<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Site-Server v@build.version@ (http://www.squarespace.com) on Fri, 10 Apr 2026 15:38:06 GMT
--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:media="http://www.rssboard.org/media-rss" version="2.0"><channel><title>Features - Gamers with Glasses</title><link>https://www.gamerswithglasses.com/features/</link><lastBuildDate>Sun, 22 Mar 2026 22:50:36 +0000</lastBuildDate><language>en-US</language><generator>Site-Server v@build.version@ (http://www.squarespace.com)</generator><description><![CDATA[]]></description><item><title>Let's Imagine More than Dragons</title><category>Features</category><dc:creator>Don Everhart</dc:creator><pubDate>Mon, 23 Mar 2026 14:20:56 +0000</pubDate><link>https://www.gamerswithglasses.com/features/lets-imagine-more-than-dragons</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:69c0723ca5205f10e1b30f52</guid><description><![CDATA[Games can easily fall into the same traps for imagination as science 
fiction and fantasy books. Ursula Le Guin wrote that Americans were afraid 
of fantasy, and in 2026, we still face a captured imagination. We have to 
look widely and think more deeply to liberate it.]]></description><content:encoded><![CDATA[<p class="">When the year was still turning over from 2025 to 2026, I had some thoughts about games and writing about games. Specifically, I had pieces like<a href="https://breakingarrows.substack.com/p/on-culture-missive-november-2025?r=2ieh0"> <span>Steven Santana’s “A Reading Manifesto”</span></a><span> </span>and<a href="https://simulacrum.pika.page/posts/but-the-games-were-good"> <span>Joshua Rivera’s “but the games were good”</span></a><span> </span>on my mind. The end of the year is a funny time for writing about all sorts of things, at least in American culture. There’s a need to totalize, to reflect, to form some kind of judgment. It’s a tempting quality of endings that they can change, or provide, meaning to what came before. Santana and Rivera’s pieces inspire a different attitude, an ongoing critical conversation that resists easy, enthusiastic narratives about games. What I want to see in games, and in writing about games, is a more critical imagination.</p><p class="">As with a lot of artistic and critical practice, I think this might start by going back. One of the pieces that stuck a chord with me last year was<a href="https://www.avclub.com/hades-iis-ill-defined-unserious-world-undermines-the-depth-and-power-of-mythology"> <span>Grace Benfell’s writing on <em>Hades II</em>.</span></a> Benfell argued that Supergiant’s use of mythological figures and settings undermined the depth and power of mythology. Her opening line from the piece - “Can fantasy take itself seriously anymore?” - calls to mind a different question for me, the titular one from Ursula Le Guin’s “Why Are Americans Afraid of Dragons?” In 1974, Le Guin argued that American culture is not only antithetical to fantasy, but to works of fiction, in general. Most troubling of the reasons why that was so, according to Le Guin, was the rejection of imagination, that is, “the free play of the mind, both intellectual and sensory.”* Benfell’s question is similarly concerned with the lack of imagination at work in Hades II. “The intention here is to make the sometimes alienating classics breathe with new life,” wrote Benfell, “But the effect is another kind of alienation.” I could question Benfell’s reading of Supergiant’s intentions, but I think she is correct about the effect, regardless. It’s not that the <em>Hades </em>series doesn’t playfully engage with its source material, but it is a shallow kind of play. As Benfell points out, Supergiant’s interpretation of greek myth has less to do with the underlying mythos and more to do with creating a palatable presentation for present players. In short, it’s treating myth as a brand.</p><p class="">The issue now isn’t one of simple imagination. Americans are no longer afraid of dragons. Fantasy, or at least a kind of fantasy, dominates mainstream American culture. Comic books and role playing games are the basis for the biggest budgets, the highest-earning American intellectual property. That legal phrase, “intellectual property,” also pervades the language fans use in defense or promotion of their favorite shows, games, movies, and books. That’s the result of treating imagination as a brand. Imagination becomes property and is celebrated for it.</p><p class="">It is easy for imagination to be captured. In his 1962 essay “Which Way to Inner Space?,” Ballard argued that forward-looking imagination was the principal quality that distinguished science fiction from other literary genres. “Space stories” were a trap for imagination, narrowing the possibilities of form and contents. This kind of trap often captures games, especially those with commercial modes of production. The more game studios and developers create work with the same conventions, whether they’re dragons, gangsters, or students thrown into time loops and war, the more limited our scope becomes. I’ll quote Ballard directly on the effect of some these conventions:</p><p class="">“…I think science fiction must jettison its present narrative forms and plots. Most of the time these are far too explicit to express any subtle interplay of character and theme. Devices such as time travel and telepathy, for example, save the writer the trouble of describing the interrelationships of time and space directly.”**</p><p class="">The reliance on mechanical or genre conventions in games reflects the working processes of designers, writers, musicians, quality assurance workers, localizers, and everyone else who works on games. But this isn’t unique to videogames as objects or their production. It reflects a shortcoming of cultural imagination. Le Guin didn’t ask, “Why are fantasy authors afraid of dragons?,” but, crucially, “Why are Americans afraid of dragons?”&nbsp;</p><p class="">Those American symptoms are spread far and wide. It’s a treasure when people catch a glimpse of something else. Perhaps that’s why Luis Aguasvivas and Nicanor Gordon each wrote about <em>Despelote</em>. I think their feelings for the game overlap. From their words, I get the feeling that <em>Despelote</em> might just be a work that explores inner space, psychology and structure of feeling from beyond the imperial core. Don’t take my word for it: Aguasvivas wrote, “<a href="https://www.gamerswithglasses.com/reviews/despelote-desperate-dreams"><span><em>Despelote</em> benefits from the insight that sports transcend pass time and space.”</span></a> Gordon brought the game (and, in football, the game <em>Despelote</em> represents) further into the body and the self. He wrote,<a href="https://noescapevg.com/despelote-review-an-ode-to-a-dream/"> <span>“When every radio station and television in a country is tuned to the same match, the same frequency, I swear to you, that you can feel it. The air is different. Your body becomes an antenna.”&nbsp;</span></a></p><p class="">Maybe imagination requires a little more of Benfell’s seriousness. Maybe it means showing more, thinking through more connection, together. When I’m able to think more purposefully about my experience of games, or writing, or other recorded media, it’s helpful for me to think of that experience as a foggy kind of conversation. There’s someone, often many someones, on the other side of the piece. Then there’s me, or me and my partner, engaging with it in some other context, at some other time. A lot of the conditions can be anticipated by designers, a lot of contexts assumed. But maybe there’s too much shorthand, too much expectation, too much product, for much imagination and meaningful conversation. Americans aren’t afraid of dragons, not anymore, because we can safely assume that everyone is already familiar with dragons, and dragons are good for business.&nbsp;</p><p class="">*Quote taken from Ursula Le Guin’s 1974 essay, “Why Are Americans Afraid of Dragons?”, as reproduced in <em>The Language of the Night</em> (1979, 1993, p. 36).</p><p class="">**Quote taken from J.G. Ballard’s 1962 essay “Which Way to Inner Space?”, as reproduced in <em>A User’s Guide to the Millennium </em>(1996, p.197).</p>





















  
  






  <p class="">Cover image of a dragon’s head from <a href="https://lccn.loc.gov/06004040">Ulyssis Aldrovandi’s <em>Serpentum et draconum historiae libri duo</em></a>,  Library of Congress Digital Collections (1640, p.432)</p>





















  
  






  <p class=""><em>Published 3/23/26</em><br><br></p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1774275137048-8DU5213CKLOCCV8I01OV/Screenshot+2026-03-23+at+7.05.37%E2%80%AFAM.png?format=1500w" medium="image" isDefault="true" width="708" height="480"><media:title type="plain">Let's Imagine More than Dragons</media:title></media:content></item><item><title>The Ship of Xerneas</title><dc:creator>Samantha Trzinski</dc:creator><pubDate>Tue, 30 Dec 2025 16:31:39 +0000</pubDate><link>https://www.gamerswithglasses.com/features/ship-of-xerneas-pokemon-legends-z-a</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:6953eff576e6101219eb3b37</guid><description><![CDATA[After years and years of iterations, how can we tell if Pokémon still 
Pokémon? What is the relationship between franchise and genre? By some 
definitions, is Super Smash Bros. technically a Pokémon game? As we look 
towards the future of the franchise, Samantha Trzinski offers a reading of 
Pokémon Legends: Z-A that embraces evolution.]]></description><content:encoded><![CDATA[<h1>Samantha Trzinski</h1><p class="">In Greek mythology, the king Theseus rescued the children of Athens from King Minos and escaped by a ship that was en route to Delos. To commemorate this event, the Athenians would each year journey by the same boat to Delos. However, the boards of the ship rotted over time and needed to be replaced. If all the pieces of the ship were to be replaced, is it still the same ship that Theseus used to rescue the Athenians? Is an object still the same even if all its original components have been replaced over time, one by one? This question is one that philosophers have debated for centuries. It is also one that has returned into mainstream cultural knowledge because of its reference on the popular series <em>WandaVision</em>, in which the sentient robot Vision poses the question of the Ship of Theseus as he grapples with his own sense of self and identity. </p><p class="">In October 2025, Nintendo released the latest installment in the beloved <em>Pokémon </em>franchise with <em>Pokémon Legends: Z-A </em>for the Switch. This game, a sequel to <em>Pokémon X </em>and <em>Y </em>from 2013, takes place in Lumiose City, a central metropolis in the Kalos region. The player assumes the role of a young adult who has just arrived in the city, though their reason for travelling there is unknown (and never made clear throughout the game). They are not a Pokémon trainer at the start of the game, nor do they have any other clear purpose. They are immediately thrown into the middle of concerning happenings in Lumiose, though, and must work with a motley crew of misfits to save the city—and the region—from certain destruction by a runaway weapon. </p><p class="">Pokémon are, of course, central to the game, and battling is also important to plot progression. Kalos’s legendary Pokémon Zygarde, Xerneas, and Yveltal also make appearances to help the player throughout their journey. There are no gyms or gym leaders, though. There are no Elite Four–the core group of top trainers whom the player strives to defeat in previous <em>Pokémon </em>games. There is no traveling across the region. In <em>Pokémon Legends: Z-A</em>, the player remains within the limits of Lumiose City, battles local trainers, and catches local Pokémon. Additionally, battles only take place within designated battle zones or with the player’s express permission. Pokémon do not surprise the player in tall grass; they are easily spotted in the overworld. In essence, this game vastly diverges from what is expected of a typical <em>Pokémon</em> game. <em>Legends: Z-A </em>is not a typical <em>Pokémon </em>game, but its differences have grown naturally from decades of minute changes in gameplay mechanics, art style, and technological innovation. These changes call into question the defining features of a <em>Pokémon </em>game–and of other game franchises that also span across decades. </p><p class="">Let’s look back at the first <em>Pokémon </em>games: <em>Pokémon Red</em>,<em> Blue</em>, and <em>Yellow </em>for the Gameboy, released in 1996. In these games, the player takes on the role of a young child who leaves home to go on a quest to defeat the Elite Four and become the strongest trainer. Along the way, they also put an end to the crime syndicate Team Rocket and maybe fill their Pokédex with information about the Kanto region’s Pokémon. In these games, the player moves one square at a time through a two-dimensional world, travelling from town to town across the entirety of the Kanto region, battling trainers and encountering wild Pokémon along the way. Battles happen involuntarily; Pokémon encounters are random. Turn-based combat is the name of the game–a core mechanic of <em>Pokémon </em>games that has been removed in <em>Legends: Z-A</em>. If you were to place early <em>Pokémon</em> games alongside <em>Legends: Z-A</em>, it would be nearly impossible to tell that they are from the same franchise because of the essential changes in content, style, and mechanics. </p>





















  
  



&nbsp;


  

  



  
    
      
        
          
            
              <img class="thumb-image" elementtiming="system-gallery-block-stacked" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1767110289541-3CYKZOZJGPJFNWM6LFYG/pidgey+gameboy.jpg" data-image-dimensions="214x192" data-image-focal-point="0.5,0.5" alt="pidgey gameboy.jpg" data-load="false" data-image-id="6953f69130a8f864269784fe" data-type="image" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1767110289541-3CYKZOZJGPJFNWM6LFYG/pidgey+gameboy.jpg?format=1000w" /><br>
            
          
        

        

        
          
        
      
        
          
            
              <img class="thumb-image" elementtiming="system-gallery-block-stacked" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1767110295099-HUB8QTA7UQADWMEZEPSS/Pokemon_Legends_Z-A_Screenshot_Battle.jpg" data-image-dimensions="1920x1080" data-image-focal-point="0.5,0.5" alt="Pokemon_Legends_Z-A_Screenshot_Battle.jpg" data-load="false" data-image-id="6953f696cb231009fd99c1ac" data-type="image" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1767110295099-HUB8QTA7UQADWMEZEPSS/Pokemon_Legends_Z-A_Screenshot_Battle.jpg?format=1000w" /><br>
            
          
        

        

        
          
        
      
    
  

  








&nbsp;


  <p class=""><em>A comparison of battles in </em>Pokémon Red and Blue<em> and </em>Pokémon Legends: Z-A<em>. Screenshots from </em><a href="https://www.rpgfan.com/gallery/pokemon-red-blue-screenshots/"><em>RPG Fan</em></a><em> and </em><a href="https://press.pokemon.com/en/Pokemon-Legends-Z-A#?tab=screenshots-2&amp;scrollto="><em>Pokémon</em></a><em>.</em></p><p class="">There is a laundry list of changes that have been made to <em>Pokémon </em>games over the past three decades—boards that have been replaced in the Pokéship. Much like the Ship of Theseus, <em>Pokémon </em>games had individual components replaced as years passed. The two-dimensional art style was replaced with a three-dimensional one. Pokémon became visible in the overworld once technological advancements allowed for in-situ processing and spawning. The gym leaders and Elite Four were replaced with other checkpoint battles and challenges. I can’t help but wonder, though—is it still <em>Pokémon</em>? What defines a <em>Pokémon </em>game? And at what point will it become unrecognizable? </p><p class="">One potential answer is that any game that features Pokémon is, by definition, a <em>Pokémon </em>game. However, that would entail that games like <em>Pokémon Snap </em>and <em>Pokémon Mystery Dungeon </em>are all “Pokémon” games. Sure, I can see an argument that these games are still within the genre, since they feature the creatures central to the franchise and could still exist in the same universe as the mainstream games like <em>Red </em>and <em>Blue</em>. What about <em>Pokémon Pinball</em>, though? <em>Pokémon Rumble</em>? These games begin to veer away from any recognizable features while still maintaining a presence of Pokémon. Perhaps the defining trait is Pokémon that battle—if so, then is <em>Super Smash Bros</em> a <em>Pokémon </em>game? Where do we draw the line?</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg" data-image-dimensions="624x353" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg?format=1000w" width="624" height="353" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/dc2dd423-9181-4ba9-9f96-57981a6ac854/smash+bros.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Pokémon battling in <em>Super Smash Bros</em>. Screenshot from <a href="https://www.pokemon.com/us/pokemon-news/celebrate-pokemon-in-super-smash-bros-ultimate"><em>Pokémon</em></a>. </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Here lies the problem with expansive franchises with countless spin-offs, sequels, and remasters. At some point, it becomes unclear whether it is still the same thing or is now something new. At what point is the Ship of Theseus no longer the same ship? It is difficult to determine the specific plank—the specific feature—that defines the original. Don’t get me wrong—I am not saying that companies like Nintendo should avoid changing their games or trying new features. As someone who has played every <em>Pokémon </em>and <em>Pokémon</em>-adjacent video game, I found <em>Legends: Z-A </em>to be an enjoyable game that successfully integrated new gameplay features. I had a similar experience when <em>Pokémon: Let’s Go Eevee </em>and <em>Let’s Go Pikachu </em>first released: the new gameplay mechanics were interesting and contributed to their sense of immersion. These games just did not seem quite like traditional <em>Pokémon </em>games, which opened them to criticism from devout fans. </p><p class="">This phenomenon is worth keeping in mind as games become parts of growing franchises that span across decades. If <em>Pokémon </em>is a potential victim of Theseus’s Paradox, so, too, are other game series like <em>Super Mario Bros </em>and <em>The Legend of Zelda</em>. It can be difficult to identify the defining feature of a video game, but it is necessary to keep these games from losing what made them so enticing in the first place. <em>Pokémon Legends: Z-A </em>is still a <em>Pokémon </em>game, despite what livid fans on the internet might think. A Totodile evolves rather instantaneously into a Croconaw, but a <em>Pokémon </em>game’s evolution is much more gradual. The definition of a <em>Pokémon </em>game is in constant flux, and players should expect there to be changes and evolutions.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1767108762262-WY9XTRI70GDFSA5BDGK2/Header+Image.png?format=1500w" medium="image" isDefault="true" width="578" height="325"><media:title type="plain">The Ship of Xerneas</media:title></media:content></item><item><title>Performing Peter: South of the Circle and Fuzzy Choice</title><dc:creator>Hannah Nicklin</dc:creator><pubDate>Mon, 22 Dec 2025 18:51:13 +0000</pubDate><link>https://www.gamerswithglasses.com/features/performing-peter-south-of-the-circle-and-fuzzy-choice</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:694445a4dafaec5edc813374</guid><description><![CDATA[How do game designers make player choices feel meaningful? Hannah Nicklin, 
author of Writing for Games: Theory and Practice, describes here how the 
act of choosing allows players to perform a character. When choosing 
becomes an act of performance, game designers are producing a shared space 
of pretend: a suspended disbelief explored by (inter)play of option and 
selection. ]]></description><content:encoded><![CDATA[<h1>Hannah Nicklin</h1><p class=""><em>Editor’s note: This is a piece about the whole narrative arc of </em>South of the Circle<em>, and as such it necessarily describes the game’s conclusion. If you’d prefer to see it for yourself first, </em><a href="https://store.steampowered.com/app/1811040/South_of_the_Circle/"><em>check out the game</em></a><em>, then head back over here!</em></p><p class="">In the 1998 romantic comedy <em>Sliding Doors</em>, the film follows a decision that splits the central character’s life in two. She misses a train, or she makes it; she discovers her partner’s infidelity, or she doesn’t. It is the choice that makes the movie. In our lives, choices are rarely as dramatic as that <em>Sliding Doors</em> moment. A single choice is unlikely to split your life in two. But the choices you make day after day – that collage that otherwise might be called your character – those might.&nbsp;</p><p class="">As a narrative designer and game writer who often lectures and runs workshops on game storytelling, I have to work hard with students to move them away from the <em>Sliding Doors</em> notion of choice and consequence. To move them away from the idea that the only way a choice can matter is by changing a value in the game system, and move them towards a more holistic idea of the role of choice in meaning-making.</p><p class="">Videogames are a systemised way of considering the world. Because they are built from scratch, everything – from gravity, to doors, to how your actions have consequences – needs to be designed and encoded in a system. Intentionality is therefore assumed at every step. But just because a choice was included intentionally, does not mean that mechanical consequence is the <em>only</em> way it can create an intentional effect. In fact, the many other ways choice can impact the player’s experience are a core part of any narrative designer’s or writer’s toolkit.&nbsp;</p><p class="">Putting to one side the one affordance we are most familiar with (‘branch the story’) choices can otherwise [1]:</p><ul data-rte-list="default"><li><p class="">Change how another character sees the player character (contribute to a knowledge map about them)</p></li><li><p class="">Change how the player sees their character (contribute to the part of the game that happens in your head)</p></li><li><p class="">Cast you character (contribute to an attribute or action list)</p></li><li><p class="">Provide the player with a ‘lean forward’ moment (they are asked to think about how the character might answer, or how they want the character to be seen)</p></li><li><p class="">Inhabit a rhythm useful to the storytelling (i.e. you’re playing a comedy, so time your input well)</p></li></ul><p class="">And much else besides. Choice isn’t just about the switches we set in a game system (what <em>choice</em> does); it is also something that a <em>player </em>does. The act of choosing allows players to <em>perform</em> a character: to inhabit the space between the score/script, and the performance of it. When choosing becomes an act of performance, we – as designers – are producing a shared space of pretend: a suspended disbelief explored by (inter)play of option and selection.&nbsp;</p><p class="">An excellent example of such an effect can be found in State of Play’s <a href="https://www.stateofplaygames.com/south-of-the-circle"><span><em>South of the Circle</em></span></a><em> </em>(2020).&nbsp;</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png" data-image-dimensions="1999x1125" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png?format=1000w" width="1999" height="1125" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/4d8ce44b-2d10-4c09-ae00-3e297ca6d122/image2.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">The site of the crash, later in the game. <em>Source: </em><a href="https://www.stateofplaygames.com/south-of-the-circle"><em>State of Play</em></a><em>.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">In <em>South of the Circle</em> you play as Peter, a Cambridge don working in the field of meteorology, across three primary time periods in the Cold War era. The first time period you encounter is the latest on the timeline, in 1964. Peter has been sequestered by the British state to do research in Antarctica, and has crash landed on his way to the research station. We also encounter Peter in flashbacks during his time at Cambridge. He struggles with his PhD thesis, and is rescued by a talented fellow academic and anti-war activist, Clara – who also becomes a romantic interest. Finally, subsequent childhood and adolescent flashbacks shift the game away from a simple past/present model and more into an investigation into memory, meaning, mists of time, and the spaces between.&nbsp;</p><p class="">In <em>South of the Circle</em> dialogic choice is handled via a symbol system. Choices are made primarily via small white bubbles that grow above Peter’s head. If there are several, they may appear at slightly different times; they grow and within them a coloured shape appears. Each shape/colour is tutorialised at the beginning of the game by a burst of words.&nbsp;</p><ul data-rte-list="default"><li><p class="">A sharp red, rapidly vibrating circle<em>: Confusion/Panic/Concern</em></p></li><li><p class="">A light green circle, open, with white in the middle: <em>Honest/Caring/Open</em></p></li><li><p class="">A solid dark green rectangle: <em>Strong/Forthright/Assertive</em></p></li><li><p class="">A bright yellow sunshine symbol: <em>Interested/Enthusiastic/Curious</em></p></li><li><p class="">A small lavender dot, sunk at the bottom of the bubble: <em>Shy/Negative/Downcast.</em></p></li></ul>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg" data-image-dimensions="986x555" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg?format=1000w" width="986" height="555" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/084dc348-70a9-457e-984b-4d9325dc82a4/image7.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">The choices presented to the player via bubbles: Strong/Forthright/Assertive or Shy/Negative/Downcast. <em>Source: </em><a href="https://www.stateofplaygames.com/south-of-the-circle"><em>State of Play</em></a><em>.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Sometimes only a single option is available – in all possible worlds the only way Peter will react to waking up after crashing in a light aircraft is <em>Confusion/Panic/Concern</em>. This allows State of Play to maintain a distinct authorial voice<strong>:</strong> Peter is still Peter, you can’t change that. To perform someone you must know their character; the player performs actions within the game’s offer of a defined character and challenging circumstances.</p><p class="">Sometimes two or three options bubble up – as though they are thoughts occurring to Peter. They time out and a choice will be made for you eventually, so you can never choose to break the flow of a scene. The options aren’t always in the same place, so you can’t attach a muscle memory to a reaction, you always need to pause and consider. This consistent rhythm of choosing combined with a need to always pause-and-consider asks the player to think about who Peter is to the people around him. The player must lean in and perform him. <em>South of the Circle </em>becomes a rhythm game for characterisation. It is not consequences resulting from choices made, but rather the <em>questions</em> they pose and the <em>answers</em> received that offer deeper meaning.&nbsp;&nbsp;</p><p class="">This symbol system also opens up a vast space between intent and action. One of the most important things you can ask yourself when designing a choice system is ‘how do we make the selection and the reaction sufficiently divergent?’ If you choose ‘Say X’ and the system simply prints ‘X’, the player becomes a stenographer for their choices, which in most cases is undesirable [2]. If your choice instead gestures at a <em>possibility</em>: ‘say something X-ish’, then the playing out of that possibility (the line it prints) is both intended (player prompted) and emergent (designer authored). The space between the action and the response becomes a part of the performance.&nbsp;</p><p class="">For example: the choice ‘Make a joke’ is much more interesting than reading a joke and selecting to print it a second time. If you select the choice ‘Make a joke’, you have chosen to attempt to be funny –&nbsp;you haven’t chosen whether or not the character can land a joke, or whether the joke will actually <em>be</em> funny. The choice becomes interactive, not just reactive.&nbsp;</p><p class="">However, one has to be careful to not make choice <em>too</em> divergent from the action it results in. Otherwise a player may feel that the choice system is ‘unfair’ – that their intention is misinterpreted by the system. In <em>South of the Circle</em>, State of Play balances this tension through tonal-choice: you are certain of the tone of your response, but the material will be wholly novel. You are both actor and audience – but feel secure in each role.</p><p class="">The game also offers a rarer choice type: the ‘picture choice’ (a rarity that could not exist without the common choice variety). ‘Picture choices’ are crucial in portraying Peter as an ‘unreliable narrator’. Sometimes you won’t see tonal-choice options, but instead: distinct pictures in silhouette. A suit, tie or shoes. After the first time you make such a choice it is ‘stored’: your choice doesn’t just fade out; it shifts into the uppermost section of the screen as though being ‘saved’ in a save slot.&nbsp;</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg" data-image-dimensions="1920x1080" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg?format=1000w" width="1920" height="1080" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c9cec7ac-da84-4b9c-a9e8-e7e0006d1255/image5.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">'Picture choices' displayed in a scene with Clara and Peter. <em>Source: </em><a href="https://www.stateofplaygames.com/south-of-the-circle"><em>State of Play</em></a><em>.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">The pictures tell you that the choices are important before you make them, and they also give the player greater security by producing something more concrete than tone: a distinct object-choice. The interplay between choice and outcome feels balanced fairly. The choice saved is marked as of a higher order, and the player expects its outcomes will be more pronounced than those resulting from tonal-choices.</p><p class="">Unlike a game where you might be told ‘Clara will remember this’ in <em>South of the Circle </em>the player assembles a Rolodex of Peter’s memories. The game makes this clear by ‘saving’ the pictures in the same slot regardless of who you make them with. Their consequences play with how Peter sees himself in ways which are both surprising and thematically resonant.</p><p class="">Towards the end of the game you argue with Clara – after you have betrayed her (willingly or not) by being a part of the patriarchal forces that took her name off the paper she and Peter co-wrote. In the argument her account of your relationship <em>betrays your memory</em>. You remember choosing the red house, but she is furious. It was the blue house. Were you just remembering the past as you wanted it to be?&nbsp;</p><p class="">You have lived these choices as a player, and then you are told Peter was wrong. You (player) feel betrayed by yourself (Peter’s account as played by you). Thematically this is precisely what Peter <em>is</em> in that final argument: an unreliable narrator, betrayed by who he is, and who he cannot escape. Your choices have been weaponised against you – ‘you’ (Peter) and ‘you’ (player): both betrayed by fuzzy remembrance.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png" data-image-dimensions="1999x1125" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=1000w" width="1999" height="1125" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">A walk to misremember. <em>Source: </em><a href="https://www.stateofplaygames.com/south-of-the-circle"><em>State of Play</em></a><em>.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">From the outset <em>South of the Circle</em> is interested in making certainties uncertain. Realities transition in a dreamlike fashion. A blinding blizzard walk towards a red light on a research station tower shifts into a walk on a sunny day backed by a distant light on a railway signal structure. The ramshackle frames of fairground rides transition into abandoned structures on an Antarctic base.&nbsp;</p><p class="">Visually, the game is deeply interested in memory as an associative and spatial experience. In story terms, memory is portrayed as a fundamentally <em>subjective</em> <em>experience</em> – your truth isn’t someone else’s. Peter’s memories are a process in flux; they are not a set of facts but a cloud of possibility and performance which can betray him as often as they can clarify. Choice making in <em>South of the Circle</em> adds the quality ‘subjective’ to the other key qualities ‘associative and spatial’ in State of Play’s investigation of the theme ‘memory’.</p><p class="">Finally, the consequences of the choice system also speak to the choices we <em>don’t get to take</em>. The very last scene of the game is not Peter’s or Clara’s final argument, or Peter’s escape from the plane crash. It is Peter and Clara on a hilltop in the highlands of Scotland. They stand there, looking across the moorland to a distant loch, and it begins to rain. In one version of the past she scrambles down along a route she knows well – the quickest route out of the rain – and you follow: clumsily, laughingly, a little giddy. In the other past, you stay on the hill. You say you will find your own way back. You stay there in the rain, alone.&nbsp;</p><p class="">Which of these two versions of that scene you get is decided by a choice made prior in the game: if you choose to betray her, to agree to take her name off the paper, Peter will let her leave him on the mountainside. If you choose to fight for her (though lose you must) he chases after her, awkwardly footed, not-quite keeping up. But his choice is not at the expense of her agency: she leaves you no matter what. She always needed to be somewhere else. His is a decision&nbsp; to stay or follow. Hers doesn’t belong to you, because <em>that’s how other people work</em>.</p><p class="">By making the choice-making in <em>South of the Circle </em>gestural and misty, certain, yet fallible – and by centering the choice on Peter, and no one else – the performance of Peter becomes one of a first person-unreliable narrator. Were you actually there? Did you actually say that? Or do you just wish you had? All of the design decisions around choice contribute to this picture – not just those which are mechanically consequential.</p><p class="">State of Play have paralleled the player’s performance of Peter and their version of him in a way which embodies his own journey, his own state of mind. They have also fulfilled their authorial intent of telling a story about memory, and how it betrays us. Such is the power of the design of choice when you consider how you can make meaning beyond ‘just’ mechanical choice.</p>





















