Seiros’ apology

** Massive spoilers for Fire Emblem Three Houses, religious themes and internalised misogyny **

It’s strange when you keep getting an annoying pull to write about a specific subject and yet there’s always something hindering that wish. I don’t want to make this personal space overly heavy with walls of text because I tend to go back to older posts to recall some games and I like it to be accessible to me and to the 5 or 6 of you who read my texts for which I’m very grateful. One of the reasons I write about video games is to remember the games I’ve been playing without jumbling everything in my head like, for example, mixing character names, storylines, or having a faint memory of a game like I do with, say, Dungeon Siege II. I played it for many hours but I don’t remember anything about the story. Or Morrowind. I remember it was the darker Elder Scrolls game I’ve played. I remember emotions, not facts, feelings, not scenes.

My memory is a problem because it deceives me constantly. For example, I love Rhea from Fire Emblem Three Houses, and yet she murdered people, experimented on children (to put it mildly) is a self-proclaimed Saint and a cult leader. The negative things always come to memory. No real live Saint worthy of their station calls themselves a Saint. They couldn’t, in practice, because canonization is a posthumous act and it takes years, if not decades, to recognize. And yet, if you want to respect the canon you have to give credit to the Catholic Church, something I have a problem with, but I don’t judge those who do not. I asked myself why I would be so drawn towards a villain, but if you asked my mother she’d easily recall the times when everything I liked in movies, anime or other media, were villains.

Rhea singing the Song of the Nabateans after the ball

In the case of Rhea what attracted me the most was her power, beauty, sadness and drive. The fact that she’s a woman may have played a role. Then again, she’s fragile, old and afraid. She’s so afraid of Nemesis that her whole convo with Claude at the end of Verdant Green was extremely uncomfortable to get into. I wasn’t expecting so much hesitation and fear coming out of an antagonist, especially one that has been making the life of our main character so confusing. And yet, those who went the extra mile and married her, will be able to read one of the best apologies and love declarations Fire Emblem has ever seen. I think that my timing was perfect after four playthroughs of too much to bear. A character that develops differently across different storylines can easily fall into oblivion because it’s not expected that people invest so much time into a game replaying it constantly and I don’t remember any game with such a rich story hidden from plain sight, intentionally or not.

Sothis

Right at the start it’s clear that our villain is having many problems dealing with grief after the loss of her mother which has arisen to a goddess status. Sothis is the goddess of Fódlan and protector of the land and all its living things. She’s in fact an overpowered alien force. Many of her children were able to transform into powerful dragons, but the few that are left have lost that power, and the only one who can still summon that power is Rhea. If you consider a dragon to be akin to a god I won’t blame you. 

“Just being a woman is enough to make my wings droop, let alone the fact that I’m such a wicked one.” — Teresa of Ávila 

It’s clear that the representation of religion in video games, especially the Catholic denomination, is done in a very negative light. It’s better than the alternative, because we shouldn’t be creating works of art to convert people to what many perceive as lies and spiritual misery. A dragon Archbishop that dominates the land is a safe option for everyone. You see, faith is not the problem; you can believe in anything you want if it makes you happy – you get kudos if it’s dragons. It’s what you do with it and in its name that’s the problem. People are the problem. So, if you have any form of faith that helps you get through life and its many challenges, try to stay away from people of the same faith and don’t proselytise. Be aware of any form of organised religion and don’t listen to what other people say, especially if they came out of nowhere and aren’t a part of your safe space. Don’t let them in, ever. In case those zealots are already inside your safe space – run. There – now you’re safe to play Fire Emblem Three Houses. 

Yes, the Church of Seiros is very loosely based on the Catholic Church and Archbishop Rhea is very loosely based on the authority of the Pope. Fire Emblem Warriors Three Hopes mentioned her stance towards other forms of faith in a positive light in bits and pieces of dialogue, but that’s not important for now. Rhea’s rage at the start of the game is nothing but pure revenge against her mother’s murderer. It’s a crime of passion but not only that. She’s both a victim and a warrior. If you see the battle scene where she confronts Nemesis, the fear in her eyes is palpable. After she wins the fight, she’s an emotional wreck.

