HARMONY: THE FALL OF REVERIE (2023)

(PC/PS5/Switch/Xbox) Developer Don’t Nod are mostly known for creating decision-centric, narrative-forward works such as their LIFE IS STRANGE series, so it’s not surprising that their latest game — HARMONY: THE FALL OF REVERIE (HARMONY from here on out) — takes narrative branching and decisions even further.

However, unlike any of their prior games, this is a visual novel. You aren’t navigating a character through 3D environments. You aren’t pressing ‘X to interact’. You talk to a number of characters who inhabit the town of Atina on a slightly-not-too-distant-future cyberpunk Earth trying to overthrow an exploitative and immoral corporation, while also juggling the needs of almost-gods (called ‘Aspirations’) — the likes of which go by the names of Chaos, Bliss, Power, Glory, etc. — who live in Reverie which is another realm altogether and have helped guide humanity over the ages.

So, basically cyberpunk mythology. If you’re into that, you’re into it. However, don’t go into this game thinking “Oh, it’s Don’t Nod! More teen angst and tears!” because you will be greatly disappointed. (Or you may be elated; I don’t know your taste.)

I’ll note that, if you think this is a thematic departure for Don’t Nod, it is not. Their first game was REMEMBER ME, a 3D action/adventure cyberpunk thriller that had a number of inventive techniques and a very striking design. Sadly it bombed, however the poor sales caused them to course correct into smaller, more intimate — and less-expensive to produce — games like LIFE IS STRANGE.

To backtrack a bit: you play as Polly, the daughter of Ursula — an impetuous free-spirited poet — who has disappeared, and Polly is back to help search for her, despite the fact that there’s a lot of bad blood and estrangement between Polly and her mother. Polly then becomes embroiled in both the scheming of the Aspirations as well as the revolutionaries in Atina, while still trying to maintain some sense of herself.

It sounds dense and complicated but, as noted above, it’s boilerplate cyberpunk mythos. However, it is very pretty boilerplate cyberpunk mythos! The background scenery is immaculately imbued with details but also really sets the disparate tone of the two realms, and it’s colorful! So much sun and surf and what I would call cozy urban landscapes. (You may disagree.)

I’d also like to note that, while the character designs aren’t as bonkers as say, PARADISE KILLER, they are sharp, and I really appreciated some of the more unconventional static postures, such as Polly consistently tugging at her own shoulder as a sign of apprehension, or the exuberance of Bliss’ gestures.

I’d be remiss to neglect the musical contribution of Don’t Nod staple Lena Raine, whose indelible work on LIFE IS STRANGE still rings through my head. It’s an aural treasure.

However, a visual novel is only as good as the story it tells, and while HARMONY spends a lot of time place setting, it pays off in the fourth act. (Yes, the game does explicitly break itself down into acts and chapters, just in case you weren’t absolutely aware that it is a visual novel.) The fourth act leans hard on a lot of Don’t Nod tropes — don’t worry, I won’t detail them but, if you’re familiar with their games, you’ll know them when you read them — but also serves as a humanist breather for the game. While it takes a while to get there, that’s when the game really comes into focus, narratively and interactively.

Yes, the interactivity. This is the real marvel of HARMONY. Don’t Nod takes dialogue trees to the next level here, swapping what’s usually just a ‘Select a Response’ prompt to a full-fledged actual dialogue tree that looks like a skill tree you need to continuously manage in a FINAL FANTASY game.

I’ve only played through the game once, although I will eventually make my way back as I don’t care for the impact of some of my initial decisions. (I’ll note: while the game does provide text hints as to the repercussions of your choices, they can often either be misconstrued or downright misleading.) It’s an extremely inventive implementation, but also feels like something a programmer definitely enacted because it’s basically just one big flowchart. I’m not going to complain about it though, as it’s a breath of fresh air.

One quibble: the text size? Way too fucking small. This is a complaint I’ve had since HD gaming was embraced, and it’s only become more of an issue: too many developers design these games on dev stations inches from their face, as opposed to playing on a TV several feet away.

