Can a metaphor be a single word?

A rhetorical question, really; the answer is yes, but it’s generally harder to accomplish. Today’s word feels like an apt descriptor of…well, a lot of what’s going on lately, if you stretch it a little.

purulent, adj. – filled with, or oozing pus

Learned from: Cronos: The New Dawn (PC, Mac, Nintendo Switch 2, Playstation 5, XBox Series X/S)

Developed by Bloober Team

Published by Bloober Team (2025)

People sometimes ask me why I like horror games. “What do you find so appealing about being scared?” “Do you like watching terrible things happen to people?” Etc. and so on. Being scared can be thrilling, but I’d argue it’s the perseverance over terrible situations that’s more of a draw than witnessing them on their own. But the real answer is, in horror games (the good ones at least, that give you some agency aside from running and hiding), you can face the awful things in the world and beat them to death with a two-by-four. It’s a nice contrast to real life, where it feels like all we can do is watch powerlessly as everything just gets progressively worse. And if you have any doubts about the world ending, just look at the fact that Silksong finally came out, and we got a Silent Hill sequel that isn’t absolute dog water. We just need Valve to shadow drop Half-Life 3, and the final seal will be broken.

But today, I’m not here to talk about any of those games. Cronos: The New Dawn is a really weird, and surprisingly excellent psychological/body horror game from a studio I’d nearly given up on after the clunky and disappointing Layers of Fear, and the pretty-but-shallow The Medium. You play as a Traveler from some point in the future, diving backwards through time to…acquire certain individuals present during the outbreak of a horrible mutagenic plague that destroyed the world for…uh…reasons. I don’t want to spoil anything, because experiencing this bizarre, unsettling mindfuck of a story firsthand is actually a big part of the fun. It shouldn’t come as any surprise though, that this plague is of the icky, goopy, body-deforming variety, with early medical reports tactfully describing the horrors unfolding with terms like “purulent lesions.”

I know that Silksong stole pretty much all the thunder in the gaming scene as of the time of this writing, but there are other games that have come out recently which also deserve attention if the reviews are any indication. Looking forward to trying out Hell is Us and Silent Hill f after I finish Cronos. I’ll get to Silksong eventually, so long as the “highly unusual” meeting of hundreds of generals in Virginia next week doesn’t in fact usher in World War III….

I’d almost prefer an anomalous, reality-warping plague, personally.

Hindsight

We’re currently undergoing a remodel where I work, and it’s…not really going as planned. They just got all of the offices usable again, a week and a half behind schedule, the new desks they put in take up like 75% of the floor space, and one–and only one–of the offices has carpet that looks like dirty, bare concrete. It’s not mine, but I really have to wonder if the CEO just doesn’t like that particular person or something. But beyond being behind schedule, this whole project is seeming like a worse and worse idea as time goes on: We’re losing workspace on the teller line (I work in a financial institution) that we really kinda need during shift changes. No one seems to know where we’re putting the printers, since we’re losing counter space. Actually, no one seems to know what the final product is going to look like–but somehow we’re putting in a waiting area for our members…that’s going to be in the same general vicinity as the entrance to the vault. Is there going to be any sort of wall or dividing barrier between the general public and the vault door (not to mention our bathroom)?

It’s almost like nobody stopped to think this through. But hindsight is 20/20 as they say. Which brings us to today’s word.

vigesimal, adj. – base-20, as in a numeric system

Learned from: Subject 13 (Playstation 4, Mac, PC, XBox One)

Developed by Microids

Published by Microids (2015)

Subject 13 is an adventure game that came out during a time when that particular genre seemed to largely be dead, or at least forgotten. Thankfully, the genre is experiencing something of a renaissance these days, but there was a span of a good 20 years when any adventure game that actually got released was worth checking out, just for the novelty of it.