Payback

Mental illness, trauma, grief and suffering gave birth to the Church of Seiros. Since she’s a part of another species – the Nabateans – which are on the verge of extinction, there’s a sense of urgency in survival and what else works best than to dominate through faith and a system of nobility with its inception in the goddess herself? The mythology of Three Houses is complex but it’s very well explained in the Fire Emblem wiki. Those bits and pieces can elude us while we’re actually worried about the best class builds and the wiki did a good job in putting together the mythology in their Three Houses Online Bible, totally free and without pop-ups of priests asking for donations. 

The system of nobility is closely connected with the power of crests which are solely gotten by birth – and not always guaranteed – originated from the goddess and imbued with the power of dragons, corrupted by Nemesis – the glutton – at a later stage and retaining a special synergy with a matching relic weapon, giving absolute power over all non-crest-bearers and implementing a hierarchy of power and abuse. Because everyone abuses at a certain point, even Seiros. Of course none of this shitshow should be allowed to continue and someone would eventually start a revolution for the power of meritocracy, because that fallacy is still in good health in current days. The power of humans over the alien dragon, to extinguish anything that could pose a threat to what humans can do “for justice,” not before having had a taste of that very same source by stealing, pilling, destroying and abusing, like humans do so well, and fighting for that objective using the power of another set of beings – the Agarthans – by destroying, pilling and abusing until there’s a big nothing left and people can return to their lives and abusing each other in other ways. The endless cycle. 

“Do you think […] that it is an easy matter to have to do business with the world, to live in the world, and, as I have said, to live as worldly men do, and yet inwardly to be strangers to the world, and enemies of the world, like persons who are in exile – to be, in short, not men but angels?” — Teresa of Ávila 

“Or priests with a sword,” like my wife says, with a snarly tone. I prefer to use the metaphor of an army of angels and not all of them good angels, however, all of them exalting unspeakable force.

We talk a lot about religion, me and her. Not all the time, but every time we do it, we go on and on for hours. The best chats we can possibly have about religion are either with fervorous atheists like my wife or someone from another faith altogether. It helps with perspective and it exercises tolerance and curiosity. Our last one was about the origins of monotheistic religions, about Judaism – which I still know so little about – and how monotheistic religions are systems that firmly establish patriarchal values, etc. I think this is why the gender of the powerful representative of the Church of Seiros feels so out of place and absurd that’s actually exciting. However, in the eyes of the Catholic church, a woman is naturally wicked, like Teresa, in all her self-deprecating glory, earned the title of Saint, something she wouldn’t have agreed on in life. A woman that was at the mercy of “learned men” for her entire life but who was smart enough at choosing her allies.

[Such endearing words] are very effeminate; and I should not like you to be that, or even appear to be that, in any way, my daughters; I want you to be strong men. If you do all that is in you, the Lord will make you so manly that men themselves will be amazed at you. – Teresa of Ávila

I want you to transform into a dragon, like the Immaculate One.

The Knights of Seiros were the army of the Church of Seiros but none of them was especially notorious, except Jeralt which was cured with Rhea’s blood, and also Catherine whom had for Rhea a dedication and love that transcended every belief system, solely focused on the person instead of her station. I decided to pair Catherine with another lover, therefore preventing her from having the heartbreak of the century. I paired her with Shamir, a down-to-earth atheist mercenary from the Knights of Seiros whom, at the time, felt indebted to Rhea. The Archbishop herself didn’t mind the lack of devotion. It’s what happens when you need all the help you can get.

This is where my mind can go on a Saturday morning without enough cups of espresso. So, in the end, if we decide to tame the beast and defeat the antagonist, we’re able to save a woman from 1000 years of grief and solitude. In a Japanese game fashion, the power of love and dedication is enough to heal any deep wound and to redeem any misdeeds, even if they include illegal experiments to give new life to a dead goddess. The transformed body parts are akin to the relics of saints. The goddess herself – Sothis – is none the wiser, and the consequence of having to deal with a silent protagonist is a terrible lack of communication that would have breathed new life into the story had it existed in the first place.

