#Madhog thy Master
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AMAZING video review of Goodbye Volcano High told while playing the first hour of the game.
Highly recommended!!
#goodbye volcano high#madhog thy master#video game review#youtube review#review#indie games#video games#lgbtq#non binary#transgender#Youtube
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MADPlay: "Angels of Death" [Session 6]
Witness and be enraged at the most idiotic moment in gaming history and then mellow down as the rest of this soul-crushing experience unfolds. --- SUPPORT MADHOG ON PATREON: http://www.patreon.com/Madhog TUMBLR: http://www.teamyume.tumblr.com FACEBOOK: https://www.facebook.com/adrian.madhog TWITTER: https://twitter.com/AdrianoBordoni1 WEBSITE: http://www.paradiseandfaries.com
#Madhog thy Master#angels of death#MADPlay#rpg maker#horror#romance#zack#rachel gardner#the witch's house#ib#mad father
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The Familiar Yet Unfamiliar Horror of The Milk Games
CONTENT WARNING: Mental Illness, Trauma
This is Milk Inside a Bag of Milk Inside a Bag Milk... and its sequel, Milk Outside a Bag of Milk Outside a Bag of Milk... and the sound of an electrical short-circuit you're hearing right now is my anxiety sensors flaring off uncontrollably.
The Milk visual novels, as I would like to call them, are an unnerving, unsafe, decisively un-fun journey into the mind of a broken individual as she navigates an altered reality filtered through the disfiguring lenses of her mental illness, low-functioning neurodivergence and trauma. This isn't as much an allegoric representation of her deeply rooted issues as it is an abrasively surreal piece that aims to subject the player to the world as she perceives it, as her mind mutilates it, making every waking moment of her life overflow with existential dread. Milk accomplishes such devious goal thanks to its unique framework: the player is a voice in her head trying to help her buy a bottle of milk; a task made oppressively difficult by her fundamental inability to function within the "standards of society", at the very bare minimum. The first game assaults you with a barrage of fastidious, disorientating, senses overloading colours, sounds and shapes. The girl copes with it by "pretending to be the protagonist of a visual novel." She is the "milk" inside the bag of her multi-layered, anxious brain.
The second game forces the "milk" out of the bag, once she's home from the grocery shop, and becomes a disturbing therapy session: a nightmarish and morose stream of consciousness fueled by insomnia and very dark thoughts inside darker thoughts inside darker thoughts... It's a visual and verbose trip with recognizable artistic influences (somewhere between Satoshi Kon and Hideaki Anno) that does not relent and does not apologize for it, with its sharp black/red monochromes and suffocating aesthetics, with its dreams within dreams.
Milk Girl is trapped in her own head just as much as she is trapped in a reality that offers no support to her. She has to develop habits and coping mechanisms just to survive the day-by-day Kafkian horror of living. Do not take my word as an authority on the matter but I do believe these games come as close as it gets to properly capture what it's like to grow up as a neurodivergent child, along with the potential scars picked up along the way. As an autistic person, I find myself sucked into this vortex of unease, fear and dread that feels all too familiar yet unfamiliar. Existing in this perpetually fluctuating state of mind between feeling like a burden and hating the world for not conforming to you. However, make no mistake, Milk Girl is not your "puzzle to solve" as the purposeful ambiguity of the narrative framing demonstrates. Understanding "what's wrong with her" is not the goal here. The goal is Empathy.
The Milk visual novels are strongly, viscerally about Empathy. They are about connecting with people you don't understand, people who have suffered for faults not of their own and have been alienated as a result. People that deserve love and to be loved just as much as you do. People that need help but don't deserve pity or disdain for it. People like you but not like you, different yet the same. They (us) are human beings regardless if they are "relatable" or not.
In conclusion: these games are a deeply unpleasant experience and more so powerful as a result, the art direction is impeccably strangling and Milk Girl is an iconic character. Play them at your own discretion - especially if you are neurotypical. This was emotionally draining to write.
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A/N:
I have had these thoughts on the series typed down since the beginning of 2023. In truth, most if not everything I put in the form of an article starts life as sporadic observations over on my Twitter account. Hence why I keep linking my threads on Tumblr, as well. Anyway, you can follow me there and on YouTube, of course.
The Milk games were developed by Nikita Kryukov. They are available on Steam and Nintendo Switch.
Have a happy new year, or else!
#madhog thy master#milk inside a bag of milk#milk outside a bag of milk#neurodivergent#autism#trauma#mental illness#visual novel#steam#nintendo switch#isolation#got milk?#milk#twitter#youtube#review#satoshi kon#hideaki anno
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Brain Bubble: Pokémon TF
I have a genuine question: how large is the intersection between Pokémon Mystery Dungeon and the Furry/Therian/Queer/Trans communities? How many people were awoken by this quirky spin-off series?
Correct me if I'm wrong but I do believe the conceit for every title is the same: a human gets transformed into a different manner of creature (based on a personality test, no less) and they find themselves instantly comfortable and happy with the change, sparing no thought for their old life. Given how the culture and language have shifted since the first release in 2005, how queer spaces have become more consolidated online as well as queer media analysis, and how there is a seemingly infinite number of LGBT+ furries who are inevitably Pokémon fans, this fantasy hits differently. I'm just saying, there is an essay waiting to happen here and I am NOT going to be the one to write it.
So, what do you think of the Pokémon TF game?
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#madhog thy master#random thought tuesday#furry#therian#pokemon mystery dungeon#pokemon#mystery dungeon#if you're reading this you don't need me to explain what TF means#otherkin#lgbt+#queer#queer analysis
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I Must Protect That Smile
"I shall start by mildly praising this game for dispensing with empty preambles: you will most likely already know what it's going to be about and it doesn't try to insult your intelligence by pretending to be something else."
Read it here.
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Master Recs: Webcomics (Vol. 1)
I enjoy webcomics. I like being exposed to accessible art, to witness the evolution of artists and storytellers who bring their individual viewpoints to the table, expressing themselves through the medium of free comic books! I spend an inordinate amount of leisure time perusing the old sequential literature. As a result, I follow a ton of people that would give it to me. Now, I wish to recommend a few of these works from my constantly expanding list. I shall begin with a small taster of five, currently ongoing projects to wet your appetite. Let us go.