I understand designers who get frustrated when variable font sizes are incongruent with their finely planned layouts — I remember the websites of the late 90s — but seriously. I know I’m getting old, but allow folks to adjust the font size, as well as subtitle drop shadow intensity. I don’t want to have to squint or lean towards the screen to read some superficial lore that may or may not aid me in my journey.

More and more game developers seem to be aware of this, but apparently not Don’t Nod, which seems strange (pun intended), and — for myself — resulted in an often frustrating experience given that this is a visual novel and text is paramount.

Last but not least, I’d like to underscore how refreshing it is to see a combative mother/daughter relationship in a game, one that isn’t fully explained but one that the player intuits. (Perhaps if I’d chosen a different branch here and there, I would know more, but I don’t!) Families are complicated, and HARMONY hones in on that in ways that some might find unlikeable but I simply find to be part of trying to live one’s life the way one wants to. Is that selfish? Perhaps. Whether you feel it is or not depends on which branch you choose.

DELIVER US THE MOON (2016)

(PC/PS4/PS5/Xbox) Modern video game creators love space, especially abandoned space stations. Take TACOMA (which I recently wrote about). If you want a deeper dive? Sierra’s adventure game SPACE QUEST, which has five-and-counting sequels. SYSTEM SHOCK of course. PREY, the one specifically developed by Arkane (because I never played the predecessor).

Why is that? I think part of the reason is that you can get away with more rigid geometry with space games — organic matters require more complexity — and space outposts and vehicles are very specifically angular. Also, you rarely have to render other humanoids. Overall, the development experience for such games can be perceived as less-taxing in financial and technical ways.

That said: I’m not complaining. I love a good haunted space station tale or game. It’s perfect for feeling isolated but also slightly in touch with humanity, as well as imbuing the awe of the cosmos on you. Consequently, I was surprised to see that — via my PS+ Extra plan — I could play the Dutch game DELIVER US THE MOON.

I’ll admit, I partially wanted to play it because that is one amazing title. It unconventionally tells you everything without telling you anything.

DELIVER US THE MOON is a high-concept sci-fi justified rant against the short-sightedness of our use of Earth’s resources. In the near future, all energy resources have been depleted, but they discover a new one on the Moon, Helium-3, which they can then beam down to Earth.

Of course, it took them a good decade to build the tallest man-made structure ever, but they did and, for a while, all was good. Then it all goes terribly wrong and the Helium-3 station goes dark, effectively causing the same to happen on Earth.

After a number of years, a shuttle is cobbled together so they can send a scientist up to investigate and get the station back up and running. Matters escalate.

While DELIVER US THE MOON might look like an exploration simulator or — to use what far too many consider a pejorative — a walking simulator, it’s far more like a less-intense PORTAL. A lot of puzzles — sadly, many of them feel rather familiar to me — and even a few first-person platforming bits. They also mix in some timed action events, which are not my favorite things, as well as moment that evokes Alfonso Caruso’s GRAVITY.

I’ll note that TACOMA was released after DELIVER US THE MOON, but it’s hard to ignore the similarities: both feature an abandoned space station, both are hardly action-centric, both are first-person, and both tell their narrative mostly through found spectral, abstract holographic records. In my opinion, TACOMA pulls it off better; it has puzzles, but no platforming, no time-limited scenarios, no quick-time events, and the holographic storytelling is far more interactive and inventive. (See my write-up for more.)

Yes, both games set out to do different things, but they dovetail quite well together. If you like one, you’ll probably enjoy the other and vice versa. Either way, if you are a sucker for slightly-creepy jaunts in the isolation of space, it’s worth your time, although you might find one more frustrating than the other.

STAR TREK: PICARD S3 (2023)

Unsurprisingly, I am an original STAR TREK nerd. I even read the Alan Dean Foster-penned novelizations, checked them out from my school library — as well as a fair amount of STAR TREK novels — at a young age. I even subscribed to the STAR TREK: THE NEXT GENERATION magazine when I was a youth. Granted, I fell off halfway through TNG — high school and all — although goddamn, I think my parents can still hear me shouting at the Locutus reveal. (A very formative narrative moment for me!)

PICARD S1 and S2 weren’t what I wanted, but goddamn, Terry Matalas (SyFy’s 12 MONKEYS) is doing his thing in S3 and holy hell it’s amazing. It’s the best of the cerebral aspects of the show and the action of the films.

