Friday, April 10, 2026
Game EXP: The Exit 8 (PC)
Wednesday, April 8, 2026
MIDI Week Singles: "The Song of the Wind" - Divine Divinity (PC)
"The Song of the Wind" from Divine Divinity on Windows & OS X (2002)
Composer: Kirill Pokrovsky
Album: Divine Divinity
Label: GOG
Publisher: cdv Software Entertainment
Developer: Larian Studios
This song has really grown on me in the last couple of months. When I first listened to it outside of the game, I thought it was alright. There was nothing inherently wrong with the piece, nothing stood out to me as jarring, and nothing made me pause what I was doing to listen to the song again when it first came up. However, since that first play, I've been playing a lot more of Divine Divinity, and I've been visiting Rivertown as it's my go-to town for equipment repair and item selling. Each time I play, I probably spend 5-10 minutes in this town alone, so I hear this song a lot, which is not a bad thing now that this song has really sunk its hooks in me.
As for the song itself, I can't quite tell all of the instrumentation involved. It sounds like there's definitely a harp there in the background, but the stringed instrument at the forefront, I can't tell exactly if it's a lute, a dulcimer (because of the quick stacatto-esque notes around 0:10, 0:17, 1:14, 1:27, etc.), or if it's just a digital string instrument. The first 50 seconds kind of blend into the background for me, after the initial four seconds of, "Oh, yay, the Rivertown song." But then at 0:54 and 1:43, something about that flittering melody there gets me every time. It's now one of my favorite songs in the game, and I'm going to bring down whatever divine wrath I have if whoever the antagonist in this game is ends up destroying Rivertown and I never hear this song again.
Monday, April 6, 2026
Game EXP: Organ Quarter (MQ2)
[Disclaimer: I received a review key for Organ Quarter through Keymailer, a third-party website/company that connects publishers and developers with content creators. The game was given without promise or expectation of a positive review, only that the game be played, and content be created through the playing of the game and the experience. Unless otherwise noted, all content in the following article is from my own playthrough of this game.]
Organ Quarter
Systems: PlayStation 5 VR, Meta Quest 2, Meta Quest 3/3S, HTC Vive
Release Date: October 19, 2017
Publisher: AMATA K.K.
Developer: Outer Brain Studios
Time Spent: ~4 Hours 38 Minutes
Playthrough Videos on YouTube
When I saw that AMATA had published a virtual reality survival-horror game, I was pretty excited. My time with Last Labyrinth was a good indicator that they knew how to develop single-room-style escape room puzzles in a virtual reality space, so putting their publishing arm behind a game developed by Outer Brain Studios was a pretty decent indicator, before I looked up anything about the game, that this was going to be a wild ride. However, after four and a half hours, I have officially hit both a skill and technical wall that we will get to after we lay some contextual groundwork.
Four and a half hours in, though, I've decided to call it quits. I'm at the boss fight at the end of the nightclub area, and the game is throwing too much at me while trying to shoot with my non-dominant hand. It honestly feels like there is just too much going on to take in, and it feels like a jump in skill level that's just too much. Let me try to break it down.
Unfortunately, this is where my journey with Organ Quarter ends. I was very much enjoying the gameplay and the terror and thrills of playing a survival-horror game akin to the original Resident Evil and Silent Hill in a VR setting, where an unsettling encounter with a single enemy puts you on edge. Where a darkened cave with limited visibility is more terrifying than having to go up against a single boss for the 10th time. I'd like to think that I'd come back and beat the Nightclub boss in the future, but in the meantime, I just need to step away rather than go in and hope that I might beat the boss.
Friday, April 3, 2026
Monthly Update: April, 2026
- The Super Mario Galaxy Movie
- Exit 8
- Technically, this was released last year, but our favorite theater near us is getting it this weekend, so...
- And speaking of last January, Iron Lung, based on the game from the same name by David Szymanski (Fingerbones, The Grandfather), was released.
Wednesday, April 1, 2026
MIDI Week Singles: "Greenhorn Ruins" - Wario World (NGC)
"Greenhorn Ruins" from Wario World on the Nintendo GameCube (2003)
Composer: Norio Hanzawa, Minako Hamano
Album: No Official Soundtrack
Publisher: Nintendo
Developer: Treasure Co., Ltd.
Monday, March 30, 2026
One Way Video Games Mimic Personal Preferences, But Not in the Way You Think
Yeah, it's a bit of a clickbaity title, and I'll own that. Let's start off with some context first.
That's when it really hit me. I often don't like large cities in CRPGs the same way I don't gravitate towards large cities in real life.
Several years ago, in the Before Times, Conklederp and I went up to Vancouver, BC, to see her youngest brother when he was attending UBC. We stayed at a hotel in downtown Vancouver, and I remember sitting with Conklederp during breakfast, talking about what we wanted to do that day. We were kind of lost in that our usual activities centered around getting away from the city, usually to do some kind of hiking. Since we only had the morning before meeting up with her family, we decided to walk around a section of downtown before walking back over to the University. Before The Squire was born, if both of us had a free weekend, oftentimes we would head out to the Columbia Gorge to do a hike. When friends would come in from out of town, we would suggest some places in town that felt like they were "must-see locations," but more often than not, we would also suggest the Gorge as a place to go. We've also talked about when we'll take The Squire out to see Conklederp's family in Quebec, and we've both agreed that our ideal plan would be to fly into Montréal, then rent a car and drive two hours to a house her family has out by a lake and spend our whole vacation out there. Skip the city altogether, just spend a week at the house next to a lake by ourselves and with her family; and I know it's not very eco-friendly of me to say, but I really hope the city/county has decided to start spraying again because those mosquitoes they got out there are something nasty.
Don't get me wrong, though, I enjoy conversations in video games, although at times I am worried that a wrong dialogue choice is going to close off chunks of the game, like in the Fallout series. It's conversing in real life that gives me anxiety. During character creation, apparently Conversations/Small Talk was my dump stat, and I've just never bothered to level it up.
I guess what I'm trying to say, the tl;dr if you will, now that we've already passed the 675 word mark, is that large cities in CRPGs stress me out and apparently make me lose motivation, the same way that large cities in real life (downtown Seattle, downtown Portland, downtown New York, the whole of London, the middle of San Francisco) stress me out; especially if I'm in a car and expected to park. I'll leave big cities to people who can successfully perform small talk at parties and whose batteries recharge with schmoozing. Cash me outside and all that.
Friday, March 27, 2026
Game EXP: Forgotten Possessions (MQ2)
[Disclaimer: I received a review key for Forgotten Possessions through Keymailer, a third-party company that connects publishers and developers with content creators. The game key was given without promise or expectation of a positive review, only that it be played, and content be created. Unless otherwise noted, all content in the following article is from my own playthrough of this game.]
I hadn't thought I was going to be writing a Game EXP article after playing for only 36 minutes, although it turns out that's all the time you need to beat Forgotten Possessions.
That's pretty much the gameplay loop. Avoid the creature, find the objects, place the objects in the coffin, and escape.

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