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Posted by John Gruber

Marc Malkin, Variety:

Jessica Chastain says Apple TV is finally going to release her political thriller series “The Savant.” [...]

“Before it was like, ‘I don’t know if we’re going to see it,’ but now I can say, ‘We’re going to see it,’” Chastain told me exclusively on Saturday at the Breakthrough Prize ceremony in Santa Monica.

As for when, sources tell me that Apple is planning for a July release.

Previously, re: The Savant’s limbo release date.

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Posted by John Gruber

My thanks to WorkOS for sponsoring last week at DF. Every AI agent demo looks magical, but most hit a wall in enterprise deployment. It’s not model quality or latency. It’s authorization. Authentication proves an agent’s identity. Authorization defines its blast radius.

The winners in enterprise AI won’t have the most features. They’ll be the ones enterprises can safely trust. Learn how WorkOS FGA scopes that blast radius with resource-level permissions, and read their deep dive for more.

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Posted by Zach Weinersmith



Click here to go see the bonus panel!

Hovertext:
The funny part is every action in your life turns SOME torture dial!


Today's News:

Keyboard Maestro launchers

Apr. 19th, 2026 02:41 pm
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Posted by Dr. Drang

During my seven-week Spotlight trial, I was reminded of how easy it is to make file and folder launchers in Keyboard Maestro. In case you’ve also forgotten, here’s a short post on how to do it.

There are three items that I open quite often and that Spotlight was slow to find:

  • My blog-stuff directory, which is where I keep all the text files, scripts, images, and other components that go into making blog posts. Each post, or set of posts, gets its own subdirectory in blog-stuff.
  • My notebook index file, which is where I keep a list of all the entries in my paper notebooks.
  • My calendrical directory, which is where I keep the code and support files for my current programming project: a Python module implementing the functions described in Reingold & Dershowitz’s Calendrical Calculations. This folder differs from the items above in that I won’t always need quick access to it, but I will until the project is finished.

The key to making a Keyboard Maestro macro to instantly launch a file or folder is the Open a File, Folder or Application action in the Open category. Here’s where you’ll find it in the Actions panel.

20260419-KM Open actions

The macros for opening the blog-stuff and calendrical folders in the Finder are one-step macros that look like this:

KM Blog-stuff folder

The path to the blog-stuff folder is

~/Library/Mobile Documents/com~apple~CloudDocs/blog-stuff

The calendrical macro looks the same, except it uses the keyboard shortcut ⌃⌥⇧⌘C and opens

~/Library/Mobile Documents/com~apple~CloudDocs/programming/calendrical

(These keyboard shortcuts have the sort of complicated chording I’d never use if I weren’t running Karabiner Elements to turn Caps Lock into a “Hyper” key that mimics pressing ⌃⌥⇧⌘ simultaneously. If you read Brett Terpstra, you’ll recognize the Hyper key.)

The macro for opening the notebook index file is only slightly more complicated:

KM Notebook index

The path to the file is

~/Library/Mobile Documents/com~apple~CloudDocs/personal/Notebook index.txt

and the second step puts the cursor at the bottom of the file, which is usually where I want it, as I’m typically opening the index to add a new entry.

Even though I’m back with LaunchBar, and I can use it to get to these files and folders quickly, I’m keeping the macros. They’re not that much faster than ⌘-Space and typing a few characters, but they’re more accurate. There’s no risk of typing “cla” instead of “cal” when I want to open the calendrical folder.

Dale Yu: Review of Frosted Blooms

Apr. 19th, 2026 12:35 pm
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Posted by Dale Yu

    Frosted Blooms Designer: Bruno Cathala, Ludovic Maublanc Publisher: Synapses Games Players: 1-4 Age: 8+ Time: 25-40 mins Amazon affiliate link: https://amzn.to/4rPnrfm Played with review copy provided by publisher Welcome to Frosted Blooms – In the soft dawn of … Continue reading

Let Us Prey – DORK TOWER 17.04.26

Apr. 17th, 2026 05:00 am
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Posted by John Kovalic

Most DORK TOWER strips are now available as signed, high-quality prints, from just $25!  CLICK HERE to find out more!

HEY! Want to help keep DORK TOWER going? Then consider joining the DORK TOWER Patreon and ENLIST IN THE ARMY OF DORKNESS TODAY! (We have COOKIES!) (And SWAG!) (And GRATITUDE!)

Episode 2767: Backfire When Ready

Apr. 19th, 2026 09:14 am
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Episode 2767: Backfire When Ready

If players are debating what to do and someone suggests the worst possible thing that could happen...

