MARTE CHIMICA- TABLETOP RPG









Lately I've been thinking an unreasonable amount about field manuals. Not real ones — the strange little books that used to come packed inside old games, the dense rulebooks buried in tabletop RPGs, the photocopied zines held together with a single staple. Objects that wear in specific, personal ways depending on who owned them: bent corners, coffee rings, margin notes, rules crossed out and rewritten by hand. Somewhere in the middle of all that thinking I realized I wasn't illustrating Marte Chimica anymore. I was building a game, or at least its skeleton.







Marte Chimica Operations is turning into a small solo dungeon crawler set inside the corporate ruins of Mars. You play a corporate-owned synthhuman operator dropped into sealed facilities, abandoned labs, and quarantined bunkers with one job: get in, complete the objective, get out, ideally before whatever's still down there notices you. The influences are exactly what you'd expect if you've spent time in this setting before — MÖRK BORG's grime, STALKER's dread, old SCP entries, extraction shooters, and the kind of retro-futuristic military manual that looks like it fell out of some adjacent timeline. The design idea is that every run gets more hostile the longer it goes: you make noise, security wakes up, drones start moving, room generation starts working against you instead of for you, and a routine op curdles into a scramble for extraction. Which tracks, honestly — that's more or less the whole ethos of Marte Chimica in miniature.

It's not a direct sequel to anything, but it's clearly kin to Rotten Kingdom, a project that started as a lorebook and has since sprawled into a weird little text adventure in HTML, a run of illustrations, and an almost-finished lorebook sitting on my Gumroad, soon to land on itch as well. Different setting, different rules, same underlying habit of building a world first and only later figuring out what shape the game around it should take.





Right now the system includes procedural room generation, mission objectives with extraction mechanics, weapons and augments and utilities, enemy encounters, loot tables, and a DEFCON-style escalation track, all wrapped around one playable mission called Buried Bunker. None of it is finished. Balance is probably broken somewhere, a few items are almost certainly overtuned, and I wouldn't be surprised if entire systems get gutted and rebuilt before this is done — half the actual pleasure of designing a tabletop game seems to be watching players find every possible way to break it. Eventually I want this to grow into a small library of printable manuals, mission packs, and odd little expansions inside the Marte Chimica universe, and it'll be free, the same way the rest of the setting is free — because I mostly wanted an excuse to hold the thing in my hands. A PDF was never really the point. I want it printed, folded, annotated with stupid notes, missing pages, stained, shoved in a drawer, and found again years later.

For now, it's a work in progress. Corporate duplication expected.




The Price of Cardboard - ode to physical media in a digital world - part 1

 



Lately I've developed an unhealthy obsession with making things that can survive a dead battery.

Paper. Ink. Staples. Fold marks. Bent corners. Objects that occupy space and slowly age with the people who own them.

For years I've made things that only ever existed as pixels. Motion graphics disappear the moment the timeline closes. Renders become compressed videos. PSDs become forgotten folders. Even the internet itself feels increasingly temporary—posts vanish into feeds, links rot, platforms collapse, algorithms decide what deserves to exist today and what quietly disappears tomorrow.

I don't think it's nostalgia.

I just miss weight.

Maybe that's why my old zine has started crawling back into existence. It's why I've been spending weeks designing a set of custom cards instead of doing something sensible. It's why I'm slowly assembling a printable tabletop RPG that I genuinely hope people won't just download. I hope they'll print it. Fold it. Spill coffee on it. Lose half the character sheet. Scribble rules in the margins until it barely resembles the original.

A PDF shouldn't be the destination.

It should be the blueprint.

Maybe I'm imagining it, but I don't think I'm the only one moving in this direction. Lately I've noticed more artists making zines, tapes, CDs, stickers, books, patches, cards and strange little editions that exist outside a screen. It feels less like a trend and more like a collective instinct. As if enough years of frictionless digital everything have made us crave friction again.

The internet has a strange relationship with physical things.

Everyone romanticises handmade work until there's a price attached to it.

