KPop Demon Hunters is a blast

The premise of this new Netflix movie is ridiculous: A K-pop girl band saving the world from demons with the power of... yup, songs. (Okay, and ethereal swords... But mostly songs.)

After listening to the soundtrack on repeat for a day now, I don’t find that premise so ridiculous anymore!

It also helps that the animation is incredibly gorgeous, putting the recent, rather bland and “safe” efforts from Disney Animation and Pixar into perspective. Both seem particularly stuck in their house styles when it comes to storytelling and visuals. But here we have a movie that looks fantastic – and whose musical interludes I’d take over Disney’s any day.

Yes, the story is rather predictable. The pacing drags a bit in the middle. I wish I’d learned a bit more about the relationship of the main character and her mom.

But honestly, it all doesn’t matter. It’s a truly enjoyable, highly watchable movie with an animation style I’d love to see more often.

Studio Arhoj – Stickers

My favorite Danish glassware maker sells stickers now! Ok, to be fair, Studio Arhoj did always sell a lot a different things besides glassware – postcards, bricks (no, really), tote bags, you name it. But I have a soft spot for stickers, so obviously I'm getting some.

This one, for example, will look great on my laptop AND sums up my current state of mind perfectly.

Check them out here. They are all really fun!

Marie Asaba

This illustration made me laugh out loud:

The cat has no idea what’s going on. Why is it suddenly being lifted? Why can’t it just go back to whatever it was doing? But the child doesn’t care – it’s cuddle time!

I really love these soft, whimsical impressions of children and their pets by Marie Asaba, a Japanese illustrator I discovered through the Spoon & Tamago blog.

From her current show, this portrait of a girl also really stood out to me.

Best of all, you can order prints directly from the gallery. I haven’t checked yet if they ship to Germany, but I have to admit — I’m tempted!

Be deeply confused

I’ve long believed that games are the perfect tool to figure out how to deal with all sorts of cultural problems. They are a safe space to prototype reactions to the big shifts we face as a society – like when a new technology suddenly changes how we communicate, work, or assign value.

You know, just like AI does at the moment.

In this light I enjoyed the latest episode of Post Games a lot. In it Chris Plant sits down with Frank Lantz, the creator of Universal Paperclips (the game where you play as an ever-optimizing AI determined to make as many paperclips as possible). During their conversation, Frank Lantz makes a point that I feel deeply, too:

“I think that, to me, the correct stance to have about all this stuff is one of deep confusion. I think if you're not, like, slightly confused and like, look, I'm not sure what's going on, then I think you're not paying attention. (...) You know, there's a whole bunch of obvious positions one can hold right now, where obviously these things are not living. They're just, you know, algorithms. It's just math. It's just a complicated text predictor (...) I think that's crazy. I also think it's crazy to be like, oh, no, it's obvious that this is the godhead and that we're just on the verge of being destroyed by this thing that is going to be to us the way we are to ants. I don't think it's right to have a lot of certainty. I think a kind of deep uncertainty and curiosity is the best thing to have about this stuff.”

Games can help us deal with this uncertainty. Just like they did countless times before.

"Fantasy Life i - The Girl who Steals Time" is a great fit for the Switch 2

I started to play the new Fanatsy Life game with a bit of hesitation. I had heard a lot of good things about it – especially from the folks at Into the Aether – but I didn't really connect with the previous installment on 3DS.

Turns out my worries were unfounded. It's a great "best of cozy games" package, full of fun characters and endless (!) distractions.

With all its charm, the game feels right at home on the Switch 2. Honestly, this could have made for a great platform exclusive launch title. For whatever reason, though, Nintendo and Level-5 didn’t go that route with this release in the series. Still, I’d always recommend playing something like this on a portable system. Being able to fish, mine and craft in between what ever life throws at you is the best way to enjoy a game like this.

Important Research

Spending the evening researching niche RPGs like a totally normal person

Nintendo Music is a Great Productivity Tool

I think that the Nintendo Music App is one of the coolest products the company has released in a while. Obviously, it is great for listening to your favorite soundtracks. But did you know that it is also one of the best productivity apps out there?

The app has a nifty feature that allows you to extend the playtime of certain tracks. Just pick a duration and the track will seamlessly loop. This is something needed in video games anyway, since developers cannot be certain how long you will stay in any given area, for example.

It turns out that this is also really helpful if you want to focus for a given time – just like you would with a Pomodoro timer. Set the duration, get stuff done, and once the next tune starts, you know it is time to stop and take a break.

Great little feature!

Switch 2 - Impressions

I got my Switch 2 on launch day. The store where I had my pre-order placed had messaged me the day before saying there was a chance it might be delayed. So I spent Thursday morning anxiously refreshing my inbox, waiting to find out whether I could pick it up or not.

Picking it up in-store turned out to be a pretty pleasant experience. While in line, I chatted with other people who had pre-ordered their consoles – an instant connection, thanks to all of us putting money down months ago. Capitalism! Topics ranged from the launch line-up (lacklustre, their opinion), the accessories (not needed) to pricing (too expensive). Still, we all walked out grinning, consoles and games in hand.

The smile didn’t vanish when setting up the console itself: The return of menu music! Yes, only for set-up, but still a welcome surprise. More of this, please, Nintendo! (My hope is, that now that they have played it relatively save when it comes to the hardware, maybe they can invest more into playful companion software.)

The other thing that immediately struck me, was just how big the Switch 2 is. It’s enormous! That’s great when it comes to actually seeing things on the display (great screen, btw), but less so for carrying this thing around or holding it over longer stretches of time. I immediately started to anticipate the inevitable arrival of the Switch 2 Lite, to be honest.

The only real Switch 2 game I played so far was Mario Kart World. It’s a delight. So much charm when it comes to the characters and the world – I kind of want to hug all of my little racer buddies (especially the cow)! Both Grand Prix and K.O. Tour are great modes that truly feel different to precious iterations, thanks to the interconnected world. And some of the stages are just mind-blowing. During my race on the returning Rainbow Road, I kept wanting to stop and just take in the scenery. But I guess this is what the free driving mode is for (which, to be honest, I haven’t explored that much yet).

So yeah, I am happy!

Lake time

A day at the lake – reading, paddling, swimming. Good times.

Woaw Lamps

Ok, how cool is this lamp by design studio Nader Gammas? It totally looks like little glowing mushrooms on a tree branch – though I think it is more inspired by old candle holders. As a fan of all things Mario, I'm immediately sold.

So playful. You can get them here.

Hania Rani - Nostalgia

I keep coming back to Hania Rani's live album "Nostalgia" – there is just something about how her voice, the piano, strings and synths all weave together that really speaks to me. Hearing the audience's reactions adds even more presence. The opening track ("24.04") creates this beautiful momentum, and later tracks "Dancing with Ghosts" and "Don't Break My Heart" are just all time classics.

Really hoping to catch her live here in Berlin sometime soon.

Angel's Egg

I still haven’t seen Angel’s Egg, the 1985 movie by Yoshitaka Amano (who I mostly know from his Final Fantasy work) and Mamoru Oshii – but with the 4K re-release around the corner, I’m holding out a little longer. In the meantime, I just keep watching this clip on repeat...

Beautiful, haunting stuff.

Grace Given

We live in the golden age of enthusiast media! For proof, just look at this beautiful book from publisher Tune & Fairweather on the mythology of Elden Ring!

I am replaying this game at the moment, mainly to finally get to the DLC, and this just keeps on confirming that this is one of the finest games ever made. And if you dipped just a toe into the deep water that are VaatiVidya lore videos, you know how fascinating the mythology of that game can be.

So, yeah, I’m pre-ordering.

Pictures?

This is a meta post about the newsletter – sorry!

So far, I’ve shared a few photos on the blog (still very much a hack-ish work in progress), but I haven’t sent them out via the email newsletter. I’m wondering if I should change that.

It feels like a good step toward getting all my social stuff in one place, but I can imagine it might get a little annoying for some (even though it probably wouldn’t happen more than two or three times a week).

What do you think? Hit reply and let me know!

Drowning in Noise

Reading this article by Christopher Butler had me nodding along the whole time.

Our world treats information like it’s always good. More data, more content, more inputs — we want it all without thinking twice. To say that the last twenty-five years of culture have centered around info-maximalism wouldn’t be an exaggeration. (…) When every moment is filled with new inputs, we can’t fully absorb, process, and reflect upon what we’ve consumed. Reflection, not consumptions, creates wisdom. Reflection requires quiet, isolation, and inactivity.

This is a sentiment I’ve seen echoed by a lot of people lately – and something I feel deeply myself. What started as a drizzle in the early days of the web, a chance to explore different viewpoints, get fresh ideas, or learn new things, has turned into an unrelenting tsunami. One that sweeps our attention away as it rushes endlessly through our minds.

Everything that made the web exciting is still possible, sure – but now it takes effort and discipline not to get swept up in yet another algorithmic feed, carefully crafted to keep us “engaged”. Making us angry, anxious, or afraid we’re missing out are great shortcuts for the platforms to get more “daily active users,” but they do little to nurture what Butler calls “wisdom.”

The chance to gain even a little bit of that wisdom is something I hope for myself – and for my kids. To see past the constant rush of the now, and learn to apply our attention intentionally.

If our attention is our currency, then leverage will come with the capacity to not pay it. To not look, to not listen, to not react, to not share.

Something to remember.

Waiting

Waiting for the kids (there are harder things in life)

Antidotes

The guy at my comic shop gave me this weird look when I was buying this: magical girls and horrifically violent fantasy? Yeah, one’s the antidote to the other, my dude.

Neverway and Genre Bending

One benefit of video games is that they let you pretend to do something else for a living – or even live a completely different life. That’s been a driving force behind a lot of long-standing trends, especially in the sim and cozy game genres. If your day job is stressful and hectic, why not unwind in your simpler, virtual job? Feed the cows at your farm. Meticulously clean really dirty objects. Serve up some coffee.

As time goes on, all genres undergo an evolution. I think it goes something like this: From their purest initial expression, to iterative complexity, then to subversive reinterpretation, and ultimately to reclaiming the original intent in a more modern form.

A recent game announcement – Neverway – made me think about this genre evolution: A life sim game with farming, coffee shop talk and all, but in a horror setting.

First off all: this looks cool! And with music from Disasterpeace, no less (I’ve been a fan ever since FEZ)! This one’s definitely on my radar.

But it is also interesting from the genre evolution perspective. Horror, in a game like this? Not so cozy anymore. It will be fascinating to see what it has to say about aspects of the genre that might already be a horror-inducing: the mundanity, the repetition, the pre-scripted relationships. Or if it is simply window dressing: A new look for old ideas.

NuPhy Kick75

The NuPhy Kick75! I’m pretty intrigued by this keyboard. YouTuber Cheese Turbulence has a great overview:

Now, I already own a NuPhy (the Air60, which I’m very happy with), and – I have to confess this to you, dear reader – I also own three to four additional keyboards that serve no immediate purpose. So, there is absolutely no reason for me to get this one.

And yet! The semi-transparent shell. The ability to switch between low- and high-profile switches. The subtle gaming vibes. I just bet it would look great on my desk.

Switch 2: Five Thoughts

I’m late to this, but a work trip to Cologne kept me from writing my thoughts down. But not anymore! I finally carved out some time, so here we go.

Mario Kart World looks sick!

The Direct opened with the new Mario Kart – of course it did! The previous game was the Switch’s best-selling title, so it makes sense that Nintendo wanted to feature it right at the beginning.

And it did get me excited, especially since I like the concept of a world that you can drive around in freely. I never liked any of the previous implementations, though: At first, I enjoyed my time with Forza Horizon – Xbox’s open-world driving franchise – but the constant “festival vibe” and bro-ish energy wore thin pretty quickly. Same with the LEGO open-world driving game, for example: cute, but no staying power.

I fully expect this to be different here. It has the Mario energy I love. And it will definitely be a hit with the kids – which counts for a lot!

(Also, Mario can eat burgers now and that changes his outfit? What?!)

Silksong lives!

Ahh, Nintendo… you tried to keep this game from me, burying it deep inside a random sizzle reel. But you can’t hide it from me!

Silksong, the follow-up to Hollow Knight (arguably one of the best games ever made), is actually releasing in 2025! Now, as a seasoned Silksong hopeful, I know full well that this means absolutely nothing. They could still postpone it – or never talk about it ever again. (Indeed, the go-to emoji for people expecting Silksong news at any show is the clown 🤡. We have been before. Many times.)

But, I can't help myself: It gives me hope that I’ll one day get to play this.

Solid hardware – but is it enough to keep Valve at bay?

The biggest threat to Nintendo this generation isn’t coming from Microsoft or Sony (to be fair, Nintendo hasn’t really cared about them since the Wii era), but from Valve.

The Steam Deck has made such an impression on the market: An incredible library of games (many of which you already own from years of Steam sales!), deep discounts that pop-up every other week, and enough power to run more demanding games – all of it in a flexible handheld format.

So the question is if the Switch 2 is offering enough to keep people from buying a Steam Deck instead.

And… I’m not sure. With the price hike – not just for the console (almost 500 Euros!) but also the games (80 Euros, ufff) – the Steam Deck looks very appealing. Sure, you don’t get Nintendo games on it, and it’s a bit more hands-on since it’s basically a Linux PC. But the decision isn’t as clear-cut anymore.

Game upgrades – enhance some more

I think it was pretty clear that we would get upgraded or enhanced editions of older Switch 1 games – and we did! Nintendo seems to be adding extra content to a lot of them, which is great. I’m especially excited for the upgrades coming to Kirby and the Forgotten Land.

That said, I expected even more upgrades, especially for games that ran notoriously bad on the original Switch (looking at you, Pokémon) or had major resolution dips (yes, Xenoblade, I mean you). These might still be coming, but I thought we would get some more announcements during the Direct.

I'm excited!

A new console from one of my favorite game companies – yes, this has me excited! I will be there on day one picking up the Switch 2. but I’m also a little wary, hoping Nintendo doesn’t rest on its laurels.

Hardware upgrades are nice, but Nintendo really shines when they take risks and push in new directions – on both the hardware and software side. I just hope this isn’t too safe of a play.

Time will tell.

TRMNL

eInk – it's great! Seeing your schedule at a glance – also great!

That's basically what TRMNL, a wall-mounted eInk display, promises: All the information you care about, on a display that needs very little energy and can be read in all lighting conditions.

I completely missed the launch. The first batch is now already sold out (of course), but I'm definitely jumping on the second one. I can really see this working as a family hub of sorts, showing the kids' schedules, the day's weather, and whatever else catches our attention from their long list of integrations.

The downside of many of these systems is that once the provider goes out of business and switches off servers, they become e-waste really fast. TRMNL's commitment to open source and toward thinking about exactly these scenarios gives me hope for its longevity.

Did you want to talk?

This week's Nintendo Direct had one big surprise for me (and I guess many others, too): The announcement of “Tomodachi Life: Living the Dream”. The trailer is so charming, and weird, that it almost makes me forget that they put a 2026 ('26!) release date on it.

The re-introduction of Miis also makes me wonder if there will be a bigger emphasis on some sort of social networking in the upcoming Switch. It would be great to see Nintendo putting their trademark weirdness to use in that area again.​​​​​​​​​​​​​​​​

Almost Bibimbap

I'm on a Korean food-making spree these past couple of weeks (mostly thanks to discovering Doobeydobap on YouTube). It's great: so easy to prepare in advance and quick to finish up for lunch. Perfect for home office days!

Cute eggs!

Few stores are as delightful to browse as Studio Arhoj. They offer a variety of glassware, ceramic mugs, and little figurines. Everything is really cute and very well made (I own two of their mugs, and they always put a smile on my face when I drink my coffee from them... Ok, this starts reading like an ad, but it's not – I promise! – they're just a delight!). Anyway! For the Easter holidays they have a new offering that I ABSOLUTELY NEED: Happy glass eggs! So cute!

Xbox and triple-A sameness

Nathan Grayson on how the latest Xbox showcase failed to impress:

Microsoft owns a significant chunk of the triple-A video game industry, but it has struggled to marshal those forces in a direction that feels fresh or uniquely compelling. Don’t get me wrong: Sony and Nintendo also lean heavily on franchises, but the former demonstrates a slightly more regular willingness to throw something new into the mix, while the latter never stops making old new again.

I couldn't agree more. There's so much sameness all around. It's hard to get excited for the nth instalment in an already-running franchise. But this is exactly what the big studios are doing now, as costs and development time have ballooned: playing it safe. And as we know, safe is not really exciting.

Appreciation

From Craig Mod in Ridgeline:

Back to the movies: When a movie ends in Japan, a miraculous, truly miraculous, almost otherworldly thing happens — nobody moves. The credits roll. The lights stay off. Nary a smartphone light can be seen. I went to MI:7 (FUN) last week and the IMAX theater was packed. The movie ended, the credits began and I looked and looked — I was seated in the back row with a view of pretty much every seat. Hundreds of people. Nothing. No shifting. No peeking at messages. No rushing back to scrolling. And the credits were long! These were not quick credits. And yet, we all sat in spectacular shared boredom.

Two things:

First, I really love how Craig tells these stories. Always a delight to read.

Second, the appreciation for the craft by all these people staying seated is otherworldly! Yes, we should all be doing this! But I can not recall that I was ever in a theatre where this happened. Not even with the incentive of a "post credit scene" – we could always just "watch it on YouTube" later.

Having moments where we can cultivate this appreciation – and share it with other people in the same location – are increasingly rare, I find. Even museums feel like just another chance to "snap a post for Insta".

Tears of the Kingdom – Review

So, I finally finished the game.

And what a game it was!

It is rare that I come across truly outstanding video-games. "The Legend of Zelda - Breath of the Wild" – the direct predecessor to Tears – was such a game for me: It completely changed what I expect from video-games. It felt like it delivered on the promise of an "open world" where you were free to do whatever you want. Finally the old phrase (spoken so many times in countless video-game showcases) of "See that mountain? You can go there!" became truly realised. Not only could you go there, but you could freely climb it! Gone, it seemed, were the days of yellow tinted ledges that the developers laid out for you to climb on.

This ethos of freedom and exploration extended to all sorts of areas: Every item had physic engine behind it and would realistically interact with the world. Every enemy had behaviours and was reacting to it's environment. It was up to you to figure out how to best use all of this to your advantage. Nintendo trusted the player's intellect and allowed them to create their own fun.

And, uff, I did.

After the release of "Breath of the Wild" I was fully expecting to see many games trying to recreate and build on it's template. After all, it had created a new standard! But that did not happen. In all the time since 2017, only one other game embraced this ethos (and, to be fair, more in spirit of exploration and respecting the player then actual mechanics): 2022s Elden Ring.

It is before this background that Tears of the Kingdom was released earlier this year. And it – somehow – improves so much on almost every aspect of Breath of the Wild, that I am still flabbergasted.

How will anyone live up to this? I imagine other developers must be panicking right now. I know I would, if I were in their shoes!

Now, if I had to pick three areas where I see the biggest leaps forward, it would be 1) The Story and Quests, 2) Overall Interactivity, and 3) Scope and Verticality. Let's briefly look at all these in order:

The Story and Quests

One weak spot of Breath of the Wild was certainly the story. Now, granted, story is historically not the driving factor of any Zelda game – at least in my opinion. It gives always you a rough framework and goals, but otherwise the games tend to focus more on mechanics. And this was true for Tears' prequel, too, which told its story mainly through a number of passive "lore dumps", which you would stumble upon throughout your journey.

Now, Tears does not change the structure too much! You are still collecting "memories" along your way, that show you what happened with Zelda. But the developers smartly build upon this formula.

First of all, there is a true mystery that you want to solve. This keeps the story engaging for a long time. And then there are the revelations! When certain things (no worries, I'm not spoiling them here) started to dawn on me, I was left speechless.

The story also feels a lot more personal. I really cared about Zelda and what was happening to her. So much so, that I was nearly crying at the end!

Lastly, there is also just so much more story to discover. Every stable has multiple quest-lines attached to it (some of the best, actually); every town has a problem for you to uncover and solve.

Yes, it is still the area with the most room for improvement (Why is Link not talking to anyone, even if he already has so many answers? Why does the awakening of the Sages feels like a rushed copy and paste job?) – but it made me care deeply for this iteration of Hyrule. And this counts for a lot.

Overall Interactivity

You are probably aware that you can build stuff in this game. Like, cars and planes and Bokoblin torture devices (which is quickly becoming it's own YouTube and TikTok genre).

And it's great!

The ethos of freedom we talked about earlier is being driven to the extrem by this. It feels like the developers are constantly saying Yes.

Fell every tree in the area to build a long bridge to cross a chasm? Yes! Build a catapult to skip an entire section of a puzzle? Sure! Build a three story high mecha with lasers and shit? Absolutely!

But not only the building part is exceptional and a great way to interact with the world. So are the other powers granted to you early in the game. Rewinding time, fusing objects to weapons, gliding through the ceiling; all become an essential tools in a lot of situations – be it exploration, combat or puzzle solving. Way more then Breath of the Wilds powers.

Now, obviously, I have a few quibbles here, too. I simply cannot turn off my UX designer brain when it comes to some of the building interactions. Surely there must be a better way to fuse multiple objects at a time. Why are there no favourites for fused weapon parts? Why is so tricky to trigger the abilities of the Sages? Things like that.

Do they ultimately matter? Not much.

Scope and Verticality

The game has basically three maps: The sky islands, the surface area of Hyrule, and an underground realm. You can sky-dive from a platform down to the surface and straight into a chasm and end up at the bottom, somewhere deep down in the depths.

The best quests often take you through all of these areas (a particular cool moment was when I stumbled upon Minerus sky-island and was brought all the way down to an underground factory of sorts!).

It is incredible ambitious.

If this encourages more developers to use previous engines and assets in order to focus more on gameplay innovations and scope, I'm all for it.

I think this is my main take away, right after finishing this: A lot to live up to for the games industry!

I cannot wait for what comes next!

See you soon, Zelda!

TP-7

I have been sending Teenage Engineering's new "TP–7 Field Recorder" to a bunch of people today. My friend Phil reminded me that I could blog about such products. My guess is that he was annoyed that I'm sending him unsolicited stuff like this ALL THE TIME. But still, what a great idea! I'm doing it right now!

To be honest I would absolutely love to own such a recorder. It's absolutely beautiful. But I have a bit of a hard time to justify 1500 Euros for a purchase that I have very, very few use-cases for (I could start a podcast! I could use it pretentiously in user interviews! I could capture all my thoughts!). But at least I have some pretend use-cases! Since most of Teenage Engineering's products are aimed at musicians I normally don't even have a chance to pretend.

So yeah, let me dream a bit.

Augmented Thinking

From "Why Chatbots Are Not the Future":

There's an ongoing trend pushing towards continuous consumption of shorter, mind-melting content. Have a few minutes? Stare at people putting on makeup on TikTok. Winding down for sleep? A perfect time to doomscroll 180-character hot takes on Twitter. Most of the products I've seen built with LLMs push us further down this road: why write words when an AI can write that article for you? Why think when AI can write your code? (...)
I believe the real game changers are going to have very little to do with plain content generation. Let's build tools that offer suggestions to help us gain clarity in our thinking, let us sculpt prose like clay by manipulating geometry in the latent space (...).

Lots of great observations and ideas in this post. The point of AI making it too easy to simply turn off your brain strikes me as very relevant. Yes, we totally should offload rote, mindless tasks to an AI. But the AI shouldn't do the thinking for us – it should augment it; making us better at it.

The messiest state

From Alexander Obenauer's Lab Notes 35:

"It isn’t good enough for our systems to be capable of beautifully perfect organizations; we will find their messiest allowable state at some point."

I love that term: The "messiest allowable state".

Thinking about the perfect user journey is often a joy – even if we throw in fixes for common pitfalls. It's just so easy to be wrapped up in imagining how everything clicks together and how the user will just flow through the experience that we have layed out for them.

Reality is often different. We are dealing with humans after all: We're in a rush. Not reading carefully. Just wanting work to be over. Thinking about the "messiest allowable state" for our systems accounts for that in a way that is so much more evokative to me then simply calling it "edge cases". It puts the actual humans who interact with the machine back at the center – with all the messiness that comes with that.

Sterile Art

Translated from the german newspaper Die Zeit:

"(...) In fact, we should be living in a golden age for wild, rebellious, and subversive art. Finally, there are conventions, linguistic regulations, prohibition signs, the right morality and customs, that can be violated - and as bearers of the moral of progress, a Justemilieu, a public of the righteous and well-intentioned, who are also willingly provoked. It really couldn't be any better!"

But, spoiler: It's not happening.

Very good article that perfectly sums up the current cultural enviroment, in my opinion.

Citizen Sleeper

I just finished playing Citizen Sleeper. Wow - what a game! A masterclass in delivering great punches with so little fanfare: After all, it’s „just“ a text adventure, with some dice mechanics and a bit of RPG progression thrown in. On paper there is not much of a game here. But, whoof… nothing could be further from the truth.

So much of the game comes to live in your mind: When the amazing art, the great writing, the perfectly tuned soundtrack and the interplay of mechanics and story effortlessly click into place to manifest as real tension, anxiety, hope, belonging… It’s enthralling.

I don’t want to dive into the story, or tell you all the cool, wonderful, or sad things that happen. I just urge you to discover them for yourself.

Soufflé Pancakes

I love how YouTube just combined two of my interests - Japan and pancakes - to serve up this ASMR-inducing cooking video. It's maybe the most delicious looking pancake ever?

Tasty!