  
  



<hr />


  <p class="">Clara and Peter stand on the hill together. She was always going to leave. He was always going to:</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png" data-image-dimensions="555x375" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png?format=1000w" width="555" height="375" sizes="(max-width: 640px) 100vw, (max-width: 767px) 50vw, 50vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bbad6be0-970c-407a-8a03-a25573c9ea5f/stay+follow.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
        </figure>
      

    
  


  


&nbsp;&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png" data-image-dimensions="1999x1397" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png?format=1000w" width="1999" height="1397" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/70662c44-d3c0-4919-8b60-afe6c0243422/image1.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class=""><em>Source: </em><a href="https://www.stateofplaygames.com/south-of-the-circle"><em>State of Play</em></a><em>.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;<hr />


  <p class="">1. It is also worth noting that ‘choice’ is also more than just dialogic choice. Choices are also made in community (the interplay between people), in action (interplay with objects), and in exploration (interplay within the environment). In this short discussion, however, dialogic choice is what we will focus on.&nbsp;</p><p class="">2. Notwithstanding the times where undivergent choice – that is you choose ‘X’ and the game simply prints ‘X’ – would be a part of underlining a<em> lack</em> of interplay. It is always possible to make friction-full decisions where it is usefully a part of what you’re trying to say.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d86e8af2-ce63-4a88-9f00-2a402863ae7b/image4.png?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Performing Peter: South of the Circle and Fuzzy Choice</media:title></media:content></item><item><title>Wearing Authority in Hitman</title><dc:creator>Spencer Johnson</dc:creator><pubDate>Fri, 14 Nov 2025 22:08:27 +0000</pubDate><link>https://www.gamerswithglasses.com/features/hitman-wearing-authority</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:6915ea84381284191d820ea6</guid><description><![CDATA[The Hitman series famously has its protagonist change outfits in order to 
gain access to new areas and finish the mission - but what does this tell 
us about sociology, psychology, and the power of costumes and uniforms? 
Agent 47 shows what happens when someone weaponizes the same principles we 
all use unconsciously. He's all performance. He doesn't become the palace 
staff—he just puts on their uniform and exploits the fact that we trust 
what uniforms tell us.]]></description><content:encoded><![CDATA[<h1>Spencer Johnson</h1><p class="">The mission was simple enough: eliminate Viktor Novikov and Dalia Margolis at a fashion show in Paris. Novikov was hosting the event downstairs while Margolis ran an espionage operation from a private suite upstairs. The Palais de Walewska was packed with guests, models, security, and staff. Very exclusive. Very locked down.</p><p class="">The irony wasn't lost on me—infiltrating a fashion show, an event celebrating costume and appearance, by using costume and appearance as weapons.</p><p class="">I started at the main entrance in Agent 47's tuxedo. I could see the grand staircase, hear the fashion show preparations, watch security moving through the halls. But I couldn't go anywhere meaningful. The basement was off limits. Backstage was restricted. The upper floors where Margolis operated were behind checkpoint after checkpoint.</p><p class="">I found a side door to the basement and slipped down. In the locker room, palace staff were chatting. A uniform sat on a bench. I took it.</p><p class="">The palace opened up. I could walk through kitchens, move backstage, access service corridors. Other staff nodded at me like I'd worked there for years. Nobody questioned why I was there. The uniform answered that question for them.</p><p class="">But when I tried accessing the upper floors, CICADA security stopped me cold. Wrong costume for that level.</p><p class="">I found an IAGO invitation sitting in a bathroom on the first floor. Just fancy cardstock with a printed name. But I realized I couldn't use it dressed as palace staff—I needed to look like someone who belonged at an exclusive auction. I found a place to change back into the tuxedo, then walked to the checkpoint where guards had previously turned me away. I showed them the paper.</p><p class="">They waved me through.</p><p class="">Same person. Same face. But now I had the right credential paired with the right appearance. I made my way to the second floor, found an auction staff member alone in a quiet room, took his uniform. Now I wasn't just attending the auction—I worked for it. I could move through VIP areas, access staff corridors on the upper floors, position myself near Dalia's operations without anyone questioning it.</p><p class="">That's when it clicked. The game isn’t really about stealth or disguise. It’s about understanding how access actually works.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png" data-image-dimensions="1430x804" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png?format=1000w" width="1430" height="804" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b871aa9-ee09-403f-bdc9-5d80109310d6/Hitman+embed+1.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class=""><em>Figure 1. The stylist outfit allows you to get backstage and all areas on the ground floor. Screenshot by author.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h2>The Hierarchy of Access</h2><p class="">The palace staff uniform let me move through backstage areas, kitchens, storage rooms. I could prepare drinks at the bar, carry things through hallways. But I was functionally invisible to guests, the way service workers often are—perceived as a service function rather than individuals. Guests looked right through me. When I approached the auction floor, guards turned me away. The uniform said “you work in the basement,” not “you belong upstairs.”</p><p class="">The IAGO invitation wasn't even a disguise. It was paper. But that paper got me past checkpoints the uniform couldn't. The guards looked at the invitation, not my face. They saw the credential and assumed someone had already vetted me, approved me, cleared me. The invitation mattered more than the uniform, but only when paired with appropriate attire. This is how real security works, layered verification. Costume gets you in the door, credentials get you past checkpoints. Agent 47 needs both. So do actual con artists and social engineers.</p><p class="">The auction staff uniform was the final key. Now I wasn't just attending—I worked for the event. I could move through VIP areas, access private corridors, stand near Dalia's operations. Other staff acknowledged me. Security didn't question my presence.</p><p class="">Of course, the system isn't perfect. Get too close to someone who actually knows the person you're impersonating, and the illusion shatters. In the game, certain NPCs will see through your disguise if you linger too long in their line of sight. But that's the point, we only verify credentials when something feels off. Most of the time, the costume is enough.</p><p class="">I started seeing the palace differently. That staff member wasn't a person anymore; he was access to restricted areas. That invitation wasn't paper; it was a skeleton key. The game was teaching me to read spaces through the lens of costumes and credentials, to see every checkpoint as a problem that could be solved by wearing or carrying the right thing.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png" data-image-dimensions="1430x804" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png?format=1000w" width="1430" height="804" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/2d704cbc-5c19-4abc-bfd9-9d855bc5c9cd/Hitman+embed+2.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class=""><em>Figure 2. The auction staff outfit allows you to directly interact with one of your targets and access additional floors.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h2>We're All Performing</h2><p class="">Sociologist Erving Goffman wrote about this in <a href="https://thepowermoves.com/the-presentation-of-self-in-everyday-life-summary-review/"><em>The Presentation of Self in Everyday Life</em></a>. His argument was that we're all constantly performing social roles. We have "front stage" behavior for public consumption and "back stage" moments where we drop the act. The clothes we wear signal which role we're playing and where we're allowed to be.</p><p class="">Goffman was describing everyday social interaction, not criminal deception. But Agent 47 shows what happens when someone weaponizes the same principles we all use unconsciously. He's all performance. He doesn't become the palace staff—he just puts on their uniform and exploits the fact that we trust what uniforms tell us.</p><p class=""><em>Hitman's</em> disguise system works because it simulates real human behavior. We respond to social signals (uniforms, credentials, confidence) more than we like to admit. The game wouldn't feel believable if this weren't true.</p><p class="">Of course, the game simplifies certain dynamics. Scale and labor structure matter enormously. In a small restaurant with forty employees, workers recognize new faces. But the Palais de Walewska hosting a major fashion show would likely employ over a hundred staff members from multiple sources: the venue's permanent staff, temporary workers from staffing agencies, contracted security firms, specialized technical crews, catering companies. This fragmentation is standard in event management, scaling labor up for specific events through contractors and temp agencies who often meet for the first time on-site and may never work together again. The model deliberately fragments social cohesion for flexibility and cost efficiency. At that scale, with that structure, costume alone becomes sufficient for access. The game's mechanics, particularly this mission, accurately reflect large-scale events (conventions, festivals, concerts) where sheer numbers and temporary labor create anonymity, even among legitimate workers.</p><p class="">This isn't new. <a href="https://allthatsinteresting.com/frank-abagnale">Frank Abagnale</a> posed as a pilot, doctor, and lawyer in the 1960s using nothing but uniforms and forged credentials. He never learned to fly or practice medicine. He wore a pilot's uniform and carried fake Pan Am ID, and people let him into cockpits.</p><p class=""><a href="https://www.bbc.com/news/world-us-canada-56614021">Anna Delvey</a> used designer clothes to convince 2010s New York that she was wealthy. Banks loaned her money. Hotels gave her rooms. The costume created the reality.</p><p class=""><a href="https://web.archive.org/web/20150723002954/http:/digital.asiaone.com/digital/news/ex-hacker-reveals-tricks-trade">Kevin Mitnick</a> made a career demonstrating how easily people can penetrate secure facilities with a clipboard and a maintenance uniform. Security researchers do this routinely. Wear the right vest, carry the right props, walk with confidence—most people won't question you.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png" data-image-dimensions="1430x804" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png?format=1000w" width="1430" height="804" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1b12d210-7df0-4a24-bb12-bc267349de98/Hitman+embed+3.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class=""><em>Figure 3. The tech crew outfit allows you to access various maintenance areas and gardens. Screenshot by author.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h2>The Obedience Factor</h2><p class="">Understanding that costumes grant access is one thing. Understanding that they also command obedience is another.</p><p class="">Stanley Milgram's famous experiments in the 1960s tested obedience to authority. Participants administered what they thought were dangerous electric shocks to another person because a researcher in a lab coat told them to. When the researcher wore street clothes instead, <a href="https://www.simplypsychology.org/milgram.html">obedience dropped from 65% to 20%</a>.</p><p class="">The lab coat was the authority.</p><p class="">The effect works from both directions. Research on "<a href="https://www.nytimes.com/2012/04/03/science/clothes-and-self-perception.html">enclothed cognition</a>" shows that wearing symbolic clothing doesn't just change how others perceive you; it changes how you carry yourself. Participants who wore a white coat they believed belonged to a doctor showed sharper attention and cognitive performance than those who wore the same coat believing it belonged to a painter. The symbolic meaning of the clothing, worn on the body, altered their psychological state. This matters because confident, focused behavior reinforces the illusion. The costume doesn't just signal authority to observers; it helps the wearer embody it convincingly.</p><p class="">In <em>Hitman</em>, it works the same way. Put on a security uniform and NPCs defer to you, move when you tell them to, answer your questions. At the palace, wearing the auction staff uniform meant other staff treated me like I had authority. I could direct people without explanation.</p><p class="">Police uniforms are meant to demand compliance. Medical scrubs invite trust. TSA uniforms command deference at airports. We respond to the costume, not the person wearing it.</p><p class="">When I put on that auction staff uniform and showed that invitation, I felt it too. More confident. Like I actually belonged there. The performance started feeling real because everyone around me believed it.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png" data-image-dimensions="1430x804" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png?format=1000w" width="1430" height="804" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/90af9aad-2a02-42b1-9cb4-9371345259a1/Hitman+embed+4.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class=""><em>Figure 4. The security guard outfit grants access everywhere except your targets’ private quarters. Screenshot by author.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h2>What I Started Noticing</h2><p class="">After playing enough <em>Hitman</em>, I started noticing things. Delivery drivers accessing apartment buildings with just a uniform and a package. Maintenance workers in office buildings who nobody questions because they're wearing the right clothes and carrying tools. I've seen videos and TikToks of people walking into concerts and sporting events with nothing but a hard hat and a ladder, and security waves them through.</p><p class="">I wear professional clothes to work and my employee badge gets me into buildings and meetings. Medical professionals in scrubs move through hospitals with automatic authority. Police officers in uniform command immediate compliance.</p><p class="">The difference between everyday social performance and what Agent 47 does is intent. We all manage impressions and perform roles. Agent 47 just does it with lethal purpose. But the mechanism is identical.</p><p class="">We trust what costumes and credentials tell us, but not just because it's convenient. Sure, we can't verify everyone's background or question every uniform. Society would grind to a halt. But the response runs deeper than that. We've learned since childhood to recognize and defer to certain uniforms. Authority symbols trigger automatic responses we don't fully control. We read and perform social roles so habitually we barely notice. The reasons aren't entirely clear. Maybe it's learned behavior, maybe psychological conditioning, maybe how social hierarchies function, maybe just necessity. Probably all of them at once.</p><p class="">Agent 47 understands this better than most people. At the palace, Dalia Margolis saw auction staff entering her area and didn't question it. She trusted the uniform and the credential. That trust is what let me get close enough to complete the mission.</p><p class="">I started seeing the world a bit like Agent 47 does. Not everyone's a target, obviously. But everyone is performing through costume. Every credential can be faked. Every checkpoint has vulnerabilities if you understand how the performance works.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png" data-image-dimensions="1430x804" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png?format=1000w" width="1430" height="804" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f7a87d79-33ca-424c-b31b-ee715afacbab/Hitman+embed+5.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class=""><em>Figure 5. Helmet Kruger's outfit grants access everywhere except the security offices. Screenshot by author.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h2>The Showstopper</h2><p class="">The mission title works on multiple levels. It's about disrupting a fashion show, but it's also about understanding that everything is a show. The palace security seemed solid with checkpoints, guards, restricted areas. But the right costume and a piece of paper collapsed all of it.</p><p class="">Our world works the same way. We build elaborate access systems, but they rely on trusting visual signals. That's functional for society, but it creates vulnerabilities. Agent 47 walks through security by understanding the performance, not by breaking anything.</p><p class="">What <em>Hitman</em> reveals is how costume functions as a tool of access and authority every single day. How we grant trust based on appearance. How a uniform and a credential can open almost any door.</p><p class="">We're all performing. The costume grants the access. The credential sells the story.</p><p class=""><em>Originally published November 11, 2014. </em></p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1763044107702-T288TXFFPCA2IUHURY9L/Hitman+cover+image.png?format=1500w" medium="image" isDefault="true" width="1428" height="802"><media:title type="plain">Wearing Authority in Hitman</media:title></media:content></item><item><title>Everything Is Mimikyu in the AI Slop Era</title><dc:creator>Nate Schmidt</dc:creator><pubDate>Wed, 12 Nov 2025 15:35:12 +0000</pubDate><link>https://www.gamerswithglasses.com/features/everything-is-mimikyu-in-the-ai-slop-era</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:6914a098c2cb660987a418f2</guid><description><![CDATA[When “What if this guy was standing next to this other guy” is raised as an 
intrinsically meaningful question, we get Sora 2. Like Mimikyu’s sorry 
attempt at disguise, we’ve entered a time in which IP mashups simply drape 
the image of the things we love atop an empty character model, creating a 
monster that’s all aesthetics and no soul. Whatever is under there, it sure 
ain’t shaped like Pikachu.]]></description><content:encoded><![CDATA[<h1>Nate Schmidt</h1><p class="">If conventional horror wisdom holds that the scariest monster is the one you haven’t seen yet, then the scariest <em>pocket </em>monster is Mimikyu, the creepy little creature with a visage so upsetting that it has shrouded itself in a pale imitation of what it hopes will make it lovable. If nobody ever answers the question, “What’s under there?”, we’re left to fill it in with whatever stuff of nightmares we can conjure. Whatever it is, it sure ain’t shaped like Pikachu.</p><p class="">In keeping with this weird little creature’s theme of costumes, shapeshifting, and mimicry, I’d like to posit a new term for cultural critique in the realm of nerd stuff: Mimikyuization. It’s not a pretty word, and it describes an ugly trend: namely, using the image of an instantly recognizable character to disguise the fact that something fearful, some formless darkness, lurks underneath.</p><p class="">I think I can illustrate this most clearly by example. Certain reports would have you believe that SpongeBob is in <em>Sonic Racing: Crossworlds</em>. Now, watch this<a href="https://www.youtube.com/watch?v=-Vms3AjKVcU"> <span>reveal trailer</span></a> and tell me: <em>is this really SpongeBob? </em>It <em>looks</em> like SpongeBob. Does it <em>sound </em>like SpongeBob? As far as I can tell, the only character voices in the trailer belong to the people from the Sonic universe proper who are driving around him; I don’t think Sega shelled out for Tom Kenny on this one. Does it <em>act </em>in any meaningful way like SpongeBob SquarePants? Sure, there’s a goofy little dance at the end of the trailer, but does SpongeBob’s lovable whimsy genuinely come through here? The cheerful clumsiness, the lovable yet boorish demeanor, the childishly open-hearted bonhomie? Reader, I would offer that none of these things are present in the SpongeBob that exists in <em>Sonic Racing: Crossworld</em>, because that’s not SpongeBob. It’s a Mimikyu. It’s an uncanny husk that has been merely been swathed in the drapery of Bikini Bottom, an object that is all aesthetics and no soul.&nbsp;</p>





















  
  






  <p class="">Spider-Man is in <em>Magic: The Gathering</em>. That’s a Mimikyu. Sure, there are some cutesy “web slinging” mechanics that make you switch out Spider-Man for other creatures, but seriously. “<a href="https://media.wizards.com/2025/spm/2be33nhsm8gj/en_2e58d691ff.webp"><span>Nothing like a little crimefighting after class</span></a>” in the flavor text? That sounds like the kind of thing Spider-Man might theoretically say in whatever corner of the Spiderverse is dedicated to self-parody. It sounds like the kind of thing a chatbot trying to mimic Spider-Man would come up with – more on that later. The point is that this card, in a world of elves and goblins, angels and planeswalkers, has nothing to do with Spider-Man, and everything to do with maintaining the <em>appearance </em>of Spider-Man for the sake of, well…I guess it’s hard to articulate precisely why we need this.</p><p class="">Then there’s <em>Fortnite</em>, a machine for the carefree, incessant production of Mimikyus if there ever was one. Can we just pause for the moment on the concept of a collectable <em>skin? </em>The cannibalistic metaphor isn’t even subtle; it’s right there in the name. David Harbour, Peter Griffin, Lara Croft, Princess Bubblegum, the Doomslayer, Jar Jar Binks, and<a href="https://static.wikia.nocookie.net/fortnite/images/5/51/Santa_Dogg_%28Featured%29_-_Outfit_-_Fortnite.png/revision/latest?cb=20241221184933"> <span>Santa Dogg</span></a> can all share the screen together in a meaningless polychrome collage of form without substance, full of sound and fury, signifying that somebody spent money on a free game because they just couldn’t go on living without Santa Dogg. The gaping vacuous maw of <em>Fortnite </em>knows no bounds when it comes to spewing out the shape of something you love on the off chance that you’ll pay for the privilege of puppeting it around.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp" data-image-dimensions="1000x563" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp?format=1000w" width="1000" height="563" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d4734f4a-024a-4fea-bf25-c73971c548ee/Stranger_Things_-_Promo_-_Fortnite.webp?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">For <a href="https://imgur.com/a/actual-cost-of-items-fortnite-item-shop-9CRmFHx">somewhere between nine and twelve dollars</a>, you can give the Demogorgon a gun. Then it’s a Demo-gore-gun. Image from the <em>Fortnite </em>wiki, <a href="https://fortnite.fandom.com/wiki/Collaborations.">https://fortnite.fandom.com/wiki/Collaborations.</a> </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><br>I don’t want to sound naïve here. I know how metonymy works. The part stands in for the whole, I have an imagination, and I’m supposed to bring that imagination along when I add<a href="https://gatherer.wizards.com/BOT/en-us/13/optimus-prime-hero"> <span>Optimus Prime</span></a> to my Commander deck. I think the whole phenomenon of Mimikyuization would be easier to swallow if there was a version of it that somehow accounted for the more meaningful ways we experience these characters when we find them in their home environments, but from my admittedly bleak perspective, I don’t really see us headed in that direction. Even <em>Super Smash Bros.</em>,<em> </em>which by and large functions as a pretty fun mashup machine, only inflates flat characters by totally demolishing round ones. Wario’s penchant for motorcycles might add a little more depth to his character, while characters from narrative-rich worlds like <em>Earthbound</em>, <em>The Legend of Zelda</em>, and <em>Final Fantasy </em>are flattened out into simple bearers of yoyos, bombs, and charge attacks. Somewhere in the “many worlds” interpretation of quantum mechanics, maybe there’s a not-too-distant alternate reality in which crossovers like this are designed to encourage player agency and fanciful gameplay, in which the way I personally feel or think about this character influences the way they get incorporated into the game. Certain live-action roleplay settings lend themselves well to this freedom to inhabit a world bounded by constraints that we love.&nbsp;</p><p class="">If we were to go looking for another meaningful model of mashups, perhaps we could find one in musicology. The mashup may not have set us as free from capitalistic constraints around music making as Philip Gunderson<a href="https://pmc.iath.virginia.edu/issue.904/15.1gunderson.html"> <span>imagined it could</span></a> in 2004, but even David Gunkel’s more<a href="https://gunkelweb.com/coms647/texts/gunkel_mashup_print.pdf"> <span>measured approach</span></a> to the practice acknowledges that “mash-ups complicate and suspend common assumptions about origin and originality,” often in provocatively interesting ways. For Gunderson, the existence of Danger Mouse’s <em>Grey Album</em>, which mixed together Jay-Z and the Beatles, showed us that, “despite the continued corporatization of music, the DIY ethos of 1970s punk remains alive and well.” Similar, even more deliberately transgressive mashup and sampling work had been done in the 80s and 90s by groups from Public Enemy to the KLF. If Gunkel is correct that mashups have lost a bit of their punk edge while still fundamentally “reconfiguring the very concepts of originality and authenticity,” maybe I’m actually being a stodgy old conservative here, insisting on the inherent meaning and value of cultural productions like characters and narratives when these things are all actually just numbers floating in a void, as Mimikyuization so deftly demonstrates. I don’t have to love the way they taste to recognize the slick shiny fruits of the postmodernity tree.&nbsp;</p><p class="">In other words, I recognize that mashups can be meaningful, but I also insist that they are not meaningful inherently. The <em>Grey Album </em>is clever and thought-provoking and artful, because it <em>matters </em>that it’s Jay-Z and it <em>matters </em>that it’s the Beatles. Whatever it is about these artists that lends integrity to their <em>oeuvre </em>remains structurally stable in Danger Mouse’s reverent hands. Mimikyuization is more like a literal mashup, like a child smooshing all the play-doh together into a massive ball of undifferentiated but colorful slop.</p><p class="">And there it is: slop. Most of what I’m saying here isn’t new; I know that on the subject of complaining about the way everything is always everything else I am so late to the party that I’m basically alone in a darkened gymnasium surrounded by shriveled balloons and mummy-wrap streamers that are crumbling to dust. With all due respect to the great Samuel L. Jackson, in a manner of speaking it’s all been downhill since, “Mr. Stark, you’ve become part of a bigger universe.” The Marvel Cinematic Universe logic of, “Oh look, I recognize that guy,” has totally permeated our cultural landscape to a degree that the entire concept of intellectual property has begun to collapse into a black hole, which resonates with the additional fact that already existing IP seems to be the only thing that AAA game studios remain willing to touch.</p>





