Preeny Has to Repeat 6th Grade by Jasmine Coté
Preeny is a brush-tailed kitty, fluffy both in appearance and personality, and she might just be the Chosen One to save the world from Darkness – as it is often the case. This comic vaunts a peculiar shtick: the setting is populated by adoptable furry OCs the artist has bought from DeviantArt kids, effectively creating a Kingdom Hearts style fictional universe for the Mid-2000's Sparkledog subculture. This works both as a unique selling point and as a clever metatextual conceit that informs the themes of the story, which is an earnest celebration of creativity, childhood and self-expression, untainted by the cynicism of "You Posted Cringe." It's funny, cute, sincere and it hits you right in the feelings.
HELLO FROM HALO HEAD by Batshaped
The author describes it as "An exploration of the multitudes a person experiences as a response to trauma. Also cartoon animal adventures. I promise it's mostly funny. it's a trauma comedy! a TRAUMEDY!!!!" Indeed, I would say it's an apt summary. The strip began life as a series of Animal Crossing fan comics which would eventually spin into a darkly humorous, twisted yet oddly wholesome deconstruction of kinks and emotional repression. Soon enough, it was rebooted and morphed into the understated, original masterpiece that it is today. Every page oozes with ethereal colours, a delicate yet decisive trait and subtle foreshadowing as a yet unclear narrative starts taking shape behind the surface of "cartoon animal adventures." A rewarding read for those who enjoy to obsess over every detail and pick apart allegories. It's the Thinking Man's TRAUMEDY, if you will.
Haus of Decline: Gay Comics by Haus of Decline
Sometimes, all you need to create a widely appealing classic is a good set-up, a punchline and impeccable comedic timing, all of which encapsulated into the confines of a traditional 4-panel strip. Actually, now that I have typed it, that is one of the most difficult crafts to master. Haus of Decline is a ubiquitous work that has managed to achieve the coveted "Meme Status", swimming in the immediate periphery of your Internet experience. You might be aware of it thanks to that one Steven Universe joke that stands tall as the most succinct and accurate parody of that show. As of right now, I am yet to encounter a single strip that isn't a comedic slam dunk or at least chuckle worthy. If you enjoy a spoonful of irreverent, queer, scatological, sometimes personal humour in your breakfast bowl than this is the cereal box for you!
Molly's Future Mishaps by Peyton Partyhorn
It's the year 2000, the Earth has blown up. Right before that, humans managed to send a rocket full of sea slugs to Europa, one of Jupiter's satellites. It is now the year 3000 on Europa. Molly the slug meets Jo, a sea bunny time traveller from the year 4000. After a soda-related debacle, they both wind up at the end of Time itself. The titular mishaps ensue. Molly's Future Mishaps presents an overly complex amalgamation of premises, each more outlandish than the last, that lays the foundation for what is, in essence, a straightforward character-driven piece. It explores a group of people attempting to finagle their way across Life, their feelings, anxieties, societal pressure, self-worth, many "What If's" and "What Could Have Been's", with timey wimey shenanigans serving as the backdrop for their reasonably scoped adventures. Their personal and interpersonal journeys keep the bizarre, somewhat nonsensical nature of the Universe grounded in a familiar space - in a manner not too dissimilar to that of a Douglas Adams' novel. In truth, the initial run of the comic mostly focuses on comedic high jinks, which tend to be hit or miss, but the writing improves dramatically when it starts exploring the characters' psychology and emotional hang ups. For me, personally, the turning point was the (inevitable) Time Loop arc, which I enjoyed for reasons that will become obvious if you know about my feelings for In Stars and Time. In short: this comic has a high-stakes Absurdist/Existential Sci-Fi premise that belies a refreshingly "Down-to-Europa" story about a bunch of 20-something cartoon slugs. It's relatable!
Dolmistaska by AngusBurgers
In many ways, this one defies description. You should just go read it. Seriously, go read it! It's great! Exceptionally well-drawn too! It looks like an underground Punk comic from thirty years ago. It lures you in with the understated intrigue of its unclear premise, its oppressing atmosphere, environmental storytelling, savvy use of lighting and shading, before dropping everything on you all at once. The protagonist is a non-binary cat person with gremlin energy and a knack for vehicle-related heists. Read it. You'll thank me later.
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That would be all for now. There might be more webcomic recommendations in the future, whenever inspiration shall strike - or I get in a writing mood. Thanks for reading... and happy further reading!
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[VOLUME 2] [VOLUME 3]
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#madhog thy master#webcomics#comics#molly's future mishaps#hello from halo head#haus of decline#queer#furry#comedy#trauma#dolmistaska#punk#preeny has to repeat 6th grade#sparkledog#kingdom hearts#webcomic day#master recs#recommendation#LGBTQ+#Queer#steven universe#queer comics#gay#batshaped#peyton partyhorn#deviantart#tumblr#review#allegory
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This is Not a Review of In Stars and Time
Let us set the stage.
An entity known as The King has cast a horrible curse upon the land, freezing people in time. It's up to the Chosen One and her friends to save the day. After a long journey, the party arrives at the final town right before the final battle with the final boss. He awaits the heroes at the final castle which was once the house of worship to Change Themselves.
You, the player, are the second to last party member (who joined right before the cute mascot character) and you find yourself "blessed" with the symbolically relevant ability to loop in time - which you discovered after being suddenly crushed to death by a big rock with a sense for dramatic irony. Now, admittedly, the prospect of dealing with Groundhog Day related shenanigans might seem daunting, at first. Dare I say, it might even be emotionally and psychologically taxing, in the long run. However, do not panic! A volunteering social worker has already been sent to "assist" you with your predicament. You can trust them completely.
Now that we have dispensed with the formalities, let's get down to business to defeat The King. Use your newfound powers to help your friends navigate the castle, climb the floors, overcome the obstacles. Be ready to repeat all that several more times. You know the drill. Perhaps, if you do everything right, your buff boyfriend will finally confess his feelings to you.
Wouldn't that be swell?
Wouldn't it?
It would be nice.
It sure would.
...
There will be no additional plot synopsis, at this time.
