the fathoming

While I've never had a problem running companies or saying good things about other people's output (if I like them), it's always been difficult for me to do the same with my own: there's a mental block that keeps me behind a wall of my own insecurity – even though I know I'd buy my stuff, I can't fathom others wanting to. As my wife said, I'm my own worst enemy (I've always known this one); as I only just realized, I'm now my only enemy: I've no one to create in spite of - I've only got to create for myself: I can be as weird as I want to be without having to justify myself to anyone. Hopefully – now that I know which wall to chip through – I can give myself the permission to accept, on a visceral level, that if I'd buy my stuff, it's fathomable that others might be as well.

HELL IS US (III)

Finished last night with a twinge of disappointment. After all the build-up, all the questing, all of the beautifully aimless wandering around ingeniously deceptively unopen open worlds, it just sort of... ended. Sure: threads were wrapped up, there was some solidly maddening end-boss combat, but it felt like only two acts of the game ended and that the third act was a quick rush through, a return with the elixir in a shotglass barely passed around. Didn't make me love the game as a game any less or dampen my desire to replay it at some point but still, damn. Remains a deeply flawed masterpiece of game art; closest I can approximate to it would be LA NOIRE, all those years ago: a ridiculously accomplished swing for the fences from gameworld luminaries that left me wanting more. Taking a break for a palette-cleansing brainless romp through something else (I really need to use that Switch 2 for more than MARIO KART WORLD and BALATRO: recs welcome) before deciding whether to go SILENT HILL F or wait another week for GHOST OF YOTEI.