2026/04/23

AoW4 Factions, 13

AoW4 has managed the odd feat, unequaled since City of Heroes, of inspiring me to not just write up a character bio but constantly create new factions and give them all more or less whimsical flavor text. So here they are, one by one:
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More fair folk hauteur, though with a slightly nicer angle. I wanted an order-aligned elf faction with a crowd-pleasing champion leader for some reason, made them feytouched with wolf worship to make them more appealing, thought they'd be my favorites and I think I still ended up playing them exactly once. It's just not me, the whole man of the people orderly thing.

2026/04/21

Bah, NerdLord: Of falx and flax

Always we return to Calradia.
The sun sets over Lageta's faded glories.
More than any other game, the two Mount&Blades have supplied me with an alternate universe. Sure, I've gone long stretches, even years, without diving back in, but from the very first single-town beta version a couple of decades ago I never doubted that I would be playing again, every time. And every time I have. Though any individual feature has been done better by others, nothing else has quite matched this particular mix of visual, aural and thematic immersion, long-term plans and tiny surprises, hack'n'slash and economics, in short: a world. Still, let's not get stuck in a moment you can't get out of.

As the War Sails expansion forced starting new campaigns, I decided to play a Battanian hill-man this time around. But aside from trading my crossbow in for some throwing axes and yurts for roundhouses -
- I find myself too easily falling into old patterns. Spawn outside Marunath, pick up a few soldiers, win my first looter fight, then thanks to a price tip in town, sell some iron and tools at a 400-1000% mark-up in Lageta. While M&B1 started from a D&D wandering adventurer band precept (albeit without magic) and only later skewed in favor of running your own fiefdom, my biggest complaint about the sequel has been that it refocused so heavily on kingdom management and massive sieges as to elide small-party adventuring or remaining independent. Objectively, it was a marketing-savvy way to avoid getting lumped in with all the 2010s' Skyrim clones, but it does make it too easy to get caught up in the trade good and army XP numbers game while ignoring the actual locations you visit.
 
So I had intended to spend more time in a small band, doing odd jobs and getting to know the neighbours. But the money to be made from trading was just too tempting. And to carry goods you need a mule train. And to run the mules you need a larger party. And if you're slowing yourself down to almost minimum speed anyway, you may as well stay at minimum speed (since you can infinitely overload yourself after that) and swell your party as fast as you can so you don't have to worry about bandits, and then you realize you've spent your first couple of in-game years doing nothing but running around in circles amassing cash. It were the flax wut done me in!
phear muh phork
As an added twist of your arm, when starting a new campaign and seeing those pristine low-low prices before towns start trading hands and losing productivity, the urge to take advantage of !!flax at 2 denars, OMG!! becomes irresistible. So I actually took very little notice of the new content (Nords and sailing) at first. Most map changes that came with the expansion seem to have made trade circuits less obviously direct, with more options, but Battania being arranged around a mountain lake invites a local circuit every time before setting off. Easy money. That low-brow town/village questing was nice for a bit:
Gangs of Old York.
- but the efficiency of delegating quests to companions is, again, too financially inviting to refuse, especially for an experienced player. The new text events are quaint: 
- but again, since they don't require you to actually interact with the villages/villagers in question, they maintain M&B's old split between playing and sightseeing. I hit up the arena in various towns to swash some buckles, but it's not quite the same. Granted, when battles do come, they turn out to be real nailbiters, with my Celtic archers skinning their teeth on two-soldier margins. But I rarely need to fight. When I do finally get out to sea, I cheat my way out of one impossible battle by crashing the game. Otherwise there's nothing to do with or on a boat. It's your party by another figurine. The availability of ports makes for some interesting logistic shifts, but I can't help thinking War Sails isn't quite the content mix Bannerlord needed to flesh out its gameplay.
 
When the desert (and desert faction) was added to Warband, its content actually connected into the existing map with new terrain (heavily favouring cavalry) new trade goods (fleshing out the somewhat limited existing gamut) and a welcome increase in map size raising supply/quest timer challenges. But Bannerlord's map was already satisfyingly sized, its trade good variety quite ample, mariner infantry come across as pointless bloat, and the Sturgians already included Nordic themes. Installment #2 had different needs from #1, which are not being met by the same additions. Bannerlord would benefit more from more ways to connect to the little people, to take breaks from kingdom-building, to enjoy the towns and villages as more than sight-seeing.
 
Not bad, but not particularly inspired either. Perhaps I can be faulted on my own cupidity limiting my adventures to trade screen ventures.
So next time I'll be making more of an effort at personally running quests. But come on, timber at 5 denars?!? Who can resist, I ask ya!