“What did they do?”

“Uh… they threw a ship at us.”

The digital modeling and camerawork is absolutely astounding. The ships look amazing, and visually all the panning and swooping show all of that work off. And the interface work! Full disclosure: I know someone who worked on the interfaces for the show, but goddamn, it’s gorgeous, and those behind the show know it because it spends 100% of its time lingering over them for their credit sequence.

This season absolutely knows what it’s doing,

While the entire season is essentially a ‘let’s get the band back together!’ swing, Matalas pulls it off. It leans on the history and lore of the series, while still meaningfully utilizing the TNG crew.

Also: Amanda Plummer as Vadic? They’re an astounding villain.

I went into PICARD S3 more as a completist — “Oh, well, I watched the first two seasons, so I might as well watch the third” — and found it one hell of a journey.

If you think you need to watch the first two seasons before watching the third? Think again. You can simply skip to the third and not miss anything, even though the first season does have a very sweet scene between Riker and Troy.

I never thought I’d say this, especially after the endless attempts to maintain the Star Trek franchise over the years, but we are living in an actual STAR TREK renaissance. Between this, STRANGE NEW WORLDS, and DISCOVERY (post-season two), there are an amazing number of people that are bringing their unique voices to this fictional future world, and they’re doing so in the spirit of the show so many love. It really is a sight for sore eyes.

LAST STOP (2021)

(macOS/PC/PS4/PS5/Xboxes) Every gamer has encountered a game that desperately wants to be a film instead. (I’m looking at you, METAL GEAR SOLID 2.) You know the type: long-winded cut-scenes, overly flamboyant camerawork that often gets in the way of interactivity, shamelessly cribbing from other films — usually Tarantino — all with the intent to make the player feel something.

LAST STOP, from VIRGINIA developers Variable State, is one such game.

LAST STOP consists of an intertwined story of three primary characters: John Smith, an aging father who has a precocious eight (excuse me, eight-and-a-half) year-old daughter named Molly; Donna, a teen girl who sneaks out at night to be a bit rebellious with her friends; and Meena, an agent with a nebulous intelligence agency that deals with the supernatural or aliens — that isn’t quite clear out of the gate — but it also leads to some body switching and other high-concept notes.

While ostensibly it’s interactive fiction by way of Telltale’s games (THE WALKING DEAD), the dialogue choices really don’t matter, and most of the interactivity consists of walking to a door or clumsy item finagling, a la David Cage (the ‘auteur’ behind HEAVY RAIN, DETROIT: BEHIND HUMAN, who also desperately wants to create ‘cinematic experiences’ and they often ring false).

When you get to the third chapter of LAST STOP, which nakedly indulges in the trope where a camera circles around a table during what is ostensibly heist planning, well, yeah, it becomes crystal clear that this should just be a film rather than a hackneyed patchwork of filmic gaming experience.

That may sound harsh, but I couldn’t scrub that feeling from my mind and it’s a shame, as their prior game VIRGINIA managed to navigate those interactive narrative waters far more smoothly, partially because it felt more thoughtful and thought-out.

So why am I grousing about it in this blog that’s all about recommending works? It’s because I’m still a sucker for these sort of games; they’re perfect fodder for tucking into on a lazy Sunday. Also, Meena? (See above.) She is one hell of an ice queen and one of the best modern video game characters of our time. However, it’s a far cry from the silent meditative and askew nature of VIRGINIA.

While it’s far from perfect, it is quite playable — for as little that you actually can play it — and while I played, I was quite invested to see where all of the high-concept facets would lead to. Additionally, the visual design and artistry is quite compelling in a LIFE IS STRANGE simple, but effective, way. When the story hits, it lands well; these are complex people living different but vastly similar lives to the way most live.

I’ll note that it is extraordinarily British. One chapter practically feels torn from a Mike Leigh film.

Again, it’s a bit of a misfire and isn’t for everyone, but it is a fun lark and we all need that sometimes.

ADDENDUM

One nice touch: one of the lead characters has a very visible caesarean scar, perhaps the only time I’ve ever seen that in a video game.