Rhea never knew that Byleth actually saw Sothis or what conversations they were having – one-sided conversations at that – and she was clueless as to why Sothis gave her power away and annihilated herself in the process, fusing with Byleth, therefore putting her power in the hands of a human which was created to serve as a vessel – a human reliquary. What I mean is nothing was going to work as intended by Seiros in the first place. The experiment she made to bring her mother back was a sad attempt at shoving the problem under the rug, the problem being the grief and trauma of having her brothers, sisters and mother killed at the hands of humans, their bodies used to build weapons to spread more misery. A trauma that lasted for centuries and left a semblance of peace where in truth a lot of families of crest-bearers were suffering in silence, never fully aware of the origins of their predicament or the secrets of the long forgotten races of beings that once governed the land. 

In any case, Saint Seiros, the self-proclaimed Saint, which is in fact Rhea, traveled across the land to find the other children of the goddess or their descendants. She found two more family members, Cethleann and Chicol from those who were alive and still in possession of their faculties. However, as I mentioned earlier, they were more akin to humans than Nabateans because they lost their powers and their dragon forms even though they were still in possession of their crests which were very powerful. 

So Rhea along the storyline had some funny mood swings. She could be motherly and affectionate and then snap into a murderous rage. It has been the source of memes across the internet. Founding a church because of the annihilation of a people and meddling into worldly affairs from a seat of power is something very historically significant and very interesting to experience in a video game. My love for this character is much more than just the religious aspect, which interests me from an intellectual, historical and maybe spiritual perspective, but also because no other character made me write so much and think so much about these matters and about a story that’s clearly half-written and yet so gripping and relatable.

Well, in the end, I chose to marry her, and I don’t regret having a dragon anime partner. If there was a choice at the end of the game to “leave Fódlan to humans and flee on the back of your dragon,” I’d take it without further thought. Fire Emblem Three Houses is my absolute favorite game, obviously. I love it so much that every missed opportunity to expand on the lore stings a bit more than it should. I’m becoming very critical of the game every time I think about it, but not in a negative sense. I’m certain that the story will still inspire others to write about it and even expand on the lore.

This text is somewhat unfinished, and I don’t even know if I articulated properly what I wanted to convey, but I’m tired of writing about this. The writers working with Fire Emblem Three Houses did a great job with the story, even though its details are a bit scattered across Fódlan and need to be found with patience and persistence.

Yesterday, I had to crucify a man in Cyberpunk 2077. There’s no rest for wicked women like me.

Games shouldn’t be this good

For the sake of our time.

Unicorn Overlord was released in March 8th and I waited a few days to get my copy for Nintendo Switch. I thought that such a cute game should be a perfect fit for the OLED screen and handheld gameplay. I wasn’t wrong and so far I only played a docked session once. The game was developed by Vanillaware and the concept phase was initiated at about the same time 13 Sentinels: Aegis Rim was in production – another great game that I haven’t finished yet. It was published by Sega/Atlus and it seems that everything on the face of the Earth which bears the Atlus name is condemned to be a success.

Unicorn Overlord is a tactical rpg, but it’s not turn-based like I’m used to. It’s real-time where the actions and the order they should be taken – whom to target and in which situations – are previously set by the played into a number of units on the menu screen. Then, those units are taken into battle and the outcome takes place automatically. 13 Sentinels’ combat is a very, very simplified form of real-time strategy, but I loved it, so I had an idea about how the combat would develop in real-time. Some people mentioned Ogre Battle 64 as the predecessor of this type of combat and we can easily see the similarities between unit builds, classes, maps and interface. No matter where the inspiration is, the combat is very addictive and many late nights are a given.

This is where we can try different setups and choose each unit’s leaders

Unicorn Overlord tells the story of Alain, the son of Queen Ilenia who fell to Galerius’ rebellion in Cornia. The game starts with the battle between both Ilenia and Galerius, also known as General Valmore. Queen Ilenia asked Josef to protect little Alain while the castle was under attack and Josef took Alain to an island called Palevia, raised him and trained him into a fine soldier and future ruler. Alain would later lead the Liberation Army against the established Zenoiran Empire, and with the help of the Unicorn Ring, turn the leaders siding with the Empire into their former selves. Alain soon discovered that the ring had the power to dispel a curse altering the minds of former leaders and commanders into accepting the rule of the Zenoiran Empire.

