Tuesday, June 16, 2026

notes from the underground

first and foremost, you can listen to my album "Saint Elizabeth" here:

https://ellaguro.bandcamp.com/album/saint-elizabeth

earlier this year i also did a talk called "What Doth Videogame" at the venue Boshi's Place here in Brooklyn that i worked on concurrently with the album. it's more about my personal artistic history than the subject of this post, but it's certainly connected and very much worth a watch. you can watch it here:

https://www.youtube.com/watch?v=x6wgibG1vpA 

my finances are not great after moving apartments and i'm more than a bit worn out in every way from the first several months of this year so i'd really appreciate any financial support right now - either on my bandcamp or on my patreon here: https://www.patreon.com/ellaguro. if you don't like orange, you can also read this post for free on my Patreon here: https://www.patreon.com/ellaguro/posts/notes-from-161259685?pr=true

also i did wanna say thank you to Ether Diver of the blog "Other People's Music" for writing it up here:

https://www.etherdiver.com/2026/03/27/opm-the-pull-of-strange-pop/


you should check out this blog in general. it's really invaluable to have people out there who still take an effort to listen to and write up stuff people send them. we need much more of that in this world at this point. you have no idea how satisfying it is just to see SOMEONE write up some music i've done after years of cold emailing people to stone silence.

in addition: if you're reading this and have anyone you know who would be interested in writing about the album in some capacity (or are interested yourself), please reach out to them. it would be really nice to get more people to hear it outside of my usual circle, but i'm very much an outsider to the larger music sphere (whatever that even means at this point?) i know it's difficult for even plenty of established artists to get critical attention for anything music these days. but this is my work and it means a lot to me, so you can expect me to continue to be insufferable about it (and subsequent musical projects) in the next several years.

 

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like everything else on the internet, i remember online music discourse always being fractured. i first started reading online forums as a kid in the late 90's. you joined a discussion entirely based around whatever band or genre of music you were into. at first i looked at Yahoo fan forums for talk about Radiohead. by the 00's, that spun out to general teenage discourse around indie rock music - an interest i initially inherited from my older brother. indie rock had quickly become my thing since i discovered it. the idea that you could just be some schmuck in the middle of the country and make music that felt working class and relatable while also deeper, more expansive, more cosmic, more imaginative really struck a chord with me. i felt some kind of collective ownership over the success of bands like Grandaddy, The Flaming Lips, or Guided By Voices. they seemed so much like the underdog good guys. when Bowie namechecked a lot of these bands in the face of Carson Daly, the very avatar of grotesque American consumer culture to me at the time, on tv in 2002 i felt validated.

some of my years in the 00's on rock forums were very formative. they became foundational to my identity, and meant a lot at times when i was really struggling to make friendships in the flesh world. beyond my stable of bigger indie rock acts, i was introduced to a much greater pile of more obscure artists thanks to link sharing and music blogs. posting on there welcomed diving deep and searching for that elusive artist who might be exactly my thing. this also gave me new music to play every week for various radio shows i had throughout college. but the userbase was almost exclusively male, and there was the ever-present impossible to ignore "rockist" strain coloring all their tastes and perspectives on music as a whole. even while plenty of users had different takes on things, you were still certainly not getting the entire picture of what music could be, or represent, but often a snobbish facsimile. but that was sort of what you signed up for in the first place by existing on those forums, so maybe you were fine with that.

but by around 2010, i had begun to lose interest in where indie rock had been heading. the trendier aspects of that world world had begun to feel so pre-fab, so manufactured, a space made by and for rich kids. this coincided with me also losing touch with music discourse in general. and at that point i also became increasingly fixated on interrogating my own internal emotional state of being. graduating college and starting to transition had brought up a lot of buried trauma to the surface that was no longer possible to ignore. my security blanket was going through discographies of artists i had heard of already from friends but previously ignored: like Björk, Kate Bush, Tori Amos, Aphex Twin, Boards of Canada, Xiu Xiu, etc. it became much more difficult to talk to people about new music compared to when i was in college, so those artists served an outsized role in my life at the time. transitioning also made me question everything i had previously held dear, and take much more seriously the work of female artists i had been ignoring. i started dipping my toes more into electronic music too, which i had been reticent to do for many years (even as someone who made electronic music as a teenager) because i had an aversion to dance music. i also was just trying to learn how to articulate what i liked and disliked, and spending less time trying out stuff i wasn't as into.

a few years later, around 2013/2014, i genuinely tried to jump back into whatever new music discourse i could find. but something had changed - either internally, or just in the broader landscape in general. it didn't help that my one friend who was my way into what was happening in music criticism died tragically in a car accident in February 2013 (more on that later). it was also that a lot of discussion moved onto more centralized social media platforms. so i tried really hard to plug back in, but it was just never the same after that point. i had developed enough of my own personal sense of reality and right and wrong enough to where it just felt that much harder to trust anyone or feel deeply connected to anything in particular happening - other than small handfuls of random artists i might have discovered here or there.

the best way for me to articulate what changed for me over time is to maybe steal from my letterboxd review of the music documentary Pavements by Alex Ross Perry. when i was a young teenage music appreciator with strong opinions, the dichotomy between music for the masses and music for "the critics" loomed large for me. as my interest in music expanded in the late 90's, i experienced a gradually intensifying frustration with what most people around me were listening to. i was really put off by the schoolyard bully affectations of nu metal and the vapid shopping mall feeling of mainstream pop. the indie rock music i naturally gravitated more towards anyway was far more likely to get purchase from the critics - especially the upstart website Pitchfork Media. so i quickly became someone who aligned myself with whatever secondhand reverberations i could gain from the critics. of course, "the critics" were often wrong, or had a specific axe to grind and agendas they were pushing, like anyone else. but they still appeared to offer a much deeper and more substantive path into the world of music as a whole.

i think what is most dispiriting to me looking back is that engaging with the broader music sphere online in the 00's, i felt a sense that the internet was this tool that would unearth all of these previously underground cultural artifacts and have them be finally broadly celebrated. music blogs were a great venue to hear about some obscure psychedelic or post-punk record you'd never heard of for the first time in more detail. it felt inevitable that weirdos would get more exposure and that would become a substantially broadly recognized part of the music sphere. i guess it was a strange sort of "end of history" feeling - that artistry had triumphed over hollow commercialization and now was finally the time to give all this stuff its flowers. it felt inevitable this would only grow over time.

but it was all so short-lived. the sentiment among critics swung back hard into the other direction so fast. indie rock as a 'sound' felt like it was declining from its artistic peak of 1996-2006ish, and the uglier nature of how much casual misogyny and racism had proliferated over the years in the rock world became more apparent to me. but also it just became more beneficial in a more globally connected social media world for critics to attach themselves to what was already broadly popular in some way. it arguably became necessary, as media consolidation forced people aspiring for media careers to trend chase, regardless of how invested in any of it they might have been. there was a feeling that this alternative outsider vision of reality was simply too niche to be sustainable and had to be be thrown under the bus as an indulgence that couldn't be maintained at scale. the surface social justice concerns of some mainstream pop culture at the time i think gave a lot of people a built in justification for doing this - they could always retort that they were striking back against the hipster gatekeepers who stood against progress. "selling out" was officially no longer a real concern... until very much becoming one again this decade, of course. all of this is part of the reason why i still think about the 2010's in very bleak terms, even when many things about the surface culture at the time seemed more socially progressive and enlightened.

by now the critics are mostly gone: all the trade-offs they made didn't save their careers. and i don't particularly like discoursing about the state of music at all anymore, because i find the whole thing to be a sort of black hole. whatever critical conversations i can manage to tap into often feel so absurd, like some sort of hollow pantomime. either it's completely vapid insights driven by ragebait about 'industry plants' and why music is all worse now, or it's so far down the rabbit hole of a particular subcommunity so as to feel totally incomprehensible to anyone who is not an insider to those micro-universes. i appreciate younger journalists like Kieran Press-Reynolds trying to dig into realms of endless new subgenres in a more substantive way. but the question remains how much "there" is there a lot of the time. and i don't think it's an incomprehensibility specific to Gen Z either, but an across the board phenomenon of the internet subcommunities now driving culture. these subcommunities will actively close ranks and reinforce incomprehensible groupthink in so many ways. and it feels like there are so little attempts to synthesize anything anywhere into some sort of coherent overarching insight, because everyone's just thrown up their hands with the idea that there's too much music to possibly ever listen to.

there could be all kinds of potentially incredible, world-conquering art out there that will never find any sort of audience now. an artist could be the next Mozart and it feels like no one really gives a fuck. now that the critics are mostly gone, the burden is now the artist to make someone else have to care about it. the packaging has become so much more important than anything else, even in smaller niches. an artist must place themselves in some sort of context and shape themselves around the acceptable contours of that chosen context, even when they feel totally arbitrary and ridiculous. it's not about your ability to speak to a cultural landscape as a whole (which feels impossible), it's your ability to speak to and flatter to the niches around you. as if artists didn't have so much already on their plate! 

the other option is to only just make art "for yourself", or as some kind of twee exercise in "self care" placed neatly into the void - a cozy coping mechanism instantly sucked into the vacuum of space. as i said in my blog several years back, the promise for most of us is: "make stuff and be free! (to vanish without a trace)." no guarantee anything you do won't get lost into the gaping maw of the internet almost immediately and no one will ever remember you. just appreciate the freedom you have with which to throw your time and energy into the void!

and it feels like no one really is interested in processing what any of this actually means - that any kind of hierarchies people might have grown up buying into about what is worthwhile or good art might be totally meaningless and in need of complete re-evaluation now that the dynamics of culture have totally changed. but there's no real possibility to have a broad conversation about that, because whatever platforms might have hypothetically fostered that kind of conversation have fractured immensely. even if that wasn't the case, there are far too many vested interests deeply entrenched in maintaining the structure and hierarchies of the past, regardless of how decayed things are in the present. some big important people in the music industry got really rich and powerful doing that, and they're not going to give that all up unless it's taken from them by force. the Michael movie shows to me how totally shameless rights holders will be in completely obfuscating any sort of truth about famous popular musicians in order to find more ways pump up the back catalog for some bucks. it's shameless and evil, but a lot of people in the world continue to willingly eat that shit up! oh fucking well!

so if you're some kind of progressively-minded person who is not a jerk and you occupy the realm of music, your response to this all might be an obsessive fixation on preserving the horizons of a lost past. music, to you, becomes this amalgam of different "cultures": who is representing what cultures, and who can be the best whisperer into what makes these cultures tick. even as the cultural archetypes you carry forth might be based on inaccurate, outdated, perhaps even orientalist assumptions - especially as the internet turns everything into a confusing mush. i say as someone frustrated how the image of LGBTQ+ culture in the US for many people is permanently stuck on Paris is Burning and not the terminally internet-poisoned anime-loving furries who seem to embody the strongest undercurrents of queer culture at this point. if you're fixated on this idea of late 20th century DIY, of underground clubs and zines and alt weeklies, nothing that comes from the internet is ever going to feel as real to you. 

and because of this, i feel like i understand what young Bob Dylan must have felt as part of the progressive Greenwich Village folk scene in the early 60's. like hey - it's great that you care so much about these traditional folk songs and how they embody the sentiments of the working class proletariat, but how about i write my own? in the face of destructive new technologies, why must we cling to this tradition like a life raft as we watch the future horizons fade away into the background? why so much tiptoeing? why can't we throw away the rulebook and write our own stories? why must you continually tell me "no, not like that?"

