



We wish you a meaningful Memorial Day, Geekly Gang. Hey, hey, Kyra Kyle here. We’re recognizing the holiday today with five great, approachable war board games.
There are a lot of caveats in this post’s title. First, board games set in wartime tend to have steep learning curves. The Campaign for North Africa: The Desert War 1940-43 holds the Guinness World Record for the most complicated board game in history–and the longest rulebook. We’re going with “approachable,” meaning easy to learn. True wargamers may scoff at that. Second, we’re not calling this list a Top 5, because wargame enthusiasts tend not to stop at the game table with fighting wars. Don’t hurt us. And then I set numerous guidelines that made compiling this list difficult.
I didn’t want any games set in the same conflict. Check. I wanted to limit myself to one game per series, so I couldn’t name every Commands & Colors game on this list. Spoiler: A game from the Commands & Colors series will make this list. Although I may have fudged that last guideline just a bit with the fifth and fourth entries. I also wanted to include board games that should still be in print. And I may have fudged that one, too. Drat! Anyway, I hope you enjoy this list of five great approachable war board games.

I love Academy Games’ use of asymmetric player powers in 878 Vikings: Invasions of England. The company has been a fave for my family ever since we played Freedom: The Underground Railroad, another must-play historical board game. In 878 Vikings: Invasions of England, players control the invading Vikings or the English nobles who are trying to withstand the invasion. Viking players either play as Norsemen Viking freeman or as the fearless Viking shock troops known as Berserkers. The English play as the Housecarl, the Kings’ household troops, or as the Thegns who were regional noble Leaders. The English players will also be able to call up the peasant levies, called the Fyrd, to defend their cities.
878 Vikings: Invasions of England is one of the newer games on this list, and it’s set the furthest in time. 878 is the year the game is set. It took me a few times before I stopped equating it to the 300 Spartans who defended the west from a massive Persian army. 878 Vikings: Invasions of England claims the fifth spot, in part, because it may be the most complex of the games on this list. Still, it’s a great play.

1775: Rebellion is another Academy Games title. I don’t believe it’s from the same series as 878 Vikings, but the two games have the same design team. Similar to 878 Vikings: Invasions of England, 1775: Rebellion features asymmetric play. In 1775: Rebellion, players take the roles of the American Continental Army and Patriots against the British Army and the Loyalists. Each side tries to control the colonies, provinces, and territories. They call on the aid of Native Americans, as well as the German Hessians and French Army to successfully birth a revolution or quell the rebellion.
My oldest daughter played 1775: Rebellion at Nuke-Con several years back, far closer to its original release, and won as the British Army. So, one can change history with this game. My daughter (a teenager at the time) gloated the entire convention. While not the lightest game on this list, 1775: Rebellion is a good jumping-off point if you’re trying to get into war board games.

We go from one of the oldest games on this list to the newest game, Resist!. I love Salt & Pepper Games’ stable of titles. This is one of the up-and-coming board game publishers. Salt & Pepper Games produces fantastic small games. In fact, they can put a lot of game into a small package. Resist! is no different.
Resist! is a fast-playing, card-driven solitaire game in which you take on the role of the Spanish Maquis, fighting against the Francoist regime. Over a series of rounds, you undertake increasingly difficult missions, and completing missions earns you the points needed to win. Failing to defeat missions and enemies may cause you to lose. At the end of each round, you must choose whether to end the resistance or risk it and take on another mission. I don’t know too many board games set in the Spanish Civil War. Resist! is a great experience.

I recently played Rise of Augustus by Paolo Mori, and it was fun. Turns out, Paolo Mori has an entire line of fill-in-the-blank military conflict in 20 minutes. And it’s that subtitle “In 20 Minutes” that secured this game’s place on this list. Caesar!: Seize Rome in 20 Minutes! plays in–shock of shocks–20 minutes. That’s unheard of in most war board games, but somehow Mori pulls it off.
In Caesar!: Seize Rome in 20 Minutes!, players draw tokens from a bag to determine their starting forces and to replenish their losses. Players allocate their resources to each province, gaining tactical advantages and vying for control of the republic. And did I mention this game is lightning fast? I did. Well, what if I told you Mori has multiple games in this line? I did. If you like Caesar!: Seize Rome in 20 Minutes!, you should try Blitzkrieg!: World War Two in 20 Minutes!. Blitzkrieg! didn’t make the list because of our next entry also uses a World War Two theme.

Memoir ’44 is the one entry from Richard Borg’s Commands & Colors series that made this list. Borg’s simple but elegant system of unique cards (to command your troops), miniatures (or wooden pieces) on variable maps, and dice for combat distills the war board game experience into digestible pieces. I could’ve included any of the Commands & Colors games for this entry. Borg offers plenty of options for whatever conflict you’d like to recreate. And that’s what you’re doing in Memoir ’44.
My favorite part of Memoir ’44 is the history behind each skirmish. Memoir ’44 is the oldest game on this list and may be difficult to acquire, but it’s the most interactive fun you’ll have learning about World War II. One of these years, I’ll need to run a recreation of the entire war at my local game store. Ah. It’s so good.
That’s our list for five great approachable war board games. Which game would you add to this list? Let us know in the comments. If you’ve gotten this far, you’re awesome. Everyone knows it. Thank you for reading, and wherever you are, I hope you’re having a great day.
Happy Sunday, Geekly Gang! Kyra Kyle here with another week of Geek News. We’ve been off for a couple of weeks, and the news stories have piled up. We also have a few new releases (board games and video games), but before we dive into them, let’s talk about our first news topic: Marvel Comics. That’s right. Marvel Comics makes our headline today with the announcement of their first new department head in almost thirty years. Let’s meet the new head of Marvel Comics.

Brad Winderbaum, David Abdo, and Dan Buckley (photo from Marvel Entertainment)
For the first time in a while, we have some major comic book news. After almost 30 years at Marvel, Dan Buckley, longtime head of Comics & Franchise) plans to depart the company. Buckley will remain at Marvel through mid-2027 to support the leadership transition. And who is Marvel Comics’ new lead? Brad Winderbaum. Yes. Already overseeing Marvel Television and Animation, Brad Winderbaum will add Comics & Franchise to his title. Joining Marvel from Disney, David Abdo will serve as General Manager, Comics & Franchise, and will report to Winderbaum. This change could be seismic.
I’m of two or three minds here. On one hand, Brad Winderbaum has done a fantastic job resurrecting Disney+’s Marvel television shows. Daredevil: Born Again, Wonderman, and The Punisher: The Last Kill occurred under his watch. These were very good to great. Winderbaum also kick-started the fun Marvel Animated Universe with titles like X-Men 97 and Your Friendly Neighborhood Spider-Man. Winderbaum has a proven track record. Why couldn’t he similarly steward the comics as he did Marvel’s Disney+ shows? On paper, Winderbaum sounds like an excellent candidate for the job.

On the other hand, Winderbaum already has plenty of responsibilities at Marvel. Sure, David Abdo will function as the general manager for Comics & Franchise, but I still wonder if Winderbaum will get stretched too thin. And then there’s the reality that comic books are not television. How much does Winderbaum or Abdo know about the comic book industry? Abdo may have more hands-on responsibilities with the comics, but he’s moving over from Disney and may also have a limited knowledge base of the medium.
And my final question, will this mean that the Marvel comics will only serve the MCU? If so, is that a bad thing? Up to this point, Marvel Comics has done its own thing. If what they write makes it on the big or small screen, great. If not, the comics are the comics and the movies are the movies. No harm, no foul. Will this change mean that Marvel Comics will serve as a testing ground for stories the MCU plans to introduce later? Will Marvel Comics explore stories that differ from the MCU, ensuring more demographics are represented? Who knows? I do know that this is a seismic shift for Marvel Comics. Dan Buckley has been in charge of Marvel Comics since the late 1990s. This marks a new chapter for the House of Spidey.

Geekly has covered PlayStation a lot during the first half of this year. Honestly, I’m getting tired of it, but PlayStation has been doing a lot of crazy things in short order. First, they raised the price of the PS5. Second, the price for their upcoming PS6 leaked and could be well over $1000 for the pro version. Earlier this month, PlayStation instituted a one-time DRM check but didn’t clarify anything until after a week had passed and fans freaked. Yeah. Sony PlayStation has had a no-good, very bad five months. And it continues this week. Sony announced a price increase for its subscription service, PlayStation Plus.
Here we go again, again. Beginning now, PlayStation Plus prices for new customers will increase in select regions. Effectively, these price hikes will be about $1 per month, give or take, depending on the region where you live. PlayStation cited “Market Conditions” as the reason for this increase; that excuse is as vague as the no-response about the DRM check earlier this month. But we say it’s sort of a price hike because if your PlayStation Plus account was in good standing and active before this price increase, your price will remain the same. As you can imagine, PlayStation fans have reacted negatively to this news. Many point out that Microsoft cut the price of Xbox Game Pass, while others suggest that a paid subscription shouldn’t be required for online play.

