Autism Representation: Dead End: Paranormal Park

Geekly started a new deep dive series about Autism Representation in media. Our first post in that series was about Sheldon Cooper from The Big Bang Theory, and it was posted in May. Was it that long ago? Yikes! Well, Geekly’s back with another deep dive about Autism Representation. Today’s piece of media is the short-lived Netflix animated series, Dead End: Paranormal Park.

Hey, hey, Geekly Gang! Kyra Kyle here. As I mentioned in our previous Autism Representation post, I’m a late-diagnosed autistic person and ADHDer. Yes, you can have both. Ever since my diagnosis, I’ve been viewing media through a different lens, trying to see if a piece of media has good or not-so-good Autism Representation. I intended this series to be something Geekly released once a quarter. We’re getting this post right under the wire with Dead End: Paranormal Park because this series not only has an Autistic main character, but the other main character is transgender. I also happen to be trans and gender queer and intended to give Transgender Representation in media the same treatment. So today, we’re releasing two posts about Dead End: Paranormal Park.

Since Dead End: Paranormal Park only lasted two seasons (for a total of 20, 20-minute episodes), we’ll go through each pertinent episode in sequential order for both characters. Our subject for this post is Norma Khan, a 17-year-old bisexual and autistic Pakistani-American girl who gets a job at the park because of her adoration of the films made by character Pauline Phoenix. Already, I love Norma’s intersectionality. Let’s get started with Dead End: Paranormal Park’s first episode, “The Job.”

Season 1, Episode 1, “The Job”

We first meet Norma Khan in her room, decked out in Pauline Phoenix (the actress behind Phoenix, “Paranormal,” Park) paraphernalia: Pauline posters, Pauline bedsheets, and even a Pauline lamp. Norma has an episode of Dead End (one of Pauline Phoenix’s television shows) playing as she prepares for a job interview at Phoenix Park. Something tells me Norma listens to this show on repeat often. I’ve done the same. I may have audio taped cartoons (on cassette tapes) so I could play them at night to fall asleep. I’m sure Norma wouldn’t do anything like that. Wink.

Norma’s mother dotes on her. She worries more about Norma’s job interview than Norma does. She hugs and kisses Norma as Norma tries to break away. I can relate. We know little about Norma, but Dead End: Paranormal Park hints that Norma’s mother may want more affection than Norma is comfortable giving. This is in keeping with some autistic kids. This moment also suggests that Norma’s job interview may be her first time alone; it’s certainly her first step as an adult. Autistic people do tend to have a higher unemployment rate than the general population, and often, this is less about capability and more about finding the right work environment. It sounds like Phoenix (Paranormal) Park is Norma’s perfect job environment.

“The Job” sprinkles in some references to Norma’s hyper-fixations. In fact, when she believes she didn’t get the job at first, Norma flat out says, “Looks like I’ll have to find something else to hyper-fixate on for fifteen years.” Norma earns this line because she spews paragraphs of Pauline Phoenix facts while Norma and Barney are trapped in a haunted mansion. Only Norma doesn’t yet realize the two of them are trapped. She’s too busy info-dumping on Barney about her special interest. I watched this episode with one of my daughters, and she chuckled. You’re not like that at all, are you, Mapa? Yep. That happens sometimes. The train needs to reach the station before we can switch tracks.

Season 1, Episode 2, “The Tunnel”

“The Tunnel” begins with a Norma flashback. She’s a child attending Phoenix Parks and in line to visit Buster Scruffs (one of the employees dressed as a mascot). Norma panics. Her feet sink into the concrete. While I’m unsure if this sequence is directly tied to an autistic shutdown (where an autistic person retreats from their surroundings) or if this scene is just a child reacting to too much stimuli (which can cause autistic shutdowns), Dead End: Paranormal Park does a fantastic job of showing Norma’s internal world.

When we shift to the present day, Norma storms into the haunted mansion. She doesn’t care that Pugsley can talk (a side effect of his former demonic possession) and is livid that Barney clocked into work before her. The group brushes past Barney, staying the night at the park, and promptly finds a gold pass. I love how she prefers to go to the park’s staff meeting when presented with the option to do anything in the park. Dead End: Paranormal Park drops another line of Norma obsessed with Pauline Phoenix, before she wishes for the three-hour version of employee orientation. I can attest that I could withstand a three-hour orientation on my special interest. This tracks for an autistic person.

What also tracks for autistic people is Norma’s odd eye contact. When Badyah Hassan (leader of the staff orientation) begins orientation, Norma info dumps and gives Badyah intense eye contact. Norma bores a hole into Badyah. That made me laugh. It’s so accurate. Many people believe that autistic people can’t make eye contact, when it’s just as likely that autistic people will make intense eye contact. In short, autism leads to odd levels of eye contact: none or too much. And of course, Norma takes over the orientation after Badyah sarcastically asks if she wants to do so. Norma puts on a performance voice (another autistic thing to do), and I felt called out. Both of my daughters recounted a similar instance with me at a board game cafe.

Season 1, Episode 3, “Trust Me”

“Trust Me” centers around a team-building exercise at the beach. Norma is reluctant to leave her mother’s car because she believes everyone at work hates her, while Norma’s mother counters with no one knows you. This is a great representation of an autistic side-effect, rejection sensitivity. Rejection sensitivity may occur when an autistic person has experienced so many instances where they said or did the wrong thing, or they just acted like themselves (and not like a neurotypical or person without autism), and got rejected, so the autistic person believes people hate them even when there’s empirical evidence to the contrary. I’ve received a pep talk from a loved one like the one Norma gets so many times, I’ve lost count. I love that Dead End: Paranormal Park touched on this subject.

Before “Trust Me’s” volta (the turn), we get a lot of Norma being literal. The team-building guru speaks in metaphors, and each flies over Norma’s head. Physical things don’t bind us. Yes, they can. The opposite of trust is fear. No, the opposite of trust is mistrust. I agree with Norma on that last one. Autistic people can be very literal. I got diagnosed with autism after my younger daughter was diagnosed (autism is hereditary), and my daughter would always answer with specific times whenever someone asked what time it was. For instance, it’s 4:18, instead of 4:15 or 4:20. We didn’t know when she was younger, but that’s an autistic trait. I still agree with Norma that the opposite of trust is definitely mistrust.

And I like how Dead End: Paranormal Park mixes up Norma’s affect. When she says, the opposite of trust is definitely mistrust, her voice is flat. Other times, she’s very expressive, overly so. Excellent! The montage of Norma screwing up every trust-building exercise is also excellent. Her forward trust fall had me in stitches.

This next bit ventures into spoiler territory, but who are kidding? We’ve already shared some spoilers. The team-building guru is a fear demon in disguise, and he intends to feed on the gang’s fear. While everyone else enters a nightmare realm where their greatest fears come to life, Norma’s fear world is the real world. She worries about every interaction with people. She relives every social misstep. Eventually, Norma’s rejection sensitivity overwhelms the fear demon. I love how the animation style changes when we fully enter Norma’s perspective. It’s another subtle way Dead End: Paranormal Park portrays autism. The Norma we see in the picture above may be closer to how she views the world.

And that’s how autism works. It’s another way of viewing the world. Neurodivergent brains process things differently from neurotypical brains. This is another excellent example of autism representation. This may dovetail into Norma calling her coworkers by the attractions they monitor at the park. I like how most people take offense, but Badyah leans into her nickname death slide. Badyah’s the one who sits beside Norma on the beach and comforts her; Norma may have found a kindred spirit.