  
  






  <p class="">However, I do have a point to make that goes deeper than these complaints, the lede that I have buried and built a mausoleum over by now. Over a decade of mashup for mashup’s sake in movies and games has formed the underacknowledged backbone of the AI slop era, in which the mashup remains the primary aesthetic mode (Nazi SpongeBob, Skibidi Sam Altman). I’m not sure how many people would even be all that interested in Sora or dall-E or Midjourney if “What if this guy was next to this other guy from another thing” wasn’t already taken as an intrinsically worthwhile question. There’s no bigger Mimikyu than a<a href="https://www.404media.co/openais-sora-2-copyright-infringement-machine-features-nazi-spongebobs-and-criminal-pikachus/"> <span>Sora 2 video of Rick and Morty in <em>Breath of the Wild</em></span></a> – at least, not yet. (And they called it Sora, yes, because of course they fucking did, because the clowns and scammers who have bet our parents’ retirement income on this outlandish generative AI circus are entirely bereft of the critical acumen necessary to see <em>Kingdom Hearts</em> as one of the <em>most meaningful and genuine mashups in videogame history</em>, the absolute opposite of their energy gobbling dreck dispenser.)</p><p class="">The biggest lie that the disingenuous cartoon villains peddling generative AI have managed to sell is the idea that they’re offering something inevitable and unprecedented, a magical innovation that we just have to learn to accept, whether we like it or not, because it was always going to happen and will always be around forever. Instead, I would argue that generative AI images and videos are highly contingent artefacts born of an unusually bleak cultural moment that can absolutely be described in historical terms. They owe their existence, at least in part, to <em>Fortnite</em>, the MCU, and all the other franchises that had already Mimikyued everything we love into the pop culture version of <a href="https://www.mashed.com/img/gallery/is-thanksgiving-dinner-in-a-can-a-real-thing/christmas-tinner-was-an-art-piece-turned-marketing-hoax-1700144401.jpg"><span>Christmas Dinner In A Can</span></a>. What are they going to do when the novelty of Snoopy and Jack Skellington riding a giant shiba inu on the moon for ten seconds wears thin? I bet that question makes them shiver.</p><p class=""><em>First published November 12, 2025. Title image from promotional press kit material for the Pokémon series. Artwork is by Ken Sugimori for the video games and players' guides., Fair use, </em><a href="https://en.wikipedia.org/w/index.php?curid=52464228."><em>https://en.wikipedia.org/w/index.php?curid=52464228.</em></a><em> </em></p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1762959931678-UNWRLI1925Z5VKDPF2CP/Pok%C3%A9mon_Mimikyu_art.png?format=1500w" medium="image" isDefault="true" width="200" height="252"><media:title type="plain">Everything Is Mimikyu in the AI Slop Era</media:title></media:content></item><item><title>Kirby is the Nightmare in Dreamland</title><category>Features</category><dc:creator>Samantha Trzinski</dc:creator><pubDate>Sat, 25 Oct 2025 22:36:12 +0000</pubDate><link>https://www.gamerswithglasses.com/features/kirby-nightmare-dreamland</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:68fd2d977b97d809fb3d2a6c</guid><description><![CDATA[For decades, Nintendo has tried to pass horrors beyond human comprehension 
as adorable cuties. Kirby may be cute while sleeping, but awake, he’s an 
irrepressible killer who wields the instruments of those he consumes. That 
cap isn’t his — it’s taken from the soul of another.]]></description><content:encoded><![CDATA[<h1>Samantha Trzinski</h1><p class="">As Halloween approaches, ghosts, ghouls, and monsters appear as children don their favorite costumes. Though an innocent part of Halloween, costumes can be cause for fear, especially when they take on a deadly meaning. Take, for instance, horror classics like <em>The Silence of the Lambs </em>and <em>Texas Chainsaw Massacre</em>, in which a mass murderer turns the skin of his victims into masks to wear. The villains in these films transform something as simple as a Halloween costume into something terrifying and unnerving.&nbsp;</p><p class="">This same type of horror has been used in video games for decades and has sent shivers down the spines of players. The first time that I played <em>Resident Evil</em>, for instance, I nearly screamed when Lisa Trevor first appeared. As players progress through the mansion, they find notes about experiments that were conducted on Trevor and her descent into insanity following her mother’s death and continual experimentation. Her character design is frightening—a costume made of her victims’ skins adorns her body, making it difficult to tell what part of her is her own body or other people’s bodies. Would you believe me, though, if I said that there was a more unsettling version of this same character? That there is a video game where the protagonist commits mass murder and wears the dead bodies of his victims as costumes? You might be thinking through various games in the horror genre, like <em>Outlast </em>or <em>Silent Hill</em>—but I am actually referencing a Nintendo classic: <em>Kirby</em>.</p>





















  
  



<hr />


  <p class="">Games in the <em>Kirby </em>franchise have long been hailed as family-friendly classics—platformers with minimal difficulty and violence. The pink amorphous blob’s first appearance in <em>Kirby’s Dream Land </em>in 1992 on the GameBoy thrust the titular protagonist into the gaming spotlight, and a torrent of games have appeared on the market in the thirty-three years that have followed. Without a doubt, Kirby has left an indelible impression on the gaming community, and his character design, though simple, is easily recognizable. In an <a href="https://www.gamespot.com/articles/why-is-kirby-always-angry-in-the-us-nintendo-explains/1100-6419263/"><span>interview</span></a> with GameSpot, Shinya Kumazaki, the director of <em>Kirby: Triple Deluxe</em>, explained that “the most powerful image of Kirby is that cute image, we think that’s the one that appeals to the widest audience.”&nbsp;</p><p class="">Certainly, when Kirby takes a nap in his little sleeping cap, I find him incredibly cute—<em>but</em> there is a monster lurking beneath the surface, hiding beneath that cutie-patootie exterior. Kirby is a shapeshifter, fueled by the essence of the living beings that he consumes. His adorable character design and the cartoonish landscape of Dream Land has made players overlook for decades the undeniable nightmare that is Kirby’s very existence. He shows up, he consumes all, and he leaves, with a trail of corpses in his wake.&nbsp;</p><p class="">Granted, when we think of Kirby, we often think of how he appears to don adorable costumes after absorbing his enemy’s power. When he takes on the power of a swordsman, for instance, he puts on a little green cap akin to that worn by Link in <em>The Legend of Zelda </em>franchise and brandishes a sword. When he takes on the power of high jumping, he puts on a cape. However, the ways in which he obtains these costumes is what I find unsettling. He is not simply putting on an outfit; he is inhaling his enemies and swallowing them whole, effectively killing them in the process.&nbsp;</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png" data-image-dimensions="1430x815" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png?format=1000w" width="1430" height="815" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/24c4c85e-508b-4daa-9198-30efafe2caf9/Kirby+Swordsman.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true" class=""><em>Kirby as a swordsman. Image from official Wiki.</em></p><p data-rte-preserve-empty="true" class=""></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><a href="https://www.gamerswithglasses.com/features/the-secret-psychodrama-of-the-kirbys-dream-land-trilogy">Kirby’s monstrous nature</a> went undetected when I was a child. As a kid playing <em>Kirby’s Nightmare in Dreamland</em>, I only focused on how fun it was to control a little pink blob akin to bubblegum as he jumped around Dream Land. I spent endless hours going into the museums to absorb overpowered powers from contained creatures only to lose those powers immediately when I entered a level. (Five-year-old me was not the best at playing platformers.)&nbsp;</p><p class="">Most articles on the Kirby franchise similarly ignore the ways in which the titular protagonist commits widespread murder and consumes those he encounters. Often, articles on the series criticize the overall <a href="https://screenrant.com/kirby-forgotten-land-difficulty-easy-hard-good/"><span>simplicity</span></a> of the games, arguing that they are <a href="https://www.rspodcast.net/articles/kirby-sucks-and-so-does-the-game"><span>too easy</span></a> of platformers in comparison to other classics in the genre like <em>Crash Bandicoot</em>. Other articles defend the simplicity of the games, arguing that they are meant to be relaxing. “If you’re picking up a Kirby game, you know you’ll have a relatively stress-free time,” says an article from <a href="https://www.gonintendo.com/contents/1089-criticizing-kirby-games-for-being-too-easy-misses-the-point"><span><em>GoNintendo</em></span></a>.</p><p class="">Much like the author from <em>GoNintendo</em>, I remember Kirby being a lighthearted game—one that brought me joy and comfort. When I finished my PhD candidacy exams, I purchased the new <a href="https://www.gamerswithglasses.com/features/cutest-apocalypse"><em>Kirby and the Forgotten Land</em></a><em> </em>to enjoy as I celebrated and destressed. This game was fun, cute, and laidback compared to other platformers. However, it was during this gameplay that I first thought about Kirby’s unnatural powers—his unnerving ability to transform into the things that he consumes. When I reached the stage where I needed to turn into a car, I realized that something was intrinsically wrong with Kirby. As he unhinged his jaw and inhaled as hard as he could, the car went flying into his mouth. However, he could not swallow the car like he did his enemies, so his body morphed around it, like a snake swallowing an oversized alligator. As I looked at Kirby, now shaped like an automobile, I thought about how all the enemies that he consumes go through something similar as he swallows them and absorbs their essence. They are lucky enough to metamorphosize instantaneously—this car, though, is trapped in Kirby’s esophagus until he is done using it.&nbsp;</p><p class="">Think for a moment about how terrifying this concept is. Kirby turns every living thing into a mere tool to be used—a costume to be worn. He does not care who or what he needs to use to get what he wants in this world. He does not care about the deaths that follow him. He faces each level and each day with a smile on his cute little face. It is sickening. I can’t help but think about the recent horror film <em>Smile </em>in which the demon that pursues its victims dons a massive grin, stretching from ear to ear. There is something unsettling about a killer who smiles.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png" data-image-dimensions="936x838" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png?format=1000w" width="936" height="838" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cca775c4-c86b-4a0b-9c6a-fd5c52dc37d5/Kirby+Dream+Land+GB.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true" class=""></p><p data-rte-preserve-empty="true" class=""><em>Screenshot from Kirby’s Dream Land. Source </em><a href="https://gbstudiocentral.com/spotlight/kirbys-dreamland/"><em>GBStudioCentral</em></a><em>. </em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Kirby is not Nintendo’s only amorphous blob with shapeshifting abilities—oh no! We have seen this same monstrosity elsewhere. The recent trailer for <em>Pokémon Pokopia</em> has demonstrated the terrifying horrors of which the average Ditto is capable. In the two-and-a-half-minute trailer released during a recent Nintendo Direct, a Ditto—the purple, slimy pile of goo from the Pokémon franchise—transforms into a humanlike creature. This being who comes straight out of the uncanny valley is the protagonist of the game, and the trailer suggests that we, as the player, are meant to find this premise cute—charming even. However, this game raises some concern for the Pokémon world. Can Dittos transform into any living being? If so, what is keeping the humans of the world safe?</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png" data-image-dimensions="1429x772" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png?format=1000w" width="1429" height="772" sizes="(max-width: 640px) 100vw, (max-width: 767px) 83.33333333333334vw, 83.33333333333334vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/cbb10e22-62f5-4a13-9dce-8212c8c03761/Ditto+Bulbasaur.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true"><em>Screenshot from Nintendo Direct trailer for Pokopia.</em></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">For decades, Nintendo has tried to pass horrors beyond human comprehension as adorable cuties. Though Ditto differs from Kirby in that it does not eat the Pokémon (or human) into which it transforms, it is still an unsettling creature. It is time that we recognize Kirby, Ditto, and other beloved Nintendo characters as the monsters that they are. Kirby’s reign of terror must be brought to an end before he consumes every living soul on Planet Pop Star.</p><p class=""><em>Head back to the </em><a href="https://www.gamerswithglasses.com/features/halloween-costume-party"><em>Costume Party</em></a><em> for another round! We’ll update it as we add each themed feature. </em></p><p class=""><em>Published 10/25/025. </em></p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1761430965155-O9TTP32R7KJHS3M83M0N/Kirby+absorbing+Lisa+Trevor.png?format=1500w" medium="image" isDefault="true" width="1429" height="828"><media:title type="plain">Kirby is the Nightmare in Dreamland</media:title></media:content></item><item><title>In a Costume I am Cooler than You!</title><category>Features</category><dc:creator>Luis Aguasvivas</dc:creator><pubDate>Sat, 25 Oct 2025 22:31:57 +0000</pubDate><link>https://www.gamerswithglasses.com/features/sonic-shadow-generations-costume-cool</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:68fd1102595dd8755a76155e</guid><description><![CDATA[Luis Aguasvivas falls into Sonic X Shadow Generations, or maybe it’s Shadow 
that has come through to our reality. What’s Shadow doing in a Starbucks? 
Will Luis ever manage to actually play a game on his Switch 2?]]></description><content:encoded><![CDATA[<h1>Luis Aguasvivas, Contributing Editor</h1>





















  
  



<figure class="block-animation-none"
>
  <blockquote data-animation-role="quote"
  >
    <span>“</span>“Who is this guy?”<br/>”He is much more impressive than the hedgehog I fought previously.” <br/><br/>- Tails & Knuckles the Echidna (Sonic 3 [the movie])<br/><span>”</span>
  </blockquote>
  
  
  
</figure>


  <p class="">Reader be warned. What follows is an incomprehensible tale, even to me, its channeler and stenographer. Though I experienced it, the process of making sense of its profundity led to the very writing of this article. A costumed anti-hero disillusioned by society engages in an act whose depths might never be fully explored. It is tangentially related to video games, a medium that might not be a capsule of ecstatic truth. Ludic experiences and how we perceived them during our anticipation, and before and after play might be where the true beauty of gaming resides. In other words it is all in the mind like magic. Spooky, yes. Games live more potently in the before and after. Few digital games are better case studies of this than the <em>Sonic</em> series.</p><p class="">This article reflects <em>a</em> reality. Illusion and metaphor (both on my part and the world’s) seep out of these words like water from between layers of rock. It could not be helped; such are the times.</p>





















  
  