TACOMA (2017)

(Linux/Mac/PC/PS4/PS5/Xboxes) TACOMA was the second game from GONE HOME creators Fullbright Studios. It’s worth noting that Fullbright barely exists at this time due to founder Steve Gaynor’s toxic behavior. In fact, all fifteen employees decided to quit — leaving only Gaynor — which uh, says quite a lot.

TACOMA is a narrative-forward atmospheric exploration game that takes place on an abandoned space station. It consists solely of walking around and immersing yourself in the story of just how the station fell apart. (Spoiler alert: it mostly has to do with AI.)

It’s saddening to hear of Gaynor’s behavior, especially since both TACOMA and GONE HOME are very inclusive and features complex women, but so it goes. Either way, TACOMA is a gripping ride if you have the patience for it, can willfully ignore the bad working conditions that led to the game’s creation, and especially if you have a penchant for thoughtful sci-fi narratives and striking approaches to interactive storytelling. Plus it has a very inventive rewind/fast-forward mechanic to help you scrutinize matters.

It’s also worth noting that, while I played the game without issue on my PS4, playing it on my PS5 gave me nothing but problems. It’d repeatedly lock up, would lose progress, and just in general felt pretty janky. It’s still worth the trouble and, if you’re playing on other platforms, you may not encounter the same issues, but buyer beware.

Addendum

I just saw that TACOMA will be added to the PS+ Extra lineup next month, so if you have a PS4 or PS5, wait a bit and you can play it for free!

A FOLDED OCEAN / SMOKING CAUSES COUGHING (2022)

As I’ve previously mentioned one of my absolutely favorite things about living where I do is that I can walk to see Joe Swanberg show off a secret film, and when I heard he was bringing his secret screenings back this year, I absolutely glowed and immediately bought a solo ticket.

I’ve been to a lot of film fests and special film events. Normally they’re all dudebros and posturing and bullshit and I want nothing to do with it but watch the film and walk out and grab a drink elsewhere and think for a while.

That’s not Swanberg’s Secret Screenings at the Davis Theater. I don’t know anyone there, but it has a communal atmosphere. We’re all there to be delighted, enthralled, disgusted, or even disappointed, but to revel in the experience!

And wow, what a gloriously stupid experience this was.

When I walked into the theater, I’d overheard Swanberg saying ‘…yeah, it’s not as brutal as the last film. It’s lighter!’ because he’s there, doing the work, still handing out flyers for his events like a 16-year-old, and I love it.

A FOLDED OCEAN is an absolutely brutal body horror short film from the FX artist of EVERYTHING EVERYWHERE ALL AT ONCE, which can be boiled down to absolution and lust, and what can come from that.

Then it took a good hour for them to figure out how to project the actual secret screening! And everyone was so patient, and reached out to everyone and talked to everyone in an extremely mindful way! I normally have my nose stuck in a book, which is 100% visually coding for: do not talk to me, but people did, and I did not mind it!

(They ended up handing out free beers to everyone — and everyone already had free beers with their tickets — and when I accepted one, they asked: do you want a second one? I indulge, but I don’t double-fist because that’s crass and stupid, so I said no, and my theatrical neighbor sarcastically quipped: ‘Do you want a six pack?’ and I couldn’t help but snort-laugh.)

SMOKING CAUSES COUGHING is essentially an anthology series — the trailer will try to fool you but the superhero schtick is just the framing device. It’s penned and directed by one person: Quentin Dupieux, of RUBBER and DEERSKIN fame. I will admit: I didn’t become a fan of his until DEERSKIN. That was the moment when I was like: okay, he’s graduated to penning proper narratives instead of self-indulgent experimental, navel-gazing works.

SMOKING CAUSES COUGHING is his best work yet, and most effective. The first story was so effective that my mind has blacked it out — not because of the free beers, but because it fucked me up. Do not go into this thinking it’ll be a fun lark, because it is not, but it’s a well-told weaving of stories, akin to THE COMPANY OF WOLVES. It’s affecting, occasionally funny, but often traumatic.

LIFE IS STRANGE (2015)

CONTENT WARNING

This game contains depictions of abduction, abuse, familial death and suicide. To prevent spoilers, I side-step mentioning most of those details, but not all.