At a glance, Subject 13 paints a decent picture of itself: attractive, pre-rendered environments; a mysterious sci-fi setting; varied and creative puzzles. Seeing it in motion is…less impressive, as the animations leave something to be desired. Hearing it also doesn’t do it any favors; the sound effects feel almost public domain, and the voice acting is flat-out bad (though, I understand the developer is French, so English dubbing might’ve been lower on their budget list than the rest of it. Not every small French game studio can have the production values of the folks at Sandfall). But again, pickings were slim in those days, so any port in a storm. Speaking of…

The real issues I had with the game though, are with the console port. I played this on PS4, and in converting it for that console (and presumably the XBone), Microids made some of the most baffling decisions I’ve ever seen. Some of it’s understandable: There’s no mouse interface (and nobody programmed for that touchpad thing on the PS4 controllers). So rather than just clicking where you want your character to go, you have to stumble around the not-as-big-as-they-look pre-rendered backdrops like a drunken orangutan, trying to get your guy to go up a flight of stairs or whatever. That’s…acceptable. The baffling part is pretty much everything else.

See, a lot of the puzzles require you to manipulate objects in ways that, again, would’ve been intuitive with a mouse. But for the console release, virtually everything requires you to hold down a trigger, and then rotate a thumbstick, regardless of whether it makes any sense or not. Turning a dial? Rotate the thumbstick. Sliding a panel? Rotate the thumbstick. Trying to enter a number into a device? Rotate the damn thumbstick! And it’s even worse, because the sensitivity on this interface is all over the damn map. You could be trying to move some device one notch to the left, but have to rotate the thumbstick in the opposite direction you’d expect, only to have it whip past half a dozen notches before you can stop. It is legitimately one of the worst control schemes I’ve ever come across, and when you combine it with the awful navigation to get your guy from point A to point B, it made some of the otherwise inventive puzzles almost unplayable.

I realize I haven’t talked about the story yet, and while it’s also a bit of a mess, I should at least do broad strokes. You play as Franklin Fargo, a professor who’s tried to end his own life by driving his car off a bridge, for reasons that become clearer as the game goes on. But your plan is foiled when you find yourself waking up in a futuristic pod, with no idea of where you are, how you got there, or if you can trust the disembodied voice that starts talking to you. But the voice eventually leads you, GLADoS-style, through an abandoned research facility and into a bizarre plot involving the nature of consciousness, multiverse theory, and Mayan prophecies (heavily leaning into puzzles based on their vigesimal number system). It’s…weird. Nowhere near as unhinged as, say, Indigo Prophecy, but it really does try to throw everything at the wall and see what sticks. And in an adventure this short, that’s a pretty tall order.

All in all, Subject 13 isn’t a bad game, per se, but it’s certainly rough around the edges–even without the limitations of the console versions. If you’re curious, I can only in good conscience tell you to pick it up on Steam, and avoid the awful PS4/XBox ports.

Speaking of awful, just look at this, and tell me you see anything but the concrete floor of a steel mill that’s been abandoned for years. The other carpeting jobs are nowhere near this bad.

Where we’re going, we won’t need…eyes.

You might be expecting me to be talking about a horror game today, with a title like that, but nope. Bit of a story behind what brought this word to mind:

So, my wife and I went to see the fireworks downtown last week. Our city is situated on a lake, so we went down to the lower harbor and found a spot to sit right by the water while we waited for it to get dark. At one point, I took them off to rub my eyes or something, and they just slipped out of my fingers, skidded across the concrete embankment, and disappeared 20+ feet underwater. I’ve been using a pair of cheaters since then (though a holiday weekend and several hundred dollars later, I do have a new pair of actual glasses ordered), but walking around with them on feels like I’m inside a fishbowl. That means, when I’m at home or work and I need to move around, I’ve relied a lot on remembering where stuff is. And in a roundabout way, that brings us to today’s word.

homing, adj. – finding one’s way to a target or location through memory or technology

Learned from: Raiden (arcade, Sega Genesis, Super Nintendo, Turbographx-16, PC, Atari Lynx, mobile)

Developed by Seibu Kaihatsu

Published by Tecmo (1990)

Raiden, to me, is the quintessential vertical-scrolling shmup. Other games are flashier, or have deeper mechanics, or fill the screen with more bullets, but there’s something about Raiden that keeps me coming back even after all these years. The sprite work is solid, the levels all look distinct, and there’s just something to the overall gameplay that simply feels right.