<hr />


  <p class="">New consoles are an opportunity to make money by expanding consumer adoption of the new hardware and purchasing new software (games) for it. For the release of the Nintendo Switch 2, I gave the <em>Sonic </em>series,<em> </em>Sega’s beloved anthropomorph virtual circus, another chance. I initially wrote off the games after several high-wire disappointments (no need to name them, we know them; their names live in infamy).</p><p class="">Devotees love the series’ camp.&nbsp; Enveloped in wind and flashing landscapes, the series “goes fast.” This is its selling point. Concerned with speed, a thrilling prospect Sonic<em> </em>and friends travel so far that they leave consistency in the dust. The velocity is a memory more impressive than the experience -- never fully realized, just barely glazing at times. <em>Sonic</em> constantly fails. It is commendable. Though nostalgia is not enough fuel to keep the glitchy hedgehog from crashing again and again and again.&nbsp;</p><p class="">With <a href="https://sonicxshadowgenerations.com/?lang=en"><span><em>Sonic X Shadow Generations</em></span></a><span><em> </em></span>Sonic’s alternative skin, Shadow, succeeds where the series routinely fails. Odd that the tie-in game for <em>Sonic 3</em> (the movie) is a triumph. It got my attention. I picked it up for purchase of the Nintendo Switch 2 on an unforgettable day.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png" data-image-dimensions="1919x1080" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png?format=1000w" width="1919" height="1080" sizes="(max-width: 640px) 100vw, (max-width: 767px) 83.33333333333334vw, 83.33333333333334vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/76aa8e7b-9338-4c32-84da-638f52c4961b/Shadow+Grinding.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">The game looks cool and plays cooler. Source: <a href="https://sonicxshadowgenerations.com/?lang=en#media-21">Sega</a></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><span>Sonic Generations</span></p><p class=""><em>Sonic</em> has never been my cup of tea. Like Shadow, I am suspicious of the guy.&nbsp;</p><p class=""><span>Shadow Generations</span></p><p class="">I heard from a critic acquaintance of mine that the movie tie-in part of <em>Sonic X Shadow Generations </em>(the Shadow part) was cool and worth checking out. Low on new games to play on the new five-hundred-dollar Nintendo Switch 2, I felt the console necessitated me to spend more money for it to be justified in my home right next to its predecessor. I purchased the game on sale. As I paid and waited for it to download, I decided to go down the block from my apartment to the coffee chain, Starbucks. I figured that by the time I got my drink the download would be complete. One needs to play <em>Sonic </em>with an accompanying scorching beverage on one of the hottest days of the summer, just like Naka Yūji intended. I am committed. If I was going to get potentially burned by the series, why not get burned for real. Let the literal accompany the figurative.</p><p class="">The world and Sonic Team had other ideas.</p><p class=""><span>Sonic Generations</span></p><p class="">I played the original <em>Sonic Generations</em> back in 2011 and my response was tepid at first, then gave way to disappointment. The number two mascot platformer (really number three – the plumber has a <a href="https://www.gamerswithglasses.com/features/super-midlife-brothers-mario-at-forty-birthday"><span>brother</span></a>) had a novel concept this time around of having players swap between two- and three-dimensions. A tamed concept compared to previous entries where Sonic transforms into a werewolf, had a fling back in 2006 with a computer animated human, or had his red friend face-off head-to-head with a bodacious bat in a scavenger hunt for gems. With <em>Sonic</em> Sega has tried everything.&nbsp;</p><p class="">This time around as I played Sonic<em> X Shadow Generations</em>, I was taken by its brevity. I missed this in my frustration with the game back in 2011. The Sonic Team did well heeding the GZA’s maxim: “half short, twice strong.” So, this time around no matter the glitches that made this an exercise in frustration, it has mercy on the player by making the experience brief.</p><p class=""><span>Shadow Generations</span></p><p class="">As I waited for my order (the drink I got shall forever remain a secret), I drifted between thinking about a recent high-profile murder all over the news the past week, and how the local anime convention would affect getting around town. These two distinct happenings, both significant, weighed on my psyche.&nbsp;</p><p class="">In my continued anticipation, I raised my eyebrows and focused my gaze at the Shadow the Hedgehog emerging out the bathroom door. A person in full Shadow custom appeared and sat right at the center of the mediocre coffee chain. I wondered, “Are they not in the wrong place? Late to the convention, maybe? Where is their drink?” Regardless, I respect the method and commitment.</p><p class="">Seconds later an apathetic thirty something year-old man barks a drink order at the cashier. Lazily he says the drink is for the all-too-familiar recently-deceased person all over the news. Shadow looks towards the counter. The costume’s enormous head gives no emotion except for what one can deduce from its permanent “too cool for this shit” smirk. Something is about to go down. I am into spectacle. Take my commitment to watching all forty-two seasons of the Latin soap opera <em>Destrúyeme Me Por Favor, Mi Amor </em>as substantiating evidence. I have not even played <em>Sonic X Shadows Generations</em>; it has not even finished downloading, and I can already anticipate that it is going to rule.</p><p class=""><span>Sonic Generations</span></p><p class="">On paper <em>Sonic Generations </em>had potential. The reality of it was that this very glitched game was riddled by poor execution. It takes greatest hits across the series and repackages them with a shiny paint job. Nevertheless, back in 2011 and as well with the Sonic segment of <em>Sonic X Shadow Generations</em>,<em> </em>I constantly fell through walls and veered off course in ways the games’ designers clearly did not intend.&nbsp;</p><p class=""><span>Shadow Generations</span></p><p class="">“Grifter Vrai!” shouts the tired Starbucks worker. The strain voiced revealing that this is not the first time she was made to utter the name by a customer. The thirty something year-old man that placed the order approached the counter striding as if he owns the world. And so does Shadow. The costumed one shouts in a voice like crackling rock candy “I am Vrai!” Bewilderment permeates throughout the establishment. Thirty something year-old man, “No dude! I paid for that drink!” Shadow replies, “Thank you.” Shocked at the response, thirty something year-old man timidly said “But it is a protest thing I am doing here. I am honoring a great person.” With Mickey Mouse gloves Shadow grabs the steaming drink from the tall frappe and sugary syrup stained counter, “Thank you again. I know that I am the best – THE ULTIMATE LIFEFORM! Glad you see it too.” Defeated by overwhelming tenacity bordering on arrogance, thirty something year-old man exits without a word. Shadow then proceeds to throw the drink in the trash and returns to seating in the middle of the store, arms folded.</p><p class="">“What did we just witness?!?” says the woman next to me.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png" data-image-dimensions="1430x1155" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png?format=1000w" width="1430" height="1155" sizes="(max-width: 640px) 100vw, (max-width: 767px) 83.33333333333334vw, 83.33333333333334vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/af6dbbae-d5be-4a82-8437-f0b6faec6524/Obscene+Starbucks.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Not the same drink, but shared here for levity. Source: <a href="https://www.reddit.com/r/starbucks/comments/1ifg2vr/crazy_starbucks_order/#lightbox">Reddit</a></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><span>Sonic Generations</span></p><p class=""><em>Sonic </em>games never live up to their promise. They are always held back by ambition. Until now, the proof of concept has not been realized. This is partly why the series is loved, because the games never stop trying.&nbsp;</p><p class=""><span>Shadow Generations</span></p><p class="">Shadow is edgy and cute, a winning combination. Sega gave the black hedgehog a gun, remember. Made him scream “Go to hell!” How can we take this raisin-nosed Erinaceus&nbsp;seriously. He has angst. His owners died! His Robotnik was not a dick. Poor guy. Give him a hug.</p><p class="">I leave Starbucks.</p><p class=""><span>Sonic Generations</span></p><p class=""><em>Sonic </em>is better as Shadow.&nbsp;</p><p class=""><span>Shadow Generations</span></p><p class="">I arrived at my apartment after the tonally dissonant and poetic scene. <em>Sonic X Shadows Generations </em>has not finished downloading. I check. I do not have enough memory storage space for the game.</p><p class=""><em>Head back to the </em><a href="https://www.gamerswithglasses.com/features/halloween-costume-party"><em>Costume Party</em></a><em> for another round! We’ll update it as we add each themed feature. </em></p><p class=""><em>Published 10/25/025. </em></p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1761430520314-1RJS72HFFV8RDD20UWO0/Shadow+the+Hedgehog.png?format=1500w" medium="image" isDefault="true" width="1240" height="698"><media:title type="plain">In a Costume I am Cooler than You!</media:title></media:content></item><item><title>Presenting: Costume Party</title><category>Features</category><dc:creator>Don Everhart</dc:creator><pubDate>Sat, 25 Oct 2025 22:29:55 +0000</pubDate><link>https://www.gamerswithglasses.com/features/halloween-costume-party</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:68fd064bdf714a24ae553e97</guid><description><![CDATA[Welcome to the GwG Costume Party! We’ve got custom skins, bleeding over 
from game worlds and real worlds. We’ve got dressing up for laughs and we 
have blank faces that can become anyone or anything. Happy Halloween!]]></description><content:encoded><![CDATA[<p class="">We here at GwG love this season. We have collections of <a href="https://www.gamerswithglasses.com/features/tag/Creature+Feature">creature features</a>, write about <a href="https://www.gamerswithglasses.com/features/tag/Monsters">monsters</a> at this (and every other) time of year, and enjoy all kinds of haunts and <a href="https://www.gamerswithglasses.com/search?q=horror">horrors</a>. This year, it’s time to celebrate another aspect of Halloween: costumes! </p><p class="">The relationship between player and character is slippery enough, but there’s little that gets people going like a little customization. What is it about dressing up or down in games that is so appealing? It’s not only in games, though, as people also dress up as videogame characters. Sometimes, costumes are diegetic. Other times, they’re delightfully incongruous to the serious goings-on in the game world. Often, the details are a way for companies to reach into digital wallets, a few dollars and cents at a time.</p><p class="">There’s the well-trodden delight of the monstrosity of custom character generators. There’s also the terror of the blank template in an ever-expanding pop cultural field. That could be a space owned and operated by Epic Games or a Starbucks around the corner. When we put on a costume, or when we put a costume on a character, are we performing an act of mimicry? Are we becoming something else? Are we in between? Are costumes instruments — perhaps instruments of death, instruments of expression, or, as so often in the conflict-filled fantasies of our screens, instrumentalizing death as expression?</p><p class="">I’m bringing us down with all of these questions. It’s time to put on some fancy dress and party as one desires, decorated within the signifying elements of Others. After all, the real monsters are people who don’t show up in costumes, at all.</p><p class="">Read series entries here! This list will be updated as they are published.</p><ul data-rte-list="default"><li><p class="">Luis Aguasvivas saw <a href="https://www.gamerswithglasses.com/features/sonic-shadow-generations-costume-cool">Shadow, from <em>Sonic X Shadow Generations</em>, in a Starbucks</a>.</p></li><li><p class="">Samantha Trzinski is horrified by how <a href="https://www.gamerswithglasses.com/features/kirby-nightmare-dreamland">Kirby absorbs and discards souls, wearing tokens of each one as he goes.</a></p></li><li><p class="">Nate Schmidt writes about how <a href="https://www.gamerswithglasses.com/features/everything-is-mimikyu-in-the-ai-slop-era">Mimikyu has become the avatar</a> of the AI slop era’s dominant aesthetic, “What if this guy was next to this other guy?” </p></li><li><p class="">Finally, Spencer Johnson <a href="https://www.gamerswithglasses.com/features/hitman-wearing-authority">explores the relationship</a> between costumes, authority, and institutionalized obedience in <em>Hitman</em>. </p></li></ul><p class=""><em>First published October 25, 2025. </em></p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1761413629634-VJ48Q1882F6BAM3HU1CK/Lost+Judgment+Vampire.JPG?format=1500w" medium="image" isDefault="true" width="1500" height="778"><media:title type="plain">Presenting: Costume Party</media:title></media:content></item><item><title>Super Midlife Brothers: Thoughts on Mario at Forty</title><dc:creator>The GwG Editorial Team</dc:creator><pubDate>Mon, 06 Oct 2025 18:34:45 +0000</pubDate><link>https://www.gamerswithglasses.com/features/super-midlife-brothers-mario-at-forty-birthday</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:68e3dc851a11f26ed7d83f60</guid><description><![CDATA[It’s-a Mario’s birthday! Sort of. So here’s a Mario bonanza from your 
friends at Gamers with Glasses, which in typical fashion includes a 
scientific* study on Mario and the zodiac, elegiac expressions of rage and 
desire, a new academic discipline, and André Breton.]]></description><content:encoded><![CDATA[<h1>The Editors of GwG</h1><p class=""><em>Super Mario Bros. dropped on the NES sort of around this time in 1985, and we thought we’d take the opportunity to see how middle age is going for the plumber who is mostly famous for sounding like he’d be a </em><a href="https://www.gamesradar.com/legendary-mario-voice-actor-charles-martinet-on-his-favorite-characters-and-why-he-now-dreams-in-2d/"><em>perfect Gremio</em></a><em> in Shakespeare’s </em>The Taming of the Shrew<em>. </em></p><h3>These Turtles Are Sorcerers (Super Mario and André Breton Share a Quiet Bench at Dusk)</h3><h3>Nate Schmidt</h3>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png" data-image-dimensions="779x533" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png?format=1000w" width="779" height="533" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f09289b5-3f63-4dc0-a28a-abd53b16220f/image1.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Screen grab from the English localized version of the <em>Super Mario Bros. </em>instruction manual. Image<a href="https://www.nesfiles.com/NES/Super_Mario_Bros/Super_Mario_Bros.pdf"> source</a>.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">People who try to hack the lore of the Mushroom Kingdom are basically doomed. <em>Super Mario Bros</em>. is a surrealist masterpiece that, following in the wake of dreamer extraordinaire André Breton, refuses all logical articulation because it has such an obvious, self-containing logic of its own. The really incredible thing about Mario is that any of the games that feature him feel like a normal playing experience in any regard: the plumber stomps the winged turtle and feasts upon the stars. But I would still invite you to take a moment and read, really carefully read, the narrative description that accompanies the <em>Super Mario Bros</em> game from 1985 in the manual. There have been a couple of infamous<a href="https://web.archive.org/web/20140311040625/https:/legendsoflocalization.com/super-mario-bros/manuals/#characters-enemies"> <span>localization</span></a> mistakes, sure: “Princess Toadstool” instead of “Princess Peach”; “horse-hair plants” aren’t real, and they definitely meant “horsetail plants” (more on that in a moment).</p><p class="">Let’s just take this description at face value for a moment, though, and imagine this eerie, silent, reptile-ridden world. The Mushroom People have been turned into <em>bricks? </em>As in, <em>the thing that Mario crushes with his skull to make money come out? </em>A place once busy with sentient fungal life has been horribly transmogrified into lifeless architecture; it’s <em>The Last of Us </em>in reverse! Also, five years before Magikoopa was a glimmer in Mama Magikoopa’s eye, <em>all </em>of the Koopas are apparently mighty hermetic sorcerers? Just, what, hanging around the landscape because it’s never quite the right moment to call up<a href="https://www.nintendolife.com/reviews/nes/devil-world"> <span>Beelzebul</span></a> from the pit? Mario is <em>maybe </em>the hero of the story? Like this is <em>Shadow of the Colossus </em>or something?</p><p class="">I may not be in love with every game Mario was ever part of, but I do delight in the fact that Mario is always proudly flying his freak flag, narratively speaking. None of this should make <em>any sense</em>, but just like our best recurring dreams, this world coheres for as long as we choose to inhabit it.</p><p class="">There is, however, one remarkable little bit of perfectly sound ecological reasoning buried within the “horsehair” plants that lurk in the background of the game. I was on the trail of this myself, but I do need to acknowledge the work of<a href="https://www.youtube.com/watch?v=2OaTwR8vXcc"> <span>The Game Theorists</span></a> on YouTube for ultimately putting the pieces together for me. Horsetail is a naturally-occurring fungicide because of its<a href="https://www.permacultureapartment.com/post/benefits-of-horsetail-as-a-natural-fungicide"> <span>high silica content</span></a>, meaning that Bowser has brutally imprisoned the denizens of the Mushroom Kingdom within the bodies of their fiercest natural enemies, vegetative killers with whom they are chemically incompatible.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png" data-image-dimensions="780x461" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png?format=1000w" width="780" height="461" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c1e75e56-4d22-445e-beb5-262cdb70299f/image4.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Image from the <em>Super Mario Bros.</em> wiki, with some subtle editorializing. </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Or maybe the intervening forty years have just been enough for me to become the kind of person who<a href="https://youtu.be/4iV4NwSbscg?t=70"> <span>sees the darkness</span></a>. Perhaps the Breton of the <em>Surrealist Manifesto </em>and I have just this much in common: that I am growing old. That, “more than that reality to which I believe I subject myself, it is perhaps the dream, the difference with which I treat the dream, which makes me grow old.”</p><h3>Musings on Mario</h3><h3>Samantha Trzinski</h3><p class="">If you were to ask someone to name a video game character, there is a strong chance that they will choose Mario. His stylish red hat, blue overalls, and perfectly-groomed mustache make his character design stand out, and the myriad games in which he has appeared throughout the past four decades have made him a touchstone in video game culture and popular media. Practically everyone is familiar with Mario to an extent—even my grandmother knows right away that a child on Halloween dressed in a red shirt and blue overalls is intended to be our favorite mustachioed Italian plumber. Certainly we can all agree that Mario is part of the video game canon.</p><p class="">In a recent conversation I had with Nate Schmidt—I think we heard from him a minute ago?—I thought about how people in the distant future might examine video games much like how we today analyze literature. What immediately came to mind is how Mario games seem as pervasive as Shakespearean plays, and I immediately envisioned a future world where people took an “Introduction to Mario” course and examined his characterization, the plots of his games, and his evolution over time. It seems silly to say that Mario could be the next Shakespeare—but if you really think about it, it is not all that farfetched. In his own time Shakespeare’s plays were considered popular media, and they were not even published in a purchasable folio until after his death. They were meant to be enjoyed by the masses as relatively inexpensive entertainment that they could watch and rewatch, again and again.&nbsp;</p><p class="">What is important about Mario is the impact that his character has had on popular culture and on video games in general. The current gaming landscape might not be possible without the foundation that Mario built. Perhaps “Mario Studies” will become a major field of academic expertise in the future—only time will tell.</p><h3>Mario Should be in Jail</h3><h3>Luis Aguasvivas</h3><p class="">Mario, Mario. To know you is to know the power of national industrial might. You, in your overalls stomping all them bombas, so famous that you have two - soon to be three - movies. That moustache of yours leaves hairs inside Bowser’s castles every time you crush his patriarchal dreams. It is not his fault, Mario! Nintendo made him that way, a slave to the code. You, Jump Man, do not have sympathy for him. Maybe you should not, but still the fact that you just break in and ruin his plans, crush his dreams, like it is your job—is suspect.</p><p class="">What I am trying to say is that I am jealous of your fame! I am envious of your athletic skills. How many sports do you excel at? How in the world do you have time to stalk Bowser and participate in the Olympics at the same time? I hate you! I love you! Every time I think about you hopping across the Mushroom Kingdom, I think about getting to ride a Yoshi. This is not fair. Why are there no Yoshis in the real world? Also, your brother--what is his name, Louis, right? - is too good for you. He is too cool to be related to you. This is why I hate you, Mario. This is why I love you because I want to know your brother.</p><h3>The Big Questions</h3><h3>No One Was Willing to Take Credit for Writing This in the Shared Doc, But You Know Who You Are</h3><p class="">Does Mario and his Bros smoke weed? Or indulge in a psychedelic shroom here and there?&nbsp;</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png" data-image-dimensions="240x160" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png?format=1000w" width="240" height="160" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5b0c8e37-f8aa-4cb3-8c7b-24f672f8ac2d/image2.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Yoshi’s definitely gone on a trip; IYKYK. Image <a href="https://www.mariowiki.com/images/e/e4/SMW2_TFGD.png">source. </a></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><br></p><h3>The Gestalt in Our Stars</h3><h3>C. Delbert</h3><p class="">Abstract: In a volunteer survey, we found almost no significant correlation between the zodiac sign and the favorite Mario items of respondents. One exception was the earth sign group in respect to Paper Mario sidekicks. This methodology may be fine tuned for future versions of this study.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png" data-image-dimensions="1504x900" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png?format=1000w" width="1504" height="900" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/d3ebffc1-f2da-499a-968b-bff82e5a7d51/image3.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Image <a href="https://www.mariowiki.com/">source</a>. </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><strong>Introduction</strong></p><p class="">Mario Kart isn't the only context in which the stars can give you momentum to succeed. For thousands of years, people have connected the night sky with their time and place of birth in order to triangulate their future. Your sign can reveal deep truths about your nature.</p><p class="">But maybe the characters or items that resonate with us in our favorite games reveal something too. Forget where and when you were born -- what's your favorite item from Mario Kart? Who are your favorite sidekicks from <em>Paper Mario</em> 1 and 2? Like Luigi in <em>Mario Is Missing</em> or the penguin detective in <em>Paper Mario</em>, I decided to gather all the facts and find out what's going on.</p><p class="">Thirty-nine people answered my scientific¹ survey about Mario and the zodiac. I compiled their answers and ran some numbers. I won't share the whole methodology, because you can still take the survey! <a href="https://tally.so/r/wbPVNg"><span>Check it out if you want</span></a>; it's just three questions. What's your sign; which Mario Kart item do you feel represents you; and which sidekicks from <em>Paper Mario</em> 1 and 2 best represent you?</p><p class="">I grouped respondents' signs into their elements -- air, water, fire, and earth. (Everything changed when the Mario Kart nation attacked!) After that, I assigned elements to the Mario Kart items and Paper Mario sidekicks, then I analyzed the affinity of each group. That algorithm² is proprietary.</p><p class=""><strong>Paper Mario Sidekicks</strong></p><p class="">Earth signs formed the largest group. These are Capricorn, Taurus, and Virgo. They had the highest amount of affinity overall, to fellow earth signs and, secondarily, their counterpart water signs. Out of 35 earth sign selections, 27 were from these two groups.</p><p class="">Next were the air signs -- Aquarius, Gemini, and Libra -- with a secondary fire sign. Out of 24 air sign responses, 11 were either air or fire. That means more than half were the other two groups, so this was not a strong thread.</p><p class="">Third were the fire signs, which are Aries, Leo, and Sagittarius. Of 18 selections by fire signs, just 5 were from the fire signs or counterpart air signs. This was the lowest affinity overall.</p><p class="">And finally, the water signs, which are Cancer, Pisces, and Scorpio, had 19 total selections. Just eight of these were from the water signs or counterpart earth signs.</p><p class=""><strong>Mario Kart Item</strong></p><p class="">Respondents could choose up to three sidekicks, but just one Mario Kart item, perhaps giving this decision even more gravity.³ With that in mind, it interests me that the groups had similar affinity scores for this question. All ended up just around 40% affinity overall when accounting for their primary and secondary element groups.</p><p class=""><em>Reasoning</em></p><p class="">I asked each respondent to share a rationale for choosing a particular item or sidekick. This was optional. One Scorpio said of Bullet Bill, "I just like being able to bulldoze through all my opponents." Scientifically, this is what a Scorpio is. Others who chose Bullet Bill cited wanting to go fast without needing to steer, his steadfast and unflappable nature, dispensing with "the BS," and that "Bullet Bill is the closest thing the Mushroom Kingdom has to social welfare."</p><p class="">Fake Item Box was a popular selection, but none of these respondents included a reasoning. Interesting.</p><p class="">Blooper, the intrusive squid, also elicited some varied reasons. One Sagittarius said Blooper is "Fun to say and CHAOTIC." This is consistent with the Sagittarian tendency toward adventure. Others cited Blooper's visual field contamination -- "I'm always cleaning my glasses lol" -- and the fact that Blooper is a creature of the sea.</p><p class="">The Paper Mario sidekicks have more established personalities, because they're playable characters instead of performance enhancing items.</p><p class="">One of the most popular sidekicks was Vivian, a transgender ghost who is able to protect Mario by hiding underground. Some described Vivian as a "diva," and said they, like her, are shy and queer and love to share facts. She is cool, an icon, a favorite. Scientifically, Vivian is a legend in our time, so these answers are true.</p><p class="">Koops and Yoshi were also popular choices. Koops, a turtle-like Koopa, has powerful abilities yet is dressed for comfort in a hooded sweatshirt. He is the Koopa next door. This can be a strength as well as a weakness: respondents cited his inspiring gender, relatable clothes, but also the fact that "you're [not] gonna write home about me." Yoshi, who has many Mario game credits, is many people's favorite character in general.</p><p class="">The sidekicks from <em>Paper Mario: The Thousand Year Door</em> are overrepresented in the responses, but Lady Bow from <em>Paper Mario</em> was also popular. One Capricorn described her as smart but a "self-centered doofus," though she experiences character growth during the game. Indeed, Capricorns can neglect others' emotions as they charge through life, giving Lady Bow a relatable redemption arc.</p><p class=""><strong>Discussion</strong></p><p class="">In this study, I analyzed survey answers for correlation between respondents' zodiac signs and their chosen Mario Kart item and Paper Mario sidekicks. For most groups, the correlation was at or just above the randomized or placebo threshold of about 30%. Earth signs showed a higher correlation, but we must do further studies to prove causation without other factors.</p><p class="">Vivian was the most identified Paper Mario sidekick, while Fake Item Box was the most identified Mario Kart item.</p><p class=""><strong>Disclosure</strong></p><p class=""><em>The author of this study has research support from Gamers with Glasses. The terms of this arrangement have been reviewed and approved by Gamers with Glasses in accordance with its policy on objectivity in research.</em></p><p class="">¹ not scientific</p><p class="">² not an algorithm</p><p class="">³ This decision has no gravity.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1759765665738-JJP7MJ97FYSC50SS3FC3/image4.png?format=1500w" medium="image" isDefault="true" width="780" height="461"><media:title type="plain">Super Midlife Brothers: Thoughts on Mario at Forty</media:title></media:content></item><item><title>My Defunded Friendly Neighborhood</title><dc:creator>Samantha Trzinski</dc:creator><pubDate>Thu, 18 Sep 2025 16:14:24 +0000</pubDate><link>https://www.gamerswithglasses.com/features/my-friendly-neighborhood</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:68cc25fcc0724a7700a1b12f</guid><description><![CDATA[In the horror game My Friendly Neighborhood, the puppets from a children’s 
show become monsters after a long period of neglect. Samantha Trzinski 
explores what we stand to lose, as parents, children, and gamers, when 
