I’ve been pretty forthcoming, I think, about the nature of my memory. I forget things easily. There isn’t so much a timeline for my life as there is a kind of plausible conception of when things could have happened. I am the best friend of people who tell the same stories over and over again because, odds are, I forgot it since you last told me. I wrote an entire essay about my relationship with trauma, its comorbidity with my memory issues, and how it orbits my fascination with certain kinds of storytelling.
My memory condition is not as open and shut as I made it out to be, however. Yes, 2014 is the cutoff date for what I remember for the most part. However, it’s more accurate to say that the memories before that time are like sun-bleached photos. Their backgrounds are destroyed; only certain subjects remain; I can only assume the context. Some are more destroyed than others and it is difficult to find out which is which until I examine them. Whenever I tell stories about the past, I’m left in a position where it seems like I’m being disingenuous about my condition. I can remember certain details, but it’s like telling a story about a dead world. I have a memory of visiting our grandparents’ house at some point, but everything outside the door has been scrubbed from existence. I don’t know what I looked like, what age I was. I don’t know that girl, I just know a body visited a room with wood-lacquered walls and crosses on every surface.
I tell you all of this to explain the strange way the following anecdote is conveyed. This is a story about video stores. This shall be both exposition and education; a story, and a demonstration of what memory is like for me.
At a certain point in ████, in ████, I visited a humble chain of video stores, once known as Blockbuster. I was visiting with my friend, ████, and their family. A faint smell of cheap theater popcorn lingered amid aisles of plastic cases. This friend, excited at their acquisition of a PlayStation 2, was eager to acquire a game with which to test out their new purchase. █ █████ ██ ███ ███████ █████ █████ ███ ███████ ████ ████ █ █████ █████████. I was ██, and from what I can surmise from context clues, easily impressed.
From other stories I’ve been told about myself, I know I was sheltered, almost entirely reliant on my uncles for any sense of taste. They, being teenage boys, were more than willing to corrupt the mind of an impressionable girl by making her listen to metal, play violent video games, and say swears at people knowing it would create amusing consequences—for them at least. █ █████ ████████ ███ █████ ██████ ████ ██ █████ █ █████ ████████ █████ ██████ █ █████ ████ ██ ████ █████ ████████ ███ ██ █████ ██ ███ █████ ██████ ████.
Being told by a █████ █████ that I could pick out any game I wanted was something akin to being given a blank check for an uncountable sum of money. I wandered down the aisles with ████ and saw a case. Upon the box was a black and red cover; a sword-wielding anime man sitting in a pose of indescribable despondence/ennui. Overtop, in stylish, curving handwriting were the words Devil May Cry. Some previously unexpressed sense of aesthetic called out to me; I absolutely needed to know what happened inside that svelte, black-jacketed case.
“Oh,” said ████’s mother, “are you sure?” She eyed the incredibly prominent mature rating on the box.
“█ ████ ███████ ███████ ██████ ████,” I said.
It seemed she accepted this as an answer as we left the store with our newfound acquisition. We went out into ████ ████ ████ ███ ███████ ███ ████ ████████ █ █████ ████ █████ ██ ████ ██████████ █ █████ ████ ███ ███ ██ █████ ██████ █████ █ █████ ████████ ███ ██ ████ ████████ ██ ████ █ █████ ████████ ████ █ ████ █ ████ ██████ ███ ██████████ █████ █ ████ ████ █ ██ ███████ █████ ██ ██ █████ █ █████ ████████ ████ ██ ███████ ███████ █████ █████ ████ ███████ █████ ██ ████ █████ ██████. Even so, I have loved the franchise ever since.
If trying to read all that gives you a headache, imagine the headache that still pounds in my head trying to remember it and we can call it even.
Resurrecting My Dead Self
Staring back at the person I never was, I am jealous. Without realizing it, I’ve escaped the purity of that feeling: of finding something, resonating, and simply choosing to be curious, damn the consequences. Crumbling memory makes it even harder to get back into this state. I have a somewhat unique experience of being “born” an adult.
Adulthood means an essentially unlimited ability to pursue the things I like. My aesthetic sense is more developed than ever, but I still struggle to choose art based on what I like. I mistrust my ability to identify what is and isn’t worth my time. I tend to try to “hear things out” even when it is apparent my time is being deliberately wasted. The opinions of others often convince me into or out of things, further confusing my ability to self-select.