I don’t even remember if there’s much of a story, but sometimes all you need is to hop into the cockpit of a red or blue jet, decide if you want lasers or a spread of bullets, dumb-fire missiles or homing ones, and mow down wave after wave of enemy tanks and planes. Raiden is an emblematic arcade experience: difficult but fun, simple but addictive; it’s one of my favorite arcade games of all time, and one of these days I’ll beat it on a single quarter.

I don’t even need my glasses to see this is a Crystal Castles arcade cabinet with the Raiden logo slapped on the side. Bizarre.

It could always be worse

And it probably will. Speaking mainly to my US readers here, but I mean…*gestures broadly*. In a month, they’ll probably have banned schools, and sent children back to the mines, with breaks only for a few hours of sleep, and witch burnings where attendance is mandatory. I mean, what, do we expect kids older than seven to eat for free? What kind of traitorous, commie BS is that?

You might say that this country is broken. And that rather than fixing anything, the people in charge are just stomping on the pieces until they’re small enough that nobody will complain. Which brings us to today’s word.

banjanxed, adj. – ruined, broken

Learned from: Small Saga (PC)

Developed by Darya Noghani

Published by Darya Noghani (2023)

Small Saga falls into that timeless subgenre of fantasy that crops up every now and then, centered on tiny creatures that live among humans, and their hidden, unnoticed civilizations behind our walls and below our feet. The earliest example I’m familiar with is The Borrowers, published back in 1952, which is probably because Studio Ghibli’s The Secret World of Arrietty (2010), is a direct adaptation of it. But there’ve been plenty of others in between, from The Littles, to The Indian in the Cupboard, to The Secret of NIMH, and possibly Redwall (I never read that series, so I don’t know if there are humans in it). The point is, there’s something endearing about the thought that tiny animals (or people) are living complex lives all around us, just beyond our notice.

Small Saga takes that premise, and gives it a bit of a darker twist. Humans are seen as literal gods; their tools are seen as holy (or at least incredibly powerful) relics; their pets are guardian beasts out of legend. And they are not kind to rodents. You play as Verm, a young, aspiring mouse knight, whose foray into the gods’ food vault goes horribly wrong. The real story picks up when you’ve gotten older, more jaded, and filled with an enduring desire for revenge against the Yellow God (an exterminator in a hazmat suit), who ruined everything.

Along the way, your quest for vengeance will see you joined by various other rodents (and rodent-adjacent animals), from a squirrel with a flute made from a hollowed-out pencil, to a mole wizard who secretly collects human relics (including a not-Gameboy with a banjanxed screen). They make for quite a colorful cast in a JRPG-style adventure that truly has a lot of heart. And it’s even more impressive, considering I think this game was made by just one person. It’s nowhere near as astounding a feat as Expedition 33, but if that smash hit has got you curious about other worthwhile indie RPGs, Small Saga is definitely worth a try.

Bonfire lit.

Upside down

As I write this, it’s May 2nd, 2025. If you’re in the United States, that means it’s 5/2/25: a number that looks the same if you flip it upside down, at least in certain typefaces, and so long as you ignore the slashes and the first two digits of the year. If you’re in other, saner parts of the world that list the date in a more sensible day/month/year order, then this happened back in February. Sorry, we Americans do a lot of things in the stupidest way possible. Anyway, this brings us to today’s word.

strobogrammatic, adj. – something, as a number, that appears the same upside down as it does right-side up

Learned from: Lorelei and the Laser Eyes (PC, Playstation 4, Playstation 5, Nintendo Switch)

Developed by Simogo

Published by Annapurna Interactive (2024)

I’d always thought that numbers that looked the same upside down were neat–I mean, who didn’t spell out “BOOBIES” on a calculator at some point as a kid? Though in that case, it’s not a true strobogrammatic number, since the result isn’t identical to how it looks right-side up. Or like when we got a verification key fob for one of the stations at work, and I inadvertently read it upside down and got us locked out of the system.

