The new normal

Don’t worry, this isn’t going to be a post all about COVID. At least, not directly. Over the past few months, the company I work for has bled off no fewer than seven employees. We aren’t large, so this has really hurt. And because there’s a labor shortage in the US right now (the exact reasons why are a subject for another time), every place is hiring. That means we’ve had a ridiculously hard time getting people to apply–and if they do apply, most of them only stick around for a month or so before leaving to look for something less stressful. “Normal” this year has become an endless cycle of working extra hours because we’re so short-staffed, leading to a more stressful environment among those of us who have stuck around, and the new employees we do get pick up on that, and don’t want to stay, leading to more long hours, and more stress, and…

I miss the old normal. Which brings us to today’s word.

mundane, adj. – normal, ordinary, commonplace

Learned from: The Immortal (Apple IIGS, Amiga, Atari ST, Genesis, NES, PC, Nintendo Switch)

Developed by Will Harvey

Published by Electronic Arts (1990)

The Immortal was an odd, but memorable game. Part-adventure game, part-light RPG, it put you in the shoes of a rather old wizard, trying to find his mentor somewhere in a sprawling labyrinth. It sounds pretty straightforward (aside from the protagonist older than 30–how often do you see something like that, these days?), but the game was anything but. Your adventure was chock-full of clever puzzles to solve (or bash your head against), traps to avoid (or blunder into), monsters to fight (or sneak by, or even befriend), and spells to cast–even spells as “mundane” as fireballs, according to the manual.

The world usually felt threatening, sometimes alien (the will-o’-the-wisps stand out in my memory), and always lived-in. Even despite the clunky controls, and some would say unfair difficulty (how was I supposed to know that chest was full of spiders, ahead of time?!), I still have very fond recollections of my time with The Immortal. Despite the bland initial setup, the game is anything but mundane.

Believe it or not, EA publishing good, inventive games also used to be normal.

1,000 Points of Light

By this point, I’m sure most of you know about the situation in Australia.  If somehow you aren’t, the continent is on fire.  Millions of animals have died, thousands of people have been displaced, and as of right now, the fires show no signs of stopping.  Today’s word should be self-explanatory….

inferno, noun –  an intense, uncontrollable blaze

Learned from:  Shadowgate  (Apple IIGS, Atari ST, Amiga, CD-I, Game Boy Color, Macintosh, NES, Palm OS, PC, mobile phone)

Developed by ICOM Simulations, Inc.

Published by Mindscape (1987), (Kemco, 1989 for the NES)

Far from the real-world horrorscape that is Australia right now, opening a door to find just an entire chasm full of fire seems downright passe.  Shadowgate was known for being unpredictable.  Each door, or hatch, or hallway could just as easily lead to a wizard’s laboratory, or a dragon’s hoard, or a bridge over a sea of flames.  The sheer variety of scenes led to an equally broad set of creative solutions in order to progress.

Sadly, there’s no icy crystal orb we can shatter against the ground to put out the infernos raging across Australia.  Indeed, once you see some of the photos from the area, it can be easy to feel like there’s no solution at all.  And for any one of us, that’s true.  Fortunately, fixing this–or any other problem of this scope–doesn’t fall on the shoulders of any one person.  The most any one of us can do is what we can.  If you’re inclined to spit in the face of impossible odds, and do all that anyone could ask, this article has a list of things you can do to help, at the bottom.  Again, no one person could be expected to do all of them, but any of us could do at least one.

Stuck in an infinite loop

It’s been longer than I’d intended, since my last post, but life has gotten crazy as the joys of homeownership have reared their ugly heads, one after another.  First, the process of refinishing my deck took weeks due to inclement weather, then there was a problem with my fireplace randomly turning itself on, and then I discovered a leak in the ceiling, after the most recent bout of rain.  Just one bloody thing after another, seeming to never end.  Which brings us to today’s word.

lemniscate, noun –  a curve in the shape of a figure-eight, or infinity symbol

Learned from:  AI: The Somnium Files  (Nintendo Switch, Playstation 4, PC)

Developed by Spike Chunsoft

Published by Spike Chunsoft (2019)

I don’t know when the months of August through October became the new holiday season for games, but holy crap, is there a lot of good stuff coming out in that span, this year!  From big name blockbusters like Borderlands 3, to stylish takes on old formulas like Code Vein, to surprising niche titles like AI: The Somnium Files, there’s something for everyone, and much of it is pretty solid.

AI is a cyberpunk murder/mystery visual novel, in a subgenre that has a surprising number of entries, when you stop and consider it.  (Observer, Read Only Memories, VA-11 HALL-A, Detroit: Become Human, etc.)  And aside from maybe Read Only Memories, AI is the quirkiest one I’ve played so far.  Think, mixing all of those other games with a dash of Deadly Premonition, and that’s kind of the atmosphere this one has going for it, and I’m really digging it so far.  Anyway, you play as Date, an investigator for a secret branch of the police force, and the game starts you looking into a case that’s suspiciously similar to something that happened to Date himself, six years ago.  The plot has you cooperating with your A.I. partner (who’s also your prosthetic left eye), to dive into people’s memories, to try and work through their mental locks that are hiding information on the case that they might not even realize they know.  Things get pretty surreal, and kinda goofy at times, but it’s great.

