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  <title>House of Nettles: #nat reviews</title>
  <id>https://nex-3.com/tag/nat+reviews/</id>
  <link href="https://nex-3.com/tag/nat+reviews/feed.xml" rel="self"/>
  <link href="https://nex-3.com/tag/nat+reviews/" />
  <updated>2026-02-04T02:02:25Z</updated>
    <entry>
      <title>Chimes at Midnight (1965) - ★★★★★</title>
      <link href="https://letterboxd.com/nex3/film/chimes-at-midnight/" rel="alternate"/>
      <id>https://letterboxd.com/nex3/film/chimes-at-midnight/</id>
      <published>2026-02-04T02:02:25Z</published>
      <updated>2026-02-04T03:34:42Z</updated>
      <author><name>Natalie Weizenbaum</name><uri>https://letterboxd.com/nex3/</uri></author><category term="one of those films where I ended up talking myself into the higher rating while writing the review" label="one of those films where I ended up talking myself into the higher rating while writing the review"/><category term="nat reviews" label="nat reviews"/><category term="chimes at midnight" label="chimes at midnight"/><category term="repost" label="repost" /><content type="html">&lt;p&gt;
  Welles&#39;s absolute, undeniable stage presence is on full display. He makes
  himself huge physically, visually, and emotionally, and then spends the
  entire film toppling himself, playing both roles of Jack and the giant. This
  is a film about a man full of bluster and bonhomie who, despite being
  superficially well-liked by all around him, continually pushes their
  tolerance to the breaking point, needling them, sapping their patience and
  their wallets even as he makes them laugh uproariously. Falstaff is good
  friends with all who meet him but never quite truly beloved by any, and when
  he finally acts upon presumption of that love he is utterly destroyed.
&lt;/p&gt;
&lt;p&gt;
  Knowing that Welles identified so personally with Falstaff, went to such
  great lengths to make this film happen, and even said that this role was his
  life&#39;s work makes its function as self-critique to the point of
  self-destruction all the more pointed. Fallstaff lies baldly and constantly,
  and we know from F for Fake that Welles saw his own role as a liar and
  charlatan; this film suggests that as much as those lies were an intrinsic
  part of himself, they were also a source of grief. Orson Welles, a man who
  always presented himself as larger than life, in this film where he is at
  his largest is also at his most exposed, raw, and vulnerable.
&lt;/p&gt;

</content>
    </entry>
  
    <entry>
      <title>The Shining (1980) - ★★★★½</title>
      <link href="https://letterboxd.com/nex3/film/the-shining/" rel="alternate"/>
      <id>https://letterboxd.com/nex3/film/the-shining/</id>
      <published>2025-10-11T12:15:03Z</published>
      <updated>2025-10-11T12:15:03Z</updated>
      <author><name>Natalie Weizenbaum</name><uri>https://letterboxd.com/nex3/</uri></author><category term="nat reviews" label="nat reviews"/><category term="the shining" label="the shining"/><category term="repost" label="repost" /><content type="html">&lt;p&gt;
  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.
&lt;/p&gt;
&lt;p&gt;
  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
  &#34;shining&#34; and Tony. But it all feels superfluous in the context of the
  film&#39;s orientation around Jack rather than Danny. It&#39;s really only
  relevant in motivating Danny&#39;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&#39;t help but feel
  that a story less chained to the novel could have restructured all of this
  into something more interesting.
&lt;/p&gt;
&lt;p&gt;
  I do think Kubrick and Johnson made absolutely the right call in the way
  they framed Jack. The novel&#39;s more sympathetic portrayal (driven,
  reportedly, by King&#39;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&#39;t just the product of
  either alcohol or the Overlook.
&lt;/p&gt;
&lt;p&gt;
  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&#39;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.
&lt;/p&gt;
&lt;p&gt;
  This then helps clarify the rest of the film. Jack Torrance isn&#39;t a
  flawed-but-fundamentally-innocent man being seduced by pure evil, he&#39;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&#39;s actual job of maintaining the
  boilers) and his needy son. The Overlook doesn&#39;t corrupt him, it enables
  him. It provides the same background radiation white men have always
  experienced, just amplified: an understanding that he&#39;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.
&lt;/p&gt;
&lt;p&gt;
  The hotel itself has its own interesting background that&#39;s simultaneously
  undersold and reinforced by the &#34;Indian burial ground&#34; cliché. The whole
  thing is conspicuously decorated in Diné weaving patterns despite the
  offhand mention that they &#34;had to repel a few Indian attacks as they were
  building it&#34;. 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&#39;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.
&lt;/p&gt;
&lt;p&gt;
  We see this heyday with our own eyes, first in Jack&#39;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&#39;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.
&lt;/p&gt;