2026/04/18

Scientifiction for Froods

"A number of letters have reached the Editor's desk recently from enthusiastic readers who find fault with the name of the publication, namely, A M A Z I N S T O R I E S.
 
These readers would greatly prefer us to use the title "Scientifiction" instead.
[...]
Several years ago, when I first conceived the idea of publishing a scientifiction magazine, a circular letter was sent to some 25,000 people, informing them that a new magazine by the name "Scientifiction" was shortly to be launched. The response was such that the idea was given up for two years. The plain truth is that the word "Scientifiction" while admittedly a good one, scares off many people who would otherwise read the magazine.
[...]
We knew that once we could make a new reader pick up AMAZING STORIES and read only one story, our cause was won with that reader [...] A totally unforeseen result of the name, strange to say, was that a great many women are already reading the new magazine. This is most encouraging. We know that they must have picked up AMAZING STORIES out of curiosity more than anything else, and found it to their liking, and we are certain that if the name of the magazine had been "Scientifiction," they would not have been attracted to it at a newsstand."
 
Hugo Gernsback, opening editorial to the 6th issue of AMAZING STORIES (the first SF periodical) 1926/09
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The namesake for the Hugo Awards was a somewhat colorful character. Aside from being a total jew about contracts and payments, he could discuss topics in electrics and radio quite cogently but was himself a poor storyteller and in addition invented baffling gadgets like a helmet to block out distractions that couldn't possibly be more distracting in itself if it were Vonnegut's random noise-phones. Still, credit where it's due, his periodical got SF as genre off the ground, aided I would guess to no small extent by H.G. Wells still actively contributing stories at the timeAlso... I guess he was less racist than John W. Campbell? So that's a plus.
 
He wasn't wrong about the term "scientifiction" being a bit of a mouthful, either. Though, let it be noted, sixteen years later The Notion Club Papers apparently expected it to still be in use in the 1970s and '80s. (It was not.) Tolkien also had one of his characters (his C.S. Lewis placeholder?) mock the very notion of "ships" in outer space, when every discerning futurist knew you went to Mars via dreams or seance. Quite. (So that must be why Musk's SpaceX keeps blowing up billions upon billions of dollars of taxpayer-funded rockets; not enough pipe-dreams.) Hey, if it was good enough for Burroughs...
 
As this April marks the centennial of Amazin' Scientifiction's inaugural issue, what can we learn from the genre's first official century?
 
First off, Gernsback also probably called it straight when it came to their readership's gender skew. Was it because males are more open to the ridiculous or outrĂ© than their counterparts? Because the word "amazing" instead of focusing on content instead promises emotion therefore panders better to women's greater narcissism? Or was it simply that science, technology, the disinterested intellect interfacing with reality, is more compatible with masculine thought than with feminine interpersonal manipulation? In any case, the precept persisted through the generations, as my own experience by the '90s was of females of all ages turning up their noses at the mere notion of scienceyfiction as an obsession purely for twelve-year-old boys who were expected to grow out of it by dating age and join women in praising more refined fare, like, say, dating dramedies and sitcoms.
 
If you would contend not only SF but Fantasy and superheroes have been mainstreamed in the past couple of decades, I'll retort that no, those genres have instead been watered down and dumbed down for the mass market. Superheroes are the very measure of mass-produced schlock, outpacing even zombie flicks, fantasy became emo romantasy (thanks for nothing Anne Rice) and "science" fiction got bogged down in feminist scare propaganda with men in place of zombies, when it's not airheaded space wizard science fantasy (how many Star Wars are we up to now?) or painfully generic plots spackled over with some irrelevant robots to seem fresher.
 
But then, it's hardly the first time that's happened. 19th century fiction had its own waves of Hollow Earth and ghost stories watering down earlier exploration stories and gothic horror. Then Wells and Doyle were rapidly snowed under. Though Gernsback did encourage scientific oversight of SF plausibility, AMAZING STORIES did not so much usher in a golden era of intelligent futurism as popularize the unimaginatively pugilistic planetary romances and space westerns which cemented the early 20th century image of SF as tween boy pulp. Then in the latter half of the century it was Fantasy's turn to lose Tolkien's insightful grasp of myth and archetypes in favor of a decades-long flood of generic sword-and-sorcery paperbacks. Heinlein/Asimov/Clarke's brief golden era of more thoughtful SF was quickly diluted by that same wave into science fantasy with mad scientists standing in for evil wizards.
 