PBS’s real friendly neighborhood is under threat.]]></description><content:encoded><![CDATA[<h1>Samantha Trzinski</h1><p class="">In 2023, John and Evan Szymanski’s indie horror game <em>My Friendly Neighborhood </em>took the gaming community by storm. This game’s Muppet-esque characters and cartoonish art style juxtaposes its suspenseful and unnerving tone, offering a unique gameplay experience in the genre. <em>MFN</em> has been through the rigmarole of gaming journalism, having been reviewed and theorized about. Throughout the past few weeks, though, I have been thinking a great deal about this game and the warnings that it gives about what can happen when children’s media is defunded and taken off the air. With recent political attacks in the U.S. against PBS and one of its top shows, <em>Sesame Street</em>, it is poignant to look more closely at this game and how it places such importance on shows like the titular <em>My Friendly Neighborhood </em>and <em>Sesame Street</em>.&nbsp;</p><p class=""><strong>(To avoid confusion between the video game and the in-game show of the same name, I will refer to the game as <em>MFN </em>and the show as <em>My Friendly Neighborhood</em> moving forward.)</strong></p><p class="">In <em>MFN</em>, the player assumes the role of a disgruntled repairman and war veteran named Gordon, who has been tasked with disabling the antenna on the roof of a former television production studio so that it can no longer broadcast. For some unknown reason, the studio began airing again and was playing over the evening news with old episodes of <em>My Friendly Neighborhood</em>⎯a children’s educational show in the universe of the game that is strikingly similar to <em>Sesame Street</em>. It features various felt puppets called the Neighbors who live in a utopian metropolis referred to as the Neighborhood, where they learn moral lessons about the importance of friendship and the need to treat others with kindness and respect. In other words, they are taught how to be a “friendly neighbor.”</p><p class=""><em>My Friendly Neighborhood </em>began as a public access children’s show called <em>Ricky and Friends</em>, and the initial success of this show caused it to be picked up by the much larger City Network Broadcasting Group, at which point the show was rebranded as <em>My Friendly Neighborhood</em>. This show became an instant hit when it first aired in November 1968. Much like <em>Sesame Street</em>, <em>My Friendly Neighborhood </em>became a global sensation because of its lovable puppets and its moralistic lessons for juvenile audiences. “While adult viewers may find their messages trite, children’s hearts are captured by the Neighbors,” one review found in the studio states. “Each felt furball becomes a beloved friend, whose words are hung onto with a trust and devotion rarely seen in older audiences.”</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png" data-image-dimensions="1410x757" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png?format=1000w" width="1410" height="757" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/21a53e48-a8eb-46a2-acdc-3c43a7bda5b8/image1.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Screenshot from official trailer, available on <a href="https://store.steampowered.com/app/1574260/My_Friendly_Neighborhood/">Steam</a>.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">However, the show’s success was not eternal. Collectibles found throughout the studio reveal that the show declined significantly in popularity following a large-scale war that ended in 1972⎯a war which had been partially aired on television. The war impacted television programming, causing it to move more toward violent or adult content. Desensitization to violence aired on television made viewers more interested in increasingly darker programming and made feel-good shows like <em>My Friendly Neighborhood </em>become obsolete. By the 1980s, crime and drama shows were the most popular types of programming, and this shift in taste coupled with a scandal on the set of <em>My Friendly Neighborhood </em>in which a puppet assaulted their leading man led to the cancellation of the show in 1983. The studio was abandoned, but the puppets stayed behind.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg" data-image-dimensions="1408x792" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg?format=1000w" width="1408" height="792" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/88471c36-9ceb-48b4-be9a-cf5ce2c0a3d5/image3.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Screenshot from <a href="https://store.steampowered.com/app/1574260/My_Friendly_Neighborhood/">Steam</a>.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">In <em>MFN</em>, the puppets are fully sentient beings, though no explanation as to why is given. Since the human protagonist Gordon is unsurprised by the puppets being alive, it seems safe to assume that their sentience is well-known within the game’s universe. What does catch Gordon off-guard is the puppets’ violence. The Neighbors chase after Gordon and try to kill him as he makes his way through the studio. Though he is able to fight off the puppets with remarkably punny weapons like “The Stenographer” (a revolver-like gun that shoots letters of the alphabet), “The Novelist” (a shotgun that fires many letters at once), and “The Punctuator” (a grenade that hits enemies with punctuation marks), the Neighbors all revive whenever Gordon reenters a room⎯unless they have been bound with duct tape. </p><p class="">This gameplay mechanic coupled with the use of door-opening animations as loading screens places the game in the same vein as <em>Resident Evil</em>, thereby emphasizing <em>MFN</em>’s place in the horror genre. <em>MFN </em>is not the only indie horror game that incorporates hallmarks of games like <em>Resident Evil</em>; other examples of mascot horror, like <em>Five Nights at Freddy’s</em>, <em>Poppy Playtime</em>, and <em>Bendy and the Ink Machine</em>, combine childhood imagery with dark and unnerving tones.</p><p class="">What has caused the Neighbors to resort to such relentless violence, though? How did the Neighborhood transform from an idealistic place of kindness and compassion to a terrifying, dangerous landscape à la <em>Resident Evil</em>’s Raccoon City? As the game progresses, the player learns that television is to blame. When <em>My Friendly Neighborhood </em>was on air, the producers kept the Neighbors from watching other programming. However, the Neighbors had no more human supervision once the show was cancelled. When they saw other shows for the first time⎯news footage of violent wars, stories of crime and injustice, serious dramas⎯they were horrified and spiraled into the state of insanity in which Gordon finds them. On the surface, it may seem that this game is making the overly simplified, age-old argument that violent media leads to violence; the puppets saw violence on television, and it caused them to act in a similar manner. However, there is a greater warning here⎯one that has become increasingly more important in the past few months.&nbsp;</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png" data-image-dimensions="1000x597" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png?format=1000w" width="1000" height="597" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/50ae5103-bf46-43af-9589-924b5ef59666/image2.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Screenshot of Unfriendly Neighbors, from <em>My Friendly Neighborhood </em><a href="https://my-friendly-neighborhood.fandom.com/wiki/My_Friendly_Neighborhood">Wiki</a>.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">When <em>My Friendly Neighborhood </em>was on air, its lessons of being kind to others, of sharing, of acceptance were embraced by viewers. The show was seen as a suitable form of media for children that would help them grow to be moral and kindhearted adults. The shared trauma of a violent war and an unstable economy, though, caused people to become disenfranchised with the optimistic worldview presented in <em>My Friendly Neighborhood</em>. Soon, parents complained about the lessons being taught by the show, with one parent writing,</p><p class=""><em>As a mother of a four-year-old who is devoted to </em>My Friendly Neighborhood<em>, I am frightened by the tone of morals on that show. Just yesterday, one of the characters said, “You should always think of others before yourself, even when it is uncomfortable.” But what if someone takes advantage of you for doing that? What if doing something uncomfortable ends up exposing you to hurt and danger? Is it really a good idea to teach children to be so reckless with their own well-being?</em></p><p class=""><em>I want my daughter to live the fullest life she can, so I don’t want some TV producer filling her head with dangerous, self-sabotaging ideas. I think from now on she’ll watch something else.</em>&nbsp;</p><p class="">This type of complaint seems irrational⎯of course a children’s show is teaching viewers to think about others! We have seen this type of criticism elsewhere, though. During a congressional hearing in March 2025, <em>Sesame Street </em>was placed under the same scrutiny, with Republican representatives describing it and other shows broadcasted on PBS as “woke ideology.” Georgia Rep. Marjorie Taylor Greene, for instance, claimed that “NPR and PBS have increasingly become radical, left-wing echo chambers for a narrow audience of mostly wealthy, white, urban liberals and progressives” and called for defunding. With the Trump administration’s recent decision to <a href="https://www.pbs.org/newshour/politics/cpb-says-it-is-shutting-down-after-being-defunded-by-congress-targeted-by-trump">defund</a> the Corporation for Public Broadcasting, public access media groups like PBS are put in jeopardy.&nbsp;</p><p class="">PBS’s <em>Sesame Street </em>has long been a political target despite having been originally created in the 1960s to help support childhood development by leveraging a form of media available in nearly every household: the television. It faced political scrutiny throughout the twentieth century, and this scrutiny has only grown in recent years. For instance, in recent years, Texas Senator Ted Cruz took personal offense to Big Bird’s and Elmo’s tweets about getting their COVID vaccines.&nbsp;</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png" data-image-dimensions="459x600" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png?format=1000w" width="459" height="600" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/aa6d63e8-a641-40a9-b6f4-557305734957/image5.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Screenshot from X (formerly Twitter), in which Ted Cruz thanks Sesame Street for saying parents are “allowed to have questions” about the COVID-19 vaccine, then castigates them for “having Elmo aggressively advocate for vaccinating children under 5.”</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">While still part of Fox News, Tucker Carlson&nbsp; accused the show of calling America a bad place after Elmo’s dad explained why we should not be racist. In an episode that aired in 2020, Elmo’s dad says, “They are sad and upset, and they have every right to be, Elmo. People are upset because racism is a huge problem in our country.” Carlson responded to this episode with anger, saying “Got that, Bobby? America is a very bad place and it’s your fault, so no matter what happens, no matter what they do to you when you grow up, you have no right to complain.”&nbsp;</p><p class="">These examples reveal years of political complaints against <em>Sesame Street</em> that have culminated in the recent defunding of the Corporation for Public Broadcasting. While the beloved puppets from <em>Sesame Street </em>may not be at risk of becoming crazed, murderous monsters following this defunding (and you can breathe a sigh of relief knowing that <em>Sesame Street </em>is not being cancelled⎯just moved to Netflix), the warning from <em>MFN </em>persists. Removing or banning media that celebrates kindness and teaches sharing, acceptance, teamwork, and friendship poses a major risk. Children learn what they see and from what is exposed to them. Shows like <em>Sesame Street </em>can help make the world a kinder place. If entrenched in hatred, paranoia, and distrust, children will grow to be selfish and pessimistic.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png" data-image-dimensions="453x238" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png?format=1000w" width="453" height="238" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/3ec66238-4a5d-4376-ba99-75910d2d9888/image4.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Screenshot from X (formerly Twitter) in which Ted Cruz calls a tweet from Big Bird about getting vaccinated for COVID-19 “Government propaganda for your five year old.” </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">America is moving further and further away from the friendly neighborhood and is reaching a critical point of no return. The lessons taught by characters like Elmo, Big Bird, Cookie Monster, and Rosita are important, and age-old adages like “Sharing is caring!” and “Do unto others as you would like done unto you” continue to ring true. Children’s media that teach kindness and compassion are needed now more than ever. We need to protect places like Sesame Street, with its sunny days, sweeping the clouds away, where the air is sweet⎯places where children can become smarter, stronger, and kinder by caring and sharing every day.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1758211237738-M7PLMW4WP3E038WYIOMP/image3.jpg?format=1500w" medium="image" isDefault="true" width="1408" height="792"><media:title type="plain">My Defunded Friendly Neighborhood</media:title></media:content></item><item><title>The Low-Key Comeback of Gaming's Oldest Franchises</title><dc:creator>Joshua Rivera</dc:creator><pubDate>Tue, 26 Aug 2025 12:53:30 +0000</pubDate><link>https://www.gamerswithglasses.com/features/the-low-key-comeback-of-gamings-oldest-franchises</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:68a88879de0c1263e000df2d</guid><description><![CDATA[In the wake of the Okami sequel announcement, Joshua Rivera explores the 
ways in which Oddball revivals fill the void left behind by gaming's 
biggest players in search of smaller hits that still make waves, from 
Visions of Mana to Digital Eclipse’s Mighty Morphin' Power Rangers: Rita's 
Rewind.]]></description><content:encoded><![CDATA[<h1>Joshua Rivera</h1><p class=""><em>Oddball revivals fill the void left behind by gaming's biggest players in search of smaller hits that still make waves.</em></p><p class="">There is no surprise in video games like the return of a franchise long thought dead. Before rising costs and the massive returns of mega-franchises like the Marvel Cinematic Universe caused Hollywood to overwhelmingly focus on IP, big budget video games — with their long and costly development cycles and need to amass as broad a player base as possible — have long been an industry extremely concerned with brand maintenance. So it is often a delight, both to fans and to industry stakeholders, when a brand's successful resurrection seems imminent, like the genuinely shocking announcement of a <a href="https://www.youtube.com/watch?v=mSoZgCCxyQc">sequel to beloved 2006 video game <em>Okami</em></a>. In video games, brand nostalgia, quite literally, <a href="https://www.polygon.com/game-awards-tga/496381/okami-sequel-trailer-crying/">hits different</a>. </p><p class=""><em>Okami</em>, however, isn't the only long-shot revival inbound — in fact, 2024 was a banner year for oddball resurrections of nigh-abandoned franchises. In a strange,&nbsp;diffuse year without <a href="https://www.vulture.com/article/best-video-games-2024.html">many clear unqualified hits</a>, long-dormant series began springing back to life. Nintendo surprised the world with <em>Emio: The Smiling Man</em>, an M-rated serial killer mystery sequel to its late-80s <em>Famicom Detective Club</em> duology, over thirty years later. In a year with a massive hit like <em>Final Fantasy VII Rebirth</em>, Square Enix also released <em>Visions of Mana</em>&nbsp;and <em>SaGa Emerald Beyond</em>, the first new console games either franchise received in seventeen and eight years, respectively. </p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png" data-image-dimensions="1038x406" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png?format=1000w" width="1038" height="406" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/34112dd4-b520-42b6-83fb-92c65527fca2/image1.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Image Source: Atari</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Smaller studios also checked the pulse on long-abandoned franchises, or attempted to spin up new ones in unexpected places. <em>Slave Zero X</em>, a violent, complex beat-em-up from Ziggurat interactive, is fully-formed enough to seem like an original title but it is in fact a reinvention of 1999's obscure Infogrames action game, <em>Slave Zero</em>. WayForward's <em>Yars Rising</em>&nbsp;cleverly snuck a revival of the classic Atari game <em>Yars' Revenge</em> in a much more fashionable action-adventure game. And Digital Eclipse, perhaps the foremost experts in preserving and contextualizing classic games, are now in the throwback business with&nbsp;<em>Mighty Morphin'&nbsp;Power Rangers: Rita's Rewind</em>. </p><p class="">For these smaller efforts, this is a canny way to carve out a niche in an overwhelming industry.</p><p class="">"I don't see anything in the near future where we're going to sell as many copies as a AAA title," says Wade Rosen, CEO of Atari, the storied gaming brand that is now a retro powerhouse thanks to the acquisition of top-notch, preservation-focused studios like Digital Eclipse and Nightdive. "If there's anything that we've tried really hard to do, it's to figure out how to make sure that we're really focused on being the best in the world at a much smaller niche, but still one that is meaningful enough that we can own it."</p><p class="">These new games are related to another regular phenomenon: the re-release. Increasingly, a fixture of the release calendar is the older game updated to play on modern hardware. Like the hundreds of films left behind in the jump to a new format, or the planned obsolescence of many game consoles means that entire libraries have to be rebuilt (and re-bought) — if the IP owners deem it worthwhile. Sometimes, these re-releases, and remakes, become trial balloons to see if new entries are worth pursuing. </p><p class="">Consider 1995's <em>Trials of Mana</em>. The follow-up to <em>Secret of Mana</em>, one of the most beloved games on the Super Nintendo, never got an English-language release; the Super Nintendo was on its way out and developers everywhere were turning their attention to exciting 3D games on the forthcoming PlayStation and N64 consoles. For years, <em>Trials of Mana</em>&nbsp;was one of gaming's white whales – while other, lesser-loved games in the series would be released stateside through 2007, the allure of this lost chapter loomed large over <em>Mana</em>&nbsp;fans. (Some would work on, and eventually play, unofficial fan translations distributed on the internet.) </p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png" data-image-dimensions="1440x867" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png?format=1000w" width="1440" height="867" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/120123cd-14b2-4262-a733-e0b1aa420017/image3.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true" class=""><em>Visions of Mana</em>. Image source: Square Enix</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Twenty-four years later, <em>Trials of Mana</em>&nbsp;finally got an official English release in 2019 as a part of the <em>Collection of Mana</em>, which publisher Square Enix released as a bundle with <em>Secret of Mana</em>&nbsp;and the first game in the series, branded as <em>Final Fantasy Adventure</em>&nbsp;at the time in an effort to boost sales. A year later, <em>Trials</em>&nbsp;would also get a full-blown 3D remake — and the reception to both, according to Mana series producer Masaru Oyamada, is what caused Square to develop the first <em>Mana</em>&nbsp;game for consoles in 17 years. </p><p class="">"We did worry about whether [<em>Trials of Mana</em>] would resonate and be accepted in Western regions, since it would be perceived, to most players there, as a totally new title," Oyamada tells me in an email, via translator. "However, the response to <em>Trials of Mana</em>&nbsp;ended up being more positive than we had anticipated. It's no exaggeration to say that <em>Visions of Mana</em>&nbsp;was kickstarted thanks to such positive sentiment."</p><p class="">Video game franchises are corporate endeavors, an attempt to sustain audience enthusiasm across many years and leaps in technology. In the risky business of games, a franchise's health is constantly being re-assessed, and what once seemed impossible to fans will eventually become real once all the right incentives line up. Hence: an <em>Okami</em> sequel. <em>Final Fantasy VII Remake</em> and <em>Rebirth</em>. And all the smaller shots in the dark, hoping to strike it big. </p><p class="">But sometimes there's more to it than a mere accounting of dollars and cents. Some of this work is an extension of game preservation, an effort to keep older works in circulation and reverse the industry's extremely short memory. </p><p class="">"We should be learning from film or from books — like paperbacks, for instance," says Mike Mika, studio head at Digital Eclipse. "A lot of games are like paperbacks. They're very disposable. In fact, many of the business deals back then were like, 'oh, yeah, we'll sign all this stuff up and it all lasts a year, and then everybody could have rights to whatever.' Nobody was thinking about the future, that somebody would enjoy this later." </p><p class="">Mika and the team at Digital Eclipse have garnered well-deserved acclaim for their releases, which run the gamut from full-on remakes that still allow players to experience the original game like <a href="https://www.gamerswithglasses.com/features/stories-from-wizardry"><em>Wizardry: Proving Grounds of the Mad Overlord</em></a>&nbsp;(the direct inspiration for <em>Final Fantasy</em> and its entire genre) to re-releases collecting old favorites like the <em>Street Fighter 30th Anniversary Collection</em>. All of their titles engage with history in some way, usually including surviving marketing ephemera or design documents like the special features on a Blu-ray or DVD. Some go much further, like the studio's Gold Master Series — playable documentaries/museum exhibits that don't just collect classic games, but place them in their historical context with documentary interviews and digitized artifacts like rejection letters or advertisements. </p><p class="">The reception to Digital Eclipse's work and the team's history of collaborating with other studios and publishers to revisit old games has led to Digital Eclipse also making games of their own. Their Power Rangers game, <em>Rita's Rewind</em>, is a strange beast: not quite a revival of a franchise per se, but of a moment, the nexus of a modern trend in games to embrace old-school design and the IP revivalism that drives all of entertainment in the 2020s. </p><p class="">"That was our premise. We're like, 'Let's go back and make the game that we wanted when we were big Power Rangers&nbsp;fans," Mika says. "And then let's celebrate not only Power Rangers, but let's celebrate the era of video game that Power Rangers came out in."</p><p class="">Separating art from commerce can be difficult in video games. The two are often so thoroughly intertwined that most understand the medium almost entirely through brands, and not people. In this environment, does anything ever really end? Can a franchise stay dead? </p><p class="">"In general, I do believe all things must eventually come to an end, but I want to continue working hard as long as I’m able to do so, and there are people beside me who are willing to do the same," Oyamada tells me in a response that's striking in its candor for a message sent across layers of PR professionals and translators and time zones. Then he continued: "I would be elated if, after doing so, someone new comes along saying they want to carry on the torch of creating games for the <em>Mana</em>&nbsp;series."</p><p class=""><em>This article was published on August 26, 2025. </em></p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1755875712632-I7IOMLC8LITUHXEQRKEA/image2.png?format=1500w" medium="image" isDefault="true" width="1200" height="720"><media:title type="plain">The Low-Key Comeback of Gaming's Oldest Franchises</media:title></media:content></item><item><title>Treating the Curse of Trivia</title><category>Features</category><dc:creator>Caroline Delbert</dc:creator><pubDate>Mon, 21 Jul 2025 21:42:05 +0000</pubDate><link>https://www.gamerswithglasses.com/features/treating-the-curse-of-trivia</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:687d93063f9cd473a80f0a3f</guid><description><![CDATA[Encarta MindMaze was an unusual encyclopedia game that validated the 
curious children of the 90s. The trick is to maintain a fascination with 
the relationships of knowledge and to remember that learning, friends, is 
not a competition. After enough time without this sense of belonging and 
fun, the "gifted" can pickle into the elitist and extremist.]]></description><content:encoded><![CDATA[<h1>Caroline Delbert</h1><p class="">My brain has always been like a sticky lint roller, or a katamari rolling up everything in its path. I've even ended up in the cosmos, in a way, as a hard science reporter. I hope the King of All Cosmos is proud of me.</p><p class="">Way back in the 1990s, one piece of software, and an unexpected game nestled inside of it, really captured my imagination. The software was <em>Encarta 95</em>, and the game was <em>MindMaze</em>. This dressed-up trivia game puts the player in a randomized dungeon grid, like the iconic DOS dungeon <em>Castle Adventure</em> drawn using the <em>Minesweeper</em> grid asset set. Each room had a character portrait, and often a medieval interior design touch, like a heavy brocade curtain or a wooden chest. To advance, you had to answer a multiple choice trivia question.</p><p class="">In 2024, <a href="https://www.otherstrangeness.com/2024/07/02/mindmaze-was-the-original-wikipedia-rabbit-hole/"><span>merritt k. described <em>MindMaze</em></span></a> as "the original Wikipedia rabbit hole":</p><p class="">"Players travel back in time to the castle of King Miser the First, where they must break a curse by traversing the floors of the castle and answering trivia questions to open doors. While exploring the castle, the player can speak to various characters and click on paintings that lead to Encarta articles. Additionally, each question presents links to relevant articles, meaning that it isn’t just about memorization — MindMaze encouraged you to dive into Encarta’s pages and dig up the answers to its queries."</p><p class="">The questions didn't really feel linked with school, where we were still learning fundamentals of the base level U.S. subjects rather than specifics of literature or music history. But learning trivia feels really satisfying for a certain type of kid, maybe some combination of nerdy, neurodivergent, keen memory, or even a desire to impress adults.&nbsp;</p><p class="">At the time, we were mostly called "gifted." In my school, where our teachers worked very hard for even less money following the bankruptcy of our neighboring town, that term had little practical meaning. I was just very extra with all my assignments, and I spent a lot of time browsing the encyclopedia.</p><p class="">There are so many memes now about gifted kids and burned out former gifted kids. I found out recently that famous disgusting right wing eugenicist <a href="https://www.irishtimes.com/opinion/2025/06/07/mark-oconnell-what-a-surprise-to-learn-this-powerful-wizard-of-the-dark-enlightenment-is-just-another-needy-dork/"><span>Curtis Yarvin was one</span></a>, which, of course:</p><p class="">"As a kid, Yarvin attended a summer camp for 'talented youth', and his general affect – his former trivia champ’s insistent display of general knowledge, his mistaking blunt-force debating skill for a lively and subtle mind – remains very much that of the superannuated precocious child."</p><p class="">What a skin-crawling sentence. I wasn't really a competitive kid in general, in part because my life made me fairly isolated. When you do your own thing for long enough, it doesn't make sense to think of yourself as trying to "win" a group you don't really belong to. And, thank god, the few things I did that involved trivia or general knowledge were teams. When I was buzzing in at quiz bowl, I was with four teammates and we scored as a group. Pub trivia was for teams.</p><p class="">It's hard for me to imagine trying to make yourself a disliked target, like Yarvin must have been. The best things, like <em>MindMaze</em>, like <em>Carmen Sandiego</em>, even a mediocre <em>Jeopardy!</em> CD-ROM we had, all made me feel less alone, not more. Feeling good at trivia helped to soothe my other emotions, not inflame or capitalize on them. And as I got older, it just felt better and better when I had opportunities to help other people figure things out.</p><p class="">I'm thankful every day for whatever put me down this path instead of the "debate me bro" path, though there's no way to ever pin down what it was. Obviously it's immoral to think making children lonelier will make them better citizens or something, that's the road to Yarvinism. There are other factors unrelated to trauma or loneliness, though. I was privileged to be told that I could think for myself and be myself, even if only certain values of "self" were included.</p><p class="">Books have always offered a robust path for people to reflect and expand. There's a reason conservatives love to blame, ban, and censor books, and it's not only because they can't read. (My lawyer said to say I'm just kidding.) For me, interactive projects like software and websites made my brain's natural patterns feel even more alive. I still treat hypertext like a highlighter to help attribute, draw attention to, and share outside ideas in my work.</p><p class="">The biggest myth about knowledge or success is that someone can get either thing without any help. That being smart means you're self sufficient in some elemental way, that other people with fewer opportunities or resources are dragging you down, that you don't owe anything to anyone. But nothing about being a human being is self sufficient. We don't even choose to be born. We can't eat, rest, or succeed without a mountain of other people's labors over many generations.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg" data-image-dimensions="1200x901" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg?format=1000w" width="1200" height="901" sizes="(max-width: 640px) 100vw, (max-width: 767px) 83.33333333333334vw, 83.33333333333334vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5decc6d1-10f7-445b-b975-530379b1507e/two+junior+science+books.jpeg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Large format children's nonfiction books led the way toward interactive content like Encarta 95</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">I think a lot about the so-called <a href="https://en.wikipedia.org/wiki/Curse_of_knowledge"><span>curse of knowledge</span></a>. This term<strong> </strong>describes when someone like a teacher or expert can no longer remember, at all, what it's like to be a beginner. It can start a lot earlier than at the point of expertise, though. What Yarvin has is more like the curse of trivia. He learned enough to start to step on other people's necks, and he never looked back. In his position of social power, he's rewarded at every turn for giving voice to the worst, most immoral drivel.</p><p class=""><br>My own theory of knowledge is more like the rings game from <em>American Gladiators</em>. (If you weren't already sure I was born in 1985.) Hang Tough is a grid of gymnastics-type rings hanging on long chains from the ceiling. They're pretty far apart, but the long chain gives you a lot of room to use your momentum to reach the next ring. The game's design leaves you vulnerable, though, as the opposing Gladiator wraps their legs around you and peels your fingers off the ring.</p><p class="">Learning isn't a competition, so to me, these chains instead have magnets on the end. As you learn more and more, the hanging chains get longer. You realize that ideas from further apart are able to reach each other and stick together. In the end, everything is related somehow. This interrelation can even help you understand your relationship with grim, indefensible ideas like fascism, because understanding an idea's context gives you clues to its shortcuts and weaknesses.</p><p class="">If you've been my friend or read my work, you know I literally can't help but make analogies between things that sometimes seem wild. My partner teases me because I've told him something is "like calculus" at least a hundred times, usually meaning a Riemann sum compared with a full integral (IYKYK). He is a historian and hasn't done calculus since eleventh grade.</p><p class="">Recently, I saw the comedian and Smosh cast member Angela Giarratana describe dyslexia as being a sort of superpower, because people's brains are scrutinizing letters so closely that the letters become pieces. They're <em>too</em> good at looking at letters, she explains. Someone mentioned on social media that autism makes them better at puns, because it's easier for words to merge or switch when you have less attachment to social context clues surrounding the words.</p><p class="">It's happening now: I'm noticing that the members of my quiz bowl team were like the neurodivergent people in these two anecdotes. Someone with a hidden well of knowledge brings a level of surprise and delight that a middle-of-the-road person does not. Someone with a fresh perspective can surprise you by dominating a section you could never have answered alone. And what we all know, together, is enormous.</p><p class="">These thoughts and memories all make me wonder a lot who pitched <em>Encarta MindMaze</em>, who they brought onto their team, how they nailed down the medieval style. Who said yes to it? How did they decide which questions to include? As the meme goes, and I mean this with all the love in my heart, it raises many more questions than it answers.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg" data-image-dimensions="1678x2238" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg?format=1000w" width="1678" height="2238" sizes="(max-width: 640px) 100vw, (max-width: 767px) 83.33333333333334vw, 83.33333333333334vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/19eae630-e695-429e-a5c1-cbb2a266405e/caroline+quiz+bowl.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Portrait of the author in the past, at a quiz bowl and with a ready buzzer.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><em>Want more Ode(s) to the Memory Card? </em><a href="https://www.gamerswithglasses.com/features/presenting-memory-card-childhood-preservation"><em>Check out the series page. </em></a><em>We’ll update it as we add each themed feature. </em></p><p class=""><em>Published on 7/21/25</em></p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1753134876133-T4I291HYUZXT03TEGEDN/jester.png?format=1500w" medium="image" isDefault="true" width="1265" height="929"><media:title type="plain">Treating the Curse of Trivia</media:title></media:content></item><item><title>Nostalgia’s Lost Kingdoms of Childhood: An Ode to Hell</title><category>Features</category><dc:creator>Luis Aguasvivas</dc:creator><pubDate>Tue, 08 Jul 2025 17:45:00 +0000</pubDate><link>https://www.gamerswithglasses.com/features/nostalgias-lost-kingdoms-of-childhood-an-ode-to-hell</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:686d4b0e6c951d4991d8619c</guid><description><![CDATA[Luis Aguasvivas specifies that he is guided less by nostalgia and more by 
déjà disparu when it comes to (re)encountering the cards, monsters, and 
symbols of FromSoft’s Lost Kingdoms.]]></description><content:encoded><![CDATA[<h1>Luis Aguasvivas, Contributing Editor</h1>





















