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.
Wednesday, March 25, 2026
MIDI Week Singles: "ZX Spectrum: Western Trot" - Super Life of Pixel (NS)
"ZX Spectrum: Western Trot"* from Super Life of Pixel on Windows, PlayStation 4, PS Vita, & Nintendo Switch (2018)
Composer: Ashton Morris
Album: Life of Pixel Original Soundtrack
Label: Steam
Publisher: White Moon Dreams, Inc.
Developer: Super Icon Ltd.
I had first planned on writing about the music from Super Life of Pixel six and a half years ago when I reviewed the game for #IndieSelect, but I couldn't find a source for the soundtrack that didn't require me to buy the game off Steam. Sadly, the most readily available way to buy the soundtrack is still off Steam. Now that The Squire has gotten into playing the game, I thought it was the right time to revisit this soundtrack, specifically, both mine and The Squire's favorite song (he told me this independently of my influence), "Western Trot" by Ashton Morris.
"Western Trot" is specifically just that. It's a quick 4/4 with two eighth notes on beat two and quarter notes on the rest, that somewhat mimics the trotting of a horse. The instrumentation here, while reminiscent of the ZX Spectrum sound chip, which offers gargling-sounding tones, fits in really well with the Western aesthetic, picturing a brightly colored, bustling town with a stranger riding in on a trotting horse. I don't know, it just works and I love how catchy the whole song is, especially when the main theme comes back with more backing tracks than I think were available on the original ZX Spectrum at the time.
~JWfW/JDub/The Faceplantman/Jaconian
Said into that Great Void, My Soul be Hurled
*P.S. The other thing I wanted to mention is that on the official soundtrack, this song is listed simply as "ZX Spectrum," because those are the levels where this song plays. However, in-game, when you select the ZX Spectrum, at the top of the screen, there's text that reads: "Chip Tune Radio. . . "Western Trot" by Ashton Morris. So "Western Trot" is clearly the name of the song, written and titled by Ashton Morris, but on the soundtrack, only the system is used for the title for whatever reason. So, as a compromise, I've decided to use both.
Friday, March 20, 2026
First Impressions: Ancient Shadows Awakening (Playtest) (PC)
[Disclaimer: I received a review key for Ancient Shadows Awakening Playtest 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.]
Ancient Shadows Awakening (Playtest)
Release Date: 2026
Systems: Windows
Publisher: Petr Najman
Developer: Petr Najman
Time Spent: 2 Hours 20 Minutes
Gameplay Videos on YouTube
~JWfW/JDub/The Faceplantman/Jaconian
Shattered Hope Became My Guide
Wednesday, March 18, 2026
MIDI Week Singles: "Cave Story/Plantation" - Cave Story+ (VSD)
"Cave Story/Plantation" from Cave Story+ on the Wii, DSi, macOS, Linux, Windows, Steam OS, Nintendo Switch (2004-2018)
Composer: Daisuke Amaya
Album: No Official Release
Publisher: Nicalis
Developer: Daisuke Amaya
If you've been perusing our YouTube channel this week, you might've noticed that we've posted two songs from Cave Story, which might've hinted that I've been playing Cave Story. I've been playing Cave Story, specifically, Cave Story+. I'll try to be as specific as possible here, since there are several iterations of the same game, and the Cave Story+ that's currently on Steam has two graphical options: the original 2004 freeware game, and the 2011 remastered game. AND the game also has three soundtrack options: the original 2004 soundtrack, the 2011 remastered soundtrack arranged by Danny Baranowsky, and the "new" soundtrack by Yann van der Cruyssen that was included on all Cave Story+ releases.
All of that to say, that I found I liked the original version of the title screen music, often titled "Title Menu" or "Cave Story (Plantation)", so I decided to go with "Cave Story/Plantation" instead. Considering the somewhat heaviness of the story involving the violent subjugation of a species of anthropomorphized rabbits to fight an army of robots is a bit dark, and this song is the exact opposite of that. It's the opening title music, so it's supposed to get you in the mood to play. What I love about this song is how well it works as both a main and a title theme, and in the stage where you see the BBEG's plans coming to fruition. Daisuke Amaya could have written an incredibly melancholy piece as Quote walks into the cavernous plantation, seeing all of the captured Mimiga forced to work the fields, growing the red flowers that turn them into mindless, raging creatures. But no. We are presented with the scene accompanied by this jovial tune that greeted us when we first started the game.
I'm sure there's something deeper to be said here, I just don't know what it is.
~JWfW/JDub/The Faceplantman/Jaconian
Крики жертв темноты
Friday, March 13, 2026
MIDI Week Singles Archive
I mentioned this back during our Monthly Update article last week, but I wanted to expand ever so slightly while at the same time recapping.
Back when Dr. Potts and I were starting out the MIDI Week Singles articles at TwoBoysAndTheirBlog, we would simply upload the videos directly to the Blogger portal for songs we already had access to, or link to YouTube videos for songs we didn't have. After rebranding as Stage Select Start in 2015, I started uploading the videos to my YouTube account, then linking them to our MIDI Week Singles articles. I had originally kept the videos on YouTube as "Unlisted" so they could only be played through our articles, but over the years, I decided to make those MIDI Week Singles videos on YouTube public. I figured it would be good for the brand to have article links back to our Stage Select Start site too.
The difference between the MIDI Week Singles Archive and our regular MIDI Week Singles is simply just the songs that we first used over on TwoBoysAndTheirBlog. I still haven't decided yet if I want to replace the videos in the articles over on our first site to keep everything on our YouTube channel, or to keep the site the way it is now, for posterity's sake. It's a toss-up because if I update the video, then the linked video will say "MIDI Week Singles Archive" with a video uploaded to an article that was posted 12 years ago. That being said, I am tempted to replace all of the dead URLs from YouTube accounts that don't exist for one reason or another on TBatB with new videos so that there's something there besides a dead link. Yet I'm still conflicted.
I've also debated whether I want to include the handful of songs we posted there for Game Scores, but keep them under the MIDI Week Singles Archive banner. As we were still finding our footing at the time, there were even a couple of Game Scores articles that didn't have any music, and we would just talk about the music itself.
Until I come to a final decision, you can check out new videos posted to our MIDI Week Singles Archive playlist over on YouTube, updated every Friday for at least the next 45 weeks. The release order will mimic the original releases over on TBatB. Thanks for listening.
~JWfW/JDub/The Faceplantman/Jaconian
We Have Sailed For So Very Long
P.S. There were even a couple of MIDI Week Singles articles where we didn't use video game music, but arranged video game music, and in one bizarre instance, music from a movie soundtrack. It was a weird time.

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