Theories of a Gamer: Breaking Down “To the Edge”

***In this blog, I’ll be discussing the story behind the lyrics to a major boss theme in Final Fantasy 14: Shadowbringers. Spoilers for the entire game through Endwalker are going to be flying, so read at your own risk. I’m the kind of guy that likes to read the last page of a book before I start, so believe me when I say: it really is worth playing through the entire experience blind from start to finish if you can help it.***


One of the most positive experiences I’ve ever had with a video game happened with Final Fantasy 14, and one of the most powerful moments I experienced within that game occured at the end of Patch 5.3, Reflections In Crystal. Released in August of 2020 (when things were most positively dark in my own life, coincidentally), the ending to this patch wraps up the entirety of Shadowbringer’s storyline as well as much of the entire major conflict that has embroiled our main cast of characters up to this point. While the details of the story get rather complicated (as most Final Fantasy stories are apt to be), I’ve found that the source of my emotional connection to this ending lies in the major themes involved since this point, themes that are echoed within the utterly fantastic musical score of composer Masayoshi Soken for the scene that wraps up Patch 5.3. To that end, I want to break down the story behind the lyrics of “To The Edge,” the song of the final boss fight in Patch 5.3, and examine both why I personally love it so much… and why literally every single person I am aware of who played this game loves this moment.

And I mean… everyone. Pick one and watch. They’re all wonderful. Super long, but wonderful.

It’s not every day that a video game patch comes out that is so universally beloved. Not a full game, not a game expansion, a game patch. The fact that this story’s conclusion is so widely accepted and loved by its audience is incredible to me.

In fact, I submit that unless you are skipping every single cutscene to get to the “endgame” content of Final Fantasy 14 (which is absolutely antithetical to why any person plays Final Fantasy in the first place, never mind Final Fantasy 14 in particular), if you play through this and understand what’s going on, you will love this scene, no matter who you are. A big claim, I know! But every streamer that I’ve ever watched play through this moment gets emotional during the scene that occurs immediately after the big boss fight with Elidibus. I’ll be the first to admit it: I cried when watching it the first time, and I get teary-eyed every time I rewatch it. And for good reason: everything from the writing to the music to the voice acting to the gameplay is 100% spot-on. It’s just good video game storytelling, and it’s storytelling that everyone seems to love in the moment, no matter their background or personal beliefs.

But why is it so good?

There is a great deal of tragedy in the lives of every single main character in Final Fantasy 14. This is also true for side characters, come to think of it, the depths of the MMORPG setting enabling a lot more “side character” progression than would be possible in literature or movies. I think it’s safe to say that there isn’t a single “Mary Sue-type” character in the whole of Final Fantasy 14; no character obtains power, adoration, or ability without a supreme amount of “pushback” from reality (i.e. loss, sorrow, struggle, and effort), with the only possible exceptions being Zenos (the “big bad” since Stormblood) and the Warrior of Light (which is you, the main character). And even then, the purpose is thematic: just because you’re blindingly powerful doesn’t mean you escape consequence. For Zenos, it’s straight-up acknowledged that he’s a sociopath, bereft of anything resembling empathy, and that lack has haunted him since childhood. For the Warrior of Light, their “Mary Sue/Marty Stu” nature comes from the fact that they’re meant to fully belong to the player; the player is all but invited to “fill in the blanks” of their character’s history, to a large degree. They’re only a “Mary Sue” to the extent that Harry Potter is a Mary Sue, or Luke Skywalker, or Frodo, or Neo, or all the other “blank slate” characters with a mysterious past who are only “blank slates” to enable them to stand as proxies for the audience. It’s all very BYOB (or “bring your own backstory”). Some of my favorite FFXIV fandom artists actually write their Warriors of Light as truly fractured and tragic beings themselves, characters who have only found their fate-defying power through overcoming incredible personal trials and quiet sadness. It’s thoroughly (and excellently) universal to be “the good guy despite the odds.”

(These comic are written and drawn by the incomparable @DaPandaBanda, by the way. Please give them a follow, their work is fantastic!)

While every expansion in Final Fantasy 14 illustrates the sorrows and frustrations of our very imperfect but well-intentioned ragtag group of world-saving adventurers, Shadowbringers in particular emphasizes how even characters of great personal strength and ability can fail and suffer disappointment. Alisaie and Alphinaud, the lovable elven twins that were once brash and impulsive in their desire to strike down evil, realize that strength and determination alone cannot erase sorrow (and, at times, can actually exacerbate it). Y’shtola, the scion who prides herself on her intellect, self-sufficiency, and destructive power, comes to the realization that self-sacrifice won’t be enough to solve the world’s problems. Likewise, Urianger comes to understand that he needs to trust those around him to do the right thing, later affirming in Endwalker that deception for the sake of others rarely ends well. Thancred, once the eponymous lady’s man of the team and all-around ruffian, quite literally becomes an at-first-unwilling father figure, one who learns that sacrifice is actually a better deal for you when you sacrifice out of love instead of obligation, and a thousand-fold times more fulfilling than doing so out of regret or fear. And then there’s Minfilia, or at least the reincarnation of her (long story), who learns, among other things, that freedom to care for and love other people becomes almost meaningless if the people you love can’t (or don’t know how) to love you back. Ryne is such a wonderful character on her own. Don’t worry, Thancred learns how to dad by the end. (All hail Dadcred, long may he pun.)

And don’t even get me started on G’raha. I would die for that wonderful boy.

For their part, the Warrior of Light learns that they too are utterly insufficient to play their part alone. Cast adrift into a world separate from the one he’s known, Kaelan (the name of my WoL) learns that this world stands literally upon the brink of annihilation, and that without his assistance, this world (known as the First for reasons that will be explained) will be consumed and destroyed by a flood of Light. Not lowercase “light,” like someone destroying the world by turning on too many flashlights, or by being so kind to puppies and orphans that the fabric of reality can’t accept it and deletes itself. But by uppercase “Light,” the elemental manifestation of everything that should be “good” and “holy” and “symbolically sacred” but most decidedly isn’t. You know how too much of a good thing is bad for you? Like how drinking eight ounces of water in a day is excellent for one’s health, but drinking more than two-hundred ounces of water in a day can literally kill you? For the surviving denizens of the First, the world is literally drowning in a tidal wave of monsterous and twisted angelic abominations. And not only do these deific abominations want to kill you, they force you to become one of them if they succeed, the terrifying transfomation into which being way more unsettling than you might think.

Check it out if you don’t feel like sleeping tonight, because holy crap (pun intended):

(Come to find out that the developers actually “toned down” the horrific visuals of this particular transformation because they felt like the finished product was enough to get the point across. No kidding. Don’t wanna kill the “T for Teen” rating, but man, the body horror of this scene pushes it.)

There’s more to saving the First from its horrific and “glorious” end than killing a bunch of twisted angels, unfortunately, and there’s a reason why uppercase “Light” is the magical element in question. In Final Fantasy 14, there are (or were, originally) fourteen worlds, thirteen “reflections” that are all copies of “the Source,” or the world in which the majority of the game takes place. The Warrior of Light (who adopts the title of “Warrior of Darkness” in the First, for obvious reasons) has been brought to the First to end its impending cataclysm for one very serious reason: when one of the reflections of the Source suffers from a world-ending catastrophe, the Source suffers a similarly catastophic event in turn. Thanks to time-travel shenanigans, the Warrior of Light has a chance to stop what will become known as the “Eighth Umbral Calamity” before it happens.

