Category Archives: Gaming

Writing Fan Fiction – Consider The Characters

Hey everyone, it’s Kern here. I’ve written a few posts about “fan fiction” before, basically centered around the impact of fandom and how to combat writers block.

These posts are not for people that want to be best selling authors. If you want to do that, you shouldn’t be writing fan fiction. They’re also not for those looking to make a quick buck, as that’s not the heart and soul of what fan fiction is. .. not to mention, that’s a questionable act besides.

No, these posts are low stress, low expectation, built around discussions based on a hobby that I care for greatly. I know many other people do too. When it comes to fan fiction, I read it, I write it and I love it.

I am such a huge supporter of fan fiction that I even choose to to read it over many best selling books. I made a blog post regarding that already. However, my view stands strong and I’m not likely to change that opinion any time soon. You can check that one out if you care to, I’ve linked it for your convenience.

To be succinct though, my preference comes down to the way the medium is handled. It isn’t perfect, far from it.

Fan fiction often lacks the punchier written format we expect from professionals, and to me that’s the main appeal. It will always be a diamond in the rough. That’s usually a good thing, as it means fans are enjoying thier ability to explore thier own creativity.

With my views of fan fiction laid bare and transparent for all to see, let’s move on to the meat and potatoes of this post. First though, I have an important question for you…

What is the one thing a good story cannot do without?

Well, there’s only one thing really… characters. Well-written, compelling characters are the single strongest asset to the fan fiction medium.

Fan fiction will inevitably be separated from other writing styles simply because the concept has already been laid out in front of you. Whatever your fandom of choice, there are already fans of it. You’ve already been given a set of predetermined parameters in which to work with. When we talk about gaming, anime, movies and television, the characters within the series are by far the bread and butter of any piece of writing.

The reason for this is because established characters we know and love are ones that we want more of. When the main series ends or takes a break, the fandom remains. It’s fun to interpret major set pieces in your own way. The characters are typically the first touch-stone fans use to do that… now clearly they aren’t the only building block of importance, but they are the one I want to look at today.

Aside from a few key examples where settings, and their obligatory set pieces become particularly noteworthy, those things will never tower over the characters themselves in a fan written work. When you boil it all down, the reason why is simple…

A story is about what happens, and the characters are who it happens to...

If characters aren’t compelling, readers just won’t give a rat’s ass what happens to them. Impeccable action sequences and mindfully placed drama doesn’t add anything if we can’t be brought to care about who those things are happening to.

No amount of skillful writing can save a story that has poorly written characters. Thankfully in the world of fan fiction, you aspiring writers out there already have a perfect template. The characters you know and already love. You’ve got the whole tool chest right in front of you. You know how they should look, you how they sound, you know their dialogue and vocal patterns.

The characters in the fandom you’re writing for have already been made. Like a child playing pretend, it’s up to you to decide how you want to play around with your imagination. There’s all kinds of ways you can do this.

You can choose to subvert what you know. I highly suggest this. Add a little flair, amplify key character traits and lessen others to background static to suit your needs in your fan fiction. Do you want to take your favorite action hero and cram him in a coffee shop? You can do that. Actually, funnily enough coffee shop fan fiction tends to be pretty popular too.

What to mix and match your favorite characters across different series, you can do that too! I’ve done that myself using Final Fantasy XI and RWBY. Both series have a lot of the same thematic elements, personal character struggles and compelling undertones to explore. These two series play off of each other particularly well for combat too.

Don’t believe me? Find a mage in a Final Fantasy game that casts “haste”, and then check out Weiss Schnee when she battles with yellow dust during Roman’s fight Atleasian Paladin in the RWBY series.

The clock Weiss makes for Blake really is a neat thing. and the skill as a dust mage plays off logic found in the mages of Final Fantasy games.

Both of these skills do the same thing. Speed up character attacks. These are two universes I absolutely love, and combining aspects of both really appealed to me. Putting aspects of both into the same fan fiction was just par for the course for me.

For my fan fiction, I chose to take Curilla V Mecru from the video game Final Fantasy XI, and place her into the RWBY universe in my fandom related writing.

Why was I compelled to do this? Easy, it’s because Curilla’s homeland of San d’Oria reminds me heavily of the kingdom of Mistral in RWBY.

This mixed with the fact that she shares so many common personality traits with Weiss Schnee and Winter Schnee of RWBY makes me wonder what these characters would be like if they could be friends (and perhaps romantic interests).

I decided to explore that, and fan fiction was my gateway through that journey.

The takeaway; the key of good characterization is to focus upon what interests you the most.

We’re likely to notice the aspects of characters that mean the most to us. Perhaps it’s their fighting style, their personality, or maybe it’s just the way they chose to dress. There are always aspects we, as fans, cling onto. Traits we love and tidbits we’re drawn to. However, it’s not just what we love about the characters that matters. It’s typically a well placed character flaw that seems the most interesting to explore.

Ultimately we won’t be brought to love every single thing about our favorite character. To be sure, if there isn’t a flaw someplace… well, that’s a huge issue and it is bad writing. You can still love a flaw while respecting that it is a flaw, though. When writing, play with those flaws and your readers will thank you.

At the end of the day fan fiction thrives not on the story you craft, but the interesting dynamics of the characters and world you showcase through your own eyes.

This has been Kernook of the Demented Ferrets, where stupidity is at it’s finest and level grinds are par for the course. I’ll see you next time. Meanwhile, check out some of our other great content below. Be sure to join us over on Patreon to support more content like this. Also, we have a Twitch channel for gaming, come check us out!

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 2 supporters of our content, in the “Demented Minion” tier and 1 in the “Fluffy Ferret” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret/Fluffy Ferret: Josh Sayer

Gameplay: Crash Bandicoot 2: Cortex Strikes Back

Hey everyone, it’s Kern here. Awhile back, Kresh completed Crash Bandicoot 2: Cortex Strikes Back (The N. Sane Trilogy version). Below is the archived footage and a bit about the game.

Kresh completed this game on a live stream March of 2021, and you can find our live stream channel over on Twitch. If you like to watch live streams, come check us out when you’ve got some free time. Currently we stream two days a week, and run archived footage on the Saturdays. Be sure to follow our Twitch for more information, and to be updated when we go live.

If you’re a monthly subscriber to our Twitch channel (any tier) you also get access to our official Discord server as well.

Crash Bandicoot 2: Cortex Strikes Back

Part 1:

Part 2:

Part 3:

For those of you who want a bit more information, let’s just gloss over some of the basics. This is your stereotypical 3D platformer of the late 90’s early 00’s era. Although the remastered version of the game lives up well to its predecessor, it can still be a tad clunky from time to time. Then again, you come to expect that from a game like this.

In general, Crash Bandicoot 2: Cortex Strikes Back is a family friendly title as most platformers tend to be, (although when it comes to commentary, Kresh and I certainly aren’t since we swear so much). If you pick this game up for your household it shouldn’t disrupt too many sensibilities.

The game originally came out in 1997 for the PlayStation. It’s the sequel to Crash Bandicoot, a game that came out in 1996. The series is developed by Naughty Dog and published by Sony Computer Entertainment.

In 2017 the game was re-released as part of the  Crash Bandicoot N. Sane Trilogy. Those of you who’ve played a platformer like this know what you’re in for. These platformers were known to be a bit difficult and this game lives up to expectation on that front.

We’ve got a blog post and play-through of the first game in the series that you can find below. You may want to check it out first if you’ve never seen a Crash Bandicoot game before, although I’m sure that’s pretty unlikely. Anyway, if that interests, you, you can find the link to that post, and the gameplay footage below.

For returners of the series, it’s back to the standard formula, more or less. There’s stages to beat, crystals to collect, boxes to smash and the fictional “Wumpa Fruit” to collect. Like always, you’ll gain extra lives when you collect enough of them. Trust me, you’re going to need them.

