Capacity

Capacity by Renee Blair
https://heptad.itch.io/capacity

Capacity is a Game Boy style RPG Maker story game that uses generic pixel graphics and original character illustrations to tell a short fantasy-themed story about a bad relationship. The game describes this as “a toxic relationship,” but I don’t think it’s that complicated; it’s just a teenage girl who is hung up on a boy who clearly isn’t that into her. She doesn’t know how to let him go, so she embarks on a quest that she hopes will fix the relationship.

Capacity is extremely pretty and features a number of clever design elements. The monster art is great, and the final boss is a demon after my own heart. The game is driven by its narrative, and there’s no actual fighting. It takes about ten minutes to play, it’s totally free, and you can play it right in your browser window.

Capacity’s message is a bit heavy-handed and occasionally inappropriate to the situation. The game’s text drops mentions to “a cycle of abuse” and “generational trauma,” but really, it’s just a girl who’s hung up on a boy who isn’t that into her. Presumably because they’re both in their early teens. This isn’t to say that the boy isn’t a jerk and a coward, or that the protagonist isn’t a bit unhinged for pursuing him despite the clear “I don’t want to be involved with you” signals he’s broadcasting at every turn, but this is normal behavior for teenagers who are still figuring out how relationships work. It doesn’t make anyone a “toxic” person, especially not if they’re just a kid. We’ve all been there.

Putting the heavy-handed elements of Capacity’s story and writing aside, the game is really fun to play. In order to “save” your shitty “boyfriend” from his “curse,” you walk through a fantasy castle and interact with monsters, all of whom give you some variation of “he’s just not that into you.” At the top of the castle, the smoking hot Demon Lord tells you that a relationship doesn’t have to be like this, and that you deserve so much better. The fact that you refuse to listen to him proves that you still have some growing to do, and this is reflected in the game’s twist ending.

Capacity’s entire narrative structure emphasizes the point that sometimes your “demons” are right, and that you need to listen to what they’re trying to tell you about the situation that’s triggering your anxiety. It took me years to figure this out, and it’s a powerful message.

A Public Service

Queens don’t have to do paperwork. đź‘‘

It’s been a while, but I’m back to work on The Demon King, an original fantasy story about tired adults doing their best. I wrote a stand-alone novella last year, and I’m currently expanding it into a proper novel. I drew the thumbnails for a few comic scripts back when I first started playing with ideas, and I recently decided to ink and color a few of them just for fun. This one is loosely based on a study of a panel in Tess Stone’s Not Drunk Enough, a stylish horror comic with a target audience of me specifically.

Spiritfarer

I caught the flu last week. I couldn’t eat or sleep for days. It was intense.

If you ever find yourself in a situation like this, Spiritfarer is the perfect game. The art and music are soothing and gentle, and the gameplay is simultaneously relaxing and addictive. It took me somewhere between 35 and 40 hours to get close to 100% completion, and I didn’t notice the passage of time at all while I was playing.

Spiritfarer describes itself as a “cozy management game about dying,” which is as good of a description as any. As Stella, the newly appointed Spiritfarer, it’s your job to ferry spirits to the great beyond on a giant boat. The twelve spirits you encounter take the forms of anthropomorphic animals, and each has a distinct personality and set of preferences. These spirits will need to spend time on your boat before they’re ready to move on, and you’re tasked with building each of them a small house and then keeping them fed and happy while they travel with you. You pick up cooking ingredients and building resources by visiting various points on the map, which you’ll gradually explore as you complete requests and meet new spirits. While sailing between locations on your boat, you can grow crops, care for livestock, cook food, and craft various materials.

Each spirit gives you an Obol as payment for their passage, and a spirit flower will bloom in their house after they move on. You use these tokens to upgrade your boat and expand your range of abilities, which grow include gliding and double jumping. This system of resource-based expansion allows you to open more of the game at your own pace while simultaneously limiting the number of tasks you need to worry about at any given time.

