In Defense of Dondons

The Dondons are something of an anomaly in Tears of the Kingdom. In a teaser trailer for the not-yet-titled sequel to Breath of the Wild that premiered at E3 in June 2019, Zelda and Link are shown walking through a cavern in the company of an ox-like animal. This cutscene didn’t make it to the final version of the game, but the animals were preserved as a small herd of Dondons in the forest next to Lakeside Stable.

According to Cima, their caretaker, there are only five of these creatures in the world, and we don’t know much about them save that they eat luminous rocks. Aside from providing an inconvenient method of gem farming, the Dondons don’t serve any real purpose. In terms of the game’s story and lore, they feel like an afterthought.

Still, I like the Dondons. One of the things I love about the Legend of Zelda series is how the games include all sorts of heterogeneous elements that aren’t related to the main story and don’t fit into the lore. So I want to try to defend the Dondons, as well as the silliness of the Zelda games in general.

The Octoball Derby in A Link Between Worlds is a good example of what I’m calling a “heterogeneous element,” or something that doesn’t fit into the conventions of the in-game world. In this Lorule minigame, an Octorok pitches baseballs at Link (by shooting them from its mouth, of course) while two of its Hylian friends keep score from the sidelines. This Octorok is named Octo, and it can talk. 

So can all Octoroks talk, or just the ones in Lorule? If Octoroks can talk and be friends with the Hylians in Lorule, what does it mean that Link has been killing them in Hyrule? If the Octoroks in Hyrule don’t have sapience, why not? And… How is there baseball in the Zelda universe?

I don’t think these questions are meaningful. What the Octoball Derby does is to take two characters from A Link to the Past – the two transformed Hylians on top of Death Mountain in the Dark World who tell Link about the Moon Pearl – and put them in a space that wouldn’t otherwise by occupied, while at the same time providing the player with a (questionably) fun minigame. Octoball Derby is pointless and silly, but it adds color to the world.  

For me, one of the most striking examples of a “it’s best not to think about it too hard” heterogeneous element in a Zelda game is the character Batreaux in Skyward Sword. Batreaux is a demon whose presence in Skyloft makes animals aggressive at night. In terms of personality, though, Batreaux is a sweet older man who wants to shed his demonic nature so he can live among the Hylians.

Since there’s nothing evil or sinister about Batreaux’s actions or personality, what does it mean that he’s a demon? Are demons just normal people who happen to summon monsters simply by existing? Do demons have anything to do with Demise? And what does it say about Skyloft that, when Batreaux achieves his wish to become a Hylian, everyone simply accepts him?

As intriguing as these questions are, they don’t have answers. Batreaux is just the goofy character who gives Link wallet upgrades in exchange for the gratitude crystals the player gets for doing sidequests, and he’s loosely based on the bats who offer similar upgrades in A Link to the Past and Link’s Awakening. Batreaux is meant to be a fun allusion to earlier games, not to pose questions about the ontology of different categories of beings in Hyrule.

I feel like the Dondons belong to the same category. They’re cute animals that eat glowing rocks and shit gemstones, and they may possibly be a time travel paradox created by Zelda. How is it possible that the Dondons, like other manifestations of the Great Upheaval, appeared in Hyrule before Zelda ever traveled back to Rauru and Sonia’s era? Do these creatures come from the Depths? How do they fit into Hyrule’s ecosystem? How did Zelda discover them, and why are there only five? These are interesting questions, but I don’t think they’re supposed to have answers.

The 2019 “first look” teaser trailer for the not-yet-named sequel to Breath of the Wild drove Legend of Zelda fans into a frenzy of speculation. What do the wall paintings depict? What words do the glowing letters spell? Where is the cave that Zelda and Link are exploring? What would the Ganondorf mummy look like rehydrated? And what sort of creature is Zelda riding?