Pete Seeger on "Rainbow Quest"

i know, sure, i know, it's all not so simple. Pete Seeger and other similar figures function as a vessel for preserving and carrying forth old folk tradition that would disappear otherwise. watching old Rainbow Quest episodes is a comforting activity, especially in an era of destructive techno-nihilism. it's cool to have this centuries old continuity you can tap into at any time in your art that goes back long before all the current industry bullshit we're dealing with solidified. and the mistake so many new art movements make is believing they can totally break from the past while they inevitably end up repeating all of its same mistakes. continuity is completely necessary and the algorithmic internet is a terrifying context-destroying machine that threatens to turn the entire history of struggle into nonsensical slush.

but the cultural fixation on idealizing the recent past feels like it has reached absurd proportions lately. in the musical realm there is simply no time to have the conversation about how much the idea of musical genre is a marketing construct created for and perpetuated by the recorded music industry to make money off different demographics. it's an extremely flawed state of being that a lot of artists had to find their own way around navigating. this state of being was then instilled with so much meaning and romanticism because a lot of big important artists were seen to embody it. so i just don't know why there's so many people treating the recorded music industry like it's any kind of community of equal peers, when this deep romanticism many fans feel about these artistic figures mostly just seems to make a lot of money for the people at the top.

some people in the mid 20th century set up the structure of what the recorded music industry was that we're not really allowed to change at some fundamental level. but that's okay, because those artists were so great, and we must have so much respect for them. there's simply no other way. they're our buddies. even if the world they occupied feels increasingly totally alien to the one we exist in. as if trying to bring in something totally new, trying to be honest to your own reality, trying to even exist in the present at all shows a lack of respect for what came before, and is a reminder of your own cosmic irrelevance. 

and lest you work through that feeling, don't forget that there is always the social media panopticon: always judging, always monitoring for weakness, always looking for reasons to point out why you or someone else has failed to live up to these standards that have been set long before you. even if you're not online and not witnessing the resentment machine whirring into motion, someone out there with a phone camera who is very much is tapped into all of that will be. it may be humiliating, it may be why the cultural sphere is not only weakly responding to fascism: but reinforcing it in so many different ways. but it's still what we have to do now! isn't this just the same refrain of all aspects of public life now? 

and i think it drives this perverse impulse, like it's still your civic duty to go along and be a part of the conversation about popular music, even if you don't like it or find it immensely alienating. even if it's in a heavily diminished state. if only just to be a part of the conversation: to feel like you can share any sort of reality with someone else. if someone else cares about it, you should care about it too right? even if it's all built on sand. to do so otherwise would be positively antisocial!!!!

but in actuality it leads to an absurd toxic shit slurry of hostility and resentment. people feel like they have to talk about things they don't want to talk about, and it just engenders extreme anger in them. to whom does all of this even serve anymore? no one seems to even know. if we're really in the post consensus-reality world, why not burn it all down and start over? what would you really lose at this point? some work of great artists, some history? sure: that'd be sad, but it doesn't make much sense to preserve it anyway if all that really serves is just to reinforce the power of a small handful of people who made themselves very rich off it. 

basically, it feels like the music discourse has never been worse. and i just don't have respect for that whole landscape. i can't channel the awed wonder so many people seem to have about most musicians - because it seems to have way more to do now with power and celebrity and visibility than anything even approximating artistry anymore. the only thing that really makes sense to me right now creatively is to push ahead and try to explore artistic territory i haven't before, and see where that takes me. i have a pathological need to set the world on fire while no one's listening in. and to be honest, i really don't care about if my existing audience wants to follow me down this rabbit hole or not, because i'm only getting older and the world is only getting stupider. it's increasingly the only thing that's giving me any semblance of meaning. 

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album cover for Thelonius Monk's Underground

i've been thinking about something Max Alper (aka Peretsky) said a few months back over on bluesky: https://bsky.app/profile/peretsky.bsky.social/post/3mh74psk7kc2y

"i think in today's day and age, our definition of 'underground' or 'counter-cultural' art scenes has to center around whether or not it's placating to the 'content' definition, i.e. mass distribution on social media and streaming platforms. it requires thinking small and not about virality. it's why i stress the need to stop worrying about genre exclusivity, it's such a relic of the past when everyone from rappers to first chair violinists feel the need to make camera facing promo video content for IG. IMO if you're not playing that game, you're taking part in counterculture, period."

our reality at this moment in history is the big overarching fantasy of any artist is to passively post something you made online and magically stumble into a kind of virality which will somehow transport you into a different strata of success. i experienced this fantasy among indie game developers in the early 2010's: it seemed like every person making a commercial independent game were all formulating in their minds how to make the kinds of money that would allow them to just drop out: of obligations, both social and financial, or of just life in general. to retire before thirty. this fantasy is not just inherent to independent games, of course, but to internet stardom in general.

all of this helped spawn a parasitic class of marketing gurus who purport to offer secrets to navigating this system in order to get to that imagined strata of success. the fantasy is always much less about making any kind of positive social or cultural transformation with your art, and much more about being able to eventually accrue enough passive income to remove yourself from the obligation of having to engage with, well, anyone else. this work is your one way ticket to permanently dropping out. it allows you to exit an increasingly disturbing world filled with nonsensical sludge behind as a problem for everyone else to deal with. whether or not anyone's ever able to actually do that is a different question: but the fantasy is compelling enough for people to pursue it blindly regardless.

but particularly what struck me in Alper's posts is the thought about "genre exclusivity". not to sound like a libertarian, but i am frequently flummoxed that online platforms conceptualized by hardcore techno-libertarians have sort of destroyed the pursuit of general artistic excellence as a thing to aspire to and replaced it with a celebration of one's ability to fit exactly within a particular kind of already developed niche. when general virality no longer feels very desirable (because it exposes you to the public mockery of social media), what replaces is it the pursuit of aspirational lifestyle content. the music internet of today is filled with synthtubers who seem to know all the right gear and have just the right lighting setup but haven't been involved with creating any particularly memorable music. or performers on Instagram Reels who are technically very accomplished at their instrument of choice but once again, never seem to manage anything very interesting or distinctive with it. but it's fine, because we don't live in a landscape that seems to want or aspire to anything more than be visible. just the ability to throw a huge volume of content out there into the void and look the part to your audience seems to be more important.

which is why i think Alper is right: anything that consciously rejects this approach, regardless of who or where it's coming from is the only thing it really makes sense to call "underground" now. if you've actively avoided participating in this ecosystem described above: congratulations, you are a part of the new counterculture - whether you know it or not. it's a good way to reframe something that a lot of people interpret as laziness or exhaustion under the current ecosystem. this jives with something i read from Stephen Gilmurphy aka thecatamites at the end of last year that expands further on the idea of underground:

https://harmonyzone.org/blog/posts/year%20of%20the%20cow/

"...maybe in art 'underground' just means a shiver - of premonition, that it could happen to you, of memory, the things you can never afford to forget. necessarily privileged, the domain of those who can still afford to speak and have something to lose. but registering in miniature some felt change in the relationship to public life itself. not necessarily a dramatic change, more like, a cooling - the sizing up, costing out of possibilities that might once have seemed inherent to the world. a narrowed sense of what to expect from other people, from yourself. you grow to assume the chill in the air, you no longer remember what it was to walk outside without a coat.

part of the attraction to me of art that gets called experimental is in a refusal of these terms. to be brash and noisy, to make leaps that aren't explained in the assumption that someone out there will get it regardless, to refuse the kind of costing in which we might say each new idea must be paid for with the dutiful recycling of three received ones. to make it new, be absolutely modern - whatever that means, now that the modern can feel like the feudal with an app store paint job." 

the existence of an underground is an absolute necessity in order to draw a path forward for any sort of new horizons towards a better reality in deeply stifling, oppressive times. but also: i see Stephen express a sort of frustrated ambivalence about the fact that it's not ever really enough, nor has it ever been enough. the history of left-wing struggle tends to be defined by these tiny pyrrhic victories, utterly dwarfed by the scale of historical events surrounding them. the walls always seem to be closing in on one dream of a better world or another. it's cool that this great middle finger to Thatcherism, The Jam's "Going Underground" (which Stephen mentions in his piece), went to number 1 in the UK: but it didn't really stop anything that was about to happen. history is overflowing with so many examples like that -  little victories that still seemed to do nothing to alter the overall arc of history.

anyone who is trying to make work that cuts against the destructive power of these anti-democratic movements invariably finds it difficult to just exist without constantly being confronted by the ignorance, the hostility, the violence of them. it's lucky to be remembered at all in the future, let alone influence reality in some materially positive way in the present. and the celebratory fanfare you might hope deeply principled figures would receive after the fact often just never comes; the people who sold out the promise of a better future for material comfort in the present often make it out just fine in the end. amorality may feel unconscionable to anyone with the capacity to show compassion, but we broadly make excuses for it all the time from many of our most successful and beloved figures. they're flawed people, they did what anyone else would do. meanwhile those who bothered to stand against the cruel destruction of these systems at great personal sacrifice get frequently ignored and downplayed, because maybe they don't embody the kind of aspirational success we want to identify ourselves with in the same way.

album cover for 1996's Boys For Pele by Tori Amos

speaking of "a cooling", Tori Amos had a song called "Cooling", a b-side that was never properly recorded (though a live version was on the second CD of her 1999 album "To Venus and Back") but is a favorite among fans of hers.

Tori, to me, is the master of simultaneously coming off a bit frivolous and baffling in interviews and then suddenly snapping back into focus and abruptly hitting you something that cuts incredibly deep. this song embodies that: it has this extremely mournful tone, as if it's trying to identify a pain you can't really put into words, but the lyrics are a bit evasive. the opening verse contains the really evocative line "i still can't believe Speed Racer is dead" - like we're in the aftermath of the death of a heroic fantasy and we're forced to pick of the pieces. but most of the song appears to be about a romantic relationship running out of steam, told through some of Amos's typical airy fairy lyrical abstractions ("But Fire thought she'd really rather be water instead") which are not bad images but maybe too clever by a half. but that's just me!

but beyond its most obvious textual interpretation, i take this song as a reflection that in 1998 you really felt the chill of this idea of an "Alternative" culture fully take hold. any feeling of initial new horizons 90's alternative might have offered honestly seemed to sour before it even really came to fruition, but certainly felt highly co-opted by 1998. the whole 90's felt like an expression of frustration about the inevitable co-optation of everything that was going to come, until it eventually just ran out of steam. interesting and important art got made in that period, but popular music and popular culture in both the US and UK seemed to become very angry and disillusioned in the immediate years before 9/11, in a way that's been mostly forgotten. especially compared to some of the more fun-loving Y2K futurism that seems to be what's idealized from that era now. here in the US in 1999 you had the Seattle WTO protests and famous Canadian Naomi Klein's first book No Logo which were the first inklings of the left-wing resistance to neoliberal globalization: one we've seen play out much more openly in the past 15 years or so since the Occupy movement.

from the music video for "Risingson" by Massive Attack

i've talked about it on this blog ad nauseam, but that period of about 1997-2001 is one that still sticks with me. the best art of that time was both very futuristic and forward-looking but also kind of bleak and dystopian. you saw this slow inkling of an idea emerge that maybe the overground, the popular culture in general was the real collective hallucination? something a confluence of forces, emotional and spiritual and technological and material, came together to manifest, but could not hold for very long. an acceptable space in the mainstream was being carved out for media actually trying to anxiously grapple with the falseness of this surface reality. but the walls were closing in on this art world, and an oncoming authoritarian police state was about to bust down the door and take over, just like it does in the video for Massive Attack's "Risingson" off their 1998 masterpiece Mezzanine. so maybe the nostalgic longing for this era now comes from an unconscious understanding from hindsight that this small window of allowable self-interrogation could only exist within a very particular window of time before it had to go away?

i didn't understand any of that as someone just coming of age during that time. what i did understand is that a lot of art from around the year 2000 imprinted on me - and then it seemed to become suddenly socially unacceptable to do what a lot of that art did anymore. all this existential angst processed by art of the era seemed suddenly seemed simply unallowable after 9/11, and it was now time for a full-on escape into the realm of fantasy and an idealized past. inevitably i found plenty of new artists to get into afterwards, and life moved on. but it never felt like we returned to that earlier self-interrogating place in culture. perhaps around 2018-2020 might have been the small exception, where it seemed like that broad cultural reckoning might be happening again with #MeToo and #BLM and the Bernie campaign, before reality violently snapped us back even more dramatically and brutally than before.

over the last year and a half i've felt a lot like Thelonious Monk camped out in the underground resistance bunker, or Massive Attack holed up in their decaying trap house as the fascist goon squad breaks down the doors. i was completely hunkered down in my room working on the album throughout January and February, only really taking breaks to eat or intermittently rewatch old Simpsons episodes to try and inspire myself in some way. i barely shared what i made with anyone. one roommate at the time i wasn't even talking to anymore. Zohran's New York is one of the better places for people like me to be, i guess, but it's not exactly the most comforting place to go outside in either - especially not in the midst of this winter's historic chill.  

and you know, i really would like to believe in the fantasy of Zohran's New York as a city we can all call home, but that is not the brutal reality most of the time. i never participated in the idea of New York as a haven for aspirational young twentysomething weirdos, because i moved here in my early 30's - but most of the people i know who did live that life seem to feel bitter and burned out from what did (or in most cases, didn't) transpire from it. New York is a city that cultivates the image of a cultural epicenter while also being as hostile to actually accommodating that as any city could conceivably be. the culture that happens here, has to - it's the default inextricable part of the city's self-image at this point. but it's always in a desperately precarious state, and propped mostly by goodwill and a feeling of needing to preserve what was rather than push for the new. and all the club culture that used to be a necessary space of survival for the city's underground, especially in the LGBTQ+ community, has over time became much more a signifier of clout and wealth and prestige than anything else. you're reminded how little you truly own anything if you make culture in this city - you're just leasing the space temporarily until someone younger, better looking, or with more money comes to kick you to the curb. and, i'm sorry, but it's just hard for me to feel much of any connection to all of it. beyond grinning and bearing it so that i can live around a bunch of other people i know, i guess.

i've found my own little spots from several years living here in Brooklyn, but everything still feels kind of impenetrable to me. and whatever refuge online used to offer, even the supposedly more left wing bluesky, is not exactly the most welcoming place for artists. bluesky is more a place for lib/left adjacent 30 and ups to anxiously vent about the state of the world, while being mostly confused or disinterested in new art that does pop up. regardless of the context, over time i've felt that the world doesn't really have the resources to accommodate the kind of art i want to make. there was a long time where i felt very bitter about this, or felt that maybe this state of thing is just what i deserved because i was too lazy to manage to say the right things or wasn't the right kind of person to pull together the right people to make it work.

after the last several years, i realized that it just doesn't even really matter anymore. when it's late 2024 and you're still broke and pushing forty under a government that aggressively wants people like you dead, what do you have to really lose anymore? any kind of passing relevance you might have had in the past is long gone. so it's time to start digging those holes underground. the day is today, the time is now. time for me to, like Stephen, start playing to the cow. 