Season 1, Episode 4, “Night of the Living Kids”

“Night of the Living Kids” is more of a Barney episode. We get our first look at Patrick, Barney’s younger brother, who’s having an overnight birthday party at the park. Patrick plays Pin the Tail on the Dinosaur, and when Barney recognizes him, he takes cover. After Barney says that Patrick can’t see him, Norma doesn’t get the context and replies that he has the blindfold off now, so he can see Barney. Classic Norma.

And in classic Norma fashion, she finds the one kid at the party who’s as obsessed as she is about Pauline Phoenix. Vince even outbid Norma for Pauline memorabilia on an online auction. Norma finally has someone else she can talk to about her special interest. As Norma says, Finally, an intelligent conversation. The two’s conversation sets up the mystery of Barbora (not Barbera), Pauline’s angry and athletic stunt double. The two’s convo gets interrupted by children who lost all the sleep they ever slept, hence the episode’s name “Night of the Living Kids.”

Season 1, Episode 5, “The Nightmare Before Christmas in July”

“The Nightmare Before Christmas in July” takes a break from Barney and Norma and focuses more on their demon friend, Courtney. Courtney is stuck in the mortal realm, so Barney and Norma go on a devilish game show to snag them (Courtney) a ticket home. Note: I’ll mention this in the transgender representation companion post to this one, but the demon Courtney is non-binary/gender queer in the comics, but Netflix changed their pronouns from they/them to she/her; I’ll use Courtney’s preferred pronouns of they/them.

Even though “The Nightmare Before Christmas in July” is predominantly a Courtney episode, we get a classic Norma moment during the game show. When the demon host says the next leg is a “lightning round,” Norma shouts, Trivia. Nope. Not trivia, Norma. Actual lightning.

Season 1, Episode 6, “Wait Time: 22 Minutes”

“Wait Time: 22 Minutes” gets its title from the line for the newly opened Dr. Love Ride at the park. The Dr. Love Ride has been closed since before Norma was born, and naturally, she wants to experience the ride before spoilers flood her timeline. This is in keeping with everything we’ve learned about Norma. She and Barney get separated in the line because Norma takes the employee express lane, while Barney stays in the main line with Logan, who wants to make sure the wait time sign of 20 minutes is correct. Since Barney has a crush on Logan, he texts Norma incessantly.

In classic Norma fashion, she doesn’t get why Barney is freaking out, but it’s what she says that rings true for an autistic person. Barney’s in a line with Logs, so the danger seems minimal. Lol. Often, autistic people can brave large crowds if they have at least one person they know well. Norma doesn’t get Barney’s dread because she views Logan as a safe person to brave Dr. Love’s long line. Pugsley has to spell out the awkward social implications for Norma. I love this. I wouldn’t have been able to attend Pride if I hadn’t gone with some of my safe people. And I might’ve missed the social cues of Barney’s crush on Logan.

I also love Norma’s line to Barney. I’m the socially awkward one. Stop stealing my thing. The rest of the episode’s runtime, in reality, revolves around Norma, Courtney, and Pugsley possessing Barney and taking turns trying to woo Logan. Norma asks standard questions and gets frustrated when Logan answers them out of order. He needs to answer the questions in the order they were asked. I could see an autistic person getting frustrated by this, and the lesbian couple standing by Barney (possessed by Norma) bemoan that kids these days are too literal. Yeah. That tracks for an autistic person.

Throughout the body-swapping antics, Norma remains on task. What starts as helping Barney with Logan turns into saving Barney from the in-between, a place where possessed souls go. “Wait Time: 22 Minutes” ends with Norma finally getting on the Dr. Love Ride. She begins info-dumping to Logan as the ride begins, only to have the ride shut down as she’s about to enter. Awesome!

Season 1, Episode 7, “Norma Khan: Paranormal Detective”

The title “Norma Khan: Paranormal Detective” is a bit of a misnomer. At first, Norma takes the role too seriously. Norma’s covert scene with Vince (nice call back) is over-the-top, leading Badyah to say that the two of them are more suspicious than if they faced each other. Note: Norma and Vince sit on with their backs to each other, and Vince struggles to give Norma the magazine featuring Barbora that he mentioned during “Night of the Living Kids.”

Norma is blinded by her obsession with Pauline Phoenix that she ignores all the evidence that clearly paints Pauline as the one behind the missing Pauline impersonators. Tunnel vision can occur for autistic people. I’ve been blinded by my special interests. While this tracks for an autistic person, Badyah proves to be the better “paranormal detective.” I love Norma’s detailed evidence board. The picture above is a zoomed-in segment of that board. Trust me, Norma goes into excruciating detail, making her an autistic queen.

Norma refuses to view Pauline as a threat even at the end of “Norma Khan: Paranormal Detective.” It takes Pauline Phoenix’s ghost charging at Norma before she jumps into a haunted television screen. I’m sure this will end well.

Season 1, Episode 8, “The Pauline Phoenix Experience”

“The Pauline Phoenix Experience” casts the gang in Pauline’s former roles. That’s why we get that awesome black and white picture above. Even though this episode does a lot of heavy lifting for the Dead End: Paranormal Park’s main storyline, it does reveal the depths of Norma’s Pauline Phoenix fandom. She figures out they’re in Pauline’s movies/TV shows before Barney, but plays along because it’s her dream come true. She knows the lines. She’s probably heard them millions of times and this is her time to shine.

Norma goes as far as trying to “kill” Barney because her character tries to do so in the films. Talk about commitment. But she breaks when she comes to terms that Pauline was using her and all her fans. Autistic people tend to have strong moral compasses that can be obscured through the lens of fandom. By the end of this episode, Norma breaks down, but after she mourns the loss of her idol, she’s ready to exact change.

Season 1, Episode 9, “The Phantom of the Theme Park”

Dead End: Paranormal Park is a queer version of Scooby Doo. The park is based on a drag queen. It was only a matter of time before we got a musical episode. “The Phantom of the Theme Park” takes inspiration from several musicals, but its main influence, naturally, is The Phantom of the Opera. I love this episode. The music is spot on, and the musical does a great job of forwarding the action to season one’s conclusion. While “The Phantoms of the Theme Park” doesn’t show new aspects of Norma’s for us to discuss at length, it follows through on Norma’s strong moral compass.

She sacrifices herself to be Pauline Phoenix’s new vessel and hatches a plan to end the park’s suffering. Even though the plan doesn’t go as planned, Pauline is banished, but now we have the return of Temeluchus. Uh oh!

Season 1, Episode 10, “Into the Fire”

I’ll level with you. I can’t believe I’ve gone this far without mentioning Norma’s odd speech patterns. I grew up in the South and don’t sound like it. Sure, some of this is due to my moving away from the South, but not entirely. Even while I was living in the South, folks wondered if I had a foreign accent. Norma’s odd speech pattern is spot on.

Norma takes charge during the demon invasion. She reverts to calling park employees by the attractions they monitor. Death Slide and Norma to the rescue. Demon lords Zagan and Temeluchus battle for surface world supremacy. Demonic fun ensues, but everything turns out okay in the end. The demons leave. The humans are no longer turned to stone. After Phoenix Parks returns to normal (relatively speaking), the crew discusses what to do next, unaware of someone watching them. It’s a citizen of heaven.