Like many elements in this initial trailer, the animal that Zelda rode underground was cut from the final version of Tears of the Kingdom – almost. The developers decided to leave a few of these creatures in an out-of-the-way enclosure as a joke about the wild theories that followed the sequel announcement. At every stable, at least one person spreads rumors about a “new animal” that’s appeared in Hyrule, and some of these rumors are more fantastic than others. After seeing the Dondons for himself, Link can report back to each stable to set the record straight, though the degree to which people believe him varies.

The gameplay function of the Dondons is also a bit of a joke. If you give the internet a taste of glowing rocks, the devs seem to be suggesting, lore theorists will produce all sorts of gemstones while you’re not watching.

In terms of the cohesive lore of the game, the Dondons don’t make a lot of sense. In terms of the player’s enjoyment of the game, though, they’re a silly Easter egg for players who go back to talk to the people at the stables a second time, as well as a nod to series fans who weathered four years of speculation.

I’m all for criticizing the design and narratives of Zelda games, and I also love deep dives that ask interesting questions and try to come up with meaningful answers. More than anything, though, I love the games themselves, and what sets The Legend of Zelda apart from other action-adventure series is its sense of goofiness. Not everything has to be serious, and not every puzzle piece needs to fit neatly together. I think it’s the silliness of the NPCs that gives the Zelda series its flavor, and this is why heterogeneous elements like the Dondons are important. These are games, after all, and they’re meant to be playful.

Hollow: Ten Tales of Fallen Knights

Hollow: Ten Tales of Fallen Knights collects a series of original short stories about knights who have found themselves in unfortunate circumstances. In the shadows cast by crumbling kingdoms, what inspires these knights to keep fighting?

Though the primary genre of the stories in this zine is dark fantasy, their tone is elegiac bordering on hopeful. Just as in my Ruins zine, the underlying theme is “regrowth after disaster,” though a few of these knights’ means of achieving that regrowth is a bit violent. Some dragons really need to die, if you catch my meaning.

All of the knights who appear in this collection happen to be female; but, as in the Dark Souls games that loosely inspired these stories, their gender is the least important thing about them. I just think lady knights are cool.

A free digital version of the zine is available on Itch.io, and paper copies are on Etsy.

⚔️ https://digitalterrarium.itch.io/fallen-knights
⚔️ https://www.etsy.com/listing/4570018912/fallen-knights-dark-fantasy-zine

Ladies of the Knight Review on Comics Beat

Comics Beat recently gave the opportunity to write a review for the graphic novel Ladies of the Knight, which just came out earlier in July. This book is so much fun! If you’re into knights and ladies and lady knights and nonbinary knights of all shapes and sizes, this one is for you.

I’m not typically a fan of sports stories. A great deal of the culture surrounding sports in real life has always felt unwelcoming to me, especially as someone who has trouble navigating gender binaries. Thankfully, Ladies of the Knight is modeled on the colorful inclusivity of roller derby, and it brings the same joyful spirit of competition to a story about an older knight who has to learn how to deal with her squire’s youthful enthusiasm.

Here’s an excerpt from my review:

From the immense mainstream popularity of the dark fantasy game Elden Ring to the continued success of the crowdfunded series of knight-themed art books published by Dames Productions, medieval knights seem to be having a cultural moment.

Given the enthusiasm of young and queer art communities, I suspect this love for knights has less to do with a conservative interest in the history of Western Europe and more to do with a speculative imagination that has shifted away from science fiction as the technological dreams of the twentieth century have been tainted by recent associations with the dystopian realities of corporate enshittification. Fantasies celebrating difference and otherness were once projected onto robots free of human limitations, but perhaps it now makes more sense to tell stories about knights who aim for greatness while still being bound within the confines of their humanity and human relationships.

You can read the full review on Comics Beat here:
https://www.comicsbeat.com/ladies-of-the-knight-review/

The Book of Murmurs Review on Comics Beat

I recently had the opportunity to write a review of The Book of Murmurs, a new graphic novel from Fantagraphics about a young girl who goes on a magical journey through a fantasy world.