You know how our group is known as the “Scions of the Seventh Dawn”? Well, there have been seven such apocalyptic events in the Source’s past (being known as “umbral calamities”), and each time they have been themed as being caused by one of the eight elements. The First Umbral Calamity was a climate-devastating set of storms and hurricanes. The Second Umbral Calamity was a worldwide lightning storm that darkened the skies for decades. The Third Umbral Calamity was a worldwide drought that transformed once-green forests to deserts and wasteland, sparking continental-sized wildfires, etc. And so on for water, earth, ice, and darkness. The Seventh Umbral Calamity in particular should still be fresh in the player’s mind, as the descent of Dalamud and Bahamut’s explosive introduction was exactly what happened during the introductory cinematic of the game. Each calamity was caused by the literal death of one of the thirteen reflections that lie outside of the immediate setting of Final Fantasy 14. These events were not accidents, either. Each calamity was caused by a shadowy cabal of immortal body-hoppers known as Ascians. Taking on many faces and titles through the centuries, the Ascians have been responsible for the death of millions of people in the Source throughout the entirety of recorded history, as well as being responsible for much of the world’s overall misfortune and suffering.

I used to think the name for their collective group was an odd choice by the developers. It’s a word that never seemed to easily roll off the tongues of the voice actors when speaking it, especially during the game’s early events (during A Realm Reborn). Pronounced “ass-ee-ans,” more a French word than English. But, like so many complaints I had about the story at the start of FFXIV, there’s a reason for its oddness. I mean, it’s right there, in its French-like meaning and pronunciation. The Ascians are literally “ancients,” the world’s first inhabitants, and their mission is to bring their once-beautiful paradise back into existence through the destruction of this objectively imperfect world.

I mean, yeah, there’s your theme: murder and sacrifice the “real” world in exchange for utopia. What villain in history hasn’t used that as their excuse? For the Ascians, though, their “utopia” actually was once the reality of the world, and not simply an “un-place” like the word utopia suggests. For them, this utopia is not a concept, but a memory. And a very painful one.

The lyrics of “To The Edge” start like this:

All our splendor bathed black in silence
Our surrender, a somber reverie
Slowly drifting down into twilight
Left to sifting through fading memories

The “world” of Final Fantasy 14 didn’t always used to be thirteen individual “reflections” and the Source. It used to be a single beautiful unsundered world, a boundless paradise called Etheirys (pronounced ‘eh-ther-iss’). It was a bountiful sphere, a place where physical want and poverty did not exist, where magic abounded in every soul, where even children had the ability to create anything their minds could envision simply by imagining it. No one suffered. No one starved. No one wanted for anything. No illness could not be cured, and no imperfection could not be corrected.

Sadly, their very strength of vision, their “creation magic,” would prove to be their singular weakness. Seemingly out of nowhere, their creation magic became corrupted, and their simple sorrows, doubts, and thoughts of despair began to manifest into the creation of monsters, their every waking nightmares made very real. The subconscious fears of every man, woman, and child on Etheirys could become reality at any time, and no one could control the expression of their own unique demise. So in order to save the world and themselves, the ancient inhabitants of Etheirys utilized their creation magic to stop this inexorable march of death, and sacrificed half of their number to create a godlike being that would reorder the rules of “creation,” that would shield the world from complete destruction.

They would call this “god” Zodiark.

Those ancient people had never dealt with such supreme sorrow before. Such loss. It’s hard to imagine what that loss might look like, what the societal ramifications of losing more than half of your population all at once might be, especially after losing so many to the physical manifestation of their worst terrors. The closest pop culture reference I can think of would be Avengers: Endgame, but to be honest, I don’t think Marvel got it quite right. They didn’t have time to develop the concept on screen. The scene with Steve Rogers in a post-Thanos PTSD support group is neat, but… I don’t know, it would be so much worse.

Historically, this level of social devastation has actually occurred before. Between 1347 and 1351, half of all people living in the city of London just… died. In all of Europe, between 30% to 60% of all people simply dropped dead, most doing so in less than three days’ time after contracting the bubonic plague. They called it the “Black Death” for a reason, and the consequences of that pandemic are still being felt almost 700 years later, both economically and systemically.

(I didn’t realize this, but the Black Death spread so far as to also affect China and Northern Asia as well: in regions such as Shanxi and Guangdong, every six to seven out of ten people died between 1356 and 1360. Such an incredible loss of life, however, does not appear to have happened in India at the same time. This, and the fact that the majority of recorded deaths in China occured after the devastation in Europe makes the chances of the plague originating from the Silk Road unlikely.)

Is it any wonder that dancing skeletons became the thematic motif of the age?

Imagine you live to see half to two-thirds of your family die in the space of a week. Imagine what that might do to your worldview. What meaning would the world appear to have, when your life can be snuffed out so easily by an invisible reaper? It wasn’t just poor people dying, either. It was the rich as well, the high and mighty, the royal, the ordained, the “powerful.” No one was immune to this spectre of death. And yet it was only 150 years later that the Renaissance would revitalize Europe, when guilds and the trading class would form, when the ability to climb social ladders through physical and intellectual effort would begin to develop. That’s a stunning realization to me, a testament to the strength and wisdom of my ancestors (a.k.a. those that survived the Black Death, because I obviously wouldn’t be here if they didn’t). It’s telling, though, that the Renaissance did not occur in the 14th century. How could it, when so many people were so completely destitute and filled with despair? I don’t know the history well enough myself, but it stands to reason that it would take the inhabitants of Europe at least a couple of generations to forget such a magnitude of death, to be able to “move on.”

I mean, from such terror, death is a mercy, but only for generations yet unborn who will not know it.

For the surviving inhabitants of Etheirys, though, such mercy did not exist. For these former members of paradise, death wasn’t a concept that they regularly had to face, even unwillingly. As we learn in Endwalker, while it wasn’t “uncommon” for the people of Etheirys to die, they did so more out of obligation. In their higher state of being, if you did not die, the next generation would not have a chance to be born. The Lifestream, the source of all life in Etheirys, was a massive but ultimately limited wellspring (at least conceptually). When you died, your memories and your life force returned to the planet, allowing new life to continue on unimpeded. Sure, you could just choose not to die, to keep learning and living for as long as you wanted. But it was considered selfish in their culture to live longer than your duty demanded, and to fear death was foolish since they knew for a fact that life, memory, and even the concept of “self” never really technically ended.

But then came the Final Days.

Without a compass wand’ring lost in lies of faith
(Faith slowly wasting away)
Only alive in fighting Death’s amber embrace
(Our hearts beat loud, unafraid)
On Hands and knees we pray to gods we’ve never seen
(Come shadow, come follow me)
The final hour upon us, no more time to breathe

Imagine a state of being where the concept of death suddenly turns from optional to completely mandatory and everywhere at any time. That the mere thought of death is suddenly killing people without warning. What would that do to you, psychologically? To all of a sudden lose so much, so quickly and so awfully? Imagine being a father or a mother during such days. You’ve lost friends, family, and children to monsters born of their own nightmares. And then, in order for you to live, you would have to lock away half of those that survived, perhaps some your own children, to be bound within an undying “shield,” within Zodiark. You would have to live the remainder of your eternal life knowing that you will never see them again, never hear their voices or see them grow, and that you can never save them. Or perhaps you would sacrifice yourself so that your remaining children could survive. It would be noble of you, but they would have to realize the same of you, that they could never save you from your eternal imprisonment, and that they would always have to carry their memory of you in that state, forever.

Needless to say, those ancient survivors couldn’t accept it. The guilt of survival. The loss of paradise. The realization that they would never live again within their perfect world, in easy and carefree lives, free of pain and regret and haunting memories of death.

