Author: Mathew Kumar

  • The exp. Dispatch #10

    The exp. Dispatch #10

    Well, very funny to say in the last dispatch that I’d go to biweekly and then not actually send out another one for three weeks. Well, I’ve got a good excuse.

    Recently On exp.


    Announcing exp. 2602 For Pre-order Today!

    Said excuse! I suppose I did send this out to all subscribers at the start of the week. exp. 2602 has been in the works for a while, but it was put on hold when I rebuilt expzine.com, and then actually launching it got delayed even longer because I was so dissatisfied with ecommerce options like bigcartel and ko-fi (ko-fi in particular badly screwed me recently) that I decided to self-host—after all, I already have the website. I somewhat understand why people just pay to have someone else handle it all by now… but at least so far it seems to be working. Also—please consider pre-ordering! This is the last weekend before I absolutely have to get it to the printers, and your orders make sure I know how many to print!

    Subscriber Post: Elechead (Namatakahashi, 2021)

    This week’s subscriber post showed up a little late because of the announcement, so I hope people don’t overlook it. Namatakahashi is doing something really special in indie games right now.

    Unlocked Posts: Gravity Bone (Blendo Games, 2008) / Metroid (Nintendo, 1986) / Many Nights A Whisper (Deconstructeam/Selkie Harbour, 2025)

    Man, when you see the games listed out like this I really grasp how some people find it hard to hook into what I’m doing here. But my tastes are too catholic for me to limit myself to being, like, only an RPG or retro blogger or something. If you only want to read one of these, please read about Many Nights A Whisper—there’s only a few short months to find out if it stays at the top of my games of 2025 list. But uh… obviously read them all.

    From the exp. Archive: Cart Life (Hofmeier, 2010) / Soulcalibur: Broken Destiny (Project Soul, 2009) / Star Wars Pinball (Zen Studios, 2013)

    A couple of really throw-away articles here but I still think what I wrote about Cart Life hits. A “compelling and thoughtful critique” according to Eggplant‘s Rob Dubbin, so that’s nice. Surprisingly on Twitter, the website where linked articles go to die, I got some feedback on Soulcalibur: Broken Destiny too. @Yoshicookie, apparently a Kilik main, let me know it’s “actually the better version of [Soulcalibur IV], if it had proper multiplayer.” Good to know.

    exp. Capsule Review


    Blobun Mini (Cyansorcery, 2025)

    Didn’t really pay attention when downloading this because it looked so cute when it showed up in my feed–I guess I assumed it was a Crush Roller-a-like, or something. However, it turned out, concerningly, to be more of a “hard” puzzler, where you’re trying to fill in every square in a map with your cute little slimy bunny and you lose if you need to backtrack to do it. It’s not Sokoban, exactly, but it (maybe unfairly) raised memories of every game I’ve ever played where you do a complex chain of things but have fucked it up at one point in the last 100 moves and have to try and make sense of it.

    As a result I was initially considering putting this down completely, but I decided to stick with it for a bit as it’s a free PICO-8 game, so I was able to pick it up on my Trimui Brick whenever I had a spare moment (don’t leave me with my thoughts! I need to be doing something, please don’t leave me with my thoughts!) and Blobun Mini won me over for several very good reasons. 

    Firstly: every part of it glows with polish, from the charming UI through the responsive movement. Secondly, the game has an unbelievably smooth difficulty curve. It introduces new concepts carefully–and it has many for a game with just sixty levels–and every map is short enough that you never have too much to fix if you screw up. And thirdly, the game is unbelievably forgiving, with a complete rewind and even hints to start you off on each level.

    Much like Dino Sort, if you’re looking for a charming puzzler that you can pick up and put down and eventually finish you can’t really go wrong with this (I mean, it’s bloody free) and if you like it so much you can go ahead and play the “full” version of Blobun, which does look like it’s too much for me, but that’s fine.

    The only problem I have with this, actually, is that I finished every level but the last level didn’t “tick off” so it looks like I haven’t. A bug, maybe? But it’s a minor quibble.

    exp. Du Cinéma


    Superman (2025) / Evil Puddle (2025)

    Something something, catholic tastes. This is the second time a Motern Media production has shown up in this newsletter, so I assume you’re all complete converts already.

    Also reviewed: Eddington (2025), The Devil At Your Heels (1981) and Mountainhead (2025).

    Zine News


    Middle-Aged Teenage Angst Issue 1

    “Middle-Aged Teenage Angst: The Zine is now available to buy in print or as a PDF. 52 pages of new writing by me on forgotten TV, old mags, radio, wrestling, growing up, badges and, of course, music.”

    Retro Game SuperHyper Fanzine Issue #5

    “YES!! Over three years late, but I kept my promise, and the fifth issue of RGSH fanzine is finally finished and ready for you!!”

    This came out a fair few months ago now, but only came to my attention (as zines often do) thanks to Forgotten Worlds.

    ASTRO Gaming Lifestyle Magazine

    “This is a magazine that explores gaming as a lifestyle (think Nintendo Power meets curated fashion and lifestyle magazine). The book features 60 pages of my artwork alongside photography and featured community projects.”

    This is absolutely beautiful but I’m sad to note that it’s also fifty-nine dollars. I think it’s neat that there are higher-end zines and journals out there—think the amusingly similarly titled ON and [lock-on]—but I have to admit that I don’t have the funds to keep up. Maybe they’ll be up for a zine trade?

    zeenster.com

    Moheeb Zara’s free zine making app now works on mobile! Make your own zine and then charge sixty dollars for it. That’ll show ’em.

    And Finally…


    This is a fun one. I’d put off watching this until I finished Clair Obscur: Expedition 33, as I’d heard the book this talk (from two years ago!) was about heavily inspired it. When you watch this you’ll be absolutely shocked as to how much of a, well, complete rip-off Clair Obscur is, and of a book that was apparently a huge success in France! I’d be fascinated to read what French fans thought of the game—if they were just completely nonplussed by the things international audiences found fresh and exciting. Maybe that’s why the game makes such, er, big swings at the end? To differentiate it?

    Anyway, I’m absolutely gasping to read La Horde du Contrevent now. Considering I moved to Canada anyway, I should have really bothered to give a shit about French in high school. I guess if I can sell more copies of exp. 2602 I can be taken seriously as a publisher and try and get the rights? There’s an English translation sitting there waiting!

    Next week on exp.: Well, I did the Metroid, so…

  • Elechead (Namatakahashi, 2021)

    Elechead (Namatakahashi, 2021)

    Developed/Published by: Namatakahashi, Tsuyomi / Namatakahashi
    Released: 14/10/2021
    Completed: 31/08/2025
    Completion: Hard to say if the game has a “good” and a “bad” ending, so let’s just say I saw one of the endings.

    Saw people talking about Öoo, the latest Namatakahashi game, so of course I had to look up what they’ve made before that, saw that they’d made a game called Elechead, and played that instead.

    And I’m glad I did!

    I talked a lot about process in my recent essay on Many Nights A Whisper, and I think Elechead represents a more expected way of centering a low number of game mechanics (or especially, single game mechanic) in a video game: not focused on the player’s process toward a singular mastery, but on playing with the player’s believed mastery, taking the mechanics and bending them, requiring lateral thinking and moments of inspiration to progress.

    In Elechead, it’s something so simple and clever that I’m surprised I haven’t seen it before. It’s actually described wordlessly in game and even on the Steam page (perhaps, originally, to avoid localisation issues–even the settings menu relies on pictograms). You’re a wee robot with an electric charge. Anything you stand on is powered. So, for example, if you stand on a platform that moves, it moves. If you stand on a platform with some bulbs attached, those bulbs light (in game, creating a dangerous barrier.)  As soon as you jump, everything turns off; when you land again, everything turns back on. Instantly.

    The game plays like that for a bit longer than I expected it would, before it introduces its main twist: your head is what holds the charge, and you can fling it off and run around as a headless body for ten seconds. So where previously you might face a barrier and just have to jump to break the connection to get through it, now you might have to throw your head across to make a connection somewhere else–and then get there in time.

    The thing that stands out about Elechead is that it sucks the bones of its concept, and that it does so with a thoughtful difficulty curve (well, to an extent). There’s always a new way at looking at your abilities or how they interact with the world, and what you will be able to do can be surprising. It’s generally deeply satisfying when you work out what you need to do, but if there’s an issue, it’s that the game relies on a couple of (in my opinion) bad mannered “tricks” to stymie you: hidden paths with no “tell” (in walls, or off screen) and a final upgrade that’s completely hidden behind one of them (my understanding is that you can beat the game without it, but I struggled even with it…)

    It’s a bit of a shame, because the game leads to a climax that I really loved. If you’ll allow mild spoilers, the game is a linear trip through a series of puzzles (outside of some side paths to collectibles) and when you reach the end, you simply get a few hints to where you were actually supposed to go. But heading backwards requires you revisit puzzles you’ve already seen and solve them in entirely different ways as you reach what appear to be the game’s tutorialising “one way” valves!

    So I don’t love that this game stretches the player slightly beyond what’s fair, but that does mean it fits into the milieu of Japanese video games inspired by Xevious and Tower of Druaga.

    What, you thought I was going to get through an article without mentioning them?

    Will I ever play it again? Probably not, but I enjoyed this so much I’m having to pace myself to not just start Öoo immediately. 

    Final Thought: Weirdly, after I beat this, I looked up some playthroughs on YouTube, and everyone skips showing the trip backwards, my favourite bit! They do the collectibles ending and take an unrewarding shortcut to the other ending. You’ll only have yourself to blame if you do this. Just remember that things can be hidden in walls and off screen and you’ll be fine.

  • Announcing exp. 2602 For Pre-order Today!

    Announcing exp. 2602 For Pre-order Today!

    Following the successful relaunch of the exp. website, http://expzine.com, I’m proud to announce that the latest issue of exp. Magazine is now available for pre-order, in advance of debuting at Just Zine Things, to be held at Interesting Things (173 Baldwin St, Toronto) Saturday 27th September, 2025.

    exp. 2602 continues my exploration of the 1970s releases for the Atari 2600, with context provided by essays on 1979 and that year’s arcade hit Asteroids.

    As with the previous issues, exp. 2602 is being published in a signed, limited numbered edition, and will also be available in PDF and epub. However! I have also made the decision to republish, in unnumbered second editions, the first two issues of this series, exp. 2600 and exp. 2601, in order to align the design language, fix some errors and allow anyone who missed out a chance to buy one, two or all three issues. And if you buy all three, you’ll automatically get a $4 discount!

    Damn, that looks so clean! Is it annoying that Atari didn’t keep their box art in the same scale/frame? Yes. Yes is is.

    Pre-orders open today, and issues, physical and digital can be pre-ordered at our new online store at expzine.com/shop. Digital copies will still also be available on Ko‑fi or Patreon for Ko‑fi or Patreon subscribers. Patreon subscribers can find their shop discount code here. Ko‑fi supporters will receive theirs via DM.

    As a pre-order, issues (digital included) will not be dispatched until the week of Just Zine Things.

    As all three issues are in stock, I am open to orders from shops and distributors who would like to purchase for resale, with a discount for bulk orders. I am also open to donating  copies to zine libraries! Get in touch with me here.

  • Gravity Bone (Blendo Games, 2008)

    Gravity Bone (Blendo Games, 2008)

    Developed/Published by: Blendo Games
    Released: 28/08/08
    Completed: 05/07/25
    Completion: Completed it.

    Blendo Games’ Skin Deep was released this year, and as is often the case, a new game makes me go “oh yeah, I haven’t really played much or anything by that developer” and I therefore feel like I have to start from the beginning. In this case, I’d previously played this and Blendo Games’ Flotilla (which I believe I still have on Xbox Live Indie Games?) but Gravity Bone only takes twenty minutes so I thought I’d run through it again (I don’t think I’m going to get the Xbox out for Flotilla, though it’s also still on Steam.)

    Anyway, Gravity Bone is still well worth running through in 2025 (you can too if you like, and then come back.) It worked fairly well for something made in 2008 even if it did crash consistently if I went into the menu and I was never able to get the graphics looking right in full screen (I wouldn’t even bother trying to get it working on a Steam Deck. But, again, it’s twenty minutes long.)

    What strikes me about Gravity Bone now is actually similar to what Kieron Gillen said about it way back in 2009–the confidence it has. A tiny spy thriller with blocky characters, designed with intentionality. The janky nature of playing it now could be detrimental, but the work shines through–like pulling up a scratchy digital transfer of an old short movie that was never matched.

    To get into spoiler territory (again, for a game that’s twenty minutes long) I love that the game breaks the “rule of three”. You complete your first easy mission. Your second mission is a little more complex, featuring tools to use and in a very “2000s FPS” way, some tricky jumping. And then, before you can move on… you get shot.

    Suddenly everything you expect from a game is broken. You can’t just follow what you’re being told to do. You’ve got to get up and chase your assailant, surely you’ll catch them. But then… you die.

    But as you die, you “remember” everything that brought you there. Suddenly you are no longer just  in control of an avatar doing as you were told–you understand you were playing a person, as you see their life flash before their eyes. It’s… surprising. And then? Truly? It’s actually quite moving.

    You are taken from a pure video game experience to an emotional one, something that few games have managed in experiences that number in the tens of hours. I don’t want to oversell it too much, but while they say brevity is the soul of wit, Gravity Bone has wit and soul in its brief run time. 

    Will I ever play it again? If you haven’t heard, it’s only twenty minutes. But even at that…

    Final Thought: Spoilers: in the time between starting to write this article and finishing it I did in fact decide I just had to play Flotilla after all. What am I like.

  • Evil Puddle (2025)

    Evil Puddle (2025)

    When introducing Evil Puddle as the first film in his pre-TIFF Midnight Dankness screening (which raised over $4000 for PCRF and Islamic Relief Canada!) Peter Kuplowsky compared it to Eddington as a work of post-COVID cinema, and it is, I think, an excellent lens to view it from.

    Eddington is a cynical film that, if it argues anything at all, argues that we are all deeply alone–enveloped by our solipsism so completely that there is no such thing as community, and catastrophe only exposes our urge to self-preservation above all. That we are, ultimately, trapped in our own minds. Unable to see that we’re prey for higher powers and forces that we don’t–and couldn’t–understand.

    To me, this is the worst kind of satire–the kind that allows you to be smug because you’re clever enough to know how bad things are and clever enough to know there’s nothing to be done about it. A self-fulfilling inaction.

    Evil Puddle argues, instead that community is very, very real, in both narrative and form. From Matt Farley, Charlie Roxburgh and the cast of locals and fans that pitch in to play roles in their movies, Evil Puddle is a 1970s folk-horror disaster movie by way of community theatre in which some unlikely events lead to a small town’s water supply becoming, er, evil.

    Heavily featuring a magic rock, I’m unclear if after Magic Spot Farley and Roxburgh are creating a new thematic series of “magic rock” movies to follow their earlier, triumphant series of Druid movies, but the water which kills you instantly but otherwise looks completely normal and benign (you know, like, say, air with a virus in it) is the key factor here. Like classic disaster movies, the film flits between disparate characters who all face peril in different ways due to their predispositions. So, for example, you see some kids who have been using a hose to clean off rocks for a new tranquillity garden. You see a group of ne’er-do-well’s who seem to do little other than hang around a pizza parlour complaining about the free tap water. You see, er, a dance instructor and his student who happen to be learning close to a sprinkler (I think you get where this is going.)

    The movie doesn’t linger on punishing characters for their hubris–refusing to trust experts, or attempting to exploit others in their time of weakness–instead choosing to celebrate the characters who work together in even the smallest ways. Evil Puddle is unique in making one of its most rousing sequences about how sometimes the best thing you can do is accept some mild inconvenience rather than put yourself or others at risk.

    That this movie has been made by a community is what makes it all so dense with meaning. If you’ve followed the Motern Media universe for any length of time, it’s genuinely moving to see how the actors you know have aged and changed but that they’re still showing up, because that’s what people do

    It’s easy to be cynical. It’s unarguable that the tools that we use every day are being warped by big tech to isolate us ever more. But AI ain’t going to show up when you need help and it ain’t going to make a movie a tenth as good as this one, made with friends and family when they’ve got spare time, where it’s obvious when they’ve shot several scenes in single afternoons. Because you can’t replace community, you can only participate. Rather than inviting the audience to wallow in their smug inaction, it inspires. You could do this too. You can do anything you want. Someone probably wants to help!

    And the beautiful thing about Evil Puddle is that just by watching it, even if you have no idea where to start, you already get to join a community: the community of Motern Media fans. Hell, you can call Matt Farley right now if you want (his phone number is 603-644-0048. Give him a call, tell him this review sent you.) Why be smugly alone? Join us, it’s much nicer here.

    Follow Mathew on Letterboxd.

    Update (31/10/2025): Evil Puddle is available for purchase on Vimeo now!

  • Superman (2025)

    Superman (2025)

    This has been out for a while, so pretty much every position on it that can be taken has, and I don’t think mine is going to be that revelatory. But still.

    To start with the de rigeur “me and Superman” background, as a British person who didn’t get into American comics until they were a teenager and holds all the usual boring opinions about him (“he’s too powerful! Where’s the peril! Get me a loser like Peter Parker, etc.”) my entire experience of the lad is (obviously) almost completely All-Star Superman, but probably less obviously that one issue of Hitman and then that Superboy arc where he’s an apartment super (get it?) because that was drawn by Hitman artist John McCrea.

    Interestingly (maybe) if you’re really into comics you’ll already have clocked why Superman (2025) has really worked for me, because “that one issue of Hitman” where Superman shows up dwells on Superman failing (badly) and then being picked up by having it spelled out pretty directly that he’s an immigrant trying to make the best of it, and there’s really nothing more you can do than your best.

    I mean… James Gunn has to have read that one, right? Because he gets it. Superman is made as real and as vulnerable as possible here, understanding that just because you’re invincible doesn’t mean you can’t be beaten, and that Superman has no more emotional armour than anyone else. While I’ve read some criticism over just how badly Superman gets his ass kicked in this, that it comes from both directions and that Superman reacts so genuinely–so humanly–to it all is what makes it work. There are stakes: you feel your fist tightening because they stole his dog. You are right there with him all the way.

    Some of Gunn’s predilections are a bit unbalancing to the movie as a whole though. Some of the gags fall flat. He can push peril a little too far when it comes to the defenceless, and his penchant for eye trauma rivals Lucio Fulci’s. But the real issue with the film is that the big action climax doesn’t work. It’s obvious that the thematic arc of the movie is always going to end in a (largely) non-violent confrontation between Superman and Lex Luthor (played with a genuinely incredible seething hatred from Nicholas Hoult) but the other villains (well, bar one) fall completely flat, and the big “why can this guy beat Superman?” mystery is concluded in the most boring way possible. For a movie that digs up so much stuff from the DC Universe (look, I’ve got no idea who Mr. Terrific is) it’s weird that they resorted to the kind of thing we’d expect at this point from the completely shagged-out MCU. But it doesn’t put too much of a pallor on things, because in every other respect, this movie’s heart is in the right place.

    Speaking of, the movie’s much talked-about Israel/Palestine allegory is… astounding. It’s absolutely not the center of the movie, but it goes so much harder than you could ever expect when it appears. Look, we’ve all learned by this point that satire doesn’t do much. But Superman said free Palestine, and in this miserable fuckin’ world, that means something.

    Follow Mathew on Letterboxd.

  • Metroid (Nintendo, 1986)

    Metroid (Nintendo, 1986)

    Developed/Published by: Nintendo R&D1, Intelligent Systems / Nintendo
    Released: 06/08/1986
    Completed: 28/08/2025
    Completion: Killed Mother Brain in less than three hours.

    I hope it was obvious from the conclusion of my article on The Legend of Zelda that the game I was referring to was this, Metroid, but I suppose the real heads might have been like “well, The Mysterious Murasame Castle is pretty good, I guess…”

    Metroid is a game I was absolutely certain I was never going to beat. After all, I’ve beaten Metroid: Zero Mission, isn’t that good enough?

    But the original is a game I’ve picked up and put down a few times out of my urge to really understand the Metroidvania genre’s beginnings, and the reason I’ve put it down is probably the reason most people do: the obvious lack of any sort of map (never mind an automap.) That would be bad though, but when you combine that with the game’s reliance on completely hidden paths for progression, and an early difficulty that is, I think, worse than The Legend of Zelda… Metroid just isn’t very enjoyable. It doesn’t seem worth the effort.

    Sadly, unlike The Legend of Zelda, there isn’t a wee hack in pulling up the manual, because it doesn’t offer the kind of help you actually need. While it does offer lots of useful hints on what Samus and enemies can do, the included map is very vague. With the graphics in each area quite samey (look, you tell one corridor or shaft apart from the other) you really need to therefore either have a map already to hand or be mapping the game out as you go, and I think my resistance to the original Metroid has always been that while in a game like Wizardry or The Bard’s Tale you can take your time to draw out maps, here you’re stopping during an action game, which apart from just being sort of annoying, is an active flow breaker.

    Thankfully, it’s 2025, and I again have to thank two people–romhacker Infidelity and Hand Drawn Game Guides artist Phil Summers–for making Metroid manageable. Infidelity has ported Metroid to SNES creating what is easily the ultimate version of the game, with the Famicom Disk System saving, the addition of a mini-map(!) and even the ability to combine the wave beam and ice beam like later games. And Phil Summers’ Hand Drawn Game Guide for Metroid might be the perfect thing to hand for a player who doesn’t want to just follow a walkthrough beat-by-beat: it offers a route through the game, but the maps and tips leave a lot of the exploration and discovery up to the player.

    It’s a shame, to be honest, that even with all of that, I still just don’t like Metroid all that much. In fact, I’d argue that the Metroidvania “vision” here is still so far off that this is very much a fish with limbs flopping about gasping for air compared to an actual amphibian. Er… Metroidphibian.

    When you start playing Metroid, there is some familiarity outside of the franchise signifiers–the opening area gives you some rope, but works to funnel you towards the necessary early pickups before the game opens up. But quickly you realise Metroid is far less interested in the now de rigueur “I can’t go there / unlock ability / now I can go there” loop than just killing you as much as possible and getting you lost. The upgrades which are required for progression act generally as just “keys” to new areas and don’t provide you the means to solve puzzles or allow you to interact with them in interesting ways (even the morph ball goes strangely underused) so you mostly find yourself shooting/bombing walls or hoping lava pits have a false bottom when stuck after you’ve got them all. And like other games of the era, Metroid makes sure to often punish you for doing that, giving you plenty of pointless dead ends that just sap you of health as you try to survive.

    In fact, I’m struck by how the game poorly rewards exploration beyond getting the necessary upgrades, and then how short the game actually is once you have them outside of forced backtracking–kill two minibosses and then head to the final section to kill Mother Brain, a section which is completely linear.

    As a result of all of this, you realise familiarity with modern Metroidvanias is really a hindrance when playing Metroid. For example, beam upgrades (ice or wave) don’t seem to actually increase your power much if at all, so unlike later games, Metroid seems tuned around using your missiles on regular enemies. You’d think therefore that missile upgrades would make exploration worth it, but you end up getting bogged down just to have five more missiles in your quota, where if you beeline to the bosses, each one gives you an almost absurd 75!

    And you’ll want to do this because the drop rate on health and missiles is so miserable that every trip down a dead end (or worse, a corridor you’ve forgotten you’ve seen already) requires what feels like never-ending grinding of the game’s infinite spawners. When you first see them, you think “that’ll save me sometime” but after your first ten, twenty minutes waiting for enough health to fill one tank, you realise you’re far better  just running through the levels trying to rely on screw attack jumps to avoid combat (which does, generally, work.)

    That even goes for the last section of the game which should be tense and exciting as you finally face off against the Metroids, but no, you’re better off… freezing them and running past. To add insult to injury, Mother Brain is just a complete pain in the arse. It’s an endurance test–have enough health that you can survive being shot the whole time while you pound her with missiles.

    I suppose that the escape is a fairly-exacting platforming challenge is kind of funny, though.

    Much like The Legend of Zelda, though, Metroid feels like a product that makes more sense in its original context of players with bags of time and nothing much else to play. Bar one very annoying thing–that you have no way of shooting things shorter than Samus, which really makes the opening of the game frustrating and much harder than it should be–Metroid controls well, and I assume the players willing to map got a lot out of it, and those who didn’t probably just eventually got Samus powered up and to the end by sheer effort (the zone between “I have the morph ball and missiles” and “I have enough energy tanks and the screw attack to survive to explore” is so miserable, however, I do find it hard to imagine.)

    Even if I find that hard to imagine, I don’t find it hard to see how Metroid captured people’s imaginations. I’m not sure it has quite the same completeness of vision as The Legend of Zelda (or The Mysterious Muramase Castle, for that matter) but the visuals and especially the sound really give the game a uniquely lonely feel; a solo decent into a deadly and foreign cave system (I do love that the name of this game is a portmanteau of “metro” and “android”–I can almost imagine one of the designers, lost in one of Tokyo’s many confusing train stations, thinking “there’s probably a game in this.”)

    And maybe it’s just the fact that it’s a side-on 2D platformer, but even more so than with The Legend of Zelda/Sabre Wulf, Rare has a case that Metroid is heavily inspired by Underwurlde, if not an outright rip off. Not just the shafts with platforming challenge (which would be enough) but that areas of the map are locked off without using a particular weapon. 

    Separated at birth??? Alright, this one doesn’t look as damning as the Sabre Wulf one but trust me.

    If I was being really harsh, I’d point out there were plenty of platfomers of the era with big maps to explore, things to collect and keys to use, from the obscure to the very well known. Impossible Mission. Saboteur. Citadel. Journey To The Centre Of The Earth. And many of these games play well, too!

    So I after playing it all the way through, I do feel like I still have some questions if Metroid really does deserve the crown as originator, but then I also suppose we also live in a world where we don’t play Beneath Apple Manor-likes.

    Will I ever play it again? Well, there’s no Satellaview version of this, so I really have played the “best” version of it I could. I’ll play Zero Mission again, though, which I remember as being the peak of the franchise, and I can’t remember if that’s controversial or not.

    Final Thought: Of course, there’s also the other side of the Metroidvania… the vania. And the first game in that franchise doesn’t even attempt to be a Metroidvania. It’s even got a new SNES port too…

  • The exp. Dispatch #9

    The exp. Dispatch #9

    I think I’m going to settle on the dispatch being biweekly–doing it every week has felt like overkill. I think I imagined this newsletter as just links to the articles of the week, but each time I’ve thought of doing that it’s felt like such poor value for your no-money that I’ve ended up doing more, so this is, probably, better for all involved. Let me know if you feel any different. Onwards!

    This Fortnight On exp.


    Subscriber Post: Many Nights A Whisper (Deconstructeam/Selkie Harbour, 2025)

    Listen to Together by Nine Inch Nails while reading this. If you know, you know.

    Unlocked Post: The Legend of Zelda (Nintendo, 1986)

    Nice to get to call out Wes Fenlon’s excellent Read Only Memo and Phil Summers’ Hand Drawn Game Guides here. Not the last time Phil’s work will be mentioned at the very least.

    Unlocked Post: VILE: Exhumed (Cadaver, 2025)

    You know, I really thought this game would create a bit more discussion online considering the context in which it was released, but I guess not!

    From the exp. Archive: Fire Emblem: Shadow Dragon (Intelligent Systems, 2008)

    Digging this old article up made me realise I never managed to cop that fancy re-release Nintendo did of the Super Famicom original, despite really trying, and then I completely forgot to download it digitally anyway. It’s really bizarre that Nintendo took to these limited releases for Fire Emblem and that Super Mario collection. Why? I guess they did limited Mario and Kirby releases in the days of the Wii, but it just seems so weird to go “you can’t buy that now” in the digital shop of infinite shelf space.

    What’s that? I’ve got a digital zine collection that I’ve only ever released temporarily? Uh… shut up.

    From the exp. Archive: Hollow Knight (Team Cherry, 2017)

    The Silksong hype is real, man. This article, despite being from 2020, was just about the most read thing on the site in the wake of it being announced. And I don’t even like Hollow Knight!

    exp. Capsule Review


    Merge Maestro (Stingless, 2025)

    Had heard rumours this was the new roguelike-like obsession of the moment, so thought I’d give it a shot–it’s not like I feel like I’m wasting my life as it is. But I bounced off this basically immediately. Of the roguelike-likes it’s most similar to Luck Be A Landlord in that it’s very simple, entirely focused on a core loop–here, playing a symbol-based Threes-like to fight a succession of waves of enemies until you either lose or win the run by beating a final boss enemy. After each wave you get to upgrade one of your symbols, each of which has a special ability, and you’re basically trying to make your deck work synergistically so that as you merge symbols you’re doing massive damage and making your board better. 

    If that sounds… fine, it… is. I mean it’s really quite generic feeling, probably not helped by the fact that is uses emojis for the symbols, and maybe if you really love Threes this will light your fire, but it’s got the same kind of problem that Luck Be A Landlord does, where there’s a billion symbols (here 300!) that all do different things and you can find yourself heading in the wrong direction based on your rolls or just not being able to pull anything together. You can get Balatro-esque insane numbers going, but I certainly couldn’t be bothered to try.

    I don’t mean to beat up on this one too much, because it’s from a small developer, completely competent, reasonably priced and I assume for the right kind of player absolute catnip. If anything I’m surprised at how much this failed to get its hooks into me. Am I burned out on the genre, or will another game draw me back into it? You know what, I’m not in a mood to find out any time soon.

    exp. Du Cinéma


    War 2 (2025) / Coolie (2025)

    Thank goodness I’m here to keep you up to date with the latest Indian cinema releases. Absolutely why you subscribe to a video game newsletter. But for real though, War 2 is a banger.

    Zine News


    ZINEDUMP

    “ZINEDUMP is a new Toronto zine fair that aims to provide a venue for the open expression for independent publications, radical art and ideas. The inaugural fest will be held on Nov. 9th between 12-5pm at the Cecil Community Centre.”

    Still time to get submissions in if you’re quick–the deadline is August 31st.

    Amiga Addict 39

    “The new issue of AA is out, in which we look at  Fast Food 2 and the history behind the Oliver Twins original!”

    Incredible to think that there’s an modern Amiga magazine that’s run for 39 issues. I haven’t been able to keep up.

    How To Report ICE

    These single page, easy to print and distribute zines give information on how to report ICE for specific cities/areas in the US.

    And Finally…


    What’s this???

    Next week on exp.: The Stampers get ripped off for the second time. Allegedly.

  • Many Nights A Whisper (Deconstructeam/Selkie Harbour, 2025)

    Many Nights A Whisper (Deconstructeam/Selkie Harbour, 2025)

    Developed/Published by: Deconstructeam, Selkie Harbour
    Released: 29/04/2025
    Completed: 23/08/2025
    Completion:

    Fuckin’ hell.

    The last couple of years have been incredible for shorter narrative video game experiences, and in a weird sort of way, it’s almost like there’s like an unspoken arms race to make them shorter–no, not shorter, more focused, more concentrated. I’m not sure at what point we reached the nadir of games–particularly those of the triple-A persuasion–being a never-ending procession of endless “content”, but there’s something deeply refreshing about the idea that whether intentionally or not, game designers have discovered there’s a value in fermenting a game design, boiling it down into a playable umami. A rich flavour that lingers and sticks with you long after in comparison to the once-prevailing wisdom that players should be faced with an endless chocolate cake and forced to eat it like they’re Bruce Bogtrotter, quality be damned. Games that say, “we’re not just chocolate cake! We’re an endless buffet!” but the entire experience is, as I once said about Horizon: Zero Dawn, like chewing through a gym mat.

    By comparison, Many Nights A Whisper gives you one thing to do. One perfect, polished thing. It gives you as much time as you want to do that thing, in a genius and thematic invitation to self-direction, though you’ll probably wrap things up within an hour, hour and a half. And I don’t think it could manage what it does any other way.

    In Many Nights A Whisper, you are the “Dreamer”, chosen to practice with a slingshot for ten years in preparation for a single shot at a distant chalice that, as part of a sacred ceremony, will ensure everyone’s wishes will come true–at least, those whose wishes are heard and accepted by the Dreamer. The game begins with the ceremony fast approaching, and as people begin to deliver their wishes, finally the Dreamer’s slingshot range is able to be expanded with hair from the cut braids of those whose wishes are accepted. And so the player is given freedom to practice their expanding slingshot against increasingly distant targets each day, and then each night, they hear and choose which wishes to accept by cutting the braids of hidden petitioners.

    And that’s it, until one day, you have to make the shot. And you really do only get one attempt.

    In a strange way, the thing that Many Nights A Whisper reminded me most of was The Bear’s incredible season three opener, “Tomorrow.” While the show itself has, ironically, lost focus completely–and to be honest, the very next episode in season three does its best to blow up its thesis, anyway, Tomorrow movingly, non-linearly, shows chef Carmy’s sometimes beautiful, sometimes painful, sometimes awful history intertwined with his work, his process for forming a new menu for the titular restaurant. Layer by layer, the episode offers an affirmation:

    You are not simply the sum of what has happened to you. You are what you choose to do with that.

    It is an aspirational song of praise to putting everything of yourself into your process. It’s like when you watch one of those NHK documentaries about a factory that hand-produces lacquer bowls, or something. You think, you are reminded, that you are a corporeal being that exists in the world. You can imagine the simple yet deep pleasure of mastering something, putting yourself into it, knowing every movement, until it becomes second nature; the work sings a song you woven not just by your hand but by the life that got you to that point.

    In a world that almost feels more virtual than real now–forever interrupted, beauty shortcut with slop, isolation and othering as policy–these things make you face up to how you’ve hardened. They make you long for a honest dialogue between yourself and the world: and make you content with the fact that being honest with yourself is maybe the only thing you can control.

    You are not your context. You are what you choose to do there.

    Many Nights A Whisper doesn’t give you a world to explore. It gives you the role of the Dreamer–designed clearly to visually reference the modern incarnation of The Legend of Zelda’s Link–in a small courtyard that only hints at the larger world. You’re wearing (and I would love to know the story behind this) an Ixnay On The Hombre t-shirt, your mentor has a big telly… but this otherwise could, if you squint, be Hyrule. Many Nights A Whisper gives you a context you already know, and an interaction you already know. Left trigger to aim, right trigger to shoot. It asks you to consider your process, and engage with just how hard you want to work by giving you a safe, understandable, recognizable space to work in, with no distractions.

    And while it does that, each night it ask you to consider why you’re doing it. Is it just because you’ve been asked? Because you want to make people’s wishes come true? Whose? Who deserves it, and who doesn’t? What is the world you want to create by your hand?

    Many Nights A Whisper describes itself as an interactive essay, which I think is a little precious. Because it is very much a video game, a visceral video game. At first, you make your little shots into nearby chalices, you accept easy, uncomplicated wishes and enjoy the reward of “levelling up” your slingshot. A few in-game days later you’re making micro-movements and cursing as you miss shots at chalices far in the distance, then trying to navigate the wishes of the selfish and confused. “I need more distance” you think, “but this person is unworthy.”

    And then, suddenly, the ceremony is due. You have one last afternoon with which to perfect the shot. Can you? Walk away from the spot you’ve chosen, line it up. Hit. Walk away, spin around, line it up. Was that right? Hit. Alright, if I get it a third time, I’ll move on. Walk away, spin around, put the Steam Deck down, make a cup of tea, dunk a chocolate digestive, fuck half of it broke off, burn your finger trying to dig it out, back to the kitchen and grab a spoon, urgh it’s too soft now, back to the Steam Deck, you know the chalice was right at this point on the screen… wait, move it here. No, there. Miss.

    Fuck.

    As someone who is extremely free with walkthroughs, save states and the rest–games are to be enjoyed–one of the meaningful things about Many Nights A Whisper is how deeply it engenders an urge to do it right. To give yourself over to the process. To try and try again to make a lacquer bowl with all the knowledge of the history that made it what it was and made you what you were. I played for real. I tried many different ways, I practised. I spent far longer than I’d expect I would have trying to get myself to the point it was second nature. Until I realised I was overthinking it. If I took a breath, stopped, and attempted a shot based simply on what felt right–a shot based entirely on the accumulation of practice, I’d make it. But if I kept trying, I’d get tangled in it. Micro-movements, losing my place. I’d start to miss. 

    So I stopped practising. There’s only so much you can prepare. I didn’t even make sure my last shot was a hit. I simply trusted in my process.

    At the ceremony, I took a breath. I closed my eyes, I thought about everything I had gone through. Was it really just an hour, or was it a lifetime? I pulled back the slingshot, and I fired.

    Will I ever play it again? I am somewhat interested in what happens if you do certain things different ways, or if certain things play out differently on different playthroughs. But at the same time, my experience was so singular, and the tension so real, that if I ever play this again it’ll be a long time yet.

    Final Thought: It’s a rare video game that I say “this could only exist as a video game” but Many Nights A Whisper is one. The preparation and tension of the shot is pitched perfectly–the game is just long enough that it feels like it matters if you fail, but not so long that it makes attempting it in the first place seem insurmountable. It is to experience, mechanically, the crunch-time moment of an underdog sports movie, layered with all your own effort to get you there, holding, quite literally, everyone’s hopes and dreams with you.

    Many Nights A Whisper is, currently, my game of the year. And it ain’t even close.

  • Coolie (2025)

    Coolie (2025)

    Oh good lord. I will, of course, refer you to my review of War 2 first (which scheduling, unfortunately, placed first in my double bill of contemporary Indian cinema at the weekend) so I don’t need to go over my entire “what the fuck do people want” line of inquiry again in relation to this, Rajinikanth’s latest slog which has, somehow, outperformed it both critically and commercially.

    Look, I’ll admit it–I’m nonplussed by Rajinikanth. I basically haven’t seen anything where he wasn’t at least in his sixties, so I don’t have this long history where I can recognise his every twitch and pop for it, and I can’t really fail to notice that he’s deeply, deeply limited by being an elderly man. I don’t think there’s any shame in this! I mean Robert De Niro couldn’t pull off youthful in The Irishman, he’s in good company.

    But listen, with Lokesh at the helm, I wanted to believe. While his films tend to have a lot of build up, they eventually go absolutely bananas, and I loved Kaithi, Vikram, even Leo a lot. But I have never been so thankful that a movie wasn’t in a shared universe. Because this is absolute drivel.

    Now, the last Rajinikanth I was able to catch, Jailer, was almost unwatchable, but at least it was genuinely insane. This is just death. The setup is so neat and simple: a guy’s pal dies, so he has to investigate. Based on the title (which… listen, it’s weird that they named the film a slur) and the fact that it all revolves around a dock, you’d assume he’d go undercover as a dock worker and that would be the movie’s backbone.

    No. He pretends that he knows how to use the cremation chair(?) that his friend invented(??) but which he couldn’t get a patent for(???) so that he can get close to the baddies, who specifically need to be able to get rid of bodies faster than normal for… reasons. Alright!

    Meanwhile, the main baddie’s son is a customs officer in a love affair, and the baddies’ main enforcer is seeking out undercover cops, but maybe he’s also got secrets of his own. Oh and Rajinikanth owns a boarding house for students and his past relates to the docks… sort of. 

    Coolie is full of these overlaid tangled paths for what should be simple threads and every single one ends frayed and unsatisfying. I legitimately cannot tell you why his pal died. I understand the circumstances surrounding it, but not the why, and I genuinely think everyone making this movie forgot.

    Still, it’ll be fine because the songs and action will be good, right? [Padme meme face]

    The solution for Rajinikanth’s limited abilities… not elegant. Dancing is reduced to “putting a handkerchief in his mouth and waving it about.” Fighting? They resort to the ol’ “Steven Segal”: he stands still, waves his arms and baddies go flying. This is not entertaining. Well, there’s a couple of other dudes on the poster, right? They’ll be in the movie and do cool stuff?

    Well… let me just say I do think it should be illegal to put someone on the poster if they don’t have some sensible amount of screen time, or, like, any character at all. Kannada star Upendra appears to… stand still and punch dudes so they go flying (while Rajinikanth just stands there!) And it’s not so much that you could blink and miss Aamir Khan’s cameo so much as you’ll wish you had your eyes closed during it. Again: they’re on the bloody poster!

    Even if I was all in on Rajinikanth’s screen presence, it feels impossible to overlook that his character seems to have absolutely no plan and just dodders about. He basically creates every problem that occurs after the intermission by being a huge dumbass (then gets drunk?) and seems to only get hurt at one point because he’s just standing around looking confused.

    It’s not much better when he’s not on screen, though. The most tense and interesting part of this film I can best describe as “What if the Terminator had been played by Danny DeVito in a dog collar?” and it’s really not as good as it sounds.

    Coolie is a bloated, confused mess, and I’d have had more fun if I’d just seen War 2 twice in a row. Hell, I’d rather have watched Jailer again than this–and that’s saying something.

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