You probably think you know what you’re getting from that description, but this is an incredibly rich and dense story. I actually had to push back my review because, as I explained to my editor, I wasn’t expecting this book to be House of Leaves Junior. Formulating the basic outline of the plot was an intriguing challenge, and I had to do a fair bit of outside research, which included finding interviews with the artist while studying her social media posts. In case this sounds like a bad thing, please rest assured that The Book of Murmurs is well worth the time and effort.

Here’s an excerpt from my review:

In a launch day interview, Purwin describes her work as a reflection of her experience as a child growing up in the 1980s, when lush fantasy films like Labyrinth and The Secret of Nimh were suffused with sinister undertones and didn’t always make sense. Purwin says that she created The Book of Murmurs for her younger self, who would stay up late to watch movies like Stand by Me and then spend days dwelling on the unfamiliar imagery while processing a lingering sense of unease. The Book of Murmurs perfectly captures the sense of fascination with forms and meanings half-glimpsed through shadows, always asking compelling questions that don’t have straightforward answers.

I’d like to expand on my review here and say that I would have loved The Book of Murmurs as a kid. As an adult who appreciates the fragmented and nonlinear storytelling of The Magnus Archives and Bloodborne, I really enjoyed getting lost in this graphic novel. Based on the artist’s gorgeous and heartbreaking social media minicomics about Palestinian refugees, I also get the sense that there are strong political currents underlying the adventure story, and I hope this book receives the sympathetic scholarly attention it deserves. It’s so good.

You can read my full review on Comics Beat here:
https://www.comicsbeat.com/book-of-murmurs-review/

Forest of Fallen Knights

Forest of Fallen Knights
https://felrasyr.itch.io/forest-of-fallen-knights

Forest of Fallen Knights is a free-to-play Game Boy narrative adventure game that takes about 30-40 minutes to finish. Though the game is visually modeled after Link’s Awakening, its setting and story are a homage to Dark Souls.

You play as a nameless adventurer who’s found himself alone and unarmed at the bottom of a cave. After the ghost of a knight offers him a sword, the adventurer emerges into a dense forest dotted with ruined houses that were once inhabited by the knights who fled from a devastating war. Though no longer alive, neither can the knights die. Your job, as the still-living adventurer, is to help them make peace with their regrets.

Admittedly, it’s unclear what purpose your good deeds will serve in the long run, given that the knights are eternally unable to pass on. Perhaps the adventurer should take care that their curse doesn’t pass to him as well…

Forest of Fallen Knights consists of about twenty overworld screens, as well as an additional dozen screens inside caves and houses. The gameplay involves walking around, talking to everyone, and taking on simple fetch quests. There’s some (very) basic combat, as well as a small dungeon that requires a moderate level of pattern memorization and dexterity. Save crystals are generously scattered throughout the forest, so you won’t lose much progress if you happen to die. For the most part, the swordplay serves to add texture to what is largely an exploration-based adventure.

The game’s writing is simple but effective. Now that everything they once fought for is gone, the undead knights are attempting to maintain their hold on what was most important to them in life. Any one of their fetch quests might come off as sentimental on its own; but, in aggregate, the player gets a strong sense of how pathetic and regrettable the situation truly is.

There are a few secrets to find in the game, though they aren’t too terribly well-hidden. If the player is moderately observant, perhaps the adventurer might reveal his reason for venturing into the forest, and perhaps he might even find a means to release the fallen knights from their curse. If not, the default ending is more than sufficiently satisfying.

As a fan of both Link’s Awakening and Dark Souls, I feel like Forest of Fallen Knights was made for me specifically, and the time I spent with this game coalesced into a pocket of unadulterated joy. It’s therefore difficult for me to be objective, but I still think it’s fair to say that Forest of Fallen Knights is well-crafted, thoughtfully considered, and at the top of the pile of homebrew Game Boy adventure games.