With this knowledge in hand, Alain sets to Cornia first, to expand the Liberation Army, together with Scarlett, Josef and Lex. Scarlett is then kidnapped by Galerius and Baltro and this event starts the first story arc in Cornia. Unicorn Overlord has a lot – and I mean a lot-lot – of recruitable characters. All have backstories and Alain can unlock rapport conversations with them to learn more about their personalities and motivations. It works like a social link from Persona. If they battle together, interact at the tavern or are given gifts, they increase their rapport points. After a certain amount of points a conversation can be unlocked and accessed from a stabilized region. The funnier part is that all these characters have also rapport conversations between a selected number of other characters they’ve previously met. Considering that we travel across the nations of Cornia, Elheim, Drakenhold, Bastorias and Albion imagine the number of interactions available. It’s a lot of worldbuilding and character development.

An example of a rapport conversation between Selvie and Alain. We are all beset by spirits of the dead.

The game isn’t exactly an open-world but it doesn’t have the same linearity as other games where some areas are locked prior to story progression. The quests and side-quests are stage-based. One stage consists of a combat encounter and after clearing the encounter we liberate a city and access its facilities. However, in case we are so inclined we can access higher-level areas and there’s no barriers holding off the progression. If we desire to access Bastorias before clearing Drakenhold, for example, it’s possible to do it. If we manage to clear a level 30 encounter we can access Albion after clearing Elheim and before clearing Drakenhold – which is the nation we should visit after Cornia. I mean we should, but we don’t necessarily have to. The game adapts itself in case we visit a higher-level area first.

A combat encounter. This will be a win with some damage to my unit.

After Cornia, I decided to visit Elheim to know more about the temples and because the Great Sage was about to give a revelation. I had no idea that I was terribly underleveled – my units, not Alain – for the area and I didn’t have many options to deal with magic. However I managed to recruit some crucial characters that helped me clear the first encounters and then everything progressed naturally. By the time I got to Drakenhold I was massively overleveled for the area, therefore Drakenhold should be the first stop after Cronia’s arc to those who worry about being overleveled. Since I don’t, I also unlocked Bastorias and met some adorable furries and then I left the area to progress the story as guided by Josef. This semi-open-world flair is extremely exciting to explore for the first time, because you know that you technically shouldn’t be in certain areas but you can, and then the rest of the game reconfigures itself to accommodate those choices.

The beautiful area of Elheim – or Elfheim – as I like to call it

The same freedom we get from the traversal does also apply to the innumerable possibilities at customizing our units. Each character has a class and each class has advantages and weaknesses against other classes. Some classes synergize better than others. All the information about classes is explained through characters in the overwold outside the forts or inside the menu. It’s a bit of a learning curve but the information is easily accessible in the library where we can find which classes work better against each other. Around the forts we often get tips about class weaknesses or natural shortcomings – for example, accuracy – and which accessories help mitigate that.

In the tactics menu we can prioritize actions according to the character’s skills and in which conditions an action is taken. I haven’t fully grasped the menu and all its possibilities, but changing the priorities and conditions of certain skill use and then seeing it in action is very satisfying. Certain weapons, shields and accessories provide the character with extra skills and it’s never a bad idea to check how the introduction of new skills affects the tactical actions the character will take in battle, meaning if those actions are given the right priority or if they’re relevant for the character in question. All classes can be promoted to its upgraded form, where the character can get new and better skills as well as a new accessory slot, or a weapon slot to dual-wield.

The tactics screen with battle conditions and categories

The art style is gorgeous in all its forms. The vibrating colors, the character design, the little portraits changing during dialogue, the 2.5D overworld, the landscapes and backgrounds, the food design that leaves me salivating – it’s everything. The little cutscenes are drawn in 2D, the characters are voiced and there’s dialogue boxes. The art style is very unique to Vanillaware. Even in their other games, the art plays with perspective, with light and shadow, and with character proportions. It’s dynamic even though the characters are static because some proportions, like bigger hands and feet, give a sense of movement and reach. At the same time it doesn’t look very exaggerated; it’s just right.

The stuff of nightmares

I wasn’t expecting this game specifically. When I heard about Unicorn Overlord I was expecting something less addictive, for starters, and much less complex in its mechanics. Since I’ve only played 13 Sentinels, I’ve only gotten the visual novel part of the Vanillaware experience and I thought Unicorn Overlord would be very similar, just in another setting. I haven’t been able to put the game down since I started playing. The other games I’m currently playing are on hold and even though I already have two more Vanillaware games on their way I don’t want Unicorn Overlord to end. Brilliant game!

