Can you hear me now?

I had the day off today, and decided to use part of it to start one of the many, many Game of the Year contenders for 2023: Alan Wake II. And I didn’t even get into the game, proper, before it taught me a new word.

hyperacusis, noun – elevated sensitivity to sound, particularly environmental or background noise

Learned from: Alan Wake II (PC, Playstation 5, XBox Series X/S)

Developed by Remedy Entertainment

Published by Epic Games Publishing (2023)

I’d heard some cautionary tales about this games PC performance before picking it up, and it turns out there is some validity to those claims. It doesn’t run terribly, by any means, but I had to do more tweaking to get it at a decent, stable framerate than I did for other demanding games like, say, Returnal. But it was in poking around the options, that I stumbled across a toggle for a hyperacusis filter.

In the game, it seems primarily focused on reducing the amount of high-frequency background noises, like birdsong, that occur while you’re playing. So, in this instance, it seems like it’s less about reducing the amount of environmental noise as a whole, and more focused on high-pitched sounds. Either way, it’s nice to see this kind of accessibility option included, because I fully understand what it’s like to be bothered by certain types of sounds (in my case, it’s chewing noises).

I suppose I should talk a bit about the game, itself, even though I’m not terribly far yet. First things first, it would probably be a good idea to play the original Alan Wake before diving into this one. It might not hurt your experience too much, but the opening sequence involves a returning side character from the previous game, and you’d be missing a layer of the narrative by not having that past experience. Similarly, having a reference point to the town of Bright Falls, WA as it was, versus how it currently is in Alan Wake II will give you some insight that a new player might not have.

To explain, in the first game, Bright Falls was a less menacing version of Twin Peaks–there was something sinister going on in the background, sure, but the townsfolk, themselves, all seemed like genuinely okay people. If a bit odd. But in Alan Wake II? Something just feels…wrong in the town. It goes beyond some characters not fully recovering from what happened to them in the previous game, though that’s a factor too. But even in this early stage, walking through the town (as a new character, I might add: an FBI agent named Saga Anderson), I can’t shake the feeling that there’s a rot spreading just below the surface, and these people might not be the weird-but-trustworthy folks they once were. It’s a good start, and I look forward to seeing where it goes. High-pitched noises and all.

You can go in blind, but honestly the first game is still worth playing today, too.

Enough to make you sick

The weather here has been…weird, lately. It’s the middle of June, and temperatures have been in the 50s (Fahrenheit)…except when they’re in the 80s or 90s. Sometimes back and forth within the span of a few days. Those kinds of swings are a shock to the system, and prime conditions for people to fall ill…which makes today’s word fitting on a variety of levels.

emesis, noun – the act of vomiting

Learned from: System Shock (PC, Mac, Playstation 5, XBox Series X/S)

Developed by LookingGlass Technologies (original), Nightdive Studios (remake)

Published by Origin Systems (original, 1994), Prime Matter (remake, 2023)

The original System Shock is a game I never got the chance to play, growing up, but over the years I’d heard nothing but acclaim for it. Being the inspiration for everything from the Bioshock games, to Prey, to Dead Space (or so I’ve heard), it sounded like a hugely influential piece of gaming history that I’d missed out on. So when I heard there was a remake in the works, I was very intrigued, to say the least.

I’m not very far into it yet, but I’m already enjoying the heck out of this cyberpunk nightmare scenario, odd visual style aside. You’re cast in the role of a hacker who gets busted for stealing the schematics for a military-grade implant. A representative of the company you burgled recognizes your skill, and offers to cut you a deal: he’ll give you the implant, your freedom, and scrub your record clean. And all you have to do is head up to a company space station, and disable the ethical safeguards on SHODAN, the AI that’s running the place. What could go wrong?*

To his credit, the company rep does keep his end of the bargain. But you wake up from your surgery sometime later, to find the station…well, let’s just say in a very, very bad state. And initially, after scrounging around the various stethoscopes and emesis basins scattered around the medbay, you find a lead pipe to defend yourself with, as you venture into the bowels of the station to try and figure out how to fix the horrible thing you’ve done–or at least, survive.