After weeks of drawing, revising, colour correcting, adjusting bleed margins, nudging text by fractions of a millimetre and arguing with print proofs, I realised something wonderfully stupid: eighteen pieces of printed cardboard cost almost twenty pounds to manufacture before they've travelled a single mile.





That's the contradiction I can't stop thinking about.

The price tag is part of what gives these objects their value. Not because expensive automatically means better, but because physical things refuse to pretend they're free. They have weight. They occupy shelves. They require paper, ink, time, shipping, storage, mistakes and second attempts. Every copy is proof that somebody had to make a decision.

At the same time, that price is what makes physical work so difficult to keep alive. We compare handmade objects to products manufactured by factories running around the clock. We expect independent artists to compete with industrial economies of scale while also somehow making everything affordable.

It's a strange expectation.

We celebrate DIY culture, but we've become accustomed to factory prices.

Even so...

Holding a prototype feels absurdly satisfying.

Not because it's perfect. It isn't. The latest version only exists because I found a handful of alignment issues that nobody but me would probably notice.

It feels satisfying because it escaped.

It stopped being a file.




It became something that can gather dust on a shelf, get left inside a backpack, passed to a friend, forgotten in a drawer and rediscovered years later.

Digital work spreads faster.

Physical work stays longer.

I don't think one is replacing the other. I'll still spend most of my days staring at timelines, layers and node graphs.

But lately, whenever I finish something, I keep asking myself the same question.

Could this exist in someone's hands instead?

More often than not, I hope the answer is yes.

Game Review - I Have No Mouth, and I Must Scream

 




I Have No Mouth, and I Must Scream started as a Harlan Ellison short story from 1967, about a supercomputer called AM that wipes out humanity, keeps five people alive underground, and tortures them for over a century because it was built for war and has nothing else to do with itself.

 In 1995, Cyberdreams turned it into a point-and-click adventure game, with Ellison himself co-writing it and voicing AM. That's the game I want to talk about.

What's wild is that Ellison didn't own a computer and had no real interest in games as a medium, and he still wrote his half of the script on a typewriter and insisted on being the voice of AM. His face is the in-game icon for the computer. That's not a studio doing a cute author cameo — that's a writer who didn't trust anyone else to be inside his own monster.

The game splits into five separate playable scenarios, one for each surviving character, each built around whatever specific flaw or wound AM has spent a hundred years digging into and turning into personalized torment. Because AM can conjure any reality it wants, each scenario looks completely different — one leans hard into German Expressionist angles, another sits in flat-out fantasy, another stays close to grim realism. It's not the game being visually inconsistent, it's AM being bored enough to keep redecorating hell.





The choices inside those scenarios are the part that actually gets under your skin — framed as moral dilemmas around things like insanity, rape, genocide — and it's genuinely unclear whether the game means for those choices to carry weight or whether it's just theater, since nothing you pick lets you win. Ellison said as much before release: this would be a game you cannot possibly win. Most games sell you the illusion that your choices matter. This one sells you the opposite and dares you to keep playing anyway.

It's rough — dead ends, puzzle logic that only makes sense inside AM's head, all the friction you'd expect from a studio inventing a genre nobody had tried before. But a smooth, well-signposted adventure about total helplessness would be a contradiction in terms. This one earns its incoherence honestly.



It came out in November 1995, sold poorly, and by most accounts nearly sank Cyberdreams along with it — a commercial failure on release. But it got real critical respect at the time: Computer Gaming World named it Adventure Game of the Year, and it picked up Best Game Adapted from Linear Media at that year's Computer Game Developers Conference. That split — acclaim without sales — is basically the whole story of how it became a cult title instead of a commercial one. Nobody bought it in 1995 and everybody found it afterward, on GOG, on Steam, through word of mouth about how disturbing it was.



