Vermis: Lost Dungeons and Forbidden Woods

Vermis is an illustrated strategy guide for a dark fantasy game that doesn’t exist. Plastiboo, the author and artist, has taken the concept of “fake strategy guide” and executed it with absolute sincerity and fidelity. Both the writing and the crusty “screenshots” have a pitch-perfect clarity of tone and style that invites immersion.

Before attempting to describe what this book is, perhaps it might be useful to describe what it isn’t. First, Vermis is entirely original. Although the tenor of its world will be familiar to fans of Dark Souls and FromSoft’s earlier King’s Field series of dungeon crawlers, there are no callbacks or veiled references or tongue-in-cheek jokes about how “it’s dangerous to go alone.” Vermis is entirely its own thing.

Second, though Vermis emulates the style of a strategy guide, Plastiboo has an artistic eye for page layout that many guides published during the 1990s did not. In other words, Vermis is easy to read. It also forms a narrative, albeit not in a novelistic sense. Although the text is fragmented, the reader never struggles to move from page to page. This is not House of Leaves.

Third, Vermis is more “dark fantasy” than “horror.” Although there are stylistic elements of the gothic and grotesque, Vermis never attempts to provoke dread, disgust, or anxiety. I wouldn’t call Vermis “understated,” as it features all manner of unsightly monsters, but its tone is quiet and contemplative. Aside from your character’s constant forward progress, there’s not much action. 

Vermis is written entirely in a second-person point of view, a stylistic choice that works well in this context. The player-character has no set identity, so the “you” of the story is handled lightly and never becomes overbearing. The second-person narration successfully achieves its intention, which is to draw the reader deeper into a sense of playing the game.  

After being introduced to a range of starting classes, you wake into a peaceful area called Deadman’s Garden, whose ferns and mosses are protected by the skeleton of a sleeping giant. You then descend into an isolated crypt, where you loot your first sword from a corpse. You also meet your first NPC, the Lonely Knight.

The Lonely Knight is not hostile, and Vermis reproduces the boxes of dialogue with which he greets you. Although Plastiboo is canny enough to keep the narration of battles to a minimum, the format of Vermis obliquely suggests gameplay. “Despite his imposing appearance,” the text reads, “the Lonely Knight is totally harmless and will not defend himself from any attack.” Underneath this passage, however, is an insert featuring illustrations of the knight’s equipment, which your player presumably receives by killing him.

After navigating through the Isolated Crypt and emerging from its cliffside exit, you then venture into a swamp, a forest, and more crypts and caves, each of which is characterized by its own unique theme.  

Along the way, you cross paths with various NPCs (mostly fellow knights) and pick up a collection of items. The text describing these items and encounters alludes to gameplay that’s never made explicit. The decision to leave the more interactive elements of Vermis to the reader’s imagination works in concert with the second-person narration to draw the reader deeper into the ludic simulacrum.  For example, in this passage…

Once on the other side of the bridge, you notice how the oppressive flutewood landscape is replaced with clear skies and endless hills full of cedars. The breeze blows gently.

After days surrounded by the unrelenting melody of the flutewoods, the absence of the whistles makes for a heavenly silence interrupted only by the chirping of the birds and the wind blowing through the leaves.

An enormous structure rises at the top of the highest hill, casting a shadow that engulfs the landscape. You make your way to the building as the sun goes down. The contrast with the sky makes it difficult to discern what is inside.

…the mechanical process of crossing this space is merely suggested. Instead, the reader is presented with the more subjective elements of the game.

Having just survived a difficult battle on the aforementioned bridge, your sense of relief is reflected in a green and peaceful landscape. The relative silence has a tangible quality. In contrast to the twisting corridors of underground dungeons, here you can hear birds and feel the wind. The sky is open. Nevertheless, the final labyrinth lies ahead, so onward you must go if you wish to reveal the secrets hidden inside.