But that will wait until season two.

Quick Break and Thank You

Thank you for reading up to this point. You’re amazing. Since the Dead End: Paranormal Park’s first season set up its characters well, the second season explores the other planes of existence, specifically heaven, so each individual episode’s write-up should be shorter. Thanks again for reading, and let’s get back to the show.

Season 2, Episode 1, “Take the Angels Bowling”

“Take the Angels Bowling” gives us our first full look at an angel, Fingers, who is a massive hand with a face in its palm. When Fingers extends its body (a long arm stretching from heaven), it resembles Gord’s, the red-skinned demon, who looks like a worm. Coincidence?

Most of “Take the Angels Bowling” sets up the impending denizens of heaven descending on Phoenix Parks, but there are a few wonderful Norma moments. Her friend Badyah knows Norma wouldn’t want to wear used bowling shoes, so she bought her a fresh pair. That’s thoughtful. Judging from the smell and look of the loaner bowler shoes, that’s a good call by Badyah. Norma and Badyah have started a podcast about ghosts and demons. Very on brand. Norma’s more interested in setting up a podcast schedule than bowling. Also on brand. And when Badyah info dumps about the finer points of bowling, Norma asks if that’s what she sounds like to Badyah. Awesome!

Season 2, Episode 2, “Evil Twins Are People Too”

“Evil Twins Are People Too” steers into the television trope of a character having an evil twin. Barney and Norma’s twins are the worst parts of themselves, but this becomes a blessing for Norma. She fears that Badyah isn’t as into their podcast or at least as into demons as her, which is true, but after an unpleasant exchange with evil Norma, Badyah tells Norma that she does the podcast to spend time with her. Norma makes the mistake of tying her relationship (spoiler: Norma is crushing on Badyah) with Badyah’s liking or disliking her special interest. This is fantastic.

Honestly, I’ve done the same at times. Because an autistic person views their special interest as an intimate part of them, they can tie relationships (or a relationship’s depth) to these interests. I even like how long it takes Norma to realize she has feelings for Badyah. There’s a reason I often talk things out to myself. I love this inclusion.

Quick Point: Badyah mentions that Norma does all the demon sounds during their podcast. This is most likely an example of echolalia, the repetition of phrases or noises that autistic people can make. I would guess that Norma makes these noises outside the podcast.

Season 2, Episode 3, “The Trials of Barney”

“The Trials of Barney” puts Norma’s story on the back burner. Secretly, Barney joins a demonic gym and trains to become a pro wrestler in the demon league. Barney proves to be one heck of a heel, earning the respect of most demons at the arena, especially his opponent, Asmodeus. Near the end of the episode, Badyah compliments Barney and then asks if he’ll be on hers and Norma’s podcast, proving that Badyah supports Norma’s special interest (demonology) and finds some enjoyment from it. Personally, I’ve found this to be the case. One’s loved ones can’t go long hearing someone enthuse about a topic without getting invested.

Random Note: The rock song (“Fight Like a Demon Boy”) that plays during Barney’s training montage slaps.

Season 2, Episode 4, “Eat the Parents”

“Eat the Parents” features Logan meeting Barney’s parents. For this reason, Norma doesn’t feature as prominently, but we get another round of her using a hilarious, ornate voice. Maître de Norma is so over-the-top it makes Barney question what’s wrong with her. This is so on point for many autistic people. You either get zero inflection or all the inflection in the world. I also like that Norma’s dream dinner guest is what she thinks is an adorable spider skull demon. To each their own, I guess, but this shows the depths of Norma’s special interest.

And clearly, romantic comedies were an obsession for Norma at some point. She goes full army general while discussing how crucial meeting one’s parents during a Rom-Com plotline is. I love how “Get Married” goes straight to “Buy Matching Coffins” on the timeline. Norma has watched enough Rom-Coms to know that all of them end after the couple gets married.

Season 2, Episode 5, “The Ride of a Lifetime”

Hurt feelings and a lover’s spat abound in “The Ride of a Lifetime.” Norma plans to tell Badyah how she feels about her, and Pugsley sees the conversation is not going well. Pugsley spends the entire episode’s runtime trying to avoid calamity of all kinds, physical and emotional harm, but you can’t rewind time to execute the perfect world. While this episode focuses on Norma’s love life, it still manages a callback to Norma knowing how long the Ferris wheel ride lasts. Excellent!

Badyah thinks Norma wants to cut her from the podcast, so she tries to prevent Norma from talking. Badyah doesn’t know what to think when Norma tells her that she “like-likes her.” I love how Dead End: Paranormal Park handles this scene. Badyah says she thinks she’s straight, but she doesn’t think about it too much. The showrunners have said that Badyah could be queer, but she comes out in a different way. I could also see Badyah as aroace (aromantic and asexual, where you don’t tend to have a lot of romantic feelings or sexual attraction). I would’ve loved to see where Dead End: Paranormal Park chose to take Badyah’s character.

Season 2, Episode 6, “My Super Sweet 1600”

Norma spends most of “My Super Sweet 1600’s” runtime avoiding Badyah, and she doesn’t attempt to hide her Badyah aversion. This tracks for an autistic person. Many of us, including me, have a difficult time masking irritation. I love how even when Norma attempts to “act normal,” her eyes narrow to pinpricks, and it gives away her emotions.

Badyah tries to smooth things over (from her rejecting Norma’s romantic advances) by hooking up Norma and the Gazan, the demon/vampire, celebrating her Super Sweet 1600 birthday. Gazan and Norma strike a friendship, and their heart-to-heart talk helps Norma see what she needs: space. “My Super Sweet 1600” ends with Norma quitting her job at Phoenix Parks. Gasp!

Season 2, Episode 7, “All Dolled Up”

Dead End: Paranormal Park does a great job of showing many ways a person can come out (with their gender identity and/or sexual orientation) and the responses that may occur when one does. More on that in a minute, but we’re talking Norma’s autism representation right now. “All Dolled Up” gives us a window into Norma’s childhood. We spend more time in her childhood home, see that she’s taken down all her Pauline Phoenix paraphernalia, but her mom clings to the Norma she used to know, the Norma whose dream job is Phoenix Parks, and she quit.

Norma’s mom cooks Pauline pancakes. This was one of Norma’s safe foods, as she ate it every morning growing up. This is definitely an autistic thing. Even as an adult, I still have safe foods, foods I know I can turn to for their texture, flavor, or even lack of flavor. My daughter, whose autism diagnosis led to my late diagnosis, ate chicken tenders/nuggets for every meal she could. I chuckled when Norma switched from pancakes to chicken tenders. Excellent.

By this point, Norma’s personality is set. Her status as an autistic queen is secure. “All Dolled Up” gives us the revelation that Norma is bisexual. I’ve said it before, but I love Dead End: Paranormal Park’s intersectionality. Norma’s scene where she comes out to her mom is heartwarming. It differs from Barney’s, and that’s the point. This show does what it can to show the spectrum of outcomes of coming out to one’s parents. We even learn that confident Logan is not yet out to his parents.

Season 2, Episode 8, “The Other Side”

“The Other Side” shows what Barney and the rest were doing during Norma’s doll infestation from the previous episode. Norma shows up at the end, making amends with Badyah. The two are friends, but Norma needs space. Fair.

