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Random recommendation: Blue Prince, which comes out tomorrow. I played the demo and it was fantastic. So fantastic that my primary fear is that I discovered too much and that I'll already have effectively played a good chunk of the full release, but we'll see.

Basic premise: mysterious mansion, you're trying to reach the antechamber. As you go through each door you're presented with pseudorandom choices for what the next room will be. Each type of room (bedrooms, dens, kitchens, whatever) have attributes. Some have lots of other doors (meaning lots of options), others give you more 'steps' (effectively your energy: when you run out of steps, the day is over and you start again in the morning), others have items like keys (to open one of the many locked doors you'll run into). And some get a lot more elaborate than that.



So it's simultaneously random and strategic, and no two days/runs ever unfold the same way. And there's a mystery underneath it all.

Really fantastic demo and the early reviews for the game make it seem like they've kept that magic in the full release. Cannot recommend enough. I was intrigued immediately but completely obsessed after an hour or so.



The Adventure Starts Here!
@Yoda ... so is this like a puzzle/escape room type of game, or something else? I don't think you mentioned anything about other characters, and this single screenshot looks like it's first person... If you can answer without spilling any more info than you already have, please do!

These days I've had Cookie Clicker on in the background for weeks, and I'm up to 900+ trillion cookies, but honestly, I could use a break.



@Yoda ... so is this like a puzzle/escape room type of game, or something else?
Something else. I can't really graft it onto an existing game. The description I used...
As you go through each door you're presented with pseudorandom choices for what the next room will be. Each type of room (bedrooms, dens, kitchens, whatever) have attributes
...is really the only way to describe it. The closest analog would be...well, analog. Those games where you shuffle tiles and place them randomly to determine the layout of some kind of map or dungeon for a board game or something.

You can see people playing the demo on YouTube, but I wouldn't do that too much, because it's better to go in knowing less. It is definitely spoilable, in the sense that there are things tucked into different room types and various items that will be much more fun to discover organically.



The Adventure Starts Here!
@Yoda, okay, I just found it on Steam and started watching one of the trailers. After about 30 seconds I decided to stop the trailer because it was already giving me more information than I want as I anticipate this game. It looks better than your screenshot. I'm definitely interested in this game! Even if I find the demo now, I'll probably avoid it based on what you've said above.



Yeah the vibe alone is exquisite, but the sense of discovery is really great. The trailer won't give away too much but people playing it on YouTube definitely will. I already regret spending as much time as I did with the demo, but I'm hopeful the full release will still have a lot of new stuff.



The Adventure Starts Here!
Yeah the vibe alone is exquisite, but the sense of discovery is really great. The trailer won't give away too much but people playing it on YouTube definitely will. I already regret spending as much time as I did with the demo, but I'm hopeful the full release will still have a lot of new stuff.
Well, Blue Prince is now available, and I am downloading it right now. It's only 10% off a hefty price tag (well, hefty for me since I usually purchase Steam games when the prices are MUCH lower than this), but it'll be a fun distraction today on this dreary day. I have the house to myself till tomorrow night (!!) so I don't have to make dinner for anyone or be beholden to anything outside ME. Game time!

@Yoda, are you gonna take the plunge and purchase early?



You ready? You look ready.
the more news i read about the Switch 2 and its games the more i realize that Nintendo fans are this generation's snake oil victims; sad, sweaty victims.
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"This is that human freedom, which all boast that they possess, and which consists solely in the fact, that men are conscious of their own desire, but are ignorant of the causes whereby that desire has been determined." -Baruch Spinoza



The Adventure Starts Here!
Well, thanks to @Yoda's recommendation of Blue Prince, I've gotten almost nothing productive done this whole week. I'm now forcing myself to do some desk work--and a load of laundry--instead of heading back into this time-sucking game. Trying to think of it as a reward for the desk work... LATER this evening.



Lately I've been doing tournaments for Final Fantasy Tactics. They are AI autobattle tournaments, so you design your team and then the AI fights. I started back in 2011, did it for a couple years, and then moved on to other things, but I returned a few months ago. I did really well in my last tournament, and in this month's, which has just started, I'm looking poised to take it.