In his review of Vermis, “The Guide to a Game That Doesn’t Exist,” Patrick Fiorilli writes, “As a strategy guide — precisely insofar as it is a strategy guide — Vermis makes good on the promise that such volumes once made to their readers: that there is a world beyond these pages waiting to be explored.”

Fiorilli continues, “Vermis also builds the speculative world of its own existence: a world where this bygone form of secondary literature, the strategy guide, never disappeared, never dissolved into the slush of the content economy, but instead flourished as an aesthetic form unto itself.”

Fiorilli’s hints regarding the metafictional resonance of the “speculative world” of Vermis are intriguing. There’s an element of liminality to the book that recalls the famous “Candle Cove” online horror story about a half-remembered children’s cartoon that aired on a public access channel that never existed. Describing the “dreamcore” aesthetic of “liminal” videos such those surrounding the mythology of The Backrooms, digital architecture critic Ario Elami notes, “Responses to such imagery often involve claims that one feels dislocated yet aware of a vaguely familiar aspect.” And indeed, Vermis possesses this exact sense of uncanny belonging to a history that almost was.

Still, I’m far more interested in Vermis’s proximity to the “speculative world” that Fiorilli describes at the beginning of his review as he relates his experience of studying the strategy guide for The Wind Waker before playing the game. I once enjoyed similar experiences of engaging with old video games purely through their strategy guides, and I can attest to the pleasures of constructing an interactive experience through grainy images and their accompanying captions.

Through some unholy miracle, Vermis perfectly captures the spirit of “playing” a game through interaction with a paratextual artifact. At the same time, Vermis discards many elements of an actual strategy guide in order to structure its text and layout to form a satisfying narrative. It’s a delicate balance, and I’m in awe of how Plastiboo manages to pull it off.

I spent a month doing internet deep dives while trying to find more books like Vermis, but everything I saw people recommend – from Fever Knights to Tales from the Loop – didn’t scratch the same itch. Thankfully, Vermis has a “sequel,” Vermis II, which is a fascinating evolution of the formula that engages with the meta while still offering an adventure that stands on its own. In addition, Plastiboo’s publisher, Hollow Press, also offers three similar titles: Age of Rot, Leyre, and Godhusk. They’re all fantastic, albeit slightly edgier and more tonally graphic than Vermis.

Of all the books published by Hollow Press, Vermis remains my favorite. I’d recommend it especially to people who don’t want to play Dark Souls (or King’s Field) but are still curious about the atmosphere and flavor of this genre of games. I’d also offer the book to connoisseurs of experimental fiction who want to feel creatively invigorated by a uniquely stylized way of constructing a world through words. Vermis is really something special, and my gratitude goes out to Michele Nitri for making his dream of Hollow Press a darkly fascinating reality.

Review of Hourglass on Comics Beat

I had the immense honor of publishing a review of Barbara Mazzi’s graphic novella Hourglass on Comics Beat. Hourglass is gorgeous, and it explores the full speculative potential of steampunk. It has its gears and smashes them too, all the while being incredibly stylish. I’m ambivalent about steampunk, but I have nothing but love for this fantastic book. Here’s a short excerpt from my review…

Barbara Mazzi’s stylish artwork is the perfect vehicle for these characters and their world. Instead of moldering in the usual steampunk attachment to the Victorian era, Hourglass delights in the lavish luxury of the 1920s. Designs inspired by Art Deco contrast strong angles against delicate filigree. Meanwhile, the interior of the machine is a chaos of detail that reminds me of the detailed mechanical designs of Studio Ghibli films like Castle in the Sky. Mazzi’s warm shades of gray convey the warmth of the machine’s interior, while the mellow gold of the spot color emphasizes the magic of this world and the humanity of its inhabitants.

You can read the full review on Comics Beat here:
https://www.comicsbeat.com/graphic-novel-review-hourglass-gears-are-powered-by-adventure/

In Praise of Moss Disability Zine

In Praise of Moss is a zine that argues against the myth of productivity while celebrating the value of a diversity of contributions to our culture and communities. Not everyone can be a tree, and that’s okay. Moss is an equally important part of an ecosystem.

