Can’t touch this

I was talking to a coworker today about the recent holiday weekend. Neither of us went to the fireworks, because we don’t really like crowds–especially post-COVID. And I mentioned how it’s kind of amazing that I actually went to a convention as big as Dragon Con about ten years ago, considering people were packed into the hallways like sardines. Simpler times, and I guess being in costume helped. But that brings us to today’s word.

aphenphosmphobia, noun – the fear of being touched

Learned from: Death Stranding (PC, Mac, Playstation 4, Playstation 5, XBox Series X/S)

Developed by Kojima Productions

Published by Sony Interactive Entertainment, 505 Games (2019)

If you know me personally, you know I am not a fan of Hideo Kojima. At all. I think his games are bloated and pretentious, and the man really should just start making movies. But Death Stranding was free on the Epic Games Store at one point, and for that price, I figured it was worth a try. I still want my money back.

In the future, a cataclysmic event has fractured the United States, and inexplicably caused what remains to look an awful lot like Iceland. Invisible monsters roam the land which can only be detected by weird test tube babies, and if someone dies they explode for some reason, unless their bodies are properly dealt with. And we’re expected to take all this seriously, when the game is populated by characters with names like “Die-Hardman.”

I hate Hideo Kojima so much.

Anyway, our hero, Sam Porter Bridges, is tasked with delivering cargo from one isolated settlement to another, to try and reestablish connections between people. And in case the “joke” in his name flew over your head, I’m pretty sure the game explains to you how fitting it is, considering he’s porting things to people to build bridges. Oh, and Sam has aphenphosmphobia. The irony!

Most of the “gameplay” involves you guiding Sam across vast expanses of empty, bizarrely treeless wilderness (because again, post-apocalyptic America looks like Iceland, I guess), listening to mellow music and trying to avoid any slopes that are too steep–because Sam might fall and hurt himself or damage his cargo. And honestly, the implied threat of having to make the long, boring trek back to base after making a misstep was enough to keep me meticulously navigating him through the first mission. Then I got to the second task, and encountered roving gangs of people who are just so keen on making deliveries, that they attack any couriers they see to try and steal their cargo, and I just couldn’t anymore.

I don’t care how cool the boss fights look. They aren’t worth suffering through the rest of the game.

The fury of a thousand suns

Part of what I love about this blog is that I occasionally still find new words to add to it in the present day. Coming home from an awful day at work and playing a good game is a welcome relief; discovering a new word in the process is even better. And believe me, the days at work lately have been truly abysmal. We aren’t operating with a skeleton crew so much as a stick figure drawn by a kid in the remedial class. Barebones would be an improvement, and it’s making me increasingly angry, especially since the closest end in sight is at least a month away. That’s a story for another time, but in a roundabout way, it brings us to today’s word.

sinter, verb – to heat a powder until it bonds into a solid

Learned from: Mina the Hollower (PC, Mac, Nintendo Switch 1&2, Playstation 5, XBox Series X/S)

Developed by Yacht Club Games

Published by Yacht Club Games (2026)

Mina the Hollower is an interesting little game that’s a bit like old-school Zelda on steroids. You play as the eponymous Mina, a mouse engineer who’s tasked with repairing a group of generators you built some time ago, because they’re mysteriously breaking down. Along the way, you’ll die a lot, fight a wide variety of enemies, and occasionally throw their remains into the trusty bone sinterer in your hideout to use as resources for leveling up. You know, just like Zelda.

Actually, there’s quite a lot here that sets Mina apart, even in just the four or five hours I’ve spent with it so far. You still have the top-down open world, an array of secondary weapons that also sometimes have utility in traversing the map, and all that, but if you dig just a little under the surface, things get more interesting and complex.

Pun fully intended, because one of the game’s core mechanics involves burrowing underground. You can do this to dodge enemies, get more distance on your jumps, move faster, unearth buried items, and more. It takes some getting used to–especially learning what you can tunnel under safely, and which things will still hurt you–but it becomes a really fun and engaging gameplay mechanic after awhile. I’m not 100% sure the game is worth the hype it’s been getting yet, but it’s not bad by any stretch.