One of the characters you run into in your investigation is an idol singer named Iris, who works for a company called Lemniscate, and manages to get herself tangled up in the case.  I haven’t gotten far enough in the game to know for sure yet, but I’d wager that name wasn’t chosen at random, and that it has some deeper significance to the case–just like Iris herself very well might.  But I’m juggling several different games right now, so it might be awhile before I find out for sure.  What I can say with certainty though, is that if you like visual novels, narratives that are a bit off-kilter, the cyberpunk genre, or mysteries (or puns–your A.I. partner is an “A.I.-Ball” for example), you should probably check this one out.  It’s been entirely overshadowed by bigger titles coming out around the same time, and it deserves more recognition.

ai

Iris is the one on the right.  Sweet, innocent, totally-not-conniving Iris…

Deep freeze

Things have been very, very cold lately, in my neck of the woods, so let’s go with a word that captures that idea this time around.

permafrost, noun  –  A permanently frozen region of land.

Learned from: Neuromancer  (Apple IIGS, Amiga, Apple II, Commodore 64, PC)

Developed by Interplay Productions

Published by Mediagenic (1988)

In retrospect, I probably shouldn’t have been playing Neuromancer as early as I did.  It’s a game that involves corporate espionage, existential crises, red light districts, organ harvesting, and a whole slew of other themes I didn’t fully appreciate until years later.  Still, adventure games were things I could play with my father, and we both enjoyed the experience of puzzling our way through the narratives.  It was also my first exposure to the cyberpunk genre, and it’s a love that’s endured to the present day.

“Permafrost” was a password you needed to give someone on a forum, to enter into a shady arms deal, if memory serves.  I’m pretty sure that deal resulted in your character getting arrested, but then, there seemed to be little in that dystopian world that wasn’t illegal, so that’s neither here nor there.

neuromancer

Cutting edge graphics for the time, really.

Novembeard

I’ve never taken part in No-Shave November, but as the month is almost over, I thought a word related to the event might be fitting.

tonsorial adj. – Of, or relating to the business of a barber.

Learned from: Harvester (PC)

Developed by DigiFX Interactive

Published by Merit Studios (1996)

It’s tempting to describe Harvester as “like Twin Peaks, but…” yet I don’t think that’s fully accurate.  It’s set in a weird little town, filled with people who are all more than slightly off, true.  But whereas Twin Peaks had a certain undeniable charm, Harvester seemed dead-set on injecting the X-TREME nature of the ’90s into nearly every screen, and turning the dial up to 11.

Harvester is a point & click adventure game, which has you playing as a “teenager” (who’s clearly in his mid- to late-twenties), named Steve, who wakes up one morning in a town he doesn’t recognize, surrounded by people he doesn’t know.  His “mother” spends the entirety of her days baking sheet after sheet of cookies for an upcoming bake sale, his neighbor is a disgusting pig who only ever talks about meat, and the local mortician also owns a hotel, where random drifters seem to keep dying.  Oh, and Steve has also apparently traveled back to the 1950s, and is engaged to be married to a girl who also has no memory of how she got there.  And everyone is pushing Steve to join a mysterious group known only as The Lodge.

Sounds like an okay setup, right?  Well, it is, until you discover the local meat plant is killing random cats, the principal of the school is a pedophile, your “father” is tied to a bed in blood-smeared sex dungeon, the fire station is staffed by flamboyantly gay men who spend their time painting nude pictures…you get the idea.  I have a feeling DigiFX was simply trying to push the notoriety of Harvester as hard as they could, considering the panic around violent and objectionable video games that was rampant in the ’90s.  They certainly took things to extremes…but I have my doubts whether it helped their sales or not.

So, what does Harvester have to do with cutting hair?  Well, eventually you do get pushed into joining The Lodge, and the initiation requires you to perform a series of increasingly dangerous “pranks,” that range from scratching someone’s prized car, to setting a building on fire.  Along the way, you have to steal a barber pole from “Mr. Pastorelli’s tonsorial parlor,” I believe the shadowy Lodge member in the robe calls it–which seems like it would be one of the more harmless tasks, until the owner ends up getting electrocuted by the exposed wires when he opens the shop the next day.

Harvester is not a good game by any means, but there is a bit of tongue-in-cheek humor to be found in its laughably bad gore effects.  That’s kind of offset by the overall squicky nature of some of the other stuff (the father watching his own daughter get undressed every night comes to mind), but it’s pretty cheap on Steam, if you feel like checking it out.

Pastorellis

The tonsorial parlor in question.