This episode sets up the main conflict for Dead End: Paranormal Park’s second season. We’re headed to heaven, floor four.

Season 2, Episode 9, “Going Up”

Before we get into spoilers–there’s little chance I can cover “Going Up” without revealing some plot points–let’s discuss some quick Normaisms. Norma already has hers and Badyah’s next four hangouts and topics of conversation scheduled in her diary. While I don’t plan my days in this much detail or that far in advance, I am writing this deep dive in June, and it’s scheduled for mid-September. Yikes! Maybe I do plan that far in advance. Autistic people do like a regimen. I also like Norma’s wonder at heaven when she first arrives. As she says, I’ve spent so much time studying demons; I didn’t think about what was going on up here. Again, tunnel vision. I wouldn’t have Norma any other way.

Now, we get into spoilers for a show that’s been around for three years. You’ve been warned. Courtney learns they’re a fallen angel. Their “horns” are a broken halo, and they’re doomed to prune the universe’s timeline of all “unwanted” branches. While bleak in nature, this plot point metaphorically plays into Dead End: Paranormal Park’s main characters in profound ways. Fallen angels (angels whose halos are broken) no longer fit what it means to be an angel, so Courtney has more in common with Norma than they may have first thought. As an autistic person, Norma doesn’t fit in with neurotypical people. We’ll go more into the Barney side with the trans representation post, but Courtney’s subjugation in heaven rings true for a lot of autistic people.

Courtney isn’t allowed to be Courtney. Their personality–or any personality–runs counter to what the heavenly society can accept. There’s a lot to unpack with heaven’s insistence that everyone must conform and follow preconceived notions. One could rewatch Dead End: Paranormal Park multiple times and find new angles. This is the mark of a great show. One final point: I love how Barney asks if he can hug Norma at the end of this episode. Barney shows Norma respect with this question; Norma doesn’t always like human contact. I’m with you, sister.

One more major spoiler: Pugsley becomes The Watcher. The Watcher is the all-powerful heavenly sorcerer who serves as watchdog for anyone who steps out of line. Pugsley loses himself behind this onion-head mask. I don’t know if this was the intent, but Pugsley is literally masking. Masking for autistic people is when one attempts to look less neurodivergent. Dead End: Paranormal Park may be geared for kids, but it has many layers.

Season 2, Episode 10, “The Watcher’s Test”

“The Watcher’s Test” does for Pugsley what “Going Up” did for Courtney. Barney and Norma’s journey can be seen through Pugsley’s. Since this is our autism representation post, we’ll focus on how Pugsley’s journey mirrors Norma’s. Again, we’ll be going through some major spoilers, but if you’ve made it this far, spoilers won’t be that big of an issue.

Heaven (not sure if the character commanding Fingers is God, but they’re certainly from heaven) commands Pugsley to become The Watcher. Heaven insists there is no other way of thinking. Any other ways of thinking are incorrect, and that’s where Pugsley’s internal battle with Fingers’ programming mirrors autism. Most of the world runs on the neurotypical’s (someone who isn’t autistic) way of thinking, hence the term, neurotypical. Pugsley doesn’t think in the same way as Fingers and their boss (or bosses). Instead of allowing Pugsley’s different way of viewing the world, heaven forcefully changes his mind.

Furthermore, Applied Behavioral Analysis (ABA) therapy, a therapy often used to change autistic people’s behavior, can be compared to animal (or dog) training. I don’t know if a link with Pugsley and his heavenly training (as a metaphor for ABA therapy) was Dead End: Paranormal Park’s intention, but if it was, that’s brilliant. Even if that wasn’t the show’s intent, the world’s a better place when Pugsley’s allowed to be Pugsley, and our world could be better if accommodations were made available for autistic people instead of forcing autistic people into boxes–or onion-shaped masks.

Random Thought: The dedication to Leon Fechner (one of the show’s animators) during Dead End: Paranormal Park’s closing credits is touching. We leave season two with Pugsley wandering a plane that isn’t heaven, hell, or Earth. This pays homage to Fechner, who had slipped into a coma and died before the show was completed. Rest in peace, Leon Fechner.

Closing Thoughts

Phew! This was long. It’s even longer if you read the companion piece, Dead End: Paranormal Park’s Transgender Representation. While this show’s geared toward children, Dead End: Paranormal Park does a stellar job with autism representation. I’m not the first to cite Norma Khan as one of the best autistic characters. The show handles Norma’s autism with grace and style. I love Dead End: Paranormal Park’s intersectionality. Each character is thoughtfully layered.

If you have any other movies or television shows that depict autism that you’d like us to cover, let us know in the comments. If you’ve made it this far, you’re amazing. We all know it. Thank you for reading, and wherever you are, I hope you’re having a great day.

Geekly News: September 14, 2025, Two Captain Americas at Once

Happy Sunday, Geekly Gang! Today’s another good day for Geek News over the past week. We begin with some quotes from Marvel CEO Kevin Feige and the latest gossip from Marvel Studios and the MCU.

Two Captain Americas in the MCU

Marvel CEO Kevin Feige opted for a Marvel HQ sit-down instead of a massive Comic-Con Announcement this year. During this sit-down, Feige answered several reporters’ questions. One of his most notable responses was Eventually, we will have to recast Tony Stark and Steve Rogers. The way Feige phrased his response made it sound as if the recast of the MCU’s original Avengers would occur years into the future, but one industry insider (a relatively new one named James Mack WL) believes a Tony Stark and Steve Rogers recast could occur much sooner than we think. According to this source, they believe the MCU will commit to two Captain Americas (a new Steve Rogers and Sam Wilson) post Avengers: Secret Wars.

There’s a lot to unpack here. Feige has stated that he believes this year’s Captain America: Brave New World flopped because it didn’t feature Steve Rogers (or Chris Evans). This could sound like a knock against Anthony Mackie. Honestly, Mackie was by no means the main reason why Captain America: Brave New World underperformed. I don’t think Feige even meant to imply that. He may have been lamenting his letting Robert Downey Jr. and Chris Evans go prematurely from the MCU. Downey leaped at the opportunity to rejoin the MCU, and Chris Evans might not be too far behind.

But what does this mean for the Captain America character? The comics have had two simultaneous Captain Americas, and it worked. Having a second Cap shouldn’t detract from Mackie’s Sam Wilson. Heck, it could be interesting to see two heroes compete for the throne of best Cap. My guess is that Mackie and another actor could portray the Star Spangled Hero. The MCU could recast Steve Rogers while Mackie’s still in the Sam Wilson role, but it doesn’t make a lot of sense to have a different actor portray the character opposite Mackie’s Sam Wilson, because Mackie’s Sam has such a long history with Evans’s Steve. My guess is that Evans could return to the Steve Rogers role.

No matter who portrays Steve Rogers, we should be seeing the character return to the MCU. And sooner than we think.

Robo Rescue Lifts Off on KickStarter

Years after humans left a Martian Research Facility, four abandoned robots embark on an adventure to reunite with their human creators on Earth. Robo Rescue puts gamers in the roles of one of these robots. Program and move your robot pal, collect resources with board actions (in an ever-changing warehouse), convert resources to essential parts, and repair all rocket engines, so you can return home.