Just a reminder, Grand Theft Auto VI, now a PlayStation-exclusive game, will launch by the end of this year. GTA VI should feature an online mode. Is it a coincidence that the PS5 and the PlayStation Plus subscription received a price hike less than a year before one of the most anticipated, PlayStation-exclusive games in recent memory? I’m not so sure. I also wouldn’t be surprised if the “Market Conditions” change six months or so after GTA VI is released. You know, after PlayStation makes as much money as possible off of GTA VI. That’d be criminal. Downright grand theft.
And speaking of PlayStation-exclusive games, Sony made another announcement that its first-party, predominantly solo player experiences will only be available on PS5. That means Horizon, God of War, The Last of Us, the Marvel video games series (including Spider-Man and the upcoming Wolverine), and potentially Grand Theft Auto VI will only be available on PS5. No PC for you. You know, just in case you needed another reason to spend an extra $100 on a new gaming system.

You are travelers planning and experiencing your own dream vacations to France.
Explore Paris, soaking up art, history, and delicious food through its many tourist attractions and hidden gems. Using over 100 beautifully illustrated cards, you will discover activities and strategically place them to create your six day itinerary. While puzzling out your optimal activities, you will plan your trip to one of four marvelous regions of France. Will you bask in the sun along the French Riviera or explore the historic castles of the Loire valley?
Play competitively or solo, earning victory points by successfully balancing the two halves of your vacation, making the most out of your interests, and managing your time well. The most points wins, but everyone has the chance to create a memorable vacation.

Thank you, Alderac Entertainment Group, for the description. I’ve been meaning to play Let’s Go! To Japan. I had the first game in this series in my to be played list for years. I even had Let’s Go! To Japan on my Christmas list on two occasions, but for whatever reason, we haven’t gotten around to picking up a copy or playing it at a convention. As soon as a saw Let’s Go! To Japan, my family groaned that this would be another game in the series. I agreed. I also hoped that Let’s Go! To France would be the next game in the series. Yes!
I’ve heard the tableau building in Let’s Go! To France exceeds the original. I hope so. I love a good tableau builder. The theme interests me. I may even use these games to plan my upcoming trips to these countries. You never know. Let’s Go! To France offers several pledge levels, ranging from $50-$160. You’re sure to find a version that scratches your wanderlust. If you’re interested in Let’s Go! To France, check out its KickStarter page.

SHUG is set in a mad ol Engoland, where King Charles the Cursed is hellbent on monster-slaying carnage. As a puny peasant, your only chance to spark a revolution is to fulfill a bizarre legend: find the creature Shug, and bring it to the fabled Pub…
A mashup of party game and dungeon-crawler, SHUG is a unique blend of strategy and chaos. Win with clever tactics or by going full fool on ludicrous challenges.
Wander the free roam map. Befriend monsters like Selky with a sea shanty. Slay your friends with Sexy Armour, or killer salsa moves. In SHUG you’ll discover not only a whole world, but also strange sides of yourself.

Thank you, Wandering Games, for the description. Oh, my! I love SHUG’s art. I don’t even care if it’s a standard roll/spin and move game, which I don’t think it is; I would gladly add this game to my collection. It doesn’t take itself too seriously. I’m unsure how a game can be both a party game, a dungeon crawler, and a race, but I want to know how. SHUG does list Take That as one of its game mechanisms. I’m not too crazy about a Take That game that could take an hour and a half, but still, the theme, the art. I’m interested. SHUG’s pledge levels range between $50-$135. If you’re interested in SHUG, check out its KickStarter page.

Play as hummingbirds thirsty for nectar… and a mate. The first bird to build a nest and perform a successful courting call wins the game.
Will you bully your way to the top? Bluff your way ahead? Or get clever and sneak in a victory?
But watch out! The chatter, competition, and annoying displays from other hummingbirds can easily distract your potential mate from paying attention as you expend precious energy to win their 1,260 bpm heart.
Based on real hummingbird behaviors, Hover is a strategic game featuring high-player interaction, tight action economy, asymmetric abilities, bidding/bluffing, and area control to create a highly immersive and intuitive game.
Be the hummingbird – beautiful and brutal.

Thank you, Ibis Tea, for the description. Hover looks amazing. The picture above is of a prototype, so the quality could be even better than what’s shown. Bird-themed games have dominated the board game market in recent years–here’s looking at you, Wingspan–but the titles that stand out are the ones that mimic bird behavior. Hover does just that with hummingbirds. I like how one reviewer (Tabletop Vibes) described it: Hover is like hummingbird Chess.
I can see that. While there doesn’t appear to be much happening on the board, looks are deceiving. Hover has depth to spare. Pledges range from $40-$90. If you’re interested in Hover, check out its KickStarter page.

I did a double-take when I found Yoshi and the Mysterious Book as one of this week’s new video game releases. I swore this game was supposed to be a Super Mario Galaxy Movie tie-in. That movie was released well over a month ago. Has it been that long? And I thought Nintendo would’ve released a full-fledged Mario title to support the Super Mario Galaxy Movie release. I digress. Yoshi and the Mysterious Book looks to be a return to form for the series. I haven’t played the game yet. I might pick up a Switch 2 before the price hike in September, and you’d best believe Yoshi and the Mysterious Book (along with Pokopia and the new Donkey Kong) will be some of the first games I purchase.

The premise involves Yoshi entering a sentient and mysterious encyclopedia’s (Mr. E’s) pages to search for and interact with various creatures. The gameplay reminds me of Super Mario Odyssey or even A Boy and His Blob. The description of “bitter, soapy, sudsy taste” makes me wonder if Yoshi can eat certain items to gain abilities. At any rate, Yoshi and the Mysterious Book reward exploring ability combos. It has received good to great reviews. And I love the game’s stop-motion animation graphics. Yoshi looks adorable. Squee! Yoshi and the Mysterious Book is available on the Nintendo Switch 2.

Lego Batman: Legacy of the Dark Knight is the fourth installment in the Lego Batman franchise. The fourth! This installment looks to incorporate more of the television shows and movies into its narrative. And I’m all for that. Batman trains with Ra’s al Ghul, much like he did in Batman Begins. Several skins mimic Batman movie costumes, like Michelle Pfeiffer’s Catwoman, Danny DeVito’s Penguin, and Heath Ledger’s Joker. We don’t know if the game will follow any more of these movies’ plots or if they’re fun skins. The inclusion of Kite Man has me hoping we’ll see some Harley Quinn: The Animated Series representation. Hell, yeah!

Lego Batman: Legacy of the Dark Knight has received very good to great reviews. While the Lego Batman franchise is hit or miss for me, this title looks promising. Lego Batman: Legacy of the Dark Knight is available on PC, PlayStation 5, and Xbox Series S/X.

Step into the shoes of a hotel owner as you design, build, and manage grand hotels around the world. Juggle demanding guests, frantic logistics, and plenty of unexpected surprises in Hotel Architect, the ultimate hotel construction and tycoon management game!

Thank you, Pathos Interactive, for the game description. Hotel Architect has received pretty good Steam reviews. I like the artistic choice to use weeble wooble looking characters. It almost feels like bath time. I had bath time toys that looked much like this game’s animation, and no kidding, I pretended that I was running a restaurant or store on more than one occasion. A hotel is a logical leap. It blends a lot of those aspects and more under one roof. I’ve been tempted to download some mobile games that do a lot of what Hotel Architect sets out to do, so I may give Hotel Architect a shot. Hotel Architect is available on PC.
That’s all the Geek news we have for you this week. Thank you for reading, and wherever you are, I hope you’re having a great day.
Hey, hey, Geekly Gang! Kyra Kyle here. The title of this post sounds sacrilegious. It can be difficult to believe someone who rates the Dorformantik Board Game above the video game that inspired it, to also rate some video games above their inspiring board/tabletop games. I love board games. But several video game adaptations work better than the original board games. There are various reasons why a board game or tabletop game may be better as a video game, and I’ll share why I prefer the digital version to the physical version of the game. I still play some of these board games in their original form, but all the games on this list make better video games than board games.

We begin with a game I play digitally and physically, Ticket to Ride. Asmosdee Digital does an excellent job translating Ticket to Ride to various online platforms. Since I have an iPad and an Android smartphone, I’m certain I’ve purchased Ticket to Ride for at least three or four of its possible platforms. Each version makes it easy to see what other players (typically AI players for me) have done on previous turns and plan future turns. Ticket to Ride’s tutorial is quick and easy, which makes sense: the game is quick and easy to learn.