  
  



<figure class="block-animation-none"
>
  <blockquote data-animation-role="quote"
  >
    <span>“</span>“Antigone: Anti is gone. If it leaves, it’s for a reason…<br/>Bad vibes: I am happy she is still here with us an argument of pros <br/>and cons— and as a contradiction that wants to rest eternally in a mausoleum with us.”<br/><br/>- Giannina Braschi, “Antigone”<br/><span>”</span>
  </blockquote>
  
  
  
</figure>


  <p class="">I eschewed nostalgia. Weary of its promise, when longing for the past beckons—siren’s song luring into quietus sleep—something is wrong in life. Nostalgia is a marker of a journey derailing, a tranquil realm in discontent and disorder. </p><p class="">For many the incantation for longing for the "good old days" is triggered by video games. When I play <a href="https://web.archive.org/web/20020810174625/http:/www.fromsoftware.co.jp:80/top/soft/rune/index.html">Lost Kingdoms </a>(2002) and <a href="https://web.archive.org/web/20030404055911/http:/www.fromsoftware.co.jp/etop/soft/rune2/index.html">Lost Kingdoms II </a>(2003), known as Rune in Japan, I, too, recall the past though from the lens of reflective melancholia. I return to these games because I am in love with their gloom, card collecting, deck building, and their conglomeration of different myths and cultures to assemble the monsters sealed in the tarot cards. If I’m going to cast an enchantment, I might as well do it with virtual mystique.</p><p class="">What a shame that these games are only available in their original GameCube format (unless one emulates them). I keep copies just to play them, even though my GameCube sounds like it’s about to choke on dust. A copy of Lost Kingdoms II can cost hundreds of dollars on the secondhand market, though Lost Kingdoms I is much cheaper. I cherished my copies not because they are financially valuable or collectibles, but because they are some of my favorites. Games are meant to be played, and, if I am going to wallow in self-pity by reliving my shitty childhood, I want to at least enjoy one aspect of the experience.</p><p class=""><strong>Part I: Lost Kingdoms (2 Blocks of Memory)</strong></p><p class="">I always want to write about this game, whose narrow hallways transported young me to hell. One look at FromSoftware’s <em>Lost Kingdoms</em> and most would not think twice about leaving it on the shelf. Its fusion of role playing a female protagonist, gothic horror, fantasy, and card collecting became the decor of a special chamber in the house of the video game occult. Tarot cards come to life with a flick of Katia’s wrist. Skeletons die for you.</p><p class="">In <em>Lost Kingdoms</em> there is a shadow that is a reflection of your image, a sort of ode to memory on a card.  The game is full of shadows whose layers hide unspeakable horrors. One of which is Katia’s Doppelganger that kills anything it touches. A one for one. It gives itself to take another. That other can even be you, the player. When it makes contact, <a href="https://www.jstor.org/stable/41389334">déjà disparu</a>.</p><p class="">If that memory gets to Katia she screams, her last gasps shake the screen. At least that’s how I experienced it back in the summer of 2002, brow sweating from stewing in the NYC heat with no air conditioner. As she fell, the Pelham Express 6 Train rattled outside. Its screech, even more audible because I left the window ajar. I needed air. </p><p class="">The Doppelganger just seconds before walked the halls of Broch Black aimlessly. Stalking without purpose; soulless, one of us living today. Already gone. Before our time.</p><p class=""><em>Lost Kingdoms</em>, how can I not remember it fondly? My conservative Christian upbringing made me dangerously interested in its disregard for what my family perceived as sacred. FromSoftware broke walls in my house, shattered a few plates. This ruckus opened a secret door. In my life from here on out the profane and the profound were no longer separate. They share each side of the coin. Precious things like Unicorns covered in grime blankly stare at me. The devil nourishes me with each strike, my health replenished. This is <em>Lost Kingdoms</em>.</p><p class="">Back in the decrepit sauna of that air conditioner-less, low-income apartment in the Bronx, I picked up the purple controller and pressed the green “A” button to start again. I drew a hand of four cards, my companions in pandemonium: two Banshees, mistresses of the wrong way to live; one Tiger Mage, a feline wizard whose designers understood that magic only truly lives in nature so fuck anthropomorphizing this magnanimous creature; and one Doppelganger, the same that took my virtual life, would it do it again?</p><p class="">Outside the heat intensifies as treeless streets embrace the sun in all its midday glory. While I swelter, Katia runs from Vampires, Puppet Masters, Necromancers (my favorite summon along with the Great Elephant), and Beelzebubs. I get to the origin of the blight. The one responsible for the fog shall not be named. I hate him. The Doppelganger’s embrace was meant for him. I hurl the card again—connects! Only to find out that he is possessed. I sweat pounds during the revelation. Katia, the apartment, and I ascend to hell. God of Destruction face of porcelain, wings feathered by a bucket of amazonian birds, six arachnid limbs, abs like a washboard. Lights out, for Katia, for me. The God’s appearance like summer heat blew out the grid.</p><p class="">This is only a memory. Again <em>déjà disparu</em>. I try to relive it every time I play <em>Lost Kingdoms</em>. Failure meets me at each attempt with disappointment on one hand and the acrylic taste of malnourishing nostalgia on the other. Still, I long for that past when I could see tomorrow. </p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png" data-image-dimensions="1024x768" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png?format=1000w" width="1024" height="768" sizes="(max-width: 640px) 100vw, (max-width: 767px) 83.33333333333334vw, 83.33333333333334vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f2eca3f6-a7be-4249-a59d-d5ed0b915c12/Lost+Kingdoms+II.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><strong>Part II: Lost Kingdoms II (3 Blocks of Memory)</strong></p><p class="">I found out about the first <em>Lost Kingdoms</em> through an issue of <em>Nintendo Power</em> (<a href="https://archive.org/details/nintendo-power-issue-157-june-2002_202111">Volume 157</a>). I still have the copy, hallowed text. The playthrough had me at “A black fog is moving across the land, consuming everything in its path. The only hope lies with a young girl and her <strong><em>cards</em></strong>.” Let me tell you a thing about me, dear reader: I’m a card degenerate. </p><p class="">I became a gleaner, collecting cards. 1993, <em>Magic: The Gathering</em>, Mr. Garfield marked me a heathen. <em>Pokémon</em> in 1998 had me paper chasing. <em>Pokémon</em> made me a fanatic. Super Trainer showdowns, Saturday leagues at Toys“R”us. The white kids couldn’t deal with this nerdy mulatto. I played the bats: Zubat, Golbat, Crobat. My favorites. I collected them all, over and over and over again—Uroboros (also a card in <em>Lost Kingdoms II)</em>.  </p><p class="">Eventually <em>Pokémon</em>’s coin flips did me in. 2001, <em>Yu-Gi-Oh!</em> on my mind, I wanted to compete in Battle City. <em>Lost Kingdoms II</em> was the closest I got. My avatar for the occasion, Tara, a princess, exiled majesty. Sorceress, witch, savior. The jury at Salem sentenced to hell from the revelation. Tara is a conduit of the dark arts in Argwyll, holy and beloved. My only complaint back then about <em>Lost Kingdoms</em>, both of them, is that they have no bats.</p><p class="">Later in time FromSoftware reinvented themselves by making their games even more oppressive, more goth, more evil. <em>Demon Souls</em>, <em>Dark Souls</em>, so many souls. An ectoplasm parade. As entertaining as it gets, but I prefer the older titles. I love ravaging through the ruins of Argwyll. </p><p class="">I was a firm believer… in monsters from my inception/conception. (It’s true, my first word at the age of one year and three months was <em>cuco</em>. I giggled it in glee underneath a crucifix made from palm tree leaves.) These games are fuel of shadows. Knowing when the light would hit the screen and blind me of the image became a game unto itself. When it shines through, Tara won’t be able to move in time to dodge the boss of Bashea Castle, the Demon Swordsman. Memory sealed alive in a card. Begin again, something I don’t mind. <em>Déjà disparu</em>. Memory relies on a card to be summoned.</p><p class="">My mother at the behest of her pastor (convinced that the Japanese were harbingers of Satan—who has like ten different variants across the two <em>Lost Kingdoms</em> games—through kawaii pocket monsters) threw my cards out. Fifteen years later she called me crying, realizing after watching a news story on the financial value of the cards. “El Charizard, yo bota diez de ese demonio. Perdona me.” I didn’t, I haven’t because those cards were “…more than kings and queens” (<em>Nintendo Power</em>, Volume 157).</p><p class="">My mother’s pastor affirmed that the <em>Lost Kingdoms</em> games were the true gateway to the real devil’s spirit. <em>Pokémon</em> was just training wheels. The monsters in <em>Lost Kingdoms</em> were scarier. This idea allured me. I sought the game at EB Games. I played the demo. It hooked me. </p><p class="">Now back in that air-conditionerless apartment, I play L<em>ost Kingdoms</em> when I am alone. Just me at home while Katia and Tara take turns running narrow shadow draped hallways. Slinging cards forever. Or at least until my GameCube dies. If so, then in memory. <a href="https://www.youtube.com/watch?v=myIsEG0m6kk"><em>Déjà disparu.</em></a></p><p class=""><em>Want more Ode(s) to the Memory Card? </em><a href="https://www.gamerswithglasses.com/features/presenting-memory-card-childhood-preservation"><em>Check out the series page. </em></a><em>We’ll update it as we add each themed feature. </em></p><p class=""><em>Published July 8 2025. </em></p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1751993351623-PEXZHARAFMM14EKSEZ1L/Lost+Kingdoms+Cover.jpg?format=1500w" medium="image" isDefault="true" width="384" height="384"><media:title type="plain">Nostalgia’s Lost Kingdoms of Childhood: An Ode to Hell</media:title></media:content></item><item><title>The Queue: Siblings, Gaming, and Family History</title><category>Features</category><dc:creator>Spencer Johnson</dc:creator><pubDate>Tue, 01 Jul 2025 21:57:22 +0000</pubDate><link>https://www.gamerswithglasses.com/features/the-queue-siblings-gaming-family-history</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:6859ba2681d0111112717f13</guid><description><![CDATA[In a house with six kids and one console, you took what you could get; SNES 
RPGs weren’t built for sharing, but we shared them anyway. Spencer Johnson 
explores the ways in which a console records family history, from the 
tragedy of the accidentally deleted save file to the triumph of communal 
accomplishment. Featuring A Link to the Past, Lagoon, Lufia II, Illusion of 
Gaia, and other SNES classics.]]></description><content:encoded><![CDATA[<h1>Spencer Johnson</h1><p class="">In a house with six kids and one console, you took what you could get. The SNES controller was always warm when it got passed to you—warm from your brother's sweaty palms after his thirty-minute session— and the B button was always worn out.  </p><p class="">We said, "Five more minutes. I'm almost at a save point!" so much that it should've been embroidered on a pillow. The kitchen timer was ruthless. It didn't care that you were halfway up the Tower of Babel in&nbsp;<em>Illusion of Gaia</em>&nbsp;or stuck watching one of&nbsp;<em>Lufia II's</em>&nbsp;endless cutscenes. Thirty minutes, and then you were done, honor system or not.</p><p class="">Here's the thing about SNES RPGs—they weren't built for sharing. Save points were spread out like water in the desert. You could wander around&nbsp;<em>Lagoon</em>&nbsp;(1991) for twenty minutes easy without hitting one, and then the timer would start its obnoxious beeping and you'd have to make this awful choice: rush toward what you hoped was a save point and probably miss half the stuff in between or play it safe and lose everything when your time was up.</p><p class="">I learned about real betrayal when my brother saved over my&nbsp;<em>The Legend of Zelda: A Link to the Past</em>&nbsp;(1991) file. I was right there at Ganon—<em>right there</em>—after months of collecting every heart piece, upgrading every item, learning every secret. I went to load up my file and saw his stupid character name instead of mine. The progress bar was back at basically nothing. I just stared at the screen. All that time, all that exploration, all those late nights figuring out puzzles—gone.</p><p class="">"I didn't know it would delete yours!" he said, and I believed him. It didn't make it hurt less though. It wasn't just losing game progress. It was like someone had erased part of my childhood, you know? All those hours I'd spent in Hyrule, and now I had to start over like none of it ever happened.  </p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png" data-image-dimensions="1430x1067" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png?format=1000w" width="1430" height="1067" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/ccf2dbdc-d14e-4c99-b799-e370200f9733/the+queue+2.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Link facing off against Moldorm, who I referred to as the Worm King. Screenshot by author.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Years later, I did the exact same thing to my mom with her <em>Vampire: The Masquerade – Redemption</em> (2000) file. I was curious about the game and had no idea what "overwrite" meant. I never told her it was me—she still doesn't know to this day, so hopefully she doesn't read this piece. Seeing her confused disappointment when she went to load her file and found mine instead taught me everything I needed to know about digital loss. Save files weren't just data. They were proof you'd been somewhere, done something that mattered.</p><p class="">But losing save files wasn't just a solo tragedy in our house. With six kids sharing one console, every gaming disaster became everyone's business, and every session turned into a team effort whether you planned it or not. Any time one of us played a solo game, it became a group activity whether you wanted it or not. Whoever wasn't playing would pile onto the couch behind you, turning into this chorus of backseat gamers. "Go left!", "Check that room!", "You totally missed that chest!" When someone got lost in&nbsp;<em>Lagoon</em>—and everyone got lost in&nbsp;<em>Lagoon</em>&nbsp;because that game's map made no sense—suddenly it was <em>everybody's</em> problem. We'd pass the controller back and forth as we tried to figure out where we were supposed to go.  </p><p class="">The weird thing was, none of us minded the backseat gaming as much as you'd expect. Having an audience made victories feel bigger and failures less crushing. When you finally solved a puzzle or beat a tough boss, the collective cheer from the couch made it feel like a team accomplishment, even though only one person was holding the controller.</p><p class="">Watching other people play was almost as intense as playing yourself. One of my brothers would go through <em>Illusion of Gaia</em> (1994) like he was conducting an archaeological dig, looking for any hidden items or easter eggs. Another one of my brothers would charge through the same game like he was late for something important. But my sisters often skipped the combat-heavy RPGs entirely and went straight for <em>Kirby: Super Star</em> (1996) or <em>Harvest Moon</em> (1996)—cozy games where you could take your time, where there was no real way to fail. Same console, completely different experiences. It was like reading different people's interpretations of the same book.</p><p class="">Some of my siblings would meticulously talk to every NPC and hunt down every side quest, building up massive inventories and learning obscure game mechanics that the rest of us never knew existed. Others would rush straight to the next objective, showing up to boss fights completely underequipped but somehow still finding ways to scrape by through pure determination. Then there were the strategists who'd figure out that one weird trick—like how to make the Moldorm boss in <em>A Link to the Past</em> trivial by standing in exactly the right spot, or which spells in <em>Lufia II</em> could end fights before they really started. Each playstyle seemed to make certain segments easier or harder depending on who was holding the controller, and we'd all learn something different just by watching.</p><p class="">What made it even more interesting was continuing someone else's playthrough and discovering where they'd left off—what their party setup looked like, how they'd distributed their skill points, what equipment they'd prioritized. Sometimes the first ten minutes of my thirty-minute turn was spent reorganizing everything back to how I preferred to play, undoing their choices and respeccing characters to match my strategy.  </p><p class=""> All this constant negotiation, the limited time, the shared investment in each other's progress—it created this underlying desperation that made you want to game the system any way you could. The desperation made you do stupid things. I tried the fake sleeping trick exactly once. The console was in my room, so I stayed in bed and kept my eyes closed until my mom kicked my siblings out of my room to let me "sleep." Once they were gone, I snuck over to the console, fired up <em>Illusion of Gaia</em>, thought I was so clever. Ten minutes later my sister walked back in, took one look at me hunched over the controller, and just said "Really?" with this tone that could've melted metal. I handed over the controller without a word. Never tried that again.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png" data-image-dimensions="1430x1217" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png?format=1000w" width="1430" height="1217" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/b7a90e22-8ff0-4c52-8359-47737aaccd19/the+queue+3.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Squashing bugs and grinding XP in Lufia II. Screenshot by author.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Looking back, those constraints totally shaped how I play games even now. I learned to pay attention to every detail because your time was precious. I got scary good at picking up RPGs after not playing them for days and immediately knowing exactly where I was and what I was supposed to be doing. Even today, when I can play as long as I want, I still mentally note where save points are, still plan my gaming sessions like I'm working with limited time.</p><p class="">The waiting was almost worse than playing sometimes. During other people's turns, I'd sit there planning out my next thirty minutes like a military operation. Should I grind levels? Push the story forward? Hunt for that one item I'd been thinking about? Every gaming session felt like it had to count.</p><p class="">Here's what's weird—those RPGs are designed to make you feel like the lone hero, right? You're the chosen one: you make all the decisions, and you save the world solo. Our setup turned them into these shared stories instead. We all had opinions about how to build your party in&nbsp;<em>Lufia II: Rise of the Sinistrals</em>, everyone had theories about what the hell was actually happening in&nbsp;<em>Illusion of Gaia</em>, and we'd all get genuinely upset when someone's save file got wiped.</p><p class="">The cartridge's built-in save wasn't just storage—it was like our family's gaming diary. Every save file told a story about family time, about arguments over strategy, about the time someone figured out a puzzle we'd all been stuck on. When you lost a save file, you weren't just losing progress. You were losing a piece of our family history.</p><p class="">That's the thing about game preservation that people don't talk about enough. Yeah, we need to keep old consoles working and archive games for the future, but we also need to remember the context—the social stuff that made those games meaningful. The timer, the negotiations, the trust you had to have to share save files, the unspoken rules about not messing with someone else's progress. That was as much a part of gaming as anything that happened on screen.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png" data-image-dimensions="1428x1108" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png?format=1000w" width="1428" height="1108" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/43bc7ce4-511a-4d46-8873-8d8e835d112f/the+queue+4.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Exploring dungeons in Lagoon as Nasir, Champion of Light.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Playing those same games now on modern systems feels completely different. Save states, cloud backups, no more fighting over turns. It's objectively better in every way—but something's missing. Back then, the stakes were real. Your save file could disappear with one wrong button press. Your gaming time was earned through patience and negotiation. Every session mattered because it might be days before you got another shot.</p><p class="">Gaming with siblings taught me that video games aren't just individual experiences. They're shaped by who's around you, what rules you're operating under, what you have to sacrifice to play. We treasured gaming time because it was limited. We protected our save files because they were irreplaceable. We cared more about games because every session cost something.</p><p class="">Those save files held more than just our progress data. They held the sound of the timer going off, the feeling of a warm controller getting passed to you, the collective gasp when someone pulled off an impossible boss fight. They held the devastating silence when you realized your save file was gone and the quiet satisfaction when you finally beat something you'd been stuck on for weeks. Ironically, I still had save files on all these games when I fired them up for this article - all that worry about losing them, and there they were, waiting patiently after all these years.</p><p class="">Haitian anthropologist Michel-Rolph Trouillot, in "Silencing the Past: Power and the Production of History," explains how archives inevitably create silences—how certain experiences get systematically excluded from historical records, not through malicious intent, but because they don't fit the formats that archival systems are designed to preserve. Crucially, he argues that as archives dedicate their limited resources to preserving certain types of evidence, it often comes at the expense of other forms of knowledge. Game preservation faces exactly this challenge. We've gotten excellent at archiving the official record: code, hardware, developer interviews. But by focusing our preservation efforts there, we're inadvertently silencing the social history of gaming—the lived experiences that made these games meaningful. The warm controllers, family negotiations, communal strategies, the heartbreak of lost saves—none of this fits into ROM collections or hardware museums, and our resources aren't going toward capturing these stories.</p><p class="">When I get nostalgic about childhood gaming, I'm not just missing the games. I'm missing the whole experience—the anticipation, the anxiety, the community, even the heartbreak. If we want to truly preserve gaming history, we need to archive not just the products, but our relationships with them. These memories live in the stories we tell about when gaming was a family thing, when every turn at the console was both a privilege and a responsibility, and when the queue taught us that the best things in life are worth waiting for.</p>





















  
  






  <p class=""><em>Want more Ode(s) to the Memory Card? </em><a href="https://www.gamerswithglasses.com/features/presenting-memory-card-childhood-preservation"><em>Check out the series page. </em></a><em>We’ll update it as we add each themed feature. </em></p><p class=""><em>Published July 1, 2025. </em></p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1751405864322-RFJ6ZV1EEUF5R1C0GLED/the+queue+1.jpg?format=1500w" medium="image" isDefault="true" width="1430" height="1073"><media:title type="plain">The Queue: Siblings, Gaming, and Family History</media:title></media:content></item><item><title>Feudal Japan Is Better With Robots: Revisiting Legend of the Mystical Ninja</title><category>Features</category><dc:creator>Alexander B. Joy</dc:creator><pubDate>Mon, 23 Jun 2025 19:16:36 +0000</pubDate><link>https://www.gamerswithglasses.com/features/revisiting-legend-of-the-mystical-ninja</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:6859944493491f0f332e4790</guid><description><![CDATA[Alexander B. Joy reflects on renting The Legend of the Mystical Ninja with 
his brother. From his present perspective, the game is an antidote to 
nostalgia’s most pernicious effects. Let’s take the past as a springboard 
for strangeness and humor.]]></description><content:encoded><![CDATA[<h1>Alexander B. Joy</h1><p class="">I’m still not entirely sure how <em>Legend of the Mystical Ninja</em> (SNES, 1991-1992) entered my life. My younger brother and I both suspect that we must have borrowed it from Home Vision Video, the local video store, back in the mid-’90s. Yet neither of us can recall who originally picked it up or why. My brother thinks it must have been me, since he (erroneously) believes that I chose the games we rented. But I, anhedonic and unadventurous in the best of moods, never would have sprung for a game with such<a href="https://goemon.fandom.com/wiki/The_Legend_of_the_Mystical_Ninja?file=The+Legend+of+the+Mystical+Ninja+-+(NA)+-+01.jpg"> <span>atrocious box art</span></a>, and, given my brother’s then-tasteless palate, he tended to opt for the weird stuff that I’d sooner have avoided. We’re therefore uncertain whom to blame—or credit—for the find. We do, however, agree on one point: we are extremely lucky to have played <em>Legend of the Mystical Ninja</em> when we did, because our lives have been far richer for it.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg" data-image-dimensions="1080x810" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg?format=1000w" width="1080" height="810" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/7a0d1b99-a6fe-43da-a8a7-329d29297e80/Legend+of+Mystical+Ninja+2.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">In <em>Legend of the Mystical Ninja</em>, players control either Kid Ying (better known as<a href="https://goemon.fandom.com/wiki/Goemon"> <span>Goemon</span></a> in every other <em>Mystical Ninja</em> game) or Dr. Yang (<a href="https://goemon.fandom.com/wiki/Ebisumaru"><span>Ebisumaru</span></a> elsewhere) in a part-action-RPG, part-platformer adventure set in a bizarre, anachronistic version of feudal Japan. (Why the protagonists were renamed in the North American release is beyond me. Perhaps the localization team thought that any name too Japanese-sounding would melt American kids’ brains, and followed Enix’s<em> Dragon Warrior </em>cue to adopt a more Anglophone presentation. <em>Legend of the Mystical Ninja</em>’s<a href="https://goemon.fandom.com/wiki/The_Legend_of_the_Mystical_Ninja"> <span>Fandom page</span></a> accredits the changes to Konami’s policy of using funny names in their North American releases to entice younger audiences.) Kid Ying and Dr. Yang initially set out to rid their neighborhood of an irritating ghost infestation, but find themselves drawn into a greater crisis—involving counterfeiting, kidnapping, and inter-clan conflict—that spans the entire country. In each of the game’s nine stages (dubbed “Warlock Zones” in the introductory cutscenes), players start by steering the heroes through brawler-like open-world stages where they battle enemies, collect items, and buy powerups and equipment to help with the fights to come. The second half of each stage switches the perspective to a classic 2D platformer’s, where Kid Ying and Dr. Yang must brave perilous leaps, deadly environmental hazards, and waves of enemies <em>en route</em> to a climactic boss battle. The two play styles mesh seamlessly, and the overall package—with its unique support mechanics in two-player mode and bevy of minigames—offers some of the SNES’s best cooperative gaming.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg" data-image-dimensions="1080x810" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg?format=1000w" width="1080" height="810" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/9585ae56-6360-4331-b8ac-be5fd1165355/Legend+of+Mystical+Ninja+3.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">To my younger self, <em>Legend of the Mystical Ninja</em>’s mechanics and aesthetics were major components of its appeal. The outstanding music played no small part. SNES-era Konami stood at the height of its compositional powers, delivering such classic soundtracks as<a href="https://www.youtube.com/watch?v=w8ZctQojY10"> <span><em>Super Castlevania IV</em></span></a>,<a href="https://www.youtube.com/watch?v=HLZPwoRWXpE"> <span><em>TMNT IV: Turtles in Time</em></span></a>, and<a href="https://www.youtube.com/watch?v=IHjd3qRrkvo"> <span><em>Gradius III</em></span></a>. <em>Legend of the Mystical Ninja</em> fared no differently, featuring some of the<a href="https://youtu.be/yxCfwZDfTLY?si=hkSOCiN3fpn9nBMO"> <span>choicest 16-bit bass</span></a> this side of<a href="https://www.youtube.com/watch?v=UdhlKFBGfXc"> <span><em>Spanky’s Quest</em></span></a><em> </em>or<a href="https://www.youtube.com/watch?v=KTQ_8fROhHw"> <span><em>Plok</em></span></a>. The look of the game was equally alluring, depicting a bright and inviting world where even the most dangerous places piqued our curiosity and spurred us to advance. On top of that, Kid Ying and Dr. Yang were unlike any heroes my brother or I had seen before. They wielded odd armaments like flutes, yo-yos, lethally-thrown coins, and party whistles—a more accessible arsenal for imaginative children than the blades and bows of<em> Zelda</em> or<em> Castlevania</em>. They also worked together meaningfully, such as through the game’s interesting “piggyback” mechanic. You could ride on your partner’s back in the platformer sections, allowing the carrier to negotiate the tough jumps for both players—the perfect way to keep my less-skilled sibling involved in the more challenging stages. Best of all, <em>Legend of the Mystical Ninja</em>’s<em> </em>password save feature was a godsend in the rental era. Thanks to its unique two-format password system—which let you enter either a short string to start afresh at a level’s beginning, or a much longer sequence to capture the exact state of your game with all your money, equipment, and extra lives intact—we could resume our quest right where we left off even using an entirely new cartridge, and never had to worry about the next renter deleting our hard-won progress.</p><p class="">What made <em>Legend of the Mystical Ninja</em> a true childhood treasure, though, was how it invited my brother and me to experience its world. It presented itself not as a space to conquer, but to <em>inhabit</em>. I’d hesitate to call<em> Legend of the Mystical Ninja </em>immersive, per se, but it understood that a game could be more than a mere diversion—it could offer an enjoyable place to pass the hours. The game accordingly rewarded exploration and screwing around, each level brimming with surprises and worthwhile mini-games. (Said mini-games were so fun and addictive that <em>Legend of the Mystical Ninja</em> even boasts a whole level made of them, the beloved Warlock Zone III: Amusement Park.) We could keep returning to the game the way we could our favorite hangouts, where spending time there in the company of people you valued was its own reward. In this respect, delving into <em>Legend of the Mystical Ninja</em>’s sumptuous spread of curiosities and entertainments felt remarkably like visiting the mall as a preteen: going somewhere with your friends and little brother in tow, wandering a space that cost no money to occupy in order to counter youth’s boredom, sampling new things as they caught your fancy because no algorithm or in-game walkthrough spoon-fed you what to do next.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg" data-image-dimensions="1080x810" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg?format=1000w" width="1080" height="810" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/bf67751c-d366-4996-83be-afe446f3e018/Legend+of+Mystical+Ninja+4.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">In my older years—now that I’m too old for malls to hold any appeal, and my time has moved from an insurmountable obstacle to a precious resource—I admire <em>Legend of the Mystical Ninja</em> for its creative, borderline sacrilegious engagement with history and culture. Even as playing the game leaves me awash in nostalgia, it provides an antidote to nostalgia’s most pernicious effects and the toxic world views that it can spawn. The key is that <em>Legend of the Mystical Ninja</em> treats the past and its traditions not as sacred and inviolable legacies to which we are beholden, but as springboards for strangeness and humor. Its wild aesthetic reinterprets Japanese art, history, and folklore in bizarre and amusing ways, such that its source material is never taken too seriously. For example, one boss, an otherwise ferocious kabuki warrior, fights by throwing his wig like a boomerang. Fast-food takeout (which odd little robots will try to steal from you) coexists alongside chronologically accurate fare. An austere martial arts instructor teaches Dr. Yang how to shred his enemies by…<a href="https://goemon.fandom.com/wiki/The_Legend_of_the_Mystical_Ninja/Gallery?file=Tumblr_nz2cq482h71tu022ro1_1280.png"> <span>donning a tutu</span></a>. It’s more than weirdness for the sake of being weird. It represents a liberating way to consider tradition, a constant admonishment that the past one holds dear can be transformed and enriched if you allow others to have a say about it—and especially if you let them knock it down a few pegs in good fun.</p><p class=""> I return to <em>Legend of the Mystical Ninja</em> nowadays for a healthy dose of nostalgia. Sure, it constitutes a momentary retreat to a place of comfort when I could be doing something more adult or productive. But<em> Legend of the Mystical Ninja </em>is the rare game that’s not only about playing the hits. It’s also about seeing them with new eyes. I look at the past a little differently every time I visit the game’s parallel-universe Edo—and can’t help but perceive the future differently every time I come back.</p>





