</content>
    </entry>
  
    <entry>
      <title>Hollow Knight: Silksong        - ★★★★★</title>
      <link href="https://backloggd.com/u/nex3/review/3381345/" rel="alternate"/>
      <id>https://backloggd.com/u/nex3/review/3381345/</id>
      <published>2025-09-20T10:27:27Z</published>
      <updated>2025-09-20T10:27:27Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="nat reviews" label="nat reviews"/><category term="hollow knight" label="hollow knight"/><category term="repost" label="repost" /><content type="html">This is an impressive follow-up to &lt;em&gt;Hollow Knight&lt;/em&gt; not just in that
it&#39;s another very good game (absolutely not a guarantee from a developer with
only one game under their belt, no matter how successful that game was), but
in that it understands deeply what makes a game effective specifically as a
sequel. It&#39;s a checkerboard of expectations met and subverted: the core logic
of the combat and feel of movement is essentially the same, but the single
most powerful tool in HK1—the downward aerial &#34;pogo&#34; attack—is dramatically
harder to use. Even early game bosses often do 2 masks of damage, but Hornet
can heal three masks at a time. The familiar spell mechanic is back (renamed
&#34;skills&#34; but otherwise identical) but it&#39;s augmented with equippable weapons
that use a totally new economy.&lt;br&gt;&lt;br&gt;The result is a game that presents
the player, from the moment they first try platforming with the new diagonal
aerial attack, with a potent cocktail of familiarity and challenge. This
proved too much for players who expected their skill at HK1 to automatically
make them excellent at &lt;em&gt;Silksong&lt;/em&gt;, but it&#39;s excellent design. A new
game &lt;em&gt;should&lt;/em&gt; challenge old players, and when those challenges subvert
the best play patterns in the first game, they increase the challenge more for
experienced players than they do for players who (perhaps boldly) pick up
&lt;em&gt;Silksong&lt;/em&gt; as their first entry in the series.
&lt;em&gt;Silksong&lt;/em&gt; demands that the player adapt to new styles of movement and
resource economies, but at its heart it&#39;s still a game about careful
positioning and weaponized acrobatics.&lt;br&gt;&lt;br&gt;So, is it hard? Not really.
For all the hullabaloo on release about how difficult &lt;em&gt;Silksong&lt;/em&gt; is,
the main difference between its main quest bosses and &lt;em&gt;Hollow Knight&lt;/em&gt;&#39;s
are that the early-game bosses are somewhat harder, which is about what one
would expect from a sequel. Once you get past the first few intro bosses, you
end up at around the level of HK1 bosses in similar positions like Mantis
Lords, Soul Master, and of course our very own Hornet. Even the optional
bosses are mostly pretty straightforward, with only a couple exceptions. The
mandatory platforming is a little more difficult across the board than HK1, in
part because of the less forgiving pogo and a larger suite of movement
mechanics, but there&#39;s no single sequence mandatory or optional that comes
close to the sustained difficulty of Path of Pain. If anything, I wish there
were a bit more difficulty in the game, and I&#39;m hoping the DLC will provide
that.&lt;br&gt;&lt;br&gt;What people are complaining about, when it comes down to it,
is that the game demands they break out of their comfort zone. And it makes
some sense! The most diehard &lt;em&gt;Hollow Knight&lt;/em&gt; players have been building
their mental model of what being good at &lt;em&gt;Hollow Knight&lt;/em&gt; entails
unhindered for eight years. Every &lt;em&gt;Hollow Knight&lt;/em&gt; DLC introduced new
challenges that tested the same skills but harder. &lt;em&gt;Silksong&lt;/em&gt; asks for
more, or at least for a reframing of the way players think about the game.&lt;br&gt;&lt;br&gt;Nowhere
is this clearer than in the removal of the Shade Cloak, and with it the
elimination of almost any form of invulnerability-frame evasion in the game.
By volume, this wasn&#39;t a huge part of the base game—it&#39;s an ability you only
get in the postgame, so the bulk of the fights you face won&#39;t involve it at
all. But the postgame fights and many of the DLC fights, which is to say
generally the most difficult fights in the game, are built with the
expectation that you&#39;ll be able to occasionally dodge right through an attack.
&lt;em&gt;Silksong&lt;/em&gt; has no such expectation, and I think that&#39;s tremendously to
its credit even as it drives experienced &lt;em&gt;Hollow Knight&lt;/em&gt; players
mad.&lt;br&gt;&lt;br&gt;Removing the expectation that players can regularly dodge
through the attacks of postgame bosses makes the design and play of those
fights vastly more interesting. Dodging attacks through careful positioning
brings all the game&#39;s movement mechanics to bear in fights, and is what makes
the marriage of platforming and action combat so successful. Combined with the
substantial wider diversity of directionality in &lt;em&gt;Silksong&lt;/em&gt;&#39;s attacks
relative to the base game, it gives fights the potential to be very deep
puzzles about how to most effectively deal damage without taking it. This is
all inherent in &lt;em&gt;Hollow Knight&lt;/em&gt; as well, but the Shade Cloak offered a
safety valve for players to avoid engaging with it in exactly the fights where
it was most compelling. &lt;em&gt;Silksong&lt;/em&gt; is richer for its absence, and I
think this particularly speaks to Team Cherry&#39;s maturing understanding of
what&#39;s effective about their own design.