As I type these few words of appetizing anticipation, I find myself in a predicament of my own: I played In Stars and Time and now I have to talk about it. I have many emotions swirling, dancing incoherently within the very fabric of my being. Feelings that I must convey to you before The Moment passes, you see. I'm not sure I can, though. I'm not sure I can steel my trembling hands for long enough to wax poetically about this being, without hyperbole, one of the best games I played in the past decade. A masterpiece with many juicy layers waiting to be peeled back, one by one. I don't have the energy to write the monstrous essay it deserves for all I want to do is sit in a corner and weep quietly for a few hours, trying to process it all. I'm sad not because it's over but because I can't experience it for the first time ever again. Which is an ironic statement considering the nature of this game, I realize. Allow me to try this again.
Let us set the stage.
In Stars and Time is is a cleverly designed title. The time loop structure works both as a gameplay and thematic device, a means to (purposefully) emphasize the monotonous nature of the RPG grind in relation to the protagonist's deteriorating state, cycle after cycle, play after play. You have your classic meta-textual musings about video games as well as a legitimately gripping tale filled with many twists and turns, good use of symbolism, salient points to make about Trauma and its effect on one's memory, the Fear of Change versus the necessity of it, and Depression. It all comes together by the end in a subjectively satisfying manner and...
...
And...
...
...I have to stop myself.
I'm reducing this deeply personal experience to a mere "review" and that's not what I'm here to do.
I don't know what I'm here to do.
Frankly, there are themes in this game I am not equipped to discuss, such as its intensely felt (and horrifyingly topical) commentary about Diaspora, the shared trauma of cultural displacement, a people fading away from memory like stars in the sky. That kind of analysis would be too much for a simple "review." if this were to be one, I would praise the game for being the best possible version of itself, the best version of a Time Loop story. One that perfectly applies the narrative tropes of the genre to its gameplay, plot, all that jazz. I would also state that it didn't reinvent the wheel of "Indie Gaming" and I could feel inclined to make obligatory comparisons to That One Game because that's the unfair standard by which everything MUST abide! No, I shall not do that. I need to rethink my approach. I am going to take a small break. In the meantime, please enjoy these unrelated GIF files of Christopher Lloyd from Toonstruck that I have lying around on the floor.
I had dinner with the family. It was a small, daily reminder that I am loved unconditionally. That I deserve it. Something that is immensely easy to forget. The meal was tastier than usual.
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Back to it.
This is the brutally simple truth of the matter: there is a lot to love about In Stars and Time, with its writing, design choices, characters, nuances, big feelings. It has the potential to be a massive crowd pleaser and it would be well-deserved. It's got explicitly gay lore, as well! In case I didn't make it abundantly clear, this game is 100% queer. Every aspect of it, from the characters and the world they inhabit to the culture and its history, is built from the ground up as a queer utopia. You might recall, all the way to the first paragraph of this long-winded, amorphous ramble, I mentioned something about Change with a capital C. That is because the very concept of Change has been deified, becoming the base of a whole religion: an extremely inclusive, open-minded, progressive community that celebrates life in all its multi-faceted forms. A significant portion of its foundation is the magical technique of "Body Craft" which allows the user to literally transform their physical appearance into their preferred shape, one that better reflects who they are. Children are given many names, both male and female, for the purpose of facilitating their own change, should it occur. Literal and figurative transience lies at the heart of this belief system, meaning that about half the population is trans/non-binary, and queerness is normalcy. As a side note, I want to live in this world. Change is viewed as positive, in other words. In light of that, the arrival of a hostile entity with the power to simply stop all of existence from ever progressing by freezing everyone in place might seem like an easy metaphor to read. I assure you, the game is eager for you to make that assumption.
As I mentioned earlier, this story tackles Depression and it doesn't pull its punches when it comes to portray the more "inconvenient" aspects of living with crippling self-esteem issues. That's when the game became a masterpiece to me. I resonated with Siffrin (He/They), the protagonist. That's you!
Their struggle to navigate the constant torment of the loop is paralleled with their increasing mental and emotional instability. Intrusive thoughts overpowering their head, saying he will never be loved, that he's toxic and manipulative. There's the all too familiar frustration of not being understood by others despite not having tried to explain how you really feel to them, trapped as you are in your own head. Big issues are equated to "small" issues. I relate with most of this. Through the Time Loop allegory, In Stars and Time captures the Kafkian Horror of existing as a neurodivergent person who gets in the way of their own happiness. It's isolating, drives a barrier between your loved ones, makes you lose touch with reality. Sometimes you have good days, sometimes you have bad days. Everything eventually blends together in a sickening routine until you either drown or you start swimming furiously.
Then the cycle repeats.
It's too much.
You cannot do it alone.
You are not alone.
Let them in.
Let yourself be loved.
That is, in essence, the reason why I think so highly of this title. I related with the story and characters. Yes, it all comes down to the most obvious thesis statement in the universe. Yes, I probably didn't need to write so much about it but, regardless, I'm glad I did. I poured my feelings towards an Object D'Art onto figurative paper as I was processing them, doing away with any pseudo-intellectual vernacular in order to get to the soul of the matter. I expressed my emotions and I feel better for having done so. Now, I can move on. All that is left to do is to recommend the game.
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Go play In Stars and Time, I recommend it. It's good.
...
That's about it.
...
You're still here.
...
......
..............
Go away, stupid!
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A/N:
Thank you for reading this rather personal piece. The article was extrapolated from a thread I wrote down on the subject. You can read that here. I also typed about the official prologue to the game, Start Again, which you can view here.
As a reminder, I have a YouTube channel.
In Stars and Time was developed by Adrienne Bazir. Follow them on Twitter, Tumblr and Itch.io.
Tell the people in your life how much they mean to you, and have a good day.
#Madhog thy Master#in stars and time#rpg#time loop#groundhog day#steam#nintendo switch#ps4#ps5#itch.io#depression#lgbtq+#trans#non-binary protagonist#nb#queer#trauma#diaspora#not a review#gaming#indie game#goty#undertale#neurodivergent
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Brain Bubble: I Need to Seriously Gush About Unicorn Wars
I need to seriously gush about Unicorn Wars, from the makers of the extremely memorable Psiconautas, Los Niños Olvidados. It is NOTHING like the advertisement implied it to be. It's a complete subversion and I am positively reeling. This is how I feel right now!
Imagine a commentary on how the army traumatizes children into becoming killers, a la Full Metal Jacket, plus the use of religious fervor as a propaganda tool that fetishizes war as holy and righteous. Now, imagine if all that turned into 2018's Annihilation.