The game thoughtfully provided its own definition. Which is about the most generous thing it’ll offer you as a player; Mina the Hollower is hard!

You oughta know

As we progress further and further into a dystopian cyberpunk future, without most of the cool tech, I occasionally find myself looking back at what might’ve been. I mean, if we’re careening toward a megacorp-controlled future anyway, we should at least have the magic from Shadowrun, or the consciousness backups of Altered Carbon, or the the cybernetic limbs of…well, any of them. Instead, it’s just the growing social and economic inequality, AI threatening our jobs, and rising international tensions and violence. Which brings us to today’s word.

aught, noun – zero, nothing

Learned from: Deus Ex (PC, Macintosh, Nintendo Switch, Playstation 2, Playstation 5, XBox Series X/S)

Developed by Ion Storm

Published by Eidos Interactive (2000)

Deus Ex was one of the first immersive sim games I played. You could call it an RPG. You could call it an action game. Or a stealth game. Any of those labels fit, depending on how you wanted to play it, and for the time, that was mind-blowing. Hell, you could even beat most of the bosses without directly fighting them, if you did the in-game research to find their weaknesses. You really could do anything.

Well…pretty much. The first mission or two is more or less set in stone–including the part where you’re handed a 30.06 (or thirty-aught-six) sniper rifle–because they had to set the stage somehow. Also, there’s no option to just stick with the organization you start off working for, after a certain point. Which is understandable, because the folks at Ion Storm would have had to make essentially an entire separate game if you could. And sure, the ending you get does ultimately boil down to a single choice you make in the final chapter, but everything in between is up to you.

Want to take the slow, careful, stealthy approach? Go for it. Do you desire to commit literal war crimes every time you run into an enemy? Go nuts, as long as you have enough white phosphorous rounds. Want to hack your way through every security system? Talk your way through things? A mix of any or all of the above? Just wander your way through the world, uncovering weird experiments, government coverups, maybe/possibly aliens, and more? The neon-lit world is your oyster. Deus Ex was remarkable when it released over a quarter of a century ago, and I’d wager it’s still worth visiting now. Just don’t let the blocky, low-res character models throw you off.

Somehow, a less grim future than the one we’re heading towards.

SSDD

So, I’m sure all of you are probably aware of, and perhaps sick of hearing about, this past weekend’s incident at the White House correspondents’ dinner, and the fact that the Internet doesn’t seem to be buying it. Because the other “assassination attempt” leading up to the 2024 election was fake (yes, people did die, but the loathsome dung eater was never in any danger–ears don’t grow back). And considering he used this most recent one to immediately springboard into how badly he needs his shiny gold ballroom, it’s no surprise people are assuming this one was staged, too. Which brings us to today’s word.

homology, noun – a similarity between multiple things, hinting at a common origin

Learned from: Neverness to Everness (PC, Mac, mobile, Playstation 5)

Developed by Hotta Studio

Published by Perfect World Games (2026)

In other, better news this week, one of my most anticipated games of the year came out. Neverness to Everness is like Control mixed with GTA and inFamous, taking place in a massive city full of strange anomalies, and people with superpowers who investigate and subdue/contain those anomalies. In between missions and the incredibly flashy combat, you can drive around, play minigames, sightsee with drones, get arrested, escape from prison, go fishing (because of course you can go fishing in an anime game), and more. I’m only a little way’s in, and already one of the cutscenes taught me this word, as one of the characters muses over the Homology Theory that suggests the anomalies and the people with powers might all stem from the same mysterious source.

Grand Theft Auto has never really appealed to me, largely because it’s a little too real-world. In fact, I may be one of the few gamers on the planet who legitimately could not care less about GTA6. But throw in extradimensional monsters, and characters who can run up walls, and stylish anime aesthetics to boot? Now you have my attention. Time will tell if this one has true staying power, but from my initial impressions, NTE is vibrant, charming, and just plain fun.