As I said, I’m only near the beginning so far, but the setup is fantastic, and the gameplay, while more complex than your average shooter, is fun. I can see why it’s regarded as a classic.

*You could end up creating GLaDOS’s meaner, crazier ancestor, that’s what.

You should know this; you’ve been to court

The meetings we have at work are almost universally useless. This wouldn’t be so bad, if they didn’t occur first thing in the morning, before we even open for business. But every so often, something catches my ear, such as today, when one of my bosses didn’t know what the word “litigious” meant.

I work for very stable geniuses. But it does bring us to today’s word.

litigation, noun – the process of bringing legal action against an entity

Learned from: Descent II (PC, Mac, Playstation)

Developed by Parallax Software

Published by Interplay Productions (1996)

I played a bit of Doom and Quake, back in the day, but I was primarily a Descent guy. Sure, it pretty much required a joystick, and multiplayer was a pain and a half to set up, but not being bound by gravity was such a novel experience. And when you did get a multiplayer match going, it allowed for a ton of strategic gameplay, especially when you factored in the impressive variety of weapons at your disposal.

Descent II was the best entry in the series, by far, even if it had the weakest story. Not that “there are berserk robots in this mining colony; go destroy them” was Pulitzer material in the first game, mind you. But the sequel starts with your employer saying essentially, “Hey, you’re still under contract. Go kill these other murderous robots, or we’ll sue you.” At the time, I had no idea what litigation was, but when I looked it up, I realized that these games are really set in a pretty dystopian future–yeah, you just saved company property, but get your nose back to the grindstone and keep risking your life if you don’t want to be penniless and/or in jail. I didn’t dwell on it too much, because the gameplay was so fun, but a part of my 13-year-old brain still realized this was a pretty crappy situation for your character to be in.

My copy didn’t come bundled with 100 free hours of AOL. That would’ve saved my parents like, $50, probably. The early Internet was a a nightmare, kids.

Put some spring in your step

It’s April, which means for most places in the northern hemisphere, it’s springtime. And while that’s technically true where I live as well, you’d never know it. The snow is starting to melt, but it’s still easily a foot deep in a lot of places, and it’ll be some time before we start seeing flowers come up. Which brings us to today’s word.

hippeastrum, noun – a genus of evergreen plants with large, red flowers, native to tropical and subtropical regions

Learned from: The Excavation of Hob’s Barrow (PC, Mac)

Developed by Cloak and Dagger Games

Published by Wadjet Eye Games (2022)

The Excavation of Hob’s Barrow is a slow-burn horror adventure game, where you play archaeologist, Thomasina Bateman as she arrives in the remote English town of Bewlay, hoping to excavate the titular barrow. Things quickly go wrong, but in ways that are only subtly insidious at first: the person you’re supposed to meet is nowhere to be found, your partner never arrives with your supplies…or the money you need to even pay for lodging, and everyone in town seems just a little…off. But maybe they’re just not used to strangers; yeah, that’s probably it.

What develops is a rather impressive bit of folk horror that’s heavy on atmosphere and light on any straight-up scares for most of it. Instead, you quickly find yourself wondering just who you can trust, what’s going on behind the scenes, and how far you’re willing to go to achieve your goals. And of course, there are some convoluted puzzles to solve as you go–if you’ve played The Secret of Monkey Island, or King’s Quest, you’ve got an idea of what you’re in store for.

For instance, you need to get your hands on some hippeastrum flowers, so you can convince an old lady to bake puddings for a stuck-up aristocrat. But before you can do that, you need to track down a missing milk man, so that the maid who’s in love with him might look the other way when you go to procure them, and…you know, standard adventure game stuff.

Still, despite how absurd some of the puzzles can get, there’s a solid Gothic mystery to enjoy here, with elements of isolation and creeping dread that seep in from the get-go, and never really leave. Plus, it’s all voice acted (and competently at that), so if you like old-school adventure games with an aesthetic to match, there’s a lot to enjoy here.

The pixel art really doesn’t do these flowers justice.