Robo Rescue uses a unique programmable movement mechanism. Its ever-changing board looks amazing and should facilitate multiple play-throughs. The pictures we see above are from Robo Rescue’s prototype. The final product should look even better. Pledges range from $56 to $99. If you’re interested in Robo Rescue, check out its KickStarter page.

Zairoo Launches on KickStarter

Tabletop roleplaying game Zairoo showcases a Pan-African Fantasy world. Five vibrant kingdoms rise from the ruins of a cataclysmic past. In this alternate 17th-18th century, where African and New Afrikan Myths come alive, players step into a land where science, spirituality, and the supernatural intertwine.

I learned about Zairoo several months ago and have been waiting for its release. The game looks amazing. The concept has me intrigued. Zairoo blends classic African and New Afrikan myths. It offers a fantasy world seldom and desperately needed to be explored. Pledges range from $20 to $300 (many of the larger pledges include charitable donations). If Zairoo interests you, check out its KickStarter page.

Gamusinos Skitters onto GameFound

In Gamusinos, players take on the role of unique animals, trying to find their way to a sanctuary. Players attempt to score the most points by playing experts for their animal, but you’ll also need to discover which hunter freed the animals to prevent them from taking the precious chamois.

Gamusinos features adorable art and hidden roles. Can you deduce which animal is which? If Gamusinos sounds interesting, check out its GameFound page.

Snorkeling Launches on GameFound

Featuring stunning art, Snorkeling pits gamers against each other in an underwater, fast-paced, card-shedding game. During a turn in Snorkeling, players can play as many cards as they want from their hand that are exactly one value (numerically) higher than the top card of the center pile and the same color as the top card in the center. Then, you may strike your rivals by placing a card exactly one value lower than the top card in their personal pile, forcing them closer to the dreaded surface.

A round ends when one player receives a 0 value “Beach” card in front of them. Everyone scores points based on the card on top of their pile. The first to reach 12 points wins the game. Snorkeling has a simple concept and should be easy for gamers new to the hobby. We don’t yet know much about Snorkeling’s price point–although I can’t see it being too much–but if you’re interested in Snorkeling, check out its GameFound page.

No More Dead: New York Shambles Onto GameFound

No More Dead: New York puts players in the driver’s seat to either lead the rebirth of civilization or watch its downfall. Blending area control, resource management, and tactical decision-making, No More Dead: New York has players traverse NYC’s iconic neighborhoods in their vans, strategically deploy their team to gather resources, or conquer and restore key locations by eliminating threats.

No More Dead: New York offers plenty of replay value. Each survivor has their own unique capabilities. Can you build the perfect team to survive the Zombie Apocalypse? If you’re interested in No More Dead: New York, check out its GameFound page.

Borderlands 4 Released

The next installment in Gearbox and 2K’s fan-favorite co-op looter shooter Borderlands launched this past week. Borderlands 4 is the largest and most important video game launch from this past week, so we’ll break down all we know about the crossplay capabilities, because let’s face it, you’re going to want to play a co-op looter shooter like Borderlands 4 with friends.

Borderlands 4 was released on PlayStation 5, PC, and Xbox Series X/S and will be released on the Nintendo Switch 2 early next month. Borderlands 4 will support crossplay, but this gets a little tricky. If you and your friend are on Xbox and PC, you can play together easily, provided you both have free Gearbox Shift accounts. Unfortunately, neither cross-save nor cross-progression will be available on day one. But there’s hope these will be added at a future date. In classic Sony PlayStation fashion, Borderlands 4 may not support crossplay on PlayStation 5 on day one, but like cross-save and cross-progression, players may gain this capability in the future.

The future looks bright. Borderlands 4 has received above-average reviews. We may have to open the Kairos Vault. See you soon.

Those are all the new releases we had for video games and board games from the previous week. Thank you for reading, and wherever you are, I hope you’re having a great day.

Tabletop Game Review: Roll Camera!: The Filmmaking Board Game

Get ready to make a cinematic masterpiece by rolling dice and placing them in Roll Camera!. Players work for a struggling film production company. The company’s on the verge of bankruptcy and one successful film can turn around the company’s fortunes. It’s up to you to make the best movie you possibly can before time—and money—run out. We’ll get into Roll Camera! in just a bit, but let’s cover some of Roll Camera!’s details.

The Fiddly Bits

Designer: Malachi Ray Rempen
Publisher: Keen Bean Studio
Date Released: 2021
Number of Players: 1-6
Age Range: 10 and up
Setup Time: 5-10 minutes
Play Time: 45-90 minutes

Game Mechanisms

Cooperative Game
Dice Placement
Events
Open Drafting
Pattern Building
Set Collection
Solo/Solitaire Game
Variable Player Powers

Game Setup

Roll Camera! doesn’t have the best rulebook; it’s a little cluttered. I’ll mention this again in the review section. Fortunately, the game board is easy to navigate, and the company (Keen Bean Studio) produced How-to-play and Turn-by-Turn Walkthrough videos. These videos help a lot. I’ll do my best to convey the information contained within the rulebook.

1) Place the main game board in the middle of the table.

2) Choose or randomly assign one player board to each player. You may use either side. Give each player the Player Aid card that corresponds to their player board.

3) Shuffle the top and bottom script cards separately, then randomly select five of each to form two Script decks. Place each deck face-up in the corresponding spots on the board. Return the remaining Script cards to the box; they will not be needed.

4) Shuffle the Problem deck and then place it in its space above the board (the space marked with a red triangle and exclamation point).

5) Shuffle the Idea deck and then place it in its space below the board (the space marked with a yellow lightbulb).

6) Shuffle the Scene deck and then place it on the topmost Storyboard space on the board with the “sketch” side up. Draw two Scenes from the top of this deck and place them in the two empty Storyboard slots below the Scene deck.

7) Deal each player three Idea cards. Even though Roll Camera! is a cooperative game, keep these cards hidden. You will always have three Idea cards in your hand.

8) Mix up the Set Piece titles and place them face-up in two even stacks on their designated grey spaces on the main board, above the Set.

9) Adjust the Budget and Schedule dials according to the difficulty setting and number of players. The Difficulty settings are printed on the reverse side of the dials.

10) Place the pink Quality marker on the START space on the Quality track.

11) Place the “Blocked” tokens next to the Problem deck within reach. 12) Choose someone to be the starting player, giving them the six Crew dice and the Budget/Schedule dials.

Game Flow

Player turns in Roll Camera! consists of five simple steps:

1) Draw a Problem Card
2) Roll the Crew dice
3) Assign the Crew dice and take actions
4) Clear the Crew dice
5) Advance the Schedule and pass the dials

1) Draw a Problem Card

Draw one card from the Problem deck and put it in the slot immediately to the right of the Problem deck.

The Problem Queue has three slots. New Problems are added to the leftmost slot. Any existing Problems are pushed to the right. Problems never move back to the left, even if others are resolved to create a gap in the left or middle space.

If the Problem queue is filled with three problems, you don’t need to draw another one at the start of the next turn. However, you also cannot take actions, play Idea cards or gain bonuses that require drawing a Problem card if the queue is full.

2) Roll the Crew dice

Roll the Crew dice, which determine what cast and crew you’ll have available this turn.

Usually, you’ll roll all six Crew dice, but it is possible that some Crew dice have been “locked in” onto a Set Piece during a previous player’s turn. If so, you’ll roll fewer dice. At any point, you may choose to re-roll and reassign dice that were locked in on a previous turn.

