Miaow: A Cat Zine

I’m excited to share a charmingly cozy and delightfully fluffy murder mystery story with Miaow: A Cat Zine. All proceeds from this digital zine will be donated to RAPS Cat Sanctuary, and preorders are open until September 5.

You can learn more about the zine and order a copy on their site here:
https://miaowzine.carrd.co/

The story I contributed to the zine, “Angus and Peaches Get Away with Murder,” is about two cats who do exactly what the title suggests, but it’s also about two pairs of humans – the two women who benefit from a wealthy man’s death, and the two freelance detectives who investigate the incident. As much as I appreciate lone-wolf genius criminals, I thought it would be fun to write a story in which every character conspires in the murder in some fashion.

The two nameless detectives are modeled on Sherlock Holmes and John Watson, whom I’ve brought forward into the twentieth century. Something I’ve always admired about Sherlock Holmes is his strong sense of compassion, which occasionally overrules his sense of justice. There are a number of cases (“A Scandal in Bohemia” is my favorite) in which he allows the person who committed a crime to get away with it if he believes this will be the best outcome. I really enjoyed writing the scene in this story where the Holmes character just kind of shrugs and says, “What are you going to do, try a cat for murder?”

What he doesn’t know is that Angus and Peaches are unrepentant fiends, and that they would happily get away with murder again. I love all cats on this earth, but I truly believe that this is the sort of creature they are. Cats are all tiny little devils, and that’s one of the many things I admire about them.

Essay about Deltarune on Sidequest

I recently had the immense pleasure of writing an article about the latest chapters of Deltarune for Sidequest. This piece features some story analysis and theorizing, as well as a personal anecdote about an extremely awkward moment during my job search in my last year of grad school, but it’s mostly about the joys of retro media and the lost art of having fun. Here’s an excerpt…

Nostalgia is a difficult subject to approach. Cultural nostalgia, which often takes the form of a glorified version of an earlier decade, is a hallmark strategy of conservative political movements that attract sympathy by engendering a fantasy of a time when, supposedly, things were better. Nostalgia for childhood media can be fraught as well, especially when we view the more problematic aspects of this media from an adult perspective.

Still, nostalgia has its uses. When approached with care and attention, indulging in nostalgia can be an exercise that facilitates a rediscovery of play. In its celebration of the television and video games of an earlier era, Chapter 3 of Deltarune invites introspection into the aspects of play that a younger version of yourself understood to be “fun.”

You can read the full essay on Sidequest here:
https://sidequest.zone/2025/08/04/deltarune-remembers-how-to-have-fun/

As an aside, my corner of video game fandom spent the month of July going wild for the character Tenna, an anthropomorphic personification of a CRT television who plays a central role in Chapter 3 of Deltarune. Tenna’s status as the Summer 2025 Tumblr Sexyman is partially due to his eye-catching visual design and flashy personality, but I also get the feeling that his near-instant popularity was due to the way he speaks to a particular type of cultural malaise.

As a consequence of the concomitant collapse of social media platforms and the proliferation of AI-generated “content,” everyone is exhausted by the effort it takes to wade through (and compete with) soul-numbing machine slop. What Tenna represents is an era of media that, though it might not have been “good,” was at least intentional. My essay doesn’t touch on specific issues relating to gen-AI, but I was directly inspired to write this piece by the very enthusiastic reception of the recent chapters Deltarune in online creative communities. There’s definitely something interesting going on there culturally, I think.

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/

Dark Souls Fandom Essay on Sidequest

“The Softer Side of Dark Souls Fandom,” my essay about a major shift in internet culture, was published on Sidequest. Everybody loves Bloodborne and Elden Ring now; but, ten years ago, FromSoft fans were a fairly isolated group, not to mention some of the most hateful people I’d ever encountered online. At about 1,400 words, this piece is far shorter than it should be, but I still had a fun time writing about how FromSoft fandom has become much more welcoming and inclusive over the past decade. Here’s an excerpt:

I’ve put untold hundreds of hours into Dark Souls and its sequels. When the game first came out almost fifteen years ago, however, there was nothing I hated more than Dark Souls. I refused to play it. I associated the game with the worst people on the internet, who spewed hate while using Dark Souls memes to shame and attack anyone they felt challenged the hegemony of their male-dominated subculture of video game fandom.