</content>
    </entry>
  
    <entry>
      <title>Donkey Kong Bananza        - ★★½</title>
      <link href="https://backloggd.com/u/nex3/review/3320805/" rel="alternate"/>
      <id>https://backloggd.com/u/nex3/review/3320805/</id>
      <published>2025-09-04T10:50:26Z</published>
      <updated>2025-09-06T00:48:17Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="nat reviews" label="nat reviews"/><category term="donkey kong bananza" label="donkey kong bananza"/><category term="repost" label="repost" /><content type="html">I miss 3D exploration platformers. I grew up on &lt;em&gt;Banjo Kazooie&lt;/em&gt; and
&lt;em&gt;Donkey Kong 64&lt;/em&gt; captured my childhood imagination like nothing else.
These are both deeply flawed games, of course, and I would struggle to bring
myself to call either one &#34;good&#34; today. But to my young sensibilities, they
held the promise of intricate and captivating spaces full of things to do and
goodies to obtain.&lt;br&gt;&lt;br&gt;The peak of this evocation of the joy of
exploration—and this one I &lt;em&gt;will&lt;/em&gt; stand by even as an adult—was
&lt;em&gt;Super Mario Sunshine&lt;/em&gt;. The worlds in that game were vibrant and alive,
each completely distinctive and full of personality that was elaborated on as
they subtly shifted form from one shine challenge to the next. And then they
never made another game like it again. &lt;em&gt;Super Mario Odyssey&lt;/em&gt; comes
closest, but while kingdoms like New Donk City were just what I wanted, others
like Sand Kingdom felt like mere open world content grids. Still, I was
excited to see what this team would do to iterate on the concept.&lt;br&gt;&lt;br&gt;Sadly,
&lt;em&gt;Bananza&lt;/em&gt; went in just the opposite direction. The core concept, a
landscape made of almost totally destructive material, produces a design that
is by its nature at odds with the intricate and captivating spaces that I
still yearn for. When you can smash through any wall, there&#39;s no room for
secret passageways or bespoke assets. Even the notion of &#34;rooms&#34; itself is
barely relevant for the worlds you actually move through. The designers have
can avoid this when they choose with an unbreakable metal material that forms
the foundation of every world and is occasionally used for proper walls, but
it&#39;s clear they resist the urge to do so because they feel (rightly!) that
using it more than sparingly would undermine the core principle of the
game.&lt;br&gt;&lt;br&gt;The result is exploration that doesn&#39;t feel like moving
through an intricate, meticulously designed space. Instead, it feels
&lt;em&gt;muddy&lt;/em&gt;. The form of a space doesn&#39;t matter, because it&#39;s made to be
unmade. To a large extent (although mercifully less as the game goes on and
develops more interesting nouns) you can just blast through terrain at random
and find bananas just... there. Not in a location with an interesting design,
not through a challenge, just buried under some largely undifferentiated
Substance.&lt;br&gt;&lt;br&gt;To be fair, there are actually six or so materials in
each world. But this is part of the muddiness: nearly everything in every
world is made out of some combination of rock, dirt, metal, gold, or a couple
world-specific materials. Unlike &lt;em&gt;Odyssey&lt;/em&gt;&#39;s rich worlds full of
bespoke assets, every place in &lt;em&gt;Bananza&lt;/em&gt; looks more or less the same.
This makes it very difficult to navigate, but worse than that it means the
different places within a given layer don&#39;t &lt;em&gt;feel&lt;/em&gt; distinct, and so
even layers that have a lot of interesting verticality to them leave me with
the same impression as an open world content grid. When movement within a
space feels trivial, the space itself feels trivial.&lt;br&gt;&lt;br&gt;The titular
Bananza mechanic reinforces this sense of triviality. This mechanic is harmful
to the game even beyond its own bounds, because it provides the player with a
dilemma at all times. Most challenges in the game will be absolutely
trivialized by activating Bananza. The early layers are full of concrete walls
that can&#39;t be broken by DK&#39;s normal fists. They can instead be broken either
by throwing explosive blocks at them, and so they present a lock-and-key
mechanism that forms the foundation of a number of cleverly designed
challenges and puzzles. But once you&#39;ve activated Bananza, you can just punch
through them like any other material.&lt;br&gt;&lt;br&gt;But at the same time, there
are challenges that absolutely, unavoidably &lt;em&gt;require&lt;/em&gt; a Bananza. And
the distinction are never clear: some bosses can&#39;t be beaten without Bananza,
some are only remotely interesting if you avoid using it. Most puzzles are
trivialized by gaining a bunch of extra powers, but a few can&#39;t be solved
without those powers. So if you&#39;re staring at a puzzle, wracking your brain
for a solution, there&#39;s always a chance that the only legitimate answer is
&#34;you should cheat&#34; and also always a chance that cheating will totally deprive
you of the fun of actually figuring it out.&lt;br&gt;&lt;br&gt;The fundamentals on
which this game is built are flawed. They misunderstand what&#39;s fun about the
exploratory promise of the genre (although I suppose I have to admit that
others may be looking for different things from the genre than I am given the
game&#39;s average rating). But I will say this: the level design itself speaks to
a huge amount of skill from the designers. They took a flawed premise and did
the best they could with it, and the result is still pretty impressive
considering the raw material. Some of the challenges, like finding the lost
Fractone pieces by sculpting the terrain so they have a flat path to walk to
their parent, speak to a way of engaging with the terrain that almost makes
the premise seem worthwhile. But even that tremendous skill wasn&#39;t enough to
make me want to reliably pick this up and keep playing.