You play as Crash Bandicoot, a goofy protagonist with an adventuresome spirit. Crash once again is being manipulated by the (hilarious) evil villain named Doctor Neo Cortex. The crystals you need to collect are scattered between 25 different levels. Every now and then, you’ll encounter a boss battle.

Your usual foes are back with a vengeance he demented Ripper Roo, the Komodo Brothers and the ravenous Tiny Tiger make an appearance. Of course, once you collect all of the crystals, you’ll also face down Doctor Neo Cortex himself.

Nitro boxes make their first appearance in this game, and they can act both as boss mechanics and little green boxes of doom scattered around the stages. No, really, these are boxes you don’t want to touch or try to smash. They’ll explode on contact, There’s only three levels that they don’t show up in at all; The Pits, Totally Bear and the Intro, which acts as a game tutorial.

All in all, Crash Bandicoot 2: Cortex Strikes Back is a solid game throughout. It has a decent story-line, and although Kresh and I absolutely suck at platfomer style games, we both agree this is one you should try if you’re looking for something to play.

This has been Kernook of The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. I’ll catch you next time… meanwhile, check out our other great content below.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

Game Review: The Static Speaks My Name

Warning: The game I’m reviewing today is called “The Static Speaks My Name”. This game contains mature themes.
Mature Content: This game deals with the concept of suicide… it’s not too overly dark or graphic, but the theme is looming and present.
Kern’s Disclaimer: This is not just a typical little indie title, it has a narrative that needs to be handled with care and respect. Know that going into it. One more time for the people in the back. This game is NOT for young or impressionable gamers. If you have delicate sensibilities regarding the content warnings above, maybe just don’t read this review or play this game. I won’t be held responsible if it triggers the absolute crap out of you.

I enjoy indie content, particularly when it pushes the conventional narrative limitations of media in an interesting way. The game I’m reviewing today does strictly that. Before I begin my review though, I do hope you didn’t disregard my content warning above. If you did, scroll back up and read it first.

The thing that sets this game in a different category from other indie horror titles, is that this game is less “terrifying” and more along the lines of “tragically unsettling”. I wouldn’t call it a horror game per say, because I don’t find it scary in the traditional sense, nor unnerving in the general one. Rather, this game dives deep into the realm of psychological horror in ways I rarely ever see.

It’s not scary, it’s chilling. Thematically speaking, “The Static Speaks My Name” is a short title, but far from a sweet little package. The game is more of a “narrative experience” than a game itself. Actually, I’d hesitate to call it a game because there is a clearly a narrative to be found here, but there’s not a whole lot of “gameplay”. The price is right though. As of writing this blog it is completely free on steam, and the time investment to complete the game is minimal.

The fact that it will take most people about ten minutes to to complete it says enough on its own. Honestly, you can beat in it half that time if you really wanted to rush it. Now, while some people may find the length lacking, the content isn’t. What you’re given in that short time isn’t anything to scoff at.

When you begin the game, a brief prologue begins. Surrounded by a dark space, you’ll see something in the distance and you’ll have to walk closer to it. As you do, you’re given three things. A name, an age, and a cause of death. When you get close enough to what is basically that floating cloud in the middle of a dark expanse, you enter into the body of a man, and you live out is last moments alive.

The beeping alarm drags the man from slumber and he awakens to a home that’s just a little strange. Everything seems just a little out of place and just slightly out-of-sorts.

As a first-person game, you play as a man named Jacob Ernholtz. As a player, you soon put the pieces together to find out more about this man, and his final decision. To be clear though, the game isn’t all doom and gloom. It’s not all awfulness caked in pure and unbridled cynicism. If it was, I wouldn’t have enjoyed it.

Actually, “The Static Speaks My Name” does something else. It attempts to tell a story that has little to do with the event that ended this man’s life, and more to do with his final moments that preceded it. This game is not an analysis nor a deconstruction of the prevailing topic at hand. It’s not even about the physiological nor social conditions at play when ones goes about making such a choice.

Rather the game carries a heavy undertone with the concepts of obsession more than taking one’s own life. As though the pictures hanging upon the wall act as an all consuming focus that Jacob Ernholtz couldn’t possibly escape a fascination with. He isn’t a good man in the slightest, which only further makes it hard to relate with him on any level. I’d say that that fact alone is what makes it a horror title. It isn’t the inevitable end that makes the game so unnerving to me, it’s the character you play as, and just how disturbed he obviously is.

Just take a look at the image below as a hint to just how obsessed he is with that one painting and the painter behind it. I assume you could extrapolate all kinds of meanings from this if you really cared to, but as for me, I don’t care to try at all… really, just playing as the guy is enough for me to be unsettled about just what in the hell could have been going on in his brain.

As for gameplay, it’s just a game about slowly twisting mundane moments in this one man’s life. Cleaning the microwave, admiring his collection of paintings among the wall, or eating his pet shrimp. Simple details, really. However, it soon becomes clear that this is the point of the game, the simplicity beyond horrific spectacle, which the game cares very little for. it doesn’t glamorize it’s core themes, but rather, it seems to spit upon the idea that typical cliche’s about depression needs to be continued on in ways we would normally expect.

They’re tired, they’re dusty, they’re old and we don’t need them. The game seems to say this, to exemplify that notion in every act, The game doesn’t spell things out for you concisely, there is no neat or tidy conclusion, and you won’t be likely to find yourself re-playing the game more than once to pick to pieces every little detail.

Once is enough, and the slow spiral of madness seemingly induced by paintings upon the walls is truly macabre in notion, but not quite in a way that inspires empathy or compassion… especially after you notice just what else this man keeps in his house.

The fact of the matter is, what makes this game notable, is that it inspires a gambit of emotions. There’s dark humor mixed with tragedy and although it is sad, dark and pretty disturbing, I find that it is a fitting end to this short game.

Now, onto the “static” concept and the idea of seeing other “static deaths”. If you look at the reviews, or commentators on Steam you see that notion brought up often enough in their reviews section. Here’s the thing, I’m glad we only have one story. One glimpse, one looking-glass, and that’s all. I don’t want more than this, and I’m glad that we don’t get more than that.

The reason for this is because while I do think that perhaps more “statics” would have been interesting, I believe it would have made the game rather unpalatable in the long run. There’s only so much of this grittiness that anyone can take, and there comes a time when a compelling point to explore these concepts crosses a line too far.

If this game had been any longer, if it had explored too many more deaths or the disturbing minds behind them, it wouldn’t have just crossed the line for me. In fact, it would have trampled all over it and left a big steaming pile of dung in its wake. The solo developer, Jesse Barksdale, was wise not to take this narrative, or this game that far.

So, I guess the final question is, do I think you should play this game? All in all, if you can handle these sorts of themes, it might be worth your time to play it. Keyword being might. Once again, it’s short and it’s free. Those are low barriers to entry, so long as you can swallow down the core themes, which is the much larger, prevailing question. I can’t answer that, and to me that remains the ultimate conflict.

I think “The Static Speaks My Name” is an interesting narrative experience. However, I don’t think most people would “enjoy” playing as as such a disturbed man who eats his pet shrimp and has a nasty little propensity to obsess about a single painting. Honestly, give it a try if you want to take a dive down into that kind of character. If you have no interest in that, then this game is not for you… keep away from it.

This has been Kernook from The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. I’ll see you next time. Don’t forget to check out our other great content.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

Kresh Plays: Call of Cthulhu

Hey everyone, it’s Kern here, and today I’m bringing you more archived content from previous live streams. Over on out Twitch channel Kresh completed Call of Cthulhu, so that’s what you’ll be getting today.

Now, for those of you who don’t know, Call of Cthulhu is a fusion between a role-playing game (RPG) and the survival horror genre.  Developed by Cyanide and published by Focus Home Interactive on 30 October, 2018. This game is the epitome of existential horror at it’s finest, but it isn’t particularity scary compared to other games that would be considered “horror” by nature. It’s more “creepy” or “unsettling” than scary. You might even say it is atmospheric more than anything else.