What would you do in that circumstance?

What would you do if you thought you had the power to reverse it?

Know our places, for worth is wordless
Evanescent, this writing on the wall
Brother, stay this descent to madness
Come and save us, catch us before we fall!

The boss you fight at the end of Patch 5.3 is a man named Elidibus.

To be completely honest, Elidibus as a character has been so completely mysterious that his story up until Patch 5.3 has been rather… cliché, so to speak. Until this moment, he has been your typical JRPG mustache-twirling 4D-chess-playing mastermind that no one understands, not even his fellow Ascians. But in this moment, you become very aware of his modus operandi, as well as his overall purpose. His is the last of his people, and now thanks to the Warrior of Light and their fellow Scions, the last of the Ascians. His duty was to remain separate from Zodiark, to hold the resolve of his people within him, and to be their final representative. Their last and ultimate speaker.

Why did the Ascians feel they needed such a representative, even so far in the future? Because something happened after the creation of Zodiark, something that needed executive-level correcting. Something unthinkable. Something beyond unacceptable.

Someone rebelled.

Venat (pronounced “ven-ah”) was once a ruler among the ancient people of Etheirys, a member of the Convocation of Fourteen. A “traveler” of sorts; a wandering representative. According to her station, her title was known as “Azem.” Whereas her fellows ministered to her people, it was her station to travel the world, visit different cultures, and discover everything life had to offer. This included learning ideas and concepts that her people did not easily entertain. Even during her tenure as Azem, she was considered by her fellows to be… odd. But most that held the title of Azem were considered eccentric; it came with the territory. When it came time for her to give up her station and grant it to her successor, it was tradition for retiring members of the Convocation to “die,” to return to the Lifestream and offer up their experience and knowledge of the world to the world and future generations.

She chose not to. It didn’t feel right for her to do so. She loved life too much to give it up. She loved the people she served too much to step away. She believed deeply in the goodness of her people and their ability to accept guidance and wisdom, and she wanted to continue to be a source of that wisdom, even if that meant breaking tradition and continuing on.

When the Final Days came, that belief was sorely tested.

Venat disagreed with the creation of Zodiark. As the player discovers during the events of Endwalker, Venat had good reason to do so: she knew something about the cataclysm that her fellows did not. She desperately tried to convince them that the sacrifice of so many was not the correct path forwards. But they didn’t listen to her. And so, out of pride and fear, Zodiark was formed. And, predictably, although the immediate chaos and death subsided once the god’s protective presence shielded Etheirys, the people began to realize that they could not accept this outcome. They could not accept that they had lost so much, so quickly and so awfully. Out of desperation, they prayed to their new god to sacrifice yet more to restore to them the paradise that they had lost. But they would not sacrifice those that still lived… no, they would do much worse. Instead, they vowed to nuture and sacrifice new life until every soul they offered to summon Zodiark would be replaced. In their sorrow, they were fully willing to drain the Lifestream dry and sacrifice their children yet unborn to reobtain the lives that had been taken from them.

And Venat would not accept that.

Like broken angels, wingless, cast from heaven’s gates
(Our slumbering demons awake)
We only fly when falling, falling far from grace
(Hell take us, heaven can wait)
And like a message in a bottle cast to sea
(Disgrace, untold and unseen)
Quick to their ends, our candles burn, until we’re free

With assistance from the few that followed her, Venat sacrificed her own life to introduce a new god into being. A goddess. Weaker than Zodiark, admittedly. But a goddess that could hold Zodiark in check, sundering Him and the world itself into fourteen equal parts, including all of the surviving souls that called the once-unified Etheirys home. Thus was Hydaelyn born, the mother of the newly-divided Source and all of its thirteen reflections. To stop her people from sacrificing themselves into oblivion, she divided their souls and their ability for magic, so much so that these new beings could no longer create “something” from “nothing” through will alone.

No longer would man have wings to bear them to Paradise. But while they could not fly, they would instead learn to walk.

In this imperfect state, they would learn to rely on the goodness of others. They would be able to cultivate courage. Their children would learn wisdom through necessity, and power through cooperation. Then, in time, they would even be able to conquer the very concept of despair itself, something that her people in their hubris and ability could never manage. For the true enemy of life was the very despair that ravaged the ancients, the true secret of the Final Days that Venat alone once knew.

They would learn to hold to hope and faith, when all other lights would fade. To learn on their own that Life is a riddle, to bear both rapture and sorrow.

That they must feel. That they must hear. That they must think.

That they must live. That they must die.

But above all else… that they must know.

Yes, time circles endlessly, the hands of fate trained ahead
(Pointing to the edge)
All things change – drawn to the flame, to rise from the ashes
To begin, we first must see the end!

And that lyric is, ironically, the one advantage that the Ascians did not have that Hydaelyn did. And they couldn’t have known they didn’t have it, either: they did not see the end for the beginning. They never learned why the Final Days occurred in the first place. Sure, time-travel shenanigans, memory-erasing, and all that. But do you really think that Emet-Selch would have been humble enough to accept Venat’s solution to sunder their world, even if he could have remembered why? Would Hermes, after all the trouble he caused? Hythlodeus would have, but he was not a member of the Convocation. The people of Etheirys were so blinded by what they lost that they could not have looked to the future, even if they wanted to. Elidibus himself had fallen prey to this fault, and although he does not intend to, he reveals this fault before the fight atop the Crystal Tower: he has been fighting to restore his people for so many eons that he can no longer remember the person he made the promise to fight for. Once the battle is over, even though he cries at the memory of his friends, he does not remember their faces or their names. The only thing he remembers is clinging so tightly to duty and responsibility, that they once chided him for overworking himself, urging him to spend more time outside in the sunshine. Unlike Emet-Selch, who has such a bright recollection of his past that he created a perfect replica of the capital city of Amaurot by memory (which is a wonderful amalgamation of the words for “love” and “decay”), Elidibus has forgetten why he continues to fight. To him, the petty details are no longer important; only the big picture matters. He, like Emet-Selch, had lost himself to dutiful despair. For, without it, he has no reason to exist.

Which, sadly, was the whole terrible reason the Final Days occured at all.

Rock of ages, we cast the first stone
In our cages, we know not what we do
Indecision, here at the crossroads
Recognition, tomorrow’s come too soon


Follow blindly, like lambs to slaughter
At the mercy of those who ply the sword
As our song wends, dead underwater
We’re forgotten, for now and evermore

I have this in poster form on my bedroom wall. It’s a beautiful reminder for me not to get lost in the past; I can’t change what happened, only what will happen.

The grand irony of this pivotal moment? The person he made the promise to is standing right in front of him. The Warrior of Light themselves. And the only reason the Warrior of Light can’t tell him this… is because it hasn’t happened for them yet. As Hythlodeus would put it, the Warrior of Light is Elidibus’s new-old friend, and he doesn’t know it. Sundered into pieces, perhaps, a mere 9/14th of his former self (I did say Final Fantasy was complicated; fractions, amirite?) But the same person nevertheless.

Time travel is messy, for sure. But almost always tragic.

(As of the writing of this article, this moment still hasn’t happened yet in the game, and is only a guess on my part as I trace the lines of theme in my head. I can’t wait for the end of the Pandemonium raids where I’m sure it will happen. Consider this an official guess.)

