Last time, on Active Time Event Z!(?)
Guys, my post about hell related activities was two posts ago…
My intent in breaking down a flashback/retrospective into multiple parts mid-story was not entirely hellish in motivation, but is exactly the kind of nonsense anime would in fact pull. I want to say Naruto did it so infamously, I seem to recall them referencing the very same episode they were still in *with a fucking flashback*.
Anyone want to break the news to him?
Having a healthy sense of self-awareness is key in the creative process I find, and I didn’t mind splitting my reflections between two different posts. Firstly, because I was already happy with the amount of content I got out of part one, but secondly, I did in fact wait too long between writing the piece, and editing and formatting it yesterday, finding me essentially running out of time to get the post up before midnight. The whole thing worked out in the end, but let it never be said that sometimes, no amount of crunch is going to help you finish the fight in time.
*Sets alarm to go off for three years later*
So I push on into part two of reflecting on further extrapolation involving recent gaming fumblings and writing endeavors abound.
Next up on the list was a piece entitled “Rhythm and Flow“, and like many articles I’ve “keyed”, the final product in no way, shape, or form resembled what I had set out to do. My introduction and very title of the article itself was suppose to be a ramp up and direct reference to my time with Necrodancer, which I will be getting to here shortly. While I did touch upon Multiversus again (I’ll spare you the indignities of smut related Scooby Doo photos this time around), I more or less just discussed writing about games…in my writing about games, the article not really focusing on anything but itself and the process. Kind of a self-referential nothingness that made up the core backbone of the concept at hand.
That something of nothingness, as it were
Which is fine enough, as I love talking shop and the behind the scenes involving the process…and beyond the very ideas of the games themselves. I guess my only surprise is the articles I have written this year, which have kind of more or less detailed the process of writing about games, and the personalization of the matter through a more active voice in the process, have ended up being more popular, which comes as a pleasant surprise. I think even outside the insanely twisted world of narcissistic intent or the demented trappings that may drive an egoist, one still remains keen on hearing their work is of worthwhile pursuit, or at the very least of some relevantly entertaining quality.
Which doesn’t always turn out to be the case, I hear
Which finally does bring me to my thoughts on Necrodancer, which definitely were amongst some of my more complex imaginations involving my recent gaming musings. I haven’t played a game in a grand while which kind of had me rethinking the very essence of my being, in a sense, which is downright mad in some ways, as the game isn’t really intended to be a thinking man’s gaming. Not to say it’s a dumb experience at all, I gave the title props overall for it’s sense of solid decency in paying tribute to the gaming giants of yore that had inspired it. Necrodancer is just a very gamey game, in a sense. You really have to feel it instead of think it, the title possessing a strong sense of what I refer to as “finger feel”. If you’re familiar with the idea of “mouth feel” and how that relates to one’s personal experience, you get a sense of what I’m alluding to.
Though I understand why the phrasing may evoke more illicit
connotations for some
All of that and more is why I felt utterly compelled to discuss the game at greater length, as I was just so baffled at how a game, which I accredit as possessing what I feel has an objective kind of quality about it, ends up being one I am seemingly not particularly fond of, but then felt the need to play for over a hundred hours across the last five months. So many mixed messages, and to what point and purpose am I so perplexedly wrapped up in this paradoxical web Necrodancer has so superbly crafted with which to ensnare me?
Tootsie pop levels of existentialist dread is what we are
confronted with here
I’m still not entirely sure how to distill the essence of my issues involving Necrodancer down to their finer elements, but I was lucky enough to happen upon a passage from Being and Nothingness that helped in assisting me make sense of it all. The tome in question details many thoughts relating to existentialism from philosopher Jean-Paul Sartre, and the example he gives that relates to Necrodancer and I is essentially a process of becoming: the self continually having the freedom in how it will define itself, and that is through the essence of moments and projects one could even consider a mission of sorts. Nearly a compartmentalization involving a process akin to self-actualizing, which I quite like. Cause whether it be a concept like Necrodancer, or a sentient entity like a me, we aren’t ever all good or bad at any given moment, but we are always becoming more of the what-we-end-up-being, which is indeed a continued intensification of the greyest variety.
Though, such an abstract take away likely wouldn’t fly for what would be in consideration as a “legitimate” game review, let alone a fetching splash quote you emblazon on the metaphysical back of the box with.
“The ideal experience for any gamer who wasn’t sure whether
or not they were.” ~Pashford Murano
I realized I’m speaking about a couple of different articles here interchangeably, so apologies for the confusion. My series of articles entitled “Fire in the Disco“, “Existential Elegy“, and “Radical Hyrule Rhythm” all kind of represent distinct structural attempts in terms of writing approach, in making up some faux trilogy of Necrodancer inspired thoughts. “Disco” being my usual ranty off the cuff Op-Ed where the goal is improvisationally charged, gonzo fueled deconstructionist madness, “Elegy” being a more straight faced dressing down of analytical nature, and “Radical” being the most basically structured piece of traditional gaming journalism. I realize “Radical” is indeed detailing Cadence of Hyrule and not Necrodancer itself, but you can see the relation as to why something with so much rizz was included in the grand scheme of things.

That screenshot is not even from the right Zelda game!
Who’s editing this?
I did also write a buffer segway entitled “Legend of Being Tired“, which was a result of me genuinely not knowing if I wanted to publish “Elegy” without any jokes or attempts of humor imbued in the piece what so ever, as I really had never done so before (intentionally) with any of my other writing. I therefore had to write a quickie in order to meet my currently working quota of a write up a day, without spoiling the idea of finalizing an article without the need to crutch on jokes, and see if the piece stood by itself sans punchlines or visual gags. The final pieces all help to flesh out some great ideas in a fashionably multi-dimensional kind of way, so I remain happy at the execution there after.
A surprisingly common happening when the Legend of Zelda
is involved
While I am not done discussing the complex inner turmoil Necrodancer has spawned within me, we will put the matter to bed for the present time and forge on to other recent reminiscences. Some of my last write ups were of a briefer nature; my quickie on The First Descendant underscored just how blatantly uninspired GaaS experiences can be, with the barest of bones bog standard looter shooter title that wants you to cough up dough on it’s fugly design and mind-numbing tedium without giving you absolutely any motivation to do so. I was wondering if I would even summon the energy to force myself into justifying another moment of energy wasted on the ill-conceived monstrosity, but considering I basically struggled to make it through even the first hour of gameplay upon my initial test drive, I think this flop is as good as parked. 
Pictured: Somehow related
I did originally report on a new trailer for a Doom 1+2 bundle that was showcased at Quakecon recently as having a load of new features being available, including a new chapter: Legacy of Rust. I was operating under the impression all of this was going to be retroactively patched into other versions of Doom 1 and 2 ports already available, but I may have been incorrect about that assessment, as my digital copies of both remain unaltered. I will happily purchase the bundle if need be, as there are few delights in gaming life that match the splendor and smell of fresh hell to liven up the morning.
These guys know what I’m talking about
Wrapping up, I did indeed provide another update on my thoughts involving Multiversus, but I feel as if we’ve covered the topic as extensively as need be and or as much as anyone would want…outside of the sickened machinations and indignities involved with the perversity of the Scooby Doo fandom.
Scooby, Don’t
Leaving us with my last article I wrote that we can reflect on, entitled Reflecting on Reflection…
(Kidding)
~Pashford