Spiritfarer has an excellent balance of exploration and crafting, as well as optional bits of Metroidvania-lite platforming. There’s no combat. Most of the challenge comes from effective in-game time management, although there are no time limits or negative consequences for just futzing around. Player movement is limited by a few artificial barriers at the beginning, but the world of Spiritfarer is relatively open, and there’s always a lot going on. The spirits’ requests nudge you in the direction of exploring new areas of the map organically, so you’ll never be at a loss for what to do next. Thankfully, your menu screen contains a list of requests and sidequests for your convenience.

The introduction to Spiritfarer’s story is a bit silly – you are a small child! here’s a giant boat! go out and ferry the dead! – but it becomes much more compelling as you progress. It might seem odd that a cute game about sailing around with talking animals has a “Teen” rating, but some of the spirits are carrying a lot of baggage. Their stories aren’t melodramas with happy endings, but instead involve real and complicated misbehavior, delusions, and regrets. To give an example, one of the souls is suffering from dementia. She’s kind and curious when she’s lucid, but she’s incredibly mean during her foggy periods, and she gradually gets worse instead of better.

There’s no graphic depiction of sex or violence, but some of the stories are surprisingly dark and specific. The first spirit you meet, Gwen, eventually admits that she struggled with suicidal ideation throughout her youth, and the compulsion to end her life returned with a vengeance as she was dying from lung cancer in her early forties. Gwen didn’t commit suicide, but she wasn’t able to survive cancer, and her blithely ironic attitude can’t quite conceal how bitter she is about having her life cut short.

Stella’s own story isn’t revealed until later in the game, but the way the spirits are connected to her is touching and beautiful. Spiritfarer celebrates the joy of being alive, but it’s ultimately about the sweetness and gentleness of death. Thankfully, it has a solid sense of humor, and also you can raise sheep.

Spiritfarer is a perfectly designed to be fun and engaging without being frustrating. I also appreciate that it wraps up in a satisfying thirty to forty hours. It’s exactly the sort of game I might recommend to adults who aren’t into gaming but are interested in how the medium can tell a complex story in an interesting and unique way.

Spiritfarer is also the perfect game to play if you find yourself stuck in bed with a prolonged illness. Even though I would happily recommend the game to anyone, it’s worth saving for when you need it.

The End of the Line for the Shinra Corporation

Over the course of its expansive story, Final Fantasy VII changes direction and shifts focus but holds fast to the goal of saving the world from a crisis created by Shinra. Even if there were no interstellar demons or mad scientists, the Planet would never have survived were it not for a small group of activists who dared to challenge the most powerful corporation in the world…

I contributed a meta essay titled “The End of the Line for the Shinra Corporation” to the Return to the Planet fanzine, which celebrates the 25th anniversary of the original 1997 release of Final Fantasy VII. My piece is about how the game references the corporate critique and real-world grassroots environmental activism in Japan during the 1990s. The zine is filled with gorgeous artwork, stories, and nonfiction, and it’s free to download. You can read my essay on my Japanese fiction blog (here), and I also posted it on AO3 (here). You can check out the zine via these links:

🌿 https://twitter.com/ff7ogzine
🌿 http://whitemateria.net/ff7ogzine/
🌿 https://archiveofourown.org/collections/FF7OGZine

Coffee Talk

Coffee Talk is a visual novel about an all-night coffee shop in Seattle. You play as the barista, and your job is to connect your customers to one another while improving their moods by serving warm drinks. Although the game tackles serious issues softened through the lens of fantasy, its tone is relatively lighthearted and gentle, and the pixel graphics are cute and cozy.  

The game has three screens: your view of the shop from behind the counter as you chat with your customers, an ingredient selection screen for the drinks you make, and your cellphone, which contains an incomplete list of recipes, a music playlist, and an in-game social media app. The story takes place over fourteen nights, and there’s only one ending. There are no dialog choices, but some of your customers will open up to you more (and allow you greater access to their social media profiles) if you serve them drinks to match their moods. In other words, there isn’t much gameplay. Aside from brewing different types of coffee and tea, the player is mainly along for the ride.