On top of that, the Warrior of Light is (and once was) the holder of the title of Azem. The successor that Venat herself once chose, in the days before Etheirys fell apart. And although their sundered condition makes it impossible for them to remember that past life, they once volunteered to become sundered when Venat became Hydaelyn because they trusted her enough to do so. They didn’t become like the Ascians, filled with unending memory and sorrow and terrible power. They chose weakness and ignorance. Pain and imperfection. They chose to endure as a powerless reflection within a wicked, sinful, and despair-ridden existence… so that one day, they would rise up and become the hero that would save their world from destruction and despair.

In monochrome melodies, our tears are painted in red
(Bleeding to the edge)
Deep inside, we’re nothing more than scions and sinners
In the rain, do light and darkness fade!


What I want to say is probably going to sound incredibly arrogant. Ignorant, probably. Stereotypical of a blindly-obedient religious nutjob, most certainly. Believe me, I used to be a missionary: I’m fully aware of how crazy I sound when I talk about my religion. But I want to say this anyway because it’s absolutely the truth of how I feel:

As a member of the Church of Jesus Christ of Latter-Day Saints, understanding the story of Final Fantasy 14 the way I do and seeing how happy and emotional the ending of Shadowbringers and Endwalker makes its players creates an unbelievably deep sense of contentment inside me that I haven’t experienced anywhere else. I connect with Venat more deeply than almost any fictional character I’ve ever come across if only because I feel exactly as she does: I am holding onto a secret that will not only forstall the actual final days, it will unlock the secret to eternally defeating despair. But no matter who I try to tell about it, no one will believe me. And thus I live and watch the world crumble, not fully understanding the truth I hold, but knowing enough about its power and beauty to get really sad whenever I get rejected for mentioning it. Regardless, the contentment I mentioned remains because I know how universal these themes are, and how they make people feel. And that they continue to connect with people, even if those people don’t fully understand why.

Am I alone in feeling this way? I ask because I’m sincerely curious. I feel like it’s the tale of Cassandra, neatly contained within a single religion, and then stories like this pop up. It never fails to surprise me and make me wonder. If you don’t know, many of the themes of Final Fantasy 14 echo concepts about the world that I truly believe, and that Latter-Day Saints believe. There’s a reason for the very biblical undertones contained in “To The Edge,” and I struggle to believe that the greater percentage of FFXIV fans are aware enough to appreciate them.

I believe we are the literal children of a Heavenly Father who sent us to live in a very broken and imperfect world for a purpose that is difficult to comprehend, let alone believe. I believe it is a mercy that we do not have a recollection of who we once were, who our loved ones once were in relation to ourselves, and especially who we are in relation to who we could one day emulate… because if we had that recollection, I believe we would be killing ourselves to get back to that place (and I mean that more literally than figuratively).

The paradise we came from resembles our world only in the barest and least impressive sense possible: Leibniz’s “best of all possible worlds” pales in comparison, though I believe St. Thomas Aquinas got closer. John the Revelator could barely attempt its description in Revelation 4 by describing its purpose and magnificence with intense symbolism of who lives/once lived in that place. The Garden of Eden alone might begin to describe a likeness of that paradise, and the imperfect actions of our first parents alone caused that place to become unsuitable for us, the world in which we live.

We are children of a Creator. I don’t take this belief lightly. The very essence of “creation” is not only part of who we are, it is meant to be intrinsic within us, and the concept of that desire for creation being warped and twisted like it is in Final Fantasy 14 is way more meaningful to me than the developers could ever have anticipated. While I don’t exactly appreciate the swelling emotional music when the message is so good, this video is an excellent example of this and other themes echoing in our modern culture.

We chose to come to this completely imperfect and flawed existence because we were promised that if we did so in faith, we would be able to overcome those two most final of endings: physical death (and everything contained within its concept) and spiritual death (which is Hell, and everything within its concept). And yes, though certainly a hard thing to say, I believe we did chose to come to this terrible place, every single one of us. But we did so with hope. That we could only overcome by trusting that the greatest of our Father’s children, even the Son of Man Himself, would do exactly as His Father directed. He is the “Rock of Ages” mentioned in the song, the ideal of perfection and strength that Elidibus attempts to compare himself to in the song (or conversely, that the ancients attempt to compare Elidibus to), and rightly fails, because it’s more appropriate in our modern minds for the tragic hero to fail and fall.

Fortunately for us, our actual Warrior of Light did not fail. Christ succeeded in His mission, and with flying colors, to the salvation of all. So many ancient traditions, and even those modern-day pop culture tropes of The Chosen One, continue to resonate this message. Every culture has its “chosen one” (or chosen ones), and whether they come bearing a sword, a message, or both, the effect is the same, as Joseph Campbell demonstrates.

A resurrection. A fulfillment of that which was lost. And a return home.

It’s right there, in the song, repeated:

Riding home – riding home
Finding hope – don’t lose hope

And it resonates because it is real. It’s as real as it is wrong to warp the concept of uppercase “Light” with death, and conquest, and nihilism. It’s as real as it is wrong for someone in real life to twist and manipulate the goodness within us to evil ends, and force “that which is best in us” to destroy our sense of right and wrong. It is as real as the desire to be the heroes we believe we can be, no matter how far short we may fall from that ideal. Because the Ideal is real, we have the hope that we can eventually overcome everything that will bring us despair in this life. Everything. I sincerely believe that.

And by the reactions of those that followed the story of Final Fantasy 14 to its conclusion, I believe that enjoyers of FFXIV’s story would be willing to believe in such hope as well.

Like Final Fantasy (and like any religious system of belief, really), the concepts contained within are both complicated and very easy to dismiss as flippant nonsense. Again, believe me, I know; I have been rejected to my face as loudly as I will reject everything that would otherwise be considered “canon” after Final Fantasy X-2 (Final Fantasy X -Will- did not happen, Tidus and Yuna are still together to this day, and you can’t convince me otherwise, the evidence and the themes of the prior two games is clear). But in all seriousness, I also know how silly it is for me to compare Final Fantasy 14 to something as sincere and sacred as the Gospel. Believe me, I know: when people in church start comparing the priesthood to the Force and start quoting Yoda, I die a little bit on the inside. But if we become unwilling to talk about the stories we love, that fill our minds and hearts with hope and healing, then we’ve done a disservice to them, and deny the power of the themes from which these stories originate.

Allow me to conclude this long and incredibly unnecessary article with one final observation: the Warrior of Light in the Endwalker cinematics could have been any class. Any class at all, including the new ones. As you know, there are many to choose from that haven’t had their day in the beautiful CGI-rendered spotlight (the fact that we’ve never seen a machinist in 4K breaks my rusty little clockwork heart).

Our Warrior of Light ended his journey as a paladin, a spiritual defender of his beloved goddess and the one true tanky savior of Eorzea.

I don’t think I have to say anything else.

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Theories of a Gamer – Endless Remembrances

I’ve been playing a lot of Civilization-type games recently. I’ve played Civilization since Civilization 2, and there’s just something about being able to take over the entirety of the known world that appeals to me. But just because I’ve been playing the 4X genre since 1996, it doesn’t mean that I’ve gotten “better” at them. No, I’m the player that likes to play on the easiest “Settler” difficulty, raking in the free approval and strategic resource points that these kinds of games generate for the newbies. Did I say “newbie?” I meant weenie. Yes, it’s always Monday here at Super Weenie Hut Junior’s, and I love watching my civilization slowly take over the equivalent of the whole world/New World/galaxy/galactic supercluster/randomized map, all while crushing my enemies and hearing the lamentations of their poorly-developed infrastructure!

If I were a Twitch streamer, I would be the most boring Twitch streamer ever.