Kresh Plays Call of Cthulhu

The gameplay footage accompanied by our commentary can be found on YouTube and Twitch. If you like more content like this, please be sure to follow us on our other channels too. Kresh managed to beat the game in two parts.

Part 1:

Part 2:


The game was developed for Microsoft WindowsPlayStation 4 and Xbox One in 2018. Roughly a year later it saw a release on the Nintendo Switch. The game boasts a  decently crafted narrative, heavily inspired by the written works of H. P. Lovecraft, a man made famous for his weird and often unsettling fictional stories.

 The story that the game is heavily inspired by, also named The Call of Cthulhu was first publicized in February 1928. Later the story and universe would be adapted into plenty of other forms of media, such as table top role-playing game in 1981. That’s not the only renditions and retelling of the story we’ve seen though. In 2005, a silent fort film was even made, despite the fact that many considered “The Call of Cthulhu an entirely unfathomable project to produce, and unable to be filmed besides… but the movie is out there if you care to look for it.

So then, other other swaths of media aside, what is “The Call of Cthulhu video game about and what it is like? Well, let’s take a look.

The plot is fairly standard. The year is 1924, you play as a private investigator Edward Pierce, a man that suffers greatly from bizarre nightmares that become more vivid as time goes on. He is both a war veteran and a man of many vices. Notably, he self-medicates with sleeping pills and alcohol. How you choose to handle these vices will impact your gameplay experience, by the way… more on that later.

In any case, Edward is called upon to study the mysterious case surrounding the tragic Hawkins family. Apparently they’ve all died in a fairly violent fire… or have they? Edward must find out the truth.

Your only clue to go by is a an oddity; the picture painted by the supposedly crazy mother. Even weirder, it was painted shortly before she died. Now it’s Edward’s job to go to a place called Darkwater Island, and untangle this baffling mystery. I don’t want to spoil too much here, but it has a decent story. It all depends in how you choose to play and the choices you make. As for gameplay itself, that’s a mixed bag. You’ll find elements of “investigatory type” games laced deeply within the horror setting you find yourself in. A lot of mystery games use this sort of system, particularly when horror is closely ties to it.

Of course, this means dialogue options. Now, I don’t personally care too deeply for wide range of dialogue options myself… particularly when a few options are locked behind a skill tree. Obviously there’s a market for complex dialogue wheels and the illusion of player choice, but all games have some sort of “on rails” experience to them when you really start scrutinizing the matter…

Generally, I find complicated wheels that have options hidden behind a skill tree to be a cheap argument for “replay value” at best, and flat out annoying at worst. Beyond that, though, most games that use these sorts of systems aren’t the type that I’d typically replay with any regularity anyway. That’s just a personal preference. The system isn’t too clunky, if you’ve played Mass Effect or any game like that, you know basically what you’re in for.

It’s not awful, it’s just not my preferred method of narrative progression. Speaking of the narrative though, let’s discuss the aspect of sanity. Since that is one of the most paramount features in the game when it comes to driving the narrative, it merits a discussion.

Depending on choices made throughout the game, such as your dialogue options, the way you’ve explored the areas and all of the events that affect your sanity gauge, there are four possible endings total. However some of them are more desirable than others.

The more insane you become, the more likely the “darker” endings will be. Kresh managed to land a fairly gruesome one in our footage, but there are other endings too, if you manage to make the correct choices early and often… I will say this, due to the nature of this game none of the endings are what one might call “happy”, it is a horror game after all.

Sanity management, skill trees, careful conversational choices, and stealth action all play a decent part in the greater narrative. There is some combat, but not a whole lot. You’re better off hiding than attacking things, unless of course, you’re meant to attack them. A few key encounters come to mind, but I won’t spoil them here.

The Call of Cthulhu isn’t a bad game, all thing considered. It’s not far and away amazing, but it’s not god awful. It’s a solid experience and narrative is worth the ride if you can pick it up on sale.

You’ll probably enjoy the game far more if “cosmic” type horror and further reaching and looming existential dread appeal more to you than jump scares and mindless gore. Give it try, you may like it.

This has been Kernook from The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. Hopefully you’ve enjoyed the content and will be in search of more like it. If so check out our other content below, and don’t forget to follow is on our other platforms.

Howard Phillips Lovecraft, The Cosmic Horror Mastermind

Hey everyone, it’s Kern here, and welcome to some spooky content for the month of October. How spooky you ask? Oh, nothing too terrible, just existential dread at its finest. That should do, shouldn’t it?

I like horror, if you’ve been around the blog for any length of time, you know this. Be it video games like “Resident Evil”, anime like “Perfect Blue” and movies like The Thing“, I enjoy a good horror title every now and then. However, so much horror is filled with blood, gore, and other generalized “in-your-face” nonsense. There’s nothing wrong with that, sure enough. Good horror media shouldn’t be too stifled, and creativity is important. That being said, most horror media nowadays doesn’t normally draw upon being subtle.

Horror shouldn’t always be about grandiose shock value. We shouldn’t constantly try to see just how many ways to bring a rebirth to older media when their original format still hold up to scrutiny just fine.

Anime Review: Perfect Blue

The film relies heavily on its psychological drama to carry the story forward. Many scenes are purposefully unsettling, and Mima is an enigma by nature. Several questions are left unanswered and up to interpretation.

I don’t need any half-baked “Saw” or “Halloween” knock-offs either. Let those ideas stew in the cooker a little while longer and come up with something truly stunning, I’d say. Classics are classics and staples are staples for for a reason. There comes a time when beloved titles are run into the ground, thus turned into an abomination instead of a masterpiece born anew.

Do you know what we do need more of? Truly existential horror. The sort that lingers with you, as all properly crafted horror does. It should be a slowly and surely building tension, creeping and creaking within the depths of the mind.

Writers of good horror know exactly how to harness that level of unease. Works that offer a purely physiological, pin-point accurate sort of terror, woven between the confines of madness and all-consuming dread have been around a very long time. There is a common trope we see all too often here, and yet, it never becomes stale. Media such as “cosmic horror” takes entirely rationally thinking characters and gradually turns them unsound until they’re completely at wits end. We, as consumers of this media get to watch the events unfold.

I can do you no better on this October than to speak about one of the most brilliant writers of this twisting and turning, near labyrinthine media. His name is Howard Phillips Lovecraft and the name of his game is the cosmos itself, bringing nightmares to life.

His way of writing was a gift to literature. Combining metaphor with subtext, he could formulate and conceive the tenuous impossibilities that rest deep in the paranoid ramblings of humanity. Fear of the unknowns within the wide expanse of the universe. That sort of fear resonates within all of us to some degree or another. Lovecraft taps into those little “what if’s” in a way few other writers ever could.

He was a master at crafting fictional worlds and realities that could not possibly be fathomed by the characters residing in them… and so help the reader brave enough to crack open a tale or two penned by a man like Lovecraft. His works are not often for the faint of heart. They are incredibly intelligent pieces of media, but far from pompous.

So, why am I talking about this today? Well, I’m a fan of his written works, and that’s reason enough. Recently over on our Twitch channel, Kresh played a little video game known as Call of Cthulhu. Clearly this game is heavily inspired by Lovecraft’s work, and therefore I thought I would do a blog post about the guy.

I wanted to briefly talk about the concepts surrounding his brand of horror, mystery, and all things unsettling.

Now, Howard Phillips Lovecraft, or H. P. Lovecraft as most probably know of him, was born in the August of 1890 and passed away in March of 1937. Despite those short forty-six years, Lovecraft was a bright mind and a prolific writer. It’s just too bad he didn’t become popular and his works went underappreciated until long after his death.

February 1928 was the year that The Call of Cthulhu got published in Weird Tales, a pulp culture magazine of the time. It had a decent following too, for the era.

Now, Weird Tales had a habit of publishing a fairly large range of oddities and strange fictional stories. You know the type, the kind that wouldn’t easily find a home elsewhere. Lovecraft’s written works often fell into this category. His strange, often otherworldly style of storytelling seemed to be a good fit for readers of obscure, occult media. He found a home in the publication and others like it.