Every review I’ve read of Coffee Talk complains about the drink brewing system, and rightly so. It’s counterintuitive and needlessly complicated. Each drink has a base – coffee, tea, green tea, chocolate, or milk – and you can add two additional ingredients, such as mint or cinnamon. The order in which you add the ingredients matters, meaning that tea with lemon and honey is a different recipe than tea with honey and lemon. On top of that, each drink has several different meters measuring qualities such as “sweet” or “cool,” and there’s no way to predict what combination of ingredients will result in the requested combination of qualities. Your customers will sometimes tell you how to brew a drink, but you mostly have to complete the recipe app on your phone yourself.

I can’t imagine that there’s any way to get everyone’s drink orders correct without either using a walkthrough or exploiting the save feature as you employ trial and error to go through a list of possible permutations. Thankfully, it doesn’t really matter, and most players will probably do just fine by paying attention to the dialog.

The main draw of Coffee Talk is its setting, a fantasy AU version of Seattle. The year is 2020, and everything is more or less the same except that fantasy races are real – elves, orcs, vampires, fish people, you name it. As far as I can tell, there’s no magic aside from the general characteristics associated with various fantasy races, meaning that elves have long lifespans, werewolves transform once a month, and so on. Each night at the coffee shop is prefaced by the front page of that day’s newspaper, and the fantasy world’s concerns seem to mirror those of our own: Orcs demand an end to workplace discrimination, the U.S. and Atlantis negotiate immigration reforms, Seattle plans to host this year’s Coachella music festival.  

The eleven characters who visit the coffee shop come from all walks of life. One of my favorites is the werewolf war veteran Gala, who works in medical administration. He seems to have a complicated past, but this is nowhere near as important as the mundane conversations he has with other characters, often contributing a sense of perspective to their problems. It’s refreshing that none of the characters care about the details of what it’s like to be a werewolf but are much more interested in what it means to work in medical admin. Gala is friends with a supermodel vampire named Hyde, who is characterized not as a “supermodel” or “vampire,” but rather someone who means well but is brutally honest – and perhaps romantically interested in Gala.

The setting of Coffee Talk has a lot of narrative potential, but I feel the worldbuilding is somewhat shallow. In addition, the lighthearted tone of the writing doesn’t match the complications of the issues under discussion. To give an example, one of the coffee shop’s patrons is an eighteen-year-old aspiring pop star whose manager seems to be setting her up to be sexually assaulted at a Coachella afterparty. Thankfully, the character is able to avoid this situation by not attending the party. How simple is that! When you’re confronted with sexual menace, you can just… walk away! It’s not like careers in the entertainment industry are based on the connections formed at these parties or anything.

Although this isn’t anywhere near as heavy as some of the other character arcs, I felt personally attacked by Freya, a green-haired human woman who works as a staff writer at a local Seattle newspaper. Freya receives a chance opportunity to submit a novel to a head editor at her newspaper’s parent company, with the caveat that she has to complete a draft in two weeks. Which she is 100% able to do, because she believes in herself. Writing a presentation-ready draft of a novel in two weeks is all about self-confidence, right? And of course her novel is accepted for publication, and it becomes a best seller right away, and all of this happens in less than a year. Because that’s all it takes to publish the first novel you’ve ever written: believing in yourself – and a lot of caffeine!!

Obviously I’m being ironic. Writing and publishing a novel in a few short months is just as much of a fantasy as the story arc of a game developer who solves the issue of crunch culture by… just taking a weekend vacation! Putting aside the work cultures of people in creative industries, I’m frustrated by the suggestion that a pleasant conversation all it takes to solve heavier problems ranging from systemic racism to needlessly high barriers to legal immigration, and that if your own life isn’t working out then you just aren’t drinking enough fancy coffee.

It should go without saying that this is nothing more than my personal response to the game. My frustration with Coffee Talk is my frustration with YA fiction in general, by which I mean that I find it difficult to become emotionally invested in characters who face genuine challenges but aren’t allowed to say “fuck.” Still, I understand that not everything has to be realistic and gritty, and that there’s value in seeing a happy ending for a character whose experience mirrors your own.   