The reception has stayed strangely consistent across thirty years. Adventure Gamers called it hard to review because it's genuinely unsettling rather than fun, and said as much outright — that whether it's actually entertaining is beside the point next to whether it's worth experiencing. Metacritic's user reviews still split the same way they must have in '95: people calling it monumentally messed up and hostile to the player, right next to people saying they enjoyed banging their heads against the puzzles because each chapter handed them a different protagonist and a different visual world to get lost in. Gamereactor, reviewing the recent Nightdive rerelease, put it plainly — the puzzles are mostly straightforward except for one chapter's MacGyver logic, but the game shows its age everywhere else, bugs and interface roughness included. Nobody who's written about this game in three decades has claimed it plays well. They just keep insisting it's worth playing anyway.



I played some of it, never finished it, and that tracks with basically everything I just described. It's punishing and clunky in a way that never quite lets up, and at some point I stopped caring whether I solved the next puzzle and started just sitting with what the game was doing to me. That might be the most honest way to engage with it, actually — this isn't a game you play for plot payoff, since the plot is mostly AM restaging the same cruelty in five different rooms. It's a game you care about as an experience, a specific unpleasant thing that happened to you, and the roughness isn't separate from that, it's load-bearing. A smoother game would let you finish it. This one just makes you carry it around unfinished, which is maybe the closest a videogame has come to actually doing to a player what AM does to Ted.

You can torture yourself here for peanuts 

Adobe Alternatives That Don’t Suck

Every few months someone asks the same question:


“Is there actually a good alternative to Adobe stuff?”
Usually the answer online is either:
“Just use GIMP bro”
or “nothing comes close”


Reality is somewhere in the middle.
Adobe is still hard to beat if your whole workflow depends on tight integration between apps, shared project structures, agencies using the same pipelines, and years of muscle memory. 
I found this massive community-maintained repository collecting alternatives for basically every Adobe app:


Adobe Alternatives List


It’s honestly one of the best references I’ve seen because it doesn’t pretend everything is a “Photoshop killer.” It just shows what tools are good at what-
Some stuff I think is genuinely worth checking out:


Photoshop alternatives
Krita — legitimately great for painting and illustration
Photopea — absurdly useful browser-based editor
Affinity Photo — probably the closest thing to a professional Photoshop replacement
GIMP — still rough around the edges, but improving constantly - check https://github.com/Diolinux/PhotoGIMP

Illustrator alternatives
Inkscape — honestly very solid nowadays
Graphite — really interesting newer project
Affinity Designer — probably the easiest transition for Illustrator users

Premiere / video editing
DaVinci Resolve — at this point it’s not even “an alternative,” it’s just industry-standard software
Kdenlive — surprisingly capable open-source editor
Shotcut — lightweight and practical

After Effects / motion graphics
This is still one of the hardest Adobe apps to fully replace.
But:
Blender keeps getting better for motion work
Cavalry is extremely interesting for procedural motion graphics
Natron exists if you lean more into compositing/VFX


Lightroom alternatives
Darktable
RawTherapee
Capture One
Capture One especially is used professionally all over the place.


XD / UI design
Adobe basically lost this battle already.
Figma
Penpot
Framer


Especially if your work is more experimental, indie, motion-heavy, illustration-focused, or pipeline-flexible rather than giant agency production work.
And honestly? Some newer tools feel less bloated than Adobe apps at this point.
The original repo is here if you want to dig through everything yourself:
KenneyNL Adobe Alternatives Repository
Also shoutout to Kenney.nl for maintaining a ton of genuinely useful free resources for creatives and game devs

Ichi the Killer



There are films you discover, and there are films that happen to you. Ichi the Killer — Takashi Miike's gloriously deranged 2001 yakuza nightmare — falls firmly into the second category. I first encountered it the way most people did: through whispered recommendations, a dodgy disc, the promise that it would go further than anything you'd seen before. It delivered. And then some.

Twenty-five years on, it hasn't mellowed.







Based on Hideo Yamamoto's controversial manga, the film drops you into the criminal underworld of Kabukicho, Tokyo, where a yakuza gang is tearing itself apart searching for its missing boss. At the centre sits Kakihara — played with extraordinary, twitchy menace by Tadanobu Asano — a sadomasochist enforcer whose scarred, stapled face has become one of the most iconic images in cult cinema. Somewhere in the shadows lurks Ichi himself: a damaged man-child in a yellow latex suit, weeping as he dismembers people, manipulated by forces he barely understands.