Are you picturing it? Okay, good.
Unicorn Wars has SOMETHING to say about the military-industrial complex, fascism and myth-making (it's not subtle about it) but it is also the somewhat intimate journey of a mind twisted by resentment and trauma, using aggressive Psychedelia as its backdrop. However, what it is ULTIMATELY about is so unbelievably heavy handed yet gloriously high concept that I cannot help but applaud. I clap and holler at the sheer audacity of this violent Carebears cartoon going as hard as humanly possible with its parting message. Having watched Psiconautas back in the day, I came into this with certain expectations. I expected gorgeous animation and grody brutality. I expected a juxtaposition between cute, cuddly characters and gory death, a depressing tone all throughout.
It certainly was all that but multiplied tenfold, with a more cohesive thematic and narrative throughline. You must trash your preconceived notions of what animated filmmaking can or should be before entering the house that Birdboy built. Unicorn Wars is not simply Apocalypse Now by way of Happy Tree Friends. That is only the initial hook, the bold-faced lie spouted by a deceptive trailer, but that hook will turn into a nasty haymaker to your gut before you even realize it. It shall make you vomit well-animated rainbows and piss purple...
Watch it!
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What if Atlyss was a Popular Game on YouTube circa 2006?
Atlyss is a great game, for your information.
#madhog thy master#atlyss#wvm#youtube#2006#mmorpg#rpg#netplay#like and subscribe#240p#numb#linkin park
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Crab Vs. Capitalism
"Aggro Crab's Another Crab's Treasure is a somewhat broken yet charming title, one that vaunts the studio's signature "colorful irreverence" serving as the entry point for the bleakest premise imaginable: the existential horror of Capitalism! Now that I have your attention..."
Read it here.
#madhog thy master#twitter#another crab's treasure#dark souls#crab souls#action#rpg#aggro crab#going under#capitalism
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Making a "Beastieball" Tier List While I'm Sick
A random video about a new obsession.
Learn more about Beastieball here.
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I Played Every BioShock Game in One Month, And I Must Scream!
On January 2nd 2023, I made the sporadic, partially ill-begotten decision to buy all three BioShock videogames. Up to that point, I had never experienced these titles directly save only through cultural osmosis, the occasional meme and, naturally, The Discourse! I would spend the following lunar cycle playing them, writing down my thoughts and posting them on Twitter dot com. Today, after enough time passed for my heightened feelings to reset, I have collected those floating brain bubbles and transliterated them into some manner of structured essay for your reading pleasure - or utter lack thereof. Did I have anything meaningful to add to the conversation on one of the most dissected and dissertated franchises in the history of the art form? You may be the judge of that. It begins.
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Part One: Atlas Drowned
BioShock. The first BioShock. BioShock the First. "Spiritual" successor to System Shock 2, Bioshock. Yes, that BioShock. This is most certainly not a title that requires any sort of elaborate introduction. Since 2007, there have been many videos, articles, essays, podcasts, and everything in-between, dedicated to its analysis. For better and (decisively) for worse, the concept of Videogame Discourse was birthed from the metaphorical wreckage of this opus smashing itself onto the collective consciousness. I may be indulging in prosaic hyperbole here but the point still stands: it was, and still is, a big deal. You have probably heard it all before: the game is about the Folly of "Free-Market" Capitalism as it drives Society to ruin, the inadequacy of the wealthy to lead, a satirical takedown of Ayn Rand's Objectivism as it unceremoniously flops when confronted with the reality of basic human nature and needs. It's about America, in other words. It gleefully revels in its political stance with the subtlety of a clown-faced vending machine yelling: "Welcome to the Circus of Value!" It might as well be using a copy of Atlas Shrugged to wipe its anus, at this point. That is all to say, first impressions were quite positive and I was enjoying it a lot.
The underwater city of Rapture is a poignantly depressing location: everything from its very name to its opulent Art Deco architecture screams of egomaniacal pretention. It is a monument to its founder's hubris turned into a decadent, decaying tomb for his ambition. It perfectly conveys all you need to know about Andrew Ryan, the founder of Rapture and initial antagonist. He is a rich twat who hated having to pay taxes so he created his own version of a Libertarian Blockchain disguised as a country where there would be "No Gods or Kings. Only Man." He then proceeded to make himself the god-king of his utopia; it crashed and burned along with everyone in it. "Is a man not entitled to the sweat of his brow?" he said, indeed.
Rapture is a wonderfully designed world, in that sense. The only elements that clash with the contextual aesthetic would be the aforementioned "Circus of Value" marketplaces. Let me explain. Andrew Ryan, like all demagogues, takes himself super seriously. His entire platform was built on the premise that he's a charismatic genius and everything he says is Gospel. His whole civilization was constructed on the terrible ideas he convinced both himself and many others were actually good. Seriousness, self-importance and overcompensated grandiosity were the building blocks of Rapture, the roots of its aesthetic, the basis by which this society could function - until it wouldn't anymore. As such, the presence of those vending machines, openly mocking the very foundation of Uncle Andy's Ryanworld, feel out of place within the narrative and universe at hand. They have been clearly put there so that the developers could do a little meta-humour, a wink and a nudge at the player, to redundantly point out how absurd it all was. They must have been worried the game was too subtle and some players would not get it... Anyway, this was but a minor complaint. By all means, take it with a grain of salt. Now, I have some legitimate criticism to bring forth.
Whilst a lot of the conversation has been directed at Brow Sweat Man, his God complex, his insane ambition, his "Chain of Industries" ideology and "Laissez-Faire" economics, not nearly enough analysis was ever dedicated to the other major antagonist of the game, and I can definitely gather why. I will now openly address spoilers for the latter half of the story by discussing the character of Frank Fontaine (aka ATLAS), the de-facto main villain of the piece.