On the whole, Coffee Talk is enjoyable and well-written, and it’s a nice lo-fi game to chill to. It takes about three to four hours to finish, and it has a fun postgame secret ending that adds a bit of replay value. A sequel is planned for release later this year, and I’m looking forward to reading more interactive stories set in this universe.

The Magic of Fiction

I thought long and hard (so to speak) about the title of the book the Demon King is reading, but everything I came up with was awful. I decided to give up after “Dragon with a Hard-on” and just leave it up to the reader’s imagination.

This comic is written by me and drawn by Frankiesbugs, whose art is sometimes cute, sometimes creepy, and always stylish. You can follow them on Instagram, on Twitter, and on Tumblr for more comics, demons, and attractive people in fancy dress behaving badly.

The Legend We Create

The courageous hero loves the wise princess, but they are bound by their fate and must put their feelings aside for the sake of a world floating above the ruins of an ancient kingdom.

…or so the legend goes, but some storytellers have a slightly different interpretation.

The Legend We Create is a tale of mutual pining and second-chance romance on the Great Sea, as well as a meditation on how each new generation heals the wounds of history by telling their own narratives about the past. You can read this short story on AO3 (here).

This story was published in Fated: A Zelink Zine. You check out the work of the other contributors on the zine’s Twitter account (here).

The Shadows of Hyrule

Honey, everyone has a murder dungeon in Kakariko Village.

The joke is that, while the “evil” Yiga Clan is characterized as violent and bloodthirsty in Breath of the Wild, the “good” Sheikah Clan is canonically just as disturbing. They’re all magical ninja assassins. What do you expect?

These two characters are Sooga and Impa from the Breath of the Wild AU melee fighting game Age of Calamity, and this is fan art of the four-part Sooga/Impa fancomic Shadow Folk by Frankiesbugs on Tumblr. You can read Shadow Folk on Tumblr starting (here), or you can donate 1€ to download a PDF version (here). I have to admit that I never considered any sort of relationship between Impa and Sooga until I read this comic, but the art is stylish and beautiful and the story is a lot of fun.

An Unfound Door

The sacrificial princess Agnes spares the life of a demon from the blade of the hero who rescued her from certain demise, but was this the wisest decision? Upon returning to her decaying kingdom, she finds the beast waiting for her, now in the form of a man. He is determined to restore the ruins of his homeland to their former glory, but his ambition presages calamity. As Agnes follows her enemy through the shadows, she must shine light onto the mysteries of the past if she wishes to restore hope for the future.

This is my working description for An Unfound Door, the dark fantasy mystery novel that I’m currently writing. I borrowed the title from this passage in Thomas Wolfe’s Look Homeward, Angel, a coming-of-age story primarily set in an old and decrepit town: “Remembering speechlessly we seek the great forgotten language, the dark lane into heaven. A stone, a key, an unfound door. O lost and by the wind grieved ghost, come back again.”

The character illustrations are by Marianne Lalou, who is on Tumblr, on Twitter, and on Instagram. Lalou was able to take my amateur designs (that I posted here) and polish them into something magical. They’re one of my favorite fantasy illustrators and character designers, and it was an amazing experience to work with them!

Agnes and Zidan from An Unfound Door

An Unfound Door is a Gothic mystery set in a decaying castle. Agnes, the princess of Faloren, hopes to save her crumbling kingdom by recovering a long-lost relic, but she must find it before it’s discovered by Zidan, a foreign prince with mysterious motives. As their paths repeatedly cross in the twisting corridors and hidden passages, Agnes and Zidan realize that they must descend into the shadows of the past together if they hope to bring light to the future.

While I’ve been planning this story, I’ve also been working on character designs. This is what I’ve come up with…

Agnes is in her early twenties. Her palette is fairly monochromatic, making her look somewhat ghostly. She’s not used to interacting with people, and she’s aloof and serious to a fault. Her floral motif is the moonflower. I was aiming for something like a “dark academia” aesthetic.

Zidan is also in his early twenties. His palette is warm with accents in brighter colors. He’s charming and polite, but he’s too proud to conceal the sharp edges under his smooth exterior. His floral motif is the Chinese lantern flower. I was inspired by the work of the artist Emily Cheeseman in creating his design.