I talked previously about the oppressive burden of enduring other people’s thoughts. You open social media; you are told something you like is overrated. A fond recollection of a childhood favorite film revisited tells you it was never good; 45% on Rotten Tomatoes. Media piracy websites will feature prominent reviews, and star ratings aggregated from places like Metacritic—what the fuck is that about?
With free time being more limited than ever, there is an impulse to min-max. There have been moments where I have spent longer stretches researching a good time than actually having one. The Trails franchise, for instance, was one I put off for years because I operated from an oppressive point of view: I believed I could get something better, more polished, more refined, elsewhere, where a “mostly positive” was not enough.
It gets even worse when you must consider the politics of the things involved. I cannot begin to count the number of times I have been ecstatic for a new game release only to realize several of its prominent developers are scum of the earth. For my own sanity, I have avoided things seemingly developed in a lab for me, because the lead dev espoused a hateful ideology. Research becomes necessary and it is much harder to simply consider “the fun of the game” when such actors are publicly available and their words are a matter of record. Our purchases become signals to others about what we value, what we endorse, and so we endlessly submit ourselves to a panopticon of our own making.
Art has always been political. I’m not trying to assert there was some ideologically pure time where a person could just consume art without thought. Often, we imagine such a period, but it is just that: the product of imagination. Most people simply just had a time where they were sheltered from the political ramifications of the things they engaged with. I think we have a responsibility to others and ourselves to find beautiful things without giving up on what we believe in. There is a balance to be struck between cold logic and idealistic passions.
With all this in mind, I engaged in a thought experiment. I would attempt to revisit the mindset of this long dead person. I would play a selection of PlayStation 2 games, chosen entirely from the information I could glean from the box. I gave myself permission to drop whatever I felt like, and permission to be repulsed by what I found inside: The aesthetic need not be defended if the contents were vile.
I permitted no review scores, no research, and no gameplay footage. All I had, in some cases, was faint recollections of what others might have said or interest which came from a contextless fancy in the things associated with the game (soundtracks, keyart, ect.).
My Beautiful, Blue-Bottomed Disks
Bloodrayne
I’ll admit to being a bit on a mid-2000s vampire kick for this one to have fruited into anything. Bloodrayne’s box art was less enticing to me than █ ████████ █████ ██ █ ██████████ ██████ ██ ████ ███████████ ██████ █████████. Whatever effect of intelligence I may have completely crumbles in the face of a hot lady surrounded by dead bodies—I’ll admit to that being a me problem.

I have fond memories of ██ ███████ ██████ ██ ████ and being a passing vampire enjoyer, having an excuse to play a game predominantly about one seemed like a good enough time to me. Bloodrayne surprised me then, by being one of the games I played for the longest. A big part of that was the presentation; I am a sucker for any game which allows me to blast my way through a gothy, gravitas-filled world.
I was also quite taken with the gore in this game, as concerning as that sentiment might be for any psychologists present. Gore in Bloodrayne is fascinating because unlike many other games in the murdering genre, it lends itself a sense of permanency. Dismembered limbs, bloodstains, and corpses lay strewn about like the boomer shooters of old. By comparison, with the interest in increased visual fidelity and the need to regain system resources as quickly as possible, bodies in modern games often dematerialize as if the world’s most efficient black-bag service is following you around. I have played modern AAA shooters where the bullet holes disappear before the magazine is half empty, and here is Bloodrayne leaving corpses strewn around lobbies until I kindly choose to get on with the plot.
Compared to some others on this selection, I will likely play Bloodrayne to completion. The gameplay required little adjustment for someone spoiled on polished, modern control schemes. There was an even split in the game’s attention between showing me Rayne being cool and showing me her ass but, anthropologically speaking, it could have been much worse given the era it was produced. That said, I’m willing to do anything for a goth lady.
Evergrace
Of the games I chose, Evergrace was the one with the most prior baggage attached. Evergrace’s soundtrack by Kota Hoshino has ensured my productivity in writing about as much as having a keyboard. █ ████ ██████ ███ ████████ ██ ████ █ ██████ ██ ████ ██████ █ █████ ██ ███ ████ ██████ ███ ████ █████ █ █████ ████████ ████ ████████ █ ██████ ████ █████ I had not seen a second of the game, however, and the boxart itself had always intrigued me; it seemed, if not actually, spiritually in conversation with my beloved Devil May Cry. A white-haired anime swordsman sitting upon a rock and staring at an unseen point, carrying some emotional burden. What can I say, I have a type.

