Conan the Defiant: A Gap In The Story

Chapter Nine

The plot is converging on the city of Opkothard. Skeer is here with the Source of Light, Conan and his sidekicks have arrived seeking him, the six blind minions of Neg have arrived seeking one of them, and also one of the Suddah Oblates has shown up for reasons unknown. This guy is Malo, the young cane prodigy that Conan trounced when he visited, and he’s carrying a sword, rather than his tradition’s usual cane, planning to kill Conan. He assumes Conan must be responsible for the murder of the two acolytes of the temple, under the reasoning that he doesn’t like Conan, and Conan must therefore be responsible for every crime that happens within a thousand foot radius. But, like, things can’t come to a head here. We’re slightly less than halfway through.

Elashi’s tsundere routine with Conan is rote enough, and well established enough, that I don’t feel the need to type out quotes or even particularly summarize the details. Suffice to say that Elashi tsunderes at Conan in the inn for the night.

The chapter closes on a mysterious spider priest performing mysterious spider divinations and determining that all kinds of named characters have shown up in town tonight, and he’d better do something about it.

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November Humble Monthly

December’s Humble Monthly is the last one, as they’re switching over to the Humble Choice. In the Humble Choice, there’s a dozen-ish games, but instead of getting all of them, you choose nine, or ten if you’re on the Classic plan as a holdover from the Humble Monthly. So, it’s basically the Humble Monthly except you pick three (or two) games to not get. I am slightly nervous about this, mainly because I have no idea what the benefit of switching over is and business decisions that make no sense to me always make me suspicious.

The November Humble Monthly was really good for me, but mainly out of sheer dumb luck. I just so happened to have not bought any of the games in it despite very much wanting several of them. This is pretty atypical. I’ve mentioned earlier that the Humble Monthly is mainly a good way to find hidden gems, a big stack of games you wouldn’t buy separately but one or two of which might end up being your new favorites. November bundle, though, is full of stuff where you probably already know whether or not you want it, and if you really want it, you probably already do. The Crash Bandicoot and Spyro rereleases have been out in one form or another for decades, so the only people who don’t know whether or not they want these games are, like, high school students who weren’t playing video games until the PS2 era when Crash and Spyro were old news. Even then, if they’re subscribed to the Humble Montly then they’re probably plugged into the gamer sub-culture which is full of people who did play Crash and Spyro, and that came up when the trilogies were remastered and rereleased.

There’s also Call of Duty WWII, taking the franchise to exciting new time periods we’ve never visited before, but you know whether or not you want a Call of Duty game, and Shenmue I and II, the first two installments of a trilogy originally designed for the Sega Dreamcast and which is just now getting its third installment. The problem is that Shenmue I and II were only ever good because video games were still in a transitional period between the NES/Super Nintendo era when no one had any idea what they were doing and the people who made good video games were the ones who, largely by chance, had random ideas that were randomly good instead of randomly bad, and the modern era, where what works and what doesn’t is set pretty far in stone and new ideas are the domain of indie games, and even then are made with the benefit of intuitions built up since childhood. What I’m getting at here is that games like Shenmue, which are very clearly made by someone who doesn’t usually play video games, were a bit of anachronism at the time of release and are now completely out of place. The era when game developers didn’t have a long history of playing video games because video games had not existed long enough for anyone to have a long history playing them, that time is over.

11-11 is a game about a Canadian photographer in 1916, during WW1. It’s got a mechanic for taking photos and an art style where everything appears to have been painted. And also I can only use the S and D keys for movement for some reason. This means the game is playable only by rotating the camera around so that I’m facing the direction I want to go and then pressing the S key. I didn’t get very far. Hopefully I can get this glitch resolved, because the game had some fantastic atmosphere for the five minutes I spent trying to troubleshoot the bug.

Synthetik: Legion Rising is a Roguelike twin-stick shooter where you are a robot and must defeat other robots in order to destroy something called the Heart of Armageddon. I’m actually not sure you’re a robot. You definitely unlock different guns as you go and what kind of run you’ll have is going to vary a lot based on what kind of guns you get. On the one hand, I had a lot of fun for the first two runs, but on the other hand, I found myself not wanting to come back for more immediately. I’m sure I’ll play it at least occasionally in the future, and it’s definitely a good length for a cooldown game between bits of work, since a single run lasts all of ten or fifteen minutes, which means I can squeeze in two or three between wrapping up working on one thing and starting work on another.