Trundling through life

So, there’s a little game called Dredge, that’s coming out in just a few days. It’s kind of like if H.P. Lovecraft wrote Animal Crossing: You find yourself on an island, and your boat is wrecked. The townsfolk there are willing to loan you another vessel, on the condition that you pay for it by fishing…totally normal fishing, and not trawling the seas for unnamable horrors that might drive you mad before your debt is squared away. It sounds like fun. And to try and get in the best mindset for it, I’ve spent the past week or so reading classics like “The Shadow Over Innsmouth,” watching movies like The Lighthouse, and digging through my Steam library for nautical-themed horror games. Which brings us to today’s word.

lollop, verb – to move in an unsteady, clumsy fashion

Learned from: Hunter’s Journals: Pale Harbour (PC)

Developed by Grindwheel Games

Published by Grindwheel Games (2019)

The Hunter’s Journals series apparently comprises five games, casting you as a monster hunter in a variety of different settings–a monster hunter who, despite the game’s assurances of your skill and renown, seems quite likely to die at the slightest misstep or lapse in judgment. At least, if Pale Harbour is any indication. This one tasks you with discovering the source of the abominations from the sea that have driven the inhabitants of a small fishing village from their homes. One such encounter with one of these beasts has it lolloping out of a house in pursuit of you, after you’ve wounded it.

I know this is the exact thing that it does, because this game (and series, I’d imagine), is more or less a digital Choose Your Own Adventure-style book, with some light RPG mechanics thrown in to give it some replayability. Aside from Stamina, your character really only has one stat: Skill. On most difficulties, these are determined randomly at the start of the game. Stamina is health, and Skill is your base competency at most things, which you roll two six-sided dice and add them to this value for your result. Both of these attributes will diminish as you play, but neither of them will save you from the instant-death dead ends you’ll find yourself at before you die in combat, most of the time. The story’s interesting enough, and it’s all narrated…though the voice actor’s delivery sometimes leaves a little to be desired.

The sudden deaths may be off-putting to some, but if you grew up with these kinds of books, there’s a lot to like here.

The art is also a bit…YA graphic novel-y, but there are worse ways to spend six bucks.

Small town businesses are weird

My wife and I are members at the local food co-op, largely because you never quite know what you’re going to find there. From locally-grown produce, to fair trade baskets from Africa, to Buddha’s Hand citrus fruits from…I don’t remember where. Anyway, walking through there is always an experience. Every so often though, you don’t even have to head there to get a little taste of the unexpected. Case in point, they’re having a “Cheese Madness” event right now, with samples and brackets where their top cheeses face off against one another, until only one is left, voted in as the ultimate cheese. I’m not sure why they chose cheese for their March Madness parody, but it does bring us to today’s word.

rennet, noun – an enzyme used in the making of cheese

Learned from: Bloodstained: Ritual of the Night (Playstation 4, mobile, PC, XBox One)

Developed by ArtPlay

Published by 505 Games, Netease (2019)

Bloodstained is Castlevania in everything but name–even to the point where it was produced by Koji Igurashi, one of the heavy-hitters behind the later Castlevania games. It’s got the atmosphere, the complex maps, the varied combat, but it also includes some subsystems that were absent from most if its inspiration: namely, crafting.

Gather up the right materials, and you can create things you’d expect, like new weapons and armor, but you can also cook food to use for healing and permanent stat boosts. If you’re particularly masochistic, you can try to recreate an increasingly complicated and vague series of recipes for an old lady who can barely remember her own name, let alone the food she used to enjoy. So she’ll say she wants to taste the “portable snack” she used to love, or something “fluffy,” or something as obtuse as a “novel idea.” She rewards you if you get it right, but some of the recipes in Bloodstained are a pain to put together. Some are simple, like using wheat to make dough, to make noodles. But say you want to make a pizza…well, you need that wheat to make the dough, but you also need tomatoes, whatever the toppings are, and milk and rennet to make cheese. But you can’t just have all the base ingredients in your possession; no, that would be too easy. Unless they’ve patched it out, you needed to make every intermediate component by hand, before you could get to the final product. The rewards were usually worth it, but getting there was an uphill battle sometimes.