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 from the 1967 Ed Sullivan tv performance of "Sunday Will Never Be The Same" by Spanky & Our Gang

more than anything, Saint Elizabeth is me trying to grapple with the death of Boomer culture - what was any of that all about, anyway? my parents were teenagers during the 60's and i grew up idealizing that decade by proxy without understanding much of anything about it. i only felt a whiff of the dreamy reverberations left over, of possibilities that once might have existed but that had long mutated into something else, or had been foreclosed on for unclear reasons. and now, people of my parents' age are starting to die out and taking the culture they came of age into to the grave with them. what comes after to replace its legacy after every single totem of the 60's counterculture finally dies? as of right now there's no clear future coming up over the horizon. and i think the lack of horizons now can be seen in the increasingly anxious and sunken faces of many rich and famous people. we live in a dead mall society stripped of its parts. and we're still trotting out culture for public rituals that might theoretically have represented some kind of undercurrent in society in the past but now seems to serve no purpose other than as a hollow display of wealth and power. so i don't feel like it's really sunk in what will happen after, and people are maybe too scared to even talk about it. 

the broad counterculture the sixties produced feels like an total impossibility now for a variety of reasons, most of them cost-of-living related. the belief that music or art alone could spark a revolution has also seemed powerfully naive for a long time in an age of mass media oversaturation. but i also don't know how you could ever hope to have any sort of revolution without a particular canon of songs or art associated with it. if we are to ever to collectively get out under the thumb of our right wing billionaire overlords, how could we ever hope to unite behind something other than the ragebait punditry that is now our number one most visible thing in culture? maybe gooner podcaster content slop is just who we are now. but is that what we really want to be to be? perhaps you said yes to this, but forgive me if i'm not particularly convinced the boomers were any more actually virtuous or worthy of having the culture they did than millennials or zoomers or generation alpha are. that's not something you will be able to convince me of.

i don't know if i was just born stubborn, or what: but my artistic birth on more fandom-based online communities like ocremix.org was the opposite of any context that existed to cultivate folks towards having the sort of radical countercultural consciousness i always wanted to embody. i won't say the experience i had wasn't invaluable in many ways or that i would trade it for other things. but artistically the atmosphere of ocremix was pretty conservative. most artists wanted to prove they were actual musicians worthy of being taken seriously in a general context, so displays of technical skill and competence were the name of the game. even if it was for making goofy sounding chiptune-adjacent music, it had better be incredibly dense and compositionally-complex goofy chiptune-adjacent music!! basically everything about the social dynamics of that space in hindsight make sense as something that helped produce the current era of online fandom culture, but makes no sense to exist in if you were trying to birth forth this image of radical transgressive artistry i always identified with.

perhaps that's the joke of it all, for me. standing up in the face of something aggressively not meant to be used the way you're using it for. of course, in the end, it's still just that: a joke. and by now the joke has gone on way too long.

i could go on about my various failed attempts to get this sort of more ambitious musical project off the ground, and if you're someone who knows me you've probably heard it a bunch of times before - so i'll try and keep it shorter. i’d been idly desiring to do an album of my own songs for a very long time, after i did some song material in college that was pre/right around when i started to transition. i got into doing music for videogames in part because i was just interested in the larger artistic possibilities the space of indie games afforded, but in part because i wanted to pursue a larger career in music and thought that might be a way "in". i'm not sure why i ever thought that would ever be the case, but at age 22 it's hard to say no to pursuing the one space where you've ever had any kind of audience. and my first real project i worked on was the music for the flash game Dys4ia, which to this day (along with Crypt Worlds, which i did the sound fx and music for) probably got more visibility than anything else i was involved with.

 

Vice Magazine cover by Shintaro Kago
 

i've explained this on social media before, but the artist name "ella guro" is kind of a portmanteau of two things: the song "Ella Guru" by Captain Beefheart and "ero guro", the Japanese art style (there is also a visual artist who goes by "ella guru" but i don't really know anything about her). i adopted this name around age 22 and didn't put a great deal of thought into it initially. eventually the idea of an underground cult arty pop singer character, a sort of inversion of Lady Gaga (same number of letters and syllables) who had an explicit surreal body horror theme formed in my head. i am a mild Lady Gaga fan, but i think it always bothered me that she wasn't actually a trans woman like the initial right-wing scaremongering about her suggested, or that her music wasn't nearly as far-out as her sometime choices in outfits.

to be honest i've always been surprised that ero guro and artists like Shintaro Kago didn't become a more mainstream thing in pop culture in general. it seems pretty much just as subcultural now as 15 years ago. i liked that imagery. not just because it pleases my inner edgelord or whatever, but also that i personally identified with the surreal body horror aspect of this as someone who had just begun processing child sexual abuse and transitioning for the first time. and outside of that, i literally had someone assign the famous Shintaro Kago Vice Magazine cover to my artist profile prior to transitioning on Last.fm without me doing anything, which is how i found out about any of this in the first place. so i felt like an identity that was given to me in some way.

of course, that concept i had for this sort of musical artist never really got realized, and i just adapted it as a general alias. i'm not sure i'd ever be bold enough to figure out how to make this sort of character work in performances in person. maybe the idea i had in my head at the time was a bit shallow and one-dimensional anyway. and assuming a weird username are the sort of things you do in normie world in order to keep some semblance of yourself still intact while your fantasy conception of yourself slowly fades into the background. and over time it was mostly just funny to still have a username referencing Captain Beefheart and ero guro in a lot of psuedo-respectable contexts where people would never get what the hell either of those things were. 

the biggest reason that whole pop project never got off the ground is i have had a massive amount of insecurity and confidence issues when it came to my voice, and performing in public in general, for a very long time. some of it was that i've always had issues with performance anxiety: i played a little piano and especially cello growing up, but i had a tendency to bomb auditions due to nervousness. when i did get into making music on the computer i stuck to instrumental music made on a DAW partly as a result of that - because it felt like it was the only space where i could control what i wanted to do, and make something sound like what i wanted it to be. and the idea of taking that DAW music outside into any other context just seemed completely inconceivable with my meager amount of resources and connections to the broader musical sphere.

the other part of all of this is that i was pretty terrified of being visible and my speaking/singing voice being scrutinized as not sufficiently "female" after i transitioned. maybe some of this was also my own  feeling of despair about not sounding sufficiently feminine to myself, whatever that means, as well. but i also felt i had way more to contribute than just being trans, and i didn't want that to be a focus of everything. the idea of my being getting reduced to that is quite frankly humiliating given all that i feel i have to contribute to the world (or really any trans person does, for that matter). i also just didn't even really understand who i was as a person until around age 30, so it was hard for me to make sense of a lot of the feelings i had about myself. so i just forged ahead on doing other stuff while i waited to somehow magically conjure the confidence to actually performing, someday, somehow, pushing that vocal stuff aside as a problem to deal with later. meanwhile time ticked on by, like it tends to do.

i said 13 years ago on this blog that pop music was what i really wanted to try and pursue, not videogames. it can be painful to read back over stuff from that era for me. a lot has changed in the world since then, and i certainly have a different understanding of myself now than i used to. but has that feeling ever really changed for me? not really. i mean, it's kind of been a funny joke to me to be some videogames person when in my head i should have had some kind of music career: if having a music career wasn't an equally, if not even more embarrassing, thing to have at this point. i think i'm mostly okay with my current state of being now, maybe not financially. but my point is that music never was some kind of dalliance or side thing for me even if i was never able to really put it together in a way that didn't feel compromised.

during the first half of the 2010's i was pretty adrift in following the music world. eventually around late 2016, i started to connect a little more with underground electronic music happening at the time. i discovered labels like Orange Milk Records and Hausu Mountain. i also met several people online adjacent to that scene in a big group DM, a few whom i'm still friendly with now. but that experience was also really disheartening for many reasons: including that some notable people in the space were outright fascists. an experience trying to work with an online label trying to release my instrumental electronic album LP ZERO was a disaster. the politics and actions of a few of these folks caused a huge drama in that scene, but i was way too tertiary to anyone to really feel attached to any of the people around. i never was that much of a participant to begin with, so i mostly just checked out after that. later on outside that scene, there were a couple times were i encountered one or two pseudo famous/connected people in music world that didn't really materialize into anything. i hit my 30's by that point, and was always teetering on the edge of giving up trying to pursue any of this for good.

Death's Dynamic Shroud performing at Electronicon 2023 in Queens

but i had also started to become a little more comfortable with my singing voice by the late 2010's. so the idea of finally doing this sort of art pop album really started to hang over my head as the pandemic hit and i became even more conscious of time slipping by. the concept of several of the songs on Saint Elizabeth came about around like 2021/2022, though many of the instrumental snippets they came from are much older than that. in late 2022 i was more inspired after seeing my musical acquaintances (and fellow Ohioans) Death’s Dynamic Shroud put out a more ambitious album of songs called Darklife and just generally being insanely prolific with their Mixtape club after mostly only doing instrumental/sampled music for years. that was a big sign for me that i actually needed to sit down and do this, and i felt like i kept receiving other scattered signs from the universe over the next year.

i finally started working on the album properly around mid 2023: mostly just messing with making beats, because i felt like my drum programming hadn’t been up to snuff since i used to do more of it in my ocremix days. between 2023 and 2024, i only managed finishing three tracks ("terrible town", "blank cassette", and "intensive care") and wrote some lyrics. but i still just felt like i had such a major mental block about working on music. in mid 2025, i went back to the well of what i used to do in college and quickly wrote a bunch of songs on guitar and whatever other instruments i had lying around. it was a great exercise in getting to feel really productive without a whole ton of effort, even if only one of those songs actually ended up on the final album (''the known"). i'm sure more will show up on subsequent releases. 

finally around late last year, i got invited to do a talk (which became "What Doth Videogame", linked at the top of this post) for the DIY space Boshi’s Place here in Brooklyn. i tried to get them to graft a listening party for my album as an excuse to finally finish it, which they did. starting around the beginning of January i holed up in my bunker and took on the project on in as digestible chunks as i could handle in the amount of time i had so that i wouldn’t feel like the end result was compromised. something about the potential public humiliation of not getting something done meant that i was able to finish both the talk and album though. it made me wonder what the big fucking deal was that i was being so precious and couldn’t do this all along!

it's really hard to know how to write about something you've made because there's a desire to just want it to speak for itself. is "Saint Elizabeth" supposed to be me, or someone else? hopefully that's not something i really need to get into. i have always felt a conflict between wanting to be in the David Lynch realm of not talking about your work at all and someone who feels the need to speak up for what i'm doing, because no one else will. to be quite honest (for me at least) being a mysterious artist is a luxury i'm not sure i've ever quite been able to fully afford. maybe i also feel especially allergic to all the aura and mystique around what a friend once called "The Male Genius" as well. or sentient floating orb avatar guys online who try to cultivate a cult of personality and talk about everything like they've just seen the face of God. besides, being annoying about your interests in a way that's personal and not the compulsory photogenic social media promotion-forward way pop stars are pressured to do, can be fun to do. i wouldn't want to give that up.

i have aggressively been made aware throughout my life how little ability i have to change another person's mind, regardless of what i say or do. i have been in many situations that escalated in spite of me trying to be what i thought was a good person or do the right thing as much as i had it within me to do so. i have really struggled with this and over and over again i have come face to face with the fact that at some level, there is nothing you can really do to change people's perceptions of you. perhaps it's one reason why i'm so needing to control everything around my art - at least it makes it harder for people to twist what i say, who they think i am, or where i come from. they probably still will anyway, but at least i can feel like it's on them at that point.

so i feel very much like i'm operating inside my own universe at this point. but if i did have to draw lines of artistic connection to one thing, in spite of not really belonging to a particular home artistically, i broadly still feel more aligned with this idea of underground electronic music than anything else. whether it's vaporwave, hyperpop, chiptune, plunderphonics, digital fusion, etc - so these different underground digital music genres have offered something valuable for me. it felt like they seemed to genuinely be providing some kind of novel way forward. they also were things i could at least connect back to my own teenage experiences doing arrangements of and making videogame music without feeling horribly embarrassed or out of sorts about it. i didn't have to reject, or renounce stuff i did growing up for the sake of cool points. especially the idea that it could be reclaimed not just as some aspect of fandom culture, but as some kind of weird artistic DIY mutation of those things (which is how i always saw it to begin with!) really means a lot to me. 

when stretched further, i could connect them back to punk and indie rock in terms of ethos and approach, even if not directly in sound. if you're someone like me, the lesson you took from being a teenage indie rock fan was about the spirit and attitude of the music, and not that you needed to be a rock band. my musical interests have probably always been far more in the Björk direction than the Superchunk one, but the DIY approach of indie rock will forever be the underlying force in it for me. i think that's where i'd like to keep it. guitar music feels like too limiting a palette to me to try and stick to for too long, even though i admit it's more accessible to translate to live music.

