Author: Mathew Kumar

  • Rolling Thunder (Namco, 1986)

    Rolling Thunder (Namco, 1986)

    Developed/Published by: Namco
    Released: 09/11/1986
    Completed: 18/09/2025
    Completion: Finished it. Save states at each checkpoint… though I also had to use a few more in lulls just for my sanity on levels 8 and 10 for very obvious reasons.

    It’s strange, the games you remember, and the games that you don’t. I suppose it’s about the games that make an impression. Something interesting, I suppose, in my trip through these early(-ish) days of arcade games is not even how few I have any connection to, but how few I even remember seeing in arcades. They’re all from an era “before my time” but only a rarefied few managed to make a consistent enough profit to hang around until it reached my time, and even then, they were probably in some dusty old corner or a banged up cabinet in a chippy, something I probably never played but just stared at the attract mode while I waited for my mum to pick up… hmm, probably a fish supper and a sausage supper? Maybe a special fish if my nana’s over? A couple of pickled onions and a red cola?

    Personally, I rather like this separation from nostalgia. That I can really experience these games with fresh eyes. And I can’t say that Rolling Thunder represents that we’re reaching an era that we’ll start to see more things that I remember, or might have played (looking at my to-play list, it absolutely does not.) But Rolling Thunder definitely had something to it that I remember it really well. This isn’t a vague, childish memory of maybe a Gradius or a Salamander machine in the Magnum–god knows, it could have been an R-Type–this is a “I played this. I played this more than once. I will have been annoyed because I’ll have lost my credit so quickly. But I definitely put good money after bad.”

    Because Rolling Thunder looks. so. cool.

    I don’t know if I can explain it. There’s just a very clean, clear style to the graphics. Although you’re actually playing a member of the “World Crime Police Organization” on a mission to save another agent, there’s a real 60s spy flick feeling from the very first screen–like you’re James Bond, attacking the base at the end of You Only Live Twice. And the action is fast and more importantly stylish. The hero, Albatross, ducks behind cover to shoot enemies, and leaps over rails to switch between low and high ground. It looks cool as hell. It looks like it’s going to be a lot of fun to play.


    Historical Aside

    There was a meme going around on Bluesky a while ago that looked like this:

    via Bluesky

    I’m absolutely not going to disagree with it, not having sucked it up and tried to play the Portopia Serial Murder Case (yet). But history is a many faceted thing, and I think if I was going to make the meme from what I’ve learned over my time spent digging into the history via what I’ve played, it would look like this:

    The Tower of Druaga on top of Xevious, and the stalk is Spartan X.

    Now, I haven’t written about Spartan X (better known as Kung-Fu Master) because, well, I’m trying to not keep loading more games onto my to-play list (uh, more than I already do) but it’s an unbelievably important keystone. It takes the rhythm of the designer Takashi Nishiyama’s previous game, Moon Patrol, and translate it into a side-scrolling action game (one that, weirdly, starts with you scrolling right-to-left). The main thing you need to know about it is that pretty much any game you’ve ever played where dudes relentlessly stream in from a side of the screen? That’s from Spartan X. Something like My Hero is an obvious, but the DNA is over Ghosts n’ Goblins, even Super Mario Bros., and, absolutely, Rolling Thunder.


    Rolling Thunder is, actually, very fun! But it absolutely suffers for the nature of arcade games of the era (or any era, I suppose): the requirement that it remove the quarters from your pocket like you’re being held upside down and shaken by a bully. From the very beginning of the game, you have to play it in an exacting fashion, and be prepared to learn the game’s layout, because you can’t survive via reaction–you have to know what’s coming and act before it happens (literally, in many cases.)

    It’s a shame, because the core design is unbelievably solid. You can move and shoot. You can leap between the two levels (as long as there’s a railing–Albatross will only jump if it looks cool) and there are doors enemies come out of and which you can enter, which is a bit like Elevator Action but actually the only doors you want to go in are the ones that have more bullets or the machine gun upgrade, because coming in and out of a door is dangerous and confers no advantage (you can’t duck into a door to avoid taking a hit, it’s too slow, and enemies often just hang out in front of them. In fact, you quickly learn to not even stand above or below doors, because enemies might pop out and leap on you before you can do much of anything.)

    The design is a game of forward momentum, enemy and area control. You want to keep yourself positioned so you don’t get overwhelmed or surprised, take on enemies and move forward. When it works, it’s amazing. You shoot an enemy when they pop out from cover from behind cover yourself. You leap over the cover, spin around, shoot another enemy. You leap up to the higher level, pop a few more enemies, move forward so an enemy on the lower level leaps up too, you shoot them–and so on.

    The problem is that it only rarely feels like play. The game plays a genuinely ridiculous trick on the player from the off–it claims you have eight bars of health, but actually, you generally die in two hits, and often what is one or feels like one (I think headshots kill you in one, and some enemies hit you twice in quick succession.) There are no ways to regain health, and you get a maximum of one checkpoint on the often long levels (and the 5th and 10th levels have no checkpoint!) so you just can’t style it out ever. The game doesn’t have strictly deterministic enemies or enemy layout, but you can plan around the doors and spawns.

    If you do this, the game is… mostly fair for the first five levels, which the game calls “Story 1” (this is a confusing bit of framing. Story 2 feels like a second loop, but it’s actually different. There is a narrative, of sorts, to the game and levels, so is Albatross failing the first time? I’m overthinking it). A player with a patience could probably single credit the first story with some effort as long as some particular gotchas are memorised (the section where you have to jump an obstacle to get to an enemy throwing bombs at you stood out to me, but there’s also the timing of invisible, flying and fire enemies to worry about). Story 2, however, is absolutely fucking bananas.

    Something I’ve failed to mention about the design–once you’re three levels in, the game, almost quietly, introduces the ability to switch between the foreground and background planes on the lower level via doors, and that seems to allow the designer(s) to increase the chaos on screen tremendously. So no longer are you just dealing with enemies in front of you, behind you and above or below, but also in all those locations on a second plane. If you’re on the upper level and there are enemies on the background, well, they can jump up and kill you the same way the enemies in the foreground are.

    This gets pretty bad, but the true depths of Rolling Thunder are in any of the sections where it tries out being an actual platformer. Albatross is stiff in the way Arthur in Ghosts n’ Goblins is, but he’s also about twice the size and only has a short hop laterally compared to his leaps over railings. The 4th level is bad enough, but the 8th introduces a final section where you’re hopping across tiny columns after an enemy gauntlet where you literally have to position yourself correctly to avoid being killed immediately by enemies below you–I have no idea how anyone did this when they had to start from a checkpoint minutes earlier.

    As I played this via Namco Museum I had no rewind to abuse like I did in Ghost n’ Goblins, so finishing this–particularly the ridiculous final level–was an absolute test of my nerve. Rolling Thunder is so determined to strip you of your money that even the level timer is stupidly tight–I finished many levels with less than ten seconds to spare, and that was booking it as much as I could–which made me save state only when absolutely necessary. That I still finished this makes me think that the game is easier than Ghost n’ Goblins, though not by much.

    I think also that I liked it a bit more (even if it was, at times, deeply annoying and frustrating.) As the enemies are more predictable and the layouts simpler, the game is easier to learn, though for many the more reactive play in Ghosts n’ Goblins might be preferable (but at this level of difficulty, I don’t think I agree.)

    Because Rolling Thunder gates its “true” ending behind the last five, brutal levels of Story 2 I’m not certain I can give it an unequivocal thumbs up. I wish that they’d been able to ease off the gas a little bit, maybe let the levels live a little more (like a lot of these arcade games, it introduces ideas briefly, forgets them, moves on.) But I don’t know… it’s still as cool as it ever was.

    Will I ever play it again? I don’t say this for every arcade game, but if I saw this in an arcade, I’d see how much I could show off by how far I could get into this. I suspect only the second or third level, but still, most people don’t make it to the first checkpoint, so I’ll take it.

    Final Thought: Rolling Thunder received a couple of sequels, but the true legacy of the game is almost certainly that it inspired Shinobi quite directly, a series that would go on to far outlive it. Also the game’s Blogas absolutely 100% had to at least slightly inspire Blanka. I mean look at their colours! That’s basically Blanka’s alternative palette!!!

  • Avatar: Fire And Ash (2025)

    Avatar: Fire And Ash (2025)

    I do not think the original Avatar is good, but I’ll be the first to admit that Way of Water had me both hootin’ and hollerin’ as I watched genocidal whiteys get murked, and I remember thinking “oh man, I enjoyed that enough I’d watch it again.”

    [Monkey’s paw curls]

    Did that mean I wanted to watch the exact same film again, but as a sequel? Because I did not. 

    Now, before you start quibbling here–there’s the fire Na’vi, multiple(!) whale councils, a fuckton more Spider, the climax which is whales vs. whalers again features more, bigger whales and even some squid too–I think I assumed that this film was going to, you know, not just feature the Sullys mostly hanging around and swimming in the same location of the previous movie. That there’d be some contrived reason for them to end up at a volcano, or among the fire Na’vi, and the film would be a feast of fire and particle effects the way Way of Water was for water physics.

    No. In fact, the film does a hilarious thing where the Sullys have their contrived reason to leave the water Na’vi (“Unlike the audience, we don’t want Spider to die!”) and so they leave, get into complications on the way to their original settlement (literally due to the Fire Na’vi!) but within about twenty minutes they’re back with the water Na’vi.

    What the hell?

    The film does, briefly, go to a volcano so the OG antagonist Quaritch can enjoy a Far Cry 3 cutscene with the leader of the Fire Na’vi Varang, but we never learn anything meaningful about the Fire Na’vi or their motivations, they don’t do anything exciting (one guy Witness Me’s himself, so I thought that might be a thing, but he’s the only one that ever does it, so maybe he was just depressed or something) and Varang has them all move to the evil human settlement so she can be close to her boyfriend? I mean she basically tradwifes herself into irrelevance?

    Fire And Ash is just so deeply unrewarding. Look, I’m not exactly hung up on the lore here or anything but the fact that the movie does absolutely nothing to move the overarching story forward feels like… a mistake. If you’re really reaching I guess there are some underwhelming revelations about Kiri and a glimpse of a big white rotating head (???) but I don’t get a sense of where that takes anything. And don’t get me wrong, I could watch whitey get killed in a variety of ways for hours, but it’s mostly the same stuff you’ve seen before, and the one death you’re waiting for–the evil whaling captain–is… nothing. You can’t have him get torn in half or something? At least if you do that he could come back with spider legs (come on, all together now [chanting] Spider legs! Spider legs! Spider legs!)

    Speaking of Spiders… what was the deal here? James Cameron made a bet with George Lucas that he could make a human Jar Jar? I’m being unnecessary cruel to Jack Champion (it isn’t his fault) but it’s so weird to make your film about indigenous revolt that’s already about a white saviour end with every Na’vi in I guess all of history crowding round the one white guy that’s cool with them to say “congratulations!” like it’s Evangelion.

    I’ve seen a few people say that they like this more than Way of Water, which… I mean, fine, I’d like to agree, but there’s even less narrative drive here. And even if Varang is hot or whatever (where are the thicc Na’vi tho? Am I right, fellas?) the fire dancing and ululation is wildly cringe no matter how desperately we’re all trying to pretend the allegory here has any distance at all.

    If you’re “only” going to make five of these, and you’re 71, I don’t think you can piss an entire film and several years away on doing the same thing twice even if it’s still making bank in China and kept a lot of people in New Zealand employed.

    *Sigh*

    It’s weird that not only do I want these films to be good, I think they should be. “We should brutally kill the people who are making our planet uninhabitable. Like really fucking fuck them up. Real Drive elevator hours” is just the kind of message I can believe in, I guess, even with all this baggage.

    Ah well, maybe next time. At least it still looked completely fucking stupid in high frame rate!

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  • The exp. Dispatch #14

    The exp. Dispatch #14

    A dispatch a little earlier than has become usual, but it’s the last newsletter of the year and feels like I should get it in before Christmas happens and we end up in that weird no-man’s land between it and the New Year.

    This Fortnight On exp.


    Subscriber Posts: A Computer Christmas (Sierra, 1986) / Christmas Crackers (Micro User, 1986) – Part 1 (Subscriber Exclusive) / Christmas Crackers (Micro User, 1986) – Part 2 (Subscriber Exclusive)

    Going with A Computer Christmas as my last pre-Christmas new article is going for a kind of sophisticated, adult Christmas shindig vibe; Christmas Crackers is more that last day at primary school when you’re allowed to bring in any toys you like and the teacher lets you play games on the computer. Of course, if they’d booted up Christmas Crackers you might prefer to wait your turn to see if you could get a game of Crossbows and Catapults with the older kid that brought it in, because it looks amazing (you won’t, and you never will, so you’ll just have to imagine how amazing it is… hang on, they made a new version in 2024??? Finally I can stop imagini… oh it’s $90.)

    Unlocked Posts: Horses (Santa Ragione, 2025) / Jingle Bells (Jack & Jill Software, 1986)

    If you follow me on Bluesky you’re probably sick of me posting about my Horses essay, but I’m just so dang proud of it/it just took a long time ok? Better for me to make a bigger point of drawing the first map for Jingle Bells that exists online, an experience more enjoyable and festive than close reading Salò, or The 120 Days of Sodom, let me tell you.

    From The exp. Archive: Merry Christmas From Melbourne House (Melbourne House, 1984) / Santa (Artic Computing, 1983) (Subscriber Exclusive) / A Christmas Adventure (Chartscan Data, 1983)

    A subscriber exclusive in the archive as well! It’s nice to be able to offer a few of these at certain times in the year to say thanks to those who support my writing.

    exp. Du Cinéma


    The Running Man (2025)

    Definitely didn’t originally plan on writing this up as extensively as I did, but sometimes inspiration just takes you. Wish it had for Wright and company.

    Also reviewed: Wake Up Dead Man (2025) / The Ballad of Wallace Island (2025)

    exp. Capsule Review


    Mari Lwyd’s Pantri Panic (Wynne, 2025)

    Yes, I’ve been playing Christmas games chronologically (more or less) but when I saw this pop up in my feed I felt I had to play it, as I love unique customs!!! And Mari Lywd is… a pretty unique custom.

    Mari Lwyd’s Pantri Panic was made by Rhys Wynne for the Pico-8 Advent Calendar Jam 2025 (of which there are a huge selection of Christmassy games to play, but this is the one I played.) As admitted by Wynne, it’s a version of the Blokus/Tetris mash-up game design where you place shapes on a grid until they can’t fit, but rather than be a series of grid-filling puzzles, each time you make a line it disappears, opening up space so you can hopefully keep going.

    I’ll be honest—I don’t entirely gel with this game design; I find it slightly uneasy to be playing Tetris on four sides with a wider range of block shapes. And it’s a shame Mari Lywd is just window dressing (there’s probably an interesting idea in a game where you have to keep thinking up new songs to stop a horse skull getting into your house, but I think that’s somewhat out of scope here.)

    That said, this is a pleasant diversion, and another great example of the pick-up-and-play Pico-8 puzzler. It particularly gains serious points for including a different Christmas song (Nadolig Llawen i chi gyd) rather than Jingle Bells again.

    Festive Vibes Ranking: HIGH (if you’re Welsh) MEDIUM (if you’re not)

    Zine News


    Gen Zine: DIY publications find new life as a form of resistance against Trump

    Zines get covered in The Guardian. We’ve made it, lads!

    Retro Game Zine Quarterly 2026 Q1

    Darren Hupke has always been very kind about exp. and he’s been a shockingly prolific zinester, putting out quality zines on a monthly basis, but he’s sensibly decided to slow a little to provide more coverage in a less logistically challenging fashion with a new quarterly zine. You can back the new Kickstarter now.

    (And if you missed the 2025 zines, you can pre-order the annual now too!)

    Cranko #4

    Speaking of prolific, it’s incredible that after appearing from nowhere there’s already four issues of this Playdate focused zine. I can’t keep up!

    Notable Books 2025 by Aaron King

    “A 20-page zine about notable books I read in 2025 (short description, thoughts, feelings, grudges held).”

    How To Print Your Own Zines From Home! (Video)

    JP Coovert takes you through how to print up an A5/half-letter zine at home in a quick little video, so you’ve got no excuse. He’s talking about TTRPG zines—I’ve often wondered how zine oldheads feel about how much “zine” has become synonymous with self-published TTRPGs in some circles—but it works for any kind of zine you’d like to make.

    (If you don’t want to watch a video, or use a computer to make your zine, check out this neat guide from Julia Gfrörer.)

    Mutual Aid


    Help Andrew & Savannah’s Family Stay Afloat

    “There but for the grace of god, go I” goes the saying, and as someone also struggling with unemployment in the games industry (and who expects to see games industry people in need like this a lot more) I want to share Andrew Elmore’s fundraiser to help support him as he tries to keep him and his family going after being laid off by Bungie in 2023. It hurts to read and recognise in myself the words “there is so much—SO MUCH—work that I can do!! But nobody wants any of it anymore, I guess!?” It’s tough out there, but maybe we can get through it if we help each other when we’re able.

    And Finally…


    I shared No Games For Genocide last Dispatch in the And Finally… spot (which is actually supposed to be something funny/nice, but never mind) but I’d like to highlight People Make Games’ superb video on the movement. For what it’s worth: I’ve signed the pledge and exp. won’t be covering Xbox-published games. Please consider signing too.

    Next week on exp.: I spend the week eating chocolate and watching the old films that they always put on the telly (maybe this is the year I finally watch The Railway Children.) When I return: Quentin Tarantino’s favourite arcade game.

  • Christmas Crackers (Micro User, 1986) – Part 2

    Christmas Crackers (Micro User, 1986) – Part 2

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  • A Computer Christmas (Sierra, 1986)

    A Computer Christmas (Sierra, 1986)

    Developed/Published by: Sierra On-Line
    Released: 1986
    Completed: 02/12/2025
    Completion: Well, it’s not really a video game. Watched it until I was pretty sure I’d seen everything.

    Christmas is drawing ever closer, so let’s relax, let’s have those Christmas party vibes, and let’s just watch Sierra’s 1986 “Christmas Card” A Computer Christmas together:

    (For maximum vibes, I suggest running it for real–well, at least with emulation. You can do so, easily, at archive.org!)

    Sierra are a company that I’ve not really dug into here on exp.–I’ve really only played King’s Quest I and II–and I have to admit I’m a bit disappointed that in 2025 I didn’t get to King’s Quest III or Space Quest (especially considering their release dates land right around the time of other games I’ve been writing up, like Pro Wrestling and Alex Kidd in Miracle World.) But I got a bit stuck in an earlier PC game I was playing by another historically important developer and did that thing where you put it down for slightly too long, and I loathe to start something else.

    But I think it’s alright that we’re getting to enjoy A Computer Christmas together, now. For such a beloved company, with quite a lot of history written about it, and even though Sierra’s Christmas “cards” would become a regular occurrence–there are four between 1986 and 1992–I’m surprised by how little information is online about any of them, and especially not this first one. There’s a bit of irony to that, because it seems that essentially all the information that there ever was about Sierra’s Christmas cards was uploaded to the Sierra On-Line BBS–BBSes, of course, filling the market before internet access went mainstream.

    BBSes are not well archived and I can’t exactly ring up (209) 683-4463 to get the details, so really all I’ve got to go on for context is a random Facebook post from an Aaron Micah Wester (dug up for me by ftb1979 on the Gaming Alexandria Discord–thanks!). It’s unsourced, so I’m a bit unsure about calling it the gospel, but he notes these were something “the Williams family were very fond of” while being a “a low-pressure way for developers to experiment with various features they wanted to potentially add into their games.”

    I think it’s fair to assume that this first card was intended specifically for stores (it does, after all, say in the intro it’s intended to promote “the Christmas spirit within your store”) though Wester notes that these cards would go on to serve double duty as a way to draw more users to Sierra’s BBS (a 1988 Sierra Newsletter claims the BBS was getting 6000 calls a week, and had 25,000 active users). But this is a marketing tool first and foremost. Distributed to computer stores on disk (“Egghead Software, The WHEREHOUSE, LECHMERE, FEDCO, B Dalton Software Etc, Electronics Boutique, Babbage’s, Walden Software, or RadioShack” Wester seemingly exhaustively states) the staff were more than likely to leave the demo running running across the festive period, and as at the end of each loop of festive scenes there’s an advert for a Sierra game–here Space Quest and King’s Quest III (the ones I haven’t been able to play yet, boo!)–this was a cheeky, very Sierra way to try and push more product.

    (The card also mentions The Black Cauldron as part of the default text scroll, but doesn’t seem to include a demo for it. I forgot all about Sierra making a game for The Black Cauldron.)

    That A Computer Christmas includes ads does sour the experience of playing it, just a little–the games aren’t festive at all! I mean at least just put a Santa hat on the character sprites or something–but it doesn’t exactly ruin it. And that this card is limited to the PC beeper… well… let me just say I’ve heard a lot of horrible beepy version of Christmas music thanks to the BBC Micro by now, and this is the worst.

    Still, A Computer Christmas is a charming object, one you won’t regret leaving playing while you open your advent calendar or something. Unless you forget to mute it, I guess.

    Festive vibes ranking: HIGH (unless it’s an ad break.)

    Will I ever play it again? Onward and upwards: perhaps next Christmas I’ll try the 1988 version, which, thankfully, includes a Roland MT-32 option.

    Final Thought: Sierra’s computerised Christmas cards as stealth marketing, are, of course, not the only example of such a phenomenon. There are examples such as “Seasons Greetings from Thoughtware” from as early as 1984. Strangely, that’s as hard to find much online about as A Computer Christmas, though it is covered briefly on LGR as part of their longer video on the commercial “Jingle Disk” it turned into. Is this where Sierra got the idea? Probably not, but I suppose you never know.

  • The Running Man (2025)

    The Running Man (2025)

    Something I’ll say for The Running Man: usually it’s annoying and pointless when a movie gets remade, but considering the original had almost no relation to Stephen King(“Richard Bachman”)’s novel, I can understand why someone might want to make a more faithful adaptation than the Schwarzenegger vehicle from 1987.

    I can understand it, but that doesn’t mean it’s a good idea, and especially not in 2025. Even if The Running Man is completely new to you, in the last decades we’ve had so many variations on the concept, a few of which were legitimate cultural phenomena (The Hunger Games and especially Squid Game.) At this point, The Running Man wasn’t posed to ride the wave but paddle in its trough, and there’s no surprise that it hasn’t been able to keep its head above water. 

    It’d be nice, then, to say that it’s a great adaptation, has a unique spin, or is even that it’s just really fun and a great time at the movies. It would be nice to say that! But the Running Man offers no reason for its existence beyond the endemic lack of imagination in the executive class, who will dust off any old IP in the hope that it connects with the demographic the research claimed it would. I have a tremendous fondness for Edgar Wright, and I think it’s for that reason that this bummed me out so bad even after being burned by Baby Driver and Last Night in Soho

    The Running Man’s issue is that it seems to have absolutely no consistent vision, like no one really tried to think what the world of the film is and what it represents, and no willingness to hold a comprehensible political position either. It’s a strange alternate reality where they’ve got drones and self-driving cars and streetlamps smell you but runners still have to… record things to tape and post them in, for the most popular TV show ever that must be incredibly boring to watch (seriously, what do they fill the time with each night? The tedious procedural work of the hunters?) Any attempt at this being a “Verhoeven-like satire” is smashed to pieces because you can’t satirise consumerism with products like “Fun Twinks” while also having product placement all over the film. It’s unbelievably grim to imagine a director who once walked away from Marvel over creative differences giving a thumbs up after shooting the umpteenth take of a Liquid Death commercial he was going to put directly in his film. Eurgh!!!

    Everything is just so flat. Glen Powell might play the world’s angriest man, able to withstand a taser out of sheer rage (wish they’d done more with that) but they don’t seem to be able to find anything to do with that, and even cut my favourite humanising factor–that he’s one of the rare people who still likes to read books–so they can jam in more of a reality TV parody that makes no sense because it just looks exactly like normal reality TV and doesn’t seem to have any jokes. His first escape is on the money, but they can’t seem to build on it, and in fact, there’s really not much action at all (concerningly, this lines up quite well with Baby Driver, which similarly runs out of steam.) Michael Cera has a bit of fun (and you know what, I liked the subversion of expectations) but Powell doesn’t even do anything in that scene and the big climax is… a small explosion on a bridge. Thrilling.

    The nadir has to be the ending. I think everyone accepts that no studio is going to shoot the ending as written, and to be honest, I’m surprised that Powell’s Ben Richards still holds a woman hostage (it feels very retro, though they speedrun getting her onside so no one has to feel icky for very long.) But the decision to do what they do is so wrong-headed and unsatisfying I almost can’t believe it. This is a movie that has three (three!) separate “you thought this happened but it didn’t” fake-outs, and to end on one is such a complete collapse of the contract between audience and filmmaker you should be able to get a refund, especially because the film tries to have its cake and eat it by offering the expected payback in the coda. The lack of politics really comes to bite the film in the arse. They shed almost all of the climate change stuff from the book, and the main antagonist, despite a game performance from Josh Brolin, has none of the bite of even one of the random people they found on the street to play the billionaire spectators in Squid Game. The film also seems to forget Colman Domingo is playing a baddie, because he escapes thanks to… his contract negotiation? Was something cut earlier in the film that would have had us emotionally invest in his character?

    This movie even largely fails on the “it’s nice to look at Glasgow” scale, because while I popped when I saw the back of the Savoy Centre or whatever, most of this film is slathered in so much digital smear that it might as well have been shot in the Volume. I don’t mean to bang on about haptic cinema again but Christ we really need films to look real again.

    Spaced is good though, isn’t it?

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  • Christmas Crackers (Micro User, 1986) – Part 1

    Christmas Crackers (Micro User, 1986) – Part 1

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  • Horses (Santa Ragione, 2025)

    Horses (Santa Ragione, 2025)

    Developed/Published by: Santa Ragione
    Released: 02/12/2025
    Completed: 04/12/2025
    Completion: Finished it.

    “Artists must create, critics defend, and democratic people support . . . works so extreme that they become unacceptable even to the broadest minds of the new State.”

    –Pier Paolo Pasolini, in a 1974 debate as quoted by Naomi Green in their essay “Salò: Breaking the Rules”.

    Horses has been out for exactly a week, and I’m certain that if you’re reading this you’re already sick of the discourse (damn my adherence to schedule!) We actually raced through the talking points in record time, to be honest, it was barely a couple of days before we got the “well, you know, it’s actually not that good/what’s all the fuss about really” essays. Milking horses in real life is impractical and low-yield, and here we’ve reached the point where we’re drawing dust.

    However, that doesn’t really change the material facts of the matter: irrespective of quality, Horses is an artistic work that has been de-facto banned from the two major storefronts–due to opaque processes and without recourse. I’ve written about this happening before–in fact this year–when Cara Cadaver’s VILE: Exhumed was banned from Steam (and then released for free) due to what appears to have been a misunderstanding of that game’s use of real footage as pornography and the wider context of morality policing by payment processors. 

    Interestingly, Santa Ragione are at pains to point out that this ban occurred in June 2023(!) and that it “has nothing to do with the recent restriction on adult content pushed by payment processors.”

    There’s an urge to try and uncover the reasoning for the ban, but it’s to stumble about in the dark. Santa Ragione concentrate on–as much of the discourse has–that an unfinished sequence in a version “scrambled together” for early submission featuring a child riding on the back of a naked woman triggered the ban, but after the ban of VILE: Exhumed, I’m not so sure that (even benign) FMV footage or payment processors as a factor can’t entirely be ignored as, at least, a supplemental reason to keep the ban enforced. In particular with the ban from Epic, who didn’t choose to ban the game until December 1st(!) with the stated reason that they don’t sell AO rated games1 (despite Santa Ragione’s protestation that Horses had received PEGI 18 and ERSB M ratings) it smells to me like a simple pre-emptive decision to avoid controversy that could lather up into the kind of issue with payment processors that could affect their bottom line. It’s just easier.

    So really, it’s not so much the specific reasoning for the ban that matters2, but the context: that we exist in a world where art not cannot exist without being a commodity–Santa Ragione cannot merely hope that people experience their art, but that they purchase it–and where wide access to that commodity is tied to an oligopoly (if we’re being kind to the Epic Games Store) or monopoly (if we’re not) who have absolute power over the market. It is satisfying to poke at the hypocrisies of a storefront like Steam, but it is, ultimately, a problem of capitalism.

    If you’ve read this site for any length of time, you’re probably sick of me saying things are capitalism’s fault. Well, they are, and the interesting thing about Horses is that this issue of commodification under the ultimate power of an opaque system is critiqued by the work itself. And this has echoes with another piece of Italian art which I have seen paid lip-service to in other essays on Horses: Pier Paolo Pasolini’s Salò, or The 120 Days of Sodom.

    It is not easy to find a usable representative image of Salò, but this will do.

    Pasolini is a complicated figure with a huge legacy, though one that has been somewhat narrowed in the popular imagination due to the reputation of Salò (his other transgressive works like Teorema don’t really get a look in) which, unfortunately, I’m not going to help. What’s important here is that Salò existed as a work contemporary to 1970s Italy, an era of intense political turmoil only “post-fascist” in so much that it came after the fall of both Mussolini and the Italian Social Republic (which forms the setting for Salò), and in a period where Pasolini was concerned with the “new facism” of neo-capitalism.

    In an era where art is being flattened into a homogenous, global product, it is important to understand Santa Ragione as human creators whose cultural specificity does not necessarily line up with the enforced Western (American) default, and that is reflected in this era also obviously being of great importance to Santa Ragione. Their game Wheels of Aurelia–itself embroiled in a delisting controversy–is set in this period, and movies such as Il Sorpasso (1962) and Rabid Dogs (1974) clearly inspired it. There is no such clean line of inspiration between Salò and Horses but I see a continuation of thought between them.

    The thing about Salò, or The 120 Days of Sodom is that its reputation precedes it. Portraying, as it does, the the torture, rape and murder of teenage victims by four powerful fascists and their collaborators, it generally features high on not just “most scary” and “most disturbing” lists but “movies you should never watch” lists, and continues to be banned in some countries. But if taken merely as a series of images, in 2025 it really isn’t… that bad. Would it be able to feature on the Criterion Collection if it was? I’m not so sure. Watching it now, you wonder what Pasolini would have made of the internet, and in particular the sea of easily accessible pornography where you can see the participants of things that the fascists of Salò could not perceive. If Salò was to rage against the idea that fascist dehumanisation was being continued via the commodification of the body and ultimately captures the mind, what would he make of the masses willingly3 performing online what was once considered unwatchable? More disturbing things are streamed online from bedrooms in middle America than we ever see in Salò. Indeed, in Salò Pasolini uses a cold, distant gaze to implicate us; could he have perceived a future where not just the camera is drawn so close, but the audience can tip to push things ever further?

    But what sets Salò apart is that it is not titillating4. It is not intended to excite, even shock seems like a side-effect. In fact, it was an attempt to create a work that was indigestible.

    “I told myself: I have to react and make products that are as inconsumable as possible. I know it’s utopian, because everything ends up being consumed. At the same time, I know that there is something inconsumable in art, and we need to stress the inconsumable quality of art. Therefore, with all my forces, I will try and produce difficult and indigestible works.”

    Pier Paolo Pasolini, Le Regole Di Un’illisione, as quoted by Simona Bondavalli in their essay “Lost in the Pig House: Vision and Consumption in Pier Paolo Pasolini’s Porcile.

    This, for me, chimes all too well with Horses.

    Horses is a cinematic game–in that it directly and intentionally references the form of surrealist cinema (which notably, is distinct from Pasolini’s style.) It’s in black and white; almost completely silent (using intertitles for dialogue) and features the continuous sound of a projector. Combined with the farm setting, the game feels like it is set somewhere within Mussolini’s reign, but like Salò, there are anachronistic elements (though they are more apparent: a VHS tape, for example.)

    The player takes the role of Anselmo, sent to spend two weeks at a farm to learn the meaning of work. We know nothing about Anselmo–we don’t even know if he knows what’s going on at the farm before he gets there, though he seems unhappy about the prospect of working there either way. The farm–as you certainly know by now–is run by a disturbed farmer who keeps a group of men and women as “horses” by drugging them and locking horse masks onto them. He is supported in this by his “dog”, Fido, similarly a man in a dog mask, and then you, the player as Anselmo, as you do video game farming tasks for him: picking carrots, feeding the dog, chopping wood, before you become increasingly entwined in the control of the “horses.”

    As I said above, I do not believe Salò is intended as a direct inspiration, but there are parallels. The first that will come to mind is a sequence in Salò where the victims are treated as dogs, one of whom is harshly beaten when he does not cooperate (although this is a short, stand-alone sequence rather than the victims’ continual state.) More is the parallel of Salò’s men of power: the Duke, the Bishop, the Magistrate and the President, who have their parallels in the game’s farmer, businessman, vet and priest. I think it’s unlikely the analogue was intended–the characters are much less deeply intertwined in Horses–but their inclusion as symbols of fascist systems cannot be overlooked.

    In the essay Disney, Salò, and Pasolini’s Inconsumable Art, Owen Schalk summarises Pasolini’s “indigestible work” by way of Barthes “suspended meaning”:

    “This technique is not meant to expel meaning. Rather, it creates a sense of ambiguity in which meaning is not directly signified and is therefore suspended, refusing to provide the viewer with easily digestible symbols … Rather than producing art with the intention of manipulating consumers through predictable emotional patterns and easily understandable symbols, suspended meaning challenges easy digestibility by introducing deliberately indigestible elements to the work.”

    Although I think Horses is widely accepted as a narrative game, I think Horses intended “tactic” is to introduce a game with the signifiers and mechanics of the “farming” genre, which runs the breadth of Stardew Valley to Farming Simulator, in order to maximise the impact of its indigestible symbols. The game implies that it has a daily schedule design with tasks to check off, but discards and warps that at will almost immediately, creating something that frustrates and disconcerts as much as the setting.

    And Horses does not–cannot–rely on the dispassionate extremity of Salò to be indigestible. If in Salò we must look directly at the human body, abused, in Horses we must look directly at the uncanny valley, itself a desecration of the human form. There’s been criticism of how goofy a game with such heavy themes looks, but the grotesque puppetry of the horses makes a mockery of them and is as symbolic of their devaluation and dehumanisation.

    As an indigestible work I think Horses, like Salò, frustrates. Indeed, it makes me question the suitability of linear narrative video games for it unless designers are willing to push the form further. In cinema, the audience is implicated by their gaze; in games, the player is implicated by their play. Even in a film as indigestible as Salò, we debate and try to bargain with it, hopelessly. Why don’t they refuse? Why don’t they rise up? The film’s only glimpse of a kind of resistance that shakes the fascist’s power comes from a collaborator and only after we’ve seen a succession of the weakest characters turn on each other to save their skin–despite the fact that they are living through something unbearable. Film is very good at making us feel helpless, because there, we are. But games are almost all empowerment fantasies, and the ones that try to break us down so often offer us only the alternative of “the only way to win is not to play” rather than make us collaborators so we can continue even if in misery.

    As Anselmo, we must play along whether we want to or not. Every player certainly thinks “well, I’d just leave” but… they can’t. The gate is closed, and there is no escape. Whether or not the stakes for Anselmo exist, at first we don’t feel them without the ability to truly test them. If Anselmo isn’t allowed to escape, let me try. I’ll reload. If Anselmo can walk off the farm whenever he likes, let him. I’ll do it. Make me collaborate, don’t force me to. 

    The strange thing is, at its best, Horses does engage with this issue head on. Later in the game, your position as collaborator cemented, a horse will not cooperate. The farmer’s dog gives you an option of how to deal with the horse: to offer, as the cliché goes, the carrot or the stick. Each carrot you offer returns no cooperation and leads to the stick becoming bigger and more dangerous, and the dog angrier. I found myself pleading for the horse to just cooperate, because I knew the next thing I would have to do was beat it. 

    Whether or not I truly had a choice over that doesn’t matter, because I willingly gave those carrots. Horses made me not just perform the act of collaboration, but embody it, and it made me feel shame in a way the early game’s railroading does not.

    The scene that has received the most commentary however is the scene that Santa Ragione believes caused all the trouble and where Horses shows its hand: when the businessman’s5 daughter makes it clear that no one is under any illusions about what the horses are, and that the horses are people who represent a threat to the system.

    I think you could argue that this represents a flaw in my argument that Horses is indigestible art; after all, if you spell it out this clearly, isn’t that quite… understandable? But under that criteria, Salò would also fail for making its setting explicit. Even in Salò the victims are not random (one is notably called out as from a “family of subversives.”) But to return to Schalk: “the technique is not meant to expel meaning.”

    The difficulty of a work like Horses–if we accept my hypothesis that it exists in the spectrum of indigestible art–is that it is not a work about the horses, what happens to them, or Anselmo’s journey. It’s existence is, like Salò, a political act, to stand in opposition to the inauthentic, easily digestible product that floods our culture. 

    I chafe at every mention that Horses is “like an A24 horror” considering the formulaic nature of “elevated horror.” I wrote earlier that I wondered what Pasolini would make of modern pornography; I don’t need to wonder what he would think of the Netflixication of cinema, work designed to go down so smoothly you don’t have to engage with it at all. We seemed to have crossed a rubicon where it’s not even that mass culture is inauthentic; it no longer seems to actually exist. The audience is so captured by capital they create viewing numbers to maintain a stock price while themselves receiving no value; a subscription to white noise to fold laundry to.

    In this sphere, the value of Horses is that it must be engaged with, and it is ultimately that which makes it a threat to the hegemony of capital. At its best it does not just see the danger of commodification on our body and mind: it makes us feel it, perform it, and, ashamed, intend to refuse it. 

    Salò was not banned because of shock value alone. It may be an extreme example, but it suffered extra scrutiny for the same reason works as benign as To Kill A Mockingbird: an audience roused out of its slumber is a dangerous one. In 1975 Pasolini saw a world where the audience had to choke on the indigestible to wake. Horses may be more obvious, more on-the-nose in narrative by interactivity, but in doing so it takes the indigestible and asks the audience to not just wake from choking on it, but to spit it out. 

    You may think I’m giving Horses too much credit here–or implying conspiracy in its banning. But the same way that audiences are enveloped by the miasma of capitalism, companies like Steam and Epic are unconsciously risk averse in protection of the numbers. Santa Ragione focuses on the possibility that a little girl riding a naked woman was the reason for the ban; but I wonder if they’ve considered it was what she said that was. That she gave the game away.

    “Each of us is a cog in the machine; we must all do our duty so society can function properly. So dangerous ideas are a concern for everyone.”

    Will I ever play it again? I’ve already spit it out.

    Final Thought: If I find one flaw in my argument, it is that Horses ultimately concludes in a very “video gamey” way. Pasolini famously struggled with the ending of Salò, ending on an abrupt non sequitur after taking things as far as they can go. Horses instead asks the player to engage with an actual puzzle (which comes as a surprise; the solution is also a little vague in game, meaning I can imagine a lot of players get stuck here, and I personally found it annoying to the point of it breaking immersion). It leads to heroic rescue and ultimately escape–one which implies reclamation and reconciliation. Depending on your viewpoint, this hopeful ending either continues the themes as a call to action for the awakened viewer or the kind of satisfying resolution that allows a return to slumber; the indigestible made digestible. The question is, I suppose, as always, what you are willing to swallow.

    1. It has been mocked elsewhere but that this rule has an explicit carve out for crypto (“the only exception is for products in cases where an AO rating was applied solely due to the usage of blockchain or NFT technology”) is toe-curlingly embarrassing. ↩︎
    2. Although after saying all of that I have to also attach Paolo Pedercini’s idea that it might relate to the fact that by just being called “Horses” it contaminates searches to a genre that horse-mad weans would be looking up, like if you called a game “tractors” and it was all about tractors with big floppy dongs flopping about. Hang on, let me get on the asset store… ↩︎
    3. I should say supposedly willing here to be specific, but I don’t want to get too far afield of my main point in the moment. I touch on this in my essay on VILE: Exhumed, but there is an irony in that in Salò we can see a crying victim be debased with awareness that the shoot was actually pretty jolly, full of football games and risotto meals, but you really have no way to judge if in even vanilla pornography the performers are willing participants, as capitalism is always a coercive element. ↩︎
    4. I would argue it is titillating, intentionally, until the rules are inverted at the villa, but again, I’m in danger of getting lost in the weeds here. ↩︎
    5. This character is never referred to as such, and is a designation I’ve made on the statements of his daughter: “My father makes sure that [the farmer’s] business opportunities keep growing.” ↩︎
  • The exp. Dispatch #13

    The exp. Dispatch #13

    This Month On exp.


    Subscriber Post: Jingle Bells (Jack & Jill Software, 1986)

    As has become traditional, in the month of December I try and make sure I write up as many Christmas games as I can manage. This year I’m going to try and keep to my intent to write up new (preferrably 2025) games when I can, so it’s (sadly) not going to be all Christmas, all the time, but it’s good to start the month off with one, and I’ve already got some subscriber-exclusive Christmas essays brewing, so if you want to make sure you’re as full of Christmas cheer as possible and haven’t already joined the Patreon

    Unlocked Posts: and Roger (Tearyhand Studio, 2025) / Florence (Mountains, 2018) / Flotilla (Blendo Games, 2010) / Baby Steps (Cuzzillo/Boch/Foddy, 2025)

    Uh, that looks like four articles but it’s actually three. This is the first time I’ve broken the format to talk about two games at once, but I think it was necessary, and I don’t think it’s going to be the last time.

    From The exp. Archive: Super Stardust Portable (Housemarque, 2008) / Batman: Arkham City (Rocksteady Studios, 2011) / ModNation Racers (San Diego Studio, 2010) / Santa’s Sleigh Ride (Energy Games, 1981)

    I’m jumping forward in the archive a bit so I can further juice the Chrimbofication of exp. this month to include a chunk of the Christmas essays I’ve written across the years (although I only started doing it in 2021.)

    exp. Du Cinéma


    Frankenstein (2025) / The Life And Death of Colonel Blimp (1943)

    I didn’t expect to post my article on The Life And Death Of Colonel Blimp to the main site—I expected it would be short enough that I’d be happy to just leave it on Letterboxd—but it took more paragraphs, and more redrafting, than I expected (this is actually the second version of the essay I wrote.) It was only when I read the Criterion essay that I accepted that the movie was difficult enough to get a handle on that I felt satisfied that my perspective was worth sharing—and if so, why not do it properly. I think maybe I’m being a bit too precious about how long and detailed an article has to be to get upgraded to a “real” post; several of the essays below (notably Predator: Badlands and Sentimental Value) probably deserved it.

    Also reviewed: Who Killed the Montreal Expos? (2025) / Predator: Killer of Killers (2025) / Predator: Badlands (2025) / Sentimental Value (2025) / The Running Man (1987)

    exp. Capsule Review


    Small Worlds (Schute, 2010)

    Friend-of-exp. Jim McGinley shared this example of a lost art—the Flash game—and I had, I guess, missed it completely, so it’s possible you did too. Winner of the Jayisgames 6th Casual Gameplay Design Competition” and playable on archive.org, it’s a short platformer where you jump around, gradually revealing beautiful pixel-art scenes that express a kind of melancholy. One section (you’ll know the one) veers slightly into annoying if you don’t nail certain jumps, but this feels the way snow globes look in whimsical, heartfelt movies, and not the way they are in real life, which is nothing. Well worth your time.

    Zine News


    Retro Game Zine Issue 012

    “Retro Game Zine Issue 012 investigates the cyberpunk Kojima cult classic, Snatcher!”

    Funland Zine No. 5

    “Yoshiro Kimura on life on Earth. Luke Vincent on life on alien worlds (or at least SLC). Kaitlin Tremblay on death in the cosmos.”

    FREEZE-ZX Issue 2

    “Here’s a taste of what’s inside: A retrospective of Auf Wiedersehen Monty from Gremlin Graphics. An exclusive interview with Gremlin’s graphics developer, Terry Lloyd … And yes—a special centrefold map to enjoy.”

    Logos From Planet Blip

    I haven’t had a chance to play (watch?) Blippo+ yet, but when they announced this they described it as a zine, so I’m more interested than I was already (which was interested).

    Zine Things Happen

    “From the author of Sarah Records’ These Things Happen, comes a new 40-page, full-colour music fanzine. Feat. Blueboy, Josie, Beth Arzy, Swansea Sound.”

    And Finally…


    “SIGN OUR BOYCOTT XBOX PLEDGE: We are asking gamers, game workers, streamers & journalists to join us in boycotting & divesting from Xbox, to force Microsoft to end its complicity in the genocide of Palestinians. We’ve provided concrete actions everyone can take. Sign here: nogamesforgenocide.com.”

    Next week on exp.: When suddenly Johnny gets the feeling he’s being surrounded by…

  • The Life And Death Of Colonel Blimp (1943)

    The Life And Death Of Colonel Blimp (1943)

    All of Powell and Pressburger’s films are, in my opinion, quite strange to modern eyes (even compared to their contemporaries) with unusual tones and pacing, but for me this is absolutely the strangest yet (and that’s including A Matter Of Life And Death, which is completely bonkers.)

    On the surface, our Colonel Blimp, Clive Wynne-Candy, reads as hero, played, as he is, by the iconically charming Roger Livesey. But The Life And Death of Colonel Blimp is also a harsh criticism of him–and the actions of the British Empire–when read more deeply and with historical context. It’s asking a lot of the audience to come to the film with that, and what I find most strange about The Life And Death of Colonel Blimp is how much it tries to have its cake and eat it: Candy is a fool, but he is still portrayed as a good person, the protagonist you root for, and the ultimate feeling of the film is one of apologia. I’m not sure that’s fair; or rather, I’m not sure it’s fair that audiences ever walked out feeling sorry for him.

    Based on a newspaper cartoon that satirised the reactionary opinions of the British establishment, if you understand background such as the British behaviour in the Second Boer War(!) Candy comes across as not so much foolish as in outright denial even as a young man–he ends up in a duel with a German officer over dastardly Hun propaganda about the existence of concentration camps, which, of course, there were.

    He’s also deeply emotionally stunted, and this is shown by him being haunted by the woman he loved and lost like he’s Francesco Dellamorte in Cemetery Man, as she re-appears as every new woman in his life. And each time he struggles, his emotional outlet is murdering exotic animals as some sort of a balm (I’m sorry but if you murder an elephant you’re a grade-A cunt.) I’m not quite able to fully translate the metaphor to the British Empire’s stymied ambitions across the early twentieth century, but it probably works.

    If you see Candy as such, the true hero of the film is Candy’s pal, German officer Theo Kretschmar-Schuldorff, played by the incredible Anton Walbrook. This must have been an intense role for Walbrook, who himself escaped from the Nazis, and as Kretschmar-Schuldorff he shows the kind of insight–borne from loss–that Candy never seems to attain. The sequence in which he pleads his case as a refugee is undoubtedly one of the greatest in all of cinema, and I understand why his sympathetic portrayal was considered so controversial in the era. It’s too good. The British public might have had their minds opened and the establishment needed to make sure they’d stay snapped shut.

    You can also read satire, I think, when Kretschmar-Schuldorff is sat with Candy and the British empire’s regional dictators, all stuffy old white men who swear blind they’ll do the best for Germany while they extract what they can without a care from their own fiefdoms (while, of course, leaving Germany to its ruin.) There’s something very prescient, too, about the way Candy says “I wasn’t in a foreign country, I was in Jamaica”–it reads as patently absurd and paternalistic, even though Jamaica wouldn’t achieve independence until 1962.

    This does make The Life And Death Of Colonel Blimp sound like a laser-focused, forward-thinking satire, but the film takes a leisurely pace across its nearly three hours, and what’s there is a lot more subtle in context than I make it sound. The moments I have described are just part of a film that otherwise puts a lot of effort into impressing on us that Candy is, in general, a stand-up guy who believes in, and tries to do, what’s right. And the film pushes towards the apparent conclusion that he (and therefore, Britain) are only flawed in so much as they have slowly–stuck in their ways–fallen out of doing what needs to be done. That they’re trying to be too honourable, when they should instead [checks notes] fight the Nazis like… the Nazis would?

    This is, in my opinion, a strange conclusion for a film that shows such incredible empathy and understanding via Kretschmar-Schuldorff, and there’s a sour taste to it in the light of the film’s own satire–and ultimately what we know now about the Allies’ conduct during the war (the bombing of Dresden would happen just a couple of years later.)

    The thing is, I understand the argument that can be made against what I’ve just written–films are allowed to be complex; even contradictory–people absolutely are (I take some pleasure that The Life And Death of Colonel Blimp’s Criterion essay seems just as confused about the film as I am.)  We don’t, and can’t, live only in a world of basic morality tales, of perfect good via evil, and it is a bit sad that our major cinema has so devolved to that. And The Life And Death Of Colonel Blimp is a beautiful film, full of every touch we know Powell and Pressburger for, and a performance from Walbrook in particular so good that it makes the Oscars look like a joke because he never received one.

    Indeed, I think it’s telling that Churchill–an odious racist who knew everything the British were willing to do–reacted in such fury to this film. He could see what lay beneath the surface. But even with that, I can’t quite square the movie’s apparent understanding that the British Empire was not honourable in the least with the implication that it needed to plunge farther into barbarism. If I’m charitable, maybe it was simply a call for it to stop lying to itself about what it was.

    Follow Mathew on Letterboxd.