Each Crew die has six faces: Camera, Light, Sound, Actors, Art Department, and Visual Effects (or VFX, whose symbols are white to denote that it’s considered a “Wild” die face).

3) Assign the Crew dice and take actions

Take as many actions as you have dice to assign for available spaces. You can use the blue action spaces on the main board, on Set Pieces (tiles), and on your player board. You cannot use the actions on another player’s board, nor can you use an action again if its space(s) are already filled with dice.

Actions will require specific dice. Refer to the following pictures, keeping in mind that the VFX die face is wild and can be used as any die face.

You don’t have to use all the Crew dice on your turn if you can’t or don’t want to; however, the next player will still re-roll any unused dice on their turn.

Locking In Dice)
You may also choose to “Lock in” any of the dice you place if you aren’t able to complete an action’s requirements. Another player could then complete those requirements on a future turn.

If you do this, the next player will roll fewer dice.

4) Clear the Crew dice

Once you’ve taken all the actions you want, clear the dice, leaving any locked-in dice on their spaces, and hand the dice to the next player.

5) Advance the Schedule and pass the dials

Turn the Schedule dial to lower your remaining time by one and hand the dials to the player to your left. Your turn is over; it’s now the next player’s turn, and they begin with Step 1).

Ending the Game

Play continues as above until players finish five scenes in the Editing Rooms and the movie is in one of the white sections on the Quality track. It is possible to create a “So Bad, It’s Good” movie. The game can also end if you run out of time on the dial. If this happens, you don’t get to finish your movie. Sad times.

Review

I’ll begin by reiterating that Roll Camera!’s rulebook is—at best—confusing. Thank goodness there are multiple videos explaining how to play the game. I recommend watching the rules video at least before attempting to play the game or even reading the rules as written.

The cluttered rulebook runs counter to Roll Camera!’s game board. One could almost figure out how to play by the symbols on the board.  That’s the mark of great graphic design. I’m shocked this didn’t carry over to the rulebook. I get it. Writing a rulebook is my least favorite part of designing and developing a board game, but Roll Camera!’s rulebook is borderline unreadable.

That’s a lot of text for a few images. Yikes!

There are a lot of individual mechanisms contained within Roll Camera!’s gameplay, but they all work together toward a cohesive whole. Player boards (with their unique abilities) make sense for player roles. Production design can improve the movie’s quality by expending an art department die face, the editor can move scenes around after they’re shot to meet requirements set by the script, and the producer can cut corners, generating money and an extra problem. Since the player abilities are tied neatly within Roll Camera!’s theme, it makes the abilities intuitive.

The requirements for placing dice are similar to those used in numerous dice placement games (like Alien Frontiers). That’s a strength. Similar symbols added with me learning how to play Roll Camera!. The Set Pieces made for an interesting puzzle the group must solve. Do we build a Set Piece with more blue, but specific blue spaces (like only actors can be placed on a space), or do we go for limited spaces with which to place dice, but when we do place dice on those spaces, you gain a bonus (like more money or more time)? These may seem like small choices, but these small choices add up to plenty of variables.

Roll Camera! even includes bad die roll mitigation. A player may choose the “Get Intern” action, setting a die to any die face but gaining a problem. Ah! The dangers of hiring interns. Roll Camera! uses its theme with most—if not every—design decision.

The most interesting action a player can choose during a turn may be “Production Meeting.” Players (including the active player) donate one idea card each to the active player. The active player will then choose which idea card to play, which one to save for later (you can replace another saved idea card if needed), and which idea card to discard. This is an interesting way to keep players engaged even when it’s not their turn as the active player. I may have to steal this game mechanism for a future game. Lol. Technically, the active player could play more than one idea card in a single turn. Saved idea cards can be played by placing dice on the spaces above their save space. The concept that you can play one die at a penalty versus playing an idea card for no penalty if you place two dice is brilliant.

Idea and problem cards uphold the theme. I don’t know how many times I chuckled when an editing-specific problem occurred while I played as the Editor or a directing-specific problem happened during the Director’s turn. Roll Camera! does what it sets out to do. It takes the world of cinematography and applies it to a fast-paced dice placement game.

I don’t even mind when my team and I fail, and we make a “So Bad, It’s Good” movie. In fact, those may be the best games of Roll Camera!.

Too Long; Didn’t Read

Dreadful rulebook aside (watch the how-to-play video instead), Roll Camera! takes the world of movies and turns it into a fast-paced dice placement game. Roll Camera! incorporates a lot of mechanisms, but each one works to form a cohesive whole that captures the essence of the game’s theme. Roll Camera! may be one of the few games I don’t mind losing. Heck! I like making a movie that’s “So Bad, It’s Good.”

Whatcha Reading, Geekly? September 2025

Happy Wednesday, Geekly Gang! Today’s post is Whatcha Reading, where our writers share what they’ve been reading over the past month. Feel free to share what you’ve been reading, too, because we’re all part of the Geekly Gang.

Kyra’s Reads

Kyra’s Fiction

I heard about Dungeon Crawler Carl years ago and hadn’t had a chance to start the series. It’s fun. Short and sweet, Dungeon Crawler Carl is pure fun. Earth belongs to an intergalactic trade federation. It’s time to pay up with our natural resources, so aliens slurp the marrow from our planet, causing all buildings and cars to sink beneath the surface, instantly killing any beings inside the buildings and cars. Donning a jacket, boxers, and ill-fitting pink Crocs, our “hero” Carl survives because he’s retrieving his ex-girlfriend’s cat (Princess Donut Queen Anne the Chonk–Princess Donut for short) from a tree in the middle of winter. Dungeon Crawler Carl gets its title because the aliens play Dungeon Master for a Dungeon Crawl Carl must navigate.

If this sounds at all interesting, I suggest reading Dungeon Crawler Carl. It may not win any book of the year awards, but it’s a phenomenal premise for a television series. And hey, a Dungeon Crawler Carl television series was announced last week. Now may be the perfect time to read Dungeon Crawler Carl before it makes a splash on the small screen.

Thomas Ligotti produces modern cosmic horror classics. Songs of a Dead Dreamer is one of those cosmic horror classics. Ligotti takes Lovecraftian horror to new heights. Sometimes, Ligotti’s work leans into realism like Songs of a Dead Dreamer’s opening story, “The Frolic.” Other times, it fully embraces established tropes like “The Troubles of Dr. Thoss.” And I love Ligotti’s experimental “Notes on the Writing of Horror: A Story.” No matter which flavor of existential dread you prefer, Songs of a Dead Dreamer has you covered. If you like stories like Bird Box or anything by H.P. Lovecraft, you owe it to yourself to check out Songs of a Dead Dreamer.

Kyra’s Non-Fiction

The Writer’s Map: An Atlas of Imaginary Lands compiles maps–many hand-drawn by the original creators–of fantasy and science fiction worlds. From a writing perspective, there may not be much to glean from these maps, but it’s fun leafing through the pages of literary history. I never knew Neverland had a map. Fun.

That’s all I have for Whatcha Reading this month. Let’s see what Skye’s been reading.

Skye’s Reads

Skye’s Fiction

While it may seem like a self-help book, How to Walk Away is far from it. How to Walk Away is a novel focused on mental health. The main character, Maggie, survives a plane accident with her pilot fiancé, Chip. Sure, the story is mainly about Maggie’s hospital recovery afterward, but what keeps me reading is the mental battle taking place. Chip can’t forgive himself, and their future relationship is thrown into question. How to Walk Away is not about what happened. It’s about moving on.