LIFE IS STRANGE is an interactive narrative-forward videogame from French developer DONTNOD (now known as Don’t Nod). The game will be eight years old around the time of publishing this post. In other words, a tad more than a full teenage generation, which is fitting for a work that focuses so much on the time between being a youth and being considered an adult. It’s a game that zeroes in on how every choice — and the results of your choices — feel amplified, how the choices ripple through your life, and how you may learn to regret or embrace it. It’s also a game about highlighting traumatic incidents you’ve lived through and whether you are willing to confront them or push them aside. Often, the choice is up to you, but also intractable.

LIFE IS STRANGE takes place in the sleepy town of Arcadia Bay, Oregon, a fictional burg that was once fine waters for fisherman, at least before an old-money family by the name of the Prescotts strip-mined the area. While doing so, they buy out the long-standing local elite school for gifted artists and scientists: Blackwell Academy. (It’s worth noting that Blackwell is a rather loaded name, given Shirley Jackson’s WE HAVE ALWAYS LIVED IN THE CASTLE.)

You play as Maxine Caulfield, an aspiring photographer who goes by the shorthand ‘Max’. Max previously lived in Arcadia Bay, spending most of her free time with best friend and science nerd Chloe Price, at least until Max’s family moved to Seattle when Max was was an early teen. Unfortunately, right around the same day Max moved to Seattle, Chloe’s father died in a car accident.

Max attended the funeral, left town, and never contacted Chloe the entire time she lived near the spire.

Five years later, Max is back in Arcadia Bay to attend classes at Blackwell taught by her favorite living photographer: Mark Jefferson. In the meantime, Chloe has dropped out of Blackwell, having become a quintessential burnout punk — all dyed hair and anger issues — but is also desperately in search for one Rachel Amber, a gregarious all-star Blackwell student, and the person that helped prop Chloe up after Max had left. Rachel has been missing for six months and, while her family and police assume she’s just jaunted off to Los Angeles to act or model, Chloe knows better, and plasters the town with MISSING flyers.

Inexplicably, Max becomes imbued with the ability to rewind time, which allows her to save her prior best friend from being shot in a Blackwell bathroom — despite not even recognizing Chloe, thanks to five years of passage, as well as her newly shorn and cyan-colored hair.

Matters escalate in a very neo-noir/VERONICA MARS sort of way that includes all sorts of teen high school drama, drugs, men taking terrible advantage of their positions and power, you have a number of romance options and oh, Arcadia Bay might be totalled by an F6 tornado that only Max can foresee, and very few folks believe her.

In other words, this is perfect teenage fodder: small decisions result in huge consequences, emotions are perpetually heightened, your protagonist is gifted and has superpowers, and everyone is thirsty.

While LIFE IS STRANGE is an interactive narrative work, it manages its gameplay elements better than similar story-first games: the time-rewind feature is perfectly honed for a game where the result of choices ripple, and the interface for newly discovered dialogue branches is far better than anything BioWare has come up with. The visual design is artfully simple while also being striking with its colorful hues and stylized environments — especially notable is how it portrays Oregon, all lush leaves and wind streaked. While it’s not my home state of Vermont, it evokes that same rustic, rural feeling.

However, the real appeal here is in the character work: Max is a shy, restrained nerd and surrounded herself by similar folks. Chloe is a problem in search of a solution, a frustrated youth who lashes out unpredictably and still lives with her mother who works at the local diner. When Max and Chloe reunite, the game crystalizes; if you were lucky enough to have a best-friend as a teen, especially if you two were weirdo misfits, this game will almost certainly hit amazingly close-to-home. If you weren’t, it’s such an earnest and honest and emotional depiction that you’ll still feel their bond, their strife, their push-and-pull.

I know a lot of folks feel like the game cribs from TWIN PEAKS. It’s literally spelled out on Chloe’s license plate, and it mimics a lot of the ‘small town with secrets’ vibe. However — thematically — I don’t feel it, even though it does indulge in abused/dead girl tropes. The game is about survival and confronting circumstances, as opposed to innocence lost, unheard pain and senseless death. Does it dovetail with TWIN PEAKS? Yes. But no one here is actually Laura Palmer, the crux of a town.

