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    <title>Protesilaos: Thoughts on video games</title>
    <description>Thoughts on video games</description>
    <link>https://protesilaos.com/games</link>
    <atom:link href="https://protesilaos.com/games.xml" rel="self" type="application/rss+xml"/>
    <pubDate>Thu, 25 Jun 2026 11:12:42 +0000</pubDate>
    
    
    <item>
      <title>Games: Tales of Berseria</title>
      <description>A nice Japanese role-playing game with a profound story.</description>
      <pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
      <link>https://protesilaos.com/games/2026-06-11-tales-of-berseria/</link>
      <guid isPermaLink="true">https://protesilaos.com/games/2026-06-11-tales-of-berseria/</guid>
      <content:encoded><![CDATA[<p>The <em>Tales of</em> series are Japanese Role-Playing Games (<strong>spoilers
throughout!</strong>). The story usually involves some band of unlikely
heroes on a quest to save the world from calamity. The characters you
control gain experience and become stronger through random encounters
with enemies as well as fights that forward the narrative. The battle
system of these games is something between turn-based (like chess) and
a real-time (like boxing). Many JRPGs default to the turn-based
approach. Here the “Japanese” descriptor is a reference to the country
of origin but also a proxy for the visuals, which conform with the
anime tropes of girls that have bug-like eyes, huge boobs supported by
tiny waists, as well as guys with equally unrealistic bodies and
especially misleading thick hairlines.</p>

<p>The <em>Tales of Berseria</em> has all of those elements. It couches them in
terms of a story that is mature and nuanced. Instead of putting you in
control of the forces of good in their battle against pure evil, you
assume the role of a once kind and loving elder sister who turns into
a ruthless monster. Her name is Velvet and she is out for revenge,
driven by nothing but hatred. Her mortal enemy is her brother-in-law,
Artorius. He seeks to remake the world in his own image of pure
reason, strict discipline, and moral excellence so as to free people
from their propensity for greed, corruption, and thus demonisation.</p>

<p>Artorius is not your typical bad boss. On the contrary, he is a
paragon of virtue who understands that sacrifice is an irreducible
component of any ambitious goal that elevates a person above
mediocrity. Artotius embodies rationality and what would historically
be considered virile values. He is the stiff upper lip kind of man,
who shows no emotion, and is ready to do whatever it takes in pursuit
of the right thing.</p>

<p>There is something noble in the traits of character inherent to
Artorius; something that everyone can learn from. His problem is one
of degree: he is too rational, too knightly, and thus fails to pay
attention to the other facets of his being. By essentially foregoing
his emotional side, by pretending to be pure spirit without a body
that knows attachment and pain, he loses that finely calibrated
mechanism we have to understand when something has gone too far. He
can no longer feel others, as “others” are reduced to numbers, data
points that need to be manipulated until the model yields the desired
results.</p>

<p>Velvet is his overly emotional counterpart. She exhibits all the
wonderful traits of care and loving, such as how she treats her
younger brother. Though those too also lend themselves to disaster
when they are misapplied. Love erga omnes is the kind of naivety that
invites the wolf into the herd, for example. Similarly, emotional
intensity has the potential to turn into uncontrollable rage and
self-harming hatred when it is not framed by common sense.</p>

<p>Artorius is a monster for being too rational. Velvet is a monster for
being too emotional. This fits nicely with the Delphic teachings on
moderation and the wider Greek worldview of admixture. The Greeks
think that there is no such thing as pure good or pure evil. Whatever
we get can be either of those depending on its degree and the
prevailing conditions. As such, we have to exercise judgement and have
situational awareness. Quick-and-dirty rules do not work, not even for
something as common as drinking water: the right amount is healthy,
however both too little and too much will kill you.</p>

<p>Where we want to be is between the extremes, at a point of harmony
that recognises all facets of our being and takes everything for what
it is in its potential to be benign and detrimental to us. There is a
side of us that is scholarly, another that is caring, a third that is
lustful, a fourth that is combative, a fifth that is inventive, a
sixth that is community-building, and so on. We cannot be only one.
Similarly, we have a body and a mind. It is pointless to argue how one
is godly and the other is not. They simply are. This is what the Greek
worldview comes down to: accept the world as-is, not how you fancy it
to be, recognise the multifacetedness that is germane to the human
condition, and work with what you have.</p>