Skye’s Non-Fiction

I’ve been dying to read a book like Black AF History. Thank you, Michael Harriot, for giving us an alternative perspective on American history. I found Black AF History at my local library. Support your local libraries. Anyway, Black AF History is the history I was never taught in school but always wanted to know. My favorite aspect of Black AF History is how it’s explained from the perspective of the people who’ve been subjugated by this country since the beginning. Michael Harriot is clear that no teaching of history will be completely unbiased. This is just the history White people never wanted to hear.

Hey, hey! Kyra Kyle again. That’s everything our writers have read over the past month. Thank you for reading, and wherever you are, I hope you’re having a great day.

Top 5 Tabletop Games from 1997

1997 was another stellar year for tabletop games. There were so many games to choose from that we have an honorable mention for the first time in a couple of yearly lists. Hey, hey, Geekly Gang! Kyra Kyle here. We’re back with another Top 5 Tabletop Games throughout the years; today’s list is the top five board games of 1997. We’ll talk about 1997’s board game list soon, but let’s review the ground rules for which games make these lists before we begin.

1: Cultural relevance plays as much of a factor as overall quality. A game might make a list that doesn’t hold up to others of its type, but you must admit the game is everywhere.

2: Only one game from a franchise makes the list. This will become more of an issue the closer we get to games with expansions.

3: Longevity plays a role, too. A game doesn’t have to fly off the shelves today, but it had to have some widespread appeal for a decent time.

Honorable Mention: Mississippi Queen (1997)

Yep. 1997’s winner of the Spiel des Jahres (German Game of the Year) just misses our list. Mississippi Queen puts gamers in the role of a paddlewheeler captain in a race down the Mississippi River in 1871. Mississippi Queen won numerous awards, not just the Spiel, and it’s a stellar game, but the other games that made this list have had longer staying power. Still, Mississippi Queen is a satisfying racing game.

5: Tigris and Euphrates (1997)

The incomparable Reiner Knizia makes another one of these lists with Tigris and Euphrates. Many gamers may balk at this game being this low. Tigris and Euphrates is often dubbed a “gamer’s game.” It centers on a clash between neighboring dynasties along the Tigris and Euphrates Rivers. Funny, both of the first games we’re talking about are named after famous rivers. Anyway, Tigris and Euphrates offers tactical and strategic objectives, where immediate (tactical) goals are more realistic at larger but smaller player counts allow for long-term planning.

Tigris and Euphrates features drawing tiles from a bag. Players may redraw tiles if they don’t like the ones they drew by spending an action point (players have two action points per turn). After drawing tiles, players will place tiles and leaders onto the board, creating and expanding regions and kingdoms. During the game, players collect points in each of the four tile colors, prompting players to balance the tile types they play. Tigris and Euphrates has a lot more conflict than most German games during this time. It’s a classic.

4: For Sale (1997)

For Sale is a fast-paced auction card game about real estate. It’s played in two phases. During the first phase, players bid for several buildings. After all the properties are purchased, the second phase begins, and players sell their buildings for the highest profit. For Sale is one of those easy-to-teach, easy-to-learn, and difficult-to-master card games.

In short, For Sale may be the opposite of Tigris and Euphrates. Both are stellar games, but I’m giving For Sale the slight nod for its accessibility.

3: GIPF (1997)

GIPF is the first abstract strategy game to make one of these lists in several posts. GIPF was recommended for the Spiel des Jahres in 1998. It has plenty of accolades, but GIPF makes this list because it began a series of abstract strategy board games by designer Kris Burm named the GIPF Project. TZAAR, ZERTZ, DVONN, YINSH, PUNCT, LYNGK, and MATRX GIPF are great games that use various game mechanisms. But we’re talking about GIPF, the game of pushing.

GIPF takes a board that looks like it could belong in Chinese Checkers. Players introduce a new piece (disc) on the hexagonal game board and push their piece in a straight line. GIPF involves no luck. It’s a straight-up brain burner, and it reintroduced the gaming community to abstract strategy games akin to Go or Othello.

2: Bohnanza (1997)

Uwe Rosenberg makes his first appearance on one of these lists with Bohnanza. The game’s title is a pun on the German word Bohne (for bean) and the English word bonanza (for an exceptionally large and rich mineral deposit). Players plant bean cards and then harvest them to earn coins. Each player begins with a random hand of bean cards, and each card has a number on it corresponding to the number of that type of beans in the deck. Modern card game darling, Flip 7, may have borrowed that idea from Bohnanza. Cards with fewer copies in the deck are more difficult to collect, but players don’t need as many copies of the cards to harvest (or make a set).

Bohnanza features trading and can get political. Get ready to make your case. More so than any other game on this list—so far—I’ve seen Bohnanza played in game shops and board game cafés.

1: Twilight Imperium (1997)

Twilight Imperium is a board game space opera. Twilight Imperium is the closest thing to a board game version of Star Wars. Twilight Imperium is a classic 4X board game: explore, expand, exploit, and exterminate. You choose how your civilization will settle the cosmos. Twilight Imperium is not for the faint of heart. Games run a minimum of five hours. This is one of the reasons why I’ve only observed games of Twilight Imperium. There’s a lot going on, but if you want to control every move of an intergalactic kingdom, few games do as good a job of capturing that vibe as Twilight Imperium.

You can even dive into Twilight Imperium’s world with its novel series published by Aconyte Books or play the tabletop role-playing game spinoff. Twilight Imperium is a game that some board gamers play exclusively. And there may be a good reason for that. As recently as last year (2024), Nerdist and Polygon dubbed Twilight Imperium as one of the greatest board games ever made. Twilight Imperium easily tops our 1997 list of tabletop games.

Did we get the list mostly correct? Let us know which games you’d add in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Check out the other lists in this series:
Top 5 Tabletop Games Prior to the 1930s
Top 5 Tabletop Games of the 1930s
Top 5 Tabletop Games of the 1940s-50s
Top 5 Tabletop Games from the Early 1960s
Top 5 Tabletop Games from the Late 1960s
Top 5 Tabletop Games from the Early 1970s
Top 5 Tabletop Games from 1980-1981
Top 5 Tabletop Games from 1982-1983
Top 5 Tabletop Games from 1984-1985
Top 5 Tabletop Games from 1986-1987
Top 5 Tabletop Games from 1988-1989
Top 5 Tabletop Games from 1990-1991
Top 5 Tabletop Games from 1992
Top 5 Tabletop Games from 1993
Top 5 Tabletop Games from 1994
Top 5 Tabletop Games from 1995
Top 5 Tabletop Games from 1996

Geekly News: September 7, 2025, New Releases

Happy Sunday, Geekly Gang! We don’t have much for geek news this week. Hopefully, we’ll have more headlines in the coming weeks. Instead of a bombshell or two, let’s get right into board game and video game new releases.

The Game Makers Returns to KickStarter

What board game fan hasn’t dreamt of making their own games? The Game Makers puts you in the shoes of a board game company, producing the most and best games you possibly can, and it returns to KickStarter this past week. Only this time, The Game Makers ditches the puns on popular board games and includes hundreds of real-world board games for you to create.