The reason why I play Ticket to Ride on digital more than my physical copies is my gaming group has moved passed this classic gateway game. I could litter this entire list with digital versions of some of my favorite, classic gateway games like Carcassonne and Ticket to Ride or even Smallworld (also from Asmodee Digital), but I like Ticket to Ride’s interface just a bit more and the extra maps add an extra layer of variability without needed to store dozens of bonus Ticket to Ride maps.

I like getting in a game or two of Ticket to Ride while I wait in line or I’m traveling. I highly recommend the digital Ticket to Ride.

Sentinels of the Multiverse is another old favorite. Yes. Like Ticket to Ride, my gaming groups have moved past this board game to other games of its ilk, but there are more reasons why Sentinels of the Multiverse makes this list. The game takes a while to set up and take down (this reasoning will come up again), and Sentinels of the Multiverse has a lot of cards that trigger at various intervals and during different turns, which makes triggers easy to miss.

Sentinels of the Multiverse: The Video Game eliminates the need to remember triggers. The setup is nonexistent. Just load the game and go. While I may not own Sentinels of the Multiverse: The Video Game on as many platforms as Ticket to Ride, I’ve put in plenty of hours playing this digital version. I think the reason why I’m reluctant to purchase Sentinels of the Multiverse on other systems is that all content for the original Sentinels of the Multiverse is available in this video game. I don’t want to buy everything again.

Handlelabra does a great job converting the original Sentinels of the Multiverse into its digital version. Graphic effects match the original art, drawing me into the game. Sentinels of the Multiverse keeps the theme going with little touches like “Meanwhile…” whenever the game waits for input. Nice!

Neuroshima Hex is another game with plenty of triggers that are easy to miss, but unlike Sentinels of the Multiverse, the setup and take-down of this game are so laborious, I don’t dare play the physical copy. The only way I’ll play Neuroshima Hex’s physical form is if someone else agrees to handle the game’s logistics. And the timing aspect for Neuroshima Hex can get tedious. Sure, timing can be something one can easily miss, just like Sentinels‘ triggers, but Neuroshima Hex runs deeper than that. It hurts more in the physical game to overlook one of your opponent’s hexagonal pieces with a faster speed than yours and a devastating ability. In the digital copy, I snap my fingers and move on. In the physical game, I’m dejected.

Neuroshima Hex‘s strategic and tactical moves are fantastic, but there’s too much to remember in the physical copy. Neuroshima Hex’s digital copy provides reminders for gamers. Games don’t take nearly as long to play, so the time investment isn’t long. The same can’t be said of the physical version of Neuroshima Hex. I even like how the digital copy incorporates the game’s lore. While playing, it’s easy to overlook Neuroshima Hex’s post-apocalyptic world, and its colorful denizens.

Portal Games and Big Daddy’s Games did a great job translating Neuroshima Hex to a digital game. Similar to Ticket to Ride, I can see information easily and cleanly. Neuroshima Hex’s digital copy even has a free demo for you to try.

Gloomhaven’s digital copy makes it to this list for one reason: no setup. While other factors may have factored into other digital copies of board games making this list, Gloomhaven has an unbearable setup time. Fortunately, the Gloomhaven digital copy packs everything in the original’s massive box into its programming. You won’t need to save your character from one scenario of Gloomhaven to the next because this is a video game. The game does that for you. And Gloomhaven’s graphics are fantastic.

Like most other titles on this list, Gloomhaven has an easy-to-see and use interface. The physical game’s sometimes complicated rules are explained a little better in its digital version. I’m not saying that Gloomhaven’s rules are difficult to follow, but parts of the rules can be like Sentinels of the Multiverse and be easy to miss, and players won’t need to play out the artificial intelligence of the game’s enemies. Yes. A quarter to a third of Gloomhaven is acting out the game’s enemies. You won’t need to do that either in the digital version of Gloomhaven.

And did I mention Gloomhaven’s graphics? I did? Well, they look almost as good as Baldur’s Gate 3. Okay. Maybe that went too far, but Gloomhaven’s digital game looks amazing. You also won’t need to wait for your gaming group to meet up so you can continue your campaign. Gloomhaven: The Video Game offers the perfect alternative for this sprawling epic.

Onirim will take the number one spot for some time to come. It would’ve taken this spot over a decade ago if we did a list like this. Onirim is the game I replace Solitaire with on all my smart devices. At its core, Onirim is a colorful, whimsical twist on classic Solitaire, but the physical game suffers for one reason: shuffling.

And I’m a compulsive shuffler. Seriously, I’m AuDHD (Autistic and an ADHDer) and shuffling cards is a stim for me, and I think there’s too much shuffling in the physical copy of Onirim. Some cards (Nightmares) discard cards from the deck, and if you draw more than one in a turn, you’ll need to shuffle them back into the deck. Other cards (keys) allow you to search the deck for a door, and if you find one, you’ll need to shuffle the deck again. And those are the base game cards. Onirim offers a couple of expansions with more cards that will force players to shuffle.

It may sound like I hate Onirim. Far from it. I love this game; it’s the only Solitaire game I’ll play on my smart devices. But Onirim has a ton of shuffling. You won’t feel that if you play Onirim’s digital copy. Trust me. Once you start playing Onirim, you won’t want to stop playing this dream of a Solitaire game.
That’s my list for now. What digital copies of board games do you like to play? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.
Hey, hey, Geekly Gang! Kyra Kyle here. I haven’t written a writing brain dump in a while, because frankly, I haven’t been writing as much fiction over the past month to a month and a half. I’ve been writing plenty for JK Geekly and board game rulebooks, but fiction writing has taken a backseat for a hot minute. And that makes sense for me. Typically, I end my year with writing a ton in the Ber season, the months ending in B-E-R. We’re a lot closer to that season than I originally thought. Anyway, I’ve been getting back into the swing of things by journaling.
Yes! I’ll be sharing a quick journaling method that gets me observing the world around me, and observing the world is necessary for writing fiction, poetry, and creative non-fiction. This journaling method is easy to maintain. It helped me break out of my slump, and it may help you break out of a writing slump.
The following is a diagram of a journal page. We’ll discuss it at length in just a minute.

First, I split my journal pages into four unequal parts. The top two sections will be larger than the bottom two. Second, I start with the things I accomplished during the day. What I did during the day always occupies the top left section of my journal page. This grounds me with which day I’m discussing and reminds me that I do plenty of things throughout the day. I spend no more than two and a half minutes on this section. Timing is key.
If you added all four sections together, you’d arrive at six minutes. All it takes is six minutes for this journaling style. Most people have six minutes to spend. Six minutes with a defined format like this makes journaling easy. This helps me relax at the end of the day. When I journal (end of the day) is another reason why I start my journaling with seven things I did. This gives me visual confirmation that I accomplished things and may go to sleep.
Third, I’ll usually write seven things I saw. This also takes two and a half minutes. But here’s where I can shuffle the journaling format a touch. Sure, most days I list what I’ve seen, but sight isn’t the only sense. Some days, when I’m feeling up for it, I’ll list seven things I smelled, tasted, or heard. This section and the next one allow me to describe sensory details. Sensory details are a must for most writing, and most writers use sight as a crutch.
Fourth, I’ll spend half a minute writing about something I heard. Ah! Found dialogue. You won’t believe the fun and inventive turns of phrase I’ll hear. And I’m totally stealing these tidbits of dialogue for a story. Again, I can shake up this section with a different sensory detail. Because this section is so small, I started choosing different sensory details here first, before changing up what I saw.
And finally, I doodle for half a minute. I’m no artist, but I do my best. This is a way to spark creative juices by channeling a different medium. And it’s fun. The doodle can be something related to one of your other sections, or it could be a random doodle. Who cares? You’re the only one reading this journal. Okay. Mrs. Geekly sneaks a peek at my journal when I’m not looking, but I promise your doodles will improve.
That’s all I have for today’s writing brain dump. How do you journal? I’m open to more ideas. Thank you for reading, and wherever you are, I hope you’re having a great day. Happy writing!



Happy Wednesday, Geekly Gang! Kyra Kyle here, and today, our writers share what they’ve been watching over the past month. Feel free to share what you’ve been watching in the comments, because we’re all part of the Geekly Gang. I’ll get things started with what I’ve been watching over the past month.

When I mentioned to Skye that I saw Send Help this past month, she asked if I had gone to the movies. Nope. Send Help made its way to HBO Max two weeks ago, and I took advantage of the new release. I’m surprised by how quickly movies like Send Help (a 2026 release) make it on streaming services. From what I’ve seen, it did well at the box office, received good reviews, and was fairly popular. Also, don’t be surprised if Skye lists Send Help in a Whatcha Watching in the near future.
I’ll echo what reviewers have said: Send Help is a return to form for director Sam Raimi. It has a rom-com set-up, and just when you think it might venture toward a rom-com, it goes a different direction. Send Help is a horror comedy through and through. The twist surprised me, but it made sense with context. That was good. The over-the-top gore in places felt earned and played up for laughs–oddly enough. I liked it. At an hour and a half (minus credits), Send Help doesn’t overstay its welcome, and that’s an excellent move for a horror flick. If you have HBO Max, Send Help is a good popcorn movie.