i still feel like if there's such a thing as a "next big thing" in music in this incredibly fractured age, if that's at all possible, it's coming out of underground electronic music. of course, a lot of these genres have been around awhile, and already had their flirtations with the mainstream. hyperpop particularly has had various "moments" of mainstream attention before kind of dissipating into a meaningless signifier now - maybe a bit like "new wave" did in the 80's. and the genre always felt a bit too preppy for me, to be honest. the 'vaporwave' artists i am still into now like Death's Dynamic Shroud or Firetoolz or Vektroid or Equip or Nmesh mostly couldn't be described as doing anything that really sounds like pure 'vaporwave' anymore, and i'm not sure what i make has anything to do with vaporwave or any of them anyway. chiptune i've been the closest to for the longest time just because of my proximity to videogames, even though my music sounds the least like it of any of these. it also seems to have fallen a bit out of relevance as anything but a generic signifier of "videogame music". though i think "digital fusion", or tracker music, or whatever you want to call it has had more resilience and i see tons of new music in that space crop up all the time. 

anyway, the point that i'm making is - even if what i'm making doesn't fit neatly in any of those scenes or categories, i still feel broadly more aligned with those spaces than any others at this point. they at least have seemed to be closer to the ground. but even then, i sometimes chafe how how much that music tends towards uncritically escapist aesthetics or moods, when what i'm doing is more overtly obviously "political" in content in many ways. i sometimes derisively refer to abstract electronic music that's mostly about aesthetic as "cube music" - like it's music primarily made for geometric shapes. i like the sounds of electronic music much more than pure traditional folk music, but i also like the idea of writing songs about things.

but also, i'm not sure i'd be able to tap into whatever infrastructure of these spaces even if i tried. like what online scene could i really throw myself into so people outside my usual limited audience will notice? what context, what subcultures can i pretend to be a part of that sound respectable or interesting enough to some gatekeeper out there? do i have to play into people's existing biases in some way enough to flatter them to get them to notice? it's one thing to drag yourself through the mud in a humiliating self promotion ritual with some kind of clear goal in mind, it's another to do it without even really knowing what direction you're going in with any of it. that's the problem with trying to chart your own course artistically. any method i can think of to position myself for more visibility within a space would be utterly exhausting to me and everyone around me, and i'm not sure it woud result in much. and certainly forget about having any resources to promote myself in a more general, industry-wide sense - i'm broke, i'm tired, i'm pushing 40, and having actual resources seems to be increasingly only for a privileged few... nepo babies, as they're called now.

when my friend and former college roommate Collin Anderson, who used to write for the now defunct music website tinymixtapes as "unicornmang", passed away in a car accident in 2013, his partner and family found some work in progress recordings on his computer. in lieu of anyone else i guess they decided to send them to me. they just sat on my hard drive for years, because i really had no idea what to do with them. while working on this album, i thought about how i used to tell him how important making a big album like this was. to honor him in some strange sort of way, i decided to throw snippets of all three of those tracks - "Long Drive", "Fading Into Everything" and "Last Time" - on the couple ambient/instrumental tracks i made for this album: "intensive care" and "end of the trail". you could interpret both of these tracks as being about death so i think it's sort of appropriate - both him and tinymixtapes are dead. he probably would have been fascinated and confused by their use.

this whole experience, and some others (like my use of some specific samples very personal to me, or quoting much older bits of music of mine in a different context) are among many reasons why i was very adamant about doing everything around this album completely by myself. it felt important for the music to be as specific to me as possible. i also wanted to make sure there could be no question about my skill or ability to put something together that was up to my standard, outside influence from someone else. perhaps this is control freak behavior, and that's what makes it extra hard to translate into the context of existing music scenes or figure out how to perform it live. but i guess it doesn't matter so much anymore. and i wanted to set a template for myself for something i could be fully proud of. which i am

eventually it started to feel fun (other than recording vocals anyway...) to piece the whole audio tapestry together. there's almost a feeling like you're cheating, in the best way possible, by doing it in the way you are. combining lo-fi aesthetics with hi-fi sounds, or writing extremely weird sounding but also very direct "protest" songs in a realm that's usually more for more escapist 'vibey' electronic music. or making long ambient spoken word pieces with a boatload of strange plundered samples, or any other thing i might have not ever considered doing in this exact way before felt fun because of how much it felt i was getting away with something. i'm sad i didn't believe enough in myself to spend more time doing this, or was too invested in the idea of how you were supposed to make any of this stuff work, or thought no one would want to listen to it. 

this project ended up being reasonably fun to do in spite of how exhausting it was, i feel like i can definitely manage several more in this vein. whether it leads to anything career-wise, i guess that's a different story. but like i say in the song "blank cassette" - the car is still running, and not a moment too soon. the door finally swing open for me after all of these years and i'll be damned if i don't walk through it at this point. 

the old world is going to die regardless of anything you or i say or do about it. perhaps one day there will be another chance to collectively save the idea of music from whatever irradiated remains of the recorded music industry are still choking it out. or maybe not, i dunno. in the meantime, i'll keep digging some more tunnels underground.

 

  

- liz 

Saturday, June 21, 2025

i played some games for Steam Next Fest

note: you can also read this post for free on my Patreon. plz consider subbing though, if you don't!


chart of Steam demos launched during the window of each Steam Next fest for the past five years posted by Chris Hanney on bluesky   

it feels like every other month in these troubled days new info makes it way out onto social media about how the amount of new game releases on Steam has again increased at astronomical rates. the past few years it's not too hard to find numerous proclamations on social media about why this means the game space of a few years ago - perhaps even a few months ago! - was fundamentally different from the one of now, and we must adjust accordingly. invariably, this always portends ominous signs for the future financial viability of the game industry. most pressing of all, this means the endless torrent of talks that litter conferences like GDC about how to best market your game are all now obsolete. which means it's time to get on it again, folks. time to pump out more of those marketing talks so can we fill that void quickly again! the forever industry of self-appointed market gurus advice-mongering to anxious and insecure game developers hoping to get any kind of edge must continue. the advice must flow!! in a further narrowing market space of possibility, this is what we're left with: the gold supply may be rapidly running out, but there is always better business in selling shovels than there is digging. and Valve is perhaps the ultimate shovel-seller of all, to echo what critic Jackson Tyler said on bluesky recently.

games are strange, though, in that they still retain this image of being a major exception. it's an era where all art, especially in the digital realm, is being devalued into sloppified interchangeable content at alarming rates thanks to AI and rapidly decreasing interest from creative industries in actually supporting their workers. but people still actually broadly do seem to pay for games, for whatever reason - even if the games they pay for are overwhelmingly just a handful of the biggest and most well-known releases. other games than that still do sell pretty well, though, even if it feels less clear than ever to whom exactly they're selling to, or for what reasons. games as an industry still have this image of a golden jewel, a supposed endless money well that figures in other creative industries are boiling with envy about in a world that otherwise shows apocalyptic hostility to art. perhaps this only continues to feed the endless torrent of aspiring creatives jumping into the space to try their hand at commercial game development, as every other space is even less viable.

but even when they do sell, it sometimes feels like an overwhelming percentage of games on digital platforms like Steam have taken on this strange role of "library filler" - i.e. games users will accumulate cheaply from various bundles and sales, but never really play. my own Steam collection right now feels kind of like the equivalent of what many people's mp3 collections used to be like in the 2000's - a huge mess of hypothetical things i could play somewhere down the line, if only i had the time or energy to. i've tried to counteract that somewhat and more aggressively engage with my frighteningly large digital library in recent years, but that engagement is a drop in the bucket - and easily wears me down. and even when these games are being played, there is often precious little (if any) actual broader critical discourse about them outside of consumer guide-like recommendations due to both the sheer amount of stuff on the marketplace and the hollowing out of game criticism and journalism.

honestly, reaching enough people like me who will take a chance on some niche thing if it's cheap enough that we might not play at all is one of the better scenarios for most developers. most of the time, they're just playing the lottery by slapping down the requisite hundred dollar platform fee on the table to Valve in the hope that it will attract enough organic attention to launch some kind of game career - whatever that may look like. if it wasn't already, at this point it really feels like a total necessity to play this lottery, especially as most other venues like festivals and game incubators don't seem to promise much materially as they might have in the past. itch.io of course still exists, but the average normie game designer doesn't seem too interested in using it for that long to build a community making small games before jumping onto the imagined 'big leagues' of Steam. but hey - in the case of some games by people i know (and some of the below games i'm talking about) jumping onto Steam with little prior experience seems to be working out for them okay thus far. doing so is certainly not a model i'd want most inexperienced developers to follow if they want to stick around, but it's not like some people can't get lucky!

browsing through demos on the main Steam Next Fest page for June 2025 this past week or so i noticed way more games that felt like first time student projects, cheap clones, or even the dreaded boogeyman - "asset flips" - than i had for previous rounds. at first i wondered if what i was seeing was the result of the floundering fates of all the game industry layoffs of the last few years finally materially affecting the space. maybe videogames are finally, truly, entering their flop era. but the above release chart clarifies that it's more likely that just about everything anyone is making is getting thrown up on Steam now - and, as a user, i'm just seeing it all more or less unfiltered. and for each of these developers with their demos on the platform, that's another hundred dollar platform fee: thus reinforcing the hegemony of Steam as the unquestioned ruler of the entire PC game marketplace.

there was a point in time not too long ago where the prospect of a full scale independent developed game existing at all was exciting, and worth celebrating. that was the (metaphorical) selling point for a full-featured free game like Cave Story back when it hit the internet in the mid-2000's. but now, it feels as every developer is punching their ticket into this monopolized universe of Steam just to get a chance for any kind of larger audience. perhaps the curation tools have gotten better than they used to, but in general - this arrangement is definitely not about benefiting developers. Steam and other platforms like it (like the Nintendo Switch store) are obviously aimed towards the general consumer. but even for consumers, they can be pretty unwieldy and overwhelming to navigate due to the sheer amount of stuff on there, and a lack of coherent organization. even as the dominant monopolized digital platform for PC games currently, your average normie adult who is only casually into videogames probably does not use Steam much if at all, and may not even have heard of it. it certainly favors a hardcore audience who is more deeply engaged. but perhaps most of all, it benefits online video content creators who have an endless assortment of games to draw from to make content around. online video on the internet of the moment is far more accessible than anything else out there, after all - far more than games themselves can be.

and i swear - each new game i seek out for Next Fest, regardless of the quality - a large majority of them seem to be the first game by that particular developer up on Steam. i find this quite disturbing! and it's not because i don't want new developers in the space or whatever. like perhaps this is just because some of these developers worked on other projects that are not on Steam, or are under a different name. but there are absolutely a significant number of developers to where this is their first real project of any kind. Steam is the default digital platform du jour now, and to any eager developers looking to jump into commercial game development, it is basically a requirement. why not just jump in right away to where the most people are? 

and will these new people ever stick around and make another game after? or will they jump aboard this train briefly, like so many others before them, and then, like so many others before them, realize it's not worth it and quit? imagine if every eight or so out of ten musical artists you discovered, you were always encountering their first and only album? wouldn't you start to get a really eerie feeling about that after all? like, where did the other people go?? it really just adds to the feeling of disposability of the entire process and undermines the supposed sanctity of a platform like Steam as the "big leagues". as a developer, if you fall by the wayside - there are always endless new faces to replace you. even developers who reach a decent amount of success and visibility have a good chance of not finding the grind of making and marketing a commercial game really worth it to continue. 

i've seen so many people come and go from the game space since i started being involved about fifteen years ago and it's absolutely dizzying. it's easier than ever to get into game development - although it never seems to stop anyone from thinking they're the first to come up with ideas that have been done several times before. no broad awareness of anything but the most mainstream game history means the past is continually erased and rewritten, and the old becomes new again. everyone seems believe they're the exception. and then, once they realize they're very likely not, they leave embittered. or they deal with a gaming audience overwhelmingly either disinterested our outright hostile to their kind of work. but we never see those people, for the most part. and i dunno about you, but it feels like there's been this ongoing psychic backlash from our beloved gamer hordes ever since any of them had to experience the indignity, the shame, the horror, of having to HEAR the name of someone like Phil Fish. wait a second... this guy... sounds... PRETENTIOUS?? how... DARE you not center the Gamer AT ALL TIMES! our most blessed of creatures, our precious child. our sweet special gamer must always be king. it is the job of a developer to meekly bow in submission and be the true anonymous code monkey they are. for, you see, they can be replaced any time.

another strange thing to grapple with re: Steam as a platform is how it is far more global than anything one could have ever conceived of in previous eras. as a developer, it is genuinely extremely hard to know what kind of audience will stumble upon your work and expose it to broader daylight. i certainly never anticipated that anyone from Brazil or Latin America in general would have any engagement with my work at all, and yet i've noticed a lot of interest from there in my work over the years. and as a consumer, you rarely have any idea who made the game you're playing or where they came from. different ideas come and go rapidly, and some important context is often missing. this is how most people in the West played Japanese games (and how people in the the rest of the world played Western games), so it's just an inherent baked-in part of people's personal histories with videogames. as someone who is fervently anti-nationalist, i think this is one of the great aspects of games and online culture in general. we should not be restricted by borders - concepts and styles should intermix freely. the idea that i could encounter some work from someone of wildly different background and experience to me without it really even occurring to me as strange at all is really cool to me. it's one of the utopian promises of the internet. it's part of why i keep pushing work like the Doom wad A.L.T. even when they might have one or two questionable aspects about them. 