</content>
    </entry>
  
    <entry>
      <title>Elden Ring: Nightreign        - ★★★★★</title>
      <link href="https://backloggd.com/u/nex3/review/3097351/" rel="alternate"/>
      <id>https://backloggd.com/u/nex3/review/3097351/</id>
      <published>2025-07-17T10:10:23Z</published>
      <updated>2025-07-17T10:10:23Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="nat reviews" label="nat reviews"/><category term="nightreign" label="nightreign"/><content type="html">&lt;p&gt;I&#39;ve played a lot of &lt;em&gt;Nightreign&lt;/em&gt;. I&#39;m &lt;em&gt;still&lt;/em&gt; playing a
lot of &lt;em&gt;Nightreign&lt;/em&gt;. In the month and a half it&#39;s been out, it quickly
became a member of
&lt;a rel=&#34;nofollow&#34; target=&#34;_blank&#34; href=&#34;https://backloggd.com/u/nex3/list/hundo-club/&#34;&gt;the hundo club&lt;/a&gt;, it got me fully back into wiki editing and data mining, and even after
beating every nightlord numerous times and completing every character quest
I&#39;ll still cheerfully hop into a run any time anyone asks. The only reason I&#39;m
marking this &#34;completed&#34; now is because I want to get this review out of my
head and onto the web.&lt;/p&gt;&lt;p&gt;If you&#39;ll permit a digression, I deeply
admire &lt;em&gt;Elden Ring&lt;/em&gt;&#39;s parsimony. It&#39;s a huge game made be a relatively
small company who had largely made relatively small games up to that point,
and it accomplishes that with an economy of design I consider admirable. I
know people complain about the re-used bosses, but there are actually very few
of the 165 that are true duplicates of one another. Instead, they add little
variations here and there, pair them with other bosses for duo encounters, or
ramp up the complexity of their abilities over the course of the game. The
small dungeons are the same way: they take a limited set of shared components,
then mix and match them in different novel ways. These raw materials are a
palette of paints that they re-use and recombine over and over to paint the
entire game.&lt;/p&gt;&lt;p&gt;Most large games work this way to some extent, but in
&lt;em&gt;Elden Ring&lt;/em&gt; the quality of the design at each point really shines
through in large part because it &lt;em&gt;draws attention&lt;/em&gt; to the patterns and
repetitions. You know a catacomb is going to have imps or skeletons and some
sort of clever trick, you know a watchdog is going to do some kind of
elemental damage, you know a hero&#39;s grave is going to make you want to claw
out your eyes. But you don&#39;t know exactly how—it sets up just enough
expectations for it to be able to play with them and continue to surprise you
throughout its massive length.&lt;/p&gt;&lt;p&gt;If &lt;em&gt;Elden Ring&lt;/em&gt; is a painting
and its palette, &lt;em&gt;Nightreign&lt;/em&gt; is another artist picking up the same
palette and painting something entirely different. It stands as much in the
tradition of unofficial mods as it does the tradition of classic
soulslikes—it&#39;s related to &lt;em&gt;Elden Ring&lt;/em&gt; in more or less the same way
&lt;em&gt;Defense of the Ancients&lt;/em&gt; is related to &lt;em&gt;Warcraft III&lt;/em&gt;. The
nouns and verbs are largely the same, but the context in which they exist is
completely different and utterly surprising. After spending more than a decade
as industry trendsetters, carving out a new genre and driving other studios
insane trying to match their success in it despite going against all
conventional wisdom, From Software has now put out a game that is itself
reacting to trends in the industry. Not only that, it&#39;s integrating two
trends—battle royales and roguelikes—whose peak has largely come and gone.&lt;/p&gt;&lt;p&gt;What&#39;s
truly astounding is how well it works. I had expected a game where you
famously die to bosses over and over before you begin to get comfortable with
them to fit poorly into a run-based mold, but the ability to be resurrected by
allies or even wipe in some circumstances without losing your run makes even
difficult bosses doable. The difficulty curve is spot-on, with each nightlord
taking just enough runs to feel like the victory is an achievement without
being a slog, given that they have a 35-minute runback. The character classes
are interesting and varied, and although I have some design quibbles (Executor
and Guardian both suffer from the core issue that waiting for an enemy to hit
you is a huge opportunity cost when every second counts) I enjoy playing as
almost all of them.&lt;/p&gt;&lt;p&gt;The routing shines brightest of all, though.
This was always going to be a result of combining roguelike randomness with
battle royale spacing considerations, but even after spending so many hours in
the game each run still feels unique and compelling largely on the strength of
how interesting it is to plot a course through the world. There&#39;s so much
that&#39;s meaningful to react to—Can we take the nearby field boss at our current
level? How many stonesword keys do we have? Which locations give us type
advantages? When are we leveled enough to do the castle? Does anyone need a
smithing stone? How valuable are towers for our team comp?—and all of it is
complicated multiplicatively by the circle locations and the time anything
takes.&lt;/p&gt;&lt;p&gt;(I will take a moment here to say: I have almost exclusively
played this game multiplayer, on a voice call with friends. I&#39;m sure the
experience is deeply different if you&#39;re playing with two strangers and can&#39;t
communicate outside of map markers and time-consuming gestures. I&#39;ve also
played a number of solo runs, but I expect my enjoyment of those is also
influenced by reaping the benefits of my routing strategy brain trust. Reading
through some of the popular negative reviews on here, that&#39;s my best guess as
to why I&#39;m so much more taken with this game than they are. I recommend
playing with friends, and if we&#39;re friends, let me know and I&#39;ll hook you up
with my squad.)&lt;/p&gt;&lt;p&gt;Coming on the heels of &lt;em&gt;Elden Ring&lt;/em&gt; and its
game-sized DLC, &lt;em&gt;Nightreign&lt;/em&gt; is shockingly small. Even given its
foundation of asset reuse, it uses only perhaps a third of the base game&#39;s
bosses and leaves out most of its environments. It smells like a skunkworks
project: something created by a small team on the cheap, possibly born out of
a single creator&#39;s idea, let out into the world to see what the reception
would be. We know that DLC is coming; whether it will evolve into something
more live-service flavored remains to be seen, and presumably depends to a
large degree on us.&lt;/p&gt;&lt;p&gt;For my part, I&#39;m thrilled to see something like
this exist. It&#39;s small, it&#39;s inexpensive, it&#39;s weird, and for all that the
elevator pitch sounds like chasing trends the result is something that (like
every game this studio releases) is wholly and unapologetically its own thing.
I want more of that. I&#39;d want more of that even if it
&lt;em&gt;didn&#39;t&lt;/em&gt; unexpectedly charm me. From Software resolutely forged their
own strange path long before they hit it big, and with every new game they
release I brace myself for the possibility that they&#39;ve finally attained
enough success that they no longer feel they can afford to be so
idiosyncratic. But so far, the blow has not come, and for that I&#39;m thankful.&lt;/p&gt;