Hacking souls and time

Last weekend, I made some progress in Soul Hackers 2 and I am right at the end of the game. The crazy dungeons inside the Soul Matrix got a little more complex to navigate. Saizo’s Soul Matrix is still the hardest one in my view, however I managed to complete a few more things before I finish the story. I reached 4F with all my companions, but only managed to get enough Soul Level to finish Milady’s 4F and get into 5F. There, I couldn’t open any other gates without loads of Soul Level. I’ve read that the amount of Soul Level we gain from hangouts increases significantly in new game + making it possible to complete a 5F from any character and unlock an achievement.

I completed all requests from Madam Ginko in order to get items, money, upgrades, lower prices to summon demons, what have you. It’s very important to stay on top of her requests during the playthrough to make things easier in the end. I completed all The Lost Numbers DLC quests involving a new character called Nana. She was on a journey to find information about her father, a person who worked for Yatagarasu  – an organization that protects people from demons – while also learning about the story behind her true nature. This lead us to a new dungeon where we could grind to our heart’s content and defeat powerful bosses.

One day I couldn’t sleep, so I decided to fuse many demons with the money I had. Now my compendium is over 90% and I’ll maybe take it to 100%, something I could never do on a playthrough in Persona 3 Reload without a guide. With the DLC we also get some powerful demons for free from the start, but I decided to ignore them during early game because they were too overpowered. What I enjoyed the most about the game was the cyberpunk atmosphere, the art, the palette, and the interactions with demons and companions. The game is a feast for the eye, the soundtrack can be a bit limited but I already got two favorite songs – COMP Smith and Eyes of the Iron Mask.

This is as far as I got before I enter the last dungeon, or what I think is the last anyway. My two main characters – Ringo and Figue – are becoming more human by learning through interactions with other humans. They are machines made in human’s image, created by Aion, a big sentient AI, maybe composed of many other life forms, born from the digital footprints of humans. The purpose of their creation was to save the world from great danger, of course, but things didn’t go as expected as they never do. When human emotions formed inside our character’s personalities every action gained a new significance and by consequence emotions started getting in the way of what was otherwise a very objective mission. One of them went rogue and now it’s up to us to fix the world, before saving it.

These demons are adorable

During the weekend, I decided to go back to Steins Gate Elite. It’s a visual novel with primary focus on time travel and creating a time machine. I started reading it some months ago but it was a bit on-and-off, the story and the characters weren’t captivating enough at first. So eventually I abandoned it and played many games in between. Steins Gate was that VN that I would read when I didn’t want to play or read anything else. Okabe was very irritating and over-the-top and I could only tolerate him in very small portions. This time I was a bit under the weather and the best thing I could do was going to bed and reading a VN that could work as a pathway to a good nap. I was at the end of Chapter 4 and initiated Chapter 5. From there on, any idea of a nap diluted in the hands of time and I was very much glued to the screen. It must have happened a little before a certain character was killed. I was instantly shocked and I had to read on. Okabe changed a lot, so much so, that I found myself wishing for his nonsense at times.

Suzuha and Okabe

The suffering and confusion brought upon Okabe during his time leaps was palpable. At a certain point even I was giving up hope and questioning the point of saving the world to be. During his hopeless mission to save a special someone he would try again and again at changing something, anything, a few hours or days before a tragedy in order to prevent it, even when it was obvious that the end result would stay the same. At this point we understand the motivations of the cast of characters, especially one that came from 30 years in the future. Real time passed so fast from then on that I ended up unlocking my first ending. The game went full circle and I stayed with Mayuri and Daru in a peaceful world, all of my friends were gone. Very easily I unlocked Suzuha, Moeka, Lukako and Faris’ routes. For Kurisu and the true ending I needed a guide.

Makise Kurisu

The good part about using a good guide was that I could choose the right sms answers for the true ending and then save the game when I was one answer short. With an answer left to trigger the true ending we can instead see Kurisu’s ending and then reload the save. The funniest part was that, after I watched her ending and wept and laughed and everything, I engaged the true ending and it was exactly the same thing. Same scenes, same conversations, but I couldn’t skip them. Then the credits rolled and I thought I was doing something wrong and checked the guide again. They wrote something like “read on, trust us” and trust I did.