Anyway, Lorelei and the Laser Eyes pulls a lot from real-life escape rooms, being full of number and word puzzles, some of which are strobogrammatic. The game, itself, is…weird. It’s like if you threw Twin Peaks, The Twilight Zone, Clue, and an international film festival into a blender, and topped it with a dash of The King in Yellow. It casts you as an artist(?) called to a remote mansion at the behest of an eccentric filmmaker, who wants to use your talents to create a truly transcendental work of art that may unmake reality itself…maybe.

Or maybe not. It’s a very surreal game that’s open to interpretation nearly every step of the way. I don’t want to say much else, because it’s very much worth playing. It’s a very unique, memorable narrative that stands out among…pretty much anything else out there.

It works with words sometimes, too! Turn this upside down, and it spells “abpa.”

I don’t think they know about second winter…

Ages ago, comedian and then-anchor at The Daily Show, Lewis Black, came to the town where I’d been going to college in the Upper Peninsula of Michigan to do a stand-up show. My friends and I managed to get tickets for some of the last seats still available, way in the back of the auditorium, but I’m glad we went, because the way he kicked off the show still sticks with me. Not verbatim, but close enough:

“I don’t know if anyone’s told you people, but it’s April! There’s supposed to be birds singing, and flowers blooming, and fucking grass! But I look around here, and everything’s white, and gray, and dead–I want to slit my wrists, just so I can see some color!”

Welcome to da U.P., eh? Which brings us to today’s word.

isochoric, adj. – performed, maintained, or existing under a constant volume

Learned from: The Bazaar (PC, Mac, mobile [soon, as of this writing])

Developed by Tempo

Published by Tempo (2025)

The Bazaar is an interesting mix of Slay the Spire, Backpack Hero, and Team Fight Tactics, that has been devouring my free time since the open beta dropped a few months ago. It’s in full release now, and it’s still free to play if you want to check it out. There are some cosmetic purchases, and some cards you can buy–but those cards will become available for free at the end of their respective seasons, if you don’t mind waiting.

Anyway, you play as one of several heroes (though only Vanessa is available to start; you have to unlock the rest), making their way through the dangerous streets of the titular Bazaar. Vanessa is a pirate, Pygmalien is kinda-sorta a buff orc, Mak is an immortal alchemist, and my personal favorite, Dooley, is a little spherical robot pyromaniac. It’s one of his cards, the Isochoric Freezer, that taught me today’s word, a small item which freezes one of your opponent’s items for a time.

The Bazaar is PvP, but there’s no direct interaction between you and your opponents; if you’re like me, and steer away from multiplayer games in general due to toxic communities, then rest easy. So, you start out with nothing, and get to pick from one or two starting items to begin the match. These might be enchanted cards, or skills, or just extra money (I think; I never pick this option), which usually form the basis of your strategy. Pick a toxic blowfish for Vanessa’s first item, and you’re probably going to go for a poison build; pick the hamster wheel core for Dooley, and you’re probably going to focus on friend cards; etc. There are a ton of different approaches you can take, and since you start from zero each time, it’s fun to experiment.

Rounds are broken up into days, and days into six hours each. You’ll typically get four hours each day to acquire cards, have random events, buy skills and consumables, etc. Midway through the day, you’ll fight a non-player monster, to get XP and usually an item/skill if you win, and at the end of the day you’ll go up against another player, with their own deck layout. The cards in each of your decks activate automatically on cooldowns, so it’s all on you to arrange them in the most efficient way, and hope it’s enough to win. Sure, the RNG can screw you over sometimes, if your opponent has gotten better cards than you, but there’s still a lot of strategizing involved. Ideally, you fight until you’ve beaten 10 other players, but chances are, you’ll lose enough times that you’ll be out of the match before then. Still, it’s a ton of fun, whether you’re playing casual or ranked (ranked earns you chests if you do well enough, which contain cosmetic items and gems you can spend to unlock other heroes and things like that).

I know I’ve rambled a bit here, but The Bazaar really is a blast, and certainly worth checking out for the price point of free.

Guess the month! If you said anything but June, July, or August, you might be right!

