Edzio K.
@demiurge
Angularity and reactivity. Immersive Sim. Project Anarres developer. Internationalist. Anarchist. He / Him.
The Ghost in the Shell (2026). Despite my sensibilities being more aligned to Oshii's adaptation over Shirow's original manga I'm completely taken by the vibrant and beautiful kineticism of this revival. Worth seeing simply for the gorgeous visual design on display. 📽️
Small details amaze for how thoughtful they are — buying a blank parchment from a cartographer is expensive for each is a map that will not be made and beneath the barrier there are no paper mills. The sea by this one-way death wall boils from the electrical discharge on fish, krill and algae.
Burn After Reading (2008). Every actor delivers arguably their finest comedic acting here in the middle of what I consider the Coens' existential trilogy — the sudden intrusion of violence, lives ended by chance, the limits of knowledge, illusions coming to nothing; incredibly funny! 📽️
Passion (2012). Wanted to find an underrated giallo here but the film's brilliance appears and departs in a five minute split-frame sequence midway. Would that it were more smutty, confronting, schlocky, violent or ambitious but as it stands it's lesser De Palma. It could've been so much more. 📽️
It's frankly atrocious to play on a modern system or with modern expectations and yet there's such an exotic and particular verisimilitude? I still yearn to experience it in full though I hear like many Quantic Dream games it careens into a ditch after an intriguing opening. Tragic.
The Nomad Soul (1999). This has the greatest disparity between the naive sense of potential here and small shit, you know, like technical base, core gameplay, mechanics, dialogue writing and storytelling. Yet it's a testament to vibes with an inimitable alien world and a David Bowie soundtrack.
Ambushes, fist fights, robbery and battle doesn't necessitate combat until one party reaches 0HP and death is certain. Usually you'll be knocked down and some items are taken. Executing a prone enemy feels far more situational and consequential than the thousands of bandits slain in other RPGs.
There are design solutions to issues manifest in the genre over the next quarter-century. It's an anti-Skyrim. One can blunder into danger, wildly overmatched, and it makes the world feel more real, less player-centric. Unlike where all is purposed to be engaged with at any level, fungible.
Gothic Remake (2026). I love how cruel and abject the world is here. Where initially killing all but the lowliest animal is an achievement. Yet it's also surprisingly beautiful and pulls one back in to try to improvise some asymmetry against the many adversities faced.
Cold War (2018). Seeing another Pawlikowski has illuminated some of the invisible choices of Ida (2013) and the particular genius evinced here. My fullest recommendation. My word. 📽️
From the demo of Divine Frequency (2026). One of the great surprises of the season. Overessentializing: a cosmic-horror System Shock. Uncommonly Impactful combat, sophisticated RPG systems and a sentient lantern that decided to explore on its own leaving me in darkness. Shot up my anticipated list.
From the demo of SPRAWL Zero (2026). Many developers have tried to replicate the visual and kineaesthetic precision of Source engine games on Unreal but this actually succeeds.
From the demo of About Fishing (2026). Long I've wished for a game that would take some occupation or activity simulator — trucking or chess, say — and surround it with an entire person's history of being. Here there's also a surreal mystery thriller. It's one of the best demos I've played.
Ida (2013). This is one of those rare films whose every shot is a triumph of photography. Despite its brevity, there's a universe of tragedy here about which I spoke to my father regarding the duty of memory in Poland — the horrendous crimes, the unforgivable collaborations. A masterpiece. 📽️
Days later I can't stop thinking about the game — the metatext that saturates everything including the title, the cosmology and the strata of manipulation whose layers are everything from spycraft to the whims of distant stars. What facades did I fall for and what did I miss?
I'll say it's rewarding on a pure genre level from the tension of how much one will trust numerous shady figures to chasing mysteries to their ends. And not unlike Disco, there's some thematic onboarding with so many in-game texts as direct mises en abyme. Do feel you on the whole clusterfuck.
One of my favourite encounters of any game is the Metal Stripper. A destitute woman for whom one feels sympathy tending towards pity as what follows is a disturbing unspooling of a life that can't be now thought absurd. The crescendo is something of total magic and horror. My jaw dropped.
There's so much here of Pynchon and Deleuze and post-Marxism. Is the very name of the Opera winking at Italian Operaismo? It's incredible how vast a terrain is covered about the production of culture and desire, implicating the fundamental authenticity of will and the game, as a production, itself.
ZERO PARADES: For Dead Spies (2026). Had the same melancholy I felt toward the end of its predecessor when a game of rare brilliance approaches its curtain call. Fashioned from some of the finest writing and artistry in the medium.
Too much that can be celebrated but I feel the level design is underdiscussed. Areas recall immersive sim spaces — alternate entrances, verticality, breakable walls, hidden floors, encounters that can be circumnavigated, natural intrusions and perimeters flow back to the architected. Incredible.
Baldur's Gate III (2023). Had the urge to pick up from a second playthrough commenced years ago and it remains a game that I can't believe exists. The intricate density of the world where each combat encounter feels bespoke and resolvable in myriad ways over a hundred-and-fifty hours is absurd.
There's too many pieces to praise and all truly enrich the whole. Allusions and allegory draw into dialogue the Crucifixion and Mao's Cultural Revolution, asides like school ostracization and language-as-technology find their resemblance in other contexts. It's all so ambitious and beautiful.