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.

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.

How fitting.

I was working on making dinner today, when an onion I was slicing up slid under my hand, and I ended up doing the knife-equivalent of whacking my thumb with a hammer. For such a relatively small wound, it bled a surprising amount. Which brings us to today’s word.

imbrued, verb – past tense of imbrue, to stain, particularly with blood

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

Developed by ArtPlay, Wayforward

Published by 505 Games (2019)

When I found my first Imbrued Skull, I thought it was a typo of “imbued.” But the rest of the translation had been pretty solid, and nothing in the item’s description suggested it was imbued with anything (except perhaps blood). So, on a whim I looked it up, and yeah, it’s just a very tongue-in-cheek play on words, considering the game it’s from.

I actually kind of respect that, because while <i>Bloodstained</i> is <i>Castlevania</i> in everything but name, it’s got enough self-awareness to give it a slightly playful identity all its own. Sure, there’s themes of human experimentation, and demonology, and all that, but you’ve also got a bumbling villager who keeps getting lost, despite all your efforts to help him get home, an old lady who just wants to eat all her favorite foods one last time before she dies, and the occasional fourth wall-breaking joke. And somehow, it all works.

What a terrible night to have a bloody hand injury…

Back from the dead

A lot has happened since my last post–most of it work-related. We’ve had a couple people leave, others have been out sick, so I’ve been picking up extra shifts and training in new hires as a result. It’s not over yet, but things have slowed down for the moment–enough that I was able to get my first round of the Moderna vaccine today. Which brings us to today’s word.

ampoule, noun – a small, hermetically sealed glass or plastic vessel used to store solutions for hypodermic injection

Learned from: Silent Hill 2 (Playstation 2, PC, XBox, Playstation 3, XBox 360)

Developed by Konami Computer Entertainment Tokyo

Published by Konami (2001)

Silent Hill‘s equivalent of the first aid spray from Resident Evil, ampoules would bring you back to pretty much full health, no matter how close to death you were. Though, I really don’t know how any of the protagonists actually got the stuff inside into their systems, since you never pick up any syringes. Maybe they just drink it? Seems about as sanitary as anything else in Silent Hill: the town where you can get eye tetanus just by reading the street signs.

On the subject of the COVID vaccine though, it was painless. I got it about an hour and a half ago, and the worst side-effect I have so far is a tiny bit of an ache in my arm. So far, it’s not even as rough as the flu vaccine, which is great. Though, seeing just how many people showed up to get their doses this morning made me almost pine for the deserted streets of Silent Hill. A year of isolation hasn’t exactly helped my social anxiety.

Still, it feels good to be back posting here, so it won’t be long until the next one. Cheers, and sign up to get the vaccine if you haven’t already–it really isn’t bad at all.

Back to normal?

Well, two days ago marked the official start of a new era in United States politics. That sounds a bit melodramatic, but the past four years have felt much, much longer. And I know the problems inherent in, and responsible for those four years won’t just go away overnight, but we can hope they were ultimately an aberration. Which brings us to today’s word.

ergodic, adj. – the tendency for a system to even out to a baseline value over time

Learned from: Oxenfree (Playstation 4, Mac, Mobile, PC, Nintendo Switch, XBox One)

Developed by Night School Studio

Published by Night School Studio (2016)

Disclaimer: The definition above is significantly simplified. The exact meaning is rather technical, and seems to vary slightly depending on which dictionary I use to look it up. This is perhaps fitting, considering the term in the game applied to a theory of thermodynamics.

Oxenfree is an interesting horror-themed adventure game. Sort of a sci-fi, coming of age, ghost story…kind of. You play (mostly) as Alex, a girl who gets invited to a party on an abandoned island one summer. Once you’re there, you and your friends accidentally make contact with…something through your portable radio, and end up in a struggle for your lives against the entities on the island. Much like today’s word, this synopsis is over-simplified, but I don’t want to give spoilers, because the narrative really is good, with dialogue choices that seem to matter, and some really neat twists.

Anyway, at one point, you discover the notes of someone who was researching the entities, and it’s in this person’s study that you find, among other things, books on ergodic thermodynamics. You know, just a bit of light reading while your friends are getting possessed, and reality itself is warping around you.

Damn teenagers, always on their radios, opening rifts in space-time…

It’s enough to drive a man to drink.

To say that it’s a stressful time in my country is a criminal understatement. In under two days, we’re going to be ushering in a new president, and while that’s been little more than a formality every other time it’s happened, so long as I’ve been alive, this year is…different. There have already been acts of violence in the past few weeks, and I’m worried something worse is going to happen on inauguration day. On a more personal level, I’m not even going to be home to see it, if something does happen–my job is opening its doors to the public again, starting tomorrow, in a decision that was made rather suddenly. Beyond the anxiety over being stuck at work and potentially missing historic news as it unfolds, I really wish they’d waited until my coworkers and I had gotten the vaccine. All of this brings us to today’s word.

potation, noun – a dring; particularly: an alcoholic drink

Learned from: Utawarerumono: Mask of Deception (Playstation 4, Playstation 3, Playstation Vita, PC)

Developed by Aquaplus

Published by Atlus USA (2017)

I’m generally not big on visual novels. If they offer you choices in dialog or action that affect the story, that helps a bit. If they offer puzzles or combat, that helps more. The Utawarerumono games do offer Fire Emblem style battles, but they’re few and far between, and the narrative portions that make up the bulk of the game are often tedious and hard to suffer through. There’s always a good story there, but it’s always buried under fanservice, mixed attempts at humor, and side events that often contribute nothing to the plot.

Really, the only reason I’ve played two of these games so far, is because the next Dokapon game is a cross-over with this series (for some reason), and I wanted to be familiar with the characters.

One of these characters is Maroro, a court magician with a very…over the top personality. He’s dressed in garish robes and face paint, his mannerisms are downright foppish, and his speech is positively purple. He’s also kind of a sad sack, who always gets taken advantage of by people around him. Following one of these incidents, Maroro ends up at a bar, drowning his worries in potations he probably can’t afford, and pouring his heart out to you in a litany of flowery prose.

Maroro’s kind of insufferable, but it’s hard not to feel a little bad for him.