His notable works obviously include “The Call of Cthulhu” which horror fans and gamers alike will probably know him best. That’s why it’s the story I’m touching upon first in this post. This work of fiction not only has several video games as kindred spirits, there is also a table top game that saw its release in 1981. If that’s not enough for you, there’s also a short indie film as well, paying respects to this great work of fiction.

If you want to see gameplay footage of “Call of Cthulhu” a game released in 2018, Kresh just finished playing it. You can find the footage over on our Twitch channel. Don’t forget to follow us over there too if you like to watch Twitch streamers… the link will open in a new tab.

Now, back to the mastermind and my gushing as a fan. If you don’t know what cosmicism is, then you don’t know Lovecraft. Let’s start there, shall we?

The basic idea for cosmicism states that there is no divine presence, such as a “God” in the greater universe as we understand it. Rather, the human race is fairly insignificant within the greater scheme. There is other of intergalactic existence under this mindset, meaning, there is in fact life beyond our knowledge and understanding. We just can’t fathom what it is. As it applies to horror, this touches upon the concept that humans fear our own insignificance and ineptitude. That we cower in the face of a universe we just can’t understand…

Or to put it simply, the cosmos is an endless void, with countless possibilities, and that terrifies us. Looking deep into that abyss would drive us mad. Drawn to it as we are in our pursuit of answers, humanity would come to regret every moment we tried to do so… hence what makes “cosmic horror” what it is.

Now there is far more to it than all of that, but the general outline gives you an idea of how Lovecraft defined himself through his written works. Existential dread and the whims of a universe we just can’t understand build up the tension and release cycle his works of horror can provide, and Lovecraft willing provided that sort of horror in spades.

As for Howard Phillips Lovecraft himself, he was an avid reader. He admitted that his writings were heavily influenced by his readings of Poes and Lord Dunsany‘s fictional worlds and unsettling writings.

As stated above though, even though nowadays we regard H. P. Lovecraft as a very prolific writer, he wasn’t very well known in his life. Aside from the readers of pulp magazines, his works just weren’t regarded as mainstream media.

Lovecraft couldn’t support himself completely upon his writings. Frankly, it wasn’t until the 1970’s when his works began to really pick up steam for mainstream audiences. However, the birth of this newfound popularity inspired a great deal of other works we now call the “Cthulhu Mythos“, which draws heavily upon Lovecraft‘s characters, lore, the larger thematic entanglements that we now consider to be “otherworldly” or “cosmic” styles of horror… the sort of horror that relies entirely upon what humanity cannot completely fathom.

On a personal level, I do want to touch upon one issue with other forms of media, particularly video games. If you can beat the ever loving crap out of Cthulhu in any capacity, that’s not indicative of Lovecraft’s works. That’s a power fantasy abomination… not his brand of horror.

If you have somehow come across a piece of media in the wider Cthulhu Mythos or within the larger fandom where the characters do heroically overcome the “unfathomable” completely unscathed, and have thus found yourself thoroughly put off by the concept of cosmic horror, pick up a proper story and read it.

If you still don’t believe me when I say that Lovecraft was a master at writing great horror stories, try this one on for size.

The Shadow Over Innsmouth is by far my favorite work by H. P. Lovecraft. Also, remember when I said he wasn’t a widely popular writer?

Well, this was the only story of Lovecraft‘s that was actually published into a book during his lifetime. I think that alone speaks of its quality. I won’t spoil it, or tell you what it’s about. This one is just too good to try to explain in a short paragraph or two.

If you want to read a good classic horror story, go into this with little more than full and complete intent to be unsettled. Pick it up and just read. You will be pleasantly surprised. If you like “cosmic horror” and what it’s themes allow for, it will serve you well. Remember though, nuance is at the height of a fiction like this one. You won’t want to underestimate the slowly building pace the narrative sets. Give it a chance, and don’t rush through it.

While it’s true that gamers of all kinds are likely much more aware of “The Call of Cthulhu” I think that its popularity may in fact be a disservice to readers at this point. We know it to be a great work of fiction, and therefore perhaps place it on a pedestal too high for our own expectations.

Personally this is why I much prefer to suggest “The Shadow Over Innsmouth“, originally published in 1936.. Even though it is also a very popular written work of Lovecraft‘s, it doesn’t carry the same acclaim in gaming and other media. It is a bit lesser known to the typical horror fan, and I think it stands as a better entry into the wider Cthulhu Mythos.

Ultimately how you choose to best enjoy the horror medium is up to you, but as for me sometimes the best horror is in a good book by one of my absolute favorite authors of all time.

This has been Kernook of The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. I’ll see you next time.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

Unique Horror Game: The Thing

Warning: This is a horror game! This is NOT a generic science fiction romp, this is NOT a basic “blast aliens” shooter game. This is a without question a horror game, based on a horror movie. In the game NPC’s (non-playable characters) can do direct harm to themselves and others. It is a core part of the gameplay. I will be explaining that game mechanic in detail, though no images will be shown of it. Therefore, if characters becoming directly mentally unstable bothers you, maybe don’t read this post or play this game.
Kern’s note: I’m adding this warning because this game isn’t as well known as other horror titles. The movie came out about forty years ago. The game itself came out about nineteen years ago. I don’t want gamers to think this is just a common science fiction shooter game. It’s a near “survival horror” game, plain and simple. You’ve been warned.

Hey everyone, it’s Kernook here. In gaming, we don’t often see good video games based off of movies. Many of them flop thanks to bad game design.

Messily cobbled together cash grabs were what we expected in the early days of gaming. Back in the day, licensed titles usually promised that a game was going to be absolute crap. This trend carried well into the 2000’s. Any possible way you looked at it, more times than not, games based almost entirely out of movie material ended up missing the mark.

However, there is one game from that early 00’s era that actually managed to be far greater than I think anyone could have expected. However, it isn’t your typical gaming fodder, either.

In 2002, gamers were given a very interesting title called “The Thing“, which was based on a 1982 movie of the same name. The reason I want to talk about this game today is because it stands as a solid horror experience. This is a very underrated horror gaming title in my personal opinion. Then again, it also only panders to a very niche audience.

Don’t forget to follow the blog for more content like this. Want to help keep the blog advertisement free? Please become a patron! We have a $1 “Little Ferret” tier that’s perfect for blog readers. You will receive these perks:

  • Access to our official Discord server.
  • Access to basic Patreon only posts and monthly updates.
  • You will get to help choose blog topics via blog polls and discussions.
  • Your name will be listed as a patron at the end of every blog post for as long as you’re subscribed to our patron page.

Basic Source Material

Sadly, not all gamers are movie buffs. I’m certainly not, and therein rests the biggest issue the game has. You really do need to have seen the movie, or know the events of the movie to really enjoy the game to the fullest.

If you like horror movies, you’re in real luck here. If you haven’t seen it, watch the 1982 movie first before getting your hands on the game. Do not watch the reboot, it won’t serve you well. Trust me, you will absolutely want that backstory of the original movie. If you don’t like horror movies at all, even slightly, this is a game you really might want to bypass.

Some gamers may disagree with me on this. That’s fine, but I think playing The thing is far more enjoyable after having watched the movie first. Now, as a quick warning, I’m going to have to spoil aspects of the movie just to talk about the game. This is why I decided not to make this a full on game review.

See, at the end of the day, I don’t think it’s fair to review The Thing as a standalone game. Its desperately needed source material comes from something outside of gaming media entirely. The Thing video game is a direct sequel based on the movie itself, and this cannot be overlooked.

So before we dive in too deeply, what is this game? Pure fear, that’s what. Pure damn fear!

The Thing is a third person horror game. It was developed by Computer Artworks and produced by Universal Interactive beneath their “Black Label Games” publishing label. Konami dealt with the console side of things, and so as you can see we have a solid line-up on that front. You can play this game on PC, PlayStation 2 or the Xbox.