And as it stands, I would follow this slightly derpy catgirl who thinks my character smells like cocoa on whatever adventures her heart desires.

Well, what did you expect?

It’s a very busy time of year at my job, and the main thing getting me through it is the fact that we finally rid ourselves of the most toxic member of the staff. Over the past year and a half, this guy–let’s call him Chungus, because seriously fuck this guy–has stuck around despite making the lives of everyone else in the office miserable. No indoor voice, no sense of boundaries, no concept of what’s appropriate for a work conversation. He probably only lasted that long because he’s related to someone on the board. Yay, nepotism (not today’s word).

And lest you think I’m being too harsh toward someone whose worst crime is having a voice like if Rocky Balboa was a frat boy, and a laugh like Woody Woodpecker with a traumatic brain injury, there’s also the fact that Chungus was caught driving drunk with a loaded gun in his car, which he may or may not have had a license for. But even that wasn’t what finally rid us of him–no, that happened after Chungus got drunk again and started harassing one of our female coworkers outside of work, and she filed a police report. At which point, I really have to ask, just what did you think was going to happen, you stupid prick? And that brings us to today’s word.

query, verb – to ask a question (also noun – a question, itself)

Learned from: Space Rogue (Apple II, Amiga, Atari ST, Commodore 64, PC, FM Towns, Macintosh, PC-9801)

Developed by Origin Systems

Published by Origin Systems (1989)

Most people, if they’re familiar with Origin at all, probably know them as the developers of the Ultima games, but they did have other credits to their name. The Wing Commander series (which I’ve sadly never played), is probably the best-known of their other projects, but they had the odd standalone title here and there, too. Space Rogue is one of those, and for being a one-off project, it was surprisingly ambitious.

You start as a crew member aboard a ship that was sent to investigate a distress beacon (if memory serves). While you’re out on a spacewalk to investigate the small, derelict vessel, aliens attack and destroy the ship you flew in on, leaving you alone and in command of the abandoned ship you were sent to find. From there, you can…well, kinda do whatever. Try to discover why your other ship was attacked; become a pirate; learn the economies of various star systems and try to become rich as a merchant; help a robot find love; wile away your time on the game-within-a-game you can play on various space stations; just explore the galaxy, wherever the wormhole network happens to take you; etc. and so on. Space Rogue was an early example of what we think of today as an open-world sandbox; there’s no right way to play, and the story is largely optional if you want it to be. Exhausted everything to do in one star system? Pilot your way through a wormhole, and query your computer for points of interest where you end up–there’s always something new at each destination.

Speaking of the star systems, kudos to the development team for trying to account for actual physics and space hazards. Wormholes aside, planets would move in their orbits as you plotted courses to them; velocity was constant unless you fired your thrusters; inertia in dogfights felt believable; radiation and space debris were real concerns; you could crash if you tried to land too fast at a space station–this was impressive stuff for a game with 4-color CGA graphics that came on a couple of floppy disks.

The free-form open universe felt a little too open to my 7-year-old self, and I don’t think I ever beat this game, insofar as there was a way to “beat” a sandbox, sci-fi space adventure. But it was certainly different from anything I’d played at the time, and it left an impression on me, even all these years later.

Look at this guy, like he’s getting ready to drop Aldeberan’s hottest album of 1989.

Phrasing

Sometimes, you run into a game with a title that just doesn’t quite make sense. A lot of these are foreign games using English words, and maybe something got lost in translation. See: Infinite Undiscovery, Under Night In-Birth, or Chaos Zero Nightmare for a more recent example. But every so often you’ll get one from a Western developer where they clearly didn’t think things through. Such is the case with Tritryst, which is probably the least-sexy game you could imagine with a title that essentially could be read as meaning “menage a trois.” Which brings us to today’s word.

tryst, noun – a romantic encounter

Learned from: Tritryst (PC, Mac)

Developed by Cinematronics, LLC

Published by Virgin Interactive Entertainment, Inc. (1995)

Tritryst was a match-3 puzzle game. But despite the obtusely spicy title, you’re not matching up naughty bits or anything. Heck, it doesn’t even feature the fast-paced action of Columns, or even have a timer like Bejeweled, that might provide some excitement. Tritryst gives you a series of static, grid-based boards in various layouts, and gives you all the time you need to place pieces composed of three randomized colors so that you can match three in a line until you run out of room. You can rotate each piece in 90-degree increments, but that’s about it–I don’t even think they came in different shapes; I’m pretty sure they’re all straight lines.