I therefore feel an ironic pleasure in the fact that, these days, Dark Souls and the other FromSoft games have been embraced by women and the queer community, the exact people these angry online gaming communities loved to hate. In a strange twist of fate, the games weaponized to mock diversity have become a sanctuary for many of the people who were once excluded.

You can read the full essay here:
https://sidequest.zone/2025/07/14/dark-souls-fandom/

An earlier version of this essay was published in Act Your Age, Vol. 2: Dark, a fandom memoir anthology zine that you can check out (here).

I decided to publish this piece online when the host of one of my favorite video game podcasts, Bonfireside Chat, came out as transgender. Since she’s not really a public figure, I don’t mention her in the essay itself, but her announcement made me incredibly happy. Regardless of gender and sexuality, I hope everyone can find a place where they feel accepted and supported in their interests… even if their interest is in dark fantasy games about dying in all sorts of grisly and horrifying ways!

The Wisdom of the Waiting Princess

The Wisdom of the Waiting Princess is an empowering feminist reading of how the trope of the “captive princess” applies to the Zelda of the original 1986 game. While this Zelda is an action hero in her own right, her wisdom manifests in her remarkable ability to lay plans for the future.

You can read the essay on AO3 here:
https://archiveofourown.org/works/67410167

I had the honor of contributing this essay to Silent Princess: A Zelda Zine. The zine’s website is on Carrd (here), and you can check out the art and writing featured in the zine on its Tumblr site (here). Leftover sales of the zine merch are currently open (here), and you can still pick up a digital copy of the zine (here). All profits from zine sales will go to support Doctors Without Borders.

This original design for Princess Zelda was created by Hollarity, who put an incredible amount of love and care into portraying the character as a courageous young woman who is fully capable of going on her own adventures. You can find more of Holly’s gorgeous artwork on her website (here).

Review of Model Five Murder on Comics Beat

I really enjoyed Tan Juan Gee’s Model Five Murder, which was just published by Silver Sprocket. This graphic novella is an intriguing sci-fi noir mystery with stylish art that investigates the issues of AI, technology, and labor. I’m very lucky to have been able to write a review for Comics Beat. Here’s an excerpt…

Model Five Murder is a thematically rich murder mystery that plays with the question of whether concepts like “victim” and “murderer” have any meaning in a situation involving artificial life and artificial intelligence. If memories and consciousness can be transferred between bodies, is it murder to shoot an android? If androids are proprietary technology owned by a corporation, who has the legal right to make decisions about their bodies?

You can read the full review here:
https://www.comicsbeat.com/graphic-novel-review-model-five-murder/

Essay about Final Fantasy VII’s Anti-Capitalist Critique

I’m excited to say that my essay “Final Fantasy VII Confronts Capitalism: Tifa Lockhart vs. Medical Debt” is now on Sidequest (here)! 👊🌟

I recently read the official Final Fantasy VII Remake prequel novel, Traces of Two Pasts. I was fascinated by Tifa’s backstory, especially how she was driven to the starting point of the game by medical debt. I hadn’t come across a serious discussion of this book in fandom or elsewhere, so I wanted to write a short but accurate summary with substantial analysis. My goal was to situate the book’s anti-capitalist themes in the context of the game’s story, Japan’s economic recession in the 1990s, and our current hellworld.

Here’s an excerpt from my article…

Tifa is twenty years old at the beginning of Final Fantasy VII. Despite her youth, she’s calm and level-headed, yet Tifa willingly becomes a member of Avalanche, an armed militia that conducts terrorist attacks on Midgar’s power grid. Though she questions the use of violence, Tifa understands that aggressive action is necessary.

The juxtaposition between Tifa’s personality and her involvement in an active terrorist organization begs the question of how such a kind and gentle woman could become so politically radicalized. The question Kazushige Nojima asks in Traces of Two Pasts is much sharper: under the circumstances, how could she not? If you had to walk in Tifa’s shoes, wouldn’t you become radicalized too?