As for the game itself, it doesn’t have all the typical trappings of the survival horror experience. If I’m being honest, I find it hard to really call it a “survival horror” game at all. At the same time though, you can’t really call it a “run-and-gun” horror based action game either.

The Thing is a game that meshes both of those elements very well, doing so in a way that is absolutely ruthless. The combat and enemy design is pretty spot on for its time. Even the weakest monsters can do insane damage if you let your guard down, and that’s one of many survival horror elements.

Most of the enemies are certainly bullet sponges, but even the ones that aren’t can move freakishly fast. As a result you need to be tactical and cunning to take down these “assimilated” foes.

On top of this, you’re in an inhospitable environment at best. You’re out in a frozen wasteland for some parts of the game. Venturing out into the cold for too long makes you lose health. Sometimes you have to be out there, other times it’s just worth the exploration. The rewards are sometimes really useful, but it is a risk and it makes for some great tactical decisions as a gamer.

See that blue bar above the red bar? If that blue bar reaches zero while you’re out in the cold, your health bar starts dwindling next. Plus, there are enemies to contend with out there.

Unfortunately because this game is so fast paced, there’s an auto lock-on feature. If an enemy gets close enough, your character will lock onto it automatically. It is a bit clunky though, this is a game from 2002. Let’s not forget that particular era of gaming had a lot of clunky crap in it. As gamers, we just didn’t care as much back then. Going back to play it now, this is one thing that certainly didn’t age well.

In fact, I’ll say this; it can be an absolute pain in the ass. I’m not even joking here. I’m love this game, but it can be a complete and total piece of crap when I lock onto enemies I don’t wish to be locked onto.

Then again, almost all survival horror at the time were a clunky mess, which was part of the charm. We can turn our noses up at it now, but back then this game played as smooth as butter to our understanding.

Unique Horror Experience

So first of all, since the video game acts as a direct sequel to the movie, it won’t be retelling or rehashing too many of the movie related events. It will expect that you already know them, and I’m not joking on this, either. This is actually a full-blown story all of it’s own. It’s based on the events in the movie that took place prior to it.

You’ll get bits and pieces, but this is not a retelling, you can’t pretend it is. That said, onto massive spoilers for the movie. If you want to watch the movie, stop here! I mean it, if you don’t want it spoiled, stop! Go find “The Thing” movie that was made in 1982, watch it, and then play the game if you wish.

You play the game as a member of the United States special forces team. Your deep in the heart of Antarctica. Your mission is to investigate a United States outpost a few days after it has been destroyed. Other teams have also been deployed, but they’ve gone missing. You’ve got to find them, and find out just what in the hell is going on.

Fairly soon after the group arrives, your character and his team are made aware of some of the dangers. Namely, you find out about “The Thing“.

The explosion in the movie didn’t kill the creature. The blast maimed it most assuredly, but now it’s back and with vengeance. Further proof that not everything was completely demolished during the blast.

The rest of the game is about finding survivors and doing battle with the titular monster that managed to survive the events from the movie, “The Thing” itself. If you’ve played survival horror games in the past, then this general set-up should come as no surprise… it’s right out of other great franchises such as Resident Evil. We’ve been there, we’ve done that, and we’ve got the T-shirt, so let’s move onto what makes this game so good.

One thing I really want to make note of, is the atmosphere. The game is very good at building tension through your preconceived notions. Since this particular outpost was in the movie, getting to explore the area really helps to ramp up tension.

You’ll notice key locations that scenes took place, and although the graphics are old by today’s standard, it won’t matter that much. You’ll still know where you are in relation to the the events that occurred prior. This game is even better for those who want to walk down memory lane. Huge fans of the movie will thoroughly enjoy the game for that reason alone. That’s not the only theme that holds true, either.

If you’ve seen the movie, you know exactly what you’re in for. You’ve got yourself a halfway decent supply of guns and ammunition, but that’s not what you really need, and movie fans know it.

You can’t just waltz in guns blazing and expect to always win. You actually need fire to take down bigger enemies. Bullets don’t land a finishing blow on these big boys. You’ve got to burn them to a crisp.

If that sounds particularly familiar for survival horror at the time, you’d be right. Resident Evil: Remake had it’s own obsession with fire in 2002 as well. That very same year, players had to burn zombies after downing them. Zombies that weren’t burned, returned to life became the much more deadly crimson heads.

Like almost all horror titles, you’ll find written entries and research notes to give you clues about what happened in the area at the time. The best addition to this is the same recording that R.J. MacReady from the movie left behind, which is a really smart tie-in to the movie and the lore itself.

You’ll also come across survivors too. Now, this is my highest praise for the game, but it deserves its own section, so let’s get into it.

Survivors: Comrades or Burdens?

To trust, or not to trust? That is the question at the forefront of this gameplay mechanic. Just like in the movie, trust is a major factor in the game. You need to treat NPC’s with care, or you’ll only make the game far more difficult for yourself.

When it comes to the survivors, they are your bread and butter. They’ll have different things they’re good at. The medic will heal you, the technician will repair electronics, and the soldier will be a real powerhouse to fight along side you.

All of the comrade types are assets, and they help you out during certain segments of the game. You’ll want your comrades repairing electronics and watching your back. There is just one tiny problem. The Thing is out there, and they know it. You’d better watch their backs too.

If you aren’t careful, your comrades will be your absolute greatest detriment to survival. If they get infected by The Thing, they’ll eventually turn on you. Even if they aren’t assimilated, if you’ve managed to lose their trust, they won’t follow your orders and they could become unstable.

Another aspect of survival horror shows itself in spades here, inventory management. You’ll have to manage their weaponry and their ammo, and the importance of that can’t be understated. These NPC’s can and will occasionally become emotionally unstable, just like in the movie. They just can’t handle being too stressed out.

If they get upset, you’re in for a world of trouble before you know it. These comrades can end up shooting blindly into the dark, having nervous breakdowns, and of course being assimilated as part of The Thing itself.

Your comrades just can’t handle unreasonable levels of monsters, gore and death. Just as a real person would begin to emotionally fracture under this sort of stress, so do your comrades. These NPC’s may end up killing themselves due to a complete and total emotional breakdown. Worse yet, they may end up shooting at you during their unhinged rampage.

This is one of the key places the game really sets a high bar. I just can’t praise it enough. It is true to the movie in this way, it’s almost astoundingly so. Trust was a huge theme in the 1982 movie. You could argue it was one of the core themes directly. I certainly do. Having that aspect brought over into gameplay was a masterful decision. Your comrades need to be able to trust you, and you also need to trust them.

Gaining trust is easy enough, give them some weaponry or aid them in battle. Help them, and they will happily return the favor. However, don’t get sloppy. Loosing trust is easy too, almost too easy, and this is a key factor in gameplay.

One of the biggest plot lines in the movie was that The Thing was able to replicate any living creature it killed. It was incredibly hard to tell that someone had been assimilated until it was too late. Once your teammates are infected, they will eventually turn on you. More often than not, this happens just when you’ve gotten too comfortable with them.

You can test if a teammate has been infected by using a bit of their blood, but by doing that, you risk losing their trust. One of the key gameplay tactics is to give yourself a blood test as well, to prove you aren’t a copy of The Thing hiding in plain sight.

Final Thoughts

Okay, look let’s be honest. The barrier for entry is steep on this thing. You’ve got to know about the movie at least a little. On top of that, the game is old now, the movie might as well be geriatric. If you don’t like dated horror, you might not like this game.

That is a very valid complaint to have, because how we understand horror games has changed significantly in the past few years alone.

Classics are classics for a reason, and both the movie and the game are classics in my opinion. They do stand the test of time… but, that’s not without notable flaws. If you haven’t experienced both pieces of media, you might really want to. On the other hand, you might just want to write it off, and that’s fine too.

There is a real horror experience to be found here. A grotesque one to be sure, but a truly horrifying experience regardless.

This is a solid game. It has a bit of that early 2000’s clunky design that’s very noticeable nowadays. Sadly that’s unavoidable. It doesn’t diminish the game though, at least not in my opinion.