Evergarden is a puzzle game in the same basic vein as triple town or 2048, where you combine small things into big things in a limited board space in an effort to make the biggest thing possible. The idea here is that you’re maintaining a garden, and you have flowers with between one and six leaves, with six leaf plants combining into stone pedestals which cannot be combined, and instead just permanently take up that space on the board. The way that new plants are added to the board is that, rather than combining, a plant of any size can spit a seed into an adjacent hex, which you can then grow into a new one-leaf plant by ending the turn. You have a limited number of turns to try and create as many pedestals as possible. It’s also a hex board instead of a square one, opening up more angles for combination. That’s the basic gist of it, but there’s a bunch of other little complications thrown in on specific levels (which I think might be randomly generated? There’s definitely no specific enumerated list of levels, but the starting plants and conditions change each time you boot it up again), and you can unlock new stuff with special triangular talisman thingies that come out of any pedestals you’ve made at the end of the level. If you like this kind of combine-things-into-bigger-things-based-on-adjacency sort of puzzle game, I’d definitely recommend Evergarden. There appears to even be some kind of plot, but so far it’s just very cryptic letters from “Mom” about how the garden works. Mom appears to be kind of an asshole, in that she apologizes for how confusing it must all seem at the beginning, but then it turns out she has more letters that we just haven’t unlocked yet. If you didn’t want the garden to be so confusing, why’d you lock all your letters behind mystic talisman puzzles? You could’ve just put all the letters on our desk at the beginning!

So anyway, that’s the November Humble Monthly. Sometime soon-ish I’ll take a look at the December Humble Monthly, the last one ever, and also the very first Humble Choice, which was released the same month, so hey, double prizes.

Conan the Defiant: Also, Bonus Sexism

Chapter Five

Rogue zombie Tuanne has some kind of magical means of detecting the current location of the Source of Light, and she’s following that to track down Skeer, who is fleeing towards Neg with it. Also, she is nearly attacked by a mountain lion, but then the mountain lion realizes that she’s dead and rotting and thinks better of it. There’s a bunch of undead brooding about how the animals can sense her curse and woe is her, although it does at least manage to notice that repelling predators is actually a good thing, even if it’s framed as “oh, this curse has been a blessing this time, but truly she was the most unfortunate of creatures to be so repellent.” It’s not like humans are repelled by her. Is she, like, super into cats?

Skeer tries to dodge pursuit by leaving a false trail. Conan’s latest female sidekick Elashi falls for the trail, but Conan doesn’t, because of course he is better than everyone at everything (so long as it’s not too civilized), even when it is their area of expertise and he just took it up five minutes ago.

Tuanne reaches the village where Skeer is headed and sets up shop at the inn to wait for him. There is a bizarrely cosmopolitan gaggle of guests at the inn. It is, of course, an inn, so you’d expect everyone here to be from out of town, and you’d expect a bunch of them to be from out of country, so it’s not weird that only two out of the four with identified nationalities are Brythunian. But then the other two are a Stygian and a Kushite or Keshanite, both from even further south than Stygia. No sign of any Zamorans, Corinthians, Nemedians, Hyperboreans, or Turanians, all of whom have some kind of land border with Brythunia.

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Conan the Defiant: Pacifists Are Pretty Straightforward To Assassinate It Turns Out

Prologue

You know that thing where the men of a fantasy species will look like some weird lava monster or a crocodile person or whatever, and the women will look like human women but with blue skin and pointy ears? Conan the Defiant’s prologue gives us an example of that. Our villain, Neg the necromancer, is interrogating his zombie minions as to the location of some powerful talisman called the Source of Light. All the zombies are decayed and rotten, except for one called Tuane, a beautiful zombie woman whose beauty Neg has preserved. When Neg tosses some magical salt to destroy a zombie minion who has displeased him, a single grain of it lands on Tuane, scalding her, but also freeing her from his control, thus initiating the plot. Naturally, the grain of salt lands upon one of her lusciously curved breasts. Free of the necromancer’s control without his knowing, she then breasted boobily to the door, and titted up the stairs.