</content>
    </entry>
  
    <entry>
      <title>Nintendo Switch 2 Welcome Tour        - ★★★★</title>
      <link href="https://backloggd.com/u/nex3/review/2915078/" rel="alternate"/>
      <id>https://backloggd.com/u/nex3/review/2915078/</id>
      <published>2025-06-06T08:48:39Z</published>
      <updated>2025-06-06T08:48:39Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="backloggd" label="backloggd"/><category term="nat reviews" label="nat reviews"/><category term="nintendo switch 2 welcome tour" label="nintendo switch 2 welcome tour"/><category term="repost" label="repost" /><content type="html">Let me begin by saying: fuck Nintendo. Their insistence on ruining the lives
of people who do anything they disapprove of with the products they sell,
regardless of whether that thing is illegal let alone harmful to them, is
despicable. It creates a chilling effect on vital efforts towards digital
preservation that extends far beyond their own products, on top of just being
a heinous thing to do to fans of their games. The regard in which they
consistently hold their back catalog as assets on which they could one day
collect rent speaks to a deep-rooted capitalistic mindset among the
businessmen who run the company that is in no way outweighed by the positive
things written below.&lt;br&gt;&lt;br&gt;All that said...
&lt;em&gt;Welcome Tour&lt;/em&gt; evinces an attitude somewhere in the company—somewhere
widespread enough to get this game made and translated—that I find deeply
admirable. Unlike the obvious touchpoint &lt;em&gt;ASTRO&#39;s Playroom&lt;/em&gt;, this is a
tour of the Switch 2 in the most thorough possible sense. It takes the player
not just through the most charismatic features like HD Rumble 2 or the mouse
control scheme, it shows off every square centimeter of the system in a very
literal sense. Players walk across circuit boards and computer chips and learn
about exactly what they do. Every meticulous design decision is laid out for
the player to see.&lt;br&gt;&lt;br&gt;The result is a game that&#39;s intimately concerned
with the physical and design structure of the device it&#39;s describing, and that
invites the player to share in that concern. It trusts the player to care
about the craftsmanship with which the console was created, and it provides
tech demos to guide them towards understanding it by directly demonstrating
technical concepts like framerate, HDR, and VRR.&lt;br&gt;&lt;br&gt;And, yes, this is
in service of convincing buyers that the $450 or whatever they laid out for
this device was worth it by framing it as a meticulously designed luxury
product. But it&#39;s also taking a stand and saying that thoughtful, humanistic
design is what defines quality. In an era when every corporate product is
racing to become the worst version of itself that might still be salable, when
overhyped prediction engines that can only produce statistically-average slop
are hailed as the future of content, this is a dramatically heterodox position
for Nintendo to stake out so stridently. I&#39;m impressed and honestly heartened
by it—not enough to look past the company&#39;s myriad acts of destruction, but
enough to say that I&#39;m very glad that &lt;em&gt;Welcome Tour&lt;/em&gt; is the way it is.