Fontaine is a grifter who played a long con at the expense of the "Kingdom of Reason." He started a smuggling ring that introduced gun violence and religious bigotry to the city, used the malcontent of the exploited working class to start a bloody rebellion, manipulated and killed people behind the scene through various aliases. His corporation is the one responsible for mass producing all the Big Daddies and Little Sisters, the iconic "monsters" of the series running around town. They are a product of Eugenics science based off Nazi Germany's human experiments. I should stress that Ryan approved all this as the city needed exploitable labour in order to run. The reason behind Frank's actions is simple: money, profit, cold hard cash. Andrew Ryan was a wealthy fool hooked on his delusional Capitalist drivel, his "daring vision" for the future of mankind, Fontaine was the reality check. The thematic exclamation point to the game's entire thesis, the depressing yet irrefutable truth behind all the cruelty and horrors caused in the name of IDEAS is good old fashioned Greed. Someone in a position of power will always be there to make a buck out of human suffering.
To be perfectly honest, I find this throughline rather pedestrian. It is the truth of Capitalism, yes, but it is such an obvious statement delivered with such un-earned gusto that it makes the entire game less interesting as a result. Here we have a compellingly detestable villain in Uncle Andy, the "good guy" of his story, a living byproduct of American Exceptionalism, Ayn Rand's poster boy, a poignant satire of the current socioeconomic establishment, being replaced by a basic money-grabbing baddie. What made Ryan so effective is how real he felt: he represented the warped worldview of the out-of-touch, obscenely rich class that rules the planet and that's going to eventually lead us to our demise - much like in Rapture itself. Fontaine, by contrast, is a mustache-twirling cartoon. He acts and talks like a typical videogame villain who doesn't have anything meaningful to say to you other than how smart he is, how he loves money and how he's totally going to get away with it (insert evil laugh here) while sporting the worst accent I have ever heard in my life. His point as a character is moot and the writing is messier as a result. Still, BioShock is a good game, perhaps not as masterfully crafted as many believed it to be, but rather innovative for the time. There is a clever (for 2007) twist right before Fontaine takes over as the final boss in which it is revealed the player's character was being mind controlled the whole time. It's a cute meta-commentary on the unique nature of our interaction with videogames.
Had I played BioShock when it first came out, I would have probably placed it atop a golden pedestal, sung its praises as the best written story in the history of the medium and angrily rejected any criticism towards it in the most obnoxious way imaginable... I think I was trying to make a point but my brain gave up half way through the tangent. As such, I shall conclude this tirade by saying I enjoyed playing this classic title but I have no interest in going through it a second time. Is that fair? Yes, it is.
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Part Two: Tetsuo The Drill Man
I moved on to Bioshock 2: The BioShockening, a game that didn't need to exist, in many ways. On one hand, it drags the theming of the first game to unnecessary levels of dilution as its message had already been abundantly delivered. On the other hand, you play as a Big Daddy with a Big Drill. There is a new ruler in Rapture, her name is Dr. Sofia Lamb. She took over after the fall of Andrew Ryan's "Individualist Utopia" by indoctrinating its inhabitants into a cult that's equal parts Early Christian commune and Eugenics with an extra dose of fanaticism. Much like with Frank Fontaine, we have a case study as to how an unregulated, isolationist, capitalist state lays the foundations for stochastic terrorism and sociopathic grift - just in case it wasn't already obvious that Rapture is supposed to represent America. I say that but, to be brutally honest, Dr. Lamb's politics or set of beliefs are as undercooked and generically laid out as they can get. I had to interpret and extrapolate what her deal was through context clues more than anything else. It wouldn't surprise me if the game's intent was to comment on Communism instead of everything else I pointed out, which would somewhat invalidate its previous stance on Capitalism and would further bring into question the overall political stance behind the BioShock series... but let us put a pin on that thought, for now.
As far as the gameplay is concerned, I believe this is a slightly better, more refined, more challenging loop than its previous iteration. These titles are both solid First-Person Shooters with light RPG elements but the second one improves upon its many shortcomings. The ability to hold both weapons and "magical gene powers" at the same time is such a simple yet elegant mechanic that it (bio)shocks me it wasn't implemented earlier. The hacking mini-games have been simplified to the point of fruitlessness - and I'm fine with that. The big change comes with the Big Daddy himself and his huge, oversized, dominating drill that penetrates all its victims at full force, making them scream. It singlehandedly redeems melee attack as a worthwhile feature. Did I mention it's a huge drill?
Beyond that, there isn't much to add to The Discourse. To reiterate, BioShock 2 is a thoroughly pointless sequel and it barely qualifies as one. It's a glorified expansion pack that adds nothing of substance to the narrative, lazily resting on the laurels planted by its predecessor. It's a more polished and fun title to play, undoubtedly, but it's otherwise easy to see why it is considered the forgettable middle child stuck between an era-defining first outing and whatever Infinite turned out to be. Speaking of which, it's time to get into that one.
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Part Three: Infinite Mysery
WARNING: the following few paragraphs represent my initial impressions on the game, left mostly unaltered as I experienced it for the first time back in January 2023.
So, Infinite, BioShock numero tres but technically a prequel set in 1912, the flying city of Columbia, and all of that. All I knew about this game beforehand was that its engine was used to revolutionize 3D pornography for years to come... Do not ask how or why I know that.
Our "Andrew Ryan" for this episode is played by Father Comstock (oh, brother), an evangelical, white supremacist prophet who gathered his "flock" to live in a conferedate utopia closer to the "Kingdom of Heaven" and far above the "Sodom Below." I used to think the first game was unsubtle and heavy-handed with its commentary, impassioned in its righteous indignation if a bit simplistic by the end, but this game takes that sharp edge and slashes the US flag with it, literally!
This game appears to have things to say about American myth-making, the religious zealotry fueling the glorification (and alteration) of history as a means for Power, The White Man's Burden and the dangerously real threat of Christian Nationalism. It seems to condemn it all with the fervor that bespeaks decapitating a cop with a portable blender - which Infinite is all too eager to provide. What makes the experience truly effective is the setting itself: a far cry from the claustrophobic doom of Rapture. The misery of that place served as a remainder that Capitalism is unsustainable and leads society to ruin. That's an obvious statement by this point and, as such, it left me lukewarm on the experience. All it did was reinforcing my beliefs. Columbia, however, is a different beast. It is not the sunken tombstone to the hubris of a rich fool, it is the realm of the "Chosen Race" thriving under the watchful gaze of the deified Founding Fathers. It's a thriving, gorgeous vision right out of Jules Verne's mind, and it runs on the back of slaves.
