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!

You zagged when you should have zigged

I’m reading a book right now about how a lot of the discoveries and inventions in math and science that are traditionally attributed to the ancient Greeks might very well have actually come from other parts of the world. It’s thought-provoking stuff, and the book’s called Lost Discoveries by Dick Teresi, if you’re curious. But I’m on a section about Mesopotamia right now which brought to mind today’s word.

ziggurat, noun – a stepped pyramid

Learned from: Quake (PC, Playstation 4, Playstation 5, Nintendo Switch, XBox One, XBox Series X/S)

Developed by id Software (Nightdive Studios for the PS4/5, Switch, and XBox One/ Series X/S)

Published by GT Interactive (1996, 2021 for modern consoles)

Quake was a game I took awhile to get any good at, namely because it was the first first-person shooter that let you look up and down. Doom and its clones never gave you that option, and at the time, I went through at least two different control schemes before landing on the now-standard keyboard & mouse. It was new territory, and I’d always played other FPSes with just a keyboard–were you supposed to bind a couple keys to look up and down? Or was there a way to somehow translate all the inputs to a joystick? (It worked for Descent.) It seems laughable to say it now, but using a mouse for looking around didn’t even seem intuitive at the time. And I barely had access to the Internet back then, so I couldn’t just Google (or Lycos, or Altavista) “how the hell do you aim in Quake?”.

As such, my early forays into Quake were…frustrating, to say the least. If you’re a PC gamer, and you think aiming on a controller is bad, imagine trying to do a rocket jump by hitting K to look down while in the air, then smacking Ctrl and the space bar at just the right time, to get it to work, and then adjusting your aim back up with I, and trying to see where you’d land. Now, imagine trying to do anything with that kind of control scheme in a secret level with about 1/4 gravity.

That was the Ziggurat Vertigo, a hidden level built around, you guessed it, a pyramid. Even a regular jump would send you soaring a good distance up the central structure, and having any idea where you’d come down using just a keyboard to look was damn near impossible. And when most of the area that isn’t pyramid is submerged in lava, well…you can guess how that went. I loved the idea of a level that messed with something as basic as gravity (Again, these were the early days of FPS games. I remember finding a fan patch later on that actually made water transparent, and it blew my mind!), but man was it an infuriating experience until I discovered the magic of mouse-aiming.

Okay, I swear this thing was taller when I played this as a teenager; a jump may have actually carried you all the way over the top. Also, the damn thing isn’t even stepped! False advertising!

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.

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.”

Everything old is new again

Pixel graphics! ’80s references across all of popular media! The stock market crashing! Retro is in, baby, and it’s only a matter of time before 3D glasses make a comeback in movie theaters again…assuming theaters survive the streaming wars. But hey, paying way too much to go see a movie in dirty room full of loud people is totally retro too, so maybe there’s hope! Anyway, this all does lead us to today’s word.

anaglyph, noun – an image printed in two different colors overlayed across each other, to give the illusion of being in three dimensions when viewed through special glasses

Learned from: Balatro (PC, Mac, mobile, Playstation 4, Playstation 5, Nintendo Switch, XBox One, XBox Series X/S)

Developed by LocalThunk

Published by Playstack (2024)

Balatro, if you’ve been living under a rock for the past year, or you’re reading this in the future, is a deconstruction of the roguelike deckbuilding genre, where there are no monsters, no dungeons, no trips across the stars–just poker. Your cards are literal playing cards that can be modified in various ways to give more points, generate more money, trigger multiple times, generate other cards, etc. It’s a game that you really have to play to understand its appeal, but it’s simple, addictive, and worth every penny.

As you play and learn winning combos, Balatro offers you ways to up the challenge, from decks that are missing cards, to higher stakes runs that impose restrictions on what you can do. But the further you go, the more you unlock, and beating the game on the “black chip” difficulty unlocks the Anaglyph Deck, which gives you a free double tag whenever you beat the boss blind at the end of an ante. That probably doesn’t mean much if you haven’t played it, but it can be a useful bonus. If you’re lucky.

