Friday, July 31, 2026
Organize ALL the Things!?
Wednesday, July 29, 2026
MIDI Week Singles: "Aquas" - Star Fox 64 (N64)
"Aquas" from Star Fox 64 on the Nintendo 64 (1997)
Composer: Hajime Wakai
Album: STARFOX 64 Original Soundtrack
Label: NINTENDO64 SOUND SERIES, PONY CANYON
Publisher: Nintendo
Developer: Nintendo EAD
Along with "Zoness," "Aquas" is one of my favorite tracks from Star Fox 64. Something about the marimba-esque instrumentation and the MIDI vocal "Aahs" makes this song a perfect fit for an underwater incursion against a giant energy bubble-launching clam; being in 3/4 probably also helps. I also feel that this is one of those songs, not just from Star Fox 64, that sounds great in-game; with all of the environmental and Blue-Marine sound effects almost seems like it would drown out the music, but it just manages to enhance it. And then on its own, there does feel to be a bit of a downgrade as far as the epicness goes when you're not firing a limitless supply of torpedoes, but I still find it to be a great piece.
The other thing I love about "Aquas" is the perceived slowness of the song, because of how the vocals sound. Even with the faster 145 bpm synth that's driving throughout the entire song, it still feels like a much slower piece, which again works perfectly well in the water level where your ship is less agile, and especially when the framerate tanks in the second half of the level, this track makes it all feel purposeful and thereby, all the more epic.
Monday, July 27, 2026
Game EXP: Poetic Trio (NS1&2)
[Disclaimer: I received a review key for Poetic Trio 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.]
Poetic Trio
Systems: Nintendo Switch 1 & 2, Xbox One, Xbox Series S/X, and PlayStation 5
Release Date: June 9, 2026
Publisher: Sometimes You
Developer: Tonguç Bodur
Play Time: ~2 Hours 30 Minutes
Playthrough Montage on YouTube
I had high hopes for Poetic Trio, but sadly, after an hour of playing the first of three chapters, I was quite a bit let down.
Before we actually get to the game itself, the problem I have with Poetic Trio is that there is no checkpoint or saving system. So my first hour of gameplay in the first of three chapters didn't register in-game because I didn't finish the first chapter. So if I want to see the actual end of the first chapter, I'll have to start over from the beginning, solving all of the environmental puzzles again. Writing about it again makes me salty. On the Steam page for this first chapter, Pluviophile, because Poetic Trio is a collection of these three similarly styled games, the developer said that adding in a checkpoint or save system would mean having to essentially make the game all over again, so it's not likely to happen.
But let's get to the game itself.
By this point, I had been playing for an hour and felt that I needed to get some sleep since I was playing at night. I knew the Squire would want to play the Switch in the morning, so I exited back to the main menu, a little wary that I hadn't seen a quicksave or checkpoint in between loading screens. When I started the game back up and clicked the "Continue" option in "Pluviophile," I was horrified and annoyed to be back at the beginning of the entire chapter. The thought of having to go through roughly an hour of gameplay was not at all appealing, even though I loved so much about the environment. Needless to say, I was conflicted.
But what did happen when I pressed the B button was that it put markers on the screen where the flower and the circle were located. But I still couldn't move. So I exited back to the main menu and turned the game off.
I'm sure that means something. Had I known beforehand that there was no checkpoint system and that pressing B brought up visual indicators for where you're supposed to go, I might have had a different feeling for the first two chapters, and thereby, the overall game.
~JWfW/JDub/The Faceplantman/Jaconian
Night Spreads Its Wings
Friday, July 24, 2026
My State of Dungeons & Dragons
I wouldn't dare write an article titled "The State of Dungeons & Dragons" for oh so many reasons. First, I haven't played D&D since January 2021, which isn't my longest drought from playing, but it does kind of feel like it. Secondly, the only officially licensed D&D product I have after Hasbro went from D&D 5th Edition to D&D 2024, to One D&D to D&D 5.5, while also seemingly trying to funnel people to primarily use D&D Beyond so that Hasbro can infinitely charge their player base outside of physical content, is the newly released Ravenloft: The Horrors Within. However, I'm still annoyed that the maps were packaged separately for $24.95, because of course Hasbro wants to eke every cent out of a single product. While I might be in Hasbro's demographic for avid D&D player, I am not part of their active target financial audience because I don't have D&D Beyond or Maps installed on any of my devices.