Well, they've just written the next part of your adventure for you.

aurilee writes:

Commentary by memnarch (who has not seen the movie)

Hm! I'm surprised by Annie's response. Perhaps it's a "something to think through later" or maybe just an "I want to look into this more later." Either way, that was much more subdued than I'd expected.

Which is almost the complete opposite of the spaceship fight. Only point-defences? Ok, there's thousands of them apparently, but where's all of the thousands of fighters? If we've got this silly large number of star destroyers, surely we can have thousands of little TIE fighters as well. I guess if we're only having the small Resistance fighters versus the star destroyers, the fluorocarbon atmosphere is a good enough reason for that to not happen. Not that the Resistance needs the deck stacked any more against them, but it feels weird without the TIE fighter swarm at the same time.

Transcript

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Posted by Marcin Wichary

Anyone using old computers for graphics remembers the strangeness of “flood fill”:

The 1950s and 1960s computers were so sluggish that their consoles with blinking lights were not just for show; the operations were slow enough that you could still follow the lights in real time.

This ceased to be true soon afterwards. The microcomputer revolution temporarily reset some computing progress, but by the 1980s and 1990s more and more things were happening too fast for us to keep up.

But here (this above is Paint in Windows 1.0, and you can try for yourself in a browser!) was one example where you could still see an algorithm working hard. It was mesmerizing and educational, and it was a rare example where perhaps you didn’t mind the computer taking its sweet time. Even messing up like I did above – maybe especially messing up – ended up fascinating to watch.

Wikipedia has examples of a few different flood fill algorithms, which are even more interesting:

A few years later, Minesweeper had a very memorable flood fill, too (also available in a web emulator today):

But by now Minesweeper retired from sweeping mines, and today computers are so fast that it’s hard for me to imagine any flood fill being anything else but flash flood…

…except this is what I just saw in Pixelmator on my Mac:

I don’t know if this is a nod toward a classic flood fill, or just a nice unrelated transition. But I found it genuinely delightful, and it’s fast enough that I would imagine it doesn’t bother pros who need to do it often.

Sometimes it’s nice to see a computer working when there’s a good reason; some apps like banking apps even insert artificial, visible delays after crucial operations, just so that the users feel comfortable knowing their important transaction went through.

But sometimes it’s nice to see a computer working for no reason at all.

#above and beyond #graphics #loading states

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Posted by jwz

After two years of failed attempts at relocation and sterilization, Colombia's government has decided it will euthanize 80 of the at least 169 "cocaine hippos" that were once owned by notorious drug trafficker Pablo Escobar.

"Without this action it is impossible to control them," said Colombia's environment minister Irene Vélez at a press conference on Monday. Citing estimates that the population could reach at least 500 individuals by 2030, "affecting our ecosystems and native species," she added that "it is our responsibility to take this action." [...]

In 2022 the government launched a sterilization program to slow reproduction of the hippos, which could number up to 200 individuals. At the same time, officials opened talks with seven countries and two international zoo and aquarium associations to relocate the animals. To date, no country has agreed to take even a single hippo, according to the Colombian government, which ultimately led its Ministry of Environment to opt for euthanasia.

Widespread sterilization is not a viable option because it is a "cumbersome, costly and dangerous procedure that progresses at a very slow pace," says Jorge Moreno Bernal, a Ph.D. candidate at the University of the North in Barranquilla, Colombia. A single sterilization requires cranes and puts human lives at risk, he says. "It is not like sterilizing a dog or a cat."

Previously, previously, previously, previously, previously, previously.

Happy Birthday Krissy

Apr. 18th, 2026 05:42 pm
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Posted by John Scalzi

Shown here in the midst of prepping our taxes for our accountant, not this week but a couple of months ago, because she’s organized about that, and that is, in fact, one of the many, many things I love about her.

Krissy and I actually do a terrible job of being in the same place on her birthday. Last year she was in California visiting her family, and this year I am California for the LA Times Festival of Books, where I have a panel and at least two signings tomorrow. Last year I made up for my absence by getting her real estate. I think this year I am likely just to take her to dinner when I get back. You can’t do real estate every year.

Every year, however, I so incredibly grateful that this amazing person chooses to live her life with me, and I make it my business to let her know how much I love, value and respect her. She is the reason I get to live the life I do. That’s a pretty big deal.

If you wish to wish her happy birthday in the comments, that would be fabulous.