What Miike does with this material is almost witchcraft. Horror film, black comedy, psychosexual character study, ultra-violent action movie — often within the same scene. It shouldn't work. Of course it works.

What gets lost in conversations about its extremity is how emotionally precise it actually is. Beneath all the viscera, it's a film about broken men and what they do with their brokenness. Kakihara doesn't just want to find Ichi — he's in love with the idea of someone who can inflict ultimate pain upon him. It's a film about desire, about numbness, about people who can only feel anything at the absolute outer limits of experience. That's not shock for shock's sake. That's something stranger and more human than most mainstream cinema dares to get near.








Its cult reputation has only grown in the decades since. You can trace its fingerprints across everything from Park Chan-wook's revenge trilogy to the more extreme corners of prestige television. It didn't just push the boundaries; it basically burned everything and salted the earth.

As a curiosity worth noting: the film is getting a new 4K restoration, supervised by Miike and cinematographer Hideo Yamamoto, opening in Japanese theaters. Originally shot on Betacam and transferred to 35mm, there's a genuine question of whether scrubbing it up will cost the film some of its essential grunginess — part of what makes Ichi feel so dangerous is that raw, degraded texture, like you've stumbled onto something you weren't meant to see. A pristine 4K print is almost philosophically at odds with the thing itself. But here we are. 



25 years old movie and still one of the most dangerous ones in my collection.

SUM 41 - CHUCK

 



Sum 41's "CHUCK" was one of those albums that I got too early in my life to actually understand - I was still learning and discovering new stuff, and when I got this CD I remember I was disappointed - expecting a pop skate punk album to blast while skating, I instead got an album for quiet reflection while waiting for the train bringing me back home from the town where I was attending high school.

I was kinda disappointed and honestly the CD kinda got forgotten - at the time I preferred Screeching Weasel, NOFX, Satanic Surfers, Rancid, Exploited and Casualties - stuff that felt like it had more edge, and I was at the same time discovering all about Italian punk hardcore - I was 14 and this whole huge amount of new stuff was a lot to process for a kid coming from a small town.

Then, years later, I found myself listening to this again and again until today I consider it a key album to my musical taste and an awesome album overall.

The album's title is named after a volunteer UN Peacekeeper named Chuck Pelletier who was in the Democratic Republic of Congo where Sum 41 was filming a documentary. Fighting broke out during production, and Pelletier helped the band evacuate their hotel during the shooting and fighting, as he was staying at the same hotel.

Many tracks were way too mellow for me, but a couple of them stuck in my brain forever. Not as adolescent anthems like Fat Lip from their previous album, but as something more honest and less performative.

I am not googling while writing this as I want it to be as honest and direct and personal as possible, but I can tell you that I can still remember every riff of The Bitter End, which is basically almost a thrash metal track and which I can still poorly play — a track that, even with one of the worst and most cringe videos in history, is still a bomb of honesty and vulnerability that 14-year-old me was clearly not ready to hear.



Game Review - ReVOLUTION








There’s a certain kind of game that feels like it wasn’t meant to be widely understood. Not in an elitist way, just… misaligned. Like it’s operating on its own internal logic and never really checks if you’re keeping up. ReVOLUTION is exactly that, and that’s probably why it stuck with me.

Early 2000s, Romania. You can feel it immediately. It has that specific kind of roughness—not just technically, but culturally. Like it’s pulling from influences that don’t fully translate, then forcing them into a shape anyway. I’m into that. It makes things feel less predictable, less designed-by-committee.






On paper it’s a run-and-gun shooter, but that doesn’t really describe what it feels like. You play as a plumber, which sounds like a joke until you realise the game is completely serious about it. Everything revolves around that identity—tools, weapons, systems. It commits so hard that it stops being ironic and just becomes its own thing. That kind of rigidity shouldn’t work, but here it does, in a weird, stubborn way.