Considering FromSoftware’s current position as the Dark Souls factory, Evergrace was surreal. The control scheme was completely different from the one which has gradually crystallized into a soft necessity in action RPGs for nearly two decades. The ambience was consistently surreal and dreamlike in a way I haven’t experienced outside of indie games. And of course, it was great to finally hear my beloved soundtrack in its rightful place. That title screen experience was immaculate.
The gameplay is more interesting to talk about than to play, unfortunately. There is a combinatorial smattering of durability management, ability selection, and enemies being weak to certain types of damage which all persist even into later games, but it is far more crude here. I am not the most patient person in the world, but the cumbersome slowness which pervades every system, from combat to just getting around the place, is more aggravating than pensive. It reminds me of ██ ███████ ██ ██ █████████ █ █████ ████████ ████ █ ████ ███████ █████ ██ ██ █████ █████ ████ ████ ██ ████ ███ ██████ ██ ███████ ██ ██ █ ████ █ ████ Threads of Fate or Dewprism in Japan █████ ██████ ████ ██ █████ ██ █████████████ ███ ████ ██ █████ █ ████████ █████ ████ ██ █████████ █████ ███ ██ ██████ ██ ██████ ██ ██████.
Though I did not personally enjoy what the game was going for, the sense of aesthetic was wonderful. The sights and sounds on display really inspired me, and it was intriguing seeing the chrysalis of a beloved game studio before they become what would define them.
Shadow Hearts
I love Legend of Dragoon; it’s an imperfect game, but one I know was acquired in a similar fashion to the earlier anecdote. A small girl saw a game with a word similar to ‘dragon’ in the title and ███████ ██ ███ ████████ █ ██████ ████ █████. ██ ███ ███████████ ██ ██ ██ ███████ █ █████ █████████ ██ ██████ █████ ██████████ ██ ██████ ███. Shadow Hearts has been often recommended to me because of said appreciation. its timing-based combat being a major point of similarity. I never went out of my way to seek it out and as time passed it was always in a “someday” category.
Now fully immersed in this experiment and only burdened with hearsay, I decided to give it a try. Immediately the box art presents an interesting aesthetic and it always makes me laugh to see a damsel in distress psychically menaced by the world’s most normal looking man.

Shadow Hearts, in the first hour or so, disappointed me. It wasn’t the gameplay or aesthetics which bothered me, it was the writing. I don’t know how many games would exist in this category, but Shadow Hearts earns a shiny “homophobic caricature in the first hour” sticker. This was the year 2001 we’re talking about; there have certainly been bigger label bad influences to take umbrage with, but that on top of the protagonist’s flippant desire to sexually assault the woman he’s travelling with made me immediately feel the need for a shower.
All that considered, my sense of aesthetic did not let me down. There is an interesting world here, there are interesting points raised. The negative first impression did not diminish my desire to see the story further, simply because of the strength of the game’s mechanics and the interest I had in the setting. The promise of a dark world is still here, even if it is a little greasier than I would like.
Dark Cloud 2
Dark Cloud 2 was interesting because I was not intrigued by its cover but by the back of the box. The in-game screenshots displayed an art style I now see frequently replicated in the modern day. Cel shading is now common, but I still felt compelled by what the game was showing me. Within moments, it captivated me with its first areas. I ██████ ███ █████ ████ ████ █ ███ ████████ █ █████ ████ ███ █ ████ █████ ███ █ ████ ██ ████ ██ █████ ██ ████ ██ █████ ██████ █ █████ ███████ ███ ███ ██ ██ ███ ████████ ███.

I’ve always been a sucker for an RPG town. Show me a space which allows me to linger and feel a sense of time and place, and I will love it no matter how mediocre your game is. The first town of Dark Cloud 2 being a combination clown zoo and steampunk menagerie was so interesting that I felt compelled to continue playing just to see what else the game had in store.
The absolute breadth of the voice acting talent on display here was incredible. Paul Eiding, Michael Bell, Cam Clarke, Mark Hamill, and Scott Menville all made these fun and strange characters come to life. It was so stacked a cast I felt compelled part way through my first play session to double-check what I was hearing; a moment of offense at the fact that none of these professionals are apparently credited in the game.
The first forays into the gameplay loop of Dark Cloud 2 show an interesting gamut of interlocking systems so diverse that it made my head spin. You have dungeon crawling, weapon growth management, invention photography, mech building, world building; each tightly clustered within the first 2 hours. It was so much variety that I genuinely forgot for a few moments the first dungeon they put me in was a sewer.