That's what makes it truly horrifying and infuriating. The fact that it works, that its ruler managed to build a community for "good white Christians" thanks to the power of religious indoctrination and the exploited labour of the "lower races" that keeps it afloat. It is unsettling, bone-rattling, how inviting the city looks at a first glance, its Victorian architecture bathing in the sun as a barber shop quartet entertains curious onlookers. It's a grotesque dream of Dixieland as filtered through Gone with the Wind lenses.
As such, getting to disrupt the perfect little order of this bigoted, racist 19th century style town through acts of wanton violence is INFINITEly more cathartic than killing random junkies in an already disrupted, dead society. Sticking it to an unjust hierarchy by murdering cops and destroying property elevates the enjoyment of playing this title tenfold. It's exactly what was missing from my ideal BioShock experience. It's simply more compelling to defeat that which is yet to be even challenged. Another major element in the game's favour is a main character with actual agency, as opposed to a silent protagonist whose whole deal was his tragic lack of agency. It's much easier to be invested in the narrative when my guy has a literal say in the matter.
I sure hope the game does not somehow ruin everything in the second half. That would be so disappointing...
WARNING: the following are my real, unfiltered opinions on BioShock Infinite.
Do you know what is the most egregious, baffling, aggravating turn a narrative like this could have made after all it's done, after putting out such an inflammatory takedown of the American conservative institutions? Why, Bothsidesing, of course! According to this game's oh so wise writing, when those rebelling against their literal slavers do it by employing Direct Action instead of "the right, non-violent way" then they're just as bad as them. That is how Infinite chooses to frame the Anarcho-Socialist revolution of one Daisy Fitzroy (the only named black character) as she's compared to Father Comstock (the racist theocrat) with the all too familiar adagio of "Both sides are in the wrong." I am seething with rage.
This game went out of its way to pontificate against America's history of bigotry and racism up to including actual horrendous ethnic caricatures to drive its point home. Then it cowardly decided to throw it all away by taking the "Enlightened Centrist" stance. Essentially, the people in charge of the project have demonstrated to me their unwillingness to commit to a difficult subject as soon as it came to addressing the Real American history, opting thusly to an implicit endorsement of the Neoliberal Status Quo. The message now reads: "Slavery was bad but the slaves should not rebel against it! They should debate the slavers in the Market Place of Ideas!" You could take such a blanket statement and apply it to every sociopolitical scenario where there is a clear Oppressor with a clear Oppressed and expect it to be uttered by those who benefit from the Oppression.
I understand this title is more than a decade old but I will unendingly rag on the plate of unfulfilled potential due to cop-out writing. In fact, this whole situation has forced me to reevaluate my thoughts on the first title, as well! All of a sudden, the dichotomy between Andrew Ryan and Frank Fountain (the latter pretending to be on the side of the working class with a "clever" pseudonym) starts to feel like a less immediately obvious form of political bothsidesing. It wouldn't surprise me to learn that the game was cherry-picking its themes as if they were somehow divorced from the larger critique on the Establishment. Implying, in other words, that concepts like the "The Invisible Hand", Objectivism and Manifest Destiny could be extricated from the very fabric of American Society when the inconvenient truth is that they are as much a part of it as Racism, Slavery and Genocide. I am not necessarily changing my opinion on that first iteration, mind you, but I do find myself dubious over my initial read given how the series ultimately panned out, with all the poise of a bald eagle covered in blood-soaked feces! It has just occurred to me, as I was writing this down, that Infinite is basically a remake of the first BioShock but dumber in every conceivable way. More over, BioShock 2's main antagonist, Sofia Lamb, was presented as the total opposite to Andrew Ryan (but just as bad) which reinforces the aforementioned Centrist stance the series now appears to champion while serving as a prelude to what would become the profoundly stupid thesis of the third one! It is astounding just how bad Infinite is turning out to be: horrible in a manner that makes me retroactively question my own ability to understand media literacy. This, dear readers, would be the time when I start screaming.
That said, it's not even the worst part. No, the most offensive aspect about any of this is that None of it actually matters, by the end.
WARNING: That Ending.
It turns out Father Comstock and your main character are the same person but from a different timeline when an Important Choice was made because of Guilt which led to becoming a Reborn Christian and the foundation of Columbia. You had a daughter which was taken from you by your evil doppelganger from another dimension and you were left trapped in a pocket world of some kind and then the rest of the game happens. Something, something, Regret. Something, something, commentary on Player Agency. Something, something, you must stop existing in the past in order to erase all the bad timelines, Sonic '06 style. By the way, there are timey-wimey bollocks, in case it wasn't clear. This is garbage and I do not care for it.
To see what this game was actually about, all along, further undermines whatever "political position" was presented to me throughout the diegesis. Depictions of oppression, racism and human suffering very much rooted in actual history were used as a mere thematic red herring. Meaning that there never was any real commentary, it was a "distraction" from the true narrative. Let this thought consume you for a spell. The game will have you slaughter fascist cops as well as recently liberated black men in the same gruesome, sadistic fashion while framing both groups as "equally bad", only to then pull the rug from under you and tell you it was all window dressing for the Real Story, which was about our (white) protagonist being tormented by his bad life decisions. I am beyond done.
The best I can say about the third and final chapter of the thoroughly tainted BioShock saga is that its contentious presence can be applied to a broader discussion about the nature of Art, namely if or when certain lines should be crossed, for what purpose should they be crossed and, especially, by whom. Infinite was built on the foundation of bad ideas and irredeemable execution. It presented a vapid vision of political radicalism from the obvious perspective of White Privilege and managed, bewilderingly, to not have anything to say about said politics, at all! It's the kind of idiocy that should have been nipped at the bud before wreaking untold damage - much like the main character himself. Nevertheless, it is a real piece of media that exists, a piece of gaming history and, like all history, we can learn something from it... Never Again! That would be the lesson to learn here.
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Part 4: Something, Something, A Conclusion
As I am about to put this series inside the proverbial Tomb of Amontillado, I suppose this would be the right time to enlist my many gameplay pet peeves, my general pedantries, starting with the hacking mini-games: annoying in the first game, pointless in the second. In general, dealing with turrets, cameras and security robots was an unpleasant experience throughout the trilogy.
In the first two entries, some wise guy had the "great idea" of mapping the jump input to the upper button of the controller. I positively loathed that. They finally fixed it in the third game, just in time for it to stain the bed with several more horrible decisions! Why can't I hold more than two weapons at once in my inventory? That is such a backward step compared to the rest of the series!
