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  • Posted 28 October 2025 by Natalie

    I truly detest the fact that the new Brand Synergy MTG Secret Lairs don't have real artist credits. They're crediting "SQUARE ENIX" for Final Fantasy cards and "B3: Fire, CH: 58" for [Avatar cards][1]. These are real pieces of art made by specific human beings (yes including the 3D model)! It used to be kind of a big deal in fantasy art circles to get your art on a Magic card, and these people aren't even going to get credit for it. Reducing the credit line to just listing the owner of the copyright is a shameful act, and while I know enough not to be surprised at WotC for it, I'm still disappointed.


    1. As a side note, look how hideous that card is. The art is visibly lower-res than the rest of it. I remember back in 2005 MTGSalvation kids would get a cracked Photoshop install, download the card frame PSD, and the first thing they'd do would be to disable all the frame elements and add a stroke to all the text and just have it hovering in empty space over full-frame art from their favorite TV show. This is embarrassing. ↩︎

    1. mtg

  • Posted 28 October 2025 by Natalie

    I'm more annoyed than it's probably worth being that PlayStation's 4KHD player doesn't have any way of dimming the subtitles on HDR screens

    1. they're just SO DAMN BRIGHT
    2. it hurts to look at

  • Posted 18 October 2025 by Natalie

    a movie is a film if there's a mirror shot

    1. with apologies to tsiro

  • Posted 13 October 2025 by Natalie

    I can't look at the film The Smashing Machine without thinking that the title sounds like a British localization of The Incredible Machine.

    1. the smashing machine
    2. the incredible machine

  • Posted 11 October 2025 by Natalie

    Review by Natalie Weizenbaum Patron

    The Shining 1980
    ★★★★½

    Watched Oct 10, 2025

    I came into this viewing kind of prepared to be underwhelmed. My recollection of this was of a visually striking film that was pulling in too many directions at once to really land thematically, kind of a collage of vibes and imagery that just swirls around without landing anywhere. But this watch made me feel like there was actually more there than I was giving it credit for.

    I think a lot of the sense of disjointedness i inherited from the book. They clearly wanted to keep the title, which means keeping the concept of "shining" and Tony. But it all feels superfluous in the context of the film's orientation around Jack rather than Danny. It's really only relevant in motivating Danny's interactions with Dick Halloran—a character who himself is done pretty dirty, existing only to explain the titular shining, deliver a warning about room 237, bring a means of escape, and then die instantly upon setting foot in the hotel. I can't help but feel that a story less chained to the novel could have restructured all of this into something more interesting.

    I do think Kubrick and Johnson made absolutely the right call in the way they framed Jack. The novel's more sympathetic portrayal (driven, reportedly, by King's own identification with the character) would undercut the ability to use the character to address patriarchy and abuse, and instead center the hotel as an ontologically evil place that corrupts indiscriminately. The darker, unsettlingly suave portrayal by Nicholson immediately raises red flags in his interactions with his wife and kids, and sets up a clear implication that his cruelty isn't just the product of either alcohol or the Overlook.

    The film is pointedly full of internal contradictions, and one in particular stood out to me. In the initial interview scene, Jack acts as though he has no knowledge at all of the previous murders. But not only does he identify Grady's ghost by sight, he specifically mentions having seen him *in the newspaper*, suggesting he was following the killings at the time and had known about them for years. We can then read his seeking employment at the Overlook as, in essence, a willing first step towards violence. Perhaps the hotel called to him, but he chose to answer that call.

    This then helps clarify the rest of the film. Jack Torrance isn't a flawed-but-fundamentally-innocent man being seduced by pure evil, he's a man who before the film ever began had fully bought into the patriarchal system that told him he must be an effortlessly brilliant writer and any roadblocks must be caused by his useless wife (whom we see not only cooking bountiful meals but doing Jack's actual job of maintaining the boilers) and his needy son. The Overlook doesn't corrupt him, it enables him. It provides the same background radiation white men have always experienced, just amplified: an understanding that he's always right, his actions are always justified, and that anything that pushes back against this worldview is an affront that must be destroyed with violence.

    The hotel itself has its own interesting background that's simultaneously undersold and reinforced by the "Indian burial ground" cliché. The whole thing is conspicuously decorated in Diné weaving patterns despite the offhand mention that they "had to repel a few Indian attacks as they were building it". The only person of color we see in its walls is Dick Halloran, who the hotel ghosts refer to later on with a racial slur. It's a place of conquest: an imperial stronghold built on the literal bones and decorated with the cultural spoils of a people dominated and subdued. In its heyday, Stuart Ullman tells us, it hosted the presidents who oversaw this terrible empire and the (implicitly European) royalty from whose fetid stock the project of colonialism was born.