The Game Masters’ central action selection system is amazing. Players take snappy simultaneous turns by moving their forklifts along the four available options for production. This feature allows for games of less than 90 minutes, even when a game includes six players.

I’m also a big fan of dual-purpose cards. The Game Makers has these in spades. The Game Makers pledges range between $149-199, so it’s a little on the pricy side, but the game is well worth the cost. If you’re interested in running your own board game company, check out The Game Makers’ KickStarter page.

Endearment Commences on KickStarter

If you’re a huge Jane Austen and board game fan, Endearment is for you. Endearment allows gamers to become one of Austen’s beloved heroines and recreate many of her classic works in this swoonworthy game for one to four romantics.

Endearment is produced by Dux Somnium Games, which had other hits like Botany, La Fleur, and Artistry. Endearment continues the board game company’s flair for the dramatic. Dux Somnium Games has a reputation for high-quality components and easy-to-learn rules. While I don’t know the specifics for Endearment’s ruleset, I’ve ascertained it’s a scenario-based game (with scenarios based on Austen’s work), and that should add some replay ability for Endearment.

I’m intrigued by Endearment. The components look amazing, and Dux Somnium Games has a knack for capturing a theme. That’ll be much needed for Austen fans. Endearment pledges range from $49 to $329, with plenty of options in between those two price points. If you’re wanting to get your romantic gaming on, check out Endearment’s KickStarter page.

Terrorscape 2 Returns to GameFound

Terrorscape 2 channels Dead by Daylight in this team-based asymmetric horror game. Players take on the role of survivors or the killer in this epic game of cat and mouse.

Terrorscape 2 features a 3D mansion, high-quality miniatures, and variable setups for plenty of replays. Since Terrorscape 2 is launching on GameFound, we don’t know much about its pledge levels, but it will launch on September 9, 2025 and if you’re interested in Terrorscape 2, check out its GameFound page.

Lost Games Launches a Four-Game Package on GameFound

Lost Games joins the latest trend of board game companies offering their entire annual catalogue in a single campaign. Wishland has received rave reviews, and it makes up half of the four games on offer in Lost Games’ four-game GameFound package. That’s a great sign. Lost Games’ other three games have also received favorable reviews. I love the idea of a board game company releasing all of its games in a single campaign.

And Lost Games offers a lot of value with its three or four-game bundle. Dreamwood, Medieval Realms, and Wishland: The Card Game are available with a $39 pledge (that’s three games for about $13 apiece), while gamers can include the Wishland Big Box (with all the expansions) for a pledge of $120. Sure, $80 is a lot for one game, but this is a game with at least three expansions, and you still get the previous three games at the same price. If you’re interested in Lost Games’ three or four-game bundle, check out its GameFound page.

Hollow Knight: Silksong Releases

Hollow Knight fans rejoice. The long-awaited Hollow Knight: Silksong sequel released this past week. Hollow Knight: Silksong won Unity Awards’ “Most Anticipated Game” in 2021 and 2024. So, fans have been waiting for half a decade, and Hollow Knight: Silksong looks like it delivers.

Hollow Knight: Silksong’s protagonist Hornet leaps through the air with ease. Hornet offers more gameplay options than their predecessor. They can flip over huge enemies like a gymnast and pull off insane acrobatic feats, and Hornet will need all of their tricks to make it through Hollow Knight: Silksong’s punishing platforming levels. Fortunately, healing receives an overhaul in Hollow Knight: Silksong. Instead of a slow drip heal like the Knight, Hornet can instantly heal three health nodes and can do so on the move. But beware. Hornet has a silk meter, and healing three nodes of health immediately empties the bar.

Hollow Knight: Silksong is available on multiple platforms: PC, Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. There are so many options. Hopefully, one of our writers will get enough hours in-game for an upcoming review.

Everybody’s Golf Hot Shots Releases

The long-running golf video game series Everybody’s Golf/Hot Shots received its first new release in almost ten years, combining the game’s original title (Everybody’s Golf) and North American (Hot Shots Golf) title, Everybody’s Golf Hot Shots. Everybody’s Golf Hot Shots features over 10 golf courses and 25 golfers who (like in former entries) can be unlocked as playable characters.

Honestly, I haven’t played Everybody’s Golf for more than a session or two since the original PlayStation Portable. The series offers a lot of varied and goofy play. From what I can remember, Everybody’s Golf has plenty of depth in play, too. Everybody’s Golf Hot Shots received some backlash for its use of AI-generated images. But according to a GameRant article, Bandai explained AI-generated images were limited to “leaf and tree textures” on the golf courses. Background tree textures can be tedious to recreate, and using AI-generated images to create tree textures is understandable. Everybody’s Golf Hot Shots is available for PC, PlayStation 5, and Nintendo Switch. I wonder if Switch 2 will get a release date later. Fingers crossed.

That’s all we have for Geek News this week. Thank you for reading, and wherever you are, I hope you’re having a great day.

Top 5 Beards in Comic Books

Evidently, September 6, 2025, is Beard Day. Who knew? Geekly has celebrated lesser-known observances over the past couple of months, like Shark Day. Why not comic book beards? Sorry, but I couldn’t help but make the Beard Hunter our featured image. Tee hee. Hey, hey, Geekly Gang! Kyra Kyle here. JK Geekly has ignored the important topic of beards in comic books for too long. We aren’t talking about the best comic book characters who wear beards; that’d be a different list. No, we’ll try to break down the best beards. Let’s get to these glorious flavor savers.

5) Lobo

Typically, Lobo wears a mustache and mutton chops, which don’t qualify as a beard. I like it when Lobo sports a chin strap. He may always be the “Main Man,” but Lobo works best when he’s the “Mane Man.” What’s the point of surviving decapitation if you’re not sporting a yeard?

4) Maestro

I admit it. I’m partial to Maestro. If you can no longer grow hair on your scalp, grow it on your face. Like I used to say, it’s just one’s hair migrating south for the winter. Look at Maestro’s luxurious beard. You can’t deny how magnificent his chin curtain looks. I wonder if he’d let me run my fingers through his Grizzly Adams. You know what, no. I want to keep my hands.

3) Vandal Savage

Vandal Savage has lived for a long time. I mean a long time. Centuries. Millennia. Savage has sported various beards throughout the years. Like Lobo, he’s even gone with mutton chops, but those count as beards. Savage looks best when he lets his grizzle flow. Vandal Savage has earned every touch of gray.

2) Aquaman

Aquaman is another comic book character who doesn’t always wear a beard, but let’s face it, he looks tough with a beard. Aquaman’s abilities make him one of DC Comics’ most powerful heroes, but he often gets clowned. That ended when he sported a lumberjack. There’s something about Arthur’s hair, all of his hair, flowing under the sea. Aquaman’s anchor shows true grit.

1) Hercules

I almost went with Thor at this spot, but he’s another comic book character who isn’t always depicted with a beard. Instead, we’ll go with Marvel Comics’ Hercules, who rocked a hipster beard before it was cool. How long do you think it takes Hercules to topiarize that beard? Forget the muscles. You’ve got to give it up for a true beardionado.

I tried to put as many references to beards as I could in this post. Feel free to mention some of your favorite beard terms, and while you’re at it, add a few more comic book beards for this list. There are way too many great beards. Let’s share more hot fuzz. Happy Beard Day, Geekly Gang. Thank you for reading, and wherever you are, I hope you’re having a great day.