<p>Artorius wants a world of complete predictability and total
uniformity. If we are all the same, then we have nothing to be jealous
of, nothing to fight for, and, therefore, nothing to keep us apart. We
can think of the famous song of John Lennon, titled <em>Imagine</em>, as a
relevant contribution. The singer asks us to imagine how nice it would
be if we had no differences among us, no religion, no country, et
cetera. Why stop at the level of institutions though? We can extend
that principle to physical traits: imagine we are all the same height,
with the exact same looks. Think about how much easier it is to
produce a size that fits all! Oh and how nobody will be able to
out-compete the others on anything!</p>

<p>What Artorius and John Lennon get wrong, even if they have the purest
of intentions, is that they have a prescriptive view of the world.
They are arguing with the gods like spoilt children. To get what they
want, they necessarily have to undo the innate diversity of our kind
and of nature at-large. To every expression of individuality they will
have to counter with the preponderant force of conformity, so as to
maintain their order.</p>

<p>The ancient myth of Procrustes (Προκρούστης) provides a powerful image
for this disastrous propensity for homogenisation. Procrustes is a
capable man who has a John-Lennon-esque idea to make all people the
same. He implements his plan by placing people on his workbench and
making them fit its dimensions. He stretches the limbs of those who
are shorter and he cuts off the excess parts of those who are taller.
In other words, he is torturing them. Procrustes may be well-meaning
at heart, yet his plan inevitably leads to cruelty. Artorius, and I
would argue everyone like John Lennon, is destined to do the same even
if they think they are not.</p>

<p>Coming back to the <em>Tales of Berseria</em>, Velvet grows as a character as
the story unfolds. I think her characterisation is well done. Along
the way she finds interesting companions who also go through their own
transformations. Without going into the details, Rokurou becomes
something more than the villain he is, while Magilou reveals a side of
her that was not obvious.</p>

<p>Since I mentioned Magilou, she and her sidekick Bienfu have among the
funniest supporting roles I have seen. They add much-needed levity to
an otherwise grim world. It is the other lesson to be drawn from this
game: to see the comedy alongside tragedy, the absurdity of drama, how
it they all ancient theatre, and to recognise that we can still laugh
even though we know that underneath that thin layer of politeness and
civilisation lies savagery.</p>]]></content:encoded>
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    <item>
      <title>Games: Limbo</title>
      <description>A puzzle platformer with a dark aesthetic and solid mechanics.</description>
      <pubDate>Sat, 06 Jun 2026 00:00:00 +0000</pubDate>
      <link>https://protesilaos.com/games/2026-06-06-limbo/</link>
      <guid isPermaLink="true">https://protesilaos.com/games/2026-06-06-limbo/</guid>
      <content:encoded><![CDATA[<p><em>Limbo</em> is a puzzle platformer with a dark aesthetic (<strong>spoilers
below</strong>). It has a monochromatic colour palette while the entire
screen is rendered through a grainy film filter. You assume the role
of what appears to be a boy: its silhouette is grey while its eyes
emit light. This is all you know about your character.</p>

<p>It is not clear where you are and what exactly is happening to the
world around you. You wake up in the middle of some indeterminate
place and must walk to another location. Even completing the game does
not tell you much of what is going on. The ending leaves everything
open to interpretation. There is no dialogue or any hint you can read
on. Just unending darkness.</p>

<p><em>Limbo</em> is all about the gameplay and its attendant vibes. The actions
you may perform are basic directional motions and a single jump. There
are no power-ups or tools you may acquire. Beside your innate motions,
you can interact with some objects in the environment to solve
puzzles, such as to push a crate around or pull a lever.</p>

<p>Each section represents a single puzzle. Solving it allows you to
progress to the next section. The problems you are confronted with
require both situational awareness and well-timed execution of
actions. In other words, you will die a lot until you figure out what
to do.</p>

<p>The <em>Limbo</em> gameplay revolves around the idea of trial and error. A
small miscalculation and your life is forfeit. You respawn at the
point where the puzzle starts, which typically means that you are only
a few steps behind where you stopped. Dying is the means through which
you learn about the requirements of each puzzle.</p>

<p>This loop of death and rebirth as a vehicle for learning is a fecund
metaphor for how we recalibrate our corpus of knowledge. As we are
exposed to new information, the now incompatible part of us must be
left behind: it cannot form part of the new world. To err in honesty,
and to become aware of our mistakes, is to liberate ourselves from the
grip of the given falsehood. Those who are afraid to make mistakes,
those who do not admit to any wrong, those who choose to only show a
boutique view of their self, are not going to progress to the next
“puzzle” because they refuse to go through the cleansing baptism of
fire that is trial and error.</p>