You can read the full piece on Sidequest here:
https://sidequest.zone/2025/06/02/final-fantasy-vii-confronts-capitalism/

Review of Low Orbit on Comics Beat

I’m honored to have been able to share a review of the recently published graphic novel Low Orbit on Comics Beat. Kazimir Lee’s debut is about dead malls in Vermont, sci-fi fan conventions in New York, epic space adventures, real-life queer identity, and everything in between. It’s an extremely ambitious story, and I’m in awe of the artist’s ability to pull it off with nuance and sensitivity – and also with some fantastic action scenes. Here’s an excerpt from my review:

At the end of Low Orbit, what lingers is the sensitivity with which Lee captures the slow and often painful process of becoming a person. Azar doesn’t find neat resolutions to her problems, and the adults around her remain as flawed as she is. Still, there’s a quiet clarity in how Azar begins to see them as fellow travelers on an uncertain path. Low Orbit is a stunning debut that’s just as fascinating as adolescence itself, and just as full of hard truths and unexpected kinships.

You can read the full review on Comics Beat here:
https://www.comicsbeat.com/graphic-novel-review-low-orbit-boldly-explores-the-intersections-of-fiction-and-identity/

Crow Country Essay on Sidequest

I’m excited to share “Crow Country Is a Game about Climate Change,” an ecocritical analysis of one of my favorite indie games of 2024. This essay also serves as a kind of “Ending Explained” story breakdown that was inspired by a few Reddit discussion threads that missed the point of what (to me at least) is a clear, powerful, and compelling artistic statement. How do we process the reality of climate change, and how can we face the challenges of the future?

Crow Country borrows heavily from the visual design of Resident Evil and Final Fantasy VII, and I argue that it provides an interesting meta-commentary on their themes as well. Specifically, I think Crow Country uses its retro aesthetics to remind players of the political climate of the late 1980s and early 1990s, when environmentalism was considered an important bipartisan issue in the United States.

In my essay, I put Crow Country in conversation with two books, Colette Shade’s Y2K: How the 2000s Became Everything (2025) and David Wallace-Wells’s The Uninhabitable Earth: Life After Warming (2017). I believe that Shade’s discussion of the “lost environmentalism” of 1990s media like Captain Planet and FernGully can be expanded to video games, and I explain how Crow Country plays on that cultural nostalgia. Meanwhile, Wallace-Wells discusses a “crisis in storytelling” about climate change that positions its victims as cute animals instead of actual human beings, but Crow Country subverts this narrative impulse by demonstrating that its “zombie” climate refugees are none other than ourselves.

You can read the essay on Sidequest here:
https://sidequest.zone/2025/04/22/crow-country-climate-change/

Crow Country (on Steam here) is an incredible game, by the way. I enjoyed writing about it, and I enjoyed playing it as well. It takes about four hours to finish, and there’s an optional “no combat” mode that allows players to focus on exploring the space while engaging with the story and puzzles. If you’re interested, I posted a no-spoiler review of the game ( here ).

ETA: This essay was featured on Critical Distance (here). What an honor! I hope a wider audience gets a chance to read this piece, if only so that more people can appreciate the nuanced but powerful message of this incredible game.

Review of Strange Bedfellows on Comics Beat

I’m excited to share my review of Ariel Slamet Ries’s newest graphic novel, Strange Bedfellows. This is a solarpunk romantic comedy that’s set in a utopia but still takes the darkness of human nature seriously. The art is gorgeous, and I very much enjoyed the time I spent in this fascinating world with these beautiful trashfire characters. Here’s an excerpt from my review:

Hardship comes to everyone, and romance isn’t always easy. The soft and hopeful message of Oberon’s story is that the flaws and complications in human ambitions are what make our lives interesting and beautiful. Strange Bedfellows assures the reader that, while we may not ever live in a perfect utopia, we don’t have to give up on our dreams of a kinder and greener future.

You can read the full review on Comics Beat here:
https://www.comicsbeat.com/graphic-novel-review-strange-bedfellows-dreams-of-a-romantic-solarpunk-future/