The Thing stands as a unique horror title, only bolstered because of it’s 1982 movie counterpart. Does that make it perfect? Oh hell no. Do I think this game should stand as a beloved classic among gamers? Oh, hell yes I do.

To me this game is right up there with the likes of Resident Evil and Silent Hill, it is an experience worth having.

This has been Kernook of The Demented Ferrets, where stupidity is at its finest, and level grinds are par for the course. Don’t forget to check out some of our other great content.

As a reminder, If you like this content, consider supporting us… really every little bit would help.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

Kern Plays: Dinner with an Owl

Hey everyone, it’s Kern here! Good games sometimes come in small packages, often times when you least expect it. That’s what happened to me when I played a game called Dinner with an Owl.

It was a game I streamed live on Twitch late at night, long after Kresh was asleep. It is also now up on YouTube.

To be honest, I wasn’t exactly sure what I was getting into with this thing, as the description only says this: Break the puzzling spell of your eccentric host! Dinner with an Owl: A short surreal point and click adventure.”

Kern Plays: Dinner with an Owl

Kern’s “let’s play” footage of Dinner with an Owl. This game was played in one sitting, as it is very short.

Part 1 of 1 (Watch on YouTube)

The game is exactly as it says it is, really. This game is short, and the puzzle itself is actually quite interesting. In retrospect, it was actually easy to solve, hiding in plain sight, but that’s what gave me such great difficulty.

The game is certainly “spoopy” instead of truly spooky or frightening in any way. Although it did catch me by surprise a few times, though not in a “jump scare” kind of way. It was more like a “Well, I wasn’t expecting that!” sort of way.

I’ll say this though, I doubt this is the sort of game anyone would want to play or watch more than once. If you’d like to experience the game yourself, go and do that instead of watching anyone play it, myself included.

Don’t worry about barriers to entry, there really isn’t any that I can think of. If you have a computer that’s even remotely functional, this game shouldn’t give you any issues. It’s free and you can get it over on Steam, so the price is right too.

More Information

If you like slightly grim point and click puzzle games, this one is worth a look. What we have here is strictly that. Dinner with an Owl is a point and click adventure game with surreal and grim undertones. The somewhat “Spoopy” part of the game lingers within the confines of the narrative.

Originally, this game was part of a game jam in 2017. On May 18, 2021, the enhanced “Dessert Edition” was released on steam. This is the version is the one that you see me playing in the video above.

Dinner with an Owl is compelling to say the least, because it isn’t overly complex, but it isn’t mindlessly simple. It stands in a strange in-between. The graphics aren’t god awful, and fit the over all design of the game well enough to get by without complaint. The soundtrack has its own original lyrical song as well, and that’s something noteworthy for an entirely free title like this one.

The voice acting isn’t half bad either. It is certainly good enough not to be earsplitting or absolutely awful. To be honest, I actually found some of the voices to be perfectly fitting, notably the owl himself.

If I had one gripe, it’s the repetitive nature of the game itself when it comes to dialogue options, though since this game was originally a game jam project made by BoringSuburbanDad you can hardly fault the project for being lacking in that single aspect. This likely wouldn’t be as annoying of an issue if I had figured out the puzzle far earlier than I did.

I wasn’t expecting it to be so straightforward, and that’s what gave me such great difficulty. All-in-all, this is a compelling little game, all things considered. For what it is, I found it enjoyable, and the price was right too.

This has been Kernook of “The Demented Ferrets”, where stupidity is at its finest and level grinds are par for the course. Be sure to check out our other great content down below.

I’ll see you next time.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

Kresh Plays: Crash Bandicoot (N. Sane Trilogy)

Hello everyone, it’s Kern here offering you up past live stream post. This is a game we recently completed over on our Twitch channel, and is now archived on our YouTube channel as well. Yep, that’s right! Kresh finally completed the first game in the Crash Bandicoot N. Sane Trilogy, a series of the first three remastered Crash Bandicoot games from the 90’s.

In the two videos below you’ll also hear me talking, as I’m on co-commentary on Saturday mornings when the live stream took place. You may recall that earlier this year, Kresh played and completed Crash Bandicoot 4:  It’s About Time on our Twitch channel. This prompted the decision to go back and play the first three games in the series.

The game has an absolutely infamous level that was so difficult in play-testing that they decided not to make it mandatory. You’ll see Kresh struggle against it quite a bit before true victory is achieved and the level is beaten.

Kresh Plays: Crash Bandicoot

This is the first game in the Crash Bandicoot N. Sane Trilogy being played Kresh. As usual, Kern sits in on co-commentary.

Part 1 of 2 (Watch on YouTube)

Part 2 of 2 (Watch on YouTube)

More Information

In the 90’s three dimensional platforming was still in its infancy. A few landmark titles had come out, but there was still many improvements to be made to the genre when it came to complicated and vast three dimensional environments. To be honest, developers were still trying to figure out the best way to design these sorts of games.

Crash Bandicoot is so widely loved by gamers because it managed to get right what so many other titles of the era got wrong. Originally developed by Naughty Dog and published by Sony Computer Entertainment the first game in the Crash Bandicoot series first released in September of 1996 for the PlayStation.

This 3-D platfomer is one of the most popular franchises to have ever released for the PlayStation. To this day it is considered by many to be a very difficult and fun game to play. Many adults have fond memories of playing the game as a child, and others have gone back to experience the game from a simpler time.

There’s a lot to like about the franchise. The titular character is zany, the villains are a bit wacky, and there is plenty of comedic relief to go around. A game suitable for children and adults alike, Crash Bandicoot has earned a rather die-hard fan following.

The franchise proved to be so successful in fact, that in June of 2017 the first three games in the series were released in a compilation title known as Crash Bandicoot N. Sane Trilogy for the PlayStation 4.

A year later, Switch, Xbox One and PC gamers would have access to the game as well, holding a wide consumer audience and massive sales once more.

With upgraded graphics, and overall faithfulness to the original releases, not much has changed. If you want to experience the original game this rendition serves you well. Though the jump mechanic feels a little different for sure, something Kresh comments on during gameplay.

Game Mechanics, Crates, and Other Crap

Crash Bandicoot is a platformer, so you know the drill. You can jump, run, and all that other fun stuff. You also have two main ways of dealing with enemies. You can jump onto enemies, or you can do a spinning attack that will send enemies bouncing out of the way.

Boss battles often have their own set of rules, but the idea is usually the same. Weaken the boss in same way, then attack them. Do this a number of times, the boss goes down.

To win against “Ripper Roo” for example, you need to have him blow himself up on those flowing TNT crates. After he does, you’ll be able to jump on him and take down his health bar.

In each of the levels you’ll find different kinds of crates. This is a core feature, there is a ton of these things and some of these are actually pretty deadly, so there are ones you won’t want to break. Crates can be broken open by jumping on them, using a spin attack, or knocking an enemy into them.

Most crates will only contain “Wumpa Fruit”, a fictional fruit that can grant the titular character Crash an extra lives. You’ll receive one life per one-hundred fruit.

Basically if you’ve ever played a Mario game, “Wumpa Fruit” take the place of coins. There are occasionally power-ups inside the boxes as well. Some crates will display an icon of what they have inside. Crates displaying Aku Aku’s face on them will give you a mask that protects Crash from a single enemy or certain traps in the level.

If you manage to collect three masks consecutively without taking a hit (yeah, good luck with that if you’re not a pro at the game) Crash will get a temporary invulnerability from all minor threats in the level.

Crates marked with a “C” act as checkpoints, your absolute best friend. Crash will begin at a checkpoint after losing a life, so long as you haven’t gotten a “game over”.

Then there are metallic crates marked with an exclamation point. These cause something to change in the area. Usually this just spawns more boxes, but sometimes you need those things so it is best not to ignore them.

Now onto the more dangerous crates. Jumping on a red TNT crate triggers a timer that culminates in an explosion. Spinning into these causes an immediate detonation, so yeah be careful around these ones. You need to blow them up for the box counter, but do so carefully.