Visually, it’s right in that zone I tend to gravitate towards. Heavy, biomechanical, slightly gross. You can see the influence of H. R. Giger in there, but it’s not polished or clean—it’s filtered through limitations, and that actually makes it better. It feels unstable. Like the world is half-built and still mutating. A lot of games try to replicate that aesthetic cleanly and end up losing what made it interesting in the first place. This doesn’t have that problem.

What still doesn’t fully make sense is how it got published by Activision. It feels too specific, too off, like something that should’ve stayed buried in a local scene. But it didn’t, and that adds to the whole thing. It’s like a glitch in the system—this weird, awkward project that somehow got pushed out into a much bigger space than it was built for.







It flopped, obviously. There’s no version of reality where this competes with anything mainstream at the time. But I don’t think that really matters here. Stuff like this isn’t interesting because it succeeds, it’s interesting because it exists at all.

I tried getting it running and hit the usual wall—old software, broken compatibility, the whole thing fighting back. But honestly, even just looking into it, digging through what’s there, is enough. Half the appeal is in that friction anyway.

It’s not a hidden masterpiece or anything like that. It’s just one of those projects that feels slightly out of place, like it came from a parallel version of the industry where different decisions were made. And I’m always going to be more into that than something that works exactly as expected.

EXTRACTS FROM MY PHOTOLOG



Tried a quick html carousel with some pics from my photolog (it is on ig atm but I am evaluating a different home for it since fuckmeta ™)
Let me know what you think and if you know nice alternatives. Here on blogger it feels ouyt of place probably

AEON FLUX






Æon Flux premiered on 30 November 1991 on MTV's Liquid Television as a series of silent short films, two to five minutes each, with no dialogue, no resolution, and a protagonist who died at the end of every single one. Not heroically. Often stupidly — caught in a trap, felled by a stray bullet, undone by her own recklessness. Peter Chung, who had spent the years prior designing characters for Rugrats and Teenage Mutant Ninja Turtles, made this as a deliberate act of aggression against everything those productions represented. It is notable as the first American adult animated series to be a drama rather than a comedy, which sounds like a minor distinction until you watch it and understand how completely it changes what animation is allowed to do.


The premise, to the extent that the shorts have one: Æon Flux is an agent from Monica, an anarchic territory, operating against Bregna, a technologically advanced authoritarian city-state run by Trevor Goodchild. Monica is freedom as ruin — people living without constraint among the wreckage of things that didn't hold together. Bregna is control as gleam — a city that functions, surveils, and slowly devours the people inside it. Chung never tells you which is better. He understood that the question was the point.

The visual language he built to contain all of this came from Egon Schiele, Hergé's ligne claire, Moebius, and the specific angularity of German Expressionism — elongated, distorted figures that move with a boneless, serpentine fluidity, wrapping themselves around architecture as if gravity is a suggestion. The sound design for the silent shorts used laughter, grunts, sighs, and ambient noise in place of speech, which produced something closer to pure cinema than most films that use dialogue achieve. Chung said in 1992: "I was interested in experimenting with visual narrative, telling a story without dialogue. For me there is a solid storyline going on under all the action. It's not really that important to me whether or not everybody agrees on what that story is." This was not humility. It was a statement of method.







The anti-continuity structure was total and intentional. Æon dies, the episode ends, the next episode begins and she is alive again with no explanation, in a different situation, with no memory of what came before. Chung never intended to make more than one batch of shorts, so he killed her at the end of the first series because he had no further plans. MTV pushed for more, the deaths continued, and eventually the structure became the philosophy: a world where consequences don't accumulate, where the protagonist's failures — and they are almost always failures — don't resolve into growth or meaning, where the loop simply resets. Chung was explicit that this was intended to satirise the way Hollywood action narratives manipulate audience sympathy. His version was more honest. His hero dies in a bug trap. She gets shot in the eye by a child. The mission fails. The next episode, she is back.