<p><em>Limbo</em> executes its ideas well. The atmosphere is consistently eerie,
the environment remains unwelcoming throughout, the mechanics are
precise, and the puzzles are smart. It is a nice experience all
around.</p>]]></content:encoded>
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      <title>Games: Age of Empires II</title>
      <description>The Age of Empires II is one of the best games ever made. It is still getting support and has practically infinite replay value.</description>
      <pubDate>Fri, 05 Jun 2026 00:00:00 +0000</pubDate>
      <link>https://protesilaos.com/games/2026-06-05-age-of-empires-ii/</link>
      <guid isPermaLink="true">https://protesilaos.com/games/2026-06-05-age-of-empires-ii/</guid>
      <content:encoded><![CDATA[<p>I was surprised to learn that <em>Age of Empires II</em> is actively
developed to this day. I remember the original game, subtitled <em>The
Age of Kings</em>, being published during the reign of Edward Longshanks.
It was followed by a comprehensive expansion pack, called <em>The
Conquerors</em>, shortly thereafter to critical acclaim.</p>

<p>A friend of mine had the game installed on his computer—a fact his
mother loathed. “What are you boys going to do with your life!?”, I
still hear old Jenny freaking out over our complete lack of interest
in education. My friend was terrible at the game, by the way, so I
understand his mother’s frustration: at least he could have gone into
e-sports had he applied himself more meticulously, you know.</p>

<p>The few times when I would not play football due to adverse weather
conditions, I would stay at his place for a couple hours to watch him
build up his mighty dukedom at snail’s pace. He would assign a single
villager to build all the fortifications, one lass to do all the
fishing, and a truly manly man to mine the gold under the beating sun.
Then we would just sit there like complete idiots to marvel at the
peerless work rate of medieval people.</p>

<p>This is not how you sell a franchise, I know… The game is actually
great. I consider it one of the best ever. It still receives patches
and new downloadable content because it gets the core gameplay right
and has a tonne of things to explore. Casual gamers can enjoy a nice
blend of city-building and historical trivia, while seasoned players
will find a deep real-time strategy game that shall test their ability
to manage resources through space and time as they overcome their
foes.</p>

<p>The campaigns are based on historical events, so history nerds will be
especially pleased to explore the many cultures they can play as from
virtually all corners of the planet. Furthermore, they will be
inspired to find answers to the hardest problem of modern science,
which is how did those skirmishers carry infinite javelins.</p>

<p>Beside the campaigns, there are exhibition matches with all sorts of
rules that are about the intricacies of winning a war through superior
control of civilian and military units. Indeed, what we learn from the
game once we try to play it at a competitive level is that there is no
such thing as an objectively superior army.</p>

<p>Each civilisation has its own strengths and weaknesses, which are
expressed through power peaks and valleys as they advance their
economies. There is a gameplay logic to this, so that it is fun to
play and experiment with all the options. Though even real-world war
exhibits the same patterns of force through temporal and spatial
magnitudes. For example, the combined armies of USA and Israel may, on
paper, be stronger than Iran’s but they have clearly lost the
asymmetric war as of this writing.</p>

<p>Concretely, it is a mistake to pick a culture in-game on the basis of
whose technology tree yields the strongest units towards the later
parts of a match: you may never live that long. At the competitive
level, early advantages tend to have a snowball effect. It is thus
essential to maintain the pressure high and control the geography of
the conflict. Continuous small wins contribute to success much more
reliably than a long-planned single killer blow.</p>

<p>What is a bit silly with the latest expansions to the <em>Age of Empires
II</em> platform is that the historical window continues to widen. It used
to be focused on the European Middle Ages, roughly after the fall of
Rome to the widespread adoption of gunpowder. Whereas now you can play
as the ancient Spartan infantry as they stand their ground against
their primordial enemies of, <em>checks notes</em>, the Jaguar Warriors of
emperor Montezuma…</p>

<p>Humans are notoriously bad at drawing clear delineations. If you do
not believe me, just ask the neocons at Washington DC to produce a map
of the Middle East.</p>

<p>Seriously though, it is cool to get such fan service which doubles as
genuinely interesting content. There are probably a few hundred hours
that you can put into this game just to get through all the campaigns.
Though in practice there is infinite replay value to be had. It is
just a matter of how determined you are to distance yourself from
society.</p>