The 1990s saw our most recent such blip of intriguing futurism. You can see the flip from ST:TNG's early science fantasy plots to its peak in quality from '90-'93, then again descending toward ghost stories, space gods, etc. But by then Red Mars had come out in '92, and the middle of the decade saw a spread of personal computers, then internet access, X-Files-fueled arguments over UFOs, the more thoughtful Neuromancer diluted out to the more crowd-pleasing Matrix, etc. At that point though, computers were somewhat user-unfriendly and fiddly and inherently, stereotypically nerdy, to the point you hardly had to add "computer" to the word nerd to conjure up the image of a male shut-in sitting in front of a screen. Internet obsessions only hit the mass market a decade later during the 2000s, with cat memes and World of Warcraft. And once again, mainstreaming diluted and drowned quality. Only this time it wasn't just one genre at a time. It's everything: SF, Fantasy, Horror, Super-men, all of it.
 
But we can worry about that some other time. For now, note
1) Every upswing of futurism cannot help but skew toward males: computer nerds in the 1990s, Heinlein publishing in the Boy Scout magazine in the 1940s, rocketship exploration or Doyle's plateau rehashing the high seas exploration stories marketed to young boys earlier in the industrial era, or the SF stories published in Playboy, looking forward always depends on a core audience of intelligent, educated young males. Gernsback may have gloried in goosing his sales figures by marketing a feeling instead of a field of study, but he was reaping the existing interest of ganders in order to sell them out.
2) In the real world, it is technology, not feelings, which has lent us this brief period of relative well-being. "We believe the era of Scientifiction is just commencing." Yes, with good cause... and the era of the pugilistic monkey?
3) The mass market kills creativity, complexity, everything that makes for compelling Science in fiction. We can talk about the mainstreaming of "geek" interests or obscure genres at the start of the 21st century, but truthfully, they've been mainstreamed before. Supernatural stories were quite popular during the Victorian era, overlapping with the spread of actual belief in psychic, occult, and other supernatural charlatanism like Theosophy. "Science" fiction grew very popular a hundred years ago, so long as you accept a definition of science as laser six-shooters and every planet another Earth. And every single time, such fads end up as shameful historical footnotes, masses of chaff no-one in later decades will admit to having enjoyed, be it penny dreadfuls or the pulps or wearing pointy plastic ears to conventions.
4) A crucial feature of such decline is the transition from the scientist as hero to hero's helper. We descend from praising the heroic man of science building his own machine and venturing of his own accord "into futurity" to science fantasy, techno-wizardry in which the idiot hero need perform no more cerebral a feat than punching, but will be supplied, (either from offscreen or by a ridiculed throwaway nerd) with the technological means to achieve all his ambitions. He's just handed a lightsaber with no need to invent it. Stories of science subverted and enslaved to the demands of the everyman signal decay. 
 
Beyond those points I'm at a loss as to a specific finish to this page, except to point out that a movie about a platform jumping button mashing 'toon topped the movie market this year, and that the newest technological advance, Large Language Models and the automated manipulation of the public, has not passed through the futuristic speculation of the nerd cabal before working its way into popular fiction, or in truth popular fact. Unlike nukes or mutation or outer space, it has been fed directly into the mass market cesspit, before it could even be thought on.

2026/04/15

Memento mori in a half-shell

I think this was Donatello?
Weird how the scutes just sort of slough off.
Wait, that beak... was this a snapper? Those guys are assholes, I'm glad you're dead!

2026/04/13

Afoot is, apparently, the game

Mentioning foot fetishism twice in the past several posts got me wondering why it's so popular a reference for symbolic naughtiness. After all, I'm sure we could all cite sexual fetishes more morally questionable, or non-sexual transgressions far more harmful than those. So on one hand, maybe that's what makes it safe to reference. On the other, I do think it's also just too comically... random! I mean, come on, feet? Mouths, buttholes, abs, shoulders, hair, napes and thighs, okay, fine, plenty of spots carry some sensual implication by transgression, proximity or suggestion. Feet though? It's like saying "oooh, baby, that patch of skin a hand's breadth below your right shoulderblade gets me so hot!"
 
... and now thanks to Rule 34 I've probably invented "just down the right shoulder" fetish porn. 

2026/04/11

Sinking Dagon

Marilyn Manson - Thaeter
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Oh, it was island, not city, d'oh!
 
When I dug up the Lovecraftian FPS detective mash-up The Sinking City from my unplayed back-log and realized it wasn't what I'd mentally pictured, I'd apparently confused it with Sinking Island, the 2007 adventure game published by Microids. So now I remedied that misfire. I needn't have bothered.
 