Dungeon crawling has never been my first choice for a core gameplay loop. I first learned to hate dungeons when █ █████ ████████ ██ █████ ██ ████ ████ ██ ████. It takes a lot of convincing for a big dungeon central premise to hook me. Dark Cloud 2, in the time I played, couched the need to enter the dungeon in human necessity. The protagonist needs to leave the city and can only do it through a sewer. This is naturally because of the evil clowns extorting the local politicians—just like real life.
I’m not certain if I will play to the end, but I am more than curious enough to see where the story is going. Dungeon crawling will always be a less-than-ideal conduit for my personal investment but I’m willing to see it out, which is more than I can say for some other games in the genre.
Living Dead Girl
After finishing my little experiment, I had a long period of reflection.
I thought about the girl I once shared this body with and wondered if I did her justice. Passion is something I have in large quantities, but it’s often the part of myself I trust the least. Learning to trust my sense of aesthetics was freeing, in a way. I didn’t need to burden myself with the many details I would often find floating around my mind. Length, whether I would engage with the microsystems of the game, if I can justify whatever price the game is presently going for, what my clique of friends have come to believe.
In a world where games have become synonymous with the commercialism that constructs them, it’s easy to submit to the desire to research. It’s easier than ever to find several thousand games with which to indulge in; we can’t just settle on “middling.” At least, so we tell ourselves. If one spends a dozen hours finding the exact, optimal game you are desiring at the moment, you won’t have wasted any time! Except all the time you spent researching instead of doing. I don’t mean to imply a person can’t enjoy researching games for fun, but I, myself, have felt the dissatisfaction of trying to find something ideal, and ending up not doing anything with my time.
All the same, a sense of emptiness pervades me from doing this. The story at the beginning was not just a somber anecdote; I showed you what memory is like for me, but it was also an attempt to convey something I feel I’ve lost. As time has inevitably gotten away from me, I think often about the experiences other people have and feel jealous. Intellectualization has rarely been helpful for me to express the parts of myself I hold dear; yet, trying to get in touch with parts suppressed—or in truth never existed much to begin with—still requires conscious effort.
Nostalgia and I have never gotten along. When people talk about the experience of loving something, potentially for what they feel are childish, or stupid reasons, I feel pangs of envy. I have said I am immune to the cloying, choking fingers of the past because my history is so foreshortened; I think today, I realize it isn’t true. The nostalgic recollections of others compelled me to behave in this way in a desperate attempt to capture something I cannot hold.
No matter how hard I try, I can never be this backspaced person. I am her living dead recollections reincarnated as an echo. She deserves peace and she deserves it from me.
This experience has not been without value. I can appreciate the newly built trust in my sense of aesthetic, even if my reason for seeking it is unattainable. Research will not be completely abandoned, but I will permit myself more forays into the unknown. This kind of thing needs to exist on a spectrum: intellectualization and passion.
Opening myself up to novel experiences has always been worthwhile. It hasn’t always shown me some hidden version of gaming perfectly tailored for me, but it has given me more tools to hone my critical faculty. More so, I also think giving myself a lens to find things aesthetically appealing while also being bad gives me the most important thing an artist can have—spite. The times I’ve seen something beautiful, only to see it not executed in an appealing way, gives me an infinite amount of energy to construct something from its pieces.
Give yourself permission to love something imperfect. Find the things which speak to you, and if they don’t exist, you can make them. At any point, you can become the person you most need yourself to be. Video games might be a silly hobby meant for people who enjoy the tactility of virtual experiences interfacing with mortal flesh, but I think such things are best enjoyed when you’re the one holding the controller. Give yourself permission to love something only you can love.
✶✶✶
It has been one year since I joined Gamesline. Even when it has made me curse or miss out on sleep as I try to stick to my self-imposed deadlines, I wouldn’t trade it. I’m glad I got to be here.
Thank you for reading.

This was a really insightful read that I relate to in a lot of ways. Time being more of an abstract pinboard of scattered recollections rather than a linear timeline of my life is a struggle I face often, and it’s so interesting to see it written out with sporadic spacing in the text. A great example of the reality for fading or fragmented memories, and and interesting to boot because it makes me wonder what those spaces might’ve held.
This does bring back vague memories of going to the store or a library and picking something out based on the cover or the synopsis, before I relied so heavily on the opinions and recommendations of people and media around me.. maybe I should try doing that again. Find whimsy, whether I like it or hate it.
But genuinely, thanks so much for writing this piece! It was such a great read, I really appreciate a writer that can talk about heavier topics without fear or hesitation. For the people like me or others who can relate to them and know they’re not alone.