What Elden Ring is teaching me about stoicism and perseverance

A lone swordsman approaches Stormveil Castle and the wind begins to howl.

On a ruined bridge high above the desolate Lands Between, Margit, the Fell Omen, stood between me and Stormveil Castle once again. The stakes were high: I’d spent £50 on a game months ago and a 20ft death-dealing guardian had seriously diverted my progress away from the main path. I had bounced off Dark Souls III after a similar experience. … Continue reading...

Mindfulness of ruined worlds

Contemplating the beauty and serenity of Sable’s ruined world gave me some comfort. On one level, if and when Earth is finally desolate it might at least be peaceful, mysterious, and interesting to its surviving scavenger tribes. There’s something awe-inspiring about thinking on that timescale.

Would the denizens of a post-apocalyptic world be awake to the strange beauty of … Continue reading...

Personal computing

Photo by Lorenzo Herrera on Unsplash

I have conflicted feelings about computers. As a boy, I loved nature and playing in the garden more than anything. I thought computers were sinister, inherently bad, maybe even evil. Then, around 1990, my parents bought my brother and I an Amiga 500. At first, I was disappointed. What did I want with a computer when I could climb trees? … Continue reading...

The Game Decays

This is a Quake 2 video I edited. It features some ridiculous and frags and trick sequences performed by my bro. If you’ve ever played an old school deathmatch game you’ll know how hard all this is: anticipating the location of your enemy, timing mid-air rockets, maximising your control of the map and trying not to get completely dominated when … Continue reading...

Playdead’s Inside: what was THAT about?

My friend Matt and I were discussing the meaning of Inside, Playdead’s atmospheric puzzle game. Like its predecessor, LimboInside is a masterclass of subtle storytelling in games. There’s no dialogue or narration: the story progresses via ambience, stunning design, and menace. The player is trusted to form their own narrative interpretation. For example, initially, I thought the boy … Continue reading...