I’m unsure where to place The Punisher: One Last Kill. It’s the latest Marvel Special Presentations, available on Disney+. Does it count as a movie or TV show? It doesn’t matter. I won’t go into detail about the show here because I discussed it at length in my review/reaction. In short, The Punisher: One Last Kill is Jon Bernthal’s best performance as the character. I also like Disney/Marvel’s recent trend of letting the actors portraying their characters contribute as much as they want to the project. Bernthal co-wrote The Punisher: One Last Kill’s screenplay, while Charlie Cox and Vincent D’Onofrio had creative control with Daredevil: Born Again. Hope this trend continues.

I don’t know if I mentioned Hollywood Demons in one of my Watcha Watching posts last year, but I did watch the show as its first season aired. That first season featured a lot of Hollywood actors doing terrible things. The less said about the actor who played the dad from 7th Heaven, the better. Yuck! Hollywood Demons’s second season goes in a different direction, and I prefer this season to the first. The second season asks what makes Hollywood stars behave the way they do. What are the underlying issues? The last episode I watched, “Doctor Feelgoods,” shows how registered doctors hook their clients on illicit drugs. Heck, a legal doctor gave Matthew Perry his first dose of ketamine, the drug that would eventually kill him.
Needless to say, Hollywood Demons won’t be for everyone, but I like the behind-the-scenes look. And the show doesn’t get as repetitive as others of its ilk. Doctor Drew keeps his commentary relatively fresh.

Daredevil: Born Again completed its second season this past month. Like the Punisher Special, I won’t go into too much detail because I’ve already posted reviews/reactions for each episode. You can find them here. Daredevil: Born Again, season two, was way better than its first season. The show found its footing. I loved Daniel Blake’s storyline and a few others. I’m glad Daredevil: Born Again took its title character where it did. If you know, you know. I can’t wait to see how Matt Murdock gets out of this jam.
I’m keeping it short this month. Season and Skye have some movies and shows they’d like to share. Let’s check in with them.

Hi, Geekly Gang! Per usual, I haven’t watched much, but I do have a movie I watched while I had a bad allergy flare-up. I tend to watch movies when I feel unwell. Turning Red follows thirteen-year-old Meilin Lee, an eighth grader entering her rebellious phase with a helicopter mom. What could possibly go wrong?
Meilin has a nightmare one night and transforms into a giant red panda. She screams when she sees herself in the bathroom mirror. Her mom asks her what’s wrong through the bathroom door and asks, “Did the red peony bloom?” I’m using it the next time I’m on my period. Meilin’s mom grabs painkillers and more types of pads than I knew existed while Meilin hides in the shower. From here on, there’s a lot of embarrassment for Meilin at school, and her parents explain to her that she transforms into a red panda because of her ancestor, Sun Yee. Sun Yee asked the gods for a way to protect her people while the men were at war. Since then, the women in the family transform into red pandas whenever they have an emotional spike.
Turning Red is a cute coming-of-age movie. It did a good job of showing the fear a parent has of growing distant from their child as that child grows up. I had many emotions swirling as I watched it. If you’re looking for something that may make you cry while ending on a high note, I recommend Turning Red.
What are you watching, Skye?

I eased myself into watching more movies in theaters with the latest Pixar film, Hoppers. I was more disappointed than anything else. Hoppers felt too one-noted, mundane, and shallow. Simply put, Hoppers bore little resemblance to the Pixar films I love. However, Hoppers was an improvement to Pixar’s last cinematic outing, Elio. That doesn’t mean much. Despite having elements of good ideas (like most one-shot Pixar films lately), Hoppers never fully delivers on them. It sticks to standard stories you’d see in most other kids’ films. There were two highlights: the insect queen getting squished, and when Jerry used the HOPPER technology. If the film had gone through one or two more drafts, I feel like it could have been something.

What did you expect? It’s The Super Mario Galaxy Movie. I could stop my summary right there, but y’all probably want to hear more. While Super Mario Galaxy isn’t anything great, you can’t say it’s kidding itself about what it is: a bright, colorful waste of time. Illumination Studios prides itself on having no substance in its films, but they still make boatloads of cash. Super Mario Galaxy is no exception.
Of course, having Nintendo attached to this film increased their box office returns exponentially. While I want to be mad at this (as both a movie fan and a Nintendo fan), I’ll also say this is the closest we’ll get to an authentic Super Mario film series. The games never had much plot or depth to them; you just played them. That also seems to be the mentality here: no real plot or depth, just watch. Also, I can’t deny that countless references to the games are fun.

I didn’t know what to expect with Project Hail Mary. It’s safe to say I enjoyed it. The way the story develops is a combination of charming, mysterious, and tragic. While the characters aren’t the most complex, you identify with them and their goal of preventing the sun from dying. Every moment you’re on this ship with these characters, the urgency of the situation feels more real. This is one of those moments when a longer running time helps a film rather than hurts it. All this considered, I still have the sense that there was something about Project Hail Mary I missed after my first viewing. This is a film I’d be glad to examine in more detail.

I watched Fuze by accident. My local theater has a weekly “Mystery Movie” that allows unsuspecting moviegoers to buy a ticket to a show they don’t know anything about. Sure enough, I bought a ticket for this “Mystery Movie,” and it happened to be Fuze. I wouldn’t see Fuze in theaters otherwise. I’m still unsure what it was supposed to be. The whole thing centers around a WWII-era bomb discovered in a city that’s still active and needs to be defused. You’d think that’d be it, but there’s also a bank robbery going on at the same time. Okay? Not only that, but there’s also a random immigrant family being focused on for some reason. Huh? Then, in the end, it turns out it was all a big plot by terrorists. What? After that, we see how our terrorist protagonists met. Why? [Roll credits.] Can someone tell me what this was about?
LOL Sounds like Skye had an interesting month at the movies. Hey, hey! Kyra Kyle here again. Those are all the shows and movies our writers watched over the past month. Let us know what you’ve been watching. Thank you for reading, and wherever you are, I hope you’re having a great day.
Happy Monday, Geekly Gang! Kyra Kyle here with another video game history post, where we discuss a video game company’s history. My last post in this series covered indie game developer inXile Entertainment, and today’s video game publisher/developer, Obsidian Entertainment, has ties with inXile. Founded by former Black Isle Studios employees Feargus Urquhart, Chris Avellone, Chris Parker, Darren Monahan, and Chris Jones, Obsidian Entertainment began by making stellar video game sequels (for series like Knights of the Old Republic and Neverwinter Nights) until they branched out into unique titles. We’re in for a wild ride. But before we get to the founding of Obsidian, let’s take a brief look at what the gang accomplished as Black Isle Studios.

Interplay subsidiary Black Isle Studios made some of the best–no, iconic–story-driven, top-down isometric third-person RPGs. If you enjoy this gamestyle, you owe it to yourself to check out Black Isle Studios’ back catalogue. Who am I kidding? If you’re a fan of this style of game, you’ve played one or more of these games: the first two Baldur’s Gates, the first two Fallouts, the Icewind Dale series, and Planescape: Torment. Ah! Black Isle Studios made so many great titles with the Infinity Engine. Remember the name Infinity Engine. It will return.

Speaking of a name returning, we get another visit from Titus Interactive Studio. They featured in the inXile Entertainment history, too. While inXile founder Brian Fargo would cite creative differences with Titus Interactive Studio and leave the company after Titus acquired a controlling stake in Interplay for $25 million (per a Los Angeles Times article), soon after the deal, Interplay shut down Black Isle Studios. (Here’s Gamespot’s announcement.) Just to add a little context, Black Isle Studios was working with the Dungeons & Dragons intellectual property for one of its games it had sunk a year and a half of development, and the D&D license was lost. The timing of this lost license was brutal. But Black Isle Studio lead Feargus Urquhart (pronounced “FUR-gus URK-heart”) knew the end was near and before the layoff was official, he gathered some of his fellow developers to form what would become Obsidian Entertainment.
The closure still stung. I’ve heard plenty of RPGers say the loss of Black Isle Studios hurt the most. At the time of its closure, Black Isle Studios was working on some huge titles. Their version of Fallout 3, codenamed Van Buren, would get repurposed for parts of Fallout: New Vegas, and Baldur’s Gate III: The Black Hound. Baldur’s Gate, which is set in the D&D universe, was supposed to have had two releases around 2003-2004 (when the studio closed). Fans of the series would have to wait two decades.
In the end, everything worked out on the Baldur’s Gate front. Obsidian Entertainment would make a spiritual successor to Baldur’s Gate II–more on that in the Pillars of Eternity segment–and Larian Studios did a stellar job with Baldur’s Gate III. We’re about to get into Obsidian Entertainment proper, but first, let’s discuss the name Black Isle Studios. It could help to understand Obsidian’s name.
According to a Kotaku article, Interplay wanted to call the branch Feargus Urquhart would run DragonPlay. “I just thought DragonPlay sounded lame,” Urquhart said. “They were looking for Something-Play, I guess. The joke was always that the adult version of Interplay would be…ForePlay.” That last name wouldn’t work, so Urquhart named the new branch Black Isle, after a Scottish region of the same name, which coincidentally contains a Castle Urquhart. I wonder why he chose Black Isle? Hmm.