What I've realized, along with all of the reading of the Forgotten Realms books that I've done over the past four years, is that I've come to terms with not having played any of the modules on that shelf. If I think of all of those quests as interactable stories that I could play, then that's an added bonus, because right now, they're no different than the number of books on our two other bookshelves with books that I haven't read yet. They're just big novels with possible gameplay elements incorporated into them, and I'm okay with that.
But again, the issue I run into mentally is that because all of these 5E quests take place in the 1480s DR, I would like to know as much of the backstory of the world and its inhabitants as possible; I am currently reading Shadows of Doom, which takes place in 1358 DR, so I've got a bit to go before. Because all of the 5E quests I have all take place somewhere along the Sword Coast regions, I don't need to know everything that happened in Calimshan, or Cormyr, or Halruaa, or The Endless Wastes, so I'm not reading everything that was published by TSR and Wizards of the Coast between 1987 and October 2025. I will eventually get to.
But since Hasbro/Wizards of the Coast hasn't published a physical copy of a quest that takes place in the Forgotten Realms campaign setting since the (apparently) poorly cobbled together Vecna: Eve of Ruin in May 2024, I might actually have time to catch up by the time Dungeons & Dragons 6th Edition rolls out in 2030.
Wednesday, July 22, 2026
MIDI Week Singles: "Unknowable Geometry" - Superbrothers: Sword & Sworcery EP (PC)
"Unknowable Geometry" from Superbrothers: Sword & Sworcery EP on iPad, iPhone, Windows, OSX, Linux, Android, Nintendo Switch (2011-2019)
Composer: Jim Guthrie
Album: Superbrothers: Sword & Sworcery EP: The Ballad of the Space Babies
Label: Bandcamp
Publisher: Capybara Games
Developer: Capybara, Superbrothers, Jim Guthrie
You'd think that after the number of times I had to redo battles against triangles, especially the last battle inside the tree, I'd hate this song, but I don't. I love it. I love how dramatic it gets and how the action during the fight is synced up with the music for the most part. I think if the music had been something closer to traditional JRPG battle music, or even mini-boss music, it would have played against having to replay several of the battles, especially after the shield was incorporated. When the music is this good, it makes the trudge of trying to get through a difficult sequence that you really need to memorize all the more palatable.
I also love that something this slow and dramatic is used for several of the mini-boss battle themes, again showcasing that dramatic and tense music doesn't have to be played at breakneck speeds. A dirge-level series of chords can be equally tense as anything played at 192 bpm; it's just a different tone.
Monday, July 20, 2026
Game EXP: Alveole (PC)
Alveole
Systems: Windows, Nintendo Switch, PlayStation 4 & 5
Release Date: April 9, 2021
Publisher: North Lab
Developers: Emil Ismaylov & Denis Petrov
Time Spent: 40 Minutes
First Four Minutes
The whole "game" took me about 40 minutes, usually playing for 3-5 minutes at a time, though you could easily finish it in a single sitting if you're in the right mindset. I can't really say that there is much replay value, maybe apart from watching someone else play and maybe giving hints when asked for to unlock some of the more potentially obscure puzzles; here's looking at you, Adventurer.
~JWfW/JDub/The Faceplantman/Jaconian
Instrumental
Friday, July 17, 2026
Game EXP Trilogy Part II: Castle Crashers, Crayon Physics Deluxe, & Superbrothers: Sword & Sworcery EP (PC)
We're back with another trilogy of unrelated games, one of which I bought and the other I received as part of past Humble Indie Bundles; specifically, 4 and V back in 2011 and 2012, respectively. I finished all three of these games (I'll elaborate where needed on that statement), and for the most part, I enjoyed all three of these games (I'll elaborate where needed on that statement).
Castle Crashers
Systems: Xbox 360, PlayStation 3, Windows, OS X, Xbox One, Nintendo Switch, PlayStation 4
Release Date: August 27, 2008
Publisher: The Behemoth
Developer: The Behemoth
Time Spent: 35 Hours, 30 Minutes - 177 Hours, 54 Minutes
Crayon Physics Deluxe
Systems: Windows, iOS, OSX, Linux
Release Date: 2007
Publisher: Kloonigames
Developer: Kloonigames
Time Spent: 6.5 Hours
And yes, I did wait for the actual moon cycle to be accurate for two of the in-game quests, which I appreciated was a mechanic in the game. I didn't cheat.
We'll be back next month with three more games for another Game EXP Trilogy article, although with these next games, there was a little bit more of a struggle than with the previous six games in this series.