but the flipside here is this is also incredibly flattening - it potentially pushes towards a global homogenization of art. it risks applying a universal standard that crushes chances to build more unique indigenous styles. because within videogame culture, it's invariably the blessed Gamer, our special treat enjoyer who must always be centered - regardless of where you might be coming from as a creator. this is also why the "keep your politics out of my gaming" crowd has had ammo to be so loud for so long. they've traditionally been centered, regardless of the context a game they played has come from or how actually 'political' any of the games are. there's traditionally little tolerance for stepping outside established bounds and genres. as the African developers of the anti-imperialist themed heist game Relooted no doubt encountered after being on this month's Summer Game Fest stream, for one example, your game might not be represented very well in western media - and is far more likely to receive the ire of the typical highly mobilized racist and sexist western gamer audiences as a result.

this all is maybe why i'm so annoyed by Steam being categorized by at least one usually pretty on-point vocal tech critic who i'd rather not name as one of the few tech platforms that (to paraphrase) "just works" and is an unequivocal good. to say that Steam "just works" is grading on a really intense curve, and ignores the monopolization, the platform fees and less fair revshare vs. comparable platforms, the DRM, the absolute joke content moderation, the bizarre and troubling work environment at Valve, etcetera. 

tech platforms that provide basic services in a somewhat competent way that somewhat center the user instead of the shareholder are rare these days. especially ones that actually seem to have any kind of even passing interest in the creative space they exist to make money off of. and there's no doubt to me that leadership at Valve care more about games as a medium than leadership at Spotify care about recorded music as a medium, for example. partially because they're still actively (theoretically) trying to develop games. and that does mean something!

but still, that's such an immensely low bar! this means it's really easy to over-praise a platform for doing something that really shouldn't be that hard to do - mostly just because they were there first, and haven't horribly fucked it up yet. Patreon as a platform has managed to make a widely valuable space for creative people online like me, in spite of basically doing little to nothing but collect money from users while continually raising rates, and even fucking up its payment processing numerous times. they're one of the more basic useful services on the internet and they've almost completely fucked it up anyway. it shouldn't be this hard! so Steam is here, and it's what we've got. but please, my god: Valve doesn't deserve any of your glazing. these platforms are not our friends! especially not when they're basically unaccountable monopolies.

however, the one very small way i will praise Valve is: i find Steam Next Fest one of the few unequivocal good things they've done. i am a person who would like to experience a lot of different things without spending a huge amount of time or money doing so. it is a very nice feeling when i get to do this. it makes me feel special. and it is something i already get to do a little bit of when judging for festivals, or curating for the Experimental Game Showcase. it was and is one of my favorite things about playing free games. so getting a relaxed free glimpse into a bunch of these bigger and more ambitious commercial projects is very cool to me. i don't stream on twitch very often, but i started streaming a handful of demos around each Next Fest three years ago in June 2022 because i liked the idea so much. perhaps above all of those other things, it brings me back to encountering shareware compilations of games i grew up with on the PC in the 90's - another space where you could have a lot of fun even if you didn't actually own that many games.

perhaps it's me riding the high on both this year's Experimental Game Showcase (which you should watch) that i hosted and helped curate, or the recent Unearthed Treasure Room stream of recent overlooked games (which you should also watch) i co-hosted with esteemed game developer, musician, and critic Melos Han-Tani. or perhaps it's just morbid curiosity about the increasingly confusing and impenetrable game space where we're all disposable pawns in the hands of uncaring platform owners, obnoxious content creators, and special little treaty treat lover gamers. or perhaps it's my general existential dread about the state of the world and if, among war and fascism and many many other horrible things, trans people like me are going to continue to lose access to basic healthcare in my country of residence. BUT.... this time around, i went overboard, and played around twenty demos for Next Fest. many of these were games i had already thrown onto my Steam wishlist at some point, and many had demos that came out within the past year that i hadn't seen until now. 

i'm going to limit this post to the five (okay, six) game demos that i played were most interesting to me personally. as much as i'd love to include a write-up of every one i played, i am not going to do that. partially because it's a lot of work, and partially because i'm still too traumatized by the Blog Wars of the early/mid 2010's and i don't want to start a discourse about if i'm punching down or not on some smaller game i don't like. i mean, i personally don't think there should be a mandate towards bland positivity in criticism, especially with how little respect a lot of hugely popular content creators with far bigger platforms than someone like me have shown to developers who are still forced to prostrate themselves to them for exposure in the past. but i also don't want to be a scapegoat in that fight or start unnecessary drama. so sorry - we can table that discussion for now.

also - i don't mention them below, but in this round i played the narrative-heavy, LucasArts-esque coming of age point and click adventure Perfect Tides: Station to Station and the new big Bennett Foddy joint Baby Steps: i'd recommend them both. you should also play this year's IGF Grand Prize winner Consume Me's demo if you haven't.

but otherwise, here we go:

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Danchi Days by Sandy Power, Melos Han-Tani, and mogmu

okay, i already tricked you. i was going to save this one for last as a little surprise, because i felt like i might be showing too much bias if i included a game co-made by Melos Han-Tani (my Unearthed Treasure Room co-host) on here. but there are interesting things to talk about here that are maybe tangential to the experience of playing the game itself - or, at least, are something the game's larger themes introduce.

to just quickly summarize what you do in the game - it's a narrative game with light action, puzzle, and exploration elements. it features top-down, colorful but simple 2D graphics and a concept that was apparently inspired by a Japanese-only Gameboy Advance game called Sakura Momoko no Ukiuki Carnival from 2002. you play as a little girl named Hoshino who lives with her dad, grandma, and brother. at the very beginning of the game, your grandma trains you and your brother how to "look" around the world of the game in order to read signs and other environmental details. the system for “looking” in this game is distinct from just standing next to objects and hitting a use button - you have to aim at things to “look” at them at wait for a cursor to move over them. the advantage here is you can also "look" at things that are farther than one unit away from you. as far as i can tell, there's no real challenge to doing this. the game generally doesn't emphasize reflexes too much. but i think it's interesting how very simple actions like even just looking at an object are recontextualized in ways that maybe don't necessarily add a lot of difficulty or challenge, but do make the action feel like a distinct thing vs. other videogames of the same type. what purpose doing this serves in overall shape of the game is basically up to you to determine - but maybe it will be made more clearer in the full game.

once you're successfully able to "look" at objects, your grandmother teaches you that you can, when moving around specific objects, kick up magical dust out of the environment. if enough magical dust is kicked up at once, Hoshino can summon it into her body and enter into these simple top-down grid-based movement minigames. usually these amount to collecting enough specific objects themed around the environment where the dust came from. you have a certain number of moves to do this before you run out of energy. these are generally very simple, and not particularly difficult to complete. again, it's interesting how this game introduces some surprisingly complex systems while appearing so simple, but does not make them difficult or challenging at all. later on you'll find out that by optimizing your movement in these minigames and using less of your energy, you can either achieve a bronze, silver, or gold medal in them. a higher medal rank means more points which you can use to unlock secret areas. higher ranks offer a little more challenge, but aren't too hard to achieve. the dust theme and the top-down minigames are also perhaps a reference to the Anodyne series by Melos (and Marina Kittaka's) Analgesic Productions, and certainly bring on similar themes to other games Melos has worked on.

after you, as Hoshino, demonstrate your ability to complete these minigames - your grandma congratulates you and says you'll be an expert in no time. the game then abruptly fast forwards several years into the future. right when this was happening in the game, i had the thought in my head of "gee i have a strange feeling this game is setting me up for some kind of Mother 3-esque tragedy." but instead of setting up foreshadowing for some later point in the game, you're matter-of-factly thrown right into it in the next scene. Hoshino's grandma now is completely incapacitated in a wheelchair with dementia. she is basically unresponsive. your brother, who has now grown into a surly teenager, tells you to let go and that grandma is gone. but you are still obsessed with the idea that you can cure your grandmother’s dementia. 

the transition here from a very light tutorial to the much darker central theme of dementia is pretty jarring for something with such an otherwise cheery and upbeat presentation, especially which doesn't outwardly present that aspect in its advertisement. this moment honestly left me pretty emotional throughout the rest of the game. while you might not be doing anything else outwardly fucked up during the game and the tone is pretty happy throughout, the dementia colors the whole experience in a much more interesting way than it would without that as the central element of the story. 

one of the Steam reviews for the demo said "finally, a cozy game that is actually about something" which stuck with me. it's well-trod territory of discussion at this point, but one of my many issues with the genre of 'cozy' or 'wholesome' games is how many of them default towards this general cheery pastoral escapist aesthetic almost unthinkingly. there's an implication that all of these games are supposed to be approachable but trivial, so as to not alienate audiences. but many of them do this by also presenting as being diverse, egalitarian and "for all", even while having all these very ideologically weighted themes like escaping the city to the country and managing a small business that are totally unaddressed. in spite of some of the progressive imagery, these are generally not spaces for deep explorations of feelings or ideas at all. there's an inherent conservativeness to these games, and this label overall that clashes with the diverse and open-minded image they're trying to portray. 

Danchi Days, by comparison, feels genuinely subversive. it just throws the dementia in there right at the beginning as the central theme of the game and it doesn't feel the need to either equivocate about it or over-dramatize. which begs the other question: is this game for kids? it's surprisingly complex in terms of its ideas in a way that you wouldn't expect from something with this kind of simple gameboy advance-like presentation. but in terms of the gameplay it's pretty basic, and certainly could be played by kids. Melos said recently on bluesky

"One curious (minority) opinion on Danchi Days is that it is contradictory because 1. 'the gameplay is for kids' and 2. 'it can't be for kids' because it centers dementia, as if children aren't exposed - and perceptive - to death and destruction on a daily basis! re: 1 - why do people believe it's 'for kids'? Reasons include 'the gameplay is simple to understand'. Simple, versus... what? something where you manage numbers or cities or do 1000 quests? if a game needs to emulate work to be for adults, I will stick to kid games then. I think stuff for kids should engage with them as perceptive humans capable of thought and recognizing the complexity of the world. the sooner the better, look outside! 2 kinda relates to how Miyazaki/Ghibli stuff gets flattened all the time into an idyllic aesthetic. a good game should be some distillation of the complexity and imagination within our living reality." 

what Melos says here echoes some of my feeling about how this kind of twee idyllic pastoralism flattens more complex and multi-faceted media into another flavor of Thomas Kinkade-esque mawkish escapism. the ambiguity here of who this game is for is also clearly intentional, and is something you can feel playing it. while a lot of games Melos has worked on have been relatively accessible and simple challenge-wise, that's not necessarily the case for the most recent Analgesic Productions game Angeline Era, which is much more of a reflex-based action game. so clearly, the simpler and less intensely challenging design is an active and intentional choice. it's meant to draw out other parts of the experience, or perhaps suggest an alternative approach for design for these types of games.

all of this does also make me think of a much larger question - how much does the outward presentation really define everything about how we see what a game is supposed to be in this day and age? how much have appearances become the entire selling point and define all the assumptions we make about the relative function of games, to the detriment of everything else? and as a designer or artist - why has giving the audience exactly what it expects based on outward presentation been turned into almost an unending virtue, instead of something to be subverted or avoided? in spite of all the struggles to claim games as a consequential artistic territory over the last half-century, we're still looking at games primarily from the lens of product design. all attempts to do otherwise are seen as pie-in-the-sky and unrealistic to developers trying to make commercial games, and therefore must be cast off. doesn't that hobble our abilities tremendously as a creative medium? 

i think its fair to say that providing elements of an experience that cut against typical audience and genre expectations and aren't immediately apparent from marketing materials is still one of the major taboos around the game space - and perhaps all art in general right now in online spaces. in this way i think Danchi Days is challenging its audience more than a post-apocalyptic horror RPG like LISA: The Painful is challenging its audience - because you fully know what you're getting with the latter from the outset. the way games continually become siloed into rigid genre mandates is disturbing to me and i think does them no favors. the feeling of surprise is rarer than it should be, even with the amount of games that exist out there. and it's a shame that the way games are increasingly marketed online, and the reflexive fear of alienating angry audiences keeps people from exploring this realm very much.

i guess it's funny to say all of this too because outside of the main theme, this game isn't doing anything substantial to challenge and alienate its audience. in an attempt to awaken her grandmother more, Hoshino decides to resurrect these yearly things called Danchi festivals her grandmother used to run before she got dementia. in doing so, Hoshino discovers some imaginary (or maybe not?) monster companion long buried inside a tower who decides to join her on her mission and help her along. later, Hoshnio's dad helps her set up a website and make invitations to other people in the community, and post updates about the Danchi festival planning via her little pocket PC device. as Hoshino, you spend the rest of the time wandering around the facility your grandma lives in and connecting with the various older people who live there and inviting them to the festival as your monster friend follows you around. in between, you do those little action puzzle minigames occasionally that correspond to different parts of the environment. connection to the environment is clearly a large part of this game's themes as well, and central to the purpose of the Danchi festivals. the other major element of the game is a Hypnospace Outlaw-esque virtual world where all of the principal characters have their own little web 1.0-esque personal websites that reflect their very specific interests that you can use to help make connections with them.

so yeah - thematically, there are a strangely large number of elements to the game even though it has a very simple appearance, and nothing you do is particularly challenging. i managed to basically talk to all the neighbors and reach the end of the demo, so i'm curious to see where the story goes. it’s hard to know how much further the game will go into exploring the psychological storytelling and how much in the story is metaphorical, or if the dementia is really just the setup for an otherwise fairly light adventure. the almost infantilized dialogue with the characters and their fairly oversimplified special traits (like the above pictured local housewife Chathie who cannot stop talking for even a second) point at a more simple and childlike sort of narrative. but there's no reason to believe the writing couldn't shift tone at some point too. in fact, abrupt tonal shifts have been one of the principal elements of Analgesic/Melos's work. so i do really enjoy the ambiguities and surprising complexities of an experience like this where you would not normally expect to see it based on first glimpse. in some ways, it also feels more surprising to see it here than it does in something like Anodyne 2: Return to Dust, which is also a very unique and surprising game - though i personally prefer Anodyne 2's more obviously 'arty' approach.

but yeah, overall this game brought up some complex thoughts for me about the nature of our expectations for games from assumptions we make based on appearances. i in fact saw this game on one of the Summer Game Fest streams but passed over it completely at first because its appearance made it blend in so much with other games around it. the mostly child-like tone and relative lack of challenge means it won’t be for everyone, and as a player i tend to prefer a bit more outright surreality, a little more challenge to my puzzles, or a slightly more overtly darker tone. but it manages to be pretty engaging throughout regardless. and it definitely feels unique and not quite like anything else i’ve played because of that (other than other games by Melos/Analgesic). so - check it out!