Once upon a time, these were the coolest thing. I swear.

Not quite eating crow…

In my neck of the woods, there’s a restaurant chain called Culver’s, famous for their “concrete mixers” (custard shakes), and burgers billed as “butter burgers.” Delicious, but probably even more horrible for you than your average fast food burger, which is saying something. That said, I always assumed that the chain was just named after someone–and it is. But it turns out “culver” is also an actual word, and now that I know what it means, I’ll never be able to look at the restaurant the same way again…

culver, noun – a dove or pigeon

Learned from: Elden Ring (PC, Playstation 4, Playstation 5, XBox One, XBox Series X/S)

Developed by FromSoftware

Published by Bandai Namco Entertainment (2022)

FromSoftware games are known for being punishingly difficult, but also pretty dang weird sometimes. Case in point: Rennala, one of the main bosses of Elden Ring. When you first face her, she’s floating in the air, surrounded by a horde of half-formed…daughters, I guess? And she’s cradling something in her arms, cooing at it and calling it her “little culver.” It’s hard to really make out just what it is at first, but the whole situation is a bit creepy.

Regardless, I now have the irrevocable connotation that there’s a fast food chain that’s essentially called “Pigeon’s.” And I want to note, I in no way mean this to imply that Culver’s serves burgers made from pigeon meat (AKA: squab, so you’re getting a two-fer, today!). It’s just an unfortunate, and kind of amusing coincidence that their name happens to have another meaning.

KFC, however, I have my doubts about. (Pardon the AI art)

Cryptic messages in the Lands Between

As I write this, Elden Ring‘s DLC, Shadow of the Erdtree, drops in a little over a month, so I figured I should really get back to Limgrave and sharpen my skills. And, you know, maybe actually beat the game. Which brings us to today’s word.

baldachin, noun – the cloth canopy above a throne, or carried above an important person

Learned from: Elden Ring (PC, Playstation 4, Playstation 5, XBox One, XBox Series S/X)

Developed by FromSoftware

Published by Bandai Namco Entertainment (2022)

Early in the game, you unlock an area called the Roundtable Hold which acts as a sort of hubworld populated by a diverse array of NPCs. And in true FromSoft fashion, most of them are…ambiguously helpful at best. One of the, Fia, is a woman who came to be bound to this place due to “circumstances.” She also offers hugs, claiming she’ll receive the warmth of a warrior in exchange for what is surely a “baldachin’s blessing.” Possible minor spoiler: Hugging her might not be an entirely good thing to do.

Otherwise, Fia is pretty innocuous, and seems a rather sad figure. Not that anybody in a FromSoft game ever comes across as terribly happy, but there’s a special melancholy to her. Curiously, she doesn’t seem to have anything resembling a baldachin in her room, which makes her initial claim even more confusing. But while there’s no canopy, she does have a mirror in her room that the player can use to change their appearance, so she’s got at least some accoutrements.

FREE HUGS!

I’d think up a clever title, but I’m getting over a cold

Though, in a roundabout way, that’s fitting for the word I’ve chosen today. In ages past (and depressingly, probably still today in certain regions of the world), people thought disease was caused by black magic. Predictably, a variety of protective charms and incantations were invented to try and keep people healthy. And, while not an exact correlation, it does bring us to today’s word.

apotropaism, noun - the use of magical incantations to ward off evil

Learned from: Dragon’s Dogma (PC, Playstation 3, Playstation 4, Nintendo Switch, XBox 360, XBox One)

Developed by Capcom

Published by Capcom (2012)

Dragon’s Dogma is a gloriously janky game. Combat can be a confusing mess of slow motion camera pans, characters being grappled into the ground, enemies launching 20 feet into the air from a single explosive arrow, etc. It’s like Skyrim, if all the rough edges and bizarre physics were intentional. And the fact that it embraces its weirdness with such madcap abandon actually ends up being quite endearing. I just hope the upcoming (as of this writing) sequel doesn’t try to iron out what made the original so distinct–even if it was completely overshadowed by Dark Souls when it first came out, despite being a very different sort of game.

