So this might just be wishful thinking on my part but I get the feeling that Leander's story is going to remind me a lot of Asra's Reversed Ending (which was my favourite in the whole game, yes including the Upright ones).
Spoilers for Asra's route (in a game that came out 5 years ago) but his fatal flaws are that he prefers to avoid problems rather than confront them, and cares so much about the MC that he would do anything to keep us safe. So in the Bad End, the Devil grants both wishes by tossing the MC and Asra into a pocket dimension to live out an eternal domestic fantasy with absolutely no memory of anything or anyone else.
To return to the current game, all the other Touchstarved LIs are visibly or implicitly inhuman in some way. Leander is the only one who appears perfectly, ordinarily human, death and rebirth symbolism aside, but considering the trailer his 'monstrous' qualities are probably going to be related to jealousy (green-eyed monster).
Leander's whole deal is that he is literally "too good to be true", being the only one capable of actually touching us and potentially breaking the curse. In addition to that, the second he met us he was already prepared to give us drinks, food, a bed, whatever we need. Furthermore, if you speak kindly of the other LIs, he will find some way to subtly badmouth or warn you away from them.
Hence, I believe his bad ending(?) is going to involve encouraging that possessiveness until we end up even more isolated. Perhaps part of his route will have instances where he tries to tempt us not to break the curse, after all we have him now so why bother?
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...just heard about the upcoming perk changes...hmm...yeah. the only good one definitely is the adrenaline nerf. I've wanted them to take away healing off hook forever.
the other perk changes are ass.
ultimate weapon is still outrageously unfair, even if you take away the screaming! to me, it feels like they just saw the uptick in people using calm spirit following the addition of ultimate weapon, and decided "hm, the way to deal with this is to remove the screaming." no! this perks needs to be reworked differently! given a longer cooldown, something! it does way too much for just one perk!
DS buff isn't going to stop tunnelling. strong killers don't care if you stun them, and weaker survivors likely won't even have DS because it's licensed...waste of a buff. just as they should do with off the record, they need to spread out these important anti-tunnel strategies to general perks. it's so unfair that something this important be gated behind a DLC. and no one perk should ever be too strong!
also, I saw otz's commentary on the changes. I could not agree more that certain killers should be nerfed directly, rather than trying to just balance perks generally. not all killers interact with different perks the same... nurse, wesker, huntress, blight, etc do not care about a stun, even if it's increased in length. you need to change them & how their powers work in relation to stuns, so survivors have a chance to get away from them, rather than buffing the perk so that old man ghostface has an even worse time in this dogshit meta lmao.
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my first two jobs ever, in order, were "board game teacher" and "university library assistant," so tho I've never formally studied games (I have been dropping out of college on and off since 2015, and was a freshman in 2012 lmao) I've been casually exposed to games and the people who make and play them in a professional context, as well as having the research skills to help close the gaps. i actually kind of hate playing board games but i loved GM-ing the coop arkham horror and watching my players, which i did for seven years straight.
my current fixation is the result of several years' fucking around on YT watching all kinds of game content, from LPs to specific game dissection to video essayists. jacob geller and folding ideas are kind of gold standards, but this week I've been really enjoying errant signals in particular. Sometimes I'm introduced to concepts this way - ludonarrative dissonance, ergodic literature, the magic circle, etc. that, and getting recommendations from friends or accidentally stumbling into game studies via other research (such as the paper i wrote a few years ago on theater-as-games in prison contexts). most of it though is having thoughts and opinions on things and letting it percolate until i am dangerous enough to find someone who's already explained a concept better than I could, and then running with that. find something that cites its sources, and then chase the ones that seem interesting.
my syllabus post is very much not a reclist, though i do in varying ways recommend everything on that list and it might be of use. here's some stuff I think would be great starting points:
Rules of Play - Game Design Fundamentals, Salen and Zimmerman. This book is an excellent resource, as it introduces a wide variety of scholars who you can dive into as it is relevant to your interests as well as providing tons of useful frameworks and vocabulary to go hunting. It's an easy read with concise bullet-point summaries after each chapter, and the PDF is hyperlinked for easy navigation. I might have found this via Wikipedia, honestly.
A Play of Bodies: A Phenomenology of Video Game Experience, Keogh. What I'm currently liveblogging - it is firmly a literary/philosophical work, rather than by/for designers, and correspondingly it's a little more difficult without at least passing familiarity with cyborg theory or any brand or offshoot of post-modernism, but still fairly digestible and a great read so far.
My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft, Nardi. Found this during my theater-and-games paper, and MMO anthropology is not really my thing, but it's a nice complement to the other books as an explicitly player-theorist perspective. Also provides a more approachable introduction to a variety of theorists and sources. (Open access on JSTOR!)
Draw Your Weapons, Sarah Sentilles. I'm biased because I discovered this book by accidentally attending an author event at my local museum, and the games portion is incidental, but if you can find it I think this analysis of the relationship between depictions of violence and violence itself is worth your time. Memorable re: games for its discussion of Press F To Pay Respects.
here are some videos which I offer as examples of channels you might enjoy diving into, looking for additional jumping-off points:
Playing as Anyone in Watch Dogs Legion, Errant Signal. I really appreciate Errant Signal's thoughtful, personal approach to analysis and especially his highlighting of buried gems in his Blips series as well as his non-self-deprecating reevaluation of some of his older analyses over his decade plus career making videos.
Controllers Control Everything, Game Makers Toolkit. Discovered via the Boss Keys series highlighting the souls games, and although I think his channel is (increasingly) geared toward devs, these are well-constructed, thoughtful videos about many aspects of game design. Even when I don't personally get what makes him enjoy Zelda dungeons in that specific way (I'm an outlier), I appreciate his analysis.
Mega Microvideos 2, Matthewmatosis. Perhaps better known for his extremely long-form essays, I love Matthewmatosis' series of microessays framed like Wario Ware minigames. They are brief but don't pull punches, and the format is uniquely delightful. (See also this microessay mixtape.)
Making Sense of Catherine Full Body, SuperButterBuns. She doesn't do much essay content, I guess, but I she loves Catherine and the Persona series, and this dissection of Catherine Full Body is an absolute treat.
Jon Bois. Okay, mostly not about games, but like - come on. 17776 and Breaking Madden, alongside everything else he's ever done, fit because I feel like they do. If nothing else, I think Pretty Good and his general use of Google Earth as a medium for storytelling have a lot of utility in talking about digital media. He's good for the soul.
The Future of Writing About Games, Jacob Geller. One of the gold standards for a reason - and especially if you're looking for further solid recommendations for other writing/creating about games. This video in particular discusses & links to some really great pieces, but his Big List of Other People's Video Essays is also a great way to spend the next month of your life. (You might notice some crossover between this list and his, only some of which is coincidental.)
if i have any conclusion, it's that my current fixation on digital literalism is me finally finding an outlet/academic match-up with a fascination i developed in 2015 when studying gonzo lit. i think the utility of academia and the long history of scholarship on a given topic, as a non-academic, is to help you express ideas or reinterpret beliefs or experiences you've had to others without having to reinvent the wheel. i always become most energized when i stop worrying about knowing all the bg and chase whatever is useful and affirming or enlightening to me. and you can get pretty far if you think about why you like what you do, and just - enthusiastically also consume non-academic stuff. maybe this is a note more for myself! but thank you for the opportunity to monologue.
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