Infinite must have also been one of the first AAA games to implement the hideous, horrendous, hackneyed sprint feature that would have you press on the left analog stick while the character is moving. Why was this ever considered an acceptable design choice?
I guess there were a few DLC. They sure exist.
... And with that underwhelming post scriptum, I shall now set my sights elsewhere - away from "Great Chains" and "Kingdoms of Heaven." New games await but we will always have the memories.
The memories of the giant drill, specifically.
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BioShock and BioShock: Infinite were developed by Irrational Games. BioShock 2 was developed by 2K Marin.
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#madhog thy master#bioshock#bioshock 2#bioshock infinite#racism#white supremacy#neoliberal capitalism#libertarianism#objectivism#atlus shrugged#ayn rand#commentary#essay#tetsuo the iron man#andre ryan#sofia lamb#frank fontaine#father comstock#booker#centrism#i have no mouth and i must scream#irrational games#2k#rage#communism#religion
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No Country for Old Crows
"Crow Country was, pretty much, a Day 1 acquisition for me. Entering into that ancient mindset of slowly, meticulously scouring a low-polygonal environment in search of secrets, ammunitions and key puzzle items, revved up the dusty engine of my noggin."
Read it here.
#madhog thy master#crow country#survival horror#steam deck#horror#tangle tower#twitter#ps1#resident evil#silent hill#final fantasy vii
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I've come to make an announcement!
Melody Dickens and I will attempt to survive Digimon Survive tomorrow evening, 8pm (UK time) at: www.twitch.tv/melodydickens!
Be Theremon or be Squaremon!
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Master Recs: Horror Cinema!
Do you like Horror films? Yes, you do. Here is a modest selection of 13 cinematic offerings to quench your thirst for seasonal spooks, from lesser-known gems to entertaining schlock and everything in-between. I have good taste and you are welcome.
Renfield (2023), dir. Chris McKay
Renfield rules so hard it hurts, let me tell you. Nicolas Cage as Dracula is already the best selling point imaginable but if you look past the premise, you'll find a heartwarming story about overcoming abuse and codependency, with loads of great action and gore to boot. Good old Nic hams it up to eleven as the Prince of Darkness, channeling the verve of Bela Lugosi, Christopher Lee and Lon Cheney all rolled into a deliciously evil sandwich. He's legitimately monstrous and intimidating in a way the character has not been in decades.
It's very effective when he's presented as the abusive "partner" from which Renfield (as in, classic Movie Renfield) is trying to escape. I'm surprised by the lengths the film goes into depicting the emotional trappings of such a relationship - amidst all the funny jokes, that is. It pulls off the unenviable task of being a tonally cohesive Horror comedy, one that leaves no room for doubt as to which moments deserve to be treated seriously or not. Its homage to Golden Age Hollywood cinema and unapologetic queerness are also appreciated.
The House (2022), dir. Emma De Swaef, Niki Lindroth von Bahr, Paloma Baeza, Marc James Roels
The House is a stunning work of stop-motion animation and a solid anthology that explores the existential hang-ups and anxieties of the "Middle Class", crafting solid Horror (and not-so Horror) stories in the process. It has dancing bugs too! I recommend it.
Cocaine Bear (2023), dir. Elizabeth Banks
The last film appearance by the late Ray Liotta. Cocaine Bear is a gruesomely delightful time: a spunky schlock with a killer premise that hooks you up from the start, taking a self-indulgent, humorous sniff at its own status of being "Based on a True Story." This film had the audacity to feature a Wikipedia quote. It's great!
Sweet Home (1989), dir. Kiyoshi Kurosawa
Delightedly, I beheld 1989's Sweet Home, as expertly remastered by Kineko Video. It's a cheesy good time with glorious practical effects and a few, effective low-budget trickeries. I personally give it props for an unexpected Laurel & Hardy's Fra Diavolo reference! This classic is mostly renowned for its videogame adaptation which became a major influence for decades to come.
At the time of writing, the film can be watched on YouTube, making it the most easily accessible entry in this entire column.
Jennifer's Body (2009), dir. Karyn Kusama
It took me this long to finally watch Jennifer's Body, an underrated Horror comedy starring Megan Fox that was unjustly dismissed back in the day. She plays as a literal man-eater, by the way.
There is definitely a lot to enjoy from a modern take on Carmilla whereas the delectably gory blood-feasting works as a backdrop for a toxic high school friendship as well as a commentary on the consequences of sexist exploitation, misogyny and trauma. Save for the occasional slur, it holds up very well.
The Color Out of Space (2019), dir. Richard Stanley
A proper skin-crawler based off the eponymous story by H.P. Lovecraft. Its psychedelic and Stuart Gordon-esque visceral interpretation of the source material is a clever way to circumvent the issue of portraying an "indescribable" alien entity. The Colour, being an unfathomable force outside our science and rationale, serves as a reminder of how insignificant we are in the face of a larger universe we can never hope to comprehend. It works as a metaphor for our atavistic fears.
The film is very much about powerlessness, losing control, losing oneself to the madness or, alternatively, to the realization that nothing was ever "under control." It's Cosmic Horror done right - and also without the racist subtext. Oh, and Nicolas Cage is also in it. I might have buried the lead there.
Gretel and Hansel (2020), dir. Oz Perkins
Here's a scary fairy tale that might have escaped everyone's radar, Gretel and Hansel: a beautifully crafted, meticulously composed film that drenches itself in a disquieting, surreal atmosphere subtly empowered by an alienating soundtrack. It's gripping, to say the least.
The Ritual (2017), dir. David Bruckner
Reviewing and discussing Horror cinema is hard as the truly notable films are best experienced without the burden of knowledge: the viewer should be blindsided by the unknowable terror as much as the characters. That is to say, I can't openly talk about why The Ritual (2017) is great. You should watch it for yourself and get absolutely smack-jawed by the experience.