— JS

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Posted by John Gruber

Vittoria Benzine, at Artnet (via Oliver Thomas):

The singular American filmmaker Stanley Kubrick saw the little details. He even saw the future. But, most of all, he saw people, with all their quirks. Kubrick’s films, from Dr. Strangelove (1964) to The Shining (1980), offer proof of this — as do his earliest photos, produced during the 1940s. One new trove of 18 such images will get its first-ever outing next week, when Los Angeles-based Duncan Miller Gallery presents the find alongside works by contemporary photographer Jacqueline Woods at the Photography Show in New York. [...]

The photos are some of the earliest images that the director made for Look. “New York’s subway trains are a reading room on wheels, a lover’s lane and, after 11 p.m., a flophouse,” Kubrick’s subsequent photo essay accompanying his subway visions opined.

I’ve seen some of these before, but not all. (Which makes sense, if some of them have only now been discovered.)

Mia Moffet, writing for Museum of the City of New York back in 2012 (where you can see more of these photos):

As you can see below, with the exception of iPods and smart phones, activities on the train haven’t changed much in the last 66 years, including shoving one’s newspaper in everyone else’s faces.

My favorite:

Black and white photograph of two men sleeping and/or passed out on a  subway car in New York, 1945.

(Here’s another from the same scene, moments apart.)

Moffet then quotes from this 1948 interview with young “Stan” Kubrick, regarding how he captured them:

Indoors he prefers natural light, but switches to flash when the dim light would restrict the natural movement of the subject. In a subway series he used natural light, with the exception of a picture showing a flight of stairs. “I wanted to retain the mood of the subway, so I used natural light,” he said. People who ride the subway late at night are less inhibited than those who ride by day. Couples make love openly, drunks sleep on the floor and other unusual activities take place late at night. To make pictures in the off-guard manner he wanted to, Kubrick rode the subway for two weeks. Half of his riding was done between midnight and six a.m. Regardless of what he saw he couldn’t shoot until the car stopped in a station because of the motion and vibration of the moving train. Often, just as he was ready to shoot, someone walked in front of the camera, or his subject left the train.

Kubrick finally did get his pictures, and no one but a subway guard seemed to mind. The guard demanded to know what was going on. Kubrick told him.

“Have you got permission?” the guard asked.

“I’m from LOOK,” Kubrick answered.

“Yeah, sonny,” was the guard’s reply, “and I’m the society editor of the Daily Worker.”

For this series Kubrick used a Contax and took the pictures at 1/8 second. The lack of light tripled the time necessary for development.

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Posted by John Gruber

Nicole Nguyen, writing for The Wall Street Journal (gift link):

Mac Minis with larger-capacity RAM chips — a base M4 model with 32GB of RAM, starting at $999, and the M4 Pro models with 64GB of RAM, starting at $1,999 — are “currently unavailable” on Apple.com. And estimated shipping wait times for any other Mini model start at about a month, and in some cases is up to 12 weeks. (This Mini scarcity extends to other retailers as well.)

The more powerful Mac Studio makes up an even smaller share of sales than the Mini — less than 1%, according to CIRP. But its high-memory configurations ($3,499 and up) are also unavailable, and more affordable variations show wait times of up to 12 weeks. Last month, Apple removed the Mac Studio’s mega upgrade — 512GB of RAM — which it had touted as “the most ever in a personal computer.”

Meanwhile, Apple can ship its most popular computer, the MacBook Pro, with 128GB of RAM ($5,099 and up) to your door in early May. MacBook Pro models with less RAM ship sooner, and almost all other Mac models we reviewed on Apple.com will arrive just days after they’re ordered.

Apple declined to comment on what’s happening with these AI-friendly systems, but analysts have three theories.

This situation is rather unusual, and I suspect Nguyen is correct that it’s the result of a combination of factors, including a surge in demand from new “desktop AI” systems like OpenClaw. It’s rather remarkable that pretty much all of these desktop AI systems are Mac-exclusive, including the new Codex app from OpenAI (that’s based on Sky, the never-released AI automation app from the team behind Workflow, which Apple acquired and renamed Shortcuts). Some of these systems will surely arrive on other platforms eventually, but at the moment, they’re only on the Mac. They’re not on Windows, not on Linux, not on Android, and not on iOS. Just the Mac. That’s because the Mac is, and always has been, the best computer platform in the world. It just is. These systems can’t run on iPhones or iPads because those are baby computers. They just are. So if you want to jump in as an early adopter on desktop AI, it needs to be on a Mac. And if you want a headless always-on Mac to do it, the only options are a Mac Mini or Mac Studio.