 

Eclipsium by Housefire

okay, now here's one i actually have surprisingly little to say about. i saw this trailer pop up on youtube labeled as part of the PC Gaming Show around Summer Games Fest but i don’t know if it was actually part of the stream or not. as an aside, maybe it's just residual nostalgia from subscribing to PC Gamer starting around age ten or eleven - but the PC Gaming Show is the sole one of the bigger Summer Game Fest streams i find actually somewhat pleasant to put on in the background. 

anyway, Eclipsium is a walking sim that seems perhaps slightly ashamed to to admit that it is walking sim. there's no shame here, buddy! the visuals are obviously the most notable part of the whole experience - they have a very specific kind of pixelly dithered lo-res look that’s very striking and adds to the uncanniness of everything in every environment in the game. they're a bit like you’re looking at old interlaced video on a 90's interactive FMV CD-Rom game, or through some sort of foggy pixel window. this lo-fi dithered look really helps every environment you encounter feel very much specific to this game, and not generic or stock engine assets like a lot of first person walking sims can have a tendency to do. this highly specific uncanniness also extends to the color palette, which is intentionally limited in a way that older PC games are - causing some interesting sort of color bleed effects where colors normally far outside the range of what you would normally see in a higher color count are substituted because of the limited number of colors available in the palette. this creates some interesting artifacting that gives this game its unique look. and it's a neat trick overall, and i haven't seen tons of contemporary games do as an intentional aesthetic! 

of course, even though the visuals signal 90's, the game itself feels like a very modern experience to me. the navigation is pretty smooth- there's little of the choppiness of 90's FMV outside of the lower framerate on the hand animations. which, by the way - it's of course also impossible to talk about this game without mentioning your avatar's giant photographed hand that you see throughout your journey, which helps you navigate basic environmental puzzles. with each little environmental puzzle where you have to manipulate some object, there's a little hand animation that goes with it - which could either be seen as cute and charming quirk of the experience or maybe a bit chintzy and precious depending on who you are. i don’t know if any of these developers were ever part of the Haunted PS1 community or not, but it especially looks similar to games called RIVP-1 and RIVP-2 in one of the Madvent Calender compilations that involve tearing apart things in the environment with your giant rendered, low-framerate photographed hand like this one does. though perhaps overall this is not the most uncommon idea.

the experience of playing one is a bit hard to summarize? if you've played any sort of surreal walking sim from the past ten or fifteen years, you probably will get the drift. you start out outside on a camp in a mountaintop on an island outside of a very funky warped looking cabin. sometimes it's hard to tell how much details in the environment have an outright surreal/reality bending design vs. if that effect is being heavily enhanced by the grainy low-res visuals. there's no text instruction or dialogue in the game, but your goal you can pretty quickly surmise is to move towards a giant Oblivion/Sauron-esque glowing red eye in a tower across the water in the distance. this leads you to eventually descend into some slightly evil looking red caves. throughout the demo, implied horror elements are certainly present but only ever there with a kind of light touch. there are no monsters chasing you or giant piles of corpses, or anything like that. subtlety can be rare when it comes to these kinds of horror-adjacent games, so you have to treasure it when it's there. 

you wander around the evil caves for awhile and light various torches in the correct configuration to open up some gates. and then you reach a sort of industrial warehouse area filled with giant metal shipping containers, and solve various puzzles to lower the water that is blocking your path. there’s a cool bit of non-euclidean navigation throughout where you continually loop back around to old places and the environment has changed a little. the path forward ends up being in a different shipping container each time - as if these shipping containers all contain portals to other places. also if you die by falling into a pit or spending more than a few seconds in the water, the game puts you in a clone of what looks like your character's bedroom and makes the room's exit by some nearby area where you died - which is a cool effect.

if Danchi Days is a game where the experience of the playing is not entirely what you'd expect based on the surface appearance, this is a game where you can more or less anticipate exactly what it is by looking at the screenshots (beyond it being slightly less horror than you might guess). perhaps this is why this game has benefited from some attention - according to the developer as of February 5nd of this year it was one of the top 1000 wishlisted games on Steam. for an (apparent) first time developer, they seem to be doing pretty well for themselves! i guess that's what striking visuals get you in this day and age. one of the great mind tricks the Haunted PS1 community has pulled on a lot of gaming public is that as long as there's a vague suggestion of some horror elements, or possibly some implied lore elements, the public will basically tolerate any sort of "art game" type of experience without really any misgivings. i have to thank the zoomers for being the primary engine of this innovation. i notice a lot less active hostility towards a lot of "art" games than i used to, even when the audiences for the game aren't super large. an audience has been silently inculcated against aversion to walking sims, and i'm grateful for this mind trick.

after i got through the warehouse, there was a section with some sailing on a boat to a different island and a surreal horror setpiece involving twisting around a parallel underwater version of the world. that is where the demo ended. it's a beefy demo experience overall, though it certainly left me wanting more. while this is walking sim with light puzzle solving at its core, and it’s probably not going to show you anything you haven’t seen before - it’s also engaging throughout, and feels high effort enough to be unique the realm of surreal walking simulators. the subtle magical realism that doesn’t go for outright horror as much as just general atmosphere is really the biggest success of this game, for me. it's definitely one of those games where it doesn’t spell anything out at all and you can read into it however much or little you want. it's also blessedly free of Lore, which i appreciate given how many of these games aren't.

that said, it's probably the least deep or interesting game to talk about of the six here. it's more like a particularly well designed theme park ride with some nice sights and sounds. as far as i could tell, the story isn't really "about" anything and doesn't try to make any particular points about anything in any kind of explicit way. that might change outside the demo, but honestly that kind of experience is perfectly fine with me for a game like this. there are times i'm looking for a little more than a theme park ride - but in lieu of that, i'll certainly take what's given here. it's a low-key well crafted experience overall. the arc of the demo was a self-contained experience. even if the entire thing is very linear, the atmosphere and setpieces were cool, and all the non-euclidean stuff when it popped up really added a lot to the whole thing. given that i played this in the midst of around twenty different games for Next Fest, several of which experimented with various kinds of frustration and difficulty: a smoother experience like this was much appreciated.

 

Funi Raccoon Game by Crayon

a noble furry anarchist game embiggens the smallest man. the spirit of Glorious Trainwrecks is alive and well. not that i'm assuming the developer Crayon has familiarity with that community or most of the works it has produced, but this definitely feels like a higher effort/more polished version of a Glorious Trainwrecks game. you know what i'm talking about if you've ever seen one of Blake Andrews's games, or Revenge of the Sunfish before. and maybe the word “polish” seems silly to say about this game if you look at the screenshot above, but if you've played Glorious Trainwrecks games you know what i mean. Funi Racoon Game is a version of the kind of crude but spiritually bounteous Klik N' Play symphony that is a bit more commercially accessible, for better or for worse. it marries the cartoonish, dumpster-dived aesthetic of one of those kinds of games with open-ended, 3D, Katamari Damacy-style sanbox chaos. 

in many ways, Funi Raccoon Game establishes its own world and feels like an unfiltered free-associative look into the mind of its creator. in each area you have have these small chaotic 3D planes usually modeled after some kind of silly facsimile of real places - like office complexes and train stations. each place you go to are kind of small 3D islands floating in a void with tiled background skyboxes reminiscent of Mario 64. as your raccoon character, you jump and climb the various buildings and building-like structures that use low-res photo-sourced textures and simple geometry on these planes. throughout your time in the game, there are objects you can pick up and interact with that will sometimes do different things. picking up objects is especially important to your existence as a raccoon, for whatever reason, and any time you pick up a new one a "yippee!" sound will play and it'll count towards a larger total of collected items. there are also different entrances to other side areas you can find - either hidden, or out in the open through glowing yellow doors. the game will tell you on select menus when you enter into a given area how many sub-areas you've unlocked.

some areas involve little environmental puzzles you have to solve or animals/people/objects you can talk to. some just involve platforming and navigating the slightly jank jumping physics to get to the right place. there was one main area in this demo as far as i could tell - Norwich - and most things were based around it. there are other areas - like an office complex, or the waiting room where it instructs you to wait for a new version of the game that i missed when i streamed the demo initially, though. the music in Norwich plays this kind of silly filtered 90's-style hip-hop beat that sounds like you'd be likely to hear in some sort of skating game from the period. my favorite background track is in a secret area of a train station by a pool of water where a placid synth drone plays and a distorted voice you can only sort of hear mumbles a story about water sports in a childish tone, only to break out and say "get the fuck out of here, we straight up do not want you" in a louder, angrier tone and then return to the excited water sports talk. the track also ends abruptly and does not loop, leading to an eerie silence if you linger in the area afterward.

throughout the stages sometimes there are also comic-panel like billboards that will remind you of some feature in the game or instruct you on what you need to do. other areas will have secrets where it feels like you're clipping in between the building structures. and throughout there’s very clearly an anarchic internetty sensibility to the humor in the game, with lots of random explosions and janky 3D physics objects ala Goat Simulator or something similar. in one area you can steal a gun from a cop and then a massive array of cop cars immediately mob you everywhere you go in the level - maybe the most realistic part of the game. the design similarly feels very improvisational, intentionally throwing into ridiculous situations or exaggerating moments that happen for comedic effect. but the world also feels much more specific to the game, and there's less 'lol random' humor going on here than in a lot of other internet meme-style games. not to mention that it feels more consciously designed in several ways - all of the little secrets and different ways to navigate each environment make it fun to explore and pick up objects just to see what will happen. the ways the game doesn't try to be logical at all or justify what it is while still having its own kind of very specific logic makes it feel like a more sandboxy and commercially accessible version of something like my own game Problem Attic.

in the setup of the game, there is a fake OS that looks like a combo of C64-era of computers and a 90's-style web browser. the screen resolution is appropriately squashed like a 90's PC game would be as well - one of the many games i played in this round of demos to actually do that. perhaps more and more of us are trying to escape the hegemony of HD and widescreen resolutions. you have a central dumpster server room that's kind of connected to everything in the game, though you can only access one or two primary areas and its off-shoot secondary areas in the demo. at the beginning of the game, the character select screen of smaller raccoons moving around and carrying giant 80's or 90's style beige CRT computer monitors reminds me both a little of Katamari Damacy's character select, and also Super Mario Bros 3's title screen. and this actually gets me to something related to this that i wanted to talk about a little more...

i've said before that one of my favorite games of all-time is Super Mario Bros 3. as a small child it was probably the most formative game for me, but it's worth articulating why, specifically because so few accounts of childhood nostalgia for popular games like this ever seem to. i think i saw something in SMB3 that i also saw with my favorite Looney Tunes shorts as a kid - a kind of expressive squashing and stretching and playing with the medium it's working within. there's the famous silent title screen cutscene where the title of "Super Mario Bros. 3" drops down with shaky thud on the screen and a markedly more intentionally cartoony looking font than previous SMB games. and then you see Mario and Luigi there like these little puppets on a stage, jumping on each other and bumping into various hazards and powerups you encounter through the game. this doubles as a quick little intro tutorial on some of the ways you can interact in the game as Mario or Luigi (and also implicitly references the battle mode you can enter in two player), and it tells you to expect some goofy chaos throughout the game. 

but there's another element being set up here. the root of Nintendo's appeal as a game company was always in animation, because it was Miyamoto's background. and the theatrical elements are intentionally played up in SMB3. in 1988 upon the original Japanese release of SMB3 Nintendo was only at the very beginning of being the forever entertainment behemoth it's become: a company with a surprise generational-defining hit console in a still fledgling medium. throughout the second half of the 80's and the 90's they were still trying to find their footing on what videogames, and specifically their games, could look like the future. SMB3 feels like a conscious commentary on the sudden popularity of Mario as a consequential symbol of entertainment media. it attempts subvert the formula SMB1 and 2 (what we might know as The Lost Levels in the west) that had become kind of staid by stretching it in as many directions as possible. SMB3's levels move in all kinds of different directions and dimensions. most have one or two distinct ideas to them and then just end, sort of like they're some kind of 1-minute punk song. there is just something kind of silly and loose feeling about a lot of SMB3 (or the SMB2 we got in the West, Doki Doki Panic, for that matter) like a goofy little playground of rule-breaking that wasn't present in the more tight platforming of the first game. this kind of sensibility is more Bob Clampett or Tex Avery or Chuck Jones rather than Walt Disney. if Disney tried to imagine an idealized and happy world you'd wish to escape into, those Looney Tunes guys wanted to play with the artifice of the medium and have you look behind the curtain, to see how it all works. they wanted to show you why it's all a show.