Above is a picture of An Sgurr “The Nose” in Scotland. Beside An Sgurr is Black Isle Studio’s logo. An Sgurr is composed of pitchstone, which is a dark volcanic rock and a close relative to obsidian. Obsidian isn’t native to Scotland. Is it just me or does An Sgurr resemble the rock depicted in Black Isle Studios’ logo? No one at Obsidian Entertainment has confirmed if the following is true or has expressly said how the company got its name, so we’re entering conjecture corner here. My guess is that Pitchstone Entertainment sounded lame. Why not adopt a studio name with pitchstone’s cousin? Why not call your new company Obsidian Entertainment?

After starting their business, Urquhart, Parker, Jones, Monahan, and Avellone needed office space, so (according to the Obsidian 20th Anniversary Documentary on YouTube) Urquhart offered his and his wife’s finished attic. “The best price for square footage for office space was free,” Urquhart said. “My wife and I bought our first house, and one of the weird options was to finish (the) attic, which was 450 square feet of space…It turned out to be me and two or three people (working there), and eventually, before we got office space, we had seven people working up there.”

Photo taken from the Obsidian 20th Anniversary Documentary
Not going to lie, judging from the picture above, there doesn’t appear to be a lot of space in the attic. Five people looks like it would be squished. I can’t imagine an addition two or three working in this space, especially with the size of computers in the early 2000s. Those are full-sized, 27-inch monitors, creating a ton of heat. And according to Urquhart, this all happened while his wife was about eight and a half months pregnant. I like how Game Director/Co-Founder Chris Parker put it. “We would have to show up in the morning, park, and quietly enter his (Urquhart’s) house and be quiet.” One mustn’t wake the sleeping, eight and a half month pregnant wife.
Studio Programming Director and Co-Founder Chris Jones shares, “It was great because we needed a place to work initially. It’s not like you can run out tomorrow and have office space when you don’t have money, and there’s no income coming in…It was a cool environment for us. We were all just in one room together, trying to fit wherever we could. It was a little chaotic, but it was a neat experience.” Start-up companies tend to have fun and interesting origins. Working out of a finished attic with limited space is a great starting point for Obsidian Entertainment. But what happens when someone invites a potential customer to that cramped space? Can BioWare find a space to fit?

Free office space wasn’t the only fortune Obsidian had. They had ideas. Several ideas for games and pitched numerous ones to various publishers. One of the first games Obsidian pitched was an action RPG Star Wars game. According to Urquhart (in the Kotaku article, “The Knights of New Vegas”), “We actually talked to him (then President of LucasArts Simon Jeffrey) about doing sort of an action-RPG Star Wars game, which I always thought would be cool to do–like a little party-based action-RPG, with first-person lightsabers and R2D2.” Jeffrey would admit the idea sounded cool but wondered if Obsidian could make a sequel to Knights of the Old Republic.
Obsidian was a good fit for a Knights of the Old Republic (KOTOR) sequel. There were a couple of snags. One, the first Knights of the Old Republic wasn’t even out yet, and two, LucasArts would give Obsidian 15 months to finish the sequel for a 2004 holiday release. Eek!
My favorite anecdote from the Obsidian 20th Anniversary Documentary KOTOR II segment comes from Chris Parker. “When we first got the KOTOR II contract, we hadn’t played the (first KOTOR) game yet. BioWare was kind enough to send two engineers down to our studio…BioWare had a ton of people working on highly respected games, and they’re taking their code base and dropping it off in some dude’s attic. We thought it was hilarious. They looked puzzled the whole time.”

Oh! To be a fly on the wall during BioWare and Obsidian’s interaction. Parker would serve as producer on Knights of the Old Republic II: Sith Lords. The team would max out in the low thirties. Obsidian had to do most things as cheaply and efficiently as possible. Parker stated that a slow week for him was working about 60 hours, and a busy week was more like 80 to 90 hours. Strapped for time, Chris Jones automated as many processes as he could to the point where the team could build nightly. Every day, Obsidian would have a fresh build of KOTOR II.
Obsidian’s will remain committed to iterating early and then reiterating as quickly as they can to work out as many bugs as they can. Unfortunately, KOTOR II had an extremely short development cycle. The final product contained plenty of rough edges, and the team couldn’t include everything they wanted in the game that shipped. Despite its rushed production, KOTOR II received good reviews. It marked Obsidian’s arrival. KOTOR II’s success proved that big time video companies could trust Obsidian with high-profile titles, and Obsidian would continue to cut its teeth with sequels to popular games.

Obsidian’s familiarity with making Dungeons & Dragons video games (like Icewind Dale and Baldur’s Gate) made their pitch to follow up BioWare’s Neverwinter Nights a no-brainer. Even though Atari had taken over publishing duties for Neverwinter Nights 2, they hired Obsidian to develop the game. Neverwinter Nights 2 should’ve been an easy title to finish. But the team of nearly fifty people at this point needed an additional year to deliver Neverwinter Nights 2. But would Atari agree? And what was the reason for this delay? Instead of using the established engine from the original, Obsidian built its own creator engine. This proved to be a blessing.

Fortunately, Atari was willing to wait. They changed the project’s targeted release window from Christmas 2005 to October 31, 2006. This gave Obsidian the time they needed to construct the creator engine, and building a new creator allowed Obsidian to release DLC (Mask of the Betrayer in 2007, Storm of Zehir in 2008, and Mysteries of Westgate in 2009) that almost play like full video games in their own right. Still, Obsidian gave itself a lot of work.
Darren Monahan (Chief Information Officer and Co-Founder) summed it up best in the Obsidian 20th Anniversary Documentary. “We decided to make a new renderer and that snowballed into a lot of changes…When you changed the renderer, you have to change the tools. When you change the tools, the renderer has new limitations. We ended up snowballing quite a bit on features. That was a lesson learned…We continue to work on the tools and update them and ship them out (at least as of the 2023 interview). And I know some people still play Neverwinter Nights 2 today.” Neverwinter Nights 2 reminds me of the classic video game release saying, ” A delayed game is eventually good.”
Obsidian was riding high on the success of two BioWare game sequels. But it’ll experience a few bumps. There had to be some misfires.

We’re going back in time a little bit here: 2005. Obsidian would be in the middle of Neverwinter Nights 2’s production, and Urquhart continued to pitch games to publishers. I’m going to quote Head of Development Justin Britch. “Even as a mid-sized publisher, we had a lot of projects at the same time.” Britch wouldn’t join Obsidian until much later and that quote was taken from E3 2020 Los Angeles. But regardless of its size, Obsidian has always had a lot of projects going at the same time. Not every project sees a finished product.

In 2005, Obsidian was making all sorts of games. According to the Kotaku article “The Knights of New Vegas,” one of the publishers they contacted was Disney, who enlisted Obsidian to design a video game prequel to Snow White and the Seven Dwarves. Tentatively called Dwarves, it would be a third-person action game for Xbox 360 and PS3 that focused on Snow White’s seven companions. “It was a lot of fun,” Urquhart said. “We turned in a cool prototype. We worked on it for about a year. It’s one of the games here that the team just loved working on. And unfortunately–which, it happens in this industry–you have changes of focus at a publisher.” The changes of focus were caused by a new Disney CEO, who led to a shift in direction. Suddenly, Disney was no longer interested in a Snow White prequel. Snow White was untouchable, they said. The game was cancelled.

Obsidian continued to keep itself busy. While wrapping up Neverwinter Nights 2, Urquhart got a call from Sega. It pays to have connections, because Sega America was at the time run by Simon Jeffrey, the same executive at LucasArts who signed Obsidian for KOTOR II. Jeffrey was looking for a brand new original RPG. Despite having a team of 50 people, Obsidian had no one to spare at the time (this and Dwarves was all happening at the same time as Neverwinter Nights 2), but Sega was willing to wait until a team would become available. And eventually, Obsidian came up with a concept: A Spy RPG. This concept would become Alpha Protocol. Not everyone at Obsidian liked the pitch. Chris Parker didn’t believe he’d seen a “good” Spy RPG, and the game type wasn’t in the company’s wheelhouse. They seldom did pure action. Add in some technical issues, like beginning development with Unreal Engine 2.5 and switching to Unreal 3 mid-process, and Alpha Protocol’s production was a mess.