One of those main differences is that you always have a party of up to two companions.* And these friends, called Pawns, have some of the better AI I’ve seen in a game like this. Depending on their vocation, they’ll try to restrain enemies, grab useful things from the environment to utilize in combat (e.g. explosive barrels), and if they’re a mage, they seem to have a decent grasp of when to shoot lightning, when to enchant your weapon for you, when to heal the group, etc. It’s really quite impressive.

Speaking of mages, one of the passive skills you can get for them is apotropaism, which is a mouthful that boils down to: They take reduced magic damage. No special rituals or preparations, as the word itself would have you believe; you buy it, and it’s there forever. If only warding off evil in the real world were as straightforward.

*It’s been pointed out to me that you can actually have three pawns accompanying you: two, plus your personal pawn. Just throw it on the pile of things this game doesn’t adequately explain to you, like why the backspace key is the default “save changes” button on the PC version…except when it’s the button that exits the entire game. Go figure.

The “Dark Arisen” subtitle is the “enhanced” version of the game Capcom released shortly after the original. It ruffled a lot of feathers at the time, but if you’re looking to try it out now, this is the only version of the game you’re likely to find, so no need to worry.

The cat’s pajamas

Today I got up early to help my wife wrangle our cat, Anji, into the carrier for her annual vet visit. Historically, our cats have been quite a handful on car trips, but Anji surprised us, by hopping right into the carrier when we tossed in a treat. Things were going great, until we got to the vet, and discovered her appointment was actually next Tuesday. I have no idea if Anji will be as cooperative when we try this again in seven days, but the whole experience did bring a word to mind.

clowder, noun – a group of cats

Learned from: Akiba’s Beat (Playstation Vita, Playstation 4)

Developed by Acquire

Published by Xseed Games (2017)

Akiba’s Beat is a game that centers around a time loop, which I like. It also centers around fairly mindless, button-mashy combat, which I don’t like. The plot casts you as a “NEET,” which is a Japanese term meaning “not in education, employment, or training.” Basically, a lazy layabout who contributes nothing to society. And the biggest problem with the game (aside from the combat) is that the protagonist, Asahi, is just so damn proud of this. He’s so lazy and self-centered, that he regularly flakes out on appointments to meet up with the few friends he somehow has, and doesn’t even care. Thankfully, Asahi does start to come to terms with this part of himself once he starts repeating the same day over and over again.

See, Asahi lives in Akihabara, a sort of geek’s paradise. Gaming, idol singers, fashion, collectibles, regardless of what geeky hobbies you’re into, Akihabara is a nexus to find what you’re looking for. But for some reason, these fandoms are beginning to distort the flow of time, corrupting the world around them, and only Asahi (and a few others) are aware of the loop that keeps happening. To try and stop it, this motley crew has to identify the people whose delusions are warping reality, and fight their way through cognitive dungeons to destroy the root of the distortions. If this sounds a little familiar, it’s because Akiba’s Beat really is kinda like Persona, but with real-time combat. It’s not as polished, and it’s certainly lower-budget, but some of the characters are surprisingly likable. Like the catgirl maid.

She’s not an actual catgirl, just an employee at a cat-themed maid cafe, and she isn’t one of the folks who’s aware of what’s going on. But she’s always there to greet you outside of her establishment, with cat puns (“Welcome, meowster!”), and invitations to join her clowder. Realistically, it’s probably a bit cringe, but she helps add to the wacky, surreal atmosphere of the story.

And really, if you can deal with the bland combat, and initially irritating protagonist, Akiba’s Beat might be a purrfect example of a diamond in the rough.

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!