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Adobe Digital Editions

Did you know it’s possible to lend out a .pdf temporarily and then take it back when the lending period is over? Adobe Digital Editions allows for this utterly insane facsimile of a physical library’s limitations in the online world where there is no reason at all for such limitations to exist. Archive.org employs this parody of copyright law when lending scanned versions of books, which is how I got my hands on a digital copy of Conan the Defiant. This saved me the trouble of getting a real physical copy from the University of Utah’s library (the only library which has a copy nearby, according to the internet), but it’s just a scan of the physical pages with no copy/paste ability, so I’m going to be reviewing it without much direct quotation. And also within two weeks, because that’s the lending period on this nutcase lending system.

Leaves of the World Tree: Olaff

Leaves of the World Tree is a book gifted to me by its author in hopes of a review. That was, like, half a year ago, because this blog is not always the best at updating. But what I lack in alacrity, I make up for with implacable determination.

Olaff

Leaves of the World Tree is a short story collection, and if I recall the author’s pitch correctly, each story takes place in a different time period. Story the first is called “Olaff,” and takes place in a time before creativity had been invented.

Like many Olafs before him, he was named Olaff. It was not a bad name by any means. He shared his name with four others born that year, and he would share it with seven the year after. Olaf was then, as it had been before, and would be for generations to come, a common name.

This is the first half of our opening paragraph. These are the lines that have to sell an audience on the first page. Now, reading one page isn’t a huge imposition and it’s not that hard to convince your audience to do it, but even so, “our protagonist has a common name” isn’t a strong foot to be starting on. It is only half the opening paragraph, though. Here’s the rest:

It was as though his parents had expected him to be average. Growing up he never felt as though he were different from the other boys. He was not scrawny and smart, or muscular and dumb, nor better or worse at most things. He threw the axe at the tree and hit five times out of ten, and his spear landed smack in the middle of everyone else’s. It was only when they taught him how to write his name that he realized he was unique. His mother, being the literate one, had spelled his name with an extra “f.”

Apparently the society Olaff is from is one with a perfectly centered bell curve of throwing axe proficiency. So at least we’re setting our story firmly in some kind of viking-ish era. That’s not nothing. Here’s the rest of the first page:

Not every day was spent sprinting into battle. Like most of his days, he spent one in particular rowing. He sat on a long bench in the center of a large group of benches that were nearly identical and only distinguishable by their varying degrees of mold. As could be expected, if anything at all could be expected of such a regular person, he sat in the middle. Smack in the middle of everyone else, on his bench, between Vjolf and Bjorvak.

This story has spent a lot of time letting us know how boring and unexceptional the protagonist and his life is, and if I hadn’t gotten a review copy of the book, I would be strongly considering not reading any further. Lucky for our author, I did get a review copy of the book, so we’re gonna see if this story is boring all the way through or just a slow burn. Well, not really lucky for our author. He sent it to me, so it wasn’t really luck so much as a direct and predictable result of actions he took.

Continue reading “Leaves of the World Tree: Olaff”

Mythos: A Conclusion For Now

I never wrote it down, but a couple of posts into this Mythos review I decided that I’d go to the bottom of the first page of the table of contents of my Lovecraft collection, about 200 pages in. This was pretty consistent with how long a lot of the novels I’ve reviewed have been, so I figured I’d get my standard dozen-ish posts out of it. This is not how that has worked. The pages-read-per-review-words-written ratio has been seriously damaged by the need to constantly re-establish the premise and reintroduce main characters with every new story. In longer books, there sooner or later comes a point where you get who the characters are, how the setting works, where the plot is headed, and I can summarize ten pages in one paragraph. With short stories, that never happens, so these perfectly typical 200 pages (not even quite that, even) of material have sprawled out all over the place. I am gonna go ahead and finish it out because I’m already in the home stretch, but my God I have been reviewing Lovecraft for way too long now and I need a good long break from him. There’s three short stories left before the bottom of the table of contents’ first page, let’s see if we can get through all of them today. Quality may take a hit, as I’m mainly concerned with getting these stories out of the way. The Lovecraft project reinvigorated the blog when it began, but now it’s the thing draining the life away, so we need to put a bow on this and move on.

The Moon-Bog

This story begins with a description of Irish-American Denys Barry, who is descended from Irish aristocracy. Did this happen? Did Irish nobles come west to America? I guess it’s probably happened ever, but America was always the destination for poor people. Except the southern plantations, actually, those were settled in part by nobles-in-exile who were on the wrong end of a civil war (this became a habit for them). But the standard Irish immigrant was an indentured servant to one of those guys.

