Skip to main content

Entry 1

The Kyrlund. A land of great beauty and awe, but one marred by a history of war and suffering. I lived there long ago, many years before your time, during a period in which everything I loved, everything I knew, and everything that ever mattered to me was in a constant state of flux. At the beginning of that point in my life, I was a boy of seventeen. By the end I was only twenty-four, but those seven years were, without a doubt, the most impactful. No experience since has changed me as much as that time did. The purpose behind this story isn't to recall those transformative years, though. Be patient, as those moments take a bit more than spare hours in the day to capture properly.

Instead, I'll be telling you of what came after.

I used to be a soldier, believe it or not. The end of that seven-year period marked the end of my time as property of Bovica, allowing me to set out on a life of my own choosing. Unfortunately, that freedom translated to a lot of tavern hopping. I had acquired a taste for cheap ale during my run in the military, one which had sadly proven too difficult for me to let go of. I slipped away from the southeastern cities within old Bovican territory and headed north, eventually finding my way back at Fort Sinder. 

War is hard, especially on the losing side, and the rebellion had put the denizens of Fort Sinder in a tough position: their choices were to either die for a lost cause, or run while their legs still had the energy to move. As you would expect, most chose the second option. The smart ones, at least. By the time I arrived, the fort had been abandoned, but remnants of the former inhabitants (those who were pushed out by Bovican soldiers during the fort's construction) began to slowly ease their way back into the area. I recognized some of them from the market all those years ago; the day that I left Tresin behind, not realizing that I would never again see it as it was.

That I would never again see my mother as she was.

Comments

Popular posts from this blog

How I Would Follow Up "Tyranny"

Tyranny , the 2016 dark fantasy CRPG from Obsidian Entertainment , never received a sequel. Not all games warrant a follow-up, as we're starting to see in this modern landscape of under-performing franchise players, but some titles simply don't feel complete without one. Tyranny is one of those games. Short enough to not overstay it's welcome, long enough for your choices to be impactful and varied, but lacking any large-scale resolution for the pieces laid out in it's final hours. And at this point in time, nearly a decade after release, there is zero indication that Obsidian has any intention of revisiting the universe. As a fun thought experiment, I want to discuss some short ideas for how I would follow this game up in 2025. Part One: An Archon of Our Own The idea is pretty cut and dry: Overlord Kyros is gone, and the Empire is fracturing into warring states ruled by the Archons . The main character's actions in the first game proved to the world that Kyros is ...

My Happy Thoughts on AdHoc's Dispatch (2025)

There is a piece of me, a very small one, that I never realized had been left behind on my Xbox One S hard drive back in 2017. It stayed put, hidden from view, soaking in Pacific salt from the air as years passed on an unchanging, unflinching Oregon coast-town. I left a piece of me in Arcadia Bay, with Chloe Price and Rachel Amber. In October of 2025, I felt another piece - perhaps a twin to that one from so long ago - break free from my soul and come to bear within the SSD of my personal computer. It hums pleasantly, nodding to the faint beat of Bershy's  Radio , basking in the budding romance and familial bonds at the core of AdHoc's debut game: Dispatch. The game that gave me a similar, yet not identical, sense of love and loss that came with the conclusion of Life is Strange: Before the Storm nearly a decade prior. Am I too emotional about these things? I don't know, maybe. But never, not for a second, would I want to take those pieces of me back. Because wherever I am,...

unity beats me but i call it dad anyway

Here we are, the end of Unity Hell. The conclusion to my co-op infused saga of desperation. The water for my weeklong thirst. I don't wish to preamble any longer. Let me speak of my woes, and my triumphs. The Damned UI The user interface for this game, paired with the input changes made for the parkour and combat, gives me a migraine. Especially when coming out of every previous game with a relatively unchanged set of inputs to get me through, only for this new game to bloat my UI with co-op RPG shenanigans and throw my muscle memory out the window. Even after learning the inputs, the interface continues to bug me - why does everything look so sanitized to me? AC1-Rogue all had this techno interface as part of the Animus and present day hook, but the Unity UI seems somehow more detached than ever. The pause menu is cluttered to the nines, holding more random shit that I have never touched than things I actively need to use. I interact with three things on that list: the progress tr...