<p>What I do consider a negative about the latest additions to the
platform are the increasingly gimmicky mechanics that some special
forces have. There now are units that project an aura, others that
have a charge attack, and others still that can switch forms. While
those ideas are cool in their own right, they make for a highly
complex interplay of factors: it detracts from the simplicity of just
spamming Huskarls at your enemies until they ragequit.</p>]]></content:encoded>
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      <title>Games: Hyper Light Drifter</title>
      <description>A wonderful adventure with impressive pixel art, memorable music, and interesting story-telling.</description>
      <pubDate>Mon, 01 Jun 2026 00:00:00 +0000</pubDate>
      <link>https://protesilaos.com/games/2026-06-01-hyper-light-drifter/</link>
      <guid isPermaLink="true">https://protesilaos.com/games/2026-06-01-hyper-light-drifter/</guid>
      <content:encoded><![CDATA[<p><em>Hyper Light Drifter</em> is an action game with a pixel art aesthetic and
tight controls reminiscent of games from the 1990s (<strong>spoilers
below</strong>). You control a futuristic sword fighter who embarks on a
quest to save the world from some indeterminate evil.</p>

<p>You progress through a sprawling world of forests, mountains, lakes,
sand dunes, and underground laboratories, fighting increasingly
challenging enemies.</p>

<p>The story is never explicitly given to you. There is no dialogue, no
exposition, no lore you may read on. Much like the life we are endowed
with, at some point you become conscious in a world that predates you,
have all sorts of questions for which there are no definitive answers,
and must carry on doing what your condition renders unavoidable. To
what end? People come up with clever theories but none is necessarily
correct.</p>

<p>The character you control appears to be suffering from some severe
illness. At several points during the adventure they cough out blood
and look considerably weakened. The protagonist is haunted by visions
of inimical figures that pursue, attack, and mortally wound our hero
while plunging the world into darkness. Who may those shadowy forces
be and what are their plans? There is no obvious answer.</p>

<p>As you move around the map, you collect tokens that may be exchanged
for permanent upgrades to your gear. For example, you can buy an
extended magazine for your gun and augment your sword to also deflect
any projectiles fired your way. This is how you become more potent,
though you never reach a point where the game feels easy. Even with
all the upgrades you still need to pay attention to your movement,
avoid attacks, and strike when the time is right.</p>

<p>The audio design is essential to the atmosphere of the game. Each area
has its own theme. The overall mood of solitude in a dangerous place
is reinforced through sound. Though it can feel repetitive if you
backtrack a lot—which you will do if you are curious enough to check
every edge of the screen for hidden passages.</p>

<p>What I like the most about <em>Hyper Light Drifter</em> is the story it
communicates through its subtle style. It leaves threads open-ended
for the player to interpret according to their own sensitivities.</p>

<p>To me, what we are presented with is an allegory for fear; the fear of
losing that which we hold dear. Our hero is confronted with the
monsters that spring from within and must overcome them in order to
move on. Where to is unknown. To reign supreme over those horrors
requires that we embed in feeling the recognition that we do not
actually own anything: not the tangible goods, such as the sword we
wield, nor the intangible qualities we colloquially refer to as
“ours”.</p>]]></content:encoded>
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      <title>Games: Borderlands 3</title>
      <description>An excellent first-person shooter that provides a commentary on the excesses of our world.</description>
      <pubDate>Thu, 28 May 2026 00:00:00 +0000</pubDate>
      <link>https://protesilaos.com/games/2026-05-28-borderlands-3/</link>
      <guid isPermaLink="true">https://protesilaos.com/games/2026-05-28-borderlands-3/</guid>
      <content:encoded><![CDATA[<p>Games I have covered thus far are slow-paced experiences: puzzles that
you piece together to reveal their secrets. They tell you a story
without expecting you to be decisive in your actions. <em>Borderlands 3</em>
(hereinafter referred to as “Borderlands”) is the exact opposite
(<strong>spoilers throughout this article</strong>). It is a first-person shooter
with many intense moments of action. You do not need to be a commando
yourself to have a fun time, but you definitely have to have a decent
mastery over the controls.</p>

<p>I am a fan of the gameplay. Shooting is precise and the feedback
direct. Enemies are generally easy to discern as they stand out from
their environment. Their motions are basic so you will quickly figure
out how to exploit their weaknesses. In this sense, the game is easy.
I personally like it that way as it contributes to the absurdity and
lightheartedness of its lifeworld. It would make no sense for those
hordes of cultist psychos to be at once delirious in fanaticism and
assiduous in their every decision.</p>

<p>My favourite part of the violence is those critical hits that you can
score with a precision gun. Once I got my hands on a sniper rifle I
was going around “bang! bang! bang!” with the headshots. By contrast,
the assault rifles and submachine guns felt underwhelming. It is
preposterous to have those unarmoured maniacs take thirty bullets to
the stomach without flinching. Though I make an exception for some
“epic” weapons that would just annihilate everything. I had one such
shotgun which turned an otherwise challenging boss fight into a
4-second press of the trigger.</p>