I wrote this zine from a perspective that respects people of all abilities, but I think it’s important to acknowledge the more challenging aspects of disability. Disabled people are often expected to “pull their weight,” usually with the assumption that there’s only one way to measure success. In addition, people who live with invisible disabilities are often met with frustration and accusations of laziness when we’re unable to work or behave “normally.”

Moss is a useful metaphor for a recontextualization of what it means for disabled people to be useful to our communities and valued in our relationships. By exploring how moss can support an entire ecosystem, we can craft a model for how disability positivity can benefit society.

In addition, moss is remarkably adept at surviving disaster, which makes it an engaging analogy for resistance against the pressures of self-optimization exerted by neoliberal capitalism. While my focus is on disability, I believe that all readers can benefit from a shift in perspective that encourages us to grow naturally without worrying about productivity. 

When I write about “resisting productivity,” I’m speaking from the position of someone in academia who is directly affected by the myth that hard work will lead to prosperity. I hate the way this myth is weaponized against disabled people in the realm of higher education, and I want to destroy it. Very softly and quietly. Like moss.

While I love the lo-fi DIY aesthetic of many of the disability zines I’ve found on Etsy and in indie bookstores, it was important to me to create an attractively formatted physical object that feels good in my hands and accommodates my own disabilities by being easy to read. I want people who encounter this zine to feel that it’s valuable, and that they’re valuable too. I was fortunate to be able to work with Fireball Printing, a local Philadelphia service that creates gorgeous full-color publications.

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

🌿 https://digitalterrarium.itch.io/in-praise-of-moss
🌿 https://www.etsy.com/listing/1881401704/in-praise-of-moss-disability-zine

Legend of Zelda Forest Zine Preorders Open

I’m excited to share the news that preorders are now open for The Whispers of Hyrule, a Legend of Zelda fanzine celebrating Hyrule’s beautiful green spaces and the creatures that make their homes in the trees.

I contributed a short story about Majora’s Mask titled “The Brave Tale of the Heroic Swamp Princess.” My story follows Link and the Deku Princess as they venture through the swamp on their way home from the Woodfall Temple. I did my best to capture the exuberant spirit of the Deku Princess, who helps Link work through the trauma he experienced in Ocarina of Time, as well as the warm atmosphere created by the vibrant plant growth in the swamp.

It’s been a privilege to see the drafts shared by the writers, artists, and musicians who have joined me on this journey. From sunlit meadows to deep forest shadows, everyone has worked hard to convey the wonder and mystery of getting lost in the woods. I know I say this about every fanzine, but this book is going to be gorgeous.

Preorders for the zine are open until April 23, and three stretch goals have already been exceeded. If you’re interested, you can check out the project at the following links:

🌿 https://thewhispersofhyrule.bigcartel.com/
🌿 https://culturesofhyrulezines.tumblr.com/
🌿 https://thewhispersofhyrule.carrd.co/

Whispering Willows

Whispering Willows (on Steam here) is a 2D adventure game set in a haunted mansion. There’s no combat, and the game takes about three hours to finish. It’s a small indie game made in 2014, and it’s not perfect. Still, I enjoyed the time I spent in Willows Mansion, and I’d recommend giving this game a shot if you’re into spooky gothic stories.

You play as Elena Elkhorn, a teenage girl whose father works as the groundskeeper at the derelict and abandoned Willows Mansion. Elena’s father doesn’t return one night, and she has a bad feeling about the mansion. Hoping to bring her father home, Elena sneaks onto the property and immediately falls headlong into an underground crypt. There she meets the ghost of her ancestor, who teaches her how to use the power of her magical pendant to leave her body to go spiritwalking. In a cursed mansion filled with phantoms, this is an extremely useful ability to have.  

Before I jump into the many things I love about this game, let me be upfront about its flaws:

– There’s not much actual gameplay.
– The hand-drawn cutscene art is unpolished.
– The writing is good but a bit uneven.
– The background music is limited.
– Your character walks very slowly.
– There’s no map to help you navigate.