Urquhart likens Alpha Protocol’s protagonist as a mixture of the three JBs: James Bond, Jason Bourne, and Jack Bauer. But that presented another issue for Obsidian. How do you make one character equal parts those three characters? Oh. And the game wanted to be action/adventure and an RPG. Alpha Protocol was getting pushed in different places. And the finished product was uneven. In fact, Urquhart felt Alpha Protocol became two games attached together. Most of Obsidian would say the action was servicable–at best. But the RPG side did things no RPGs had done to that point and few to none have done since. Alpha Protocol gave its players agency. Players could do what they wanted to do and then get rewarded no matter what. You could be any of the JBs. You could be evil. Alpha Protocol was a sandbox. I’ll let Chris Parker, Alpha Protocol’s biggest critic at the company, have the final word. “I’m happy with how Alpha Protocol turned out. It’s a remarkable role-playing game for all the choice and consequence you have, and all those cool characters and setting-specific elements make it unique.”

Sega signed up for a second Obsidian RPG. Aliens: Crucible was a Sci-Fi role-playing game set in the Aliens intellectual property. It was an action-based, third-person game where you could travel an open world with up to two companions from a cast of about 16 total characters. That set-up sounds vaguely familiar. I can’t quite put my Courier on it. In all seriousness, Studio Design Director Josh Sawyer was at the helm of Aliens: Crucible, and he would go on to direct Fallout: New Vegas. I’ll let Sawyer (from the 20th Anniversary Documentary) explain his thoughts on the Aliens RPG. “I wanted to show you could make a role-playing game in a setting that wasn’t traditional for a role-playing game…The Aliens franchise thrived on the interpersonal (relationships) between characters, and I thought in the best Obsidian role-playing games, that was at the heart of the experience.”

Like Alpha Protocol, Aliens: Crucible had its own share of production issues. Once again, Obsidian built a game engine alongside the game. This would take advantage of new technology and graphics, but it made focusing on the game’s script difficult. And Sega wasn’t as upfront with what they wanted from game milestones. I’ll let Chris Jones explain. “What we were delivering as milestones to Sega never looked that good because we were working on functionality first…They started to get wary as to where the game was going to end up. They couldn’t see where it was going visually.” By the time Obsidian delivered polished visuals to Sega, visuals Sega would think were amazing, Sega pulled the plug on Aliens: Crucible. It was devastating.
Layoffs ensued. Obsidian let more people go at once than they had ever done at that point. The company’s future looked bleak. But all of the work Obsidian sunk into Aliens: Crucible–over two and a half years–would come in handy with the company’s next project.

Shortly after Aliens was cancelled, Urquhart got a call from Todd Vaughn, vice president of development at Bethesda. Fallout 3 had just been released, and Bethesda’s internal team had moved on to Skyrim. But the company wanted to release a game between Fallout 3 (2008) and Skyrim (2011). That’s where Obsidian could help.
Bethesda wanted–or rather needed–a quick turnaround. Many of Obsidian’s employees had worked on Van Buren (Black Isle’s vision of what could be Fallout 3). So, the game’s story had a skeleton. Sawyers’s work on Aliens: Crucible introduced a refreshing companion system. Obsidian needed to hammer out the details and get started. Urquhart sat down with the other four owners and brainstormed. The new Fallout game needed to place a heavy focus on factions, as per fan request. Shortly after that, they set the game in Las Vegas and plotted out a rudimentary intro. What could be more Vegas than starting off the game with you getting shot in the head and buried in the desert?

Despite loving Fallout’s world, Urquhart worried about the short turnaround. Obsidian was gaining a reputation. KOTOR II and Alpha Protocol shipped with several bugs. Having less time to develop Fallout: New Vegas meant Obsidian risked the game shipping with a lot of bugs. Guess what? Fallout: New Vegas had bugs, a Bethesda’s worth of bugs. Obsidian signed the deal in April and had to get the game done in October, which made the timeframe for completion 18 months. Yikes! It’s amazing what the team at Obsidian was able to accomplish.
In the Obsidian 20th Anniversary Documentary, Game Director Josh Sawyer shares his thoughts on Fallout: New Vegas when it first released. “I didn’t think it was going to have the staying power that it ultimately did. It was five or six years later after the game came out that it started to develop this cult following, and now it’s still going strong, which is incredible.” Fallout: New Vegas received good to great reviews, but I remember those reviews docking the game a point or two for its copious bugs. Sawyer would also mention Fallout: New Vegas’s incredible modding community, and I agree. The modding community saved this amazing game. Fallout: New Vegas remains a lot of people’s favorite RPG of all time.

Obsidian was back on top. Fallout: New Vegas had repurposed the companion system from Aliens: Crucible, but the Onyx Engine, which was an Obsidian original developed for that same game, still lay on the shelf. It would have to wait for its moment until another RPG giant called. Square Enix.

Square Enix had just acquired the Dungeon Siege IP from Gas Powered Games, but at that time, the JRPG giant had little time to dedicate its in-house team to a new Dungeon Siege game. By this point, Obsidian had made a name for itself as the developer to call if someone wanted a well-received sequel in a fan-favorite series. And it didn’t hurt that Dungeon Siege creator Chris Taylor signed on to help whoever would take over the project. But Dungeon Siege III had a twist. It would be the first game in the series that would have a console version.

Darren Monahan (in the Obsidian Anniversary Documentary) best summed up the challenge. “The idea there was to figure out how do we do Dungeon Siege, which is a point-and-click–and bring in console players? You have this Venn diagram of hardcore PC Dungeon Siege players and then bring in console players that it something like Diablo and marry that group together.” Obsidian ended up making a Dungeon Siege that wasn’t close enough to the original games for most fans. And by the company’s own admission, the multiplayer doesn’t work the way people expected. Dungeon Siege III received average to mixed reviews. Critics picked enough nits. Many complaints centered around the decision to make Dungeon Siege III playable on console. The PC controls suffered.
Obsidian has kept itself busy. Their reputation has given them phone calls, like the one from Square Enix, and they don’t need to pitch as often to publishers. But it was a phone call from an unlikely source that led to one of Obsidian’s most bizarre RPG offerings.

While Urquhart was walking into the office one day, a receptionist said, “You have a voicemail from someone from South Park.” Urquhart thought nothing of it. Why would South Park be calling a video game developer? It turned out the person who called was Greg Capnanis, who worked with South Park Digital Studios, which was Matt Stone and Trey Parker’s digital company they owned in conjunction with Comedy Central. The call was real. The pitch Capnanis gave Obsidian in the voice mail of a South Park RPG was legitimate. And it turned out that South Park Digital Studios had put together a short animatic that showed how they wanted a South Park RPG to look.

The game that would become South Park: The Stick of Truth started strong. South Park Digital gave Obsidian the source artwork. Within no time the team had a demo to share. To this day, Urquhart remembers South Park Digital walking up to the projection screen and staring at the textures, amazed that the game looked so much like the TV show. Getting the vibe right for South Park: The Stick of Truth was one of Urquhart’s proudest moments as a video game developer.
Not everything made the final cut of South Park: The Stick of Truth. I’ll let Chris Parker (from the Obsidian 20th Anniversary Documentary) explain. “Both the Ginger Forest and the *beep* boss fight went to the cutting room floor at some point. There’s some really gross stuff in the *beep* fight. There was the *beep*. That was disgusting. Wasn’t there one where she would *beep* on the player and put them on *beep* and then basically, *beep* and then somehow *beep* out again? The player would get *beep* *beep* and *beep* *beep* *beep*. It was disgusting.” Not kidding. The documentary beeped out a lot of what Parker said, but to Parker’s and Obsidian’s credit, they would regularly check in with the team involved with South Park: The Stick of Truth, making sure the team was comfortable with the game’s content. Unsurprisingly, the team got smaller the deeper into the project.

The early days of South Park: The Stick of Truth were fantastic. Obsidian talked with Matt and Trey on a regular basis. But then, the duo got pulled away with other projects, specifically the Book of Mormon Musical, and South Park Digital had no plans of financing the production of the RPG. Obsidian needed a third party. They got one with THQ, but THQ went bankrupt. Just when it seemed South Park: The Stick of Truth would never see publication, Ubisoft purchased the game from a THQ fire sale.
South Park: The Stick of Truth would receive great reviews. Few people would know about the perils the game’s production saw. It waited for a new publisher for well over a year, and the publisher it found was Ubisoft. According to Urquhart, working with Ubisoft as a publisher proved to be challenging. Ubisoft wanted to renegotiate the contract Obsidian had already signed with THQ and sent the updated contract to Urquhart while he was away at his brother-in-law’s 50th birthday. He negotiated the contract on grassy knoll, screaming at the top of his lungs. The Stick of Truth wound up being a great game. But what happens when another high value game doesn’t make it to production?

