





Happy Sunday, Geekly Gang! Kyra Kyle here with Geek News from last week. We have some more Marvel news. Oh no! Am I going to be writing about Marvel and the MCU until I’m 90.

Feige breaks his silence about who’ll portray Wolverine during the Mutant Saga. All this and last week’s new releases for board games and video games on today’s Geekly News.

In prior weeks, we mentioned that Marvel Studios CEO Kevin Feige opted for a fireside chat instead of a huge Comic-Con announcement this year. Feige shared numerous things during this chat. One of which is that the MCU will eventually recast characters like Tony Stark (Iron Man), Steve Rogers (Captain America), and Wolverine. But in the same set of chats, Feige insinuated that the time to recast those roles may not be now. We discussed the possibility of two Captain Americas at once in a previous Geekly News entry. In that same chat, Feige mentioned the MCU may have made a mistake moving on from Robert Downey Jr.’s Iron Man and Chris Evans’s Captain America. And the fact that RDJ is returning to portray a version of Doctor Doom may bode well for Hugh Jackman staying onboard as Wolverine.
RDJ is currently 60 years old while filming the upcoming Avengers movies. Downey intends to continue playing a character in the MCU through Avengers: Secret Wars, which would make him 62 years old. During his fireside chat, Feige mentioned that Jackman could portray Wolverine through the next MCU Saga, which would also make Jackman around 62 years old. Feige doesn’t want to repeat the same mistake with Jackman as the MCU did with Downey and Evans. In fact, Feige has even renewed Ryan Reynolds as Deadpool for the foreseeable future. And that makes sense. Spider-Man: Far From Home and Deadpool and Wolverine are the only post-Avengers: End Game MCU movies to gross over $1 billion.

Brutal truth: Jackman can and will remain in the Wolverine role for as long as he wants, provided his movies continue to make plenty of money. And why wouldn’t Jackman want to remain Wolverine? He’d be allowed to define the character within the MCU. He’ll make plenty of money. And heck, there are rumors that Sirs Patrick Stewart and Ian McKellen will reprise their roles as Professor X and Magneto, and they’re well into their 80s. Deadpool may not be joking about playing a comic book character until one is 90 years old. Compared to Stewart and McKellen, Jackman is young. And Wolverine is canonically one of the eldest X-Men.

Cat Nap kicks off a couple of cute-as-a-button board games that launched on KickStarter this past week. Players take turns placing tiles and building the most kittens. Cat Nap features tight gameplay. On their turn, players may play a tile from their Cat’s Paw (a tile that stores tiles) or draw 2 tiles from the bag, placing one (on the board) and discarding the other into the Litter Box. Whenever you complete a cat (of any color), you take one tile from the Litter Box. Place it on your Cat’s Paw and return the rest to the bag. When the game ends (no legal moves or no tiles remain), players compare Cat lengths–each length awards 1 point. Whoever has the most points wins, and ties go to the player with the longest cat.

The number of quality two-player-only board games surprises me, and Cat Nap looks to be yet another great two-player-only board game. Cat Nap even features a Co-op option for gamers who’d rather “keep the peace.” And the game features cats. Me-Ow! Cat Nap only offers one pledge level at $39. If you’re interested in Cat Nap, check out its KickStarter page.

Yes! We have yet another cute board game release on KickStarter. You’re an adorable shark–of course–and you’re starving. You could eat anything. Yes. Literally, anything. Players stuff their shark’s face with just enough tasty food to hit exactly 10 points in their hidden stomach pile. If anyone exceeds 10 points worth of food, Boom! You’re out.

Bite Me has a hilarious theme. The art is familiar, but I can’t quite place where I’ve seen it. The game looks fun, and Burning Fish Games is supporting the heck out of Bite Me. Bite Me already has a handful of expansions in the works (that can also be included in gamers’ pledges) with more planned in the future. Pledges range from $19 to $123. And you may want to add Bite Me’s adorkable shark plushie.

If you’re interested in Bite Me, check out its KickStarter page.

In Gone to Gaia, players must safeguard the last remnants of humanity. Dive into an immersive world, filled with tactical combat, evolving storylines, and unforgettable characters. Inspired by video games like Hades and Vampire Survivors, Gone to Gaia features meaningful leveling choices that impact your powers, utility, and flexibility in battle. You’ll need all the skills you can acquire to survive the relentless creatures of The Tide.

Gone to Gaia is yet another 1-2 player board game. From the look of it, Gone to Gaia can get very crunchy with its strategy. Players may construct their own divers, and the fact you can unlock new characters through the gameplay has me intrigued. Since Gone to Gaia is on GameFound, we don’t yet know the pledge levels. It will feature plenty of high-end miniatures, and gamers will get a lot in the box. My guess will be at least $80 for the base Gone to Gaia. If you’re interested in Gone to Gaia, check out its GameFound page.