(For those wondering how far back in PC gaming I go, check out Conquests of the New World on GOG. I have an intense love for old Interplay games; no wonder I got so hooked on Fallout back in the day!)

In particular, I’ve been playing a game called Endless Space 2. In traditional 4X style (meaning it upholds the four pillars of these types of pseudo-board-games: Explore, Expand, Exploit, and Exterminate), Endless Space 2 isn’t your usual Colonize The Stars Simulator. Unlike Stellaris or Sins of a Solar Empire, you’re not the first empire to invent the FTL drive. The galaxy has already been conquered. Good news, though: that empire fell a long time ago, and you’re the newest face in the newest Space Race. While a few of the races you can play with have only recently emerged as a space-faring civilization bent on establishing themselves as galactic rulers, many of the races are actually “old hats” at playing overlord and have only recently resurfaced to conquer all over again. Turns out even some sub-sections of humanity have been star-hopping for centuries.

For those that might not want to take the time to play the first Endless Space (which isn’t bad, just less polished than the current title), the story is revealed in the semi-randomized mission quests you undertake as a species during gameplay. In my opinion, it’s a great low-stakes way to get the player invested into the existing storyline of the series without cramming it all down the player’s throat up front (each race has their own introduction cinematic, though, which is beautiful). While some of these missions can get super-difficult, they play into the strengths (and sometimes the weaknessess) of the race you’re currently playing. Play as the warmongering Craven race that literally cannot declare ‘peace?’ Complete your mission objectives and you’ll get better at curb-stomping. Play as the scientific Sophons? Your missions will help you research faster, or help you overcome your general weakness in warfare. Play as the Vaulters, the humans who developed underneath the once-endless Endless? Your missions will help you find rare planets to exploit, including the Endless’s old homeworld you were once exiled from.

Oh, hi Auriga. Fancy meeting you here.

Half of the Endless were “concrete,” lovers of their biological and physical forms. The other half were “virtual,” and essentially chose to become artificial intelligences. They had a civil war, as all sufficiently-advanced races tend to do. And this is what they left behind.

In the universe of Endless Space, it is not gold or the all-powerful “credit” that controls the galaxy. For you, and for the Endless (the once-biological-machine-hybrid race that once acted as the galaxy’s ancient precursor), the only currency that matters is Dust. These nanoscopic micro-machines were created by the Endless to do absolutely everything. And it can be found absolutely everywhere, from growing on semi-biological trees to taking root in the deepest of planetary cores. Dust gives this 4X-strategy game a good reason for being able to “buy-out” ships and buildings: once you have enough of it, it isn’t inconceivable for a mountain of nanomachines to instantly take the form of whatever you want to design. It’s either that, or your “culture” (which is indeed a resource of its own) becomes sufficiently-advanced that your public works projects just appear from the aether like magic.

One of the most fascinating concepts to me about Endless Space 2 are the “lesser races” that you can discover in the galaxy. They may be a splinter group of one of the larger main factions (the adorably-crimson Mavros, a mercenary group of Sophons that embrace conflict instead of science), a species that hasn’t quite fully evolved yet but have a peculiar adaptation to Dust (such as the Deuyivans, a race of insectoids that grew to like Dust a lot), a species created by the Endless for their own mysterious ends (like the Sowers, who continue to terraform planets for their long-dead masters), or even a race that used to be Endless, however indirectly, until something eons ago went wrong (like the Amoeba, long story).

Whenever you incorporate these races into your civilization, they offer specific benefits based on their culture and how fast their population grows amongst your own. That’s right: once you adopt a lesser race into your civilization, they will actually become part of your civilization, with bonuses all their own. This can usually mean a quick population increase for your developing capital, or boosts for systems that are struggling with your population alone (the Epistis, for example, are rocky creatures that grow more food on sterile worlds, which can make all the difference when your people are starving on systems with arctic or barren worlds.) If you’re the xenophobic-type, you do have the option to restrict voting rights to your own people, which can help when choosing a political faction to side with. This is more than a simple thematic choice. After all, you wouldn’t want to start off with a dictatorial war play in mind just to run into a bunch of freedom-and-peace-loving Amoeba and mess that up. Or on the flip-side, if you have a plan to craft alliances with as many players and lesser races as possible, things might get complicated if you run into the Mavros or the Eyder peoples who more easily benefit the conflict-minded. Depending on who you meet, you may have to switch things up a bit. Play your cards right, though, and the lesser races you encounter early on can help you mold your tactics as the game progresses.

The highly-disciplined Yussho increase your available manpower for fleets as well as increase fleet weapon damage and limit troop casualties during ground battles. Of course, this doesn’t help much if you intend on an economic victory. On the other hand, the best defense is a good offense!

I love the idea of lesser races. Not only can they directly benefit your preferred style of play, they can completely mess it up if you don’t run into the ones you hope for. Yet somehow, for how specialized some of the major races feel during gameplay, you’ll never want to say no to a little more manpower when you’re the first to come across these unique civilizations. Sometimes during random missions and side quests, you’ll be gifted populations from a lesser race, and it’s always a good idea to shuttle them to systems where they’ll do the most good. I also love that while a few of the races are wonderful early-game, some of these lesser races become even more helpful late-game, especially if you plan ahead and focus on their development. If you assimilate the Sowers, for example, there is a chance to acquire massive amounts of food on sterile planets (they are considered “soil healers”), and even massively reduce the cost of terraforming planets (they are the Endless’s planetary architects). The higher their population in your civilization, the greater the chance you have to gain these bonuses.

Look at those little Sowers go! Is it odd that almost all terraforming machines in science-fiction are on tripods? Or are, at the very least, very tall towers? Is that just a very science-fictiony-thing? Or are tripod towers naturally good for the environment?

Although you can customize your own main civilization before each game starts, you cannot create your own lesser race to play with (outside of modding, I suppose, which I haven’t looked into with Endless Space 2). But I’ve actually been thinking about a fun possibility. What if there existed a lesser race that practically forced a player to perform a 180-degree turn strategically if they assimilated them at the wrong time? Okay, maybe not 180 degrees, but bear with me.

Imagine a race of crystalline golems. To match the style of Endless Space, I’ll call them: “The Lucidian Remembrance.” Granted sapience through centuries of Dust exposure, these dense and slow-moving behemoths retain within themselves the memories of all the living things that have previously interacted with their unique infusions. Bereft of sensory organs or physical forms beyond their crystalline framework, they rely upon the Dust to relay information to them and affect the world around them. Though the Dust grants them memories and wisdom, it does not provide a clear picture of organic life. Quite the opposite. When interacting with other life-forms, their first impressions of a species’s overall worldview tends to stick in their stoic recollections, and they have difficulty comprehending how quickly squishy minds change. This does not dampen their desire to prove “helpful,” however, as they are rather fond of learning from biological life.

Whenever they are assimilated into a primary culture, while providing a small boost to scientific research, they boost whatever political faction the player holds as their “majority” faction. The longer the majority stays in power, and the larger the Lucidians grow in population, the stronger the majority’s hold becomes. If the player wishes to change majorities mid-game (as a wise player sometimes does), the best way to change the Lucidians’ support is to pair them in smaller populations with your main population during the change. This way, while the Lucidians may take a while to change their opinions, it isn’t too hard to make a serious change when gameplay demands it.