Society: The Horror (1989), dir. Brian Yuzna
This is unpleasant on an existential level and that, in turn, makes it a really effective Horror. It builds itself as a Kafkian nightmare about the dread of Conformism, feeling out of place in a Society ruled by the white and wealthy, a classic Suburban nightmare scenario. It morphs into an indictment of Capitalism and Classism when the grotesque and revolting third act slimes its way into balls-to-the-wall satire. Bill Warlock (Eddie from Baywatch) puts on the performance of a lifetime as the justifiably paranoid teen protagonist. Shout out to the credited "surreal make-up artist", a man named Screaming Mad George. He did too much of a good job, let me tell you. Needless to say, I recommend this perturbing visual madness with all the content warnings imaginable.
Society waits for you.
Overlord (2018), dir. Julius Avery
I watched Overlord and you should too! It begins as a slickly directed World War II drama before it organically develops into a spectacularly gruesome, intense Action Horror punctuated by a Chef's Kiss of a climax. It gets a special recommendation for the cathartic abuse of nazies! This is the Wolfenstein adaptation you have always wanted.
Willy's Wonderland (2021), dir. Kevin Lewis
Since you can never have enough of Nicolas Cage, here's Willy's Wonderland: a self-aware, genre-flipping, D-grade schlock with the presence of our favourite actor silently and menacingly staring at things - which he does, in spades. The fact that he kills off a bunch of Not-FNAF animatronics is just the icing on the cake! Let me be clear: he does not speak a single word throughout the flick. He's effectively playing "Silent Videogame Protagonist" and his sheer magnetism carries this diegesis to the finish line. A lesser actor would have not been able to pull this off. In all seriousness, Willy's Wonderland works squarely because The Cage was onboard with it. The direction is otherwise unremarkable, the production is even cheaper that one might expect and the rest of the cast is mere fodder. The Cage was its only ace and it played the right hand! That's a whole lot more entertainment value than a film seemingly designed to anger Freddy Fazbear's gooners would realistically deserve. You should watch it if you really want to see Nicolas Cage make sweet love to a pinball machine. Apropos of nothing, did you know that pretentious hack/real life human piss stain Scott Cawthon is a top Republican donor and a pro-lifer? I thought that would be cool information to remember.
The Endless (2017), dir. Justin Benson e Aaron Moorhead
Here's another cosmically disconcerting recommendation for the Lovecraft crowd in the back: if you're looking for a uniquely scary film that deals with the Fear of the Unknown, drowns itself in breath-taking atmosphere and exquisite Uncertainty, I recommend you to watch The Endless. It might knock your existential socks off!
Calamity of a Zombie Girl (2018), dir. Hideaki Iwami
I have kept the "best" for last! Calamity of a Zombie Girl is the weirdest Slasher I have ever seen, mostly due to its inability to keep track of its own genre. It's a B-movie with guts, blood and nudity, a supernatural lesbian romance, a martial arts film and a screwy, goofy comedy all rolled into one cheap-looking animated feature.
The editing is atrocious, constantly abusing the fade-to-black transition without rhyme or reason, the dialogues are inane and contrived, the animation is abysmal (it's a low-budget production by Gonzo, you see) and tonal consistency is downright mythical. In spite of all that, or because of it, the aforementioned bizarre nature of its premise and execution makes it incredibly fun (and funny) to behold, especially when genres collide with each other in relentless, brutal fashion. From the victims' point-of-view (the especially idiotic and ultimately useless extras, I should say) this film plays out like a traditional Slasher flick but from the perspective of the killer, the re-animated zombie girl herself, this is her own action packed Ecchi comedy.
Her first kill occurs as a goof on her part: she shoves a man off like a "dainty dame" and accidentally cracks his skull wide open on a column. Soon after, she rips a guy's arm because he was getting "too friendly" with her and scolds him for his inappropriate behaviour. She then proceeds to have a fight scene with one of the expendable extras because her opponent just happened to be a self-taught Kung Fu master. Also, her undead maid (because of course there's an undead maid) gets kidnapped and she must rescue her! This string of barely held-together nonsense leads to a spectacularly convoluted third act that somehow involves an old abandoned church, a school gym, a game of Anime Sports Ball and a literal Saved by the Bell moment. Did I mention this is all supposed to take place in a non-specific university campus in Japan? Because otherwise you might think the film is happening in two completely different continents! Aside from the immensely idiotic fading transitions, Calamity of a Zombie Girl is hilarious and enjoyable. It's pure, untainted, excellently awful schlock carried to the finish line by the sheer strength of its befuddling ideas. Watch it and tell your friends about it!
Merry Spookmas, you little freaks! --- Follow Madhog on:
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#madhog thy master#horror#cinema#halloween#spooky season#gore#nicolas cage#anime#master recs#recommendation#calamity of a zombie girl#willy's wonderland#fnaf#the ritual#the color out of space#gretel and hansel#overlord#cocaine bear#the house#the endless#schlock#blood#spooky#society: the horror#baywatch#sweet home#1989#freaks#jennifer's body#renfield
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Brain Bubble: I Dream of Robot
Robot Dreams was a beautiful, sad, poetic, emotionally nuanced parable about the transient nature of relationships, Life and the changes occurring within: the joys, the pains, the metaphorical births, deaths and rebirths of our feelings in this journey we call Living/Loving.
It achieves a delicate balance between tenderness and unflinching verisimilitude, both anchored in emotional earnestness. To that effect, it takes full advantage of its magically realistic setting by cheekily toting the line between Dream and Reality. Let's just say the "Dreams" part of Robot Dreams might provide a couple of understated yet powerful gut punches, here and there.
Speaking of this film's adroit effectiveness, there is a seemingly small detail that I must address. The setting is New York City, sometime during the 1980's, and the World Trade Center looms in the background, its presence bearing upon you, inescapable, consistently peaking out from the corner of your eye.
There is one scene, in particular, that gave me pause: a haunting, melancholic vista of the Twin Towers, slightly shrouded in fog, akin to a ghost or a memory about to fade.
This background shot, however subtle in presentation, reinforces the overall theming of Robot Dreams: a dogged reminder of the transience of Life, the sorrow of Change, that things will never be the same again but, also, in contrast, the notion that painful memories will become distant (like a dream) as newer, joyful ones overtake them. Happiness will come after the hardship... even if it will look different by the end. The more I sit here, in front of my laptop, typing my disparate thoughts on the subject, the more I slowly arrive at the realization that I just beheld a cinematic masterpiece. My soul weeps for having witnessed such beauty, well and truly. This is Cinema.
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