The fast-paced Badgers card game pits 2 players against each other to fight for scraps of food and territory. Select your favorite badger (the game includes six badgers with an eleven-card deck) and lead them to conquer their favorite food. Play the right badger at the right time to either defeat a competing badger or strengthen your position. Use special abilities or tunnel as you conquer the field. Each burrow has unique abilities. Whoever owns the most food at the end, wins!

I like how each badger deck features a real-world badger. The art is unique, and each deck in Badgers comes with its personalized reference sheet. Are you ready to burrow and conquer? If you’re interested in Badgers, check out its GameFound page.

Pokémon Legends: Z-A follows in Pokémon Legends: Arceus’s footsteps. The Pokémon Legends series deviates from the standard Pokémon formula by adding a lot of action. And Pokémon Legends: Z-A differs from other games in this spinoff series by setting the game entirely in the Kalos region’s Lumiose City.

While Pokémon Legends: Z-A has received good reviews, critics dock several points for the graphics being uninspired at times, and the setting (Lumiose City) is a bit too restrictive. I have yet to play Pokémon Legends: Z-A, but one of our Geekly writers may at some point. The game was supposed to be a Nintendo Switch exclusive, but with Pokémon Legends: Z-A getting delayed, a Nintendo Switch 2 port has been added. I may wait to play Pokémon Legends: Z-A until after I inevitably pick up a Nintendo Switch 2. But what do you think? Would you like one of our Geekly Gang writers to review Pokémon Legends: Z-A? Let us know in the comments.
That’s all the Geek News we have for this week. Thank you for reading, and wherever you are, I hope you’re having a great day.

Happy Spooky Month, Geekly Gang! Season here. I’ve decided to do a throwback this week. Remember the card game, Munchkin Cthulhu? Specifically, the Chibithulhu card? That’s right. I’m going to be talking about Steve Jackson Games’ Chibithulhu plushie that serves a cuddly and practical purpose (for games of Munchkin Cthulhu).

Before we begin, let’s review the categories. I’ll be looking at size, softness, kid-friendliness, and cuddliness. There won’t be an aggregated score.

Chibithulhu comes in various sizes, but I’ll be looking at the standard size. Chibithulhu is a moderately sized plushie that easily fits in most laps. They lean against you with ease and can fit perfectly in a car seat. Don’t ask me how I know that.

Like Krypto and Toothless, Chibithulhu is firmly in the middle with softness. They have a few different textures. The heart on their belly feels silky, while their eyes are a bit rougher due to the stitching. My Chibithulhu plushie is fifteen years old, so they aren’t as soft on the surface as they were when I first got them.

Chibithulhu is definitely kid friendly. There are no bits for kids to eat and everything is stitched on. Chibithulhu would make a great gift for a kid who wants a cute monster to play with. Then again, Chibithulhu would make a great gift for an adult, too. If someone has a Chibithulhu plushie at the table while playing Munchkin Cthulhu, they gain a special effect. Yes. The physical Chibithulhu plushie gives players a special effect during a game of Munchkin Cthulhu. I’ve also used Chibithulhu as a prop during other Cthulhu-themed games, such as Cthulhu Dice.

I use Chibithulhu more as a cuddle buddy, but I think they could go either way. I’ve seen a lot of pictures online of people showing off their Chibithulhu plushie collection on a couch or bed. So, I’m leaning more toward cuddle buddy. Chibithulhu fits perfectly on a shelf or in a display case, especially since they sit upright without support.
I love the concept of using a plushie in a tabletop game for a special effect. I haven’t seen other companies using this, which is surprising. There’s definitely a market for plushies based on board games. I haven’t been able to find the original Chibithulhu plushie on secondhand websites. But Steve Jackson Games sells a couple of specialty Chibithulhus for $19.99, and Zombie Chibithulhu for $22.95.
Do you agree with my assessment of Chibithulhu? Which board game character would you like to own as a plushie? Let us know in the comments. Thank you for reading and have a spooktacular day.

Happy Wednesday, Geekly Gang! Kyra Kyle here. Since it’s Wednesday, our writers will be sharing what they’ve been watching (television or movies, or other content) over the past month. Feel free to share what you’ve been watching over this past month, too. We’re all part of the Geekly Gang. I’ll get us started with what I’ve been watching.

If Sinners hadn’t been released this year, Companion would be the best horror film of 2025. Despite how good Sinners is, it has limited rewatchability. Companion may be one of the most rewatchable recent horror films I’ve seen. Companion’s blend of comedy and horror helps. There are laugh-out-loud moments. Dialogue is on point. The characters are as well-developed as any you’ll find in Sinners. Sophie Thatcher’s portrayal of Iris (Companion’s main character and emotional support robot who f***s) is the reason I chose her to play Apex Legends’ Wraith in an upcoming Geekly Casting (scheduled for February 2026). Thatcher does an amazing job, growing from naive f***bot to self-aware heroine. Companion is a joy to watch over and over again. Perfect for Spooky Season.