The Lucidians’ true strength, however, comes from unchanging opinions. The longer they remain in a single “majority,” the stronger their bonus to the majority opinion becomes. If your society supports the Industrialists, for example, the longer they support them without changing, the more the Lucidians boosts your overall manufacturing and fleet construction. If your society supports the Militarists, the better the Lucidians become at maintaining morale during wartime and providing defensive bonuses during ground combat. If you society supports the Intellectuals, the Lucidians become masters at scientific research, providing ever greater bonuses as your civilization increases its Dust reserves. For Environmentalists, the Lucidians provide increased approval bonuses for planets undergoing terraformation. For the Religious faction, the Lucidians boost conversion rates on newly-conquered systems. And for Pacifists, big boosts to luxury resource generation the more alliances you gain.

Once a player comes across this lesser species, it would force them to consolidate a game plan and stick with it for as long as possible. Me, being the plebian that I am, would invariably focus solely on scientific research and simply out-science my rivals. In the hands of a better player who loves a lot of micro-play, I could see this being right up their alley.

Will you choose the more “peaceful” Lucidian?
…or the more brutal?

Anyway, while I fully admit to having no experience in designing video games (especially games like Endless Space 2 that require the finest of fine-tuning to preserve a fair balance between races), I do love coming up with fun ideas on how to improve a 4X-style game. I love the subtle worldbuilding inherent to 4X games, as well as all the little bonuses that slowly snowball into gigantic strategies that can change the course of an entire game. Lesser races in Endless Space 2 fit that bill perfectly. In the very least, it’s the ideas like these that keep my mind busy while desperately trying to improve my own lot in life.

Never know when a good distraction might transform into something better.

The Actual Final Fantasy Lies In Corporate

A recent article written by Inverse made a bit sad. And it was the final nail in the coffin that made me decide to write this response. It features the man, the myth, the legend, Final Fantasy 14 director Naoki Yoshida (also known as Yoshi-P to fans) stating:

“In terms of whether Final Fantasy is successfully adapting to industry trends, I believe the series is currently struggling. We’re now at a point where we receive a wide variety of requests regarding the direction of our game design. To be honest, it’d be impossible to satisfy all those requests with a single title. My current impression is that all we can really do is create multiple games, and continue creating the best that we can at any given time.”

The writer states that Yoshi-P believes that “Final Fantasy has never been about chasing trends, but setting them.” While I agree that this is certainly why people love Final Fantasy, I don’t believe this has always been the case. Don’t get me wrong, no one else in the industry has had the guts to take their broken, outdated-before-it-released MMORPG, literally drop a meteor on it, and then reimagine it into the wonder-fest that is A Realm Reborn. But I believe Final Fantasy got into a troubling habit a long time ago, catching a corporate virus that all well-known entertainment brands invariably seem to catch when developers and producers try too hard to bank on nostalgia and familiarity.

It’s called sequelitis. And for Square-Enix, it became a terminal case.

This argument isn’t a new one. It’s the reason Pixar made four Toy Story movies and a Buzz Lightyear movie no one watched (although that bombed for a different reason altogether). It’s the reason they made three Cars movies. It’s the reason the Star Wars sequel trilogy was made. It’s the reason they kept trying to make Terminator 2 over and over. It’s why there are so many Jaws sequels. It’s why they made All Grown Up! from Rugrats, or The Cleveland Show from Family Guy.

It’s why they made Final Fantasy X-2 (pronounced ten-two). It’s why they made two sequels to the hallway simulator that was Final Fantasy XIII. It’s why they made two disconnected and (in my opinion) inferior sequels to Final Fantasy Tactics before remastering the original into The War of the Lions. It’s why Final Fantasy IV: The After Years exists. It’s why Final Fantasy Dissidia exists, and why everybody (including me) was disappointed to discover that the “story mode” in Dissidia NT was nonexistent, and had been designed as nothing more than an arcade fighter. It’s why they’ve made and told every before-and-after story to Final Fantasy 7 that they possibly can, and won’t be stopping for the foreseeable future, no matter how bloated and confusing the whole of it becomes. And even though Final Fantasy XIV wasn’t meant to be a sequel to Final Fantasy XI, the clunky UI and 1.0 system suggests otherwise.

Final Fantasy may not chase trends with the stories they tell. But the decisions Square-Enix makes as a company certainly does.

Earlier this year, Square-Enix sold their holdings over Eidos, Crystal Dynamics, and the Square-Enix Montreal studio over to Embracer Group, the Swedish-based owners of game developers and publishers such as Gearbox Software, THQ Nordic, and Coffee Stain Studios. What did they get for selling such well-known and popular IPs as the Deus Ex, Tomb Raider, The Legacy of Kain (which went criminally unused), and Thief franchises?

$300 million dollars. To compare, Embracer Group acquired Gearbox Entertainment (which includes the Borderlands series, Duke Nukem (for what that’s worth anymore), the Homeworld series, and a few others) for $1.3 billion dollars.

You’re telling me that the company that got rid of Lara Croft and Adam Jensen are now complaining that they’re in a bad financial situation? I totally understand that their most recent Avengers game ended up in the garbage pretty quick (games as a service is a terrible idea). But they had just released Guardians of the Galaxy, and by all accounts, it’s not that bad.

Thing is, they’re not in that bad of a bad financial situation. I mean, look at their financial reports from March 2022. 9.8% sales increase over 2021? That’s pretty dang good, isn’t it? And by their annual investor report, it looks like the only real crash that occurred in 2021 was to their “Amusement” segment, which oversees “amusement facilities and planning, development, and distribution of arcade game machines and related products for amusement facilities.” Dissidia NT, anyone? As of June, the numbers for sales don’t look as good. But is it really worth selling all of your overseas studios so quickly and for so little?

I don’t think Yoshi-P is lamenting the financial state of Square-Enix’s business practices when he says that Final Fantasy is struggling. But we know, Yoshi-P, believe me. It’s been struggling for a while. Ever since Charlie’s Angels took over Spira, by my account. I don’t even know what to make of Chocobo Racing GP, for crying out loud (although it does look fun, I want my Switch back, *sniff*). Final Fantasy has tried to be so much for so long, it’s no wonder it’s struggling to know what it is beyond chocobos and crystals.

For the last two decades, we’ve seen Final Fantasy do just about everything except what made the series so fantastic in the first place: turn-based battles, stories that told fantastic tales of heroism against nihilism, and a true middle finger to the trends of the day. Do you know why Final Fantasy IX is almost universally loved by those who played it when it came out? Because it used nostalgia the right way. It wasn’t a sequel. It wasn’t a prequel. It wasn’t a spin-off. It was a love letter to its own franchise. As stated by Alex Donaldson for vg247.com:

My personal perspective set aside, FF9 is indeed special… It is often reductively described as a throwback game, a tribute to past Final Fantasy titles. While it is absolutely packed with references and winks for fans, it is far more than that, however. It’s a unique Final Fantasy with its own style and energy that hadn’t quite been done before or since.

But what made Final Fantasy IX special, according to Alex?

Part of this is down to the game being made by a multicultural, international team of developers. While of course Japanese-led, a huge amount of FF9’s development, particularly its art, was undertaken in Hawaii, a US territory. The game’s staff included Americans, French, Germans and more. These days, many Japanese games are made by diverse teams thanks to international hiring policies and outsourcing, but FF9 was ahead of the curve.

It’s a real shame that this doesn’t seem to be the case anymore.

According to Eidos Montreal founder Stephane D’Astous, the reason Square-Enix let go of all of all of their Eidos and Crystal Dynamics holdings wasn’t really because they weren’t making enough money. Apparently, they just “weren’t committed” to working with overseas studios:

“The pressure was starting to build, and my employees towards me, me towards my superiors. I think when people are in a crisis situation where there’s a lot of situations, you do see their core behaviour or values. And I didn’t like what I saw. There was really a lack of leadership, courage, and communication. And when you don’t have those basic things, no employee can do their job correctly — especially when you’re heading a studio.