Thankfully, there is no “Nitro” in this game to worry about, as that didn’t make an appearance until the second game in the series.

In the Crash Bandicoot N. Sane Trilogy a few changes were made. Crash’s jump has changed slightly, and returning players often comment on needing to get used to it. Kresh certainly does in the footage above. That’s not the only overhaul in the game either. There’s been a lot of “quality of life” improvements to be found.

Notably updated pause menus and save systems have been included. Time trials which didn’t show up in the series until the third game, now show up across all three games in this remastered version. Furthermore since this is a remastered rendition of the first three titles, game audio and cut-scenes have been updated. New recordings of the in-game dialogue was re-recorded by recent voice actors in the industry.

Well, those are the basics. By now you can determine for yourself if you want to play the game or not. With the gameplay footage above you can at least watch Kresh play the game if nothing else. So, that about does it.

Don’t forget to follow the blog for more content like this. Want to help keep the blog advertisement free? Please become a patron! We have a $1 “Little Ferret” tier that’s perfect for blog readers.

As a “Little Ferret” you will be allowed to help decide topics for the blog, and have access to patron only updates. Your name will be credited on every post for as long as you are a patron. This will also get you access into The Demented Ferrets official discord server. Join here today!

What did you think of the game? Let us know in the comments below. I always reply to comments, and so will Kresh if the need arises, so be sure to leave one if you want to.

This has been Kernook of “The Demented Ferrets”, where stupidity is at its finest and level grinds are par for the course. If you liked this content, please be sure to check out more like it below.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

Fandom: The Comfort of a Good “Let’s Play”

Don’t forget to follow the blog for more content like this. Want to help keep the blog advertisement free? Please become a patron! We have a $1 “Little Ferret” tier that’s perfect for blog readers.

As a “Little Ferret” you will be allowed to help decide topics for the blog, and have access to patron only updates. Your name will be credited on every post for as long as you are a patron. This will also get you access into The Demented Ferrets official discord server. Join here today!

Hey everyone, it’s Kern here. This is just an introspection piece, and that’s why I’m posting it on a day that isn’t typically a blog post day. It’s just a few thought I have, nothing more.

About a year ago I was asked by an elderly relative, why gamers these days watch “let’s plays”, when we could just play the game ourselves? This older relative is an extended relative, a great aunt of mine. Unlike most of the family, she never quite understood why we played games in the first place.

Since she’s so old, I came up with the usual and easy excuses. I brought up money constraints, games can be an expensive hobby. I spoke of social interaction, internet communities can be very closely knit in some circles. Lastly I mentioned impressive feats of skill, some gamers are just the cream of the crop and the rest of us want to cheer that on.

However, those were all very impersonal answers to what I feel to be a very personal question. My aunt seemed to have forgotten she asked this question, and over the phone she asked it again just yesterday.

Cut her some slack, she’s very old. To put my family into perspective here, my mother (who used to be a gamer) is in her 70’s, my great aunt is in her nineties. The woman isn’t nearly as sharp as she used to be, she’s more forgetful about mundane conversations every single day.

Yesterday, I felt that I finally had an answer that was far more satisfying to me and far more appealing to my aunt.

I think we watch “let’s plays” because it fills some sort void. Something that is intrinsic to who we are as a greater community. It isn’t just entertainment, it becomes a balm for something greater. At least that’s what I think, and let me tell you why.

Today, my aunt is here and she’s watching my little cousin, her “great, great, niece” play a video game. She never did that when I was young, she was more ornery about games back then. More brainwashed that games were damaging to children. It took two full generations of gaming within the family to finally remove that stigma out of her.

Gamers of a certain age will recall the days of meager graphics and simple sound design. Times when we would run home from school, kick off our shoes, and grab the nearest controller. For a few perfect hours, all was right with our world. We’d take up gaming as a fun hobby before doing our homework, having dinner and going to bed. For many of us, these are memories that likely fill our heads.

Well, you would recall that if you were a little older than me at least. My recollection of the games started when I was still toddling around in diapers. Many of the early games I was exposed to came out sandwiched around the year I was born, 1989.

Games such as Mario and Mega Man titles were common household staples. A Boy and His Blob Trouble on Blobolonia was a beloved title in this house, though that cartage NES game finally died a slow death about eight years ago. The Mega Man ones are finally dying out too, but Super Mario Bros 3 is still going strong despite the heavy use.

I’ve said it before, but I came from a family of gamers, so the sounds of eight and sixteen bit games were often what I napped to in my earliest years. My father was the only one in the household that didn’t play video games. Anyway, I was one of those diaper clad toddlers that was handed a controller. I would push the buttons mystified, even when it wasn’t plugged in.

More importantly to my little and innocent soul, came the all too coveted nap time in the summer months. That’s when my extended family came over almost daily to spend countless hours enjoying the back yard, chasing the ice cream truck that passed by at the same time almost every day, and of course playing video games.

There was an eighteen year difference between some of my older cousins and myself. The shortest distance was still a lengthy one at a seven year divide. For me, there was no better way to fall asleep than to watch my family play games. Nap time for me was all about grabbing my pillow and blanket. I’d insist on laying on my favorite mat on the floor. I’d fall asleep watching those NES, Sega Genesis, and SNES titles. I eyed the lone Game Boy in the house and often got pretty bratty when I couldn’t see what was being played.

You could say I was a fan of watching “let’s plays” before they were ever really a thing gamers did in mass. I suspect they’re a sensation at all because so many gamers likely grew up like I did. With an older sibling or a parent playing video games as a key element of entertainment in the household.

Many of us probably grew up with that comfort, so it became something more than just a mere game. For me, it became an extension of family time. It was part of my personal identity in a very intractable way.

As I grew older, my cousins and sibling married off, eventually having children of their own. This tradition lives on. The huge age gap between me and my youngest cousins is about seventeen years. I’m the baby as far as the adults in the family go. While I’m now thirty-one years old, those little cousins are just now reaching their teens.

I feel old…

I also feel validated that they are growing up in a world where gaming is far more normalized than it was in my youth.

My family played video games, but most of the people I knew at school in the early 90’s didn’t. As a person that was constantly bullied I didn’t much care for having them as friends anyway. Back then I could barely hold a pencil, let alone play sports. Gaming was my major hobby.

Nowadays that stigma among other children has been thoroughly trounced, and gamers come from all walks of life. My cousins are growing up in a much more enlightened gaming generation, and I get to watch them mature within it.

That’s pretty damn special, I’ve got to say. After all, I firmly recall their earliest days. Actually Kresh and Ruka do too, to a small degree. After all, those little cousins were on my lap more often than not during hot summer days. Back then, we used Skype as a just barely functional for VOIP to play FFXI and other such games.

When I was fresh out of high school I was the perfect babysitter. Two toddlers roaming around diaper clad, a baby on the hip, and my games were on full display amidst the warm glow of the television. These children mystified, the same as I was in my earliest years. Now, they’re young teenage and tween gamers themselves. They’re just edging into the wide and vast world of gaming. Branching out from the insular family unit they clung onto when they were young, now they’re playing games together in small circles online.

Now they’re playing MOBA‘s with friends from school, and discussing what series they like in more interconnected and diverse ways. When you play games with kids, it is a powerful tool for teaching and engagement. I’m proof of it, and now, so are my cousins.

Sometimes it is very fun to play a game yourself, and my cousins agree. Every now and then though, I find myself missing the random phone calls. A small nightmare or a bad day at school prompting them to ask “Can I watch you play?” all while sounding so full of hope over something so simple. I don’t think I ever said no, now that I think about it.

Now that those days are gone and passed, I find myself wondering about it. What drove us to do that? Why were we so fixated? Why, amidst everything else, was gaming such a core comfort to the younger family unit?

Well, I don’t have an answer to that. I wish I did, but I don’t. There are too many factors to name. Maybe it was the comfort of a momentary escape. Maybe it was the bonding that occurred because of it, or maybe that was just because we liked games.