While Sinners tackles systemic racism, Companion takes on misogyny, toxic masculinity, and male fragility. And Companion doesn’t bother with straw man arguments or spend too much time on obviously misogynistic men. Antagonist Jack Quaid is affable. He’s likable, even after he reveals himself as a complete jerk. It’s those affable misogynists who are the worst. Quaid’s Josh gaslights. He refuses to take any responsibility for his own actions. Josh is the perfect representation of peak incel, broculture. And it’s fun hating Josh and laughing at his impotence. You should give Companion a watch.

I also love Harvey Guillén. I’ll watch anything that features Guillén, especially now that What We Do in the Shadows has concluded, and I won’t get to watch any more Guillermo. And I adore the scene depicted above with Guillén’s Eli and Lukas Gage’s Patrick. It’s so good. Companion even managed to squeeze in a bizarro tender moment or two.

I watched Orphan Black when it first released over a decade ago and couldn’t remember when or why I stopped watching the series. Spoiler: I figured out why by season 3. But seasons 1 and 2 are some of the best television has to offer. Orphan Black was one of the shows–along with Breaking Bad and the better seasons of Game of Thrones–that made me (and a lot of others) think a decade plus ago was peak television. The series holds up. Tatiana Maslany deserves all the accolades she earned for Orphan Black. Maslany portrays over a dozen clones. With the somewhat cringy exception of Tony Sawicki (the transman Leda clone who shows up in a one-off episode in season 2), who’s little more than a male version of Sarah, most of the clones are chef’s kiss good.

Over the course of Orphan Black’s five seasons, all of the clones develop and grow. I’m going to take a moment and mention how five seasons seems to be a television show’s sweet spot. Breaking Bad lasted five seasons. Game of Thrones and Mad Men began falling apart after five seasons. Heck, What We Do in the Shadows only added a sixth season. And isn’t Stranger Things planning its fifth season as its finale? Five is the magic number.
Anyway, I won’t go into too many Orphan Black details. This show is best watched with little to no prior knowledge. Discovery is key. But I will say that season 3 is where Orphan Black originally lost me. It lost sight of its core characters by adding too many auxiliary characters, and that’s not just my opinion. Many of those extra characters were removed for season 4, and Orphan Black went back to brass tacks. Originally, I had given up on this show too soon. I’m glad I gave the later seasons a second chance, and if you’re interested in biopunk (sci-fi based in biotechnology), Orphan Black is a great place to start.

And Orphan Black pays homage to a novel that may have begun biopunk, H.G. Wells’s The Island of Dr. Moreau.

With the rumors of a Mindhunter season three or a couple of Mindhunter movies to close out the series, entering the zeitgeist, I rewatched the only two seasons of Mindhunter available on Netflix…for now. Simply put, Mindhunter is the best true crime series. Period. It chronicles the people who started the Federal Bureau of Investigation’s (FBI’s) Behavioral Science Division. Because Mindhunter focuses on investigators, it manages to not glorify serial killers. It treats serial killers as cautionary tales and gives insight into how psychopaths think and behave.

You will find plenty of name-brand serial killers (or, in the case of Charles Manson, serial killer adjacent) in Mindhunters’ episodes. But the focus is always on what makes these people tick. Even the fictionalized versions of the FBI’s Behavioral Science Division’s founders explore how a push here or there may drive someone to do something unthinkable. Mindhunters is infinitely rewatchable. The show throws out so many references and breadcrumbs (for seasons that haven’t yet been released–fingers crossed), you’ll have to watch it more than once.
That’s all I have for what I’ve been watching this past month. Let’s check in with Season and Skye.

I’ve had a pretty full schedule lately, Geekly Gang. I haven’t had as much time to branch out and find new things to watch. However, I discovered Haunted Hotel on Netflix and fell in love with it. Needless to say, this show is on my most rewatched list (I’ve been falling asleep to it). The show follows a single mom with her two children as the owner of a haunted hotel that gets no business. How is it still standing? Who knows? I like to think the ghosts sell ectoplasm.
Kidding aside, Haunted Hotel is a comedy that has an overarching plot filled with family issues and the meaning of companionship. Each of the characters copes in unhealthy ways, which leads to the main plots (sometimes subplots) of the episodes. Each episode is between 21-25 minutes long, and there are only ten episodes so far. Haunted Hotel is easy to binge-watch in an afternoon.
That’s all I’ve got for this week. What have you been watching, Skye?