Behold, the dreaded Blood Moon!

A word of caution

On this random Sunday, I’d just like to dispense a bit of advice: you never can really know when something you do or say could have unintended consequences. This might sound like I’m advocating living in a constant state of anxiety, but that’s not exactly the case. That sort of thing tends to be my general state of being, and I wouldn’t wish it on anyone. Just, be mindful, because you don’t always know what other people may be going through. Which brings us to today’s word.

chary, adj. – exceptionally wary or cautious

Learned from: The Elder Scrolls V: Skyrim (Released on virtually everything that can display graphics, since the PS3 era. I’m not listing it all.)

Developed by Bethesda Game Studios

Published by Bethesda Softworks (originally 2011, with many, many re-releases afterward)

These games are full of books. Books about history, and poetry, and cooking, and travel guides–there’s a lot here for anyone with the patience and interest to seek it out and read through it all. That said, I don’t think I would’ve had the foggiest idea of which book the word “chary” showed up in, if I hadn’t scribbled an extra memo next to it in my notebook. If I was accurate, this word shows up somewhere in volume 2 of The Real Barenziah, in reference to how some townsfolk feel with regards to the titular character.

Now, if you offered me a million dollars to tell you just who Barenziah was, or why your average citizen might be overly wary of him, I would not leave the conversation a rich man. Heck, I can’t even say for certainty that Barenziah as a “him” at all, it’s been so long since I read this particular story-within-a-story. And that’s something I seem to remember from Skyrim as a whole: a lot of the ancillary, background material seemed significantly more detailed and fleshed out than the events taking place during your adventure.

In fairness though, I never finished it. After about 20 hours of primarily fighting the same reskinned “guy with melee weapon,” “guy with ranged weapon,” and “guy with magic” over and over again, I lost interest. If I find a subterranean nest of bug people, fighting them shouldn’t feel essentially the same as fighting a group of bandits. But it did. I guess I just wanted more of a chary feeling, venturing into the unknown, instead of the boredom that settled in.

I couldn’t find a screenshot of that exact page, so enjoy the hexadecimal codes for a bunch of crafting materials, instead.

‘Tis the season of giving…

…and of getting back to things. Hello, world, I’m sorry I’ve been gone so long. It’s like skipping time at the gym: You let one day slip by, and before you know it, months have gone by, and you’re 20 pounds heavier. But it’s the middle of the Holiday season right now, and I wanted to do a little something for both myself, and anyone who might happen upon this. Plus, holidays just so happen to be relevant to today’s word.

alms, noun – charitable donations to the poor; specifically: donations of leftover trenchers from the previous evening’s feast

Learned from: The Faery Tale Adventure (Sega Genesis, Amiga, Commodore 64, PC)

Developed by MicroIllusions

Published by MicroIllusions (1987 – Amiga, 1988 – Commodore 64, 1989 – MS-DOS) Electronic Arts (1991 – Genesis)

I don’t remember a whole lot of The Faery Tale Adventure. The terrible spelling on the cover caught my attention at my local video store when I was little, and set my expectations low, even to my young mind. But, it was an RPG, and I hadn’t played it before, so I gave it a shot…and was summarily rather lost, because someone had lost the instruction manual, and this was back in the days when those were actually important.

Most of what I recall from the gameplay is aimlessly wandering around a massive world (for the time), as one of the three playable characters, who might have been brothers or something. Well, that, and the beggar who tried to kill me.

I was traveling along some random stretch of road, and there was a guy standing off to the side, who asked me if I had any alms for the poor. I didn’t know what that meant at the time, but I think I said yes, because I was supposed to be the hero in this story, and this man was clearly a beggar…except when I answered, several other guys jumped out of nearby bushes, and they all started attacking me.

During the fight, I remember wondering what I did wrong. Did I actually not have any of whatever “alms” were, and was this guy pissed off that I lied to him? Were “alms” some sort of bad thing? Was this a secret code for a quest I hadn’t discovered yet, and I answered incorrectly?