Many kudos to the developer, NeroGames (who is on Bluesky here). I’m always here for indie artists who use the retro gaming medium to share strange and haunting stories.

Under the Temple

The Forest Temple in Ocarina of Time is one of the most intriguing dungeons in the Zelda series. It’s so beautiful and full of mystery! One of my favorite areas of the temple is the peaceful underground waterway connecting the two courtyards on either side of the main hall. This is not in the least because the upper walkway provides healing hearts that are extremely welcome after Link’s first battle against a Stalfos. If Link grabs all three hearts the first time through the sewer, there will only be one heart on his return through the passage.

Where did that additional heart come from? Where do any of these hearts come from? Perhaps it’s best not to think about it too hard.

I have very little experience drawing architecture, but hopefully this works to my benefit in conveying the brutalism of the building lines in early 3D games. The primitive perspective scaling isn’t an issue in open spaces with organic shapes like the Kokiri Forest, but it feels somewhat uncanny in confined interior spaces. I get the sense that the game developers understood this, as the slightly off-kilter straight lines of the sewer tunnel are a nice foil against the luxurious twisting corridors of the temple’s upper levels, which are equally confounding to the eye. Poor Link… that kid has seen some shit.

Review of Shadows of the Sea on Comics Beat

I recently had the privilege of writing a review for Comics Beat about Cathy Malkasian’s new graphic novel, Shadows of the Sea. I have to admit that I struggled with Malkasian’s previous books, which are brilliant but tonally dark and emotionally devastating. Shadows of the Sea is just as strange and heartbreaking as the artist’s earlier work, but it ends on a gloriously high note that gives me hope for the future. I was prepared to write a review about the value of portraying despair in dark times, but man. Hope is good too.

Here’s an excerpt:

In his review on The Beat, John Seven assesses Malkasian’s 2017 graphic novel Eartha as one of the artist’s characteristic “gloomy, apocalyptic parables that don’t make you feel so great about humankind.” It’s difficult to disagree, as Eartha is deeply disquieting. In contrast, Shadows of the Sea feels like a gentler turn of the same thematic wheel, presenting a story that’s smaller in scope but richer in emotional immediacy. The fantastic world Malkasian has painted is cruel and strange, to be sure, but it still affords the possibility of healing. Shadows of the Sea lingers not because of its darkness, but because of the hope that emerges after a brave confrontation with bitter truths.

You can read the full review on Comics Beat here:
https://www.comicsbeat.com/graphic-novel-review-shadows-of-the-sea/

Green Dreams: Tales of Botanical Fantasy

I’m excited to announce that I published a new zine! Green Dreams: Tales of Botanical Fantasy collects six illustrated stories about our relationships with plants and nature.

“Each turn of the seasons brings an end to lives both large and small, but new seeds sprout joyously from the ruins” is the zine’s tagline, and disaster is a major theme of the collection. One of the opening stories is about the gradual effects of climate change; and, in the closing story, environmental catastrophes have become so severe that humans have disappeared completely. The zine also features stories about a medical tragedy narrowly averted, the aftermath of a devastating war, and a porous biological quarantine.

I considered subtitling the zine “Tales of Botanical Dark Fantasy,” but the truth is that none of the stories are actually that “dark.” In fact, I’d say the main theme of the collection is a persistent hope for the future. At this particular moment in history, the state of the world seems very bleak, so it’s good to remember that the environment that surrounds us is much larger – but also much more personal – than whatever horrors are currently unfolding.

Precisely because are so many fires burning in the world, I think it’s important to spend time in thriving green spaces that suggest futures of shifting and changing growth. I believe that a mindful contemplation of our natural environment can also be useful in the uncomfortable but necessary process of decentering normative humanity while challenging the artificial divisions we impose on ourselves and each other.