<p><em>Borderlands</em> is proudly silly and self-deprecating. It has a certain
humour that you may love or hate. I find it appealing. The characters
you meet are flat and uninspiring, which I think is a perfect fit. Why
would we even make pretences to intellectuality when we are here to
pop off some heads? I would find it unsettling if, say, Vaughn was
contemplating the implications of his existential angst, even though
he looks a little bit like a certain philosopher I know! To me he is
not a believable character. He is a talking head that gives you orders
and provides colour commentary for a little while until some other
equally uninteresting figure takes over.</p>

<p>What the cast of characters does well is express unhinged opinions
while behaving casually. As outsiders, we may think this is
over-the-top, though we can also take the view of the anthropologist
in describing without judging how other people behave. In this regard,
the delivery is super effective in highlighting the underlying values
of such a futuristic wild west. The only law in this land of danger
and opportunity is that of the gun. Individualism and cut-throat
competition are the governing principles as each person is set on a
path towards personal enrichment and glory.</p>

<p>There is no such thing as legitimacy in this world. Courts of law,
correctness of conduct, and tolerance of diverse opinions are the kind
of conventions that have no place in the hypercapitalist normality of
the <em>Borderlands</em>. The supreme powers that mobilise resources are
private corporations which engage in business deals using either
financial or martial means. Kind of how Western Europeans conducted
trade in East Asia during the Colonial Age, as both businesspeople and
pirates.</p>

<p>In this regard, <em>Borderlands</em> provides commentary on some of the
excesses germane to our world. History is, in large part, a record of
humanity’s inexhaustible capacity for cruelty. Many insatiable
butchers of men are remembered with the epithet “the Great” or
variants thereof. The most greedy CEOs are revered as prophets of the
one true money-god for their remarkable consistency in sacrificing
everything to the altars of profit. The villains in <em>Borderlands</em> are
social media personalities with a massive cult following who end up
being as shallow as our world’s celebrities.</p>

<p>If anything, the fantasy horrors of the game pale in comparison to the
brutality that we can now bear witness to in 4K definition. And that
we do with indifference, using it as yet more fodder for our
doomscrolling mindlessness. Our politics and social norms are
increasingly influenced by pernicious memes. We are made to follow
greater-than-life characters qua caricatures who speak nonsense and
are dead serious in the same sentence.</p>

<p>It is all jokes and gimmicks until you are sent to the front lines to
die for the interests of some lobbyist nerds. They are cowards. They
will never lead by example. Instead, they will make you, the desperate
yet capable fellow, give up your life for their unholy cause. And in
times of peace they will ruthlessly harvest your organs for their evil
rituals. At least in the <em>Borderlands</em> you have the option to
digistruct yourself for another round. Whereas here you get the middle
finger and are even happy to have received some attention.</p>]]></content:encoded>
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      <title>Games: Florence (plus the First Six Months of Love)</title>
      <description>Barely a 'game', but a fine story regardless.</description>
      <pubDate>Wed, 27 May 2026 00:00:00 +0000</pubDate>
      <link>https://protesilaos.com/games/2026-05-27-florence-first-six-months-love/</link>
      <guid isPermaLink="true">https://protesilaos.com/games/2026-05-27-florence-first-six-months-love/</guid>
      <content:encoded><![CDATA[<p>I recently added a gaming section to my website. This is yet another
vehicle for my philosophy: to express thoughts in a relatable way;
thoughts that I could have formulated in abstract terms.</p>

<p>I got <em>Florence</em> (<strong>spoilers below</strong>) because it was peddled as a
puzzle game. Given my positive experience with <em>Gorogoa</em>, I thought to
myself “my body is ready!” and looked no further: <a href="https://protesilaos.com/games/2026-05-26-gorogoa/">https://protesilaos.com/games/2026-05-26-gorogoa/</a>.</p>

<p>Alas, <em>Florence</em> is barely a game. The player’s agency is reduced to
super simple interactions for 30 minutes. If I am to judge <em>Florence</em>
as a game, then I am not giving it a passing grade.</p>

<p>Still, <em>Florence</em> has the redeeming quality of being an interesting
interactive novel. The elements of interactivity make for an effective
story-telling medium. Depending on the audience, this is more reliable
than presenting people with a wall of text that they will get bored of
within 3 seconds.</p>

<p>The story is about a girl named “Florence”. She leads the generic
modern city life. Her world extends from her home to the office, while
her social affairs are largely confined to a binary choice of “repost”
or “love” buttons on a social media app.</p>

<p>Like her fellow city dwellers, she commutes while being absorbed in
her own world, enabled by digital media. Instead of paying attention
to her surroundings, she blasts music in her ears and stares at her
screen all the time.</p>

<p>In other words, Florence embodies and symbolises the robotisation of
the human being. This is the person that had anticipated and embraced
its own obsolescence by machines long before the advent of AI. The
introduction of artificial intelligence has, in this regard, been a
formality, the culmination of a process that stretches back several
decades.</p>

<p>AI can be a celebrity and influencer because those people are reducing
themselves to caricatures: fake looks, fake clips, fake personalities.
AI can be an office clerk as those are tasked with a robotised job
anyway. AI is your new emotional support and romantic other because
the solitude of digital life at-large took intimacy away from you,
while porn and its Hollywood counterparts gave it the fatal hit. And
so on.</p>

<p>There is a life outside that world; a life of slow pace, of
simplicity, of austerity, and appreciation of the little things. Talk
to a modern girl like Florence, for example, and she will tell you
about her notion of freedom, which revolves around the pursuit of a
career. Social standing is the token that matters. If this girl has
more of an intellectual side, she will expound on the evils of
traditional societies, and will go to great lengths to explain how
terrible it is for women to be seen as “baby machines”. Instead, she
will continue, freedom is realised through business opportunity, not
understanding that she is daydreaming of becoming a “paper machine”
that the corporate higher ups will blithely replace with an actual
bot.</p>

<p>As the story progresses, Florence has the good fortune of running out
of battery on her phone. The digital world that is depriving her of
situational awareness no longer has a hold on her psyche. She is
finally free to notice finer points in her milieu, even though she is
not well developed on that front. She meets a guy named “Krish” that
eventually becomes her boyfriend.</p>

<p>Through this love affair, Florence discovers a small part of the human
element. She encourages Krish to cultivate his musical talents. In
turn, he inspires her to express her own artistic inclinations and
connect with what she used to suppress for a lifetime, pressured by
her “tiger mom” to focus on the bullshit goal that is academic
excellence at all costs.</p>

<p>In this regard, <em>Florence</em> gives us a hint of what it means to not be
absorbed in your own world and to not settle for mindless routines. Do
what you must to survive, but otherwise resist the degenerative forces
of inertia as you become your own person and a champion of fortitude.</p>

<p>Florence and Krish fail to incorporate that lesson in every aspect of
their life. They make the common mistake of thinking that their future
will be all about sunshine and rainbows by switching to an auto-pilot
mode. They thus become complacent and eventually revert to a life of
mindlessness, which brings about the demise of their love.</p>

<p>Nature does not tolerate stasis. Organisms that become too comfortable
experience decline which brings about their end. They are absorbed by
other organisms, becoming an environment to them, subject to their
force, or altogether undone. Love is no different. It must be
maintained with care, with emphasis on the finer points and everyday
stuff, the way one tends to their garden with undivided attention.</p>

<p>Life is a struggle regardless. Yes, it would be nice in some way if we
could just sit back and rest. But no matter how intensely we prey to a
benevolent god, the forces we are subject to will remind us how things
actually work. To this end, I bring to memory a wonderful song by
Michelle Gurevich, titled <em>First Six Months of Love</em>:
<a href="https://www.youtube.com/watch?v=NqGQIO2m3YQ">https://www.youtube.com/watch?v=NqGQIO2m3YQ</a>.</p>

<p>Michelle is a cynic at heart. She speaks the truth without euphemisms
and the attendant penchant for beautification. Our world thinks of
cynicism in a negative way because fundamentally it prefers to delude
itself with all sorts of fancies than to deal with the difficulties
pertinent to the here-and-now of our condition.</p>

<p>In the song, Michelle states thus:</p>

<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Before begin the dissections
Before the therapy sessions
We danced the night we met
Now we need dancing lessons

Remember how it all began
We must not let habit set in
Come up the stairs, let's recommence
The first six months over again
</code></pre></div></div>

<p>Florence and Krish were not aware of this reality or anyhow did not
live up to its rigours.</p>

<p><em>Florence</em> ends with the girl switching away from her office job as
she makes a living off of her art. One can only hope that in the
process of disentangling herself from the values of the society she
once took for granted would give her the impetus to think that there
is more to be done beyond her own personhood.</p>

<p>There is nothing inherently wrong with digital media and the tools
that technology makes possible, including video games and this very
website of mine. The key is to find moderation, which typically means
that you spend more time outside your head, literally and figuratively
touching grass.</p>]]></content:encoded>
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      <title>Games: Gorogoa</title>
      <description>A brilliant puzzle game with valuable lessons for life.</description>
      <pubDate>Tue, 26 May 2026 00:00:00 +0000</pubDate>
      <link>https://protesilaos.com/games/2026-05-26-gorogoa/</link>
      <guid isPermaLink="true">https://protesilaos.com/games/2026-05-26-gorogoa/</guid>
      <content:encoded><![CDATA[<p><em>Gorogoa</em> is a puzzle game where the player must arrange tiles on a
grid to progress the story (<strong>spoilers below!</strong>, plus philosophy). The
game’s mechanics are simple: click to zoom in or out of interactive
elements in a picture, and drag a tile along the grid to reposition
it.</p>

<p>The plot involves a lad who spots an otherworldly creature as it moves
through the city. This person is inspired to research the origins of
what appears to be a dragon and to understand more about it. Such is
an endeavour that turns into a lifelong pursuit, maybe even an
obsession.</p>

<p>From the player’s perspective, the story takes shape through
continuous exposure to phenomena, in the form of new pieces to the
puzzle. We are developing a narrative as we go, interpreting all of
the available information with the tools at our disposal.</p>

<p>This, alone, is a metaphor for how our life works and how we derive
meaning from whatever is peculiar to our condition. Nobody starts out
knowing why they are here and what all this is. There are no clear
answers, no manual with precise instructions, and no proof to justify
our most deep-seated hopes. We do that which our very being renders
inescapable.</p>

<p>The story of <em>Gorogoa</em> unfolds through many levels of depth and
different perspectives. You click on some detail in a drawing to
discover another drawing unto itself. There are worlds nested within
worlds as you move in and out of them. This is an artistic
representation of the cosmos, only that is of infinite zoom levels.</p>

<p>Take a dog, for example. To speak of “a dog” is in some way precise
and in another completely arbitrary. There is a form that we discern
in the cosmic continuum of life as something that is distinct from the
totality, which we name “a dog”. Though this is the case with a
certain scope of application, analogous to the effective zoom we have
in the game. At another level of abstraction there is no dog to be
discerned, for all we are dealing with are particles in a field or
galaxies as the tiny constituents of a greater organism. At each level
there are systems of systems.</p>

<p>Against this backdrop, to think of something as “fundamental” or “more
true” is to assume that there can be a given presence without the
preconditions for presence. It is, in other words, to fall into a trap
of statements, to take names literally, and thus to limit your
horizons. Metaphor, analogy, and simplification are all we can ever
employ to describe in finite terms that which is inexhaustible.</p>

<p>“That which is inexhaustible” is a figure of speech. It shows how we
cannot afford to provide a definition that covers everything, as such
a definition would be identical to the cosmos. Even the definition of
a dog is simplistic!</p>

<p>This is how many an intellectual suffers from overthinking and the
attendant uneasiness: they try to place boundaries on boundlessness.
Much like our hero in the story, it will take them a lifetime to
realise that however effective their digging is it will never probe
deep enough. Whatever they discover will not be the terminus, but
another starting point, which itself is arbitrary.</p>

<p>Coming back to the game, I admire the art direction of <em>Gorogoa</em>. Its
story-telling is subtle and effective. The gameplay is intuitive and
free from distractions. A fine piece all around!</p>]]></content:encoded>
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      <title>Games: What Remains of Edith Finch</title>
      <description>An interactive narrative about the misfortunes of the Finch family, plus some philosophical commentary of mine.</description>
      <pubDate>Mon, 25 May 2026 00:00:00 +0000</pubDate>
      <link>https://protesilaos.com/games/2026-05-25-what-remains-of-edith-finch/</link>
      <guid isPermaLink="true">https://protesilaos.com/games/2026-05-25-what-remains-of-edith-finch/</guid>
      <content:encoded><![CDATA[<p>I like to go into a game with as little knowledge of it as possible.
It was enough for me to learn the kind of game this is: <em>What Remains
of Edith Finch</em> is an interactive story-telling experience. It has
simple controls and relies on narrative. This is all you need to get
started. <strong>The rest of this article contains some spoilers</strong>, woven
together with my philosophy.</p>

<p>You are in control of the titular Edith, a teenage girl who has
inherited her family house. Edith returns home after a period of
absence. The place is deserted and she admits to have been afraid of
it. Her goal is to uncover the mysteries of the house; mysteries she
was made aware of as a child.</p>