Balrogs not included

I considered several titles for this post, including “ain’t no mountain high enough,” and simply, “you shall not pass!” but ultimately went with this one because out of all the bizarre assortment of monsters in this game, Balrogs aren’t one of them. Which brings us to today’s word.

impassable, adj. – unable to be traversed

Learned from: Advanced Dungeons & Dragons: Cloudy Mountain (Intellivision)

Developed by Mattel Electronics

Published by Mattel Electronics (1982)

I have to confess something here: I’ve never actually played this game. I had the other D&D game for the Intellivision, Treasure of Tarmin, but when I got the system from one of my cousins, it somehow came with the instruction manual for this game, but not the game, itself. But I sunk countless hours in to Tarmin, and I always wondered what this mysterious other game would be like to play, as I would occasionally look through the manual and dream.

Cloudy Mountain put you in charge of a team of three identical adventurers, armed only with a bow & arrow, sent on a quest to find and reunite two halves of a lost crown atop the eponymous mountain. Standing in your way was a menagerie of monsters that went from 0 to 60 (or from rat to demon) with seemingly nothing in between. I don’t know how evenly dispersed these beasts were, but the idea of fighting spiders and snakes, only to turn a corner and find a dragon or an unkillable slime seemed absurd–but also exciting–to my five- or six-year-old imagination.

But it wasn’t just things that wanted to kill you that were keeping you from your quest; various environmental obstacles barred your path. On the (presumably) randomized overworld map, there were forests you could only cut through with an ax, rivers you could only cross by boat, and color-coded mountains that either had caves or were impassable (black and brown, respectively).

I’m aware that I’ve had ample opportunity to download a ROM of this game, and finally experience it after all these years…but I know it could probably never live up to the experience I dreamt up in my imagination decades ago. Plus, the Intellivision controller looked like an old-school phone receiver with a paddle on the bottom of it, and I really don’t know how you’d effectively replicate that on modern hardware. (A numeric keypad, sure, but for the analog paddle it almost seems like you’d need a Joycon or something in your other hand.)

I’m sure it doesn’t look like much to daydream about, but as a small child, I imagined a story in every one of those mountains.

Always look for the humour

We are certainly living through interesting times–in the Chinese curse sense of the term–here in the US. It’s barely been a week into the new administration, and from one day to the next, you can pick a random group of people, and there’s a good chance that the status of their employment, healthcare, liberty, etc. will be anything but certain. Entire swathes of our society are already being reworked, and by this time next year, our cars are probably going to be running on coal, and doctors are going to be relegated to diagnosing illnesses as imbalances of the four humours. Which brings us to today’s word.

splenetic, adj. – spiteful, ill-tempered, or melancholic

Learned from: Astrologaster (PC, Mac, mobile, Nintendo Switch)

Developed by Nyamyam

Published by Nyamyam (2019)

Astrologaster is an odd little adventure game, where you play as a freelance physician in Elizabethan England, who believes that superior medical treatment can be provided by consulting the stars. You go through the story meeting various (sometimes famous and powerful) clients, listening to their complaints and symptoms, and after consulting your star charts, offering what astrology claims is the proper diagnosis and cure, like prescribing cherries to a particularly splenetic individual…or warning them away from cherries; I don’t exactly remember what the stars said, but I remember cherries were involved in the consultation.

Along the way, you can lie and try to screw over clients you don’t like, have love affairs, dodge draconian regulations, try to get rich by nefarious means, and more. Your character isn’t a particularly good person, as you come to learn over time (spoilers), and my main gripe with the game is that you have very little say in this. As far as I can tell, certain events play out regardless of what you do, and whether you’d want your character to act in certain ways or not. Still, it’s an interesting, and quite different narrative adventure game, and worth a look if you can find it on sale.

If nothing else, it’s funny to diagnose someone with the plague, and tell them their only hope lies in daily enemas of honey and prune juice or whatever.