Essentially, this is a small indie game that indeed looks and feels like a small indie game. I’m not complaining about the rough edges of Whispering Willows; I just want to make it clear that it’s a game made ten years ago on a tiny budget earned from a Kickstarter campaign. Still, I found its simplicity and amateurish aspects charming, and it has many strong points.

To begin with, the map is surprisingly large, and there’s a lot of space to navigate. You’ll explore the mansion’s crypt, its garden, and various outbuildings; but mainly you’re going to be walking around the house itself. The mansion is impossibly large and includes all the standard gothic flourishes: locked doors, grisly kitchens, moldy bathrooms, crooked paintings, peeling wallpaper, taxidermied hunting trophies, creepy dolls, and all the secret passageways you could ever want.

Of course there are all manner of notes lying around, and these notes collectively tell a suitably gothic story about the very wealthy but very evil man who built the mansion. This story never quite comes together in terms of plot or themes, and the character motivations are ridiculous. Still, all the individual bits and pieces are gothic catnip, from a lover kept in a secret room to a murdered best friend to a servant driven mad by what he’s seen.

This all takes place in California during the Wild West days, meaning that the land occupied by the mansion had to be taken from someone. It turns out that it was forcibly wrested from Elena’s own ancestors. Alongside his more intimate crimes, then, the mansion’s owner became the mayor of a frontier town by means of enacting war and genocide on First Nations people.

We tend to think of gothic mansions as being located in Europe, or perhaps New England. There are definitely nineteenth-century mansions in California, though (like the Carson Mansion), and they’re built on land soaked in blood.

Importantly, the First Nations people in Whispering Willows aren’t all ghosts. Elena and her father are very much alive, and they’re not tempted by the faded pseudo-grandeur of the former colonists. At the end of the game, it’s extremely satisfying to see Elena essentially say “fuck all this” as she walks away from the mansion with her father.  

This is an interesting perspective on classic gothic story tropes that I love to see. And honestly, Whispering Willows isn’t such a bad game. The puzzles are easy, but the lack of difficulty is a selling point for me. Also, the gameplay mechanic of Elena spiritwalking to interact with the numinous aspects of the environment is used in clever ways, and it’s a lot of fun.  

Aside from Elena’s slow walking speed, my only real complaint is that this game would benefit immensely from a map. Even though navigation isn’t particularly complicated, I got lost a few times and had to resort to a walkthrough (this one here) a few times, which wouldn’t have been necessary if the player could just pull up a subscreen.

Whispering Willows definitely feels like an indie game, but it’s got a delightfully grisly story and an excellent sense of atmosphere, and it’s worth checking out if you’re interested in Wild West Gothic from an indigenous perspective.

As a side note, this was apparently the game that launched Akupara Games, a publisher that specializes in quirky indie games with a strong sense of style and setting. Two of my favorite titles they’ve helped get off the ground are Rain World and Mutazione, and it’s cool to know that this was where they started.  

Review of Textual Cacophony

I was honored to write a review for Pacific Affairs of Daniel Johnson’s 2023 monograph Textual Cacophony, a critical analysis of Japanese internet culture between roughly 2006 and 2014. Johnson is especially interested in the anonymous message board 2channel and the video sharing site Niconico, and my review highlights why the online subcultures associated with these sites are still relevant and worth studying. Here’s the opening paragraph:

It’s no secret that a great deal of twenty-first century media has been influenced by internet subcultures; unfortunately, much of this culture has been lost to time. Many emergent online cultures of the 2000s have proved tragically ephemeral, with the scarce documentation that exists often falling into the trappings of cultural nostalgia. Thankfully, Daniel Johnson’s Textual Cacophony: Online Video and Anonymity in Japan functions as a critical analysis that documents and preserves an important moment in Japanese media history that continues to resonate across national borders.

