at a Dali and call it “abstract”.

But here in video game land, surrealism has its own complicated baggage.  For a long time now, games have often incorporated a kind of surrealism into the basic lexicon of play.  As early as Final Fantasy VII and VIII we have images of characters superimposed on one another, or floating in some kind of void, or in a twisted illogical space to communicate their internal division or a conscious break from reality.  Batman: Arkham Asylum famously used twisted, surreal stealth sections to characterize Batman’s encounters with Scarecrow’s fear-gas: Batman had to metaphorically face his own inner demons while being hunted by a gigantic monstrous Scarecrow avatar looming over hollow buildings suspended in a void.  Since then, the trope has been everywhere: walking simulators like Dear Esther or Ether One, Corvo’s encounters with the Outsider in Dishonored, even major franchise games like Call of Duty or Alan Wake have gotten in on the platforming-through-a-void surrealism-as-internal-metaphor action.

Come out, come out, wherever you are…

A trope this ubiquitous naturally becomes trite and frustrating, but I think it speaks to something special in the medium of video games.  The barren voids or senseless spaces of surrealist painting have an actual historical value in the medium of video games: in the distant history of the medium, when assets were expensive and space limited, many of our games took place in barren spaces, with only the merest suggestion of a sky and earth to guide our play.  Some of our most iconic mechanics—like the wrap-around maze of Pac-Man where you can march off one edge of the screen only to emerge on the opposite edge, or the floating blocks and coins of Mario, or the invisible walls that prevent players from wandering beyond the game space—these are all nonsensical in the real world, but accepted shortcuts and conventions of games.  It is known that, just beyond the walls and skybox of our field of view, you’ll find a different kind of empty void: every video game world is just construct, and you need only slip through the world geometry or clip through a faulty surface to be suddenly exposed to the true unreality of a space no developer thought you could reach.  Some games, like Daniel Mullins’ The Hex or The Magic Circle even invite you to explore those spaces: violating the developer’s intentions is a part of the developer’s intentions.

Clair Obscur, then, sits at the intersection of these two surrealist traditions.  On the one hand, the visual language is rooted in painting—not only are the images of broken buildings and floating objects something easily found in surrealist painting, but the game’s resources: chroma, lumina, picots, and colors—are all tools of the painter.  The floating debris could easily have fallen from a Magritte painting, and the static destruction seems especially evocative of Dali’s The Disintegration of the Persistence of Memory.  But on the other is the video game language, where a bolder claim is being made.  In this game, the unreal is real; the video game signifiers of a mental state—disconnected floating objects in a void—are here permanent and constant.  This aesthetic of the abnormal has been made normal.  The artificiality of the game is ever-present, despite the clear effort devoted to making the world real and believable.

Dali – The Disintegration of the Persistence of Memory

And that’s before you meet any monsters or see any of the real disintegrations before your eyes.

I don’t know how much of this is deliberate or intentional.  For most players, I suspect they would just say that “it looks cool.”  Even for some of the artists, that may be as far as they wanted to reach.  I suspect we’re supposed to intuit the unreality of the space, and almost certainly understand this static destruction as a kind of world-paused-in-its-disintegration.  But I don’t know if we’re supposed to be thinking about dreams, or apolitical statements, or Batman’s encounters with Scarecrow.

But I also think that Clair Obscur is tapping into the same cultural zeitgeist Moore has found with The Great When, or Jeff Vandermeer in Annihilation, or that the animators at Sony have found with the Spider-verse movies.  Surrealism is back in a big way, it seems.  The absurdity of its unreal spaces and its rejection of fascist political statements resonates with us in our own absurd, fascist, hyper-commercial time.  Maybe in spite of AI art; maybe because of it, we find meaning in images and virtual spaces that speak to the subconscious, rather than the conscious mind.  Ours is the era of the “elevated” horror movie, the absurdist meme, and the guerrilla artist: all children of surrealism in one way or another.  We don’t reach far in our memory to find images of smoking skyscrapers, human shadows in Chernobyl, or streets abandoned in the wake of the pandemic.  And the imagery of today’s protestors against fascism are dancing frogs and dirty jokes.  We live in a surreal age.

Clair Obscur’s odd tension, then—the surreal made normal—seems especially apt.  Many of us have ceased to question the strangeness of our circumstances; why would the residents of a literally-disintegrating world do any different?

But enough of this.  We’re right on the verge of exploring Clair Obscur’s own unique world.  Let’s stop here; next time, we’ll take the plunge.

Continued in PART TWO

To justify the ways of God [mode] to men: From Books to JPRGs and Back Again

On recent podcast conversations and sundry correspondence(s).