You could almost classify Tritryst as a cozy game, since I suppose there is a certain calming appeal one could find in mulling over where to place each piece at their own pace. But honestly, I just remember it being kind of dull. I only ever played the demo, because even back then, I couldn’t see it being worth paying for. Good for winding down before going to bed at night, maybe, but nothing I could see most people playing for extended periods. And that title just had me perplexed, once I looked up what “tryst” actually meant.

Have I mentioned how much I miss the box art for old games though? Because, man I miss this kind of insanity!

Old faithful

It’s been a busy few weeks, between traveling, seeing old friends, and being short-staffed at work in between all that. But it’s finally a weekend where I don’t have anything going on, and we finally had our first snowfall of the year, so I figured this was a good opportunity to get another entry out.

I say “finally” about our first snowfall in early November, because according to people who grew up where I currently live, there used to be snow on the ground before Halloween. Consistently. But better late, than never–I still like winter, despite all the shoveling I have to do as an adult. The colder temperatures just sit well with me. I mean heck, my wife and I had our honeymoon in Iceland, where temps in the 60s (Fahrenheit) are positively balmy. And in a roundabout way, that brings us to today’s word.

geyser, noun – a hot spring which periodically boils over, sending a spray of water and steam into the air

Learned from: Space Quest (Apple IIGS, Mac, PC)

Developed by Sierra On-Line

Published by Sierra On-Line (1986)

The first game in a six-game series, Space Quest was sort of the adventure game version of Spaceballs: all ridiculous situations, jokes, and references to established sci-fi franchises. Star Wars was the main inspiration, but there’s some Star Trek, Dune, and other things sprinkled in there. You play as Roger Wilco, a space janitor who ends up embroiled in a nefarious plot that threatens the galaxy, and only he can foil the villain’s plans and save the day.

After escaping the exploding space station where he, until just recently, worked, Roger crash lands on a desert planet, and must survive the sweltering heat, deadly wildlife, a speeder bike action sequence, and unscrupulous used droid salesmen to get back to space and foil an evil alien plot. One sequence on the planet has you making your way through a cave system with a geyser that you need to plug up with a rock, so the pressure will open a secret door. Adventure game logic is really odd sometimes.

Fun fact about the word, “geyser,” though: It’s actually named after a region (and a town) in Iceland, famous for its various hot springs, mud pots, and yes, geysers. The most famous one (called Geysir–not sure why the spelling changed in English), is now largely inactive. Strokkur is the most vigorous geyser in the area, going off every couple minutes, and it is pretty spectacular.

Fun fact about Geysir, Iceland: Everywhere we went in Iceland, was multi-lingual. Street signs, restaurant menus, signs on businesses; all of them were in at least two languages. Sometimes more. In fact, during our time there, there was only one sign we ever saw that defied this rule; the sign was at Geysir, and it was written only in English. Basically, “Despite appearances, this water is incredibly hot. If you touch it, you WILL get burned. The nearest hospital is over 50km away.”

I have a photo of it somewhere, but it’s on an old laptop I haven’t used in awhile. But yeah, if you ever wonder what the rest of the world really thinks about the United States, this thinly veiled jab toward famously monolingual Americans pretty well sums it up.

Also not my photo. The laptop my Iceland photos are on is old enough that it’s not compatible with Windows 11, so it’s sat untouched for some time.

Who are you, again?