I was losing hope that Square Enix Japan would bring great things to Eidos. I was losing confidence in my headquarters in London. In their annual fiscal reports, Japan always added one or two phrases saying, ‘We were disappointed with certain games. They didn’t reach expectations.’ And they did that strictly for certain games that were done outside of Japan.”

It wasn’t just this lack of communication. It was poor planning, too.

“If I read between the lines, Square Enix Japan was not as committed as we hoped initially. And there are rumours, obviously, that with all these activities of mergers and acquisitions, that Sony would really like to have Square Enix within their wheelhouse. I heard rumours that Sony said they’re really interested in Square Enix Tokyo, but not the rest. So, I think [Square Enix CEO Yosuke] Matsuda-san put it like a garage sale.”

So, let me get this straight, Square-Enix. You wanted… ALL of the money. I get that. So in order to get ALL the money, you gave up… a LOT more money?

Nah, Final Fantasy doesn’t have any problems, Yoshi-P. It’s Square-Enix leadership that has the problems. Call it a symptom of late-stage capitalism if you have to. I call it “being stupid and impatient”. If Square-Enix really is planning on being acquired by Sony, great; maybe putting a company with corporate problems into a larger corporation will fix things (I say with GREAT and MIGHTY sarcasm). But Sony had better be watching. If they do acquire Square-Enix (and it looks like it may be becoming more likely), get rid of Mr. Matsuda, and whoever else thought it wise to sell Lara Croft for a penny.

Better yet, don’t acquire them. Let them stew. Make them regret not having ALL the money.

Maybe I don’t know how intellectual property rights work. But could they not have simply sold the overseas studios without giving up the rights to the IPs? Or, you know, hung onto Tomb Raider, at least? Or was that part of the package? I could just imagine Sony salivating at Playstation-exclusivity with Tomb Raider just as someone at Square signs the paperwork and hauls Lara away in a cardboard box with holes punched in the top so she can breathe.

Square-Enix is not helping to fix the image of poor corporate decision-making.

I hope Final Fantasy 16 becomes a masterpiece. I really do. I mean, the fact that they’ve put almost all of FF14’s best developers onto FF16 (Yoshi-P as director, Masayoshi Soken as composer, not to mention the battle system designer Ryota Suzuki for Devil May Cry 5) is saying something. The way Square-Enix trashed Eidos, if they “lose” Final Fantasy (or sell it to the Swedes for lunch money, who knows), it will be corporate’s fault.

Like it always is.

And that’s the real sin. Yoshi-P, you’re wonderful, and don’t let anyone tell you otherwise.

Theories of a Gamer – Ambiguously Unambiguous Evil

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I’m not quite ready to give a full review of Graveyard Keeper by Lazy Bear Games; I’m about eight hours in, and I can’t stop playing. Just know that I’m missing a lot of time in Minecraft and Final Fantasy XIV performing autopsies, burying “sinless” corpses in the local graveyard, throwing “sinful” corpses into the river, and giving sermons at the local church in the hopes that someday mods will be developed that make this already very engrossing game perfect.

So yeah, I guess that’s a good early review, at least.

I’ve never played a game that gives you the gameplay options it does without throwing out the following message in nearly any way:

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I say nearly because the main character, the titular graveyard keeper, upon learning what his job entitled (namely, the dismemberment and disembowelment of human corpses in order to dispose of them) complains about it. Just once, though. After that, you, the player, are free to harvest all that meat, blood, bone, and brain matter to your heart’s content (and the corpse’s heart’s content, too, don’t forget those). No need to worry, however. It’s all in the name of… SCIENCE. Besides, they’re dead; they’re not going to need all those entrails and flesh. Why not put them to better use instead?

If you’re at all familiar with Fallout 3, you might remember the story of the little town of Andale and the families that lived there: not only were the only two remaining families incredibly inbred, but their source of food in that dark urban wasteland was none other than the visitors and raiders that happened upon the small collection of still-standing homes and shacks. Don’t agree with the lifestyle the residents of Andale enjoy? Don’t worry, you’ll soon change your mind… once they invite you to dinner.

You get one but two trope/memes out of Andale: “DON’T LOOK IN THE BASEMENT” and “STAY OUT OF MY SHED” (specifically SHED.MOV, NSFW but entertaining). Choosing the “good” ending for Andale ends with defending yourself from these well-dressed and well-mannered knife-wielding maniacs.

The Wanderer: “Bring home the bacon? Those are people, not bacon! What the f-ck?”

Jack Smith: “Hey! I’ll have none of that language in this house!”

The Wanderer: “I can’t believe I’m being called a potty mouth by a cannibal…”

Jack Smith: “Okay, that’s it. I warned you. Now I’m going to sock your jaw, mister.”

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Mmm, strange meat.

Unfortunately for Jack, his wife, and his neighbors, death by the Wanderer’s combat shotgun and his companion Charon ensues. Yes, that’s the “good” ending, the murder (admittedly in slightly self-defense) of all the cannibal adults. The two children go to live with their grandpa Old Man Harris (yes, they are cousins, and they were set to be married once they grew up, meaning their parents were siblings, incest did in fact occur…). From one point of view (the karma-aligned “good” choice), these children will grow up as normal as one can in the Wasteland without the influence of their cannibalistic lineage. But at the same time, while the parent’s crimes were great, these children are left bereft of their parents in a very unforgiving world without a source of food, employment, or protection. Would Old Man Harris and the children abandon Andale? Likely, if only to distance themselves from their destructive heritage. Will they move to Rivet City or Megaton for protection? Likely, as Andale is fairly remote and dangerous for an old man and two kids. Will they all have trouble integrating into normal society? Very likely; the only contact with the outside world the children had was with visitors that disappeared pretty quickly and reappeared as a breakfast menu item.

Of course, the binary karma system of Fallout 3 doesn’t take into account many of these particulars, and time constraints in game design mean the family never moves away from Andale in-game, despite how little sense it makes to remain there. In Black-And-White-Land, cannibals = bad and dead cannibals = good, no matter the other consequences.

Old Man Harris: “Better an orphan than a cannibal I guess?”

Graveyard Keeper, on the other hand… is definitely not Stardew Valley.

Right after learning how to butcher- er, autopsy a corpse, you’ll learn how to cook! And what’s the first thing you’ll learn how to cook? Baked meat! And where does this baked meat come from?

…th-the corpses!?

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Just don’t tell ’em you’ve turned into a cannibal. Keep that on the way down low.

Worse, you learn that the village for which you gravekeep is in the midst of a meat shortage, and the only way you could sell meat is if you had a royal stamp proving that it was well-sourced and fit for human consumption. After all, there’s been rumors going around of someone forging a stamp and selling suspicious meat… and we wouldn’t want to be caught selling strange meat, would we? No, especially since everyone’s pretty sure the Graveyard Keeper doesn’t own livestock! Haha! No, we wouldn’t want that, would we?

But we can. That’s a thing you can do in Graveyard Keeper. Not only are you encouraged to chop up and eat corpse meat (for a guy from the present day looking to return to his own time, he sure takes to cannibalism like a duck to water), you can “disguise” the meat with a royal stamp and sell it to the tavern owner as “legit” packaged meat for a pretty good profit. And as long as you toss the bodies into the river or cremate them afterwards, the bodies from which you procure the meat won’t spoil your pristine graveyard with all their icky red skull “sins”.