*** Light spoilers true ending, continue to next paragraph ***

What came after was a very substantial part of the game because it was long and tied a lot of loose ends from the beginning. Everything we see at the start of the game is explained and I didn’t notice any major plot holes. However, I played the first 4 chapters a long time ago, and I don’t remember every little detail. Kurisu’s murder in the Beta attractor field, where the game starts, is explained and that moment is revisited by Okabe and Suzuha. Okabe gets a message from his future self and finds motivation to rewrite the narrative of that worldline by use of deception. It’s genius! However, I would have enjoyed watching the deception taking place, I mean seeing the reaction of the real Okabe from that worldline. Also that shift between dead Kurisu and alive Kurisu was triggered by a worldline shift I didn’t see. I didn’t see it but Okabe certainly did because he jumped to an attractor field – Steins Gate – where everyone is alive and living their sweet lifes. In order to start anew on an attractor field without any known convergence – a new start for humanity – Okabe had to save Kurisu, and that he did. It was a beautiful ending especially because of everything that happened in order to get there, all the heartbreaks and so on.

*** End of spoilers ***

Yes, it was a great read, for sure! By pure coincidence or not, Spike Chunsoft has a sale on Steam right now, so I grabbed Steins Gate 0. The story takes place in the Beta worldline, meaning after Kurisu dies. Poor Kurisu. Her death is the first thing we see when we start Steins Gate and it’s always looming in the background even when she’s right before our eyes. Steins Gate 0 starts about the same way, with some variations and it’s intended for people who read the original novel. The very first scenes are a big spoiler! I’m very curious to see what they did with the story. The old art is wonderful. I would recommend playing Steins Gate with the original artwork and then watching the anime.

Soul Hackers 2, anxiety and dungeon crawling

The first time I played Soul Hackers 2 must have been about two years ago and I found the game to be very strange. It maybe wasn’t the best game to get into the Megami Tensei universe due to the wave of critique it got (it’s a bit hard to unsee that) and the first dungeons and areas weren’t inviting enough from the perspective of a new player (i.e., my perspective exactly.) The whole thing didn’t go very well. I loved Ringo and the art, but it was as far as I got. For some reason, I didn’t pay attention to the music. I played it on Xbox Game Pass and these things tend to happen when we try a new game for “free.” If we don’t get immediately captivated by the gameplay and environment, we can move on to something more palatable, so there’s little effort involved. Also, we need to account for the lack of context because everything in megaten games has a continuous set of references that can and will be lost on someone unfamiliar with the universe.

Let’s admit, Ringo is awesome

And then there’s this thing I can describe as “it’s not you, it’s me.” I react strongly against new experiences and it’s a constant struggle to counteract that. Even in the real world, if things aren’t predictable and constant, I panic. So, when I manage to get into new things it’s like a miracle and I treat those experiences like so. If I manage to overcome a challenge, I relegate it to the realm of the unbelievable. My biggest life challenge was moving to another country to work and learn another language in adult age. From my perspective this is unbelievable, a miracle. Of course, I had the help of an angel and short thereafter, the help of an army of angels, however I managed to overcome my anxieties and step into new ground making it my own to the best of my ability. This doesn’t digress too much on a micro level from experiencing a new game that’s completely detached from what I am familiar with, or a movie, or a book, or traveling.

An army of angels – Shin Megami Tensei V

Back to Soul Hackers 2 we have to fast forward a bit when I landed on my post-Persona 3 Reload situation, which was a very different one. With Persona 3 Reload I finally paid attention to the demons (the personas) and during my hesitant attempts at Shin Megami Tensei V I started comparing them just for fun. They are very similar and sometimes have different names but are instantly recognizable. They’re a joy to look at! Then the battle systems of exploring weaknesses and fusing powerful demons with a variety of skills could have been (and still are) a bit overwhelming but I adapted to it and now I’m not afraid to mess up. The games provide mechanics to correct many mistakes, at least the newer ones.