</content>
    </entry>
  
    <entry>
      <title>Silent Hill 2: Enhanced Edition        - ★★★★½</title>
      <link href="https://www.backloggd.com/u/nex3/review/2055307/" rel="alternate"/>
      <id>https://www.backloggd.com/u/nex3/review/2055307/</id>
      <published>2024-10-29T20:23:53Z</published>
      <updated>2024-11-04T08:31:56Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="nat reviews" label="nat reviews"/><category term="silent hill" label="silent hill"/><category term="silent hill 2" label="silent hill 2"/><category term="repost" label="repost" /><content type="html">Having played only two &lt;em&gt;Silent Hill&lt;/em&gt; games, I&#39;ve already formed my
opinion that &lt;em&gt;this&lt;/em&gt; is what &lt;em&gt;Silent Hill&lt;/em&gt; should be. Although
the original marshaled an incredible ambiance, it didn&#39;t quite manage to
coalesce it into cogent themes. It lives in my memory largely as a collection
of horror vignettes which, while strikingly effective given the limited
palette of the PS1, are little more than the sum of their parts.&lt;br&gt;&lt;br&gt;&lt;em&gt;Silent Hill 2&lt;/em&gt;
learns that lesson well, and strides forth confidently with a degree of
narrative focus and aptitude that&#39;s rare to see in games before or since.
Everything in this town of Silent Hill curls meticulously around its true
function, even long before the player begins to suspect that it has a function
at all. Where the first game just asks the player to experience it, the second
asks the player to &lt;em&gt;understand&lt;/em&gt; it, and is consistent enough to truly
reward that understanding. In doing so, it manages to be effective not just as
a game or as a mood poem but as a horror story—something I&#39;ve never seen
another game fully succeed at.&lt;br&gt;&lt;br&gt;The craftsmanship is also
outstanding even beyond the purely narrative realm. When I first played
&lt;em&gt;Resident Evil&lt;/em&gt; (2002) I was shocked by how much mileage it got out of
its much-derided &#34;tank controls&#34; as a means of giving the game itself detailed
control over the camera angles without bewildering the player&#39;s movement.
&lt;em&gt;Silent Hill 2&lt;/em&gt; takes this to the next level, allowing the movement of
the player itself to guide the camera along paths that echo those of horror
cinematography. My breath was stolen when, in the opening sequence as James
walks down a long dirt path through the woods, the camera began trailing him
with trees interspersed, using filmic techniques to convey a sense of being
watched and stalked.&lt;br&gt;&lt;br&gt;It&#39;s just not possible to do that sort of
things with the now-standard two-stick full-motion camera controls, and I
became even more thoroughly convinced playing this game that we let ourselves
throw away a gem of design in tank controls. They do feel awkward, this I
won&#39;t deny—but must games always feel smooth? What is life without a little
variation in the texture? I dearly hope that one day fixed cameras and
relative controls are added back to the toolbox of game design, as I long to
see what a game could do if it truly iterated on the way
&lt;em&gt;Silent Hill 2&lt;/em&gt; wields the camera as a piece of the artistry during the
game itself.&lt;br&gt;&lt;br&gt;The only place this doesn&#39;t rise above its predecessor
are the combat and resource management mechanics, which still feel by-the-book
relative to &lt;em&gt;Resident Evil&lt;/em&gt;&#39;s brilliance. The combat is perhaps
slightly better here, but only by virtue of being easier to avoid. But if the
niche this series is carving for itself is tremendous atmosphere, narrative,
and visual artistry, you won&#39;t hear a single complaint from me.