Obsidian is well established around 2010-2011. They began their career by making great sequels to popular franchises and even started a new franchise from a licensed intellectual property–here’s to you, Stick of Truth–but Obisidian made few games of original properties. Their last attempt at an original property was 2010’s Alpha Protocol, and it wasn’t as big of a success as Obsidian wanted. All that was supposed to change with Stormlands.
Stormlands sounded interesting. It was supposed to play like fantasy but was post-apocalyptic. Based on Justin Cherry’s arty style–the same Justin Cherry who lent his art design talents to Vampire: The Masquerade – Bloodlines—Stormlands had breathtaking visuals. Players would partake in melee combat in a magical world beset by a magical apocalypse. The concept made a splash when Obsidian pitched the game to publishers. An Xbox 360 demo sealed a deal with Microsoft. Stormlands was going to be an Xbox One launch title. The stars were aligned. After finding success with Fallout: New Vegas and South Park: The Stick of Truth, a successful Stormlands would launch Obsidian into an exclusive group of AAA developers.

After signing the contract, Stormlands received a new executive producer, who was themselves new to Microsoft. They had ideas about the game. But the conversations soon turned into a negative feedback loop. Microsoft’s ideas would make the timeline longer and the budget higher, which meant Stormlands wasn’t going to be available for the Xbox One launch. If you remember the Xbox One launch, Microsoft wanted to promote Connect. Why have Connect as a standard feature for all Xbox Ones if every game in the Xbox One’s catalogue can’t make use of it? Josh Sawyer (in the Obsidian Anniversary Documentary) states, “My lead team started coming to me individually and saying, we can’t do this. We can’t technologically do it. This doesn’t sound like it’s going to be fun. Even if we could technologically do it, it’s not going to be a good experience.” When Sawyer approached Urquhart about his misgivings about the project, Urquhart wondered why Sawyer didn’t want to tell Microsoft. “Because,” Sawyer said, “I think they’re going to cancel the project.”
Microsoft would cancel Stormlands. The cancellation would lead to the largest grouping of layoffs Obsidian has ever seen. The day Stormlands was cancelled was Obsidian’s darkest. The half of Obsidian’s workforce that wasn’t terminated was sent home for the week. They were in tears. Many of their friends lost their jobs. But the ones who remained had to pick up the pieces.
Obsidian spun off a variety of people into multiple three to five-person groups to drum up some projects. It got everyone’s creative juices churning. While these groups would lead the company to Kickstarter and Pillars of Eternity, several other projects came to fruition.

One of the ideas proposed by Obsidian’s smaller groups was to work on a smaller game. In particular, a mobile game. The company had never done a mobile game like Pathfinder Adventures Card Game, and the project was pitched with a small team. A small game wouldn’t require a large team, right? Right? Not exactly. In Obsidian’s efforts to produce something quick, they did the opposite.

Just because Pathfinder Adventures Card Game was a mobile game didn’t mean it could get by with a small team and a short development window. Obsidian soon learned that the same principles for making a compelling video game extend to mobile games. The group behind Pathfinder Adventures Card Game had little oversight from Obsidian. The company had other games on the horizon and left the group, many of them junior designers, alone to their own devices. To their credit, the designers behind Pathfinder Adventures Card Game were dedicated to the project. Obsidian should’ve given them more resources. The game received mixed reviews. And Obsidian learned a couple of things: 1) They aren’t much of a mobile game company. 2) Give every game a sufficient number of team members and oversight.
Oh. But there were other smaller games Obsidian produced during this timeframe. Another came from overseas.

Urquhart received a request for a proposal from mail.ru, which is a Russian communication software company. mail.ru had broken into games, but they struggled to get a foothold in the Western market. They wanted to make a World of Tanks clone. The proposal intrigued Obsidian because World of Tanks was massive. Even if what would become Armored Warfare could capture 20 percent of World of Tanks’ market share, the game would be successful. There’s only one problem. Obsidian was known primarily for RPGs. Who would buy them as a tank combat game developer? This was a job for Co-founder Chris Jones.Before Obsidian, he had worked on all manner of games: action games, fighting games, and most importantly, simulations.

Jones and company threw together quick demos using off-the-market assets, and mail.ru loved it. Obsidian spent several months polishing Armored Warfare. I’ll let Jones (via the Obsidian Anniversary Documentary) set the stage. “The funnest thing about Armored Warfare was watching the company playing the game every day. We’d have daily playtests. We had afternoon sessions with people shooting each other. It was a great experience.”
With a couple of smaller wins in their corner, Obsidian was ready to tackle crowdfunding. But first, they would help an old friend cross the finish line.

Before Obsidian would begin its crowdfunding project for Pillars of Eternity, it would help out inXile’s production of Wasteland 2. inXile and Obsidian had broken away from Interplay and remained friendly. In fact, according to a Shack News article, they had an agreement to share technology. I won’t go into Wasteland 2. We did that in our inXile History post. But Obsidian would see proof of concept. Even though few video game projects became successful after Kickstarter, it can be done.

While they had found modest success with Armored Warfare, Obsidian had several cancelled smaller projects by this time, and the company was still feeling the pangs from Stormlands. They needed a big win. They needed to return their top-down, isometric third-person RPG roots. Obsidian, and Black Isle Studios before it, was at its best when it made those types of RPGs. Icewind Dale, Baldur’s Gate, the original Fallouts, Neverwinter Nights, and the list continues. inXile proved with Wasteland 2 that gamers still had an appetite for such a game. But did they still believe in Obsidian?
The company chose to make their spiritual successor to Baldur’s Gate II: Shadows of Amn, and they were using KickStarter. Most at Obsidian tempered their expectations. When they clicked the button to make Pillars of Eternity’s project go live, it took seconds for it reach $50,000, reaching the game’s original goal. Then, it leaped to $1 million. Urquhart contacted Game Director Adam Brennecke at the 24-hour mark, which happened to occur on Saturday. Brennecke was at home, but that level of success changed his plans. According to Brennecke (in the Anniversary Documentary), “We had to rearrange the schedule. We had to get things done faster than we had initially expected because with KickStarter, you want an engaging campaign. You had the cadence planned out but with that initial success, we needed something out on Monday. We had to work on that over the weekend.”

Obsidian would throw a watch party on a newly founded Twitch. At the time, Obsidian’s watch party for the end of the Pillars of Eternity KickStarter campaign was the most-watched video on Twitch. The project topped at $3.9 million, the largest KickStarter campaign at that time. That’s so much money. That’s a lot of hype. So, did Pillars of Eternity match the hype? What do you think?
Obsidian had the team. They were returning to their roots. Pillars of Eternity received a 90 Metacritic score, and it’s not easy getting a score that high on Metacritic. It became a game of the year candidate for multiple publications. Pillars of Eternity was everything gamers loved about the old Black Isle Studios games. The company had come full circle. And they happened to do so with their own original property. And Pillars of Eternity proved the industry was interested in isometric role-playing games. What would be the next hit in this vein?

After the KickStarter campaign concluded and Obsidian was developing Pillars of Eternity, they had an idea for another top-down, third-person, isometric role-playing game, Tyranny. Tyranny would place more emphasis on making player choices have more impact on the game’s story. The game’s themes would venture more grimdark as the player’s character rebels against the evil overlord Kyros. Obsidian wondered if they should self-publish Tyranny. But they weren’t a publisher. Fortunately, Swedish publisher Paradox Interactive reached out to Obsidian. Paradox saw Pillars of Eternity’s success and wanted an original idea. They jumped at the opportunity to publish Tyranny.

While not as big of a success as Pillars of Eternity–How many games are?–Tyranny added several tools to Obsidian’s repertoire. I’ll let Chris Parker explain (via the Obsidian Anniversary Documentary). “Tyranny is a great example of a game where we focused on true role-playing mechanics, truly great system building, and had a lot of cool features like the glossary…These are systems that, if possible, we want to include in every role-playing game. We can figure out how to do it better next time.” Tyranny may not be a direct sequel to Pillars of Eternity, but fans wouldn’t need to wait long for a Pillars of Eternity sequel.

Pillars of Eternity II: Deadfire saw a couple of changes. First, Obsidian switched crowdfunding sites from KickStarter to Fig. Second, the sequel wouldn’t receive the same nostalgia boost as the first game. Never underestimate the power of nostalgia. When the original Pillars of Eternity launched, Obsidian hadn’t developed a top-down, third-person isometric role-playing game in well over a decade. This time around, they had squeezed in Tyranny, and Deadfire was a sequel. Obsidian was very familiar with sequels, but to this point, the company had only worked on sequels for other companies. Pillars of Eternity II: Deadfire held the distinction of Obsidian making a sequel for one of their own properties. This was special.
And wouldn’t you know it? Deadfire’s Fig campaign garnered more than the original KickStarter campaign. I guess, never underestimate the power of a customer base, knowing you make a good product, and brand recognition.