I recently attended a presentation by author, Sue Harrison, where she talked about her journey to becoming a writer. She genuinely seems like a delightful person, and her personal story was an uplifting one. But when she mentioned that she has difficulty remembering faces–to the extent that the first draft of one of her books had virtually no facial descriptions of the characters–I realized I knew the technical term for that. Which brings us to today’s word.

prosopagnosia, noun – face blindness

Learned from: Rogue Legacy (Playstation 4, Mac, mobile, Nintendo Switch, PC, Playstation 3, XBox One)

Developed by Cellar Door Games

Published by Cellar Door Games (2013)

Rogue Legacy is, as the title might suggest, a roguelike platformer. The gimmick in this one is that when your character dies, he or she is replaced by an heir you select from a few possible options. Some of the options are pretty straightforward, like the character’s class, but the cool part is that each one has a selection from a vast variety of traits they can be born with. From the innocuous (being bald), to the mildly inconvenient (colorblindness), to things like prosopagnosia, which made it so you couldn’t see any of the traits of the next generation. Not horrible, compared to something like schizophrenia (which I think showed enemies and platforms that aren’t there, while sometimes not showing ones that are), but it meant you’d have no idea what to expect on the next run.

And really, that’s what kept Rogue Legacy fun. The actual platforming and combat isn’t bad, but without the quirky results of genetic chance, the repetitive runs probably would have gotten boring before the end. It’s still a fun little game, easily worth the $15 it’ll set you back on most platforms.

Go, my balding, vampiric dwarf with ADHD! You are the hero we deserve!

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.

My favorite time of year

Earlier today, my wife and I headed out to her folks’ place to spend part of the afternoon helping her father harvest grapes, which we will later also help him crush to turn into wine. Somewhere, there’s a photo of me grinning like a maniac, with my arms stained red damn near up to my elbows, like I just murdered somebody. Good times.

Anyway, for me, this is the official start of autumn: being out there with a cool breeze blowing over us, and a beautiful view of the changing colors of the trees on the far bank of the river, foraging through dense vines and leaves, looking for clusters of grapes hidden just out of sight. Again, good times. And that brings us to today’s word.

foliage, noun – plant leaves

Learned from: Space Quest II: Vohaul’s Revenge (Apple IIGS, Amiga, Apple II, Mac, PC)

Developed by Sierra On-Line

Published by Sierra On-Line (1987)

I have very fond memories of the Space Quest games, despite having only played the first two of them (3 and onward never came to the Apple IIGS). Comedies seemed a lot more popular when I was a kid, growing up watching movies like Naked Gun, and Police Academy. And some games got in on the action, too, particularly adventure games like The Secret of Monkey Island, which was a spoof of pirate stories, and Space Quest, which was a spoof primarily of Star Wars, but sci-fi in general. Sort of like a Temu version of The Hitchhiker’s Guide to the Galaxy: not bad necessarily, but certainly not as polished as the name brand. I used to play these a lot with my father, laughing at the ridiculous situations Roger Wilco, janitor turned reluctant hero, would get into, and puzzling over how to get out of them.

As the title of the second game suggests, Sludge Vohaul, the series’ villain, is out for revenge against Roger for foiling his plans in the first game. He has goons kidnap you in the opening of the game, and instead of killing you, he has them take you to a remote location so you can be forced to watch the downfall of galactic society at the hands of the genetically-modified insurance salesmen he’s developed. Or something along those lines; it’s been decades since I played it.

Anyway, something goes wrong with the hovercraft the goons were transporting you on, and it crashes into the dense forest of an alien world. As you look around, the narrator comments on the lush foliage–foliage you need to hide within at least once to keep from being found by Vohaul’s reinforcements, as you try to find a way off-planet to foil his latest insane scheme.

It’s an incredibly goofy game, filled with the sort of absolute moon logic that was common to adventure games of the era (e.g., I think you have to discover and mail in an order form for some kind of space-Tazmanian devil thing at one point, to solve a certain puzzle, while making sure the creature doesn’t catch and kill you in the process). But that was part of the fun. And the days of sitting around that 8-inch screen with my dad, tossing ideas back and forth about “well, what if we tried this?” are memories I will forever cherish.

I forgot the sheer Mystery Science Theater 3000 vibes, in this box art.