My mother-in-law pointed out the other night, quite astutely, that if I did a little more with marketing and Substack and YouTube, I should be able to get donations, maybe through Squarespace, subscriptions, or even sponsorships. She suggested I should work on getting a bed in this way. I must have looked tired, I guess.

But I’ve been staying up late reading Philip Pullman again, as I say, and making notes and podcasts, and corresponding with other readers for the benefit of their perspectives on it all. It’s an incredible privilege to connect with people all around the world through this project. The generosity of strangers never ceases to astonish me, and my gratitude for them sharing their time and ideas in this way–and, grudgingly, for the technology that facilitates our conversations, even as it eats away at the baseline of public discourse–only grows.

If someday I do turn some portion of all these recordings and researches into a salable publication, I’ll also be able to properly remunerate all my guests for their time with honoraria and grants, as I’ve dreamt of doing for a long time. For now, on all our parts, it’s unpaid labor, or in politer parlance, a labor of love.

To judge from the numbers, the internet wants to convince me that this love’s labor’s lost; but my strong hunch is that quality matters more than quantity, or at least, for my purposes of long-form commentary and analysis it does. If I can imagine that each one of those handful of listeners is someone like me–which I have to believe, or forfeit all the humility I pretend to own, as bedrock as anything about me and more important by far than fame or recognition of intellectual bona fides–then the data show that we’re doing just fine. I think I’m up to 50 subscribers!

On a recent episode of the podcast, David Nixon joined me to share his thoughts on The Book of Dust, and in the weeks since he’s followed up with a further recommendation: Paul Kingsnorth’s Against the Machine. When I hear about exciting leads like these in the orbit of my eccentric foci, Pullman’s books and those other great portrayals of religious thought in popular culture, golden age JRPGs such as EarthBound and Xenogears, I tend to perk up my ears. I found Philip Goff’s argument in Galileo’s Error persuasive as far as it goes, though I still have to read his more recent foray into Why? The Purpose of the Universe, no less. Iain McGilchrist, as far as I’m concerned, is a savant on the order of NT Wright, and their new books, The Matter with Things and The Vision of Ephesians: The Task of the Church and the Glory of God, respectively, similarly outrun my grasp as yet. And naturally, the Kingsnorth book is on hold at the library. I still haven’t finished my review of Kristin Poole’s Philip Pullman and the Historical Imagination, though that’s one I did manage to read and re-read, finding it excellent.

So for now I listen to their podcasts and videos. Once again, the internet comes to my rescue with its ambiguous riches. Search them up and see for yourself! (Or unexpectedly encounter them via another route entirely, like the Ephesians class in The Bible Project’s app…)

Manic Miner, cited in Kingsnorth’s “The Cross and the Machine”

On the video game side of things, my eyes are bigger than my memory card and my appetite likewise exceeds all reasonable bounds, so more and more I’ve been following along with let’s plays rather than playing new games myself. The spirit is willing, the flesh is weak–and paternity leave is fleeting!

Prof Noctis has been my resource for the new Final Fantasy VII: Remake Intergrade release on Switch 2. While he takes advantage of “God mode” affordances included in the game to speed things up, he’s also made time thereby to share the work of other creators, commenting on video essays and discussing “homework assignments” in the form of essays written by the audience, among them a couple by yours truly. Supposedly these will be published eventually in some form as well. Most importantly, though, he’s simultaneously playing through the intriguing mod of the original FFVII dubbed the Shinra Archaeology cut, a translation and adaptation with additional content based on that project’s painstaking study of the original release. It is fantastic.

Maybe because I’ve been watching videos where people say “God mode,” and Alex has been uploading videos where he and I discuss the tropes of JRPGs, among the best-known of which is that “you kill God,” the almighty algorithm, with all the astuteness of a mother-in-law, deemed the following video likely to be of interest. While it takes a while to get going, once it does, it does not disappoint.

Note the subtitles:

Do you hear the voice of life…

Do you hear the voice of the earth…

We were once human…

Then just remember: you’re not a god. – Hitsujibungaku

Which pretty much sums up the many, many hours of discussions we’ve been having of those golden age FF games on the PlayStation.

Meanwhile, my other streaming mainstay, Moses Norton, The Well-Red Mage, has nearly completed his years-long project of playing every RPG released on the SNES in English localization, on original hardware. Having written one volume of a book about the experience and currently working on the second, he took some time to talk with me about it. I loved the book, difficult as the circumstances of its release proved, and I can’t wait to see the full version when it is ready.

Of all my serial interlocutors, there are few more devoted to their craft and more deserving of wider recognition than Moses; then to see that recognition come all too suddenly in the form of undeserved notoriety, followed by a slow and deliberate recovery of confidence and reputation, with steadily accumulating acknowledgment of the extent of the harms on all sides and the possibility of forgiveness at least broached if not realized–I’m fairly in awe of his willingness to stick with these old games, playing them on air for all us sinners, when the internet is just as complex as the people who attempt to use it, and our interactions there are liable to be just as fraught, with all the potential for misuse we are heir to, only magnified by its reach.