</content>
    </entry>
  
    <entry>
      <title></title>
      <link href="https://nex-3.com/blog/a-lot-of-my-friends-dont-like-star/" rel="alternate"/>
      <id>https://nex-3.com/blog/a-lot-of-my-friends-dont-like-star/</id>
      <published>2024-10-23T05:17:36Z</published>
      <updated>2024-10-24T01:59:33Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="nat reviews" label="nat reviews"/><category term="⟵ kinda" label="⟵ kinda"/><content type="html">&lt;p&gt;A lot of my friends don&#39;t like star ratings for media, and I get it. It&#39;s
inherently reductive, boiling down your complex and contextual mental-emotional
response to a single linear scale that&#39;s often taken to approximate some
absolute notion of &amp;quot;quality&amp;quot; that probably doesn&#39;t even exist in the first
place. That&#39;s why I always make sure to write down actual textual thoughts about
everything I review—to have a place to capture the nuance and context that&#39;s
never going to be visible in a star rating.&lt;/p&gt;
&lt;p&gt;At the same time, I always enjoy the intellectual exercise of comparing very
different things across the same lines. Back in the day I did yearly &amp;quot;Natto
Awards&amp;quot; among all the media I&#39;d journaled that year, and I&#39;d always have a lot
of fun doing cross-media categories like &amp;quot;best horror&amp;quot; where movies, video
games, and novels were all in competition with one another. It&#39;s not
particularly &lt;em&gt;fair&lt;/em&gt; as a way of determining quality, but that hardly matters
when quality is fake anyway. What it does do is get you thinking about what it
means to successfully inhabit a genre across media, and what each medium brings
to its takes on the same ideas. I find star ratings do something similar,
pushing me to really think about how much I appreciate a film or video game and
to try to articulate why.&lt;/p&gt;
&lt;p&gt;By far the biggest reason I use them all the time, though, is just that my
memory for these things is awful. My subconscious is particularly liable to just
toss out memories it deems &amp;quot;irrelevant&amp;quot; by its own mysterious criteria, and it
turns out that what I thought of a given film—or even whether I saw it at all—is
roundly considered irrelevant. But not to my conscious mind! I actually care a
lot about being able to remember how much I enjoyed something long after the
fact, and star ratings are a major way I do that.&lt;/p&gt;
&lt;p&gt;To that end, I also try to keep a pretty consistent rubric of what each rating
means, so I don&#39;t shift too much over time. I do inevitably move somewhat and
have to self-correct, of course. This post was itself inspired by me realizing
that I&#39;ve been giving out &lt;span class=&#34;star-rating star-rating-7&#34;&gt;★★★½&lt;/span&gt;
and to a
lesser extent &lt;span class=&#34;star-rating star-rating-8&#34;&gt;★★★★&lt;/span&gt;
ratings too eagerly.
So, as much as a reminder to myself as anything, here&#39;s my schema. It&#39;s
presented as whole-star tiers only; I&#39;ll add a half-star if it&#39;s particularly
enjoyable or well-made relative to its tier.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;span class=&#34;star-rating star-rating-2&#34;&gt;★&lt;/span&gt;
: Corresponds to the &amp;quot;#bad&amp;quot; tag on
my old media journal. Actively poorly-made, offensive, and/or otherwise
miserable, either with minimal redeeming qualities or simply irredeemably
noxious.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;span class=&#34;star-rating star-rating-4&#34;&gt;★★&lt;/span&gt;
: Corresponds to the &amp;quot;#eh&amp;quot; tag on my
old media journal. Did not vibe with me. Nothing is egregiously wrong, but
nothing is outstandingly right either. Alternatively, there are things I liked
about it but somewhat more things I disliked.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;span class=&#34;star-rating star-rating-6&#34;&gt;★★★&lt;/span&gt;
: Corresponds to the &amp;quot;#good&amp;quot; tag on
my old media journal. Solidly enjoyable. Not a barn-burner, but definitely a
good way to enjoy some art. I&#39;d expect most media to land here, since I
usually don&#39;t even hear about stuff that&#39;s worse than this.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;span class=&#34;star-rating star-rating-8&#34;&gt;★★★★&lt;/span&gt;
: Corresponds to the &amp;quot;#highly
recommended&amp;quot; tag on my old media journal. &lt;em&gt;Particularly&lt;/em&gt; good to excellent,
the sorts of thing I would actively encourage people to seek out. This tier
has the most variation—it can be anywhere from &amp;quot;I&#39;d recommend this to people
who vibe with the specific thing it&#39;s doing&amp;quot; to &amp;quot;everyone should probably
experience this at least once&amp;quot;.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;span class=&#34;star-rating star-rating-10&#34;&gt;★★★★★&lt;/span&gt;
: Also corresponds to the &amp;quot;#highly
recommended&amp;quot; tag on my old media journal, but only the cream of the crop. This
is a piece of media that connected with me on a deep level, or something
that&#39;s manifestly firing on all cylinders and perfectly accomplishing what it
set out to do. I don&#39;t give out a lot of these.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;I think generally when I follow this rubric I tend to rate stuff a little lower
than most people who are just vibing their stars, since &lt;span class=&#34;star-rating star-rating-6&#34;&gt;★★★&lt;/span&gt;
to me is solidly enjoyable and I think in
general it&#39;s considered a bit of a pan. That&#39;s probably part of why I tend to
swing away from it over time... but it&#39;s also a helpful reminder to take a step
back and think about why I&#39;m giving out the ratings that I am!&lt;/p&gt;
</content>
    </entry>
  