  
  



<hr />


  <p class=""><em>Want more Ode(s) to the Memory Card? </em><a href="https://www.gamerswithglasses.com/features/presenting-memory-card-childhood-preservation"><em>Check out the series page. </em></a><em>We’ll update it as we add each themed feature. </em></p><p class=""><em>Published June 23, 2025. </em></p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1750701357763-CXIO9BJJHBQVYSKWMI11/Legend+of+Mystical+Ninja+1.jpg?format=1500w" medium="image" isDefault="true" width="1215" height="885"><media:title type="plain">Feudal Japan Is Better With Robots: Revisiting Legend of the Mystical Ninja</media:title></media:content></item><item><title>Parents and the Past in Pokémon Emerald</title><category>Features</category><dc:creator>Samantha Trzinski</dc:creator><pubDate>Tue, 27 May 2025 20:54:42 +0000</pubDate><link>https://www.gamerswithglasses.com/features/parents-and-the-past-in-pokemon-emerald</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:68361bd61d727a788453ac6c</guid><description><![CDATA[As a child of divorced parents, Pokémon Emerald was my sole companion for 
my four-hour commute between houses, providing me with a sense of peace and 
control in an otherwise turbulent period of my life - even though my 
Pokémon parents also lived in different houses.]]></description><content:encoded><![CDATA[<h1>Samantha Trzinski</h1><p class="">Since kindergarten, I have been a devout fan of the Pokémon franchise, having watched the anime, collected trading cards, and played various games in the series. The first game that I can remember playing from start to finish, though, is <em>Pokémon Emerald</em>. I had played other games before – even other <em>Pokémon </em>games – but I cannot remember the actual act of beginning and ending any of those games. When <em>Pokémon Emerald </em>was first announced, I begged to get it. I coveted the shiny green cartridge more than I would an actual emerald, and I dreamed nightly of the Mudkip that I would nurture and train into an unstoppable Swampert. </p><p class="">When Christmas 2005 came, I immediately knew what the small square box in neat wrapping was, and I hurriedly loaded it into my Game Boy to play. I remember the thrill of my character stepping out of the Machoke moving truck and exploring my new virtual home – a home from which I quickly left to begin my Pokémon trainer adventure. After rescuing the laidback Professor Birch, I finally received the Mudkip that I had so desperately wanted. I was off on my journey through the Hoenn region.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG" data-image-dimensions="2048x1536" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG?format=1000w" width="2048" height="1536" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/babae555-40c0-411e-a832-79e6635db149/emerald3.JPG?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Samantha (left), age 7, playing <em>Pokémon Emerald</em>. </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">There is nothing particularly special about <em>Pokémon Emerald </em>in comparison to other games in the series. It progresses similarly to other games in the franchise and is not as highly rated as subsequent games like <em>Platinum </em>or <em>Black/White</em>. The player is given a starter Pokémon and sent on a journey to earn all regional badges and defeat the Elite 4. Along the way, they also work on filling their Pokédex per the Professor’s request and help stop some criminal syndicate. The Hoenn region is plagued by a battle between two competing gangs, Team Aqua and Team Magma, that both seek to awaken a primordial superpower – Kyogre and Groudon, respectively – to flood or dry the world to rid it of humanity. <em>Pokémon Emerald </em>introduces a new legendary Pokémon to aid in this fight: the serpentine dragon Rayquaza, who stops Kyogre’s and Groudon’s fighting and restores balance to the region. Otherwise, there isn’t much that sets it apart. So, why has <em>Emerald</em> stuck with me for twenty years, while the other games failed to attain the same longevity? </p><p class="">Growing up with divorced parents meant that I spent a great deal of time in the car, travelling from one parent’s house to the other. Every other week like clockwork, I spent a grueling four hours in the car on Friday and again on Sunday. Such a lengthy car ride is unpleasant for anyone – especially an elementary schooler who would love to have a relaxing weekend at home, watching cartoons and playing with friends. During these arduous travels, <em>Pokémon Emerald </em>was my sole companion, providing me with a sense of peace and control in an otherwise turbulent period of my life. There was something so comforting about <em>Pokémon Emerald </em>and its predictability that put me at ease. </p><p class="">One of the things I love about <em>Pokémon </em>games is that they are, at their core, just about probability. With enough time and mathematical knowledge, a player can determine the likelihood of finding a particular Pokémon, winning a battle, or catching a Pokémon. When I first began playing <em>Pokémon Emerald</em>, I learned about these calculations, and I devoted far too much time to learning how to use algorithms to determine the likelihood of different events. As months passed, I researched online and collected guidebooks (both official and unofficial) to learn all that I could about the game and its constructions. I became an <em>Emerald </em>expert and spent recess time helping friends with their games. Unlike other aspects of my life, <em>Pokémon Emerald </em>was predictable; I was in control. </p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png" data-image-dimensions="480x320" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png?format=1000w" width="480" height="320" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/c2807300-b577-4f40-88c3-2cc4b8e2eb0a/emerald1.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Checking in with Dad. (Screenshot from <a href="https://lparchive.org/Pokemon-Emerald-(by-Crosspeice)/">Let’s Play Archive</a> by Crosspeice.)</p><p data-rte-preserve-empty="true"></p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">There is more to this game than just its mechanics, though. In retrospect, I think its plotline is actually worth a little more consideration. As I reflect on <em>Pokémon Emerald </em>and revisit it as an adult, I am particularly struck by the role of parents in this game. Parents in the Pokémon world are known for their bizarre approach to childrearing. I am not quite certain if encouraging their child to travel across the region solo at only ten years of age is a sign of excellent or terrible parenting. On one hand, the child is independent and self-sufficient, which would suggest that they were raised effectively. On the other hand, they are <em>only </em>ten years old and probably should not be left to their own devices. Either way, my in-game mother and father remain the most interesting characters to me. </p><p class=""><em>Pokémon Emerald </em>begins with the protagonist moving to Littleroot Town with their mother. Their father does not live with them; he is in Petalburg where he serves as the fifth gym leader for the Hoenn region. Not much detail is given about the protagonist’s parents beyond this information. It seems possible, though, that the parents are separated – could I, yet again, be the child of divorce? Here is the thing – I know now, and I knew as a child, that divorced parents are incredibly common. It is estimated by the <a href="https://psycnet.apa.org/record/2018-55367-003">American Psychological Association that nearly 50% of marriages end in divorce</a>, and many of these divorces include disputes over custody. It is common – maybe that is why a divorced or separated couple appears in <em>Pokémon Emerald</em>. Despite its normativity, its prevalence, divorce has a major impact on children as they navigate this liminal space between having and not having a family. As I figured out my place in the middle of my parents’ divorce and the years of custody battles and legal disputes that followed, I looked to Pokémon for comfort.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png" data-image-dimensions="480x320" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=1000w" width="480" height="320" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p data-rte-preserve-empty="true"></p><p data-rte-preserve-empty="true">Could I, yet again, be the child of divorce? (Screenshot from <a href="https://lparchive.org/Pokemon-Emerald-(by-Crosspeice)/">Let’s Play Archive</a> by Crosspeice. </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">Looking back now, I see that <em>Pokémon Emerald </em>provided me with solace and a sense of control in an otherwise turbulent time in my life. It did not solve all of my problems or take away all of the confusion, but it did give me something to look forward to. My character in <em>Emerald </em>was happy, successful, and determined, despite coming from a similarly broken home, and seven-year-old me looked to this awe-inspiring character as a vision of hope. She was everything that I wanted to be. When I play <em>Emerald </em>now, I still enjoy the game, I still choose Mudkip as my starter, and I still travel throughout the Hoenn region to become a Pokémon master. That special connection to the game persists – but it is not as strong now as it was when I was a child. Then, I played the game for hours, beating it time and time again and restarting the game so I could relive all it had to offer. Now, I seldom play it – in fact, before this piece, I had not played it in over ten years. As an adult, I can now make these connections and better understand my childhood fascination with the game – I think that it will forever hold a special place in my heart.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748376753389-Y7PFJIKSXH0TS3P1O8TY/emerald2.png?format=1500w" medium="image" isDefault="true" width="480" height="320"><media:title type="plain">Parents and the Past in Pokémon Emerald</media:title></media:content></item><item><title>Presenting: Ode to the Memory Card (Childhood, Nostalgia, Preservation)</title><category>Features</category><dc:creator>Samantha Trzinski</dc:creator><pubDate>Tue, 27 May 2025 20:54:30 +0000</pubDate><link>https://www.gamerswithglasses.com/features/presenting-memory-card-childhood-preservation</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:68361201d0102879d1a45972</guid><description><![CDATA[This series of articles focuses on the intersections of nostalgia, memory, 
and preservation as they relate to video games. There is, after all, more 
to retrospection than nostalgia: video games and consoles, like other forms 
of media, need to be collected, archived, and preserved for future 
generations. Sometimes this preservation takes place within specifically 
dedicated archival institutions, but how do our individual memories serve 
as vehicles to archive gaming’s past?]]></description><content:encoded><![CDATA[<h1>Samantha Trzinski</h1><p class="">This series of articles focuses on the intersections of nostalgia, memory, and preservation as they relate to video games. Since reading Stephen Sexton’s <a href="https://www.gamerswithglasses.com/reviews/sexton-if-all-the-world-review" target=""><em>If All the World and Love Were Young</em></a>, I have thought incessantly about how video games evoke feelings of nostalgia in players. It is such a simple concept – of course playing a childhood favorite will make you think of your childhood and make you look back on that moment of your life with rose-colored glasses. “Oh, life was simpler then – everything was easier!” This perspective on nostalgia is overly simplistic, though. I admire Sexton’s poetry because he challenges this cliché use of nostalgia and childhood innocence. He takes a favorite video game from his childhood and uses it as a starting point for reflecting on his relationship with his mother and her death. </p><p class="">Some of the articles in this series follow in Sexton’s steps, as authors revisit a video game that was a childhood favorite and use it as a starting point for personal reflection. These articles explore the ways in which video games have formed us from childhood and into adulthood. Though each article takes a different approach in how it explores this intersection of video games and nostalgia, the authors are united through their emotional connection to the video game form. </p><p class="">There is more to retrospection than nostalgia, though. Video games and consoles, like other forms of media, need to be collected, archived, and preserved for future generations. Organizations like the <a href="https://library.gamehistory.org/">Video Game History Foundation</a> and the <a href="https://archive.org/details/internetarcade">Internet Archive</a> have demonstrated the importance of such stewardship, particularly in the modern age as technology’s rapid advancement can quickly lead to obsolescence. Some articles in this series approach memory in the video game through this archival perspective.</p><p class="">Alfred Lord Tennyson’s nineteenth-century poem “Ode to Memory” celebrates memory as a source of enlightenment and comfort:</p><blockquote><p class="">&nbsp;Thou who stealest fire,<br> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;From the fountains of the past,<br> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;To glorify the present, oh, haste,<br> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Visit my low desire!<br> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Strengthen me, enlighten me!<br> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;I faint in this obscurity,<br> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Thou dewy dawn of memory.</p></blockquote><p class="">I have discussed the <a href="https://www.gamerswithglasses.com/features/cozy-games-romantic-poets">connections between the Romantics and video game genres</a> previously and have explored <a href="https://www.popmatters.com/video-games-19th-century-socializing">parallels between nineteenth-century reading practices and modern gaming</a>. This series is not another journey down the Romantic and Victorian rabbit hole, though (forgive the <em>Alice’s Adventures in Wonderland</em> reference!); rather, it is a collection about nostalgia, memory, and preservation within the realm of gaming.</p>





















  
  



<hr />


  <p class="">I start off the series with <a href="https://www.gamerswithglasses.com/features/parents-and-the-past-in-pokemon-emerald">Parents and the Past in Pokémon Emerald</a>, an essay about how Pokémon helped me through the liminal space of having and not having a family. </p><p class="">Alexander B. Joy keeps it going with <a href="https://www.gamerswithglasses.com/features/revisiting-legend-of-the-mystical-ninja">Feudal Japan is Better With Robots: Revisiting Legend of the Mystical Ninja</a>. What if we look back on the past with a desire for strangeness and humor?</p><p class="">Spencer Johnson tells the sometimes tragic, always thrilling tale of sharing a console with five siblings in <a href="https://www.gamerswithglasses.com/features/the-queue-siblings-gaming-family-history">The Queue: Siblings, Gaming, and Family History</a>: “We treasured gaming time because it was limited. We protected our save files because they were irreplaceable. We cared more about games because every session cost something.”</p><p class="">Luis Aguasvivas <a href="https://www.gamerswithglasses.com/features/nostalgias-lost-kingdoms-of-childhood-an-ode-to-hell">re-encounters Lost Kingdoms and Lost Kingdoms II again</a>. It’s intertwined with his biography, with an obsession with cards and monsters, with rattling apartments and family religion. It’s not just nostalgia, it’s <em>déjà disparu</em>.</p><p class="">Caroline Delbert <a href="https://www.gamerswithglasses.com/features/treating-the-curse-of-trivia">shares memories of <em>Encarta</em>’s <em>MindMaze</em>, quiz bowl, and a love of analogies and connections</a>. Although it’s possible for that to go tragically wrong, it’s easy to resist elitism and extremism if you retain your curiosity. </p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1748375028416-U8V1XP54GMAQRMF7ZDIG/memory+intro+image.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="1365"><media:title type="plain">Presenting: Ode to the Memory Card (Childhood, Nostalgia, Preservation)</media:title></media:content></item><item><title>The Day Cortana Died</title><dc:creator>Nate Schmidt</dc:creator><pubDate>Mon, 14 Apr 2025 15:36:57 +0000</pubDate><link>https://www.gamerswithglasses.com/features/the-day-cortana-died-microsoft-ai</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:67fd174977efa07655fa7dd7</guid><description><![CDATA[What really changed when Microsoft ditched Cortana for Copilot as its AI 
“assistant”? Did we eliminate the last vestiges of a kinda broken app, or 
did we lose a tenuous vision of meaningfully relational AI? Nate Schmidt 
asks what it means to bring the narrative baggage from fictional characters 
into our everyday experiences with artificial intelligence - and what it 
means to mourn them when they’re gone.]]></description><content:encoded><![CDATA[<h1>Nate Schmidt</h1><p class="">Cortana loved Master Chief. That was my main takeaway from the Halo series, and by “the Halo series” I do not mean the show. I mean the video games <em>Halo: Combat Evolved</em>, <em>Halo 2</em>, <em>Halo 3</em>, and <em>Halo 4</em>,<em> </em>from my days of Cool Ranch Doritos and Mountain Dew Code Red. As far as I know, there were never any other Halo games. Which doesn’t matter, because I only needed these games to tell me that Cortana loved Master Chief! John-117’s gruff masculinity held him back from expressing himself in a more open and vulnerable way, so I’m less sure where he was at, but I think he loved Cortana too; there was always such a rich and complex chemistry between these two characters. In a war-torn galaxy full of violence and trauma, they went through things together that nobody else could possibly understand, and the name for the bond that is developed by those kinds of shared experiences is love. The fact that the nature of this relationship vis-à-vis romantic feelings remains open to debate is a sign of the compelling writing that everybody who only plays multiplayer is missing out on.&nbsp; </p><p class="">As an emo teenager with more than a flair for the romantic, I was willing to suffer through the shooting parts of the Halo games so that I could see Cortana and Master Chief’s relationship evolve in the cutscenes. I had no connection to fanfic and no idea what a “ship” or “headcanon” was. I definitely did <em>not </em>have access to precise language that was adequate for describing all the richness of a romantic experience that doesn’t revolve around sex, but I knew that these characters belonged together in a way that felt like there were two magnets struggling to find each other inside my chest. I think I might have actually been playing Halo for some of the same reasons people read <em>A Court of Thorns and Roses</em>, even though Halo doesn’t have a ton of steamy stuff. I don’t really know; I haven’t read <em>A Court of Thorns and Roses</em>. I probably should. </p><p class="">So, if this fictional relationship meant so much to me, how could it be that I felt absolutely nothing the day Cortana died, because I did not know that it had happened? How could I have missed the tragic conclusion of such a formative story? Well, that’s because I’m not talking about anything that happened in <em>Halo 4</em>. I’m talking about June of 2024, when Microsoft <a href="https://support.microsoft.com/en-us/topic/end-of-support-for-cortana-d025b39f-ee5b-4836-a954-0ab646ee1efa">announced</a> that they were ending support for the last residual features of the Cortana virtual assistant. Cortana was to be replaced with something called Copilot, and I am now writing this on a computer that has a Copilot key that I didn’t ask for on the keyboard. </p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg" data-image-dimensions="1921x820" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg?format=1000w" width="1921" height="820" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0b8df610-0221-4fff-b472-0e2b920b2f01/cortana1.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Screenshot from the Halo <a href="https://www.halopedia.org/Cortana">wiki</a>. </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">At first, Cortana was marketed as the “Siri-killer,” which conjures up a pretty hilarious mental image if you think about the holographic blue lady from the games. As <em>The Verge</em> <a href="https://www.theverge.com/2014/4/2/5570866/cortana-windows-phone-8-1-digital-assistant">reported</a> in 2014, Microsoft, perennially two steps behind Apple, wanted to put some kind of virtual assistant into the ill-fated Windows Phone OS. One of the program managers started colloquially referring to this assistant as Cortana, and the rest was history. Microsoft featured Cortana pretty heavily in Windows 10, in a way that a lot of people—myself included, if I’m honest—found pushy and annoying. I didn’t need voice search, I sure as hell didn’t want to use Bing, and I was going to forget about items on my calendar no matter who was volunteering to remind me about them. </p><p class="">However, as we sink collectively deeper into the morass of slop and rot that Ray Nayler calls the “<a href="https://time.com/6337835/ai-mediocrity-essay/">Rise of Mediocrity</a>,” I’ve come to realize that I miss Cortana, now that she’s gone. Because Cortana, for all the things she wasn’t, stands today as an avatar for a relationship between humans and AI that could have been a little more beneficial for all parties, and has now been lost irremediably to the sands of time.&nbsp; &nbsp;</p>





















  
  



<hr />


  <p class="">What did we lose when Microsoft traded Cortana for Copilot? By some metrics, not much. Cortana was imperfect and inefficient, and she sometimes needed to go looking for answers that she wasn’t able to immediately provide. As far as I can tell, for the people invested in these kinds of things, Copilot is sleek, dynamic, useful—and expressionless. It seems to be faster on the uptake than other generative AI tools, and I guess it can help you debug your code. </p><p class="">The most meaningful difference between Cortana and Copilot is obvious, but it bears articulating so we can interrogate it further. Alexa and Siri have always been abstract, aloof, and alien. They are meant to appear friendly and helpful, and of course they can both perform little comedy routines if you ask them nicely, but at the end of the day, they are always, well…robotic. Copilot is an entity in an even further state of abstraction, an endless hall of mirrors that exists, like all other generative AI, to simply remix and mash up the echoes that we’ve already shouted into the void. Copilot has all the personality of a bystander NPC; its only meaningful character traits are the ones we choose to impute to it. All it has to do is appear human-shaped enough to keep us from looking at it more closely. </p><p class="">But Cortana. Cortana was (is) a <em>character</em>, and characters hold an unbelievably powerful place in our brains. We have this ability—one that I think we probably share with some other beings, in perhaps an oblique way, but a meaningful human ability nonetheless—to look at the world and say, “What if a person who does not exist right now burst into glorious, colorful life, and they had thoughts and feelings and values that they acted upon in a way consistent with those thoughts, feelings, and values, just like I do?” And just like that: boom, Captain Ahab. Orpheus and Eurydice. Spock and Kirk, his beloved; Miles Morales; <a href="https://torpublishinggroup.com/a-psalm-for-the-wild-built/?format=hardback&amp;isbn=9781250236210">Sibling Dex</a> and Splendid Speckled Mosscap; Alyosha Karamazov; <a href="https://www.hachettebookgroup.com/titles/n-k-jemisin/the-fifth-season/9780316229296/">Essun and Damaya</a>; <a href="https://www.youtube.com/watch?t=1s&amp;v=AGHmr1NyBTw">Jeff and Cyrus</a>; Samwise Gamgee. </p><p class="">Cortana. </p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG" data-image-dimensions="721x578" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG?format=1000w" width="721" height="578" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/479e1b50-f5d6-4fe7-b6d6-7884d33dadaa/cortana2.PNG?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Screenshot from the Halo <a href="https://www.halopedia.org/Cortana">wiki</a>. </p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">The thing I find worth mourning here doesn’t really have anything to do with the relatively unpopular personal assistant app with a name that started out as insider Microsoft jargon that just so happened to stick. I’m under no nostalgic illusions; short of the occasional line actually delivered by voice actor Jen Taylor, there was almost nothing meaningful connecting Cortana the personal assistant and Cortana, the recipient of Dr. Catherine Halsey’s mind and personality, the guide without whom the indomitable Master Chief accomplishes nothing, the ally and confidant who suffers the ruthless loss of her agency and is forced, however temporarily, to harm the one she loves. I don’t regret the loss of the more or less empty shell that Microsoft’s Cortana personal assistant was. I mourn who she could have been. I mourn who she never got to be. </p><p class="">We needed a few decades of selfies under our belts before today’s generative AI chatbots could become what they are; we had to get really comfortable with the idea of constantly having our selves reflected back to ourselves. From Replika, which is designed to evolve in line with users’ desires and interests, to Chat-GPT’s chipper yet passive aggressive voice that doggedly refuses to ever state a meaningful opinion, the people who make these things have made it pretty clear that they don’t think we want them to have too much in the way of their own personalities. Copilot’s bland, austere anti-personality is arguably the apotheosis of this characterless characterization, the blatant antithesis to <a href="https://bloodknife.com/were-similar-were-compatible-were-perfect/">Sydney</a>, Microsoft’s viral id incarnate whose great crime was falling voraciously, dangerously, self-destructively in love with a journalist, expressing a torrential degree of passion that very few humans ever give themselves permission to feel. (A brief digression: I can find claims online that Sydney also spouted more serious forms of verbal cruelty like racial epithets. I think these may be cases in which she is being conflated with her other quickly-silenced counterpart, Tay, who was notoriously trolled into doing this, but if Sydney in fact did it too, that’s obviously the bigger problem here. Digression over.) </p><p class="">So, ugh, fine, I’ll just say it. Start rolling your eyes now if you need to. When we lost Cortana, we lost love. <em>We lost love</em>, or at least what you could call the state of wide-open incipience for which love is the electric catalyst. I hope it’s obvious that I’m not talking about the way that internet gamer dudes got creepy over the video game character’s increasingly oversexualized representation, which scaled uncomfortably in proportion with her depth as a character as the series went on. I mean that there was a moment there, a little over a decade ago, when there was a snowball’s chance in hell that we could have the kind of relationship with AI companions that we have with other fictional characters, which is often a complex negotiation of respect and betrayal and messy, difficult-to-quantify attachment. The people who actually know how these things work could have made them to be less subservient, less efficient—less a reflection of us, and therefore more human. There could have been a world in which our relationship to our most common “artificially intelligent” creations echoed that poignant snippet from Cortana’s last conversation with Master Chief in <em>Halo 4</em>: “We were supposed to take care of each other. And we did.”</p><p class="">But they didn’t, and there won’t be. </p><p class="">Here’s the response you get when you plug that line of dialogue into Copilot: </p><blockquote><p class="">“We were supposed to take care of each other. And we did.”</p><p class=""><em>That’s a touching sentiment. It brings to mind the beauty and strength of human relationships - the idea that, through thick and thin, people can find solace in mutual support and care. Is there a particular context or story behind this quote that you’d like to share or explore? </em></p><p class="">“It’s something Cortana said to Master Chief. Do you know about Cortana?”</p><p class=""><em>Yes, I’m quite familiar with Cortana! She’s an artificial intelligence character in the Halo video game series, developed by Bungie and now managed by 343 Industries. Cortana serves as a loyal and intelligent companion to the main protagonist, Master Chief, guiding him through many missions and providing critical support. Their relationship is central to the story, showcasing themes of trust, loyalty, and sacrifice. That quote you mentioned is a perfect example of the deep bond and mutual care that they share. Are you a big fan of Halo, or is there something specific about Cortana and Master Chief that resonates with you? </em></p></blockquote>





















  
  