Later, I looked up the word, and put the pieces together: I’d done the right, charitable thing, but this guy was just a bandit pretending to be a beggar, and I fell into his trap. It’s a moment that stuck with me all these years, and it’s the only solid memory I have of The Faery Tale Adventure.

What brought it to mind, all this time later, is a book I recently read: Medieval Holidays and Festivals, by Madeleine Pelner Cosman. I was trying to get inspiration for celebrations to work into a Pathfinder game I’m running, when I came across mention of what exactly alms are. Durable plates were expensive back then, so many feasts were served on plates or in bowls made of bread, called trenchers. At the end of the meal, the flavor-soaked remnants of the trenchers could be eaten, or donated the next day to the needy. These days, alms refer to any charitable gift to the needy, but during Medieval times, it had a more specific connotation.

And hey, I may have even given you a bonus word this time around, if you didn’t know what a trencher was. Happy holidays, everyone!

With a cover this generic, is it any surprise I don’t remember much from this game?

Blast from the past

Growing up in the ’80s, I was too young to fully comprehend the horrors of impending nuclear annihilation. Granted, those were the last years of the Cold War, and it ended when I was eight years old, but still, my main takeaway at the time was that the Soviet Union was bad…except, someone from there made Tetris, so they couldn’t be all bad. And once the USSR dissolved, I kinda just went on with life, dimly aware that something potentially terrible had been averted.

Fast forward 30 years, and we’ve got the Russians invading Ukraine, and Vladimir Putin implicitly threatening to make this go nuclear. There’s no ambiguity about this in my mind, anymore. Which brings us to today’s word.

megalomania, noun – an obsession with obtaining power, wealth, or importance

Learned from: Tyrants: Fight Through Time (Sega Genesis, Amiga, Atari ST, Super Nintendo, PC)

Developed by Sensible Software

Published by Virgin Interactive Entertainment (Image Works for the original version, 1991)

I didn’t exactly learn this word from playing Tyrants, but rather from an ad in an old gaming magazine. Similar to Odium being called Gorky 17 in other regions of the world, Tyrants was known overseas as Mega-lo-mania. Both titles fit for a variety of reasons.

Tyrants/Mega-lo-mania was an early real-time strategy game, where you play as one of four gods, differentiated only by their portrait and color palette, with the task of defeating the other three on a variety of islands. You do this by influencing your followers to develop increasingly sophisticated weapons and defenses through a variety of technological eras, from stone axes up to ballistic missiles. While simple by conventional standards, the game featured a surprisingly large tech tree that could even lead you to developmental dead ends, depending on what you decided to research. It also featured some pretty braindead AI, to the point where if you were really backed into a corner, you could just keep spamming the “form alliance” button at the god attacking you, until the RNG would eventually make him give in. If only we could do that in real conflicts…

Simpler times…

This too shall pass

Recently, one of my coworkers was out, having surgery to remove a kidney stone. It’s a process I hope never to have to go through (though, surgery almost sounds better than passing one naturally), but it does bring us to today’s word.

ptyalolith, noun – the hard buildup of minerals inside the organs or ducts

Learned from: Vigil: The Longest Night (PC, Playstation 4, XBox One, Nintendo Switch)

Developed by Glass Heart Games

Published by Neon Doctrine (2020)

As the title would suggest, Vigil is a dark game. It’s a 2D platformer, with a heavy emphasis on exploration, that casts you as a member of the titular Vigil, tasked with fighting against an encroaching darkness that seems to have enveloped the world. It would seem you’re not terribly good at your job, but all you can do is your best. Even when your best includes consuming the kidney stones of a dark god to increase your abilities. The Ptyalolith from the Other God feels like an item that would be more at home in Bloodborne, or Blasphemous (both games I’m sure I’ll post more about in the future), but it’s far from the strangest item in the game–you can end up wearing a grapefruit rind on your head, while dressed in a nun’s habit and wielding a broom as a weapon. While it’s a beautiful game, there are times it really doesn’t know what tone it wants to have. Still, there’s a lot of equipment, and a variety of play styles (some of which are pretty broken for a lot of the game), so it’s worth checking out.

Even if the title card does make it look like one of those “find the hidden object” games from the mid-2000s.