Ranking the Myst games

I’m ranking the Myst games for no particular reason. I like thinking about them and I like writing, so here we are. Some readers may be surprised that there were more than two of these games–this list is for you.

This is emphatically a recollective ranking, not a retrospective ranking. I played these all a long time ago, and my memory has condensed into a few moments and emotional reactions. My ranking reflects not just the games themselves, but also who I was at the time I played them. I did not make any attempt to overwrite my memories by playing the games again, and I only did research for fact checking purposes.  (ETA: I later ranked these games again using a retrospective approach.)

7. Uru: Ages Beyond Myst (2003)

Uru was developed as a massively multiplayer online game, and was released the same year as Second Life, one year prior to World of Warcraft. If you’ve never heard of this before… welcome to this list!

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Dodging and blocking

I really enjoy Iron Pineapple’s “Steam Dumpster Diving” series which covers a variety of obscure “souls-like” games from the indies to solo and student projects. The series naturally raises the question “What is a souls-like?” Generally, a souls-like is any game that is somehow evocative of Dark Souls and its successors. However, the practical consensus among the games in the series, is that a “souls-like” is a game with a dodge roll.

The dodge roll, as popularized by Dark Souls, has two distinct components: An initial moment of invulnerability (i-frames), and a quick repositioning of the character. This can be contrasted with older interpretations of rolling in games–for example in, Zelda: Ocarina of Time, the character can roll (or backflip or side-jump), but this does not have initial i-frames, and mainly serves to quickly reposition the character.

Repositioning and i-frames represent two different defensive modes. Repositioning tends to be the more intuitive mode; if an opponent swings a sword, you get out of the way. i-frames tend to be more counterintuitive, because i-frames allow you to roll directly through the sword. In fact, rolling into a sword is usually better than rolling away from it, because it reduces the amount of time you need to be invulnerable to pass through it.

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Game diary highlights

For the past two years, I’ve been writing short diary entries on games I’ve played or interacted with. These diary entries appear on my Pillowfort, where they’re honestly not very popular among readers.  But they’re popular among one very important reader–myself.

I will share my personal highlights from the diary–which is not to say my favorite games, but my favorite diary entries. Keep in mind that the purpose of these diary entries is not necessarily to review the games–and some of these games are so obscure that why would you particularly care if they’re good or bad? The best diary entries are ones that say something interesting even if you have no interest in the game–or else they’re just funny.

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Most approachable? A dialectical review of Elden Ring

Dark Souls and other games made by FromSoft are legendary for their fans’ elitism. The phrase, “git gud”, archetypically spoken to the souls newb who asks for advice on game forums, resonates throughout gaming discourse. “Souls-like” and “The Dark Souls of” are practically synonymous with video game difficulty, and the conversation around it.

But when FromSoft released Elden Ring this year, I loosely followed the fan subreddit, and found that elitism was not nearly as common as reputed. The phrase “git gud” was rarely used, and only then as a joke–and not a funny joke either, but the kind everyone else would groan at. Perhaps I’m looking at the wrong fan-sites, but my impression is that the fans have moved beyond elitism. They have come to recognize that, actually, it would be great if more people enjoyed this series, so that they could make more of it.

It’s possible that fans and critics and have overcorrected for past elitism, now declaring that Elden Ring is FromSoft’s “most approachable game yet.” Other critics have pushed back, highlighting how the game can still be unfriendly to newcomers. To explore this issue, I present two reviews from different perspectives.

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It should have been a walking sim

Since getting into the habit of writing a bit about each of the games I play, I find myself using a catch phrase: It should’ve been a walking sim. It’s a way of praising the narrative and world design of a game, while playfully disparaging all the gamey obstacles they throw in your way. After all, these are human creations, the obstacles didn’t need to be there.  We could have just been enjoying the in-game rewards without having to work for them, only having to walk for them.

It’s also a slightly subversive thought experiment. What if we removed all the combat, the platforming, skill-based anything? What if we only had press w to move forward, mouse to look around, dialogue, environmental storytelling, audio logs, item descriptions, cinematics, choices that matter, and a dash of light puzzling to taste? Walking sims are so simple, surely it should be easy, right? We shall see.

Some of these hypothetical games may sound horrible.  That’s okay, just remember: they don’t really exist and can’t hurt you.

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Is queerness wholesome now?

A couple weeks ago, I was following the Summer Games Fest and other video game presentations. And because I’m so interested in queer media, I asked myself, of all these different presentations, which is the queerest of them all? It’s hardly a question, because the answer is so obviously the Wholesome Games Direct.

The next day, I read a story about proud boys creating a disturbance at a Drag Queen Story Hour, and I thought, of course. Of course the queers would be doing something so wholesome as reading stories to children, and of course the edgy fascists would hate that.

Is this a thing? Is queer wholesomeness a thing?

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Not for Broadcast’s bizarre politics

Not for Broadcast is a comedy FMV game about managing a television broadcast. This essay is emphatically not a review, meaning that I have no intention of recommending one way or another whether you ought to play it. Rather, I’m interested in discussing its story about liberal fascists. I will also get into spoilers—warnings when I get there.

What is Not for Broadcast?

Not for Broadcast is at its core a multi-tasking game. You must divide your attention between cutting between multiple cameras, bleeping out swear words on a two second delay, adjusting for interference, and don’t forget to actually pay attention to the show that you’re editing, so you can follow the story.

There’s no mechanical benefit to following the story, so in my experience, it got lowest priority. The game delivers a unique experience where the narrative is delivered through a fog of distraction. This aligns with the narrative of the game, which is about a government that distracts from the real issues by filling broadcast news with fluff. Of course, to actually appreciate what the game was doing, I watched the archived footage afterwards. Paying attention would often cast segments in a whole new light.

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