Anyway, Denys Barry returns to his family’s abandoned castle and rebuilds it with his American wealth, and everything goes great until he starts trying to drain a nearby bog. He invites the protagonist over to hear more, and the protagonist apparently has nothing better to do but make a cross-Atlantic trip in 1921 to listen to an old friend’s real estate development troubles. The protagonist and Denys Barry have a good long laugh together at how superstitious the peasants are. In fairness to them, they don’t know they’re in a horror story, but back on the other hand, when you’re a brand new foreigner who has no idea how things work around here and the people who’ve lived her their entire lives tell you that a witch lives in the swamp, odds are fantastic that whether or not a literal witch lives out there, fucking with the swamp is a super bad idea, especially if the locals prove how deadly serious they are about it by abandoning paying jobs en masse when they realize you’re mucking with the bog.

Continue reading “Mythos: A Conclusion For Now”

Fixing Quidditch

Two thoughts occurred to me lately. The first was that you could fix the terribly broken game of Quidditch with just one rules tweak. As it is, six out of seven players on the field are usually just a sideshow while the two seekers fight to find the snitch, which is the only part of the game that actually matters. The chasers and keepers score and prevent goals so infrequently compared to the point value of the snitch that it’s hardly worth even showing up, and the beaters matter only insofar as they can incapacitate the other team’s seeker. It’s really not clear why the beaters ever bother taking a shot at the other team’s chasers, or ever bother defending their own (although for that second one, it at least makes sense that they’d want to protect their mates, even if it’s not clear why their mates are even in the game).

But only one rules change is required to change that completely: The snitch is worth exactly 1 point. Bearing in mind that a standard goal is worth 10 points, catching the snitch still ends the game, but it is worth so few points that it can only serve to break ties. Now the seekers are not only trying to spot and catch the snitch, they have to keep track of the current score and make sure to catch it while their team is ahead, or at least tied. Whether or not your team is ahead changes how you play. When you’re behind, your beaters have to choose between trying to keep the other team’s seeker busy or trying to keep the other team’s chasers busy to help level the score. When you’re ahead, you have to decide whether your beaters are going to focus on screening your seeker so they can catch up to the snitch without having to constantly burn speed dodging bludgers, or if they’re going to keep defending your chasers and/or swatting bludgers at the other team’s, in order to keep them from catching up. Rather than rendering the rest of their team irrelevant, the seeker’s team needs to build their strategy around catching the snitch at the right time.

The second thought that occurred to me was hey, didn’t I used to have some kind of online platform for sharing these kinds of thoughts with people? Whatever happened to that old thing?

Mythos: The Quest of Iranon

The Quest of Iranon

Into the granite city of Teloth wandered the youth, vine-crowned, his yellow hair glistening with myrrh and his purple robe torn with briers of the mountain Sidrak that lies across the antique bridge of stone. The men of Teloth are dark and stern, and dwell in square houses, and with frowns they asked the stranger whence he had come and what were his name and fortune.

Yup, Lovecraft’s writing fantasy again. This time our hero is the titular Iranon, a wandering minstrel who has come to a city where fun is frowned upon. It’s not quite banned, though, so he’s allowed to sing his songs in the town square.

At least, that’s how the narrative sells. Looking at what Iranon actually sings:

“O Aira, city of marble and beryl, how many are thy beauties! How loved I the warm and fragrant groves across the hyaline Nithra, and the falls of the tiny Kra that flowed through the verdant valley! In those groves and in that vale the children wove wreaths for one another, and at dusk I dreamed strange dreams under the yath-trees on the mountain as I saw below me the lights of the city, and the curving Nithra reflecting a ribbon of stars.[“]

Maybe the Telothians just dislike him for constantly singing about how his city is so much better than theirs.

In fairness to Iranon, he is an exiled prince of Aira, so he’s not just singing about how great his city is for pride’s sake, but also because he misses the place terribly and cannot return. The next morning, however, it turns out fun is soft banned in Teloth, when a city archon comes to tell Iranon that he must do boring, shitty work in order to live here:

“Thou art a strange youth, and I like not thy face nor thy voice. The words thou speakest are blasphemy, for the gods of Teloth have said that toil is good. Our gods have promised us a haven of light beyond death, where there shall be rest without end, and crystal coldness amidst which none shall vex his mind with thought or his eyes with beauty. Go thou then to Athok the cobbler or be gone out of the city by sunset. All here must serve, and song is folly.”