I first played LIFE IS STRANGE way back in 2015, as the episodes were slowly doled out. As such, I forgot a lot over time, but certain scenes you do not forget. To be blunt: the ending? Spoiler alert: there is no good ending, although you’re still forced to choose one.

It’s rare that I replay games. I often say it’s a time thing, but more often than not it’s about retaining my initial experience of the game, how I felt about the characters and environments and conflicts and obstacles and victories. Also, most videogames are narratively linear, even if they pretend they aren’t, and most videogame stories suck. Sure, you occasionally have a SILENT HILL 2 that upends everything, but more often than not, it’s just banal. And that’s fine and I find fun in it!

I did replay LIFE IS STRANGE a few weeks ago. (I’ll note that I haven’t played the remastered version.) The entire game came back to me as I advanced chapter-by-chapter, not unlike how memories would unfold for Max. I remembered the choices I made. I remembered the choices I wish I hadn’t been forced to make.

I made a few different choices this time around, but mostly skewed to trying to be a good friend like I did the first time. This time around, I did kiss Chloe, but then felt bad because they’re really only always going to be friends and Max — well, my Max — is pretty straight and it just felt weird and awkward, and the game plays it out that way. This isn’t a story about queer awakening — it’s a story about friendship.

However: that’s exactly why this game, this series exists: it recreates the awkwardness of becoming an young adult, and the culmination of everything and everyone that influences it, as well as everyone who supports — or exploits — you along the way.

Emotionally, it is a lot, and in more than a few ways I don’t love how the game ladles on momentous decisions as it didn’t need to push so hard. However, upon replaying, I slowly and sadly came to realize that this one game is firmly focused on reconciling losing close friendships and ties.

It’s a game I wish I had as a teen, but I’m so happy that it exists now, and so ecstatic to see what it inspires in the generations to come.

BLACK MIRROR: San Junipero (2016)

Me, to myself: “Wait, seriously? I’ve never written anything about San Junipero?”

Me, checks my archives. “Nope.”

Me: “Seriously? Never?!”

Me: “Apart from bending everyone’s ear about it and repeatedly watching it with your wife, nope, but it’s Valentine’s Day and you already wrote about HARLEY QUINN so hey, you be you.”

Obviously, the show BLACK MIRROR has become shorthand for dystopian anthology nightmare fuel, and rightly so. It’s intentionally subversive in all of the well-meaning ways, but also usually in very off-putting ways. The show literally kicked off with the prime minister fucking a pig, which ended up being more truth than fiction somehow.

However, San Junipero is something different, and something I’ve desperately missed with speculative fiction. I’m old enough to feel terribly beaten down by the world for so many goddamn reasons. I often just want a few creature comforts. I’ve had too much of the unrelenting misery porn of the past 15+ years of what passes as ‘high-concept melodrama’. At least THE SOPRANOS had its moments of levity as opposed to say, the nihilism of THE WALKING DEAD. (At least THE LAST OF US has a lot of dad jokes, but those are all penned by fathers inserting words into daughter figures so …yeah.)

San Junipero delivers all of the goods: it’s a very sweet meet-cute, it’s an adorable and safe and welcoming queer story, and it’s a sweeping romance that goes through ages that also manages to be wildly sci-fi.

It has everything and delivers it in under a goddamn hour and it is amazing, but it’s also astounding because it’s literally the story of someone finding a safe space, and finding accepting (and sometimes loving) arms.

I’ve written briefly about this before, but I cannot underscore it enough: find a space where you feel comfortable. Surround yourself by folks who don’t judge you, folks you can talk to. Find a loving partner that accepts you. If you can, move somewhere that is explicitly know for being accepting.

San Junipero espouses all of that and does so in a vividly entertaining way! It’s all about misfits reaching out, helping each other, moving on, but also being in the same orbit, and it scarily mirrors parts of my club-centric youth.

It is a surprisingly hopeful and non-traumatizing depiction of a long-lasting relationship, and the goddamn episode makes me glow every time I watch it. It’s emblematic of just wanting the best for your protagonists, your favs, those you muse over, and also yourself, and they get a proper and heartfelt ending.