The first Syberia game earned its status as a classic for its melancholic meander through scenic early 20th-century vignettes, but his other work seems to confirm Benoit Sokal's limitation to that one talent. As soon as you load it, Sinking Island manages to make even the pre-menu splash screen more annoying (much like Metro 2033 did) then needlessly complicates the save/load routine with user profiles. But we all suffer through such nonsense if a game's actual content proves good. Here it proves not.
Your name is Jack Norm, and wow, are you ever. Granted, Kate Walker was a bland everywoman protagonist as well, but such a role better fit the requirement of an audience viewpoint in Syberia's exotic clockwork locales. Sinking Island's tropical paradise attempts to recreate that feel, but all the elements are simply telegraphed: quaint natives and their pagan beliefs, the hated old Scrooge, girlfriend with a bad slavic accent, sumptuous yet repetitive resort with many, many pointless rooms and walkways. For something made in 2007 the graphic detail is both expansive and fluid, albeit stiff and stilted like anything from that era. But bland aural and visual decor aside, it's the writing that really kills the whole mess.
 
I'm trying to make some allowance for a possibly worse English version (though I cannot seem to change the language in any way) so maybe the French cast took a better stab at pronouncing Battaglieri than bat-a-glee-airy or bat-tag-leery. But them's small potatoes. The script, overall, attempts to flesh out an interactive whodunit by putting you through all the steps of an investigation, ignoring that all those steps are in fact painfully dull. For one thing, there are too many of them. Literally. Locales are split into several redundant screens each, which you'll need to traverse every time you want to triple-check whether you've pixel-hunted some patch of screen or a character acquired another line of dialogue. For another, the phraseology could stand to be far more terse. For yet another, your very professional investigator repeats the same questions to everyone.
"Good morning Mr./Mrs. Xyz, I am Boring McEveryman; I'm here to be very beige about this police investigation. Do you like billionnaires YES/NO? Now show me some FEET, BABY! Oooohh, yeeaaaaaah!"
Just kidding. I wish it were that entertaining.
Well if this ain't five kinds of awkward.
I especially like her boyfriend just placidly going through his idle animations while some rando interrupts their dinner to photograph his gal's feet. But for the most part the text's just... bad. Wordy and devoid of substance or flavor, choked with clumsy filler like "too bad the weather is so bad" and repetitive exchanges like
"Do these pearls mean anything to you?"
"No, not really, they don't mean anything to me."
Does that prose mean anything to you? Because it does not mean anything to me. 
 
I suppose a less cynical wer than myself might qualify it all as an attempt at naturalistic dialogue instead of obviously entertaining spicy fiction, but even as such it plonks. You'll find none of Syberia 1's charm here. A few quaint ideas like comparing clues in your inventory can't rescue this hopelessly boring paint-by-numbers routine. No point in continuing past the intro. Worth at most the 79 cents I paid for it, and not a centime more.
 
On the other hand, I also picked up a complete freebie called Dagon (which, the title assures us is "by H. P. Lovecraft" - thanks, here I was afraid I'd picked up the Dr. Seuss version by mistake*) which turned out not to be a "game" at all, stretching even the definitions of "walking simulators" and "visual novels" by merely having you click to advance screen by screen. And yet... I cannot believe I'm even saying it, but this one I really would recommend.
It's an illustrated, well-narrated, full read-through of Lovecraft's short work, word-for-word with some interesting historical background and character notes you can right-click here and there. A half-hour's read and listen and watch. A museum curator's notion of a video game... but it works. It is what it is, its few features handled both professionally and with dedication to the source material. Oh, and the irony of Dagon, of all stories, being illustrated by makers of DLCs for Ultimate Fishing Simulator is almost too precious. Had some 3D models left over, did you?
 
How much more funding went into that tedious piece of catalogue filler above? How much better can you handle a worse concept if you don't go into it as a contractual obligation or a lazy, disinterested cash-grab?
 
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* Y'know, I meant that as an honest joke, but a lot of Dr. Seuss really is kinda... non-Euclidean, in a "Mimsy were the Borogoves" flexible young minds style. 

2026/04/09

AoW4 Factions, 12

AoW4 has managed the odd feat, unequaled since City of Heroes, of inspiring me to not just write up a character bio but constantly create new factions and give them all more or less whimsical flavor text. So here they are, one by one:
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I wasn't quite sure what to make of the eldritch update's various gameplay changes, so just as when dragons launched I fell back on orcs as generic minions just as I did for my first dragon. Their aggressiveness worked well with the extra unit summons and crowd control, and a bit of order-affinity support kept it all together. Uninspired concept, but I like the way it plays. And nothing says faith in a higher power like chanting, gibbering, maniacal, bloodthirsty savages.