    We see this heyday with our own eyes, first in Jack's visit to the ghost bar and then in the famous final shot. In most ghost stories, the previous grisly murder is the seed of trauma that blooms into a full-scale haunting, but the roaring 20s loom too large in the Overlook to make it credible that Grady's massacre was the point of origin. Grady himself is subsumed into the party, the endless ghastly New Years celebration of the rich and powerful, to which he is consigned to the role of a mere waiter. In this way, the film cannily links imperialism and patriarchy: the party, dancing on the bones of a conquered people, flouting Prohibition with glasses held high, too powerful to be touched by the laws they impose on the plebians at their feet, is the bloodthirsty engine that drives the caretakers to their violent fates; and it does so by nurturing in them visions of this conquest in miniature, driving these working men to play out the same murderous and domineering triumph in the only space where they have any real power: the family.

    1. nat reviews
    2. the shining

  • Posted 9 October 2025 by Natalie

    Bruno Dias
    Bruno Dias posted 8 October 2025 on azhdarchid.com

    There's this persistent idea in discussions of iambic pentameter that the English language is "naturally iambic." This isn't really true at all – it's kind of a meaningless statement. What is true, however, is that English does feature a lot of two-syllable words, and a lot of recurring pairs of one-syllable words that tend to be stressed as iambs; pairs like "up to", "go in", "if I," and so on.

    These are the basic building blocks of iambic verse, and most texts written this way will favor shorter words. A very common sentence structure privileges one longer word surrounded by short little words; in the line "now is the winter of our discontent," the only long word is "discontent", which almost acts as a cornerstone for the whole line.

    …

    I found this practical approach to writing iambic pentameter very interesting. Although much of it is specific to that form, I think a lot of the concepts are generally applicable to verse writing. This is a useful tool in any writer's toolkit, even if you're not specifically writing poetry or stylized video games. A working understanding of the rhythm of text and how to align it with its meaning can do a lot to improve the flow even of pure prose, and understanding it better will certainly increase your appreciation of verse works like Shakespeare.

    1. poetry
    2. writing

  • Posted 8 October 2025 by Natalie

    Playing Resident Evil 3: Nemesis[1] and once again mourning the total absence of tank controls from the modern design palette. They're not for everything but they work so well for horror where having imperfect control over movement brings that feeling of fumbling around and panicking, and where giving the designer tight control of the camera provides so much juice. When you're walking down a hall and you can't see what's ahead of you it's scary!


    1. Four years ago, having never played a single game from either of the classic survival horror series, I decided to inaugurate myself a little October tradition: every year I play a Resident Evil or a Silent Hill, alternating series, from the oldest forward. This is, of course, a Resident Evil year. ↩︎

    1. resident evil

  • Hades II Has a Legibility Problem

    Posted 4 October 2025 by Natalie

    This post contains mechanical spoilers and boss names for Hades II.

    I wasn't just hoping to like Hades II, I was fully expecting to. I generally think there are two possible failure states to a sequel to a game like Hades where much of the fun is encounter and build design that can be expanded on almost indefinitely: either it turns out to be more of the same, which may be a bit uninspiring but can't be too bad if I liked the original (think Dark Souls III); or it takes the game in a wildly different direction that doesn't quite work, which may not be as fun as such but is almost always interesting (think Tears of the Kingdom). And at first it looked like Hades II was going to be more of the same, and I was content with that. But the more I played, the more it seemed to have an issue at the heart of its combat that just wasn't there in the original.

    The game has a legibility problem, and not just in terms of the density and chaos of on-screen interactions (although that certainly doesn't help). This problem is structural: it pervades the game's design sensibilities. Whether it's a consequence of the game's wildly popular early access period or a result of the studio's anxiety about their first-ever sequel to their only massive hit, it pushes the player into a mode of play that's less fun and more frustrating. Legibility isn't just about being able to keep track of what's going on, it has far-reaching consequences for what types of play are safe in practice and thus which builds are viable. In a game whose primary mechanical driver is the joy of assembling new and interesting builds, that's critical.

    Some of this springs from the new boss design philosophy in Hades II. In the original, bosses were generally built around melee attacks that did damage in some hitbox around the boss and ranged attacks that flew outwards from the boss. There were occasional situations—most notably when fighting Theseus after vanquishing Asterius—where large AOEs[1] appeared that the player had to avoid, but these were very much the exception. The result is fights that are focused on the player establishing a rhythm where they dive in, hit the boss, position themselves to evade the boss's next attack, and repeat.

    With the exception of some minibosses and Hecate (the first true boss), Hades II doesn't work this way. Bosses in the sequel are much more focused on two types of attacks that rarely appeared in the original: AOEs that are telegraphed by regions of the arena turning red usually independently of the boss's positions, and "waves" of damage that the player is expected to avoid using the invulnerability frames. When melee attacks do appear they tend to come out very quickly and often have their own AOEs, while ranged attacks come in one of two flavors: they're either very fast (often…

    1. game design
    2. hades

  • Posted 28 September 2025 by Natalie

    I'm sorry I stole your credit card number and used it to buy nine different erotic novelizations of Twelve Angry Men. I promise it won't happen again for at least a couple months depending on how long these take to read


    1. Posted 26 September 2025 by Natalie

      Zagreus, after finally meeting Melionë: ...and this is my boyfriend, Thanatos! Well, now he's my boyfriend, he used to be my nemesis
      Melinoë: your what

      1. hades
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