I think, in the end, the reasons are too diverse and personal to name. They’re so personal because we gamers aren’t a monolith. So, to answer the question, why do we gamers like to watch “let’s plays” so much? I go back to what I said before.

It gives us something we need, even if that thing isn’t entirely something you can measure. I think anyone who needs to answer that question for themselves will come to find their own personal story about why its so important. A reason why they watch instead of just playing themselves.

Something beyond the usual rhetoric and above the typical reproach. Intangible perhaps, but no less valid for its existence.

Why do you watch “let’s plays” and live streams? Let me know in the comments below.

This has been Kernook of “The Demented Ferrets” where stupidity is at its finest, and level grinds are par for the course. If you liked this content, please be sure to check out some other great posts down below. I’ll see you next time.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

The Problem with Lady Dimitrescu

Lady Dimitrescu from Resident Evil Village could have been my absolute favorite character in the entire game. Instead, she became the character I came to hate the most. I’m so saddened by this, because I was so sure we were going to receive a deep and compelling character. I saw such a great promise in her. Now, I just feel that she was not the character I hoped she would be.

To be absolutely honest, I find her to be a flat our offensive character on principle. The issue is, as a villain she shouldn’t have been offensive in the very specific way she turned out to be.

Yes, her character design is absolutely the sort of representation we need in gaming. Women aren’t often portrayed as strong and assertive. At least, not nearly as often as we gamers might like.

I can respect her for that, but what I can’t do, is pretend she’s a good character when it comes down to dialogue.

Listen, she’s a man-hater, plain and simple, and the issue with her is that she could have been very compelling to have in Resident Evil Village with that mindset. However, it didn’t end up compelling, because the way she displayed that hate was just resolute mindlessness.

Lady Dimitrescu is many things, but she’s not supposed to be reduced down to a nitwit, and that’s ultimately what happened. When you listen to her speak for any length of time it becomes clear. Her insults are gender based more times than not, being prefaced with the word “man” in some way, shape or form.

Worst still, we know she has passed this ideology down to her daughters. Even they are very much obsessed with the concept of gender based ideologies, that just don’t have meaningful extrapolation.

Do we really need a reminder that our character has “man hands”? Does him being a man somehow lessens his complete and total existence? Is this really the best insult a person of such high bloodline and education can make? Is she really that lacking when it comes to turns of phrase?

Well, no, she shouldn’t be. She shows she can be far more than that. Yet, she doesn’t become more than that. That’s ultimately my problem with her…

Look, I get it, she’s a villain, but that’s the issue. She gets reduced down to a stereotypical woman angry at the male gender for seemingly no good reason. Lady Dimitrescu is supposed to be a very intelligent woman, thoughtful in her words and deeds. In short, she’s not a total and complete idiot. Yet, this is the best dialogue that they could come up with?

This is not the first time an issue like this has cropped up. It won’t be the last. A notable example is in Last of Us 2, showcasing a transgender character being horribly mistreated based on a performative interpretation of how they wished to be identified. A large contingent of the trans community, myself and Kreshenne included in that wide and diverse spectrum, took great issue with that.

Now Kreshenne hasn’t played Resident Evil Village, and and can’t speak to it meaningfully, but I have played it and I can speak to it.

I can’t in good faith have the issues that I do with the handling of Last of Us 2, unless I take those same issues with Lady Dimitrescu when referencing the male gender. It all comes down to the same problem. A complete and total lack of care when considering how best to handle the character.

I’ve done my research. Plenty of blog posts out there explain Lady Dimitrescu as a character. They go into detail, and I’ve looked for clues I may have missed. I just don’t care for how she was handled.

Her hatred of men doesn’t help the narrative in any meaningful or heartfelt way. It only does damage. I don’t mind seeing difficult topics handled in games, but they must be handled with careful consideration, and Resident Evil Village failed to do that.

When you reduce insults and slander down to gender continually without any real need to do so, it is absolutely flat out bad writing. I don’t care what gender a character is, when insults are reduced down to that level, it makes everyone doing it look bad.

Lady Dimitrescu is not above this, and she really should be. She is tall not only in stature, but in personality and refinement. Even in combat, she fights with poise and grace until her final form. She is an aristocrat of the finest order, proud of that esteem, and her three daughters.

She is orders of magnitude above the other sorts of people our main character has faced before, and that alone should be intimidation enough. Yet, there is still something more. She hungers for more favoritism from Mother Miranda, and she’ll go to great lengths to get it.

She’s smart, cunning, and more powerful than she lets on. It is very heavily implied and shown that she is an intelligent woman. Apparently Dimitrescu maintained an almost feudal-like rule over the peasantry near her castle. Yet, for all of those amazing qualities, we see so little of them.

What little we do see is bogged down by her constant use of gender based insults. Unfortunately, we have no clear and obvious reason for her to hate men. Still, she treats the male characters she’s around with disgust and vitriol with no discernible reason for her to do this.

She doesn’t clearly voice a reason why she seems to look down on men, only that she does. It’s too heavy handed to place it aside. If you’re not speed running through the game, you’ll hear some of those insults more than once.

If you were like me, taking your time to play the game, you stayed in her domain long enough to hear those ideologies more than a few times. These ideologies coming from Lady Dimitrescu herself, and all three of her daughters.

Having one female character like that is one thing. Having four women in the same vicinity with that ideology is a bit problematic, don’t you think?

Lady Dimitrescu looks down to men like children, or the pure scum of the earth, some notable quotes are “Ugh, just another simple little manthing.” and “Stupid manthing! You won’t live long, even if you run!”oh, and let’s not forget the best one: “Oh, so gauche. What do you care for bread and circuses? The manthings suffering is assured, regardless.”

Look, here’s the sad part of all of this. She actually had the vast potential to be a far more compelling character. We see hints of it beneath it all. My absolute favorite line shows just how well educated she is, and just how cunning she can be when she says this:

“The man is of no real use to anyone else, and my daughters do love… entertaining foreigners. Furthermore, I can assure if you entrust the mortal to House Dimitrescu, my daughters and I shall deliver to you the finest cups of his slaughtered blood.”

There, see that? An insult, a threat, and a promise all encapsulated within the confines of her station and abilities. She can still see herself as a superior, but she does so in a thoughtful and meaningful way.

Now, that is a compelling villain. This is the sort of dialogue that shows just how prim and proper she can be, with that incredible ruthlessness we expect from her. It’s classy, it’s “well-to-do” as expected from an aristocrat. Above all it shows, her true grace and intellect as a ruler.

It shows how she was able to rule over the lands for so long, before becoming infected by the mold. It is characterization that is paramount for her, and we get too little of it.

We should have had more of that sort of dialogue. Grim promises, deeper threats to our livelihood, and a grace all her own. All of that from a ruler who doesn’t take idle shit from anyone.

Instead, a lot of her repetitious vocal lines fall under those before mentioned gender based insults, and that’s just sad. It diminishes her in a way that is well and truly a letdown, because she could have been so much more.

In attempting to defy stereotypes, Lady Dimitrescu become one of the worst ones a female antagonist could be. She became a mindless man-hater, with no real explicable reason for why that is, or what drives that deeper hatred of men in general.

We can’t assume she isn’t one. All we see is Dimitrescu talking down to her brother, or down to the main player character himself. There’s no other male for her to defy the precedent she sets for herself in a useful way.

It’s just so sad, because if those lines had been handled with just an ounce of care and mindful foreshadowing, she could have been one of the best villains to ever show up in a Resident Evil game.

As she is, only her looks will stand the test of time, her characterization will be too easily forgotten. That’s a real shame, isn’t it?

Well, that’s just my opinion. I know it will likely be an unpopular one, but that’s my view. In any case, this has been Kernook of “The Demented Ferrets”, where stupidity is at its finest, and level grinds are par for the course.

If you liked this, please be sure to check out some of our other related content and follow the blog. I’ll see you next time.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 notable contributors.

Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.