Hey, whatever helps you get through the day

Well, 2025 is here, and I’m actually going to give a bit more focus to my New Year’s resolutions than normal, because that’s at least something to distract me from, well *gestures broadly*. One of those resolutions is overcoming my backlog paralysis by having friends help me choose which games to play next with random numbers. And wouldn’t you know it? The first game I landed on ended up teaching me a word or two already; and perhaps a more drastic way of escaping reality. Which brings us to today’s word.

entheogenic, adj. – hallucinogenic, psychoactive

Learned from: Darkness Within: In Pursuit of Loath Nolder (PC)

Developed by Zoetrope Interactive

Published by Iceberg Interactive (formerly: Lighthouse Interactive) (2007)

Darkness Within is Myst-style point & click adventure game with an emphasis on Lovecraftian horror, before Lovecraftian horror became all the rage. You play as a police detective on the trail of a man named Loath Nolder (yes, seriously), a private eye, who’s suspected of murder. During your investigation of the victim’s house, you discover that he was into some weird stuff: exotic drugs, mystic rites, bizarre local folklore, etc. I personally also learned that it was apparently somewhat common for people to have wells inside their homes in the 19th century (a discovery I’m simultaneously relieved and a little disappointed not to have made in my own house, which is rather old).

I’m not finished with it yet, as the year is still young, but so far Darkness Within is a fairly standard adventure game, with graphics that would’ve been decent at the time, and at least one gameplay feature I’ve never seen before.

As is common with games of this type, there’s a lot of reading to do: newspaper clippings, journals, notes, police reports, etc. But here, there’s a mechanic that has you underlining pertinent information in these documents to find leads and clues. The problem (if you’re playing on the hardest difficulty, like I am), is that there’s an awful lot to read through, and it’s not always clear what you should be underlining–or if there’s anything in a passage worth underlining at all. Add to that, the fact that you can’t take certain papers with you, and it leads to a fair amount of backtracking and frustration, as you underline something about strange statues that seem almost alive, only to have the game tell you, “Nothing particularly interesting.” I could lower the difficulty, sure, but we’ll see how much of a roadblock this ends up being.

7 seems a bit young for something like this. Not for any explicit content (so far), but I can’t imagine kids’ attention spans back in 2007 were that much longer. This game is a slow burn.

Always the odd one out

When I first began writing this blog, I hadn’t really intended to ever really get political; I just wanted to have a nice little corner of the Internet, where I could educate people a little bit, and ideally make them laugh in the process. But those are both things which seem anathema to the incoming administration, given their version of humor is coldhearted and cruel, and they’re planning on dismantling the Department of Education, and probably replacing it with a system where the only correct answer on any given test question is “Jesus.” If they aren’t already, education and entertainment will soon be inherently political acts by default. Which, in a roundabout way, brings us to today’s word.

theotropic, adj. – tending towards religion

Learned from: Snowbreak: Containment Zone (PC, mobile)

Developed by Seasun Games PTE. LTD.

Published by Seasun Games PTE. LTD. (2023)

For a time, my curiosity got the better of me, and I decided to try out a few gacha games, to see what all the hype was about. Sadly, none of them held my interest for more than a week. Snowbreak seemed like it might be an exception at first, with gameplay that was more a third-person shooter than an action beat ’em up, but the shine wore off pretty quickly–the fact that character voices would randomly change languages, with no way to set them back, certainly didn’t help.

The story is a convoluted sci-fi yarn centering around Titans that have been wreaking havoc on humanity, and the handful of superpowered sexy ladies (because, of course) who are fighting against them. Your character gets wrapped up in all this after being exposed to a toxic substance called Titagen (I think), which instead of killing him, alters his brain chemistry and growing theotropic nerves in his grey matter that…you know, I don’t even know. The whole thing ends up being a justification to have your sexy female operatives run around disappointingly tiny environments, shooting cannon fodder enemies, and fighting the occasional bullet-spongy boss.

If the levels weren’t so small, or there was more to do between lengthy infodumps and spinning for loot boxes, I might’ve given Snowbreak more of a chance. Alas, it didn’t do anything to make itself more compelling than the other games I tried in this genre, so I’ll never know if all the terms appropriated from Norse mythology ever solidify into a coherent plot.

But hey, at least it’s free. If your backlog is smaller than mine, you might find this one more worthwhile.