<p>The history of the house is that of its people. Every one died under
circumstances that suggest the presence of a curse. From the early
stages of the game we are led to believe that something supernatural
is at play.</p>

<p>Edith maintains a diary, which we are reading from as the game
progresses. In its pages are records of the individuals who lived in
this house, going all the way back to the progenitors of the Finch
family.</p>

<p>The Finches moved from Norway to America in hope of finding a better
life. They were ambitious and capable folk. However, the world is
neither simple nor accommodative. One does not get to experience
comfort without discomfort. In fortune there is latent misfortune, the
most gruesome tragedy contains elements that are benign, while even a
peaceful presence has the attendant forces of its undoing.</p>

<p>A stream of water carries with it seeds that turn into vegetation
along its edges, whose eventual overgrowth has the effect of diverting
the stream further away from them, which in turn leads to the undoing
of the vegetation, which re-enables waters to flow from its position,
and so on. The conditions that give life a certain form necessarily
set in motion the makings of the form’s undoing in an incessant
process of transfiguration.</p>

<p>Against this backdrop, the story of the Finches is in its most
abstract the history of humankind through its struggles. Another is
born, another is gone.</p>

<p>In more concrete terms, the Finch family is understood through a
series of personal misfortunes and untimely deaths. The forefather of
the family dies on the journey to America, forcing the family to build
a cemetery before even making their house. Little kids and adults lose
their life in strange and horrible ways.</p>

<p>One may discern the common in the multitude of those sad endings as
the machinations of some monster. There are good reasons to believe in
such a theory. Though I personally adopt a literal view, which
nevertheless recognises the potential of self-fulfilling prophecies.</p>

<p><em>What Remains of Edith Finch</em> is an artful exploration of isolation
and mental illness. Starting with the house itself, it is designed in
a convoluted way, which mirrors a conscience of the same kind. Greeks
have a saying that translates as “house that is not seen by the Sun is
seen by the doctor”, which is exactly what we expect to happen to the
Finch establishment with all its claustrophobia-inducing spaces (and
this is, by the way, why I designed the house I built to optimise for
natural exposure to light, with widely open, minimalist interiors).</p>

<p>There are no indelible lines between subjectivity, imagination, and
madness. They exist on a continuum of connection to disconnect from
the here-and-now of material conditions. Molly dies because in her
pre-teen mind inedible items can still sate her hunger, inducing a
hallucinatory trip before the eventual death from poisoning. Why would
parents even punish a child to not have dinner and why would they, in
so doing, engender in it a want to escape from its immediate reality?</p>

<p>Abandonment, neglect, and an overall lack of situational awareness is
ultimately what is causing all those deaths. Sam dies because he wants
to take a picture while standing at the precipice, thus
underestimating the risks involved. Gregory drowns because his
reckless mother left him in the bathtub while she was talking on the
phone. Lewis meets his end because (i) he is pushed to increasing
isolation and must find solace in an inward turn, (ii) succumbs to
substance abuse which is the material extension of inner escapism, and
(iii) inevitably lives in a world of his own making since his
surroundings marginalised him beyond return.</p>

<p>I can apply this pattern to the other stories. Each person is
fundamentally left alone, without support, to face a world that is too
much for them. Sometimes the game places an emphasis on the emotional
manifestation of abandonment. At others it unfolds through a certain
situation, where the person is left to cope with an extremely
dangerous, and ultimately lethal, phenomenon, such as Gus who is
flying his kite amid the storm while others are having a party.</p>

<p>We can think of the family curse not as some monster that is pulling
the strings in the background but as the set of natural attributes the
Finches are endowed with, plus their cultural norms. It is, in this
regard, their fate to experience what transpires in the story exactly
because each is allowed to rely on their own devices when those are
woefully inadequate for their survival. One may then discern the
adverse effects of gritty individualism on those who are not made for
it.</p>

<p>Or, to put it differently, this is an appreciation of what happens
when freedom of initiative is bestowed upon someone who has yet to
develop the requisite accountability structures: they are not prepared
to live with the consequences of their actions. For example, you take
care of a child because it is not ready to live on its own terms. Even
adults may be children in this way, which is why the social milieu,
with its robust hierarchies and tutelary figures, is essential,
litanies to the contrary notwithstanding.</p>

<p>Yes, there are some folks who are the lone wolf type: capable,
ever-alert and dangerous, and content despite their solitude. Yet they
are the exceptions to the norm. One cannot become that which their
nature does not render possible nor may they escape from what their
condition has made unavoidable. Even wolves, apex predators in their
own right, need a pack to thrive. They do not get to choose.</p>]]></content:encoded>
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