And I’m very excited to hear that he’s considering playing next that much lengthier list (however you slice it) of RPGs that were never released officially outside Japan, but for which the resources now exist to allow many more of us to experience them on hardware that is as close to the original as possible, and with the aid of fan-translations and other study aids, whether collaborators helping out on the stream or coding agents of one sort or another facilitating a quick trot or interpretation of the text onscreen.

I’m imagining a version of Tolkien Professor Corey Olsen’s Students of the Word or my friend Brian’s Quran study program for video games like MOTHER 2, which I’ve always wanted to play in the Japanese original, as well as all those games I don’t even know about beyond perhaps the names. Because we are only human, let’s hope our electronic critters will be faithful to the good intentions of those of us attempting to use them for such harmless, educational purposes, but wiser than we always are about going wherever they lead.

From Caedmon to The Wire: World Pictures and the Play of Language

We find ourselves in a bewildering world. We want to make sense of what we see around us and to ask: What is the nature of the universe? What is our place in it and where did it and we come from? Why is it the way it is?

To try to answer these questions we adopt some “world picture.”

Stephen Hawking, A Brief History of Time

I’ve been reading Philip Pullman again, and reading as much as I can find of what he alludes to in the course of his stories. Among the books Dr Hannah Relf lends to young Malcolm Polstead, our protagonist in La Belle Sauvage, is A Brief History of Time, which exists in our universe as well. While I enjoyed The Body in the Library by a parallel Agatha Christie, presumably, which is the first book he chooses to borrow from her library, it’s the world picture conjured up by Hawking–and not the specific account of space-time so much as the idea of a “world picture” as such, as a way to answer fundamental questions–that has led me to think about Pullman’s project anew. After all, one of the first, unforgettable images from The Golden Compass is literally the picture of a world, another world visible in the aurora, projected from a lantern slide; and some of the final images in The Rose Field… well, we’ll get there when we get there.

Pullman’s illustration for Chapter 2: The Idea of North

Sometimes it becomes possible for an author to revisit a story and play with it, not to adapt it to another medium (it’s not always a good idea for the original author to do that), nor to revise or “improve” it (tempting though that is, it’s too late: you should have done that before it was published, and your business now is with new books, not old ones). But simply to play.
And in every narrative there are gaps: places where, although things happened and the characters spoke and acted and lived their lives, the story says nothing about them. It was fun to visit a few of these gaps and speculate a little on what I might see there.
As for why I call these little pieces lantern slides, it’s because I remember the wooden boxes my grandfather used to have, each one packed neatly with painted glass slides showing scenes from Bible stories or fairy tales or ghost stories or comic little plays with absurd-looking figures. From time to time he would get out the heavy old magic lantern and project some of these pictures on to a screen as we sat in the darkened room with the smell of hot metal and watched one scene succeed another, trying to make sense of the narrative and wondering what St. Paul was doing in the story of Little Red Riding Hood—because they never came out of the box in quite the right order.
I think it was my grandfather’s magic lantern that Lord Asriel used in the second chapter of The Golden Compass. Here are some lantern slides, and it doesn’t matter what order they come in. – Philip Pullman, the “lantern slides” edition of His Dark Materials

While most people I’ve talked to have expressed disappointment with the ending of The Book of Dust, and that was my own initial reaction, I’ve found it is growing on me with rereadings, particularly as I’ve been listening to the audio versions read by Michael Sheen. It doesn’t hurt that his interview with Pullman, accompanying the final volume, is the best of its kind that I’ve found so far. Particularly resonant are their discussions of the procession and the story, commenting on a little demonstration or rhetorical flourish of Pullman’s in another interview, a video for the Bodleian Library; and of the alethiometer contrasted with the myriorama as images of reading and writing or telling stories.

From procession to story, around 2:30 in Behind the Desk: Philip Pullman

So it strikes me that the first requirement of a compelling world picture–speaking only for myself–is that it should partake of that commingling of beauty and truth which Keats’ Grecian Urn attests. If in time irradiating its truth-beauty some contradiction should arise in our perception of that dear picture between the sense of its truth and its felt beauty, then we have to either discard it–Lewis has written powerfully about that in The Discarded Image–or, recurring again to Keats, we can abide with it at the limits of our “negative capability.”