It is legitimately one of my favorite pieces of media in years, and again, I can’t believe I haven’t penned hundreds of words about it already, but here we are.

OH! And goddamn, the needle drops! Best use of “Heaven is a Place on Earth” ever. Just watch it already. I’ll shut up now.

Favorites of 2022: Film

This was not a great year for prestige films or flyboy-less blockbusters, but it was a fantastic year for small-scale genre films. Granted, I have missed out on a lot of films — I have yet to see ARMAGEDDON TIME or EO or WOMEN TALKING or a bunch of others as there’s never enough time — but below are my current favorites of 2022.

HATCHING

Brilliantly nuanced work about youth and child rearing. One of the most intriguing body horror films since Cronenberg’s THE FLY.

EVERYTHING EVERYWHERE ALL AT ONCE

“[An] absolutely outrageous film; it’s mind-bogglingly high-concept, often amusingly puerile, always inventive, but also remarkably emotionally grounded.”

MARCEL THE SHELL WITH SHOES ON

“This is a quiet film, both in tone and in scope, but it confidently speaks volumes. It’s a work about ennui and minor victories and emotional stumbles while also being about longing for an accepting crowd. It’s a melancholy, complicated film told simply, one that’s destined for cult status, simply because it defies tonal categorization or, perhaps, because it’s so cute, so initially innocuous, while ultimately being a measured existential tale, one so immaculately put together in a way that will almost certainly have you smiling through tears.”

NOPE

High-concept filmmaking with the heart of Cahiers du Cinéma; an audacious look at Hollywood’s role in representing history and people.

RESURRECTION

The film that made me ask myself: “Why the fuck do I put myself through this?” A brazen and tautly constructed spiral of trauma.

WE’RE ALL GOING TO THE WORLD’S FAIR

“A meditation on finding one’s identity and transformation [and] how people reach out through technology when there’s no other way. It’s a heartfelt, singular work.”

YOU WON’T BE ALONE

“Equal parts Truffaut’s THE WILD CHILD, Virginia Woolf’s novel ORLANDO and Sally Potter’s film adaptation, and Angela Carter’s THE BLOODY CHAMBER and Neil Jordan’s adaptation, THE COMPANY OF WOLVES.”


Noteworthy


CRIMES OF THE FUTURE

Cronenberg returns to body horror in a big way, letting Kristen Stewart do whatever she wants, indulging Viggo Mortensen in breath work, all while showcasing Tarkovsky-esque backdrops.

DO REVENGE

If life is fair — and we all know it is not — this film will become a cult-classic, at least as long as long as it’s available to stream. It starts off as a private high-school STRANGERS ON A TRAIN and then becomes something completely different, all backed by an astounding 90s soundtrack. Shades of a modern JAWBREAKER from the creators of SWEET/VICIOUS.

MRS. HARRIS GOES TO PARIS

Extraordinarily winsome character drama that puts the delights and desires of the best features of attire forward.

PEARL

A surprising “paean to 50s Technicolor melodramas” from one of the most humanist genre filmmakers working right now.

EVERYBODY’S GONE TO THE RAPTURE (2015)

(PC/PS4/PS5) From The Chinese Room and Dan Pinchback, the developer of DEAR ESTER — which can probably lay claim to being one of the most popular ‘walking simulators’ — came this extraordinarily fascinating and exceedingly measured look at an apocalyptic scientific event in a small English town.

It’s all there in the name: EVERYBODY’S GONE TO THE RAPTURE. Scientific forces are toyed with, and an entire town’s inhabitants disappear. ‘You’ discover their memories and piece together the event that unfolded.

Some might not label this as horror as it’s quite bloodless — in fact, if you didn’t know the context of why you’re there, it might feel quite quaint and cozy to explore this verdant Shropshire locale — but you do know why you’re there, and you know peoples lives have disappeared, and they are not coming back. Despite being entirely different tonally, it reminds me a bit of Carpenter’s PRINCE OF DARKNESS: the result of unbridled science.

I’d be remiss not to mention Jessica Curry’s orchestral score, as it’s expertly composed and woven into the work; it’s perfectly melancholy with its swell of strings and ethereal vocals, and is often what I think of first when I think of this game.