Most excellent! That’s how I’d sum up Bill & Ted’s Excellent Adventure and Bill & Ted’s Bogus Journey. I didn’t have a reason for wanting to watch the Bill & Ted movies; I just felt like it. Oddly enough, that also seems like the vibe these movies give off. “I just felt like it.” Are they dumb? Yes. Are they pointless? Absolutely. But are they bad? I can’t bring myself to say yes. Despite centering around a utopian future created by a couple of lovable half-wit teenagers, I still really enjoyed the Bill & Ted movies. While they may not be winning any high artistic awards, the original Bill & Ted movies are great for some dumb fun. Party on, dudes!

You’re welcome for the 180° tone shift. After watching Monster: The Ed Gein Story, I can confirm that I enjoyed it. Only to a point, though. For the most part, Monster: Ed Gein felt like a deep dive into the creation of an infamous killer, which is what you’d want, but they often blended reality and fantasy in ways that were hard to follow. There are several rewinds and fast-forwards, which jumble the pacing even more. Charlie Hunnam’s (portrayer of Ed Gein) UK accent in the middle of small-town Wisconsin was distracting. Also, the overemphasis on Gein’s relationship with Adeline Watkins (played by Suzanna Son) didn’t feel right.
When you look at the real story of Ed Gein, Watkins was a long-time friend of his, but much of what’s shown on Monster: Ed Gein about her is heavily dramatized. It also makes bold claims by showing Watkins beating her landlady to death in New York City. In truth, much of Gein and Watkins’ relationship is unknown. All we know is what Watkins explained to reporters after Gein’s crimes came to light: they had known each other for 20 years and were relatively close. The prospect of romance was brought up by Gein when he proposed to her, but she declined. I wouldn’t mind this so much if Monster addressed these facts, but the show goes out of its way to paint her as a major influence on Gein’s character.
If you’re going to adapt a true story to the screen, particularly one as gruesome as this, you should try to be as truthful and forthright as possible. Implying that someone loosely connected to it had this much influence and could’ve even been a criminal themselves is insulting. I don’t always engage in true crime, especially if it’s a dramatized version of the real story. These stories are harrowing to listen to because they really happened, but when showrunners try to lighten up the events or change aspects, I get upset. These were real things that happened to real people, and that’s disrespectful.
Rant over. But if you enjoy true crime stories, you’ll probably enjoy Monster: Ed Gein. I’ll also say that I don’t think you’re wrong if you like it. While Monster: Ed Gein pushed specific buttons for me, it may be a perfect fit for you. What matters most is knowing the facts from fiction. What you’re watching is based on true events; it’s not a window to the past. Stay safe out there.
Hey, hey! Kyra Kyle here again. Those are the television shows and movies we’ve seen over the past month. Let us know in the comments what you’ve been watching. Thank you for reading, and wherever you are, I hope you’re having a great day.


Hey, hey, Geekly Gang! Kyra Kyle here. We’re keeping the theme of Spooky Season alive with today’s post, but we’ll be taking horror or dark themes in a different direction. I’ll be up front, this post may meander more than usual. I didn’t know what to call these types of video games at first. Some of these video games could fall under the term “empathy games.” I mentioned some of these games in a previous post, but the prevailing term for the type of video game we’ll cover today is Walking Simulator. That name doesn’t do these games justice.
In fact, the Walking Simulator term is beyond reductive. It’s demeaning. All you’re doing is walking. This pejorative name reminds me of the terms Euro-Trash or Ameri-Trash board game from a decade or two ago. We’ll use the modern, friendlier terms for these board game types. Euro board games focus on mechanisms and balanced gameplay, while Amerithrash–they’re totally metal and they “thrash”–board games place more emphasis on theme. If you used the negative terms, you’re thumbing your nose at the other board game type. Many “hardcore” video gamers despise “Walking Simulators.”
“Hardcore” video gamers not liking “Walking Simulators” makes sense. Video games sprang from the Military Industrial Complex. The first video games came from military facilities. Many “hardcore” video games promote wanton violence where the player kills countless enemies, feature “heads-up displays” one might find in a fighter jet, and some video games are even military recruitment tools. Of course, something quieter and geared toward empathy would ruffle the feathers of “hardcore” video gamers.

Getting back to Euro and Amerithrash board games, modern board games often blur the lines between these two game types. I reviewed Cretaceous Rails a couple of months ago, and it’s equal parts interlocking mechanisms and heavy on theme. Death Stranding notwithstanding, I don’t know if AAA video games have adopted enough from indie Walking Simulators, but that’s another topic. I told you I would meander. Despite the negative connotation (all you’re doing is walking), Walking Simulator is the term most people use. We’ll use that one. Since we’ll be dealing with psychological horror and/or darker themes, let’s call these games Dark Walking Simