Comb your hair, spray that perfume and suit up for a night of high culture, readers – the third edition of the Game Music Festival is underway. Starting last night, you can already tune into a full evening of orchestral rearrangement of scores from Bastion, Transistor, Pyre and Hades, with Larian Studios picking up the mic tonight for a more high-fantasy swing at the concert scene.
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Ah, religion. I know this is a topic we all have trouble agreeing on. But fear not, humble practitioner of a good pray, I am not here to squint angrily at your favourite book of life advice. I m only here for the videogame religions. The ones that are very, very, very, very bad. You know, the gun-loving cults and the xenophobic people-burners. The (mostly) fictional religions that involve an uncommon volume of murder. Step this way, sprinkle yourself with some of my 100% genuine oil of the almighty, and peruse the 9 most dodgy religions in games.
Great moments in PC gaming are bite-sized celebrations of some of our favorite gaming memories.
Supergiant's Pyre seems like a weird hybrid of a party-RPG and a 90s sports game for the first few hours, holding its narrative cards close to the chest. But when those cards finally hit the table the implications are weighty. Each time your team wins at The Trials, you get to send one of your teammates home from exile in the gloomy Downside to a much brighter future in the Commonwealth above. But this also means they leave your party forever. And never was this choice made more difficult or painful for me than in the case of Rukey Greentail.
Rukey is a rambunctious little, mustachioed… fox? Thing? And to say he was my star player would be understating it—he was the key to my whole offense. The point of almost every play was to get the orb to Rukey so he could scamper, scurry, dart, and dodge past the enemy team to slam and/or jam a few quick points into their pyre. When Rukey got a clean drive, he made it look easy. I based my entire strategy and playstyle around him. Why would I ever want to let him go?
But over time I started to connect with him more and learn some things that made my eyes sting. In his private moments, his only thoughts were of his dear old mother back in the Commonwealth and how worried she must be for him. He was genuinely heartbroken that his exile must be weighing so heavily on her, and that she was left to care for the rest of the family without his help. There were other exiles with very good reasons to be sent home, but Rukey connected with me the most on an emotional level. The Point of Maximum Feels came when I stumbled upon Rukey, unaware of my presence, praying to the stars that I would choose him to return home in the next trial.
Dear readers, scarcely ever has a game character hit me with such a Big Oof.
And yet the fact remained: He was my star player. Letting him go risked our success in all future trials, which could mean no one would get to go home after him. So I tried to have it all. I gambled Rukey's future on a gambit that would let me keep him as long as possible while still eventually letting him return home. One by one, I sent less deserving exiles back and asked Rukey to hang in there, planning for him to be the last exile I redeemed in the final, most difficult trial.
This made our final match the most intense and nail-biting I've ever played. Even in other sports games when I've spent dozens of hours working my way up to the championship, nothing compared to the thought that I was playing for my dear friend's future. A future I could have secured a long time ago if I hadn't been so selfish.
It was a close match, and I don't know that I would have been able to live with myself if we'd lost. But thanks in large part to Rukey, we came out in glorious victory. And at the last moment, I was given an unexpected choice that had up until now been off the table: I could be the one to go free in the final trial. The Commonwealth could use my leadership in these trying times after all…
I didn't hesitate. It had to be Rukey. He waited longer than he should have had to. He gave our team more than we deserved. It was one of the most satisfying gifts I have ever given another character in a videogame, even as he protested and tried to convince me to take his place.
And then the stars went out, trapping the remaining three of us in the Downside forever. The headstrong Daemoness Jodariel and the fish knight Sir Gilman would be my eternal companions in this prison. And we all took it in stride. How could we possibly begrudge Rukey going home to his dear, fretting mother? I like to think we all lived happily ever after. This one's for you, Rukey.
You re a good person, reader, and I will always believe in you, no matter what. No, not you. The person behind you. No, to the left of… No, the other person. The one in the green– No, you, with the… NO. The person BEHIND you, I said. The person with– Oh great they ve walked off now. This whole thing has been a waste of time. My only friend among you is gone because we re several sentences into this intro and none of you can understand how pointing works. I hope you re all happy. Here s your god damned podcast, the Electronic Wireless Show.
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Ever since EA opened the doors of Origin Access to other publishers last year, a steady stream of solid games have made their way to the service, which gives players access to a vault of more than 180 games for $30/£20 a year. The latest is Pyre, Supergiant Games' 2017 RPG-come-sports game, which is still worth playing today.
As noted in Wes's 71/100 review, the actual sports bit—a 3v3 ball game—is one-dimensional, and the campaign drags. But the characters are memorable and the writing is mostly superb, as you'd expect from Supergiant, who also made Bastion.
The other new additions to Origin Access this month are Star Wars Jedi Knight: Dark Forces 2, Star Wars Jedi Knight 2: Jedi Outcast and adventure game Chaos on Deponia. Last month, EA added five Star Wars games.
The basic Origin Access subscription also gets you a 10-hour trial of seven newer games, including Anthem and They Are Billions. The premier version, which costs $100/£90 a year, gives you full access to these extra games.
All games are occult. We as players are not privy to the inner workings that define the rules by which we play. Unlike in a tabletop RPG, we're not even aware of the dungeon master's screen that hides the game's secrets and mechanics from us. Still, few games turn the inherent occultism of the medium into their central theme by making us acutely aware of the presence of the invisible screen, compelling us to piece together a mosaic of uncertain knowledge. And only an elect handful does so while invoking age-old traditions of magic and esoteric philosophy.
The most well-known of these is Bloodborne, a game which is notoriously obtuse and unwilling to reveal its hidden depths to the player. While deadly creatures may seem like the most obvious danger, it's ignorance that will be the biggest hurdle to the inexperienced. To glean some of the knowledge necessary for progress, intrepid hunters will either have to study the game's world closely or rely on the information collected by more experienced hunters.
The in-world representation of this striving towards understanding is the resource called "insight," inhuman knowledge gained by laying eyes on or defeating certain enemies as well as consuming items like "Madman's Knowledge" or "Great One's Wisdom". The item description of the latter tells us: "At Byrgenwerth Master Willem had an epiphany: 'We are thinking on the basest of planes. What we need, are more eyes.'"