Tag: storytelling

Hollow Knight – A Nail? NO!

Once in a blue moon, I’ll find a game that grabs ahold of me and doesn’t let go, regardless of how many hours I’ve poured into it. No game that falls under this special category is ever the same. Which makes sense, after all, we’ve talked about how our experiences are unique on this site before. How I view one game will be completely different to how you, dear reader, will see it. Different characters and their experiences will resonate with me than with you, as our personal history latches onto these plot threads and forms connections. One such game that has captured my attention over the last six months, is Hollow Knight.

Released back in early 2017 by Team Cherry, Hollow Knight took the indie world by storm, with its charming 2D graphics, enchanting worldbuilding, creative mechanics and challenging combat. Falling under the category of “metroidvania”, I was hesitant going into it as I’ve always been a bit crap at those types of games which affects my enjoyment of the game as a whole. However, Hollow Knight surprised me and kept me intrigued from the opening sequence, forcing me to “get good” and push through challenging fights, knowing what was on the other side would be worth the struggle it took to get there.

I see you over there Zote. You stay in the dark where you belong trash man.

You play as the Knight, a feisty little being armed with a nail and a can-do attitude. For reasons unknown to the player at the start, the Knight has found their way to the kingdom of Hallownest, a once vibrant kingdom that has fallen into ruin due to an infection that consumes the minds of those afflicted. The Knight journeys through Hallownest, exploring and combating the dangers of the underground ruins, searching for the truth of what happened and gaining new abilities along the way. Shortly after meeting Hornet, another individual (and the player character of the upcoming sequel Silksong!) who warns the Knight away from their chosen path, the Knight is faced with three spectral creatures – known as the Dreamers.

These three, known as Monomon the Teacher, Lurien the Watcher and Herrah the Beast have been put in a permanent dream state to act as seals on the titular Hollow Knight’s cage – within whom the source of the infection was supposedly sealed all that time ago. Needless to say, it wasn’t a permanent solution since the majority of the world tries to kill you and the evil orange juice that seeps from the forms it inhabits is literally everywhere. So, it’s up to the Knight to venture across the kingdom, wake the dreamers, fight the monsters, and cleanse the infection from the original Hollow Knight in order to save the world. Simple, right? Well… about that.

Tad fourth wall breaking there buddy but true. Now, give me money.

The lore of Hollow Knight is a classic example of the iceberg theory used by storytellers, where only a small percentage of the plot is stated outright and visible for the player to discover on a casual playthrough. Piecing together referenced events from character lines, journal entries and world design leads to yet more questions – something that I, as an endlessly curious individual, absolutely loved. To beat the game normally and never touch the game again would be a massive disservice to the tale that the developers at Team Cherry have woven. There are loads of bosses, collectables, lore tidbits, endings, and paths to follow that you simply cannot cover in a single playthrough. Heck, I’m on my fourth playthrough and still haven’t found everything that I’ve seen others come across in their playthroughs.

The combat is not inherently complicated, it very much follows the tried and tested method of hit the thing till it dies, though some of the bosses could just sit on you and it’d be over faster than you could say “Yikes”. You have a nail (for stabbing), three magic spells (for blasting) and charms that can buff these to a ridiculous level. Like seriously, long nail and mark of pride means I can have a weapon that’s bigger than like two of my character. Overcompensating a bit there, little Knight? Combining charms are the way to victory in Hollow Knight, with some boss fights tailoring themselves towards Area of Effect spells and others just needing a good stabbing to cut them down to size. Or, if you’re really fed up with the fight, just cling to the top corner of the arena and let your minions whittle away at the enemies health. Not that I’ve done that. No siree.

….This is fine.

Plus, there’s always something satisfying about toppling bosses and conquering difficult fights. It’s why games similar to Bloodborne and Dark Souls remain so dominant in the gaming industry – people enjoy a challenge. What I personally think Hollow Knight does better than those games, is it allows you to adjust your fighting style on the fly. There’s no committing to a fighting type at the character creation screen or balancing stats during levelling or having to restart from zero if you decide a style isn’t for you. Instead, you just take off a charm and add another. We all have our preferred play styles of course but Hollow Knight rewards you for being creative, after all, whether you kill the boss with the sheer power of spite or give the boss scurvy and wait for it to die of malnutrition, you win either way.

I want you all to play this game, to get the true ending, to get all 112% of progression ticked off a list and to be jointly outraged and amused by the chaotic memes that the community has come out with (looking at you Pale King memes). Plus, all the expansions with additional bosses are all free so… go punch Grimm in his stupid face and then immediately regret your choices. Go fight the gods of Hallownest and get absolutely stomped by the Pure Vessel. Try the Path of Pain and break your controller in blinding rage. Play ping pong with Zote’s stupid face and read all his precepts for success (seriously Zote has the most written dialogue in the game, and I hate him).

Grimm over here being Edgy TM

Anyways, that’s Hollow Knight, joining Spiderman, Octopath Traveller and the original Spyro trilogy as one of my favorite games.

Till next time,

CaitlinRC

*-*-*-* Personal Update Ahead *-*-*-*

I do apologise for the heavier lean towards podcast episodes and tabletop RPG’s that this year has taken. Between the launch of Dice and Suffering, my frankly bonkers work schedule and trying to find a good balance between my endless personal projects, I haven’t had much time for much else. I love all my projects, so I’m not quite willing to let any of them go just yet, meaning I collectively spend less time on each in an attempt to ensure that I actually sleep at some point (madness, I know).

The support the podcast has been getting is phenomenal, the continual support of MindGames as an entity has been heartwarming and the enthusiasm for my YouTube compilations makes me smile – especially all of your snarky comments.

Regardless! Next week will be the final episode of Into The Waste that we recorded before I decided to put that D&D campaign on indefinite hiatus. I am starting a new world and you’ll get to see that in all it’s chaotic glory in a few months but I thought I’d wrap up the episode I have left in my files and clear the way for a whole new world (cue Aladdin music). Then we’ve got season 2 of Blades In The Dark / The Black Lotus Gambit which is four episodes in as I’m writing this and is shaping up to be a doozy.

If you’re interested in hearing me run my chaotic worlds of TTRPG madness, go look at Dice and suffering on any podcasting platform 😊

If you want to hear what kind of characters I play when someone else is the puppetmaster, I’m a permanent fixture in the Dungeons and Junkiez team over on Visionaries Global Media, where I play anything and everything – from wholesome to psychotic.

*-*-*-* End of Personal Update *-*-*-*

What Remains of Edith Finch – Falling From The Family Tree:

For those of you who have been with MindGames since the beginning, you might remember that shortly after starting the site, I wrote an article for CheckPoint about one of my favorite games of all time – What Remains Of Edith Finch. Whilst clearing out some space on my hard drive, I came across the draft copy of that article and decided, you know what, I’m going to put it up here (with some additions) for you all to enjoy. It’s a game that’s worth revisiting with masterful storytelling and the strongest depiction of the consuming nature of some mental health conditions that I’ve seen in the gaming scene. Plus, it’s on GamePass so… free emotional experiences for you to try?

-.-.-.-

Throughout the history of humans, the concept of family has always been the central part of our lives. From autobiographies to twitter threads, we like to share tales from our lives with those we care about, be it close friends and family or just the internet in general. Video games take this concept and run with it, building extravagant worlds and telling fantastical stories that boggle the mind. A lot of these stories have deeper meanings beneath the surface that you don’t always see, but there is almost always a sense of family in them, be it your blood relations or your crew members. It is my belief, that games that take a step back and think about the nature of human relationships are ones that will leave their mark on our hearts.

One such game is What Remains of Edith Finch. Released to the major systems in 2017, this adventure game received high praise from critics, players and reviewers alike who all praised its storytelling, presentation and commonly use it as an example to prove that video games are an art form. As a gamer who has a fondness for story-driven games, I was immediately intrigued and decided to take a weekend to just sit and immerse myself in the game. By the end of the game, I was sobbing at this masterpiece of an experience.

To give you some context, the game follows the character Edith Finch who has returned to her old family home after the death of her mother. Right away, many players can relate to how Edith feels – how it feels wrong to be there without her mother, how everything is familiar yet strange. When I lost my grandfather, we went to his flat to collect some mementoes to remember him by. If you read my Unpacking article, you’d know a bit more about what I took from that place and the memories that I associate with them. Yet, when walked through those doors and it was just… off. Everything seemed too quiet without him. I noticed tiny details that were wrong in my memories of him such as the plants not being watered and the tea bags being left in the cup for too long. It was his place, yet not. Much like Edith’s family home.

As you explore the uniquely constructed Finch home, you go from room to room piecing together Edith’s family tree. Various flashbacks and playable sequences have you experiencing the passing of each of her family members, from flying off the edge of a cliff to being poisoned by holly berries. Each tale gives you an insight into what person was like, from their stubbornness to their struggle with mental health. Although this is a game about loss, how Edith speaks of her family is truly uplifting. Each one of them is so unique and had such a profound impact on her upbringing, you can feel the pure love in her voice as she talks about them.

Now, I could dedicate an article to each and every one of Edith’s family members and their stories. From the crushing impact of losing little Gregory on his parent’s marriage, to the survivor’s guilt and traumatic memories of his sister Barbara’s murder that drove Walter to live underground for decades; there is so much to unpack here. All these deaths lead people, including some of the family members, to believe that the Finch family is cursed to perish in unfortunate circumstances. To grow up, surrounded by death and the specters of those you love, has ripple effects on the environment around the young ones, like Edith and especially, Edith’s mother Dawn.

Who I want to talk about, however, is Lewis, one of Edith’s brothers. The game hints at the two being close, with him playing video games with his little sister, showing her secret passages in the house and being everything, you’d want in a big brother. However, after a battle with substance abuse and having to go through rehab, he began to struggle with his mental health. His boring daytime job at a cannery was slowly wearing him down and so, he imagined a fantasy world – where he achieved great things. It began to consume him, to the point where he’d not speak to anyone for weeks, causing his family and therapist to worry. Eventually, the real Lewis became a hated figure in his mind, and he longed for the fantasy to come true. This culminated in him committing suicide and in Dawn and Edith leaving the family home for good, in an attempt for Dawn to protect herself and her last remaining child from meeting a terrible fate.

Out of the entire game, this story was the one that hit me the closest to home. Many people struggling with mental health conditions often feel like Lewis. The depression, the apathy, the feeling that the life you live has no point to it. We lose so many amazing people who become stuck in ruts as Lewis did, who suffer in silence and retreat into their minds to escape from its monotony. However, our minds can often be our worse enemies and in Lewis’s case, it provided him with an escape that eventually killed him. Lewis lost his sense of self, falling into a spiral of self-loathing and hatred that he sadly, couldn’t escape from.

The pain in Edith’s voice as she talks about her brother is clear. She feels powerless, guilty and the grief is still as fresh as it was when she first heard the news. The loss of a loved one will always hurt, as the hole they leave behind in the world will constantly remind you. However, the idea of someone you love, suffering in silence and deciding that death is the only option left to them, is a heart-wrenching thought. You rethink every interaction with them, overthink every word you’ve ever spoken to them and wonder what you could’ve done better.

The game is told from Edith’s perspective but when you think about how those emotions must be amplified tenfold for Dawn. Once I’d heard all of the Finch family’s stories and looked at the finished family tree, I realised just how much Dawn has lost. The loss of her baby brother, the divorce of her parents, the lingering guilt and grief after finding her other brother dead, witnessing her father die, then losing two children – one to mental health struggles that she felt powerless against and the other whose fate she never had confirmed, it’s no wonder she’s desperate to protect Edith. It makes the line you hear her shout as she argues with great grandma Edie, so much more powerful:

“My children are dead because of your stories!”

Our family can be our greatest support in times of need. They can save us from the darkness, pull us up and remind us that we are loved, we are worthy, and we are capable of so much more than our minds allow us to think. However, if we are deprived of that support, we can feel isolated and worthless, and in the worst cases, we could follow in Lewis’s footsteps. So, be there for those you love. Whether it’s your sibling suffering from depression or a cousin struggling with OCD, be by their side through it all. Appreciate your family, whether it’s the one given to you by blood or whether it’s one you choose. You don’t know how long you’ll have them with you for, so make the most of every minute. Make sure they feel as loved as they make you feel. Sometimes, just knowing someone has your back can make all the difference in the world.

Be kind to one another,

CaitlinRC.

Into The Waste #16 – The Toll Of The Bell

Running D&D is a fascinating experience. You tell these grand story arcs that culminate in emotional moments that seem so serious and impactful, then you go straight to a dragonborn trying to hunt with a crowbar in the desert. Brilliant.

It’s been a long time coming but god do I love this ending to Arc 2. Dramatic confrontation, intense combat and wrapping up of loose ends that have been trailing all this time. Enjoy! It’s available on all podcasting platforms, just look for Dice And suffering.

Here we go.

Into The Waste #14 – Morag’s Cudgel

Needless to say, this episode contains one livid old lady NPC with a penchant for violence.

Listen here:

After deciding that the previous story hook wasn’t for them, the party decide to investigate the murder of the mayor in the town of Warding Light. Not because they actually care or anything. Help.

Featuring:

Alex as Dakota the (normally a Tiefling) Human Warlock

Kerry as Sanphire the Human Cleric

Chad as Charlamagne salazaar, the Changeling Sorcerer

Matt as Shambles the Dragonborn Sorcerer

Caitlin as the all powerful GM, praise be.


Social Medias:

Follow Matt:
@TheMattAttackUK

Follow Alex:
@SpiderBreadUk

Follow Kerry:
@Shirobeans

Follow Caitlin:
@CaitlinRC

Follow Chad:
@Chads_Mind

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Follow the show:
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Follow Matt and Alex’s show:
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Music Credits:


Checkpoint by Hayden Folker | @hayden-folker
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A Juggler’s Tale – I Got No Strings…

As a kid, my only real exposure to puppets was through the joyful “sooty show.” That is one of the most niche references I have ever made on this site, but it was a puppet show targeted at young children, starring a yellow hand-puppet bear called sooty and his friends. They had a TV show and everything. Small Caitlin loved it. Marionette’s (stringed puppets) always felt a bit… uncanny valley to me but the engineering part of my brain was fascinated by them. The ability to manipulate and study individual sections of the puppet as it moved, to see the ripple effect it would have on the rest of the joints – it was remarkably educational.

Despite the interest in puppets and marionettes that has followed me since early childhood, I absolutely detest mascot costumes. Seriously, they could be hiding anything in there. Part of my anxiety against these people who are just doing their jobs is the fact that they are hidden from sight deliberately. I am a naturally paranoid person due to my anxieties, so when I cannot see someone’s eyes or face to read social cues from, I am immediately uneasy. This distaste for mascots was very visible to the Game Junkiez gang at EGX when I fled from a Fall Guy mascot who I was fairly sure was targeting me directly (nearly mugged by a bean, that would be a new experience).

This weird love of puppets, fascination with marionettes and hatred of mascots, has more often than not warded me away from games that include any of the above. You often do not find one of the trios without the others following close behind (ready to steal your soul, I SEE YOU MASCOT BOY). However, whilst at EGX in October, I followed my friend Kerry over to try a game called “A Juggler’s Tale” that they had been extremely excited to try out. We got to play the opening level, which followed the player meeting the protagonist Abby, a young juggler in a circus, forced to perform during the day and locked away at night. You learn to maneuver through the world, learning how to avoid getting your strings tangled up in obstacles. Needless to say, I was intrigued.

That’s the way to do it!

Once Abby escapes the circus, she goes on the run through the wilderness, trying to avoid the hunters that the ringmaster has sent to track her down. These bandits, led by the fearsome Tonda, are a constant threat to Abby – forcing the player to think ahead, move stealthily and be bold in order to escape their clutches. Like Abby, they are connected to the world via strings and are under the control of Jack – the puppet master, storyteller, and creator of the world that we are exploring. He narrates the events in rhyming couplets, providing the player with key information of upcoming hazards and clues to puzzles. At least to begin with.

Based in southern Germany, kaleidoscube, the developers of the game, were unable to be there in person at EGX but we got to speak to them via Discord to ask about what inspired to make such a unique game. One of the publishing team explained to us that dark fairytales (such as Brothers Grimm) and puppet shows are incredibly common in Germany, being a staple of German children’s childhood experiences since as early as the 1950’s. An example of this is the “Augsburger Puppenkiste,” a famous marionette theatre in Augsburg that has been putting on performances for decades. Given these cherished childhood memories shared by the development team, it is no surprise that the amount of love and care put into A Juggler’s Tale is visible in every frame.

I love this bear.

This is a beautiful game. Honestly, any frame of this game could be put up as a painting in a gallery and I would not bat an eye. Every environment is alive with detail and beauty, be that the gentle swaying of the crop fields as you run through them at sunset or the view of the town from the rooftops as you dance across them. The environment is a clever mixture of painted set pieces (I mean that most literally) and fairytale backdrops, maintaining a careful balance between a puppet show’s artificial stage and a storybook. Nothing is wasted, everything has a purpose. Something creeps in the background? You will meet it later on. Is that a hunter is scanning the forest with his lamp? Tonda and his bandits must be getting close.

Gorgeous. Too gorgeous in fact… makes me suspicious.

As Jack tells his story to the eager tavern of listeners, their reactions to events as they unfold function as ambient sound. They cheer when Abby escapes, grow quiet in moments of tension and shout warnings when danger looms – helping maintain the live puppet show atmosphere that the game has been building from the beginning. Jack’s rhythmic weaving of his tale pairs nicely with the music as you hop across streams and clamber over walls. Ignoring the tense moments where you sprint away from hunters, swearing profusely and praying to uncaring deities for assistance, it is a remarkably relaxing experience.

Available on Xbox, PlayStation, Nintendo switch and PC, A Juggler’s Tale is a story of freedom. It is about overcoming obstacles – both those thrown at you from others, and those that have been set upon you by the world. I highly recommend that you play it yourself, it is a short experience that you can knock out in an evening. I am going to go into detail about some story points that I connected with, so if you want to be completely spoiler free, run away! Bookmark the article and come back once you have played the game through. Still here? Good. Let us chat.

Look at the strings in the distance. That’s Tonda’s gang. That’s attention to detail.

Putting aside the chase sequences, puzzles and platforming that make up the core gameplay of A Juggler’s Tale, this game is about freedom of choice. In the first few chapters, Abby’s flight from the ringmaster is a series of scripted events, carefully crafted by Jack to tell his story. Your strings are an ever-present reminder of your powerlessness against the grand tapestry of fate that Jack has weaved for Abby. Her capture and return to the circus appear inevitable, with Jack able to pick Abby up by her strings and maneuver her if he chooses to. Yet, there are brief moments of rebellion that indicate a deviation from her fate.

What a good dog.

Shortly before you encounter the hunters, you come across an old wolf – whose strings are attached to some sort of post. Jack demands that you abandon the creature to its fate and keep moving but you can choose not to. One way of solving the puzzle of the cart blocking your path is to attach the cart to the strings and allow gravity to pull the cart out of your way – snapping the strings tethering the wolf to the world at the same time. It is a moment where Jack loses his patience with you, pulling you into the air and demanding that you obey him, or he will retract his help. It seems odd at first why would the storyteller need to bargain with those he controls? Unless… he does not have complete authority over them? If you can snap someone else’s strings, why not your own?

This train of thought comes to fruition at the end of the third act, when all hope seems lost. Abby’s locked in a cage, waiting to be taken back to the ringmaster. Jack laments her last moments of freedom, only to be stopped by Abby breaking free of her imprisonment, setting the barn she was being kept in ablaze. When her strings get caught on the doorway, it seems that it was all in vain – poor Abby is trapped as the blaze creeps towards her. Jack holds her strings in place as the flames lick at her feet, proclaiming the so called “story’s end,” only to watch in rage and horror as Abby refuses to go quietly.

One by one, she snaps the strings that tether her to the world, ripping the control of her fate from Jack’s hands and taking it into her own hands for the first time. The moment he loses control over “his” puppet, Jack becomes the antagonist, with the rest of the story focusing on Abby thwarting Jack’s desperate attempts to regain control of her autonomy. Then again, to a protagonist of a story, the storyteller is the true enemy. After all, they are the one who holds your fate in their hands. When you regain control of Abby, the lyrical nature and pre-planned lines of Jack have vanished along with her strings. Everything is new and unpredictable. Sure, the world may be of his creation but now Jack has no influence over what path Abby takes through it.

Often, we have to take fate into our own hands.

Abby’s lack of strings quickly becomes her strongest asset (that and her remarkably good throwing arm), allowing her to duck under obstacles and slip away from her pursuers with ease. They are still tied down by their strings and restricted by her old limitations, limitations with which she is intimately familiar. Eventually, Tonda is defeated by removing all of his strings, severing the control that Jack has over the world entirely, allowing Abby to free the residents of the world she calls home from their bindings and reunite with a dear friend.

There are so many lenses that you can look at this story through. I do not know whether the developers intended it but the idea of casting off the strings that tie you down is a refreshing one. To me, it feels like the story of someone choosing their own path in life, rather than the one that had been set out before them. To others, it could be a tale of acceptance, accepting who you are and carving out a new identity with your newfound confidence. To you, it could be the tale of someone escaping a toxic relationship or friendship, removing the ties that kept you together and working through the negativity they left you with. Art is subjective.

Letting go is hard. But not impossible.

This got remarkably profound, didn’t it? Guess that is what happens when I write an article by lamp light. November will be a tad chaotic for me, as I am finalizing the purchase of my new flat and moving in, as well as my job and cats. so, not much different from our normal upload schedule to be honest.

Hope you enjoyed and be sure to check out the game, as well as support the developers (kaleidoscube).

CaitlinRC