Obviously Apple is nearing the release of M5-generation models for both the Mini and Studio. Perhaps those models are behind schedule, and Apple already tapered production of the old models. I think it’s just a question of whether we need to wait for WWDC in June, or if they’re going to drop in May.

Launchers and me

Apr. 18th, 2026 04:13 pm
[syndicated profile] dr_drang_feed

Posted by Dr. Drang

I started using launchers shortly after returning to the Mac (from Linux) in 2005. The first one I used was the great Quicksilver. I’m sure I learned about it from Merlin Mann, who was Quicksilver’s biggest advocate, but I can’t point to which of his many posts on QS got me started.

When Nicholas Jitkoff (Alcor) stopped developing Quicksilver in 2007 or so, I switched to LaunchBar, and that’s been my main launcher ever since.1 I gave Alfred a workout for a few months—inspired, I think, by this episode of Mac Power Users—and I’ve tried Spotlight a few times, but I’ve always returned to LaunchBar.

My most recent trial of Spotlight began in late February and ended yesterday. I’d been hearing about the new and improved Spotlight since the introduction of macOS 26/Tahoe, and this episode of Upgrade inspired me to give it another shot. You may recall that as the episode in which Jason and Myke reviewed the results of Jason’s annual Apple Report Card, and they talked about Spotlight as being one of Tahoe’s significant improvements.

So I turned off LaunchBar and began using Spotlight exclusively. It sucked. I hung on that long only because I kept thinking, “Surely it’s going to improve as it learns my habits.” It didn’t. It was unbearably slow when I started using it, and it was still unbearably slow when I finally decided to pull the plug on it yesterday.

How slow? Finding files and folders—even files and folders that I had been searching for and opening for a few days—typically took several seconds (yes, s…e…v…e…r…a…l seconds). Finding and launching apps with Spotlight was much faster, but even that had a noticeable delay. You may remember that Quicksilver was so-named because it was quick—so are LaunchBar and Alfred. Spotlight, despite being a system feature, is not.

So I’m back to LaunchBar. A new release came out during my Spotlight experiment, which was heartening, as I’ve been worried about LaunchBar’s continued viability as a product. I upgraded and reindexed my system (which took only a few seconds), and it feels like I’m back at my Mac again.

One last thing: If you feel compelled to tell me the Good News about Raycast, please restrain yourself. I know about Raycast, and I know that it seems like just the thing for someone who does as much scripting and automation as I do. And maybe it is. But it seems like a project I don’t want to take on right now. If I change my mind, I’ll let you know.

Update 18 Apr 2026 1:07 PM
It’s possible that Spotlight would work at a reasonable speed if I reindexed it. Myke Hurley has mentioned (not in the above-linked episode, but in others) that he’s needed to reindex Spotlight a couple of times. If that’s what I need to do to get it to work properly, count me out. Yes, I did reindex LaunchBar yesterday, but that was because it hadn’t run in seven weeks, and I wanted it up to date right away—I’ve never had to reindex it regularly.


  1. I’ve never tried the reconstituted Quicksilver. It may be fine, but I just don’t think it has enough momentum behind it. 

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Posted by Zach Weinersmith



Click here to go see the bonus panel!

Hovertext:
I'm pretty sure this is how Stoicism works, just more douchey.


Today's News:
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Posted by Andrew Plotkin

I know I haven't done a game-review wrap-up since... January? Yikes. And those were mostly reviews I wrote back in the November. (Fall is IGF judging season.)

Infocom stuff has taken up most of my free time -- not to mention GDC travel and NarraScope planning. But I have played a few games. I mean, new Nosgoth lore, I can't turn that down.

Here's some stuff that's been going on:

  • The Séance of Blake Manor
  • Intelligence
  • The Artisan of Glimmith
  • Blippo+
  • Kevin's Playing in Berlin
  • Planet of Lana 2
  • Legacy of Kain: Ascendance

The Séance of Blake Manor

A line-art mystery game set in rural Ireland, 1897. This is not the static detection genre; it's a good old-fashioned (doubly old-fashioned!) mystery where you walk around a hotel and ask people questions and try to catch them in lies. And dig through their luggage while they're having a drink down the bar.

Specifically, it's non-static in that time passes. You can run out. Time only passes when you EXAMINE or ASK SOMEONE ABOUT -- as we say in parser-land -- but since those are the things you do in the game, it's a real limit. The limit got on my nerves and I didn't finish the game.