Pillars of Eternity II: Deadfire builds on the original in almost every way. Look at how much the graphics improved. The team spent extra time getting light effects just right. The environments are beautiful and feature a big world map. But the big addition Pillars of Eternity II: Deadfire made was full voiceover work. This made completing the project difficult. You need to schedule recording sessions and split up the actors’ time across characters. It’s stressful and a lot of work. But Obsidian pulled off the near-impossible.
Like its predecessor, Deadfire holds a great Metacritic score. So, why have fewer gamers played Deadfire? Marketing. The eventual publisher, Versus Evil, came late into Deadfire’s development. By the time the publisher came onboard, there wasn’t enough turnaround to fix something wrong with an initial marketing pitch. When something didn’t work, they threw away the pitch. The game sold well to its core audience, but didn’t sell well after launch. While there were some complaints like combat difficulty and ship-to-ship combat (which may be Deadfire’s least successful mechanism), most didn’t know Pillars of Eternity had a sequel. I sure didn’t. With a little more lead in, Pillars of Eternity II: Deadfire could’ve bested the original in every way.
But Obsidian wouldn’t need to worry about a publisher for long. They were about to get acquired by an unlikely buyer.

After about seventeen years, Obsidian grew tired of finding money to produce games. Publishing never appealed to them. But the founders also hated laying off employees. Who would enjoy that? A steady source of income meant Obsidian wouldn’t experience the joys of payroll. Monahan (again, from the Obsidian Documentary) described it best. “Over that 17 years, it was a lot of money coming in, and the money stopped coming in, and there were a couple of times when I had to rush to the bank myself and withdraw a bunch of money to make sure payroll happened.” In short, Obsidian wanted stability.
The company had asked others if they’d be interested in purchasing them as an imprint. Oddly enough, a familiar face came in with a competitive offer. Microsoft buying Obsidian was awkward. Microsoft was the publisher for Stormlands, which they terminated in 2012. The aftermath of that decision led to a mass layoff. Stormlands’ cancellation almost led to Obsidian’s dissolution. The idea that Obsidian would go back to Microsoft seemed counterintuitive. But Xbox Game Studios insisted Obsidian stay Obsidian. When most companies buy out another company, they absorb the acquired company. Microsoft didn’t want a Microsoft-Irvine. They wanted Obsidian.
With a newfound financial security, Obsidian was ready for its next chapter. What would be a better way to celebrate a corporate buyout than with a video game that’s a parody of late-stage capitalism?

The Outer Worlds marked the reunion of Leonard Boyarsky (Creative Director) and Tim Kaine, who had worked on the original Fallout and Arcanum. The Outer Worlds blends Boyarsky and Kaine’s personalities. I like how Boyarsky put it (in the Documentary). “I’d pull (The Outer Worlds) from being too silly, and he’d (Kaine would) pull it from getting too dark. We could agree on where we landed…Left to our own devices, he would’ve skewed a little bit sillier and more comedic, and I would’ve veered a bit more into the dark underside of humanity.”

The Outer Worlds found a healthy balance between comedy and social commentary. The game was an immediate success. Obsidian had yet another franchise they could build upon. The Outer Worlds had a little bit for everyone. And those company jingles were hilarious. I still find myself singing, “It’s not the best choice; It’s Spacer’s Choice.”
Obsidian knew it wanted to include DLC for its project and got to work. In fact, Obsidian developed The Outer Worlds’ DLC while working on the base game. Nine to ten months passed before they brought in Game Director Carrie Patel. She pitched a revision to the DLC that gave it a strong noir take on The Outer Worlds. The DLC lived in a similar space to the rest of The Outer Worlds but felt different. It gave Obsidian room to play, push the flavor, and adjust the tone just a bit. Variance to The Outer Worlds’ DLC proved Obsidian could adapt.
And that brings us back to E3 2020 Los Angeles and the comment Justin Britch made. “Even as a mid-sized publisher, we had a lot of projects at the same time.” During E3, Obsidian announced multiple projects. In Peril on Gorgon, the DLC for The Outer Worlds, and an early access launch trailer for Grounded. With Grounded’s trailer, Obsidian made a joke with CD Projekt Red. “If you want this year’s biggest release, then wait on Cyberpunk 2077. But if you wanted the smallest, we’ve got you covered. Grounded.”

Even though Obsidian’s trailer mentions that they’ve never made a game like Grounded, survival games share similarities with RPGs. Character development and exploration are hallmarks of both games. The original idea for Grounded originated during Pillars of Eternity’s development, but it wouldn’t be until Pillars of Eternity II: Deadfire that Grounded would receive a concrete pitch and a small team. Survival games were around in 2012, but they weren’t as big as they would become in the coming decade. The creative team was nervous. They hadn’t made a survival game like Grounded. And the pitch was odd. I’ll let Chris Parker (Documentary) explain. “Right out of the gate, I was scratching my head. Really? We were going to do a Honey, I Shrunk the Kids, but it’s a survival game with role-playing elements.”

Early on, Grounded got review bombed. Was it because Grounded poked fun at Cyberpunk in its trailer? Did gamers question if Obsidian could pull off a survival game? Or was it Grounded’s concept? No matter the reason, Grounded began with poor early reviews, but that would change. Head of Strategy and Operations Marcus Morgan recalls his time at XO, which is an Xbox dedicated event for just Xbox games. He watched people play Grounded. They were having a great time. Obsidian had another hit.
Grounded broke the mold in more than one way for Obsidian. Not only was it the company’s first survival game, it was the company’s first foray into early access. Game designer Adam Brennecke always wanted to try early access. He wanted to get the game into players’ hands as quickly as possible. The lifeblood of a game is iteration. The sooner players could “break” a game, the faster designers could address issues. Obsidian would repeat this process with Grounded’s sequel. But we have a couple more games to discuss before we get to Grounded 2.

Microsoft has stayed true to the word. They’ve let Obsidian be Obsidian. Sure, character-driven role-playing games will ensue, but Obsidian has always pushed boundaries. Pentiment is a good example of Obsidian pushing boundaries. And it illustrates Obsidian being able to be Obsidian. Josh Sawyer had a few games on his bucket list. Sawyer shared them in the Documentary. “When I got into the industry in 1999, I wanted to make a Dungeons & Dragons game, a Fallout game, and a historical game. I got to make a D&D game right away (Neverwinter Nights 2). It took a little while to make the Fallout game (Fallout: New Vegas), but the historical game eluded me for the longest time.” Sawyer fell in love with a game called Darklands (1992). It focused on the 15th century in the Holy Roman Empire and added fantastic elements.

Sawyer framed Pentiment as a narrative adventure with mystery components and gameplay similar to Night in the Woods, Mutazione, and Oxenfree. Pentiment is set at the beginning of the Reformation, and Sawyer cited Umberto Eco’s The Name of the Rose as inspiration for Pentiment’s setting. Players spend most of their time inside a monastery. And as you can tell by the image above, Pentiment contained stellar, historically influenced art. Is it any wonder Pentiment earned a Peabody Award? Pentiment may not be a game for everyone, but the ones who Pentiment is for love it. Obsidian was on a roll. They had two games that would get sequels, and an indie darling in Pentiment. Their next project would be an action RPG set in the world of Pillars of Eternity.

Set in Pillars of Eternity’s setting, Avowed spent several years in development limbo. Urquhart had insisted Avowed feature multiplayer. It never materialized. The game didn’t function as a multiplayer experience. After Microsoft acquired Obsidian, they insisted the team ditch the multiplayer aspect. Once that was settled, Avowed made progress.

Avowed would ditch Pillars of Eternity’s open world for explorable zones (similar to The Outer Worlds). Player choices would affect the world and the companions traveling with the player character. And then there’s the announcement of factions. Avowed would pivot into factions and social standing within each faction, echoing Fallout: New Vegas. Did Avowed live up to the hype? It received favorable reviews. I haven’t had a chance to play Avowed. It is scheduled for a PlayStation 5 release in February 2026. (I’m writing this post in January.) Fallout: New Vegas is on many people’s top games of all time. A game can be fantastic and fall short. But I’m excited to try Avowed in the coming months. I may have already played it by the time you’re reading this post.

In addition to Avowed, which is a spin-off of Pillars of Eternity, Obsidian released two other sequels: Grounded 2 and The Outer Worlds 2. The company is going strong. Its partnership with Microsoft has freed the creatives at Obsidian to do what they do best: make games. While I’m excited for great sequels and spin-offs, I like that Obsidian continues to challenge itself with projects like Pentiment. The future looks bright for this role-playing game juggernaut. Here’s to another 20 years of Obsidian.
This was a long one. If you made it this far, you’re awesome. We all know it. Let me know if you enjoy this series and which game developer or even designer get the video game history treatment. Thank you for reading, and wherever you are, I hope you’re having a great day.