In 1995, MTV commissioned ten half-hour episodes as a standalone series. The structure shifted, the characters began speaking extensively, and the anti-continuity loosened into something more episodic but still determinedly non-linear in its moral logic. Trevor Goodchild found his full voice here — verbose, charismatic, genuinely visionary, and genuinely monstrous in ways that resist easy categorisation. Chung has always resisted calling him a villain: "Whether he seems a villain or not in each episode will depend on how much you agree with his motives and actions." Trevor's dialogue in the series is the dense, self-aware monologue of someone who has thought too long about power and convinced himself that his conclusions are compassion. "That which does not kill us makes us stranger." "Light, in the absence of eyes, illuminates nothing." "Revolutionaries need an oppressive establishment to thrive, just as governments need hidden enemies to justify stricture." That last one is Chung himself being interviewed, not Trevor speaking, and the line between them is deliberately thin.

What the show was actually doing, underneath the eroticism and the violence and the Gnostic symbolism and the references to Julian Jaynes, was a surveillance argument. The city of Bregna is a watching machine. Trevor announces "nothing is sacred, nothing is secret" and then leads Æon to a private rendezvous in the hollowed-out body of Bregna's former leader, offering her freedom from the camera's eye as a seduction. Æon's entire existence is defined by whether she is being observed — she moves differently in monitored space, exploits blind spots, makes the gaze itself into a weapon. The show understood, thirty years before it became a mainstream conversation, that surveillance is not simply oppression imposed from above but something people participate in willingly, enthusiastically, for reasons they don't fully understand. The show also understood that this was erotic, which most contemporary commentary on surveillance technology has not quite got to yet.

The relationship between Æon and Trevor is the structural engine of the whole thing, and Chung was always clear that it is not resolvable. "No, they are not reconcilable. In fact, their existence depends on the eternal struggle between their respective views. They are aware of this dependency on the other, and that is why they can never bring themselves to destroy the other." This is why Æon never shoots Trevor in the elevator in the pilot, even when she has the shot. Their mutual destruction would be the end of the argument, and the argument is what both of them are made of. It is also, quietly, one of the stranger and more honest love stories in the medium — two people who understand each other completely and are constitutionally unable to stop.



MTV had almost no idea what Chung was actually making. He had to negotiate carefully — he got Trevor to deliver the voiceovers that the network demanded rather than Æon, because putting introspective exposition in her mouth would have destroyed her character's opacity — and he embedded references to Saul Bellow, Nabokov, and Gnostic theology in dialogue that the executives read as flavourful sci-fi patter. The episode "End Sinister" is a reference to Nabokov's Bend Sinister. The demiurge in "The Demiurge" is exactly what Gnosticism means by it. Nobody stopped him.

"End Sinister," the final episode, aired on 10 October 1995, and it is the show's most complete statement of what it has been doing all along. Trevor plans to fire a satellite ray — "Aldus B" — into the population, a forced evolutionary cull designed to kill the weak and accelerate humanity's development. Before he can proceed, Æon discovers a stasis pod in the woods containing an alien: eyeless in one socket, orifice-free, serene in a way that unnerves everyone who encounters it. Trevor, characteristically, finds it beautiful and wants to possess it. The alien eventually departs with Trevor on its ship while Æon waits in the pod, enters a kind of hibernation, and sleeps. She wakes to find Earth transformed — these alien beings everywhere, apparently having displaced humanity entirely. She reaches for the ray and fires it. Most of them die. The rest flee. Trevor then appears and tells her what she has done: the creatures were not invaders. They were us. Evolved humanity, returned or arrived from the future, unrecognisable to the baseline human eye. Æon has just committed genocide against her own species out of pure instinct — the reflex to destroy what looks wrong, what doesn't fit the expected shape of a person.




It is as clean a xenophobia parable as the medium has produced, and the show earns it by never announcing it. There is no speech about what the moment means. Trevor says, with his usual serene self-satisfaction, "We have already evolved so much our actions would be incomprehensible to a human from a thousand years ago," and the episode ends with the two of them in the pod, the last humans, heading somewhere. The argument between control and freedom, between Bregna and Monica, between Trevor's visions and Æon's refusal, terminates not in resolution but in the quiet horror of what reflex does when it meets the unfamiliar. The entire series has been building an argument about what happens when people cannot tolerate ambiguity — in power, in bodies, in each other — and the finale simply extends that argument to its species-level conclusion. The loop, as always in this show, resets. Except this time it doesn't.