At least there’s guaranteed jobs.

Teloth kinda sucks, though, so when a Telothian youth named Romnod asks Iranon to go to a nearby city of artists and songs called Oonai, Iranon agrees. As far as I can tell, Iranon never even made it to his apprenticeship before leaving. Romnod even says that Oonai might be Aira, since names can change and Iranon’s been gone for a long time, but Iranon warns Romnod that he’s journeyed very, very far to find Aira, and early in his journeys he often thought that this or that city would welcome him and he could make his home there, but only Aira was ever truly his home, despite the many seemingly promising cities he visited on the way. The itinerary gets a Sarnath reference.

The weird thing is, if Iranon isn’t actually from Aira, how is he its prince? I’m starting to get suspicious of this story.

From the way Romnod talked about it, Oonai seemed like it was maybe a couple of weeks away, but it takes the two years to get there, and Romnod has grown into a man by the time they arrive, while Iranon remains unchanged. Also, Oonai turns out to be less of a dream paradise and more like Las Vegas.

When dawn came Iranon looked about with dismay, for the domes of Oonai were not golden in the sun, but grey and dismal. And the men of Oonai were pale with revelling and dull with wine, and unlike the radiant men of Aira. But because the people had thrown him blossoms and acclaimed his songs Iranon stayed on, and with him Romnod, who liked the revelry of the town and wore in his dark hair roses and myrtle.

So, y’know, everyone parties all the time and there’s tons of glitz and glamour and the whole town is dedicated to having a good time, but also the mafia is secretly behind it all and there’s probably some metaphorical or literal blood sacrifices going into propping up the whole glittering edifice. Also, Romnod ODs. No, really:

Then one night the red and fattened Romnod snorted heavily amidst the poppied silks of his banquet-couch and died writhing, whilst Iranon, pale and slender, sang to himself in a far corner.

I’m reminded of that Breaking Bad scene where Walter White tells Jessie that he could’ve saved his girlfriend from her OD, but he didn’t, because she was a methhead and he wanted her gone.

Iranon then leaves Vegas to continue searching for Aira. Eventually, he finds an old shepherd, who reveals without knowing it that he knew Iranon when they were children:

“O stranger, I have indeed heard the name of Aira, and the other names thou hast spoken, but they come to me from afar down the waste of long years. I heard them in my youth from the lips of a playmate, a beggar’s boy given to strange dreams, who would weave long tales about the moon and the flowers and the west wind. We used to laugh at him, for we knew him from his birth though he thought himself a King’s son. He was comely, even as thou, but full of folly and strangeness; and he ran away when small to find those who would listen gladly to his songs and dreams. How often hath he sung to me of lands that never were, and things that never can be! Of Aira did he speak much; of Aira and the river Nithra, and the falls of the tiny Kra. There would he ever say he once dwelt as a Prince, though here we knew him from his birth. Nor was there ever a marble city of Aira, nor those who could delight in strange songs, save in the dreams of mine old playmate Iranon who is gone.”

So indeed, Iranon has fabricated Aira. But also he’s immortal. Except, not?

And in the twilight, as the stars came out one by one and the moon cast on the marsh a radiance like that which a child sees quivering on the floor as he is rocked to sleep at evening, there walked into the lethal quicksands a very old man in tattered purple, crowned with withered vine-leaves and gazing ahead as if upon the golden domes of a fair city where dreams are understood. That night something of youth and beauty died in the elder world.

Iranon, for context, is always described as wearing tattered purple. So either he was only young in his own mind, and when his delusions of Aira are shattered here, he realizes how old he is, and commits suicide, or alternatively, this being the dream world of Telnoth and Oonai and Sarnath, Iranon may have actually been young until this moment, when he realized there was no Aira, and all the aging he didn’t do caught up with him all at once.

Nier: Automata

I really need to get better about setting time aside to just play a bunch of video games or read something that I’m not reviewing for the blog or otherwise do stuff that isn’t some kind of work. I end up so burnt out that I miss a week’s worth of blog posts before finally taking an entire day off to just play Nier: Automata for like ten hours. Just as a hypothetical example.