The incredible cover art by Frankiesbugs captures the mood of these stories perfectly.

Frankie creates bold and imaginative botanical fantasy art, and I asked them to illustrate the pagan archetypes of the flower maiden and the horned god, who together represent the endless natural cycle of death and rebirth. In this zine, I wanted to play with symbols that convey the beauty and mystery of the natural world, and Frankie embraced this theme, tinging the painting with potent Christian motifs and a powerful sense of fertility.

It’s an extremely impressive piece of art, and you to check out more of the artist’s work on Instagram (here), on Bluesky (here), and on Redbubble (here).

In this collection, I did my best to share a sense of fertile “green dreams” for the future. Mostly, though, I just really wanted to write some fun ecofiction about plants and mushrooms.

If you’re interested, you can read a free digital version of the zine on Itch.io or order a print copy from Etsy.

🌿 https://digitalterrarium.itch.io/green-dreams
🌿 https://www.etsy.com/listing/4351990958/green-dreams-fantasy-fiction-zine

Review of Hero Cave on Comics Beat

My review of Hero Cave, a dark fantasy comedy, was recently published on Comics Beat (here). This graphic novella is only about fifty pages long, but it’s surprisingly powerful and cathartic. Here’s an excerpt from my review…

It’s easy to look down on NPCs, the “non-player characters” who seem shallow and uninteresting when compared to the protagonists. It’s not so easy to realize that, in certain aspects of your life, you’re not much better than an NPC yourself. In Player vs. Monster: The Making and Breaking of Video Game Monstrosity, Jaroslav Ŝvelch explains how the construction of monsters in Dungeons & Dragons reflects the concerns of the white-collar managerial class. To the dungeon master, even a creature as miraculous as a walking skeleton is little more than a series of numbers to be entered into a spreadsheet. Given how frequently we’re all reduced to data points — by social media algorithms, by insurance companies, and certainly by employers — perhaps it’s worthwhile to extend a bit of sympathy to a low-level skeleton.

You can read the full review on Comics Beat here:
https://www.comicsbeat.com/graphic-novel-review-hero-cave/

As an aside, Hero Cave features a type of nonbinary representation that I love to see. Waifishly thin models with stylishly androgynous faces are all well and good, but it’s frustrating that only attractive and nonthreatening “childlike” body types are commonly understood as being nonbinary. I believe we should have a bit more range in our representation, while also not limiting ourselves to conventional notions of “humanity.”

Why, for example, does a cartoon skeleton need to fit into a binary notion of gender? Also, if a character is an undead eldritch monstrosity, it’s silly to think that their nonbinary gender identity is the most interesting thing about them. Hero Cave demonstrates a refreshing lack of concern for the gender of its skeleton protagonist, but that doesn’t preclude the possibility of queer sexuality serving as an escape from the restrictive confines of hellworld capitalism. I didn’t want to get into this aspect of the book in my review, but it’s brilliant, and it means a lot of me personally.

Review of Bramble on Comics Beat

My review of Hollow Press’s newest publication, Bramble, was posted on Comics Beat!

Hollow Press is an Italian micropress that publishes strategy guides for dark fantasy adventure games that don’t exist. Their most well-known book is Vermis (which I wrote about here), but I think Bramble is probably more accessible to a wider readership. It’s very weird and creative, and the art style is a lot of fun. Here’s an excerpt from my review…

Bramble is a worthy successor to Vermis, and the book proudly stands on its own as an accessible introduction to the emerging genre of original strategy guides. Its story is driven by the forward momentum of a traditional graphic novel and augmented by the intriguingly fragmented worldbuilding presented by digital RPGs. As a physical object, Bramble also suggests the nostalgic mystery of forgotten media, and the reader can easily imagine coming across this book hidden in the back of a closet or buried at the bottom of a box at a flea market. 

You can read the full review on Comics Beat here:
https://www.comicsbeat.com/graphic-novel-review-bramble/