You can read the full review on the Pacific Affairs website here:
https://pacificaffairs.ubc.ca/book-reviews/textual-cacophony-online-video-and-anonymity-in-japan-by-daniel-johnson/

Essay about Elden Ring and Dark Academia

I’m excited to share an essay I wrote for Bloodletter Magazine, a stylish biannual anthology of queer and feminist horror. The piece is titled “Dark Academia for Dark Times: Elden Ring and the Fall of the Academy,” and I’m writing about how the haunted lore of the game’s cursed university reflects real-world academic anxieties. 

You can read the essay here:
https://bloodlettermag.com/dark-academia-for-dark-times-elden-ring-and-the-fall-of-the-academy/

While I use the character Rennala from Elden Ring as an illuminating point of focus, my piece is really about the uncanny connections between the crisis currently facing universities and the social media aesthetic of “dark academia” embraced by young women. I’m arguing that the association of dark academia with the corruption of female bodies reflects deeper concerns regarding the ties between academic liberalism and the decay of imperial privilege. 

Basically: Is the wokeness of postcolonial queer feminism ruining college? I would like to believe that it is, and I think this is kind of neat, actually.

My piece is graced with a creepy spot illustration by the magical Katy Horan, who goes by @goodyhoran on Instagram, and you can follow Bloodletter at @bloodlettermag, where they post eye-catching film stills from indie horror movies created by emerging female directors. 

Video Game Sewers on Sidequest

I love video game sewer levels! I understand that not many people share my fascination with creepy underground tunnels, so I wrote an article for Sidequest to share my appreciation of the hidden mysteries and strange beauty of video game sewers. Here’s an excerpt:

A common complaint regarding sewer levels holds that the uniformity of their twisting corridors acts as an excuse for developers to create a generic maze with a minimum of effort. If designed with creativity, however, slight variations in an otherwise uniform environment can have a heightened effect, especially if the design of the sewers subtly reflects the layout of the city above.

A perpetual rain falls on the ruined City of Tears in Hollow Knight, and this water flows into the Royal Waterways below. At the edges of the settlement, the sewer channels are falling apart and choked with debris. Directly under the city, however, the rainwater pools into gentle streams whose luminescence casts soft shadows of light onto the darkness of the tunnel walls.

You can read the full piece on Sidequest here:
https://sidequest.zone/2025/03/03/video-game-sewers/

Review of Hunger’s Bite on The Beat

I’m thrilled to have published another graphic novel review on Comics Beat. I got to write about Hunger’s Bite, a work of historical fantasy set on a luxury passenger ship during the 1920s. I was pleasantly surprised by how hard the artist leans into an anti-capitalist message, and I appreciate how he 100% owns and supports this stance in his author bio. The kids are all right.

Here’s an excerpt of my review:

Hunger’s Bite is an engaging work of historical fantasy that indulges in fun steampunk tropes like plucky young heroes, cigar-smoking villains in sharp suits, and secret magical societies. At the same time, the artist handles the historical reality of the story’s 1920s setting with a critical eye and respect for its startling inequalities. Taylor Robin’s graphic novel will provide ample food for thought for more mature teens in the YA bracket, as well as readers of any age who enjoy period fantasy with a bite.

You can read the full piece on The Beat here:
https://www.comicsbeat.com/graphic-novel-review-hungers-bite-historical-fantasy-inequities-of-the-1920s/

Review of The Skin You’re In on The Beat

I’m excited to have published my first review on The Comics Beat, and I’m honored that I got to write about The Skin You’re In, a handsome hardcover collection of queer horror comics drawn by Ashley Robin Franklin and published by Silver Sprocket. Here’s an excerpt of my review:

Each of the seven stories in The Skin You’re In is eerily beautiful and unnerving. Even as Franklin’s queer and female characters exist in a world that doesn’t perceive their humanity as normative, these stories provide a visceral reminder that there’s nothing “normal” about being a human on a planet that hosts a vast array of organisms.

You can read the full piece on The Beat here:
https://www.comicsbeat.com/graphic-novel-review-the-skin-youre-in-pushes-the-uncanny-boundaries-of-humanity/