this is where the imagery of the red theatrical curtain comes in for SMB3, and why you exit every level by walking into the black void of backstage. it's there in the diorama-like structure of each of the individual worlds, or how you can even walk behind stage decorations at times to access secrets (which is hinted at by the title screen itself). this is all interesting to me specifically Nintendo is much more often a Disney analogue, where pastoral elements of an older era are romanticized. The Legend of Zelda is meant to capture a sort of natural world that didn't exist in Japan anymore by the time it was made thanks to rapid industrialization, but still could exist in the popular imagination. in that way, it's much more similar to how Walt Disney went to great lengths to push those who worked for him to recreate idealized versions of his own Kansas childhood in his movies and in Disney Land/Disney World. 

for Nintendo, playing with the tools of medium expressively has always been important. and the wild more anarchic side of this does still exist in the niche outings like Warioware or Rhythm Tengoku games, but it's generally far more constrained and restricted in the mainstream games. sometimes it's not clear if the experimentations are more stiff and conservative than they did before when the medium was still fresher, or it's just that Nintendo never really changed or evolved past what they set into motion with SMB3. but even arguably by Super Mario World with its sprawling overworld and extensive secrets, Nintendo were starting to codify what Mario was and it was beginning to lose a little bit of the still formless energy of Super Mario Bros 3 or Doki Doki Panic. certainly, even after the Switch era infused a little bit more lifeblood into it, the Mario series has been the most rote and safe of their franchises for a pretty long time. 

Nintendo right now seems to exist firstly as a guardian of IP, a hegemonic cultural force who exists to embody some vague notion of "play" in a diminishing monoculture. they harshly discipline any copyright violators out there who might try and do anything with their work or stretch it beyond their rigidly defined bounds. with every big release Nintendo ordains to reassert its own dominance over the idea of childhood "magic" and "play" in the games realm with their mainline franchise games, all so tearful adults and their children can rake over some money to re-experience some lost past. and to be fair, many times these mainline Nintendo games are still broadly more creative than what other mainstream games will offer, if only because Nintendo has been grandfathered into this role culturally. but the parameters that they're working within are still very limited due to their role as the hegemonic family-friendly company. even when they are wilder, the experiments in these games can feel just as much like they're stiffly holding the medium back from exploring its true potential than they are expanding it. especially when you go beyond their specialty realm of playful mechanics and into content that challenges audiences in any kind of ideological way. the recent surreal creepypasta Mario 64 romhack B3313 has really stuck with me specifically because it's the kind of experience Nintendo never could, or would, provide. and it recontextualizes that in a very haunting, if sometimes slightly juvenile, way.

all of this is to say, i think Funi Raccoon Game has far more in common with SMB3 to me than the products that Nintendo makes now. the feeling of genuine surprise is something Nintendo tries to snuff out as much, if not more, than it tries to create in their products now. the sketchy looseness of Funi Raccoon rhymes with a lot of games people love like SMB3 or Katamari, but in a homemade and distinctly personal way that feels deeply unique. it sets into motion the potential of those games and moves beyond all the ways they're restricted by trying to be fully polished, mainstream commercial products. those who now declare that videogames are gradually losing their "weirdness" would best look at games like this. there is a huge necessity to supporting these kinds of games not just from some kind of symbolic "it makes me feel good about myself" angle - but more because the more visible and broadly celebrated the weirder niche stuff is, the more acceptable it becomes for mainstream games to adapt those ideas too. we have to reclaim the spirit of games like Super Mario Bros 3 by taking it further than it could ever go itself. that's the next step - the spirit that lives beyond the hegemonic IPs. 

and honestly part of the reason for my Glorious Trainwrecks comparison for Funi Raccoon Game is it goes back to what i liked about so many particularly free indie games circa the late 00’s/early 2010’s. at that point in time, there was this idea that games had become staid and solidified into a kind of forever mediocrity. as smaller scale designers, we had to re-evaluate what function game served at some level and offer something different. that was a time as a free indie game maker to invent some kind of new form, because you had no idea what would take off and take root. many people (including me!) were trying to do very novel or unusual takes on games in a sort of anarchic way as a result. that felt like the time where the door was open to be doing it. and some audiences were very hostile to this - but others supported it and helped some games become bigger.

sadly, that spirit just got gradually absorbed into commercial game making that has attempted to smooth a lot of these elements out and professionalize the process of making indie games. i often worry about academic game programs like the one i teach at NYU are contributing to this in some way. for all the current talk about "deprofessionalization" in the current game industry, the amount of amateurs acting like professionals in the hope that it will secure them acceptance and a career in the space has skyrocketed to absurd proportions. perhaps less people are material "professionals" (whatever that really means tbh), but everyone seems to want to act like a professional. and tbh what i liked the most about this demo is how much this game was its own thing - and not trying to obviously model itself after other games, in the same way some of those earlier free indie games were. it feels like it’s bringing back that sort of lineage of anarchic and loose experiences that aren't concerned with looking "professional", whether consciously or not. and in an era of so much obvious nostalgia aping of particular games from twenty or thirty years ago, i couldn’t be happier to see some of that spirit come back.

so yeah - fully recommended! AND - if you like it, you should support the currently still active Kickstarter so the developer can finish the game.

 

Am I Nima by HO! Games

another game i don't have tons to say about, mostly because the demo i experienced was short. HOWEVER, i did not realize until just now looking it up that there are in fact multiple endings to this demo, so more on that in a second. but the premise is you’re like a pre-teen girl who is actively being tied up and held hostage by her mother for some kind of reason involving a scientific experiment. there’s an implication that you have been violent and/or have behavioral issues in the past, and that’s why you're being held hostage. though it’s hard to know if that’s the actual reason, or that's simply the justification your mom makes for treating you the way she does. you keep losing your memory, so you have this system where you can talk to your mom to help regain memories. and for each thing you talk about, or for each object you will interact with in the environment, it brings up different conversational subjects that come up inside your head that you can then use in conversation.

the game is heavily dialogue based, and mostly unfolds as interactive fiction with occasional sections where you can sometimes explore or examine objects the environment around you. the illustrations have a warped, fish-eye like quality to their perspective which clearly enhance the feeling of fear and unfamiliarity your protagonist is dealing with. the colors in the game also heavily emphasize bright neon greens and reds, sort of like an uncomfortable bright florescent light shining directly onto your face in an otherwise dark room. it makes you feel like, as Nima, you're some kind of test subject... so this is appropriate. almost as if you're an experiment, and in the same way the dialogue options are there to help you remember, they are training you to remember what your mom wants you to remember. based on the fact that this demo does in fact have multiple endings and is labeled "Choose Your Own Adventure" on Steam, it seems at least to some extent to be “choices matter” kind of game in the conversational system, and what topics you bring up from your head in specific moments will affect what happens in the story. a lot of this connects back to how much you're willing to call out your mom.

i had a couple conversations with the mom, and a section in between where i looked around at numerous trinkets in my bedroom to remember more about myself so that i had more topics to bring up in the subsequent conversation. you find out over the course of these conversations that you had a good relationship with your dad but he died awhile back, and also that your mom is some kind of archaeologist. your mom claims you lost your memory from hitting your head while swimming, but you are clearly aware that she regularly lies about this sort of thing and you have no reason to trust her whatsoever. much of the conversations involve you trying to remember while also performing what you think she wants so as not to anger or further inflame her, as she gaslights you by trying to reassure you that she knows what's best and only cares about your well-being.

i should mention that i saw this game in the Southeast Asian Games Showcase stream for Summer Game Fest. what attracted me to this game in the first place was the disturbing rattling sound design and fish eye visuals in the trailer. i'm definitely glad i stuck around to check the game out, because you never know what kind of experience you're in for from just watching a brief trailer. and clearly i'm not the only one who felt that way - i found out from looking it up, that as of writing it's the 595th most wishlisted game on Steam. so i would go so far as to call this game Actually Popular as far as these types of games go. but because it was in the Southeast Asian Games Showcase, i imagine some of the cultural experiences bought up in the game are perhaps a little specific to Southeast Asia - particularly the weirdly gritty, nasty bowl of congee (rice porridge) pictured above with twigs and shit sticking out of it that your mother hands you as food. i mostly say that because some of the ideas or imagery might resonate more strongly with you, depending on your own background. but i will say, the emotions captured do feel pretty universal regardless - more on that later, though.

on my run through i got the "bad" ending and figured that was it, so didn't push further. but i guess this demo was popular enough that i just now found from one of those numerous youtube lore channels named GamerSault which attempts to "explain" the story of the demo of the game that there are multiple endings. from this i also learned you realize more about what specifically is happening with your mother the more endings you explore, and a potential way out of escaping this cycle. this is about all i got out of that video unfortunately: because i always find these sorts of lore channels a really mind-numbing and clickbaity way to analyze any kind of fiction. i know as a player i'm much less interested in the specific lore of the plot elements and more what the story is supposed to capture or represent in a broader sense. to me, in stories like this, supernatural or sci-fi elements are really there to exist or dramatize existing dynamics that exist in real life rather than be something that you follow to the letter of the law as entertainment but will never apply to your own life. but again, this is the same old problem with the product-oriented way so many people look at fiction in general, but especially games. they're abstract puzzles to be solved and pore over, they're not fiction to analyze and apply to your own life.

but yeah, independent of the more exaggerated sci-fi or horror elements of the plot, this is an abusive mom simulator. and i identified a great deal with this protagonist and her relationship with her mom in many ways. particularly the way the conversation system kind of has this element of “things you can’t say”, like doing the correct performance in order to avoid violence or confrontation with an oversensitive parent who cannot face up to reality. the way her mom uses shame (“i’m just trying my best”) and the hollow performance of being a supportive parent to gaslight about other abusive stuff that clearly did happen (but as a child you tend to lack the words and are not in any kind of position of power to assert that) is something i know i could relate to far too much!! of course you could relate it back to the dreaded Lore of the character to explain this - but perhaps the fact that you keep losing your memory is about the cycles of abuse, and how dealing with that does mean actively confronting buried memories that are incredibly hard to access in traumatic situations. 

i think with Lore-based analysis in general my fear is always that the way these sorts of games are talked about ignores the attempts to engage with larger themes and ideas and just substitutes a sort of morbid gawking. in other words, it's the true crime-obsessed mom way of looking at the world. everything is always an isolated episode of violence that you fixate on but you cannot apply it to larger life. and i think it’s actually rare you see this kind of abusive dynamic effectively captured in game form, even in a supernatural permutation like this - so i really liked that about it. oftentimes games or other media will go way more over-the-top about real life elements and undercut the internal realism of the story. but this one centers the abusive parent-child dynamic in a way that feels emotionally realistic, even if the literal circumstances aren't. so i hope this one continues on in that direction as the plot moves on, and doesn't squander the premise with anything too out of left-field.

i honestly wish there was more to this demo, though that’s a good problem to have. it's definitely something i’m going to be checking out more of, though i do have a hard time knowing where exactly the game is going to go. anytime anything with a very sensitive emotional narrative gets a degree of attention placed on it i get a little frightened that the fandom is going to try and unduly influence the game and twist it in weird directions. so we'll just have to put a pin in this and see where it ends up later on. but i am glad i saw this pop up on the on one of the showcase streams at Summer Game Fest this year, because encountering an experience that does a really good job exploring real life psychological conflict that you don’t see too much of in games is exactly the reason to brave the mind-numbing task of watching a Summer Game Fest stream.

 

Hark The Ghoul by Deep Denizens

i'll just throw this out there right now - discourse around what qualifies as "good level design" in the game sphere never fails to fill me with dread. a lot of different parties have tried to define exactly what "good level design" means over the years, and inevitably the most infuriating 101-style interpretations are the ones that take over in the popular consciousness. like all things, it turns out every aspect of making games is very contextual - who knew! even level designer extraordinaire and former collaborator of mine Robert Yang recently disowned his previous "whiteboard test" meme image that had been widely spread around on social media for years for being overly reductive. he describes the image in a recent talk as: "...like some sort of secret imaginary invisible line that's mind controlling us, misleading and misguiding us along the wrong corridor

but these reductive interpretations never fail to take over regardless. so what is it exactly about this that makes it so effectively mind control us? i know personally that when a lot of people will reference "good level design" casually, independent of anything else, i just genuinely just have no idea what exactly they're even talking about half the time. is good level design something that "teaches the player how to play the game" as the old cliche about Mario Bros 1-1 goes? is it something that is tightly choreographed and controlled, or is it something that is expressive and open-ended? whatever it is, there always seems to be an implied objective standard there on the part of the observer, or at least some sort of cliche that evinces a reaction. once again, in reality it turns out you can't reduce a game to "oh the level design is good" without describing what it actually is and what function it serves in the game itself. but that doesn't work in casual conversation, or on most youtube videos, or perhaps in the board rooms of big game companies. so, again, the tendency is to reduce and turn it back to a sort of bland one-size-fits all product design approach instead of something more holistic. 

and i guess i can extend this thought to "best practices" in general, which always feel to me (if i'm being very generous) more about an expression of compassion and an intuitive understanding designers have for the kind of experience players are going to have, or the experience designers are going to have while making the game itself. so many games rotely implement "best practices" without any interest in context or feeling the game is trying to create. and in spite of the constant presence of these "best practices", it doesn't stop many games from feeling cold and soulless. Shigeru Miyamoto (to go back to the Mario well again) intuitively understood early on in his career that a lot of people would like to move a little likeable cartoon guy around - and that when they do, they want him to feel fun and responsive like a cartoon guy, and not like a stiff tank or a spaceship. this was part of the appeal of stuff like Pac-Man, after all - it felt fun and relatable instead of cold and mechanistic. seeing this cartoon character move around in an abstract space brings to life a natural feeling that makes a strange kind of sense for the tools you're given, even if it's not "logical" or whatever. the job of Nintendo has always been to find the versions of that they feel works within the worlds they've created - with varying degrees of success.

so maybe this is less about "good game design" and more about skillfully and effectively employing artistry in a way that has some sort of unconscious effect on players. as a someone who is considered by some people to be an "art game" person, i don't think people realize how fine the line is for me between an "art game" and a really gamey-ass game that really effectively captures a certain type of experience. there are plenty of gamey-ass games i really like (like Super Mario Bros 3 or Resident Evil 4), and many of them are only one or two major changes away from really being something that could be considered an "art game". it's a very fine line - and the more you can recognize, the blurrier it gets.

but anyway, Hark The Ghoul brought up this feeling in me a bit. it is a King's Field style game with PS1 style graphics, and i never managed to get on board the FromSoft or Soulsborne train personally. but i saw it on another one of the many Summer Game Fest streams (this time the Future Game Show stream... i'm not sure what exactly is futuristic about it). something about how the game looked immediately struck me in a positive way, so i decided to try out. right from the outset, i could tell that Hark The Ghoul was one of those gamey-ass games that i nonetheless contains a lot of artful design. the combat, though slow, is immediately engaging and feels consequential even when you're fighting with the lowest level Ghoul Grub monsters. you also get that little dopamine rush from constantly bust little pods littering the environment open and sometimes getting loot like you're in Diablo. the bug-like enemy design is clearly taking on a Hollow Knight inspiration, but not in a way that is fan-fictiony, and there seems to be a decent amount of variation in types of monsters. the game also has kind of a perfect color palette, with these like dark muted browns, oranges and blue-greens that are atmospheric but pleasant on the eyes. the ambient music also adds to the feeling of the visuals, particularly one of the dark ambient tracks in the main city area.

the level design in particular really stuck out to me as someone who has played tons of DOOM wads. it contains tons of interconnected pathways, and even at the beginning of the experience there are multiple secrets you can find with just a little bit of exploring. these reward attentive players with refills on health, magic, or upgrades that you can make whenever you find the save point fruit tress scattered throughout the game. perhaps most importantly of all, YOU CAN KICK THINGS!!! you can kick enemies into pits just like Dark Messiah of Might and Magic (though it's not as ragdoll-y and seems less easy to do in this game), and you can more usefully kick around boxes to help you reach secret areas. the box kicking ends up becoming important pretty early on, as verticality and jumping features heavily in the game - especially in the city area of the demo. i think this is one way the game really distinguished itself vs. my expectations for it as a first person dungeon-crawler, because the added vertical dimension to the levels really opens up so many avenues for secrets and exploration that wouldn't be there otherwise.

but like i was getting into earlier, a lot of parts of the game kind of embody some kind of idea that you could define as "good game design" or "best practices": the combat was well balanced and challenging in spots without being too difficult. the upgrades and save points felt incredibly well placed to where they were infrequent enough to not be everywhere, but frequent to where you didn't have to go very far if you died and need to start over, or save to refill your health. the levels are multifaceted and twist and turn around without being too confusing, and the two main areas that i saw were substantially different in mood and feeling in a positive way. in general, all the systems in the game felt well considered and not just like they were aping something just to ape something. and i think this has less to do with any kind of "best practices" and more to do with the designers being smart and compassionate towards their audience. the iterations of the Soulsborne/King's Field formula feel very specific to the game itself, and not just like they're carrying some kind of past genre cliche over for nostalgia or fandom reasons. 

i should mention that i especially really loved the atmosphere of the city area where the game moves out of some caverns and transitions from just a straight dungeon crawler to a bit more of a melancholy narrative mood piece. here in the city, you have some friendlies you can talk to from various species, and also some new enemies to encounter - like xenophobic villagers who try and attack you with shovels (this might have been because of the "outsider" class i selected for my character at the beginning though), or tough guys carrying guns you need to be quick on your feet with. in the city there are also more environmental details like streetlights you can sometimes knock over, or giant animals dying in the street which imply some kind of greater gothic horror story (is there a plague going on?). in general, the level design and environmental detail add a lot of subtle touches of implied narrative that don't really overtake the main experience of the combat, but color out what you're doing in a compelling way. this is what compelled me the most of anything in the game, perhaps, and i'd be interested in seeing much more of where this aspect goes when the game is finished.

and, once again: big surprise, i must not be the only person who feels this way because this game is somewhere in the 700-range of most wishlisted games on Steam. i don't claim to always have particularly original thoughts or anything - but there are also a lot of broadly popular and critically beloved games i don't actually enjoy playing much at all. my experience with games like last year's Mouthwashing that happened to hit the zeitgeist and i play because they looked interesting enough to me just led to disappointment. sometimes this overly colors my experience towards expressing negativity about any stuff that is popular. popularity is not at all correlated with quality in my mind because of just having so many personal experiences to the contrary. but i guess the converse is just as true: just because something is popular, doesn't mean it isn't good. and that's very much the case with Hark The Ghoul. and the world of this demo is already fully and effectively realized, so there's no reason to believe it won't continue on in that direction. 

maybe it's not a great cultural victory or reinventing the wheel to make another good Kings Field type of game. but, really, making any kind of compelling and unique experience that also happens to be a well balanced and fun game is not easy to do, regardless of what you're doing. so congratulations, Deep Denizens: you've got a good one on your hands. i really don’t have enough good things to say about it. it may not be totally reconfiguring how i look at games, but it's exactly the kind of thing i want to find on Steam, or off some stream out of the blue and play. 

so you can safely ignore the rant about "best practices"/"good design" if you want. just please play the demo, and buy it whenever the full version comes out (supposedly sometime in 2026) - because i'm pretty confident that this is going to be a gem that a lot of people will like!

 

Complex 629 by Lillexstudios

okay, i saved the strangest and most interesting game for last. this is really the platonic ideal of something just totally weird and inexplicable you find from digging through the depths of Steam pages or itch.io. it's certainly not ever the sort of thing you'd find getting bucket-loads of wishlists, or placed on some prominent stream like several of the others mentioned in this post. finding games like this is like what our dearly departed friend David Lynch described as "catching the big fish" to me. purely a random entry in my final browse through of the long list of Steam demos that looked strange enough that i just said “uh sure, might as well add this to the pile” as a bit of an afterthought that i played towards the end of my time with these demos. and i'm glad i did!

i’m not sure i want to describe what this is like to play too much, because it is absolutely something people should check out. it's a top-down 2D game that looks a bit like RPG Maker horror, or perhaps some kind of Game Maker game from the 2000's (and it is, unsurprisingly, made in Game Maker). you’re a blobby blue humanoid guy with two giant hands that are your principal ways with interacting with the world. you can move the snow that litters the entire environment around with these hands using your two mouse buttons, or hold other objects in them to carry around, or talk to people by hitting them with one of your hands. in the main(?) area the game you need to move the snow around to clear a path for yourself through these strange uncanny Yume Nikki-like hallways and avoid a giant crawling monster who eats you if you get too close called “The Grandfather”. this creature is presumably called that because they make a sound like a grandfather clock and have a giant clock on their head. when you get too close to "The Grandfather" you will hear the ominous ticking get louder and a little stopwatch icon will appear over your head. if you succumb to "The Grandfather" you have to go to the afterlife, a floating void where an agitated bunny figure tells you that you're dead and you have to pay a toll to resurrect. 

and you get that toll money from the other primary thing you do in this game - constantly vacuuming up giant coins littered all over the environment. this money can help you buy various items that make some of moving around slightly easier (though not by much). a great deal of the game is either spent vacuuming coins or feverishly moving snow around with the two mouse buttons in the hope that you can avoid imminent monster death and reach the next area. in between, you can go to various places like a giant market or a gym and talk to people who say cryptic things, though they sometimes are more cogent. the environment is just littered with stuff everywhere, mostly furniture, including in the hallways for seemingly unknown reasons. i know i use this word a lot, but it is truly uncanny the amount of furniture that litters the various rooms in this game. you also come upon these floating hearts that, when picked up, a stabbing animation will display through the heart, and it will disappear. this will unlock a new somewhat lurid and flowery journal entry in the quite fascinatingly graphic designed main menu that is read in a kind of pitched old Macintosh robovoice circa Radiohead's "Fitter Happier".

the whole experience feels like a fever dream. the grandfather monster really captures a creeping feeling of anxiety so well, and some of the cryptic and strange dialogue seem to show something of a personal psychological state of paranoia. it does feel like a world where everything has gone deeply wrong and everyone has given up on taking care of basic needs to go down various esoteric self-absorbed rabbitholes. maybe a bit something like... our own world currently, to be extremely heavy-handed about it. it does very much feel like you’re living in someone else’s head in the most visceral sense. i think the creator is from Iceland, and that would explain how sometimes the dialogue does not feel like it could be written by someone who has English as their first language. but i've never seen any other games by them, so i don't know if this is their first foray in the field. but it’s the closest anything recent has come to reminding me of like a Yume Nikki type abstract inexplicable nightmare experience for a long while.  

the one let's play i found on youtube of the demo may or may not be from an earlier version, because the map is different. but towards the beginning of the video, in between rattling on about various modern game engines, the let's player "LiveLick" makes an observation about how the game reminded him of something from the flash era. he then begins to wax rhapsodically about how the flash era introduced a lot of experimentation that we don't see anymore, and was a "renaissance of art" for games. clearly LiveLick is nostalgic - and perhaps this is a sign. last year's UFO 50's re-litigating of the prime Tigsource era already pulled me back into it a bit. but every time i revisit La La Land 1-5 i feel the promise of games that are so simple, so personal, but so thematically complex. La La Land 1-5 is a short series of small snippets that suggests at a way greater world somehow, and has stuck with me vastly more all these years than so many larger scale and larger budget games have. Complex 629 brings up similar feelings that i thought were long buried.

the same goes with many increpare games from the late 2000's and early 2010's. but by and large, while these games might have been influential they were never respectable or profitable enough to be a big industry unto themselves, and there was a perception they needed to be shed for more commercially accessible fare. but if you've read my California Problem post you probably already know about that. these were not products, they were open-ended experiences that expanded my ideas of what was possible for the artform - far more than mainstream entries like Braid or Journey that openly purported to push the boundaries did. and that's partially because these less respectable smaller free games felt accessible - they felt doable, but that didn't take away from their magic. it's similar to how a lo-fi Guided By Voices song also feels doable to write for yourself. and maybe you won't be able recreate the magic of that, but at least it can get you to try - and that in itself is a very special thing, because it helps you unlock a creative space within yourself. 

of course i don't want to pretend like there aren't the real heads on itch.io making this sort of work in the ensuing years. games by Sylvie or Hubol continue to conjure up their own personal version of this sort of era. but the community that drives them is really small and there's less a sense of discovery of the unknown and more a sense of just preserving something that's necessary to exist. perhaps a desire to revisit the sort of anarchic character of that era is changing as people become more alienated from games as a commercial marketplace of bland mandates that must be met to appease gamer audiences, but we'll have to see where it goes.

but yeah, anyway - Complex 629 definitely brought back all of those feelings of an earlier era of loose experimentation very powerfully. it put me right back in that space that i thought might be dead and gone. so if anything about Complex 629 sounds interesting to you, just play this demo. it's such a visceral and gritty portrait of a kind of bad dream world that defies easy explanation or logic. i'm going to revisit the demo at some point, and i’m going to be thinking about what i already saw for awhile. as long as you don't mind shoveling around a bunch of snow in a feverish effort to avoiding the big bad monster, you'll have a very memorable time.

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so there you have it! i already far exceeded the amount of words i intended for this post, so i won't hang around much longer. watch the Unearthed Treasure Room stream from earlier this month that i co-hosted if you haven't. and if you don't already, please and consider subbing to my Patreon

as far as these games go, i recommend all mentioned above in this post. but i was most drawn to Funi Raccoon Game, Hark The Ghoul, and Complex 629 if you want to keep score. Raccoon Game and Complex 629 resurrected that earlier era of anarchic free game experimentation buried deep within my body that i hope to see come back in more full force in the future, and Hark The Ghoul is just a really excellent game-ass game. wishlist them all on Steam!! and support Funi Raccoon Game on kickstarter! bye!

- liz