I can see exactly how they got there. The manor is full to the Plimsoll line with random stuff -- you can pry into every shelf and drawer in every room. You don't want to lawnmower all that, or ask every person about every topic. You're not supposed to! Figuring out what's worth your time is a core game skill. And the only way to land that is to give every query a tiny (tiny) opportunity cost. You really have plenty of time; the tutorial sequences make that very clear.

And yet. Some critical objects are not distinguished at all. Sometimes you really do have to examine every bookshelf in every room until you run across the Bible with writing in the flyleaf.

It's not a big deal to waste ten game minutes, or even thirty. But the prospect of blowing unbounded game time looking for a puzzle-unlock was... hurty. So I hit a walkthrough. And once I went to the walkthrough, I realized that I kind of wanted to use a walkthrough for every puzzle, and then... I just never got back to playing the game.

I'm sure that if I'd kept at it, I would have reached a good ending. It was early Saturday evening (about halfway through the timeline); I'd finished several story threads and made good progress on all of them. I wasn't stuck. I kept the game installed for a couple of weeks, saying "Surely I will get back to this and finish it." Eventually I realized I was lying.

You know, this is exactly how everybody felt who bounced off Blue Prince. "The game is fine, they just have to get rid of this one annoying mechanic that doesn't even have anything to do with the puzzles!" Yeah, and Blue Prince without the RNG is a different game. Blake Manor without the time limits is a different game. I am not bold enough to assert that it would be a better game.

I enjoyed all the bits of Blake Manor that I played. It's a good (if somewhat miscellaneous) collection of period-occultist mini-dramas. The characters are all colorful and entertaining. There's a library and a hedge maze and many secret doors.

Footnote: One of my friends noted that the hotel staff includes women named "Caitlin" and "Saoirse", which is not really period. Working-class Irish women in 1897 would have been named "Mary" and "Mary".

Intelligence

A short web-based static deduction game... in space! Which is to say, in a near-future Expanse-ish sci-fi setting. Spaceships -- corporate, commercial, and military -- zoom around the Solar System, but some of them have gone missing. Figure out how and where each one wound up. It's a pleasant combination of querying witnesses, digging through databases, and applying analysis tools.

Also, a storyline with an exciting climactic scene. The game isn't "static" in the sense of no time passing; you are involved in events. They arrive at your pace, though. You're uncovering what happened, not deciding how the story will go. (Until... well, you'll see.)

I like the general design sense of "you gain more options over time". More topics to ask about, more databases to query in, more analysis tools. I think this is what Strange Horticulture brought to the party that makes it a particular favorite of mine. It's well-used here.

...Okay, I just love analysis tools. Intelligence doesn't get very complicated -- you always have a good sense of where or how to dig on a particular clue -- but being able to run some "electromagnetic data" through the weapon signature analyzer vs the engine signature analyzer is a tiny bit of adventure-game logic that makes the world come alive.

The Artisan of Glimmith

Witness-like rule-based panel puzzles, only not first-person.

There's a whole lot of these puzzles and they're consistently challenging, fair, and tight. You just know the designers built a whole testing framework to verify that every puzzle has a unique solution even though most players will never notice that.

But, as with most of these puzzle-puzzle-puzzle games, I eventually felt exhausted and put it away. It's too same-y to play in long sessions, and (as a Steam game) too heavy-weight for me to pick up for a quick snack.

I really do want some sense of exploring a world and finding something cool around the next corner. Glimmith is laid out as a floating village in space, but you're not in the village; it's a rigidly external viewpoint. Which, yes, they use to hide a few sneaky bonus puzzles -- but in a way that rules out any sense of embodiment. If you were present in the world, you could turn your head!

If they ever ship an iOS version, mind you, I'll jump right back in. That's the snack device for me. As it were.

Blippo+

Delightful snippets of alien cable TV. "It's not a game!" warns everybody, presumably to the sort of fragile flowers who get panic attacks if they go twenty minutes without seeing a health bar. You know what? Blippo+ is a game. It updates as you play (slowly, in chunks) and you see events progressing. It's fundamentally the same genre as Immortality, or Portal if 1986-quality FMV had been available in 1986.

Headcanon: Planet Blip is from the same universe as Rise and Fall of Sanctuary Moon. Look at the hair, tell me I'm wrong. Fhloston (as in Fhloston Paradise) is mentioned as well.

Kevin's Playing in Berlin

Kevin Du writes a game. I buy the game. I install the game. I have no idea what I'm supposed to do with the game. I uninstall the game. Then I buy his next game because I want him to keep doing this.