I am super late on the Nier: Automata thing, despite having been meaning to play it for like an entire year now, but having finished the 2B playthrough and nudged my way slightly into the 9S playthrough, I’m not sure how much I was missing. The game has a great soundtrack and looks amazing, but I was soaking that in way before I first played it, let alone before I sat down to play it properly. The combat looks great, but it’s pretty standard light attack, heavy attack, dodge, counter kind of stuff, and the story is surprisingly flat once the novelty of its big ideas wears off. I hope this is because I have completed one out of three playthroughs, and that there is significantly more story to come, because even though the first playthrough builds up to a final boss and saving the world and everything, it leaves a lot of questions dangling. When combat android 2B first goes down to Earth to meet up with the resistance, the resistance leader acts as though she’s some kind of prophesied chosen one, but it’s never explained why. The vaguely authoritarian moon government has almost explicitly some ulterior motive or dark secret that causes androids to go rogue, and it’s never revealed what that is. There’s an implication that the friendly machine village’s efforts at peace with the Resistance/YoRHa/vaguely authoritarian moon government might meet with trouble, but it’s never really explored. An entire chapter of the first playthrough seems to serve no purpose except to introduce a character A2, who does not appear again.

Even as setup to a greater plot, though, the 2B playthrough is kinda weak. The main villains are factory standard creepy bishonen who don’t seem to have any thematic connection to our main characters at all. They challenge our heroes physically, but it’s not really clear what emotional obstacle they’re supposed to pose or symbolize, nor does 2B seem to have grown at all between the first chapter and the last (of her own playthrough, at least). At the end of the first chapter, 2B’s combat drone companion is telling her to abandon 9S because the combat doctrine of the vaguely authoritarian moon government calls for it (android soldiers like 9S and 2B seem to be very expendable to the vaguely authoritarian moon government), and 2B tells it to shut up and fights to save her comrade. In the final confrontation with the main villain, the exact same conversation happens: The drone recommends abandoning 9S because odds of success are low, and 2B tells it to shut up. If there’s one character arc that gets pursued beginning to end, it’s 2B warming up to 9S, but from the very beginning she was willing to fight to protect his life just out of sheer altruism to her fellow android soldiers, so her actions in the climax don’t really serve as the conclusion to a character arc.

The 9S playthrough has had some cool moments that use the “second playthrough” concept well. Setting up initial options is done diegetically in the first playthrough, with 9S walking 2B through her android options menu, and in the second playthrough I got to watch a recording of myself exploring the options menu, remembering my own thought process as I went through each menu looking for things I should tweak (you can skip the sequence at any time, although I didn’t spend very long in the options, so I didn’t feel the need to skip the repeat viewing), which gave a sort of out-of-body-experience kind of feeling, watching myself play 2B for a bit while now controlling 9S.

Of course, in actual gameplay, 2B is just an AI companion just like 9S was before, so it was short-lived, and there were some missed opportunities for the second playthrough elsewhere. Upon first arrival at the hub area as 2B, I was lost. Returning to it now as 9S, I know my way around so well I don’t even need the mini-map. Would’ve been cool if, during the first playthrough, 9S had led 2B to the Resistance camp (the first location you need to reach to get the plot rolling), only taking on his standard AI companion behavior of following 2B around everywhere after reaching the camp. Then, in the second playthrough, the player-controlled 9S could’ve led the AI companion 2B to the Resistance camp, because the place is familiar to him. Also, 9S loses his memory of the entire first chapter, because 9S and 2B blow themselves up to take down a trio of mega-enemies and there was only enough time to backup one of their memories to the cloud before the detonation. This would’ve been a great excuse to skip that chapter, but instead we play it from 9S’ perspective. It’s one of the most-changed chapters from the first to second playthrough since 9S and 2B are separated for most of it, but nothing really happens in 9S’ part. In the 2B playthrough, tons of worldbuilding and character relations were established, but in 9S’ playthrough, it’s all a rerun. There was a perfect excuse to skip it entirely, but instead we get the exact same conversations with different gameplay. Plus, the conversations revolve around what 2B is seeing, and 9S’ version, where he’s just blasting random robot baddies unconnected to the subject of discussion, is just way less interesting.

I haven’t gotten too deep into it, but I’m worried that’s going to be a theme of the 9S playthrough in general: Watching the exact same plot and character arc unfold, but from a slightly less interesting vantage point. 2B and 9S were together for 80% of the first playthrough, and for most of the time they were apart, 9S was incapacitated. What’s there for this new playthrough to reveal? Especially during the first half, when 9S and 2B are constant companions? What can 9S see or hear that 2B didn’t?