This is where I strive to engage with Pullman, rather than rejecting him, believing us “capable of being in uncertainties, Mysteries, doubts, without any irritable reaching after fact & reason,” as he himself has pointed the way, having these very lines quoted by another one of his scholars, Dr Mary Malone, in The Subtle Knife. When I think of his work as a kind of invitation to think and feel in this way, its challenges, while no less agonistic and at times agonizing, take on a beautiful, sporting quality. And like few other authors, Pullman conduces to the “having of wonderful ideas,” in Duckworth’s model for learning, and to “the realization that prayer consists of attention,” in Weil’s formulation, which I take to be an end beyond the end of learning for its own sake.

“The poem was the authority here, not the teacher.”

One thought I’ve been noodling on along the way, which I’ll just lay down as best I can for now, is that language–language learning at the most basic and most advanced levels alike, literacy and reading of all degrees of interpretive complexity, and literature at its furthest avant garde edge–seems to live and move and leap ahead by way of play.

To adduce a handful of instances representing the movement between world-pictures and worlds:

  • Homeric games and the bow-stringing challenge
  • David dancing before the Lord; dance for Huizinga “the purest and most perfect form of play that exists”
  • Caedmon’s Hymn, considered the first English poem, and the story of its composition given in Bede
  • Chaucer’s pilgrims, making of their tales “ernest” and “game”
  • Shakespeare’s wandering players and kings and the “invention of the human” (Bloom)
  • Joyce’s “shout in the street” in Ulysses, and its echoes back in Araby

If these are the leaps that come to mind, still there are immense degrees of nuance in between each of them. Between Shakespeare and Joyce, a fair amount of literature survives. Or to zoom in further: between Keats’ vision of (his Bright star‘s vision of)

The moving waters at their priestlike task
Of pure ablution round earth’s human shores

and Matthew Arnold’s Dover Beach with its “melancholy, long, withdrawing roar,” and the near-contemporary Oxford Movement; or between Blake’s Marriage of Heaven and Hell and Wordsworth, Coleridge, Shelley, and Byron pushing at the boundary of reason with no little energy, with Mary Shelley producing Frankenstein as a byproduct of their play; or to jump ahead, within the work of a single writer, from Nabokov’s “link-and-bobolink,” “the correlated pattern in the game,” in Pale Fire to his Terra and Antiterra in Ada, where the “game of worlds” becomes almost literal; so much of any writer’s work which we still read seems to consist in the give and take between modeling and effacing world pictures.

And it seems like this is always including, if not in fact by way of, metaphors of play.

Where they get especially ambitious–or playful–writers absorb scientific and religious worldviews alike into their imaginations. Spariosu has given a much fuller treatment, and Sloek a much richer theory, but there is Kierkegaard’s interpretation of Don Giovanni; Bakhtin’s reading of Rabelais; Dostoevsky’s incorporations of scripture, and Bulgakov’s rewritings of it; Vonnegut’s invention of Kilgore Trout, or Milosz’s Bruno; John Crowley’s other worlds; Pullman’s, and his sprite-like narrators… 

I’ve tried to stick to the English language, but translations have crept into my magic circle, as literature itself wouldn’t mean much in any language without the likes of Homer, the Bible, Shakespeare, and Dostoevsky connecting ideas to images, but also helping their readers with the task of making connections between ideas and action, and thus knitting together the inner world or life to the outer, even up to and including that “consummation devoutly to be wished,” though Benjamin asserts that the storyteller is as much generated by as generating death, “death of the author” be darned.

Still, the question arises–the one Hawking asked back at the start–of what world picture or model best facilitates such summing up of the incommensurables, the infinitesimals, or which anyhow values it as an endeavor worth attempting, whether we have the language to express it or no. And it is a question to which in these posts I am continually responding, and trying to understand others’ responses.

For me, this has to include the roots of the language, religious and scientific and poetic alike. Caedmon has to be there, as well as Hawking, and Christie to help us solve the mystery. Then, perhaps with a little help from our friends, we can also better parse the world-pictures that assail us on the screens that surround us, like this one:

Just now hearing about this eruption of PlayStation iconography at last year’s Super Bowl halftime show by Kendrick Lamar, for example, and about shadow boxing from Babcock, so we’ll see if we can collaborate to write something about that. Or the great chess scenes in Nabokov or The Wire:

And I still haven’t read the large claims of the likes of McGonigal and Combs for the ameliorative power of games, nor Bogost on their rhetoric and persuasiveness, nor Miller on the theology of the same.

Looking next time, though, at Kendrick Lamar’s design patterns, with some serendipitous discoveries in Ortega y Gasset, starting with “The Sportive Origin of the State” (Translated into English; original Spanish) via Postman’s Technopoly (and footnoted in good old Homo Ludens to boot).

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)

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But what of multiple worlds

and worlds within worlds

Cognition a gray sweater

that illuminates nothingness

when flames (worlds) arrive.

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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”?

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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.

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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.

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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.

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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.

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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.

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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?

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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.

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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.

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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.