I guess my position is that these are games but -- at least for Ginger and this one -- the set of people who are supposed to play them is empty. Russell would weep; Cantor would lie down with a damp cloth on his face.

This time it's three mini-games and I have no idea what I'm supposed to do in any of them.

Planet of Lana 2

Another non-pixel-art side-scrolling puzzle platformer set on, well, the planet of Lana. (Lana is the protagonist, not the planet.)

This makes a good solid attempt at bringing in new mechanics beyond pushing crates and dodging sentry robots. Mind you, you still do both of those things, but there's also drones and fish. And you can swim. There's the occasional chase sequence.

I think the mechanics were good, but they went for complexity over difficulty. You have to do a lot of multi-step tasks that aren't tricky per se. And it throws you right into most of them. The "Use Mui's special ability to take over a drone and use its special ability" loop was particularly hard to grasp, for a core mechanic. Can we talk about a complexity ramp as distinct from a difficulty ramp? The puzzles themselves are light-weight, but I feel like the target audience will get lost trying to operate them.

Worked fine for me, though. As far as I'm concerned, the Lana games are mostly about the evocative hand-painted environments and the story (unsubtitled but enthusiastically animated).

Here, I'll tell you my favorite bit. The game sticks very firmly to the 2D-platformer plane -- it has to, for the puzzles to make sense. All movement is left-right / up-down. Except that in one cut scene, Lana turns 90 degrees and follows another character into the background. And it's ominous! "Noooo, don't step off the path! You're making a terrible mistake! Never break the frame!" With ominous music, even. And yes, the story cashes that check. I laughed and laughed.

Legacy of Kain: Ascendance

A pixel-art side-scrolling beat-em-up platformer set in Nosgoth.

This is both delightful and entirely laughable. I mean, the whole point of the Kain series is overwrought vampire gothiness taken up to eleven and then doubled. (Camp-22?) It can't not be laughable.

But this is specifically the thing of inventing an Original Character -- Elaleth, birth-sister of Raziel -- and inserting her into every possible gap in the storyline. And doing it really well, because the writers know the storyline like the backs of their demonically-clawed hands. It couldn't be more fanfic if her name were Elaleth Dark'ness Dementia.

Please understand that I am not complaining. I love involuted fanon. I am here for it. And it's not like trying to expand canon in new directions is inherently a better idea; that's how we got the boring Hylden, who remain boring. I am just saying that filling in gaps is a self-limiting prospect.

Ok look: I am playing this in alternating chapters with the remastered LoK: Defiance, of which I once wrote: "The major story revelations are all either murky or implausible." The awful truth may be -- you can't make me admit this but I have to say the words -- that the Nosgoth setting never had that much potential to begin with.

On the up side, they got back every veteran voice actor they could. Grace to the memories of Tony Jay and René Auberjonois.

Any-how. Side-scrolling platformer! It's mostly fighting mooks and jumping. If you play in story mode (like me, obviously) you have infinite hit points so it's just jumping. And enjoying the laughable dialogue. And reading the little lore journals, which do expand the canon, full credit there honestly.

Mind you, you have to be pretty good at jumping sequences. Those get tricky. Again, story mode lets you ignore the fireballs and flying green demonponies (seriously, what were those?) I recommend story mode.

Anyhow, if you can name the Nine Pillars off the top of your head or you're ready to shout "omg it's Janos Audron's Retreat in pixel-art!", I've got your goods. But: I have not yet finished playing. I leave this space open for the ending to wow me after all: _____

EDIT-ADD: Yeah, that's about what I expected. Hit all the right marks; no surprises.

Demonically clawed footnote: I see the story was adapted from a kickstarted graphic novel. And I see that fans got cranky about getting an Original Character. Sigh.

Look, there's nothing wrong with Elalath as a protagonist. I was happy to get a fresh voice. When I complain about "filling in the gaps", it's because a perfectly good character is used as scaffolding for Raziel's thoroughly-mapped-out storyline. And the writer knows this, because the game (and I assume the comic) ends with Elaleth walking offstage into her own storyline!

I don't know if the sequel hook will come to anything, but I'm on board for it. And yes, I will pick up Dead Shall Rise in print. I'm just sorry it doesn't come with Simon Templeman and Michael Bell sneering and brooding over every line.

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Adventures in Mamboland

"Jazz Fish, a saxophone playing wanderer, finds himself in Mamboland at a critical phase in his life." --Howie Green, on his book Jazz Fish Zen

Yeah. That sounds about right.

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