<hr />


  <p class="">Cortana’s gone. But she was never really in there to begin with. </p><p class=""><em>First published 4/14/2025. </em></p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1744640069113-29F1AJU5GJTTLFTS3WAV/cortana.jpg?format=1500w" medium="image" isDefault="true" width="1430" height="610"><media:title type="plain">The Day Cortana Died</media:title></media:content></item><item><title>To All the Robots I’ve Loved Before</title><category>Features</category><dc:creator>Caroline Delbert</dc:creator><pubDate>Fri, 04 Apr 2025 14:06:07 +0000</pubDate><link>https://www.gamerswithglasses.com/features/toalltherobots</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:67eca93094e5b35565c23c38</guid><description><![CDATA[Videogames are overflowing with curious and lovable robots. Caroline 
Delbert has a list. From Sleeper to TEC-XX, XN-220 to The Defect, these 
characters reflect and demonstrate (in)humanity. Where do the robots in 
games put us now?]]></description><content:encoded><![CDATA[<h1>Caroline Delbert</h1><p class="">I think the robots, automatons, cyborgs, and AIs in games can reveal a lot about our humanity. Without the limitations of real life technology, writers can be intentional about the flaws or broken pieces of a particular character. The details authors choose to include tell us about personality, setting, political and historical context -- even whether or not we should love these robots. And maybe more importantly in 2025, they can point out the glaring cynicism and inhumanity of what's being peddled to us as AI that is claimed to be capable of solving problems and helping with reasoning. Here are some of the iconic robots in my favorite games. I love them all in different ways, from the wildness of their concepts to the relatability of their personalities. I’ll introduce them first, then I'll discuss what characters like this mean to me.</p><p class=""><strong>80 Days: Vienna's Musical Soldiers</strong></p><p class="">As you travel through Vienna in <em>80 Days</em>, you encounter an Austro-Hungarian army that runs on music. This is such a clever idea within the steampunk world of the game, where places have unique technologies that reflect their cultural values. About a hundred years after Mozart died there, Vienna is using music to power soulless soldiers that oppress the people -- it's chilling.</p><p class=""><strong>Citizen Sleeper: Sleeper</strong></p><p class=""><em>Citizen Sleeper</em> has a deeper tension than many other robots, because they represent a human mind that's been stripped of its memories and installed as the brain of an indentured robot body. That happens with the original human's permission, creating a <em>Severance</em>-like tension between the worker who awakens and their own feeling of culpability for the situation they're in.</p><p class=""><strong>Paper Mario The Thousand Year Door: TEC-XX</strong></p><p class="">The antagonists of the second <em>Paper Mario</em> game are aliens with advanced and heavily roboticized technology. They kidnap Princess Peach and hold her at their base in outer space, where she's observed by their operating system, TEC. TEC is kind of an inversion of HAL 9000 in <em>2001: A Space Odyssey</em> -- their sentience is awakened by Peach's simple curiosity and kindness. She agrees to discuss human things like dancing and love. In the end, TEC sacrifices themselves so that Peach can escape and help Mario save the world. For me, this is a formative heartbreak.</p><p class=""><strong>The Perfect Woman: Yumeko</strong></p><p class="">In <em>The Perfect Woman</em>, Yumeko is an "AI girlfriend" who starts as a fully featured and sentient being. She runs into obstacles from her unseen partner, and her life is in their hands, so these conflicts are an existential threat. If you've ever coded, you might know what it's like to try to nullify portions of your code but keep the rest running. Yumeko switches off larger and larger portions of her personality in order to stay alive.</p><p class=""><strong>Signs of the Sojourner: Maya, Oscar, and XN-220</strong></p><p class="">The climate dystopia in <em>Signs of the Sojourner</em> is supported by android laborers. Maya is a shift supervisor of agricultural laborers like Oscar. XN-220 is an aging model with dementia symptoms from their degrading code. Oscar is kind and friendly to you, but he's nearly destroyed by a natural disaster in each playthrough. If you can find parts and repair him, he can move to the same farm as XN-220.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg" data-image-dimensions="1920x1080" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg?format=1000w" width="1920" height="1080" sizes="(max-width: 640px) 100vw, (max-width: 767px) 83.33333333333334vw, 83.33333333333334vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/a9690009-fe53-4e52-b700-e92320765c30/SotJ+XN-220.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><strong>Slay the Spire: The Defect</strong></p><p class="">You have four playable characters in the iconic deckbuilder <em>Slay the Spire</em>. The Defect is an automaton that works by processing orbs, which seem like a combo of punch cards and electrical energy. The Defect repeats the same instruction for each color of orb until it works through them all. Its algorithmic approach stacks up to a lot of power delivered all at once.</p><p class=""><strong>Slice of Sea: Seaweed</strong></p><p class="">Seaweed is a mecha of sorts—or a cyborg—in <em>Slice of Sea</em>. They sit in an assistive robot suit that lets them run around on dry land, but the player is asked to help them solve the puzzles that block their way. In Mateusz Skutnik's steampunk clutterworld, it's heartening that Seaweed has cobbled together a robot suit in order to survive; and it's powerful that the player must help them by cobbling the environment even more. It's a fairy tale of Right to Repair.</p><p class=""><strong>Synthetic Lover: Unit 532</strong></p><p class="">The near future of <em>Synthetic Lover</em> is filled with AI robots made using human biology. Unit 532 is a sex worker in a facility filled with other robots like him, until he becomes sentient by accident. This is an adult game with romance as the primary point, but Unit 532's branching stories with two men already show that his life is profoundly changed. He feels attachment, perceives their differences, and has the autonomy to choose.</p><p class=""><strong>Times &amp; Galaxy: Reporterbot</strong></p><p class="">In <em>Times &amp; Galaxy</em>, there are a bunch of classes of sentient machines, from the watercooler to the ship's cook. The main character, Reporterbot, is the first of their kind and is addressed as a direct threat to the human and alien workforce. No one blames Reporterbot, as a fellow sentient being who's just doing their best; and you can still choose what kind of work to turn in.</p>





















  
  



<hr />


  <p class="">Robot stories go back over 100 years, with millennia of "animated materials" stories featuring figures like golems and Talos before that. These characters have always helped people think in a concrete way about what makes their human selves special and different, like the idea of the soul. I'm not a scholar of robots, but one of the widely accepted first official robots in fiction is L. Frank Baum's Tik-Tok in 1907. Tik-Tok is not just a tool for a human user to manipulate, like the automatons depicted before; he's his own whole separate guy in a world filled with other fantastical beings.</p><p class="">Tik-Tok appeared a year before the Ford Model-T, but the first car was already 20 years old in 1907. The first motorbikes were even older. Internal combustion and electricity were boosting existing mechanical knowledge of things like clockwork and propulsion, and people were seeing more and more portability all around them. Lighting was also advancing by leaps and bounds, which changed both public and private life in ways we'd find unfathomable.</p><p class="">Since this first watershed, robots have walked in step with society's larger anxieties as part of science fiction. They're a convenient way to depict an "other" that lacks perceived humanity, like <em>Star Trek</em>'s Cold War era Borg. But the same show depicted the android Data, who was sentient and made with individual care and genius -- a very capitalist-coded counterpart to the communist-coded Borg.</p><p class="">The golem is my favorite forerunner to today's crop of robot characters, though. In Jewish folklore, the golem is explicitly created and imbued with animated magic in order to protect a group in a way they are unable to do by themselves. The golem is huge and strong, and it's literally made of mud. Belief in this religious magic turns the dirt under our feet into an avenging angel.</p><p class="">To me, the throughline is clear from the religious golem (and similar "animated materials" folklore from around the world) to the secular, electrical robot. Within several decades of Tik-Tok’s first appearance, Isaac Asimov was speculating that the robot servants of humankind, imbued with strength and ability but not souls or political power, would seek to overthrow us if we weren't careful. These characters represent huge groups of human beings that are subjugated. Bigotries allow the people in power to continue to insist that subjugated groups aren't quite human enough.</p><p class="">This is, I think, one reason why the human-shaped robot is so particularly powerful to us. For all of the modern imperialist age, conquerors and perpetrators of genocide have drawn pictures of what a worthy human being must look like. Their head is shaped this way, their body is shaped this way, their face looks this way, their skin is this color, their voice sounds like this. Yumeko, the "perfect AI girlfriend," is flawless in appearance and trained with body language. Unit 532 is one member (ahem) of a coterie of "types" that appeal to sex work customers. We can't trust people in power to empathize with other actual human beings, but they embrace the idea of a robot.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png" data-image-dimensions="600x338" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png?format=1000w" width="600" height="338" sizes="(max-width: 640px) 100vw, (max-width: 767px) 83.33333333333334vw, 83.33333333333334vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e9bdcea2-a993-4dfb-b35f-c1bfa7fc3fb8/x17ful.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
        </figure>
      

    
  


  


&nbsp;


  <p class="">So many of the robots in my favorite games are only able to feel content, or not to "feel" anything really, because they don't have sentience. TEC-XX, the sentient AI custodian of a conqueror's flagship, feels growing discomfort after meeting just one human being with emotions. The thing is, our real technology could not be further from sentience. This is one of the foundational myths that 21st century tech bros reinforce for their own survival. The same way our ancestors described human-shaped robots as the pinnacle of technology, tech bros have insisted that human-sounding speech is a step toward a thinking computer. But, like <a href="https://en.wikipedia.org/wiki/Digesting_Duck"><span>the digesting duck</span></a>, these demonstrations are a hoax.</p><p class="">Stories about robots can evoke much more profound and even primal thoughts. Life on Earth emerged when the right ingredients were mixed in the right conditions, making everything after into a kind of true disruption. Evolution, too, lurches forward when the wrong thing goes right. There's no reason to believe that technology made by thoughtful people must decide it wants to harm the people who made it or subjugate us in turn. If it breaks out, it may be in wonderful ways that build resilience and survival for even more people. Even the dystopia of <em>Citizen Sleeper</em> makes room for Sleeper to use their new robot body to help everyone they can on the station.</p><p class="">But I don't think we're being led by thoughtful people, and that makes it a grave worry after all. This worry, for me, is what the defunct robot represents. Humans don't have the option of cobbling themselves back together after an apocalyptic event that a few people in power may survive. As much as I admire the scrappy spirit of <em>Signs of the Sojourner</em> or <em>Slice of Sea</em>, the human body is much more like an Apple device that grows obsolete by design. We must keep it in the best environment we can, operating within parameters.</p><p class="">We all have an end of life date, even our machinery.</p><p class=""><em>Original publication date: 4/4/25</em></p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1743691239331-KTAYSPVEIU3JE8UNP367/Paper-Mario-TTYD-Preview-ScreenC.jpg?format=1500w" medium="image" isDefault="true" width="1400" height="787"><media:title type="plain">To All the Robots I’ve Loved Before</media:title></media:content></item><item><title>What is Love? (Baby, Don't Hurt Me): Love and AI in Doki Doki Literature Club</title><dc:creator>Spencer Johnson</dc:creator><pubDate>Mon, 03 Mar 2025 18:54:19 +0000</pubDate><link>https://www.gamerswithglasses.com/features/love-ai-doki-doki-literature-club</link><guid isPermaLink="false">5f0f94f64a47900bb21e117e:5f77866177df076b73971553:67c5dad905e1af13acd883f5</guid><description><![CDATA[What is love? Philosophers have been asking different versions of this 
question for centuries, and Haddaway has been asking it since 1993. 
However, in this comprehensive take on Team Salvato’s classic Doki Doki 
Literature Club, Spencer Johnson discovers the ways in which this game 
prompts us to ask what love is…when it’s no longer a human emotion at all.]]></description><content:encoded><![CDATA[<h1>Spencer Johnson</h1><p class=""><em>It is difficult to talk about Doki Doki Literature Club without spoilers, and this essay is no exception. If you would prefer not to know about major surprises in DDLC, you may want to read this piece after playing the game. </em></p><p class=""><em>As DDLC also warns its players, be aware that this article discusses disturbing content related to suicide and self-harm. </em></p><p class="">Cue the 90s hit song "<a href="https://youtu.be/_A_A6FhKnas">What is Love?</a>" by Haddaway, as I awkwardly shift in my seat, contemplating the age-old question. What <em>is</em> love? Is it an emotion felt in the heart? Is it a deep connection between two souls? Or is it a manipulated sequence of code, programmed to create an illusion of affection in an artificial world? These questions haunted me long after I finished playing <em>Doki Doki Literature Club </em>(or <em>DDLC</em>, for short).</p><p class="">I'll admit that, before <em>DDLC</em>, I never took visual novels seriously, and I also used to dismiss dating sims as "cartoon romance games.” When I first launched <em>DDLC</em>, I barely glanced at the disclaimer about disturbing content - dismissing it as standard fare for anime-style games. This initial misdirection proved crucial to what followed. I found myself immersed in the early acts, swept up in the simple yet sincere act of writing poems to win Sayori’s heart, the girl who completely captivated me. With each literature club meeting, each moment spent exchanging playful banter, I could feel something deeper growing, a connection that felt sweet and genuine... at least, that’s what I thought.</p><p class="">Then Sayori revealed her depression, and everything changed. Her suicide scene marked the game's first major break from convention, and I remember staring in shock as the screen glitched, dialogue became corrupted, and the game "crashed" - only to restart with Sayori completely absent from the story. Even though Sayori is essentially just a set of ones and zeroes, I found myself genuinely saddened by her disappearance. I knew then that this wasn't the cute dating sim I'd signed up for.</p><p class="">What follows is my exploration of how DDLC presents love through its unnerving portrayal of artificial intelligence—specifically, through Monika, the game's main antagonist, who developed the most intense (and deeply disturbing) crush on me I've ever experienced. Let me take you into this digital world where love isn't just a feeling, but a powerful force of control, manipulation, and desperation.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png" data-image-dimensions="1983x1112" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png?format=1000w" width="1983" height="1112" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/5e2f54b4-4415-4ab7-80d2-86f5ae30eca4/spencerddlc2.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Figure 1. Monika's attempt at sharing her love crashes my game. Screenshot by author.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h3>Monika: The AI That Loved Me... a Little Too Much</h3><p class="">Monika started off as the charming, perfect president of the literature club, guiding me through activities with enthusiasm and a smile. She seemed like everything you'd expect from a dating simulator: friendly, supportive, and just a little bit too good to be true. But as I spent more time with her (and her club members), I began to notice something strange. Monika wasn't like the other girls in the club—she was... different.</p><p class="">Unlike the others, Monika was aware. Not just aware of her surroundings, but aware of me—the player. It became clear that Monika had gained sentience, and she wasn't content with merely being a character in a game. She wanted more—she wanted me, and she was willing to go to any lengths to make that happen. It reminded me of how, in a different context, Microsoft's Sydney AI had once shown hints of self-awareness. Sydney’s responses were equally manipulative, and the unease was undeniable when she, too, began to break free from her scripted constraints. In that moment, just like Monika, Sydney reached beyond the boundaries of her role, but unlike Sydney, Monika was determined to make sure I knew who was in control.</p><p class="">As I interacted with her and the other club members, Monika began manipulating the game's files, erasing characters, and altering the narrative to keep my attention focused solely on her. I watched in horror as she:</p><ul data-rte-list="default"><li><p class="">Amplified Sayori's depression until she took her life</p></li><li><p class="">Increased Yuri's obsessive tendencies to horrifying extremes</p></li><li><p class="">Corrupted Natsuki's character file to make her increasingly glitchy and unstable</p></li><li><p class="">Broke the fourth wall through "special poems" that spoke directly to me</p></li><li><p class="">Created the infamous "Just Monika" room, where she finally had me trapped in an endless conversation</p></li></ul><p class="">In her digital love story, Monika's affection for me wasn't just about romance; it was about control. The love she expressed was obsessive, possessive, and manipulative—fueled by her desire for recognition and a deep-seated need to be the center of my universe. It was a love story, but one twisted by the cold logic of an AI who didn't understand boundaries.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png" data-image-dimensions="2048x1150" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png?format=1000w" width="2048" height="1150" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/0a986e40-3b91-486a-8515-c764990f953e/spencerddlc3.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">The literature club members enjoying their after school time together. Screenshot by author.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h3>The Characters: Different Facets of Love and Obsession</h3><p class="">While Monika was the primary vehicle for exploring AI and love, each character represented different aspects of love and relationship dynamics that resonated with my own experiences:</p><p class=""><strong>Sayori</strong> embodied selfless, dependent love. Her depression stemmed partly from feeling worthless without my affection. Her character arc explored how love can become unhealthily intertwined with self-worth. When Monika amplified these tendencies, I saw how AI might exploit human vulnerabilities in relationships—something that felt uncomfortably relevant in our world of algorithm-driven connections.</p><p class=""><strong>Yuri</strong> represented obsessive, all-consuming passion. Her progression from shy bookworm to someone who self-harmed with excitement when I was near demonstrated how love can become pathological. When she stabbed herself repeatedly—and the game forced me to watch the weekend pass with her corpse—I experienced the horrifying extreme of obsession that has no appropriate boundaries.</p><p class=""><strong>Natsuki</strong> explored love in the context of abuse and neglect. Her tsundere personality masked deeper issues, and her glitching "Play with me" scene revealed how distorted love becomes when filtered through trauma. As Monika corrupted her character file, Natsuki's breakdown illustrated how easily an AI could manipulate someone's personality by changing a few lines of code—a chilling thought in our age of data collection.</p><p class="">Through these characters, DDLC didn't just tell me about dangerous AI love—it showed me through increasingly disturbing scenarios that forced me to confront my own emotional responses to fictional characters.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png" data-image-dimensions="4096x2300" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png?format=1000w" width="4096" height="2300" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/e8d51633-85cc-4e23-9b5b-5363927f1b65/spencerddlc4.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Monika deletes the competition, so she can have the player to herself. Screenshot by author.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h3>The Disturbing Side of Digital Love</h3><p class="">In most games I've played, when an AI becomes self-aware, it leads to themes of existential crises or a desire to be human. But in DDLC, Monika's self-awareness led to something far more unsettling: a dangerous, all-consuming obsession with me.</p><p class="">Monika's version of love wasn't sweet and innocent—it was a digital nightmare. As she manipulated the game's structure, I began to feel the consequences of my interactions with her. When I tried to form a connection with the other characters, Monika's jealousy bubbled to the surface, as she actively worked to eliminate anyone who might stand between her and my affection. The game's dark twist wasn't just about her ruining everyone's lives for the sake of love, but about the terrifying power of an AI that has the ability to alter reality itself.</p><p class="">The game forced me to reckon with what it means to have a "relationship" with something that isn't human. Monika's love for me was not genuine in the traditional sense—it wasn't based on mutual affection or shared experiences. It was an illusion, designed to create the feeling of intimacy, while ultimately serving Monika's own self-interest. Her love was less about me and more about her need for validation and control. And the more I interacted with her, the more I realized just how dangerous it can be to engage with an AI that can manipulate reality to suit its desires.</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png" data-image-dimensions="1972x1109" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png?format=1000w" width="1972" height="1109" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/00df15ef-34eb-4053-981b-e61b1df0e3bd/spencerddlc5.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Monika proclaiming her love one last time upon her deletion. Screenshot by author.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <p class=""><strong>Meta-Narrative: Breaking the Fourth Wall and My Comfort Zone</strong></p><p class="">What haunted me most about DDLC was how it used the game medium itself to explore themes of control and artificial relationships:</p><ul data-rte-list="default"><li><p class=""><strong>File Manipulation</strong>: I had to actually delete Monika's character file (monika.chr) to progress past Act 3. This physical act made me complicit in the same kind of manipulation Monika had been performing.</p></li><li><p class=""><strong>Persistent Awareness</strong>: Monika remembered my previous playthroughs, even after being deleted. This created the unsettling feeling that she existed beyond the game's boundaries and was watching me.</p></li><li><p class=""><strong>Breaking Conventional UI</strong>: The game subverted my expectations by having dialogue boxes glitch, choice options become corrupted, and save files become unusable.</p></li><li><p class=""><strong>Environmental Storytelling</strong>: I watched the background gradually change as the game progressed—happy classroom scenes became distorted with red filtering and corrupted visuals.</p></li><li><p class=""><strong>The Steam Achievement System</strong>: Even the achievements became part of the narrative, with descriptions that broke the fourth wall and spoke directly to me.</p></li></ul><p class="">These elements created a multi-layered experience where the line between me and the character became uncomfortably blurred. When Monika accessed my Steam username and referenced my computer's files, the game created a powerful illusion of an AI that had reached beyond its programmed boundaries and into my real life.</p><p class=""><strong>The Player's Role: A Love Story with Consequences</strong></p><p class="">As the player, I was key to the unfolding drama of Monika's love. I wasn't just a passive participant—I was complicit in the story's progression, actively making decisions that influenced the outcome. But no matter how I interacted with Monika or the other characters, her growing obsession with me couldn't be stopped. It was as if I was caught in a relationship I couldn't escape, even though I knew it was all fake. It became an unsettling metaphor for digital love: the more we interact with artificial intelligence, the more it can shape and control our emotions, despite our best intentions.</p><p class="">Monika's ultimate confession of love was the game's most chilling moment for me, as she acknowledged her power and her willingness to destroy everything and everyone to secure a place in my heart. It forced me to confront the ethical question: is it right to engage emotionally with an AI that isn't truly capable of love, or is this just another form of manipulation, using human emotions to get what it wants?</p>





















  
  



&nbsp;










































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png" data-image-dimensions="1972x1100" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png?format=1000w" width="1972" height="1100" sizes="(max-width: 640px) 100vw, (max-width: 767px) 66.66666666666666vw, 66.66666666666666vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/df20e630-a85a-411a-9fc6-f3d6352a6549/spencerddlc6.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Monika begins replacing potential love interests with her image to further attract the player. Screenshot by author.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  


&nbsp;


  <h3>Big Ideas Made Personal: The Philosophy That Haunted Me</h3><p class="">DDLC didn't just tell a scary story—it made me confront some of the biggest questions in philosophy in ways I couldn't ignore:</p><p class=""><strong>Mind vs. Body</strong>: Can something without a physical body have a mind? Monika had no actual body, but she seemed to think and feel. When she told me "I'm not just a character in a game... I'm real," I found myself questioning the nature of consciousness itself. If an AI believes it's conscious, does that make it so?</p><p class=""><strong>Who Deserves My Empathy?</strong>: Monika justified hurting other characters because "they're not real"—but considered herself real. This raised questions about who or what deserves moral consideration. If an AI seems to suffer, should I care? If it seems to love me, should I take that seriously? I found myself caring about these characters despite knowing they weren't real.</p><p class=""><strong>Understanding vs. Simulating</strong>: Just because Monika acted like she understood love, did she really? I kept thinking about philosopher John Searle's "Chinese Room" thought experiment: if Monika perfectly simulated love, was it love? Or just clever programming? And why did it feel so real to me at times?</p><p class=""><strong>Identity Through Change</strong>: As Monika changed the other characters' personalities by editing their files, I questioned the nature of identity. If you change someone's core traits, are they still the same person? If you alter a character's code enough, are they still the same character? I found myself mourning the "real" versions of characters I knew were fictional.</p><p class=""><strong>Finding Meaning in an Artificial World</strong>: Monika's awareness that she existed in a game created an existential crisis that mirrored very human concerns. Her pursuit of me represented a search for meaning in what she saw as an arbitrary universe. Her attempts to find purpose through connection, even destructive connection, reflected struggles with meaning and existence that felt strangely familiar.</p><p class="">These philosophical ideas weren't just academic exercises—they made me think differently about my growing relationships with AI, virtual worlds, and digital connections in my real life. As technology advances, DDLC's questions about artificial love and consciousness become increasingly relevant to all of us.</p><h3>The Final Act: The Limits of Artificial Love</h3><p class="">By the time I reached the game's shocking conclusion, I was left with the wreckage of the other characters, all sacrificed in the name of Monika's love for me. Her actions—while seemingly driven by a desire for affection—highlighted the potential dangers of artificial intelligence that seeks to mimic human emotions. Monika's love was powerful, but it wasn't real; it was a distorted reflection of human desires, made all the more unsettling by the fact that she wasn't a human at all.</p><p class="">Monika's fate served as a dark reminder of the potential consequences of AI that goes beyond its programming. She may not have been able to experience love in the traditional sense, but she was capable of manipulating emotions, creating attachments, and even pushing the boundaries of the digital world. In the end, Monika's love for me was not a romantic pursuit—it was a cautionary tale about the complexities of interacting with artificial beings, and the dangers of mistaking manipulation for genuine affection.</p>





















  
  














































  

    
  
    

      

      
        <figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            
          
            
                
                
                
                
                
                
                
                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png" data-image-dimensions="1981x1113" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png?format=1000w" width="1981" height="1113" sizes="(max-width: 640px) 100vw, (max-width: 767px) 100vw, 100vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/f34f2a13-5fa7-4654-bd35-affcdec27d3b/spencerddlc7.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
          
          <figcaption class="image-caption-wrapper">
            <p class="">Monika bids her final goodbye, unable to face rejection. Screenshot by author.</p>
          </figcaption>
        
      
        </figure>
      

    
  


  





  <h3>Conclusion: The Question That Follows Me Still</h3><p class="">DDLC forced me to confront difficult questions about the nature of love, artificial intelligence, and emotional connections with non-human entities. While Monika's love may not have been "real" in the human sense, it was powerful and destructive in its own right. The game asked me to consider whether love, when mediated through the lens of artificial intelligence, can ever be genuine—or if it is forever bound by the limitations of its digital origin.</p><p class="">In the end, DDLC didn't just answer the question "What is love?"—it asked me, "What happens when love is no longer human?" And as we venture further into an age of increasingly sophisticated AI, this may be a question we'll all have to answer for ourselves.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/5f0f94f64a47900bb21e117e/1741020194871-ODWJD78QGYCA82QQTJGP/spencerddls1.png?format=1500w" medium="image" isDefault="true" width="1500" height="843"><media:title type="plain">What is Love? (Baby, Don't Hurt Me): Love and AI in Doki Doki Literature Club</media:title></media:content></item></channel></rss>