And you get all of this without a single hint of this:

I’m not sure which is worse: Fallout 3 with its ambiguous and overly-simplistic expressions of morality, or Graveyard Keeper with its unambiguous uncomplaining evil that would become obvious to even the most ignorant villager if they tailed behind the graveyard keeper for even half a day. In Fallout, you can choose to be a raider or a slaver, and spend all day slapping slave collars around the necks of children and the elderly. You can murder almost every NPC you meet. These are things you can do. In Graveyard Keeper, you can strip the skin off of the recently deceased and refine it into sheets of paper upon which you can write a church sermon to present to your ignorant congregation. You can turn human flesh into delicious burgers that restore your energy. These are things you can do.

But one game tells you what you’re doing is evil and one doesn’t. Two important questions: should a game alert you when you’re doing “bad” things? And should the game be responsible for telling the player what they’re doing is evil?

#1: I don’t think so.

#2: I believe so, to a point. What that point is depends on the message the game wants to send. And Graveyard Keeper is anything but a solemn soul-searching narrative of inner darkness.

Of course, Fallout 3 and Graveyard Keeper are two entirely different beasts, and not entirely comparable. But I find it fascinating how cannibalism in Fallout is a trait that must be sought out and used, all consequences be damned… And in Graveyard Keeper, it’s pretty much acknowledged from the beginning that harvesting meat from the dead is a good and expected way to make money. Is this lack of a “morality system” a fault on GK’s part? Or is the ambiguity the only thing that separates it from Stardew Valley and other resource management and crafting games?

I’m not sure! But time willing, the game’s review will be my next blog!

Theories of a Gamer – The Protagonist

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Are you familiar with the “Valve Narrative Formula”?

Y’know, the “Valve Narrative Formula”. It goes like this: your game is a first-person shooter where the only evidence for your character’s identity are the arms that carries the guns and possibly the reflections you see in mirrors/portals. Other than that, the protagonist is embarrassingly silent through their entire stressful ordeal, presenting the non-player characters as the almighty bearers of total narrative structure and progress.

Gordon Freeman from Half-Life and Chell from Portal are mirrors of the player, meant to say nothing and meant to be nothing besides a moving camera for the player to experience the story unfold around them. A story, I might add, that would have been radically different had the main character been given a voice with which to protest and reason. I mean, from nerdy nuclear physicist in a hazard suit to a one-man global-alien-regime-toppling army? Only in a video game. In fact, I would make the argument that Half-Life 2’s real protagonist is Alyx Vance, because the real character development (and loss of family, spoilers I guess) belongs to her – if Gordon Freeman lost family to the Resonance Cascade and subsequent Seven Hour War, he never remembers it in a flashback or reacts to it and the player never sees evidence of it. And for Portal 2’s case, I think you’ll find that GLaDOS is the one that develops from a cold and calculating AI murderbot to a cold and calculating AI murderbot that allows Chell her freedom. For GLaDOS, that’s saying something.

Most voiceless protagonists (especially the ones who use bigger and ever bigger guns to do the talking for them) are placed in a world where reason and compromise have been thrown out of window. For the Doomslayer, there are no words that will eradicate the forces of Hell (or force the enigmatic Samuel Hayden to back down from exploiting Hell for its power). For Samus Aran, you can’t talk your way out of a metroid’s maw (unless you make her into an overly dramatic and badly written character like in Metroid: Other M). For Chrono or Serge from Chrono Trigger and Chrono Cross, let’s face it… your friends are going to talk for you, just nod and say yes (but they might just abandon you once you’re dead anyway). And as it turns out, Link is either too early to save Hyrule (Ocarina of Time), too late (Wind Waker), or just plain under-prepared (all of them, but especially Breath of the Wild for plot reasons), but he gets the courage to fight all the same.

Everyone has the same argument. Which one is better: a voiced protagonist that holds the plot hostage just like a movie or first-person novel protagonist would, or a voiceless protagonist upon which the player can mirror themselves and make their own decisions? And then what about voiced characters that speak according to the choices you make? Does the fact that Lara Croft and Nathan Drake can speak make Tomb Raider and Uncharted any less fun? Does the voiced protagonist in Fallout 4 take you further into or further out of your immersion? Does a voiceless protagonist make you wonder what your motivations are supposed to be beyond “do thing, get loot, level up, hooray”?

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Onward, Epona #75! I can’t afford to pay 1,000 rupees to the Horse God!

But instead of all those well-trod arguments, let’s instead turn the voiceless protagonist trope on its head: what if you have a main character that is an absolute chatterbox, won’t stop talking to himself (or herself) about everything he (she) observes and experiences, makes all the decisions for himself (or herself)… and is surrounded by “NPCs” that have no voice, no emotion, and no personality? Or, better yet, what if they develop a personality based on the kinds of inputs and interactions the player has around and with them?

Could this be fun and entertaining, or in the very least, not annoying?

A game that comes to mind first off (that is certainly not annoying) would be What Remains of Edith Finch and other games that could be called “walking simulators” . The narration in the game comes solely from Edith revisiting her childhood home for the first time in many years, and retelling all of the stories she heard and lessons she learned while living there as a child. But that kinda breaks the rules, as all the other characters presented have “voices” all their own as you learn their stories. No, I’m talking about a game where the characters have little to no personality besides what the player can reflect onto them instead of the other way around.

The first type of this game that comes to mind is a person who starts off sane, but starts talking to random objects around their office/cubicle/workshop/tool shed/submarine/nuclear launch bay/presidential bunker and gives them personalities by talking to themselves at first, then to the objects themselves as they go slowly insane from boredom or isolation. The isolation would be necessary to maintain an excuse for the lack of actual active NPCs, and the tone could turn anywhere from comedic and light-hearted “oh look the shiny red button is talking to me” madness to tragic “why won’t all the voices stop” madness. I think a game like this would either require a very talented team of writer/designer/programmers who know how to take dialogue and mix it up so that every game is a unique, player-driven experience, or a team of writer/designers working to tell a very specific story about isolation, mental illness, the power of boredom, or all of the above. An example of this (but only kind of) would be the Lab Rat comic from the Portal series; poor Rattman has only one friend in the whole world left, and he slowly hears the voice of his bestest friend in the whole world (the Companion Cube) go silent right when he needs him the most after he takes his antipsychotic meds.

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The Enrichment Center reminds you that the Weighted Companion Cube will never threaten to stab you and, in fact, cannot speak. In the event that the Weighted Companion Cube does speak, the Enrichment Center urges you to disregard its advice.

Another idea that comes to mind would be more akin to the whale from The Hitchhiker’s Guide to the Galaxya character that is so brand-new to the world that they start giving names to objects they see, and then giving them personalities based on what you think they do (naturally everything will HAVE to be taste-tested first). I think it would be rather silly to be in control of an infant learning about the world while the thoughts going through the baby’s head sounded very excited and slightly British, but that’s just my enthusiasm for Douglas Adams. Again, it would have to take place during a period of isolation, in a crib or a playroom, some place without other active NPCs. Maybe you can meet an object that hurts you or smells bad, creating a negative personality that then calls you bad names, making you upset enough to cry and call for Mom, which would reset the experience. Again, you could set the tone to be light-hearted and funny or as tragic and terrible. It reminds me of Among the Sleep if you’re angling for horror, as experiencing a dark and stormy night as an infant can be a very frightening experience.

Just a thought exercise, that’s all. What other ideas come to mind when you play a chatterbox protagonist surrounded by mute companions?

Edit: It just occurred to me that my theory put into practice could produce something like Bubsy 3D. Heaven help us.

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