~JWfW/JDub/The Faceplantman/Jaconian
Instrumental
Wednesday, July 15, 2026
MIDI Week Singles: "Space Pirates" - Castle Crashers (PC)
"Space Pirates" from Castle Crashers on Windows, OS X, Xbox 360, Xbox One, PlayStation 3 & 4, Nintendo Switch (2012-2019)
Composer: Waterflame
Album: Age of Flash
Label: Bandcamp
Publisher: The Behemoth
Developer: The Behemoth
Castle Crashers is one of those odd games where about half of the music in the game was pulled from pre-existing sources. Taken by itself, "Space Pirates" does have several elements of quirky science fiction, from the spaceship sound effect in the opening seconds, the instrumentation behind the keyboard/synth, to the electronic-sounding bass throughout the song, it's all very tongue-in-cheek sci-fi. But within the context of Castle Crashers, it manages to fit perfectly within the confines of a forest overrun by thieves, possibly in the employ of the Evil Prince (I don't know his actual name, but that's what The Squire and I refer to him as). Because of how much I've played the Thieves' Forest stage, I can really only hear how well this song works in a forest setting beset by an annoying band of bow-happy thieves ohmygod they're Robin Hood and his Merry Band, minus Robin Fitzooth. And a group of trolls who have taken up residence in an abandoned mill.
Friday, July 10, 2026
First Impressions: Librarian: Tidy Up the Arcane Library!
Librarian: Tidy Up the Arcane Library
Systems: Windows, Steam OS, Linux
Release Date: April 30, 2026
Publisher: ArtRising
Developer: ArtRising
Time Currently Spent: 2 Hours 30 Minutes
Playthrough Videos on YouTube
So you're telling me that there's a game where you're stuck in a library by yourself, and you have to put away over 3,000 books on the correct shelf? And that's it?
This game is 100% my jam.
I'm two and a half hours in, and I've only put away 4.88% of the books. I've put away 150 books. There's an achievement where you have to put away all 3,072 books in fewer than 3 hours. That achievement is not for me.
About five years ago, when Conklederp and I reorganized our house, we moved our two bookshelves into the basement. I was excited because it meant I got to take down all the books from the shelf and then put them back in a slightly more efficient way. About six months ago, I did the same thing because I wanted to make room on the bottom shelves of the bookshelf for some of our board games. At the same time, I reorganized the two bookshelves I have full of DVDs and Blu-ray discs.
There's plenty more that I haven't gone into yet, but I will save that for the eventual Game EXP article. So I'll see y'all in about 50 hours.
Wednesday, July 8, 2026
MIDI Week Singles: "Lullaby" - Crayon Physics Deluxe (PC)
"Lullaby" from from Crayon Physics Deluxe on Windows, Linux, Android, iOS7, & macOS (2009)
Composer: _ghost
Album: Crayon Physics Deluxe
Label: Humble Bundle
Publisher: Kloonigames
Developer: Kloonigames
"Lullaby" is the perfect song for a game like Crayon Physics Deluxe, where you can go from puzzle to puzzle with this ethereal voice singing while you try to figure out how best to get the ball to the star using the fewest number of crayon strokes. The piano/chimes and guitar are a nice accompaniment that helps to break up what essentially is the same 14ish-second vocal part sung over the course of the whole song. There isn't much development in the song, even with the flittering flute and additional electronic instruments and sound effects, but it doesn't need to be anything more than it is. The song feels like it exists for the player to lose themselves in, bringing any aggravations from either receiving only one star at the end of a level or having to restart a level because the game wigged out when your single line became too long for the game to comprehend.
I've only been able to find out a little bit about the artist _ghost, primarily their SoundCloud page that I found from a Reddit thread. It looks like the song was written independently of the game, three years before it came out, and that it uses samples from skoria and brad sucks. They haven't uploaded any new music in seven years, although they're part of Ghost Kollective, who were last active five years ago.
That's all I've got for "Lullaby," a calming song used brilliantly in a game that is calming in and of itself, until it isn't.
Monday, July 6, 2026
Game EXP: HORSES (PC)
HORSES
Systems: Windows
Release Date: December 2, 2025
Publisher: Self?
Developer: Andrea Lucco Borlera & Santa Ragione
Time Spent: 3 Hours 22 Minutes
Probably like a lot of people, I first heard about HORSES in late 2025 when there was the hubbub about the game being pulled from Steam and Epic due to material content. Intrigued, I went over to GOG, where the game is still available, plunked down a digital $5 bill, and got the game after watching the trailer.















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