The 2005 Charlize Theron film is not worth discussing at length, except to note that Chung saw it in a crowded theatre and described feeling "helpless, humiliated and sad," which is the correct reaction. The animated series exists in a different category entirely — one of the most formally rigorous and thematically dense things American animation has produced, a show that was built on the principle that meaning in a film must remain elusive, left for the viewer to discover, because a reward given is not as precious as one earned. It was broadcast at midnight. It died without ceremony. It has never been adequately replaced.






Game Review - Metal Eden





I went into Metal Eden expecting nothing in particular. 
Reikon Games, the Polish studio behind Ruiner, had announced it during a State of Play in February 2025, delayed it twice — first from May, then from a vague summer window — and the critical reception when it finally landed on 2 September was what you'd charitably call mixed.
Metacritic landed it in the "mixed or average" category. Some people liked it. Most people said it was short. Nobody seemed to be talking about it the way you talk about a game that has actually done something to you.

I devoured it in a single sitting and thought about it for days afterward - it is rare since I usually play multiple games and i abandon most of them after a bit.

Metal Eden is a first-person shooter built in Unreal Engine 5 in which you play as ASKA, a Hyper Unit android sent on a suicide mission to Moebius — a vast orbital city that was supposed to be humanity's next home and has instead become something between a prison and a graveyard. The premise involves Cores, a technology that transfers human consciousness into digital storage, and the Engineers who were supposed to oversee the whole operation and have instead gone violently wrong. The story is the weakest part of the game and I am going to say almost nothing else about it. It is the frame, not the picture.

What the picture actually is: one of the most satisfying movement-and-combat loops I have played in years. ASKA moves the way very few game characters move — with weight and momentum and a sense that the space around her is something to be used rather than traversed. Wall-runs, dashes, ziplines, a jetpack that you cycle in and out of constantly. The game has seven weapons, each of which feels genuinely distinct, and a core-ripping mechanic where you can tear the power sources from weakened enemies and either absorb them to fuel your melee attack or throw them back as explosive grenades. The loop is: move, shoot, rip, punch, move again, never stop. On Normal it runs about six hours. I was not bored for a single minute of it.








Reikon made Ruiner in 2017, which was a top-down cyberpunk brawler built almost entirely in monochrome red and black, and if you played it you already understand what this studio is doing aesthetically. And I fucking love it, I keep the Ruiner artbook on my desk all the time.
Metal Eden is what happens when the same sensibility gets Unreal Engine 5 and a full colour palette to work with. Moebius is enormous — the kind of architecture that communicates both the grandeur of the original project and the specific horror of its failure, monolithic structures in deep mechanical shadow lit by neon that bleeds across reflective surfaces. The cutscenes and the in-game graphics are close enough in quality that the seam between them nearly disappears, which for a game at this budget level is genuinely impressive. The art direction was the first thing that stopped me cold, and it kept doing it throughout.

The criticism that lands most fairly is the Ball Mode — a Metroid Prime-adjacent traversal mechanic where ASKA rolls through environmental sections in a compact sphere. It exists, it is less interesting than everything else in the game, and it interrupts the flow in ways that are hard to justify. The narrative, as mentioned, is doing its best and that best is not enough.  Still, the visuals alone got me so hard I couldn't drop the game for hours.





What nobody seemed to give it enough credit for was the precision of the thing. There is a specific kind of game that knows exactly what it is and executes that thing without padding, without hedging, without adding content to justify a price point. Metal Eden is six hours long because six hours is how long it should be. Every weapon is there because it needed to be there. The movement system is exactly as complex as it has to be and no more. The whole thing is calibrated in a way that most games that cost twice as much and take three times as long simply aren't. Reikon built a game where each component is good enough, and the sum of those parts is somehow brilliant.