I started enjoying dungeon crawling with the new Tartarus and now the old Tartarus from Portable doesn’t bother me that much. The same happened with the dungeons from SH2. At first, they can seem barren and very boring, however when we enter the Soul Matrix and progress a little more in the story, the dungeons also develop into a puzzle of sorts and an invitation to test our spatial awareness skills. They can be very laborious in the sense that they’re long, therefore I need to clear them in the same gaming session in order to keep track of where I was and study when I should backtrack to gain access to other areas. I plan my sessions accordingly while completing all the Soul Matrix quests in the process to spare time. I only progress the main story when I don’t have anything else to do inside the Soul Matrix and when I’ve cleared all jobs given by Madame Ginko at Club Cretaceous. I enjoy this loop.

Saizo sector 3F inside the Soul Matrix is a bit crazy

In order to unlock gates in the Soul Matrix we have to increase our soul level with Arrow, Milady and Saizo by engaging into a number of activities and hangouts. By exploring the dungeons thoroughly, we gain access to objects picked up by the demons doing reconnaissance which in turn are used to unlock more hangouts. When the soul level reaches a certain threshold the gates inside the Soul Matrix can be unlocked. The Matrix also expands through main story progression. The game flow feels very natural and the story, although not as dark as Persona 3 Reload, is well told through the experiences of an older cast of characters way past high school age. It’s a breath of fresh air and I’m glad that I’m finally able to enjoy this game.

Slay the Princess (PC)

Maybe it wasn’t a very good idea to play a game about death right after playing a game about death. However, death is constantly looming, either slowly in the background or right before our eyes. It can be but a little diluted concept in the back of our minds, or it can be announced on a visit to the doctor. It can be a gamble because of our lifestyle, or it can be a gamble because of a diagnosis. It can come due to old age or earlier due to unforeseen circumstances. When people say that we should cherish the moments we have with each other it can come as a big cliche, and indeed it is. You can find the most beautiful words to describe the inevitable but, in the end, it’s very much our nature and the nature of all things living.

Try to imagine a world without death. I’ve tried it many times. It’s the realm of the impossible but we can make the exercise. How many would we be? Would we be constant for all eternity, or would more people be born? How could someone come into existence in a world where there’s eternal permanence? Would there be conflict and consequence like punishment for all eternity, without means to alleviate pain and suffering? Would there be eternal happiness in the arms of a loved one guaranteed to live forever? Would we jump into another relationship after those failed 500 years of marriage? Would there be years and the concept of time even? Would we become of another nature to adapt to a nature without renewal? Why would someone want this? There’s someone who wants this.

It’s very easy to spoil a game like Slay the Princess (StP) or any visual novel for that matter. Even games from other genres are a little difficult to write about if we don’t decide to include spoilers. Hold your thoughts about death because they will be a constant while you navigate StP. Not everything is about death, there’s more to the game and its nature, there’s loops and loops, of constant coming and going, and in the process, we witness love, violence, despair and our own reflected image in the mirror. All of it happens inside a cabin, or in another cabin in another time. The memories remain, but the path is another, although the same. StP felt more like a roguelike visual novel than a visual novel with many routes. It is in fact a visual novel with many routes and sub-routes and sub-sub-routes, but I liked to entertain the idea of a roguelike game where I was constantly dying and could come back to where I started now armed with valuable knowledge only to be surprised that nothing was how it was before.

You have to slay the princess; you just have to. And if you don’t, the world is going to end. What will you do? Look, I did everything or so I thought. I played the game for about 6 hours, and I got about three endings. If you decide to play the game the achievement bar is a good indicator of your progress. I’m at 37% therefore I haven’t seen half of the outcomes in the game. The princess is inside a cabin chained inside a basement. Your task is very straightforward, but which cabin you end up in or which princess will you find depends on your choices. It doesn’t matter if you live or die for the princess will always be communicating something. However, how do we know we have to kill the princess? We have a voice – the Narrator – that tells us to do so. But, since we go back and forth (or only forth) in this loop, how many are they?

The game is not only a quest about slaying the princess and preventing the end of the world. It’s also about the player and their journey to find their own identity. After all, we have to find a clue about why we have to kill a princess in the first place, and where to find some answers as to how to proceed towards the conclusion of our quest. It seems more complicated than it is. Even though it doesn’t look like it at first, the game has a start and an ending, and each route doesn’t take long to complete. The help of a guide for the completionists should come in handy.

Slay the Princess was created by Black Tabby Games and released in 2023 for PC. It has great art and extremely good voice acting. It was one of the indie games I looked forward to playing upon release, in 2023, but I only managed to play it now.