Skip to main content

Entry 12

I didn't stay for the execution.

Not that the townsfolk would have let me, of course; the people of Tresin saw us as part of the problem. Despite the fact that I had been back in the village barely a day, I already found myself staring out over the ancient oaks at the bright glow of the pyre. Her screams rang out in the night before quickly fading away; but in my mind, the sound of my mother burning at the stake never left. I still hear her sometimes. Silent evenings like this tend to draw those painful howls out, forcing them from their hiding places amongst all the other blood-soaked memories.

The next morning, I walked back slower than I intended. Not many find pleasure in gazing upon the charred corpse of one who raised them; not many whom I had the misfortune of meeting, at least. Upon arriving in Tresin, my mother's body had mysteriously vanished. I suffered through enough unpleasant conversations to discover that following their joyful immolation of another human being, they took the celebration to even greater heights by tossing her like dead weight over the easternmost wall. 

Hours later - whether it be one, two, or five - the empty husk once belonging to my mother lay wrapped up and leaning against a tree back at camp. James refused to witness the gruesome act as well, choosing instead to gather the remainder of her belongings from the cellar. When he returned, another unknown amount of time passed while we both prepared a proper burial for the woman who raised me. We rarely spoke throughout the process; too much was going on for me to really bother with conversation, and our shared silence proved that he must have felt the same, too.

As she lay deep within the soil, marked by a nearby stone shaped like a fist, James finally broke through the awkward tension permeating the air.

"Does it feel any different - losing her for a second time?"

An interesting question coming from him, but one I had already asked myself thousands of times at that point.

"I didn't think it would. But watching her accept the end, seeing her give up - that was so much worse."

Stepping away from the filled grave, I turned back towards camp and began to pack up what little was worth keeping. I left James in that clearing; resting against a tree, staring at a grave.

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...