    <entry>
      <title>Lifeforce (1985) - ★★★★</title>
      <link href="https://letterboxd.com/nex3/film/lifeforce/" rel="alternate"/>
      <id>https://letterboxd.com/nex3/film/lifeforce/</id>
      <published>2024-10-18T10:20:37Z</published>
      <updated>2024-10-18T10:20:37Z</updated>
      <author><name>Natalie Weizenbaum</name><uri>https://letterboxd.com/nex3/</uri></author><category term="nat reviews" label="nat reviews"/><category term="lifeforce" label="lifeforce"/><category term="letterboxd" label="letterboxd"/><content type="html">&lt;p&gt;
  This is a mystifyingly horny film. It&#39;s not mystifying &lt;i&gt;why&lt;/i&gt; it&#39;s
  horny—I&#39;m the world&#39;s biggest defender of the idea that vampires ought to be
  horny!—but in the way it goes about it. There is of course the almost
  softcore blatancy with which the camera constantly caresses Mathilda May&#39;s
  massive tits, but that really just serves to set the stage for the pervasive
  sexuality of the whole thing. The one-two punch of &#34;I can read her mind and
  she&#39;s a masochist&#34; / &#34;well I&#39;m a natural voyeur&#34;, in a scene notionally
  about tracking a monster that&#39;s actively killing people, stands out in my
  mind, as does the sweaty desperation of the prime minister. But really I
  think there&#39;s barely a moment here that&#39;s &lt;i&gt;not&lt;/i&gt; sexual in one way or
  another.
&lt;/p&gt;
&lt;p&gt;
  The film draws an immediate and firm connection between sex and the theft of
  lifeforce (General Ripper would be right at home). Even the first time we
  see it in a human-to-human context, the emaciated guard grasps at the air as
  though to initiate an embrace and the doctor who becomes his victim
  approaches out of tenderness. We can then read the fall of London as a sort
  of self-destructive orgy, a modern Sodom. Our two heroes are defined as
  heroic by their abstinence: Caine just likes to watch and so always has an
  objective position and knows what to do, and Carlsen has the astounding
  ability to choose not to have sex with a beautiful woman—or, at the movie&#39;s
  climax, to stop having sex just before it reaches the point of no return.
&lt;/p&gt;
&lt;p&gt;
  This is an approach to sex that sits at the particular crossroads between
  heteromasculinity and Christianity. It conceptualizes the ultimate horniness
  as an overpowering urge to overpower, and because overpowering others is
  wrong it conceptualizes everything about sexualith as immoral. But this
  totalizing view is in turn undermined by the film itself clearly existing to
  titillate the (presumedly heteromasculine—note that the only reference to
  queerness in the film is from the perspective of men wanting to watch
  lesbian sex) viewer. The film gives itself a gentle cloak of irony,
  playfully casting the viewer in the role of Caine the voyeur and the
  reframing the film&#39;s Christian bent as more of an erotic roleplay than a
  genuine expression of values.
&lt;/p&gt;
&lt;p&gt;
  It&#39;s a fascinating artifact, and one that—despite the intense
  heteromasculinity that no amount of irony can purge—I&#39;m inclined to
  appreciate. Because at the end of the day, I think vampire films should be
  about sex, and I&#39;ll be damned if this is not a vampire movie that is well
  and thoroughly &lt;i&gt;about sex&lt;/i&gt;.
&lt;/p&gt;

</content>
    </entry>
  
    <entry>
      <title>Island of Lost Souls (1932) - ★★★★½</title>
      <link href="https://letterboxd.com/nex3/film/island-of-lost-souls/" rel="alternate"/>
      <id>https://letterboxd.com/nex3/film/island-of-lost-souls/</id>
      <published>2024-10-06T10:07:20Z</published>
      <updated>2024-10-06T10:10:45Z</updated>
      <author><name>Natalie Weizenbaum</name><uri>https://letterboxd.com/nex3/</uri></author><category term="one of those reviews where I didn&#39;t know what I was gonna say when I started" label="one of those reviews where I didn&#39;t know what I was gonna say when I started"/><category term="and by the end I appreciated the film way more" label="and by the end I appreciated the film way more"/><category term="nat reviews" label="nat reviews"/><category term="island of lost souls" label="island of lost souls"/><category term="letterboxd" label="letterboxd"/><category term="repost" label="repost" /><content type="html">&lt;p&gt;
  This is deceptively compelling. At first glance, the ape men, broken
  english, and doctrine that all animals converge on the perfect (evidently
  white) human form feels teleological with a distinct flavor of eugenics. But
  as the film progresses, it builds out a much more nuanced narrative. &#34;Are we
  not men?&#34; cry the islanders, taught this mantra by Moreau himself. But
  Moreau does not truly want them to see themselves as fully human. To him
  they are at their most compelling, and their most useful, as a sub-human who
  will do his bidding without ever being his equal.
&lt;/p&gt;
&lt;p&gt;
  Although Moreau&#39;s work isn&#39;t precisely secret, he is coy about it, and when
  he speaks to the mainland about the other inhabitants of his island he
  refers to them as &#34;the natives&#34;. This gives away the allegory: Moreau is a
  colonizer and the beast-men his colonized subjects. Whatever he has given
  them has come with a terrible price: not just subservience but subhumanity.
  When Bela Lugosi&#39;s striking Speaker of the Law accuses Moreau of making them
  &#34;not men but things&#34;, I hear it not as a tired admonishment to avoid
  meddling in the natural order, but as a claim that it is Moreau
  himself—despite his vaunted laws—who prevented them from becoming fully
  human.
&lt;/p&gt;
&lt;p&gt;
  It&#39;s telling that where H. G. Wells&#39;s novel is structured around the
  tendency of beast-men to revert to their bestial instinct, the film pushes
  this thread far into the background. The climax of the plot is no longer
  driven by instinctual violence, but by words: the Speaker of the Law
  confronts Moreau and declares his laws void because they are built on lies
  and hypocrisy. In their way, the beast-men are more rational than Moreau
  himself. The film ends by challenging the core dichotomy between &#34;beast&#34; and
  &#34;man&#34; at its root and suggesting (surprisingly deftly for a film made within
  Wells&#39;s lifetime) that the concept of &#34;sub-humanity&#34; is itself inhuman.
&lt;/p&gt;

</content>
    </entry>
  
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