Here is last month's final stream where we're down to the top 6 teams:



Wrote a bit about games on substack - my top 10 levels in boomer shooters.

https://substack.com/home/post/p-161799261
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I'm the Yugoslav cinema guy. I dig through garbage. I look for gems.



The Adventure Starts Here!
Wrote a bit about games on substack - my top 10 levels in boomer shooters.

https://substack.com/home/post/p-161799261
Once on your Substack page, I did appreciate the nostalgic feel of the posted screenshots. Not ME, of course. I do remember @Yoda playing games like this, along with his younger brother, waaaaaay back in the early to mid-1990s, ZIP games on 3.5" floppy disks. I could barely watch them play FPS games, though. I literally would have nightmares of people sneaking up behind me with machine guns. (That red screen of death whenever you got shot from behind in Wolfenstein still gives me the creeps.)



Just finished playing "Full Metal Daemon Muramasa". Amazing visual novel with an anti-war theme (though that's oversimplifying it). Here's my full review on the masterpiece:

Bleeding Ideals: Full Metal Daemon Muramasa’s War on Boyhood Heroism



“This is not a story of heroes. There is no place for heroes here.”
So begins Full Metal Daemon: Muramasa, and it’s not bluffing. This isn’t a power fantasy. There are no chosen ones, no redemptive arcs tied with hopeful bows. What you’re entering is a moral crucible, forged in war, soaked in guilt, and polished with philosophical despair. And it’s delivered in the form of a visual novel—a medium too often mistaken for glorified dating sims, when in truth, it can punch harder than most traditional games, films, or literature if wielded right. Muramasa wields it like a cursed sword.

For the uninitiated: visual novels are a uniquely Japanese blend of literature and digital media, combining narrative storytelling with artwork, music, voice acting, and sometimes branching choices. They’re a staple in Japan, responsible for iconic titles like Clannad, Steins;Gate, Fate/stay night, and Higurashi no Naku Koro ni—many of which went on to become beloved anime. But where most aim for tears, thrills, or romance, Muramasa dives headfirst into existential horror, moral relativism, and cultural dissection.

And it doesn’t stop at tone. While most visual novels rely on static character sprites and background art, Muramasa takes the unorthodox path of integrating fully-rendered 3D battle sequences. These moments—seen through the cockpit view of a tsurugi (the mobile suit armor of this universe)—don’t just add flair; they redefine the genre’s visual language. With dynamic models, responsive HUDs, and cinematic framing, these battles unfold with a sense of velocity and brutality that’s rare in the medium. You won’t find that kind of immersive choreography in Fate/stay night or Steins;Gate—those stories may stir the soul, but Muramasa grabs it by the throat and throws it into the dirt.


In staying true to its feudal aesthetic, Muramasa also includes yet another unique feature: samurai strategies. This isn’t your typical mecha slugfest. The battles—brutal, weighty, methodical—are samurai duels in spirit and structure. Every confrontation unfolds like a chess match of steel: slow, deliberate, contemplative. Two warriors study each other, waiting. In traditional swordsmanship, the one who strikes fast often dies first—and Muramasa builds entire encounters around that quiet tension. It’s why the visual novel medium works so perfectly here: it can afford to linger, to let silence draw tighter than any string of dialogue. When the blow finally lands, it means something.

That precision isn't accidental. Muramasa was penned by Narahara Ittetsu, a scenario writer and Ko-ryū kenjutsu expert—trained in the ancient schools of Japanese swordsmanship that predate modern kendo and descend from battlefield doctrine. He didn’t just write about warriors—he was one, in discipline and philosophy. Released in 2009 by Nitroplus to mark their 10th anniversary, this was Narahara’s swan song. And he went out not with sentiment, but with steel: a 50-hour philosophical onslaught disguised as a visual novel, a narrative war crime against conventional storytelling that slashes into morality, identity, and the hollow myths of heroism.

In today’s media landscape, heroism has become a sanitized commodity—particularly in the recent 'phases' of the MCU, where moral complexity goes to die under a mountain of quips, CGI rubble, and billion-dollar branding deals. Heroes strut in spandex, trade banter mid-genocide, and dispatch evil with just enough property damage to justify a sequel. It’s heroism shrink-wrapped in moral clarity, pre-approved for the family-friendly demographics, and delivered in digestible arcs of redemption and empowerment. The heroes stop the bad guys, save the day, smile for the post-credits scene, and vanish into the next franchise slot. We consume them, applaud them, and move on—unquestioned, unchallenged, and unbloodied.


Muramasa spits on that kind of virtue heroism. Set in an alternate 20th-century Japan—specifically Yamato, a real-world province twisted here into a grim dystopia—it imagines a world where virtue is a lie you bleed for, not a slogan you wear. In the year 1940, Yamato lies in the shadow of defeat after being crushed by the Western coalition known as the League of Nations during World War II. The country was then swiftly handed over to foreign control—not with bombs, but with signatures. The occupying forces installed the Rokuhara Shogunate as a convenient puppet government, a regime that had already betrayed its homeland during the war to curry favor with the victors. Now, under the League’s silent approval, Rokuhara rules unchecked—draping itself in the banners of samurai honor and tradition while crushing the people under a heel lacquered in ritual and tyranny.

Amid this uneasy stalemate between foreign occupiers and domestic traitors, rumors begin to spread—whispers of a third player entering the board. A silver demon, descending from the skies. Ginseigo, the Silver Star: an armored god of war wrapped in myth and slaughter, cutting down civilians and soldiers alike with no allegiance and no pattern. Wherever she appears, reason disintegrates, and so do the minds of those nearby. Her power awakens something primal—rage, madness, violence—ripping open the darkest instincts buried in all of humanity.

And into this apocalyptic theatre steps a so-called savior: a man clad in the titular crimson mecha armor called "Muramasa" as he hunts the Silver Star across the land for reasons of his own. His name is Kageaki Minato—a soft-spoken cop on extended leave, wandering the backstreets of Yamato like some quiet protector. Normally, this is where the story shifts gears. The hero takes up his blade, gathers his allies across a broken land, and fights to reclaim his nation from tyranny. There’s even a young, bright-eyed idealist—Yuhi Nitta—who fits the mold: stubborn, passionate, full of dreams about gung-ho justice and standing up to the system, the kind of kid who’d headline a hundred shounen anime as the beacon of hope.

But this is Muramasa. This is not a world of heroes.


For you see, Kageaki’s mobile suit isn’t your typical Gundam. It isn’t a sleek symbol of justice, nor a machine to turn the tide of war. It’s a cursed relic—Muramasa, both the name of the armor and a heavy echo from Japanese history. For those familiar, the name carries blood. Sengo Muramasa was a 16th-century swordsmith whose blades were infamous not for their craftsmanship alone, but for their bloodlust. Feared as cursed, his swords were said to drive their wielders to madness, pushing them to kill friend and foe alike. So much so that the Tokugawa Shogunate banned them outright, believing them to be tools of chaos—blades that demanded blood.

That’s the legacy Kageaki straps to his body, for this Muramasa is no different. With every evil he cuts down, the armor exacts a toll: an innocent must also die. This is the Law of Balance—a doctrine etched into its crimson steel, binding Kageaki to a path where morality is nothing more than arithmetic in red. And that, dear reader, is where the true, blood-slicked brilliance of Muramasa shines—especially when stacked against other visual novels, anime, or the moral comfort food that is most Western media. Here, there’s no clean divide between hero and villain. No shining line separating Artoria Pendragon from someone like Gilgamesh. Even so-called “antiheroes” like The Punisher feel like tame Twitter debates by comparison—a moody man with a gun and a sob story, politely murdering people the audience already agrees are bad.

Narahara, however, draws a hard line, and it’s carved into flesh: there is no justification for murder. No matter how noble your reasons or righteous your rage, killing is killing. The moment you raise the blade, you are guilty, for every villain believes in their own cause. Every so-called monster has someone who loves them. To kill them is to sever that bond, and to keep killing is to keep the cycle spinning. As Kageaki learns, “To slay a man is to destroy one good and one evil. The balance must be paid.” And as his mother once warned him: every villain is someone’s child, someone’s parent, someone’s lover. Kill them, and all you create is the next avenger.


And that ideology bleeds through every second of Kageaki’s arc, crystallized in his iconic summoning incantation as he dons the cursed armor of Muramasa, delivered not as bravado, but as resignation:

“Where there are demons, I slay them.
Where there are saints, I slay them.
Mine is the way of the sword.”

It’s not a declaration of power. It’s a eulogy for morality.

That said, Muramasa doesn’t just leave Kageaki to shoulder the curse of moral calculus alone—it surrounds him with a kaleidoscope of perspectives on justice, each warped by background, trauma, and belief. The cast isn’t just “colorful”—they’re ideological fault lines in motion. Villains speak with conviction. Allies clash more over philosophy than tactics. Everyone, from warlords to street kids, has a reason for swinging the sword. And through them, Muramasa lays bare the terrifying truth: ideals are only as pure as the hands that wield them—and blood stains everything the same shade.

No one embodies this better than Ayane Ichijou, the self-declared champion of justice. On paper, she’s everything the genre worships: a fiery high school girl with fists of fury, a heart full of conviction, and an obsession with protecting the innocent. She charges into danger with unshakable certainty, swinging the banner of justice like it’s a birthright. But Muramasa doesn’t reward certainty—it interrogates it. The so-called “Hero Route” is not a path to glory, but a philosophical crucible, pitting Ichijou’s black-and-white worldview against Kageaki’s blood-soaked moral ambiguity. She wants to save the world. He knows what it costs.


Together, their route becomes a duel of convictions—two swords drawn in the dark, neither side fully understanding the weight of what they’re carrying. If Kageaki is what happens when guilt corrodes the soul, Ichijou is what happens when ideals run unchecked. Her journey isn’t about triumph. It’s about confronting what’s left when righteousness loses its halo.

If Ichijou is justice blinded by conviction, then Captain Kanae Otori is justice abandoned—cold, clinical, and reduced to revenge masquerading as duty. Where Ichijou sees the world in black and white, Kanae stares into the grey until it smiles back. She doesn’t believe in heroes. She doesn’t fight for righteousness. She’s in this for retribution—and she’s terrifyingly honest about it.

A noblewoman turned GHQ officer, Kanae slinks through the story with a coy smile, a hidden arsenal, and a personal vendetta simmering just below the surface. Where Ichijou clings to the hope that her ideals can purify the world, Kanae is past hope—she’s here to punish it. Her route, Nemesis, isn’t about justice. It’s about aftermaths. Regret. Emotional wreckage. It’s a love story built on mutual damnation, where absolution isn’t offered—it’s demanded at gunpoint.


Together, Ichijou and Kanae form the visual novel’s most potent moral dialectic: the innocent fury of belief versus the cold logic of revenge. Neither wins. Neither saves anyone. But Muramasa never cared about saving. It’s about showing how far we fall when we try.

And that’s just a sample, barely scratching the surface of the character arcs.

We haven’t even touched on Hikaru, Kageaki’s sister, whose presence lingers like a ghost, haunting the protagonist like a living curse. Or his father, Akitaka Kikuchi, a solemn guardian watching his son with restraint and unsaid regret. Then there’s Chachamaru Ashikaga, the third heroine and the wildest of the three—an unpredictable force of chaos wrapped in puppylike glee and blood-soaked authority, wielding her power in the "Conqueror Route" with a child's laughter and a tyrant’s hand.

Even Muramasa—the armor, the curse, the name that looms over everything—has a soul of her own. She’s not just a weapon. She’s a character with a past, a guilt all her own, and a role to play in the cyclical nightmare of revenge that fuels the entire world. She doesn’t get a redemption arc; she gets a burden, and a direction: forward, always forward, into Ginseigo’s path, into her own damnation.


Of course, even a work as exacting as Muramasa doesn’t walk away unscathed. Its inclusion of sexually explicit content—particularly scenes of assault—remains its most divisive element. Not because they’re constant (they’re not, barely 5% of the entire work with its three scenes), but because some are framed in a way that feels uncomfortably close to hentai. CG art that should evoke horror is instead staged with angles and composition that look pulled straight from an erotic playbook, clashing hard against the narrative's intended gravity.

At its best, Muramasa uses this brutality to underline the collapse of humanity, forcing the reader into an unflinching confrontation with the dehumanization and power. At its worst, it risks undermining that message by presenting its ugliest moments with the same visual language used to titillate. That remains the masterpiece's most glaring Achilles' heel, but when it's such a small portion of the game that's also wrapped around by such an impressive storm of writing, philosophy, and raw emotional force, it becomes less a fatal wound and more of a scar—ugly, visible, and unforgettable, like everything else Muramasa chooses not to look away from.

Finally, readers be warned: this is a long visual novel—70 hours, give or take. Some of that’s due to the dense political conversations and samurai duels that unfold like slow-burning chess matches. But most of it comes from the sheer scope of its ambition. Muramasa isn’t content to tell one story; it tells three, each with its own thematic spine, ideological warfare, and moral fallout. It’s a little shorter than Fate/stay night, maybe, but it feels just as heavy. The language is elevated, the ideas don’t hold your hand, and the weight stays with you.

Thankfully, the official release includes an appendix to help decode the jargon—and you’ll need it. But don’t go looking for this on Steam; it is instead available on the JAST website. Despite being one of the most philosophically rich titles in the genre, Muramasa is nowhere to be found on the biggest storefront in gaming. Too controversial, perhaps. Or maybe just too unmarketable. After all, it’s a visual novel—something Steam’s gatekeepers and much of its user base still scoff at. “Not real games,” they mutter, dismissing a literary medium just because it doesn’t beg for clicks and twitchy mouse reflexes. But that’s the irony, isn’t it? A story about the emptiness of heroism and the cost of moral convenience, banned for refusing to be convenient.


Final Thoughts
Full Metal Daemon: Muramasa isn’t just a narrative experience—it’s a weaponized rejection of modern storytelling comfort. It throws out the rulebook and carves its own path with a blade forged from feudal aesthetics, vertical kanji-lined text, and cockpit samurai duels rendered in dynamic 3D. Every battle plays out like a chess match with steel—slow, precise, lethal—where the first to strike often loses. And beneath the clashing metal and elevated prose lies a thematic assault on boyhood heroism itself. This isn’t a power fantasy. It’s a surgical evisceration of it. Muramasa doesn’t ask if war is justified—it sneers at the question. There are no justified killings, no righteous blades, only cycles, only blood, and only the deafening silence that follows once you realize that the sword you cheered for… has no side but death.



A system of cells interlinked
After a fairly long layoff from gaming...

All that is old is new again!



I had no plans to play Oblivion Remastered, but Lisa caught wind of it, and asked me to buy it immediately. For a little history, I believe this was the first video game we ever played together way back in 2008 after we started dating. She doesn't really game anymore, and as I mentioned above, I have had quite the layoff of a few months, as we have just been so busy lately there has been no time for games.

Anyway, as I downloaded it, I figured that maybe she would play for an hour or two, and then put it down once the nostalgia wore off. This has kind of been the case in the past, when she gets the idea she wants to play a game - she plays a bit, then forgets about it, and I end up running through the game. Not this time! She dedicated a good portion of both weekend days, and also managed to squeeze a couple of quests in last night after dinner. I think I saw her getting a little misty on day one when she first heard the theme music (which is apparently under fire for some reason or another).

"Oh honey...I love this game!"

Warts and all, the game is back, now with an impressive visual overhaul. All the jank and goofy Bethesda quirks are still firmly in place! We have been having a blast with the nostalgia of it all, and lil' Stelly has been adventuring along with us. We randomly ran across a unicorn standing in a glade, and she was over the moon!
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“Film can't just be a long line of bliss. There's something we all like about the human struggle.” ― David Lynch



I also took a long break from gaming, jumping back in with The Case of the Golden Idol expansion The Spider of Lanka. Man, I never thought four hours could seem like four minutes! The cases are much harder and more involved, in other words. Spectacularly fun and involving, though. This and the main game are as close to matching the sensations I got from playing The Curse of the Obra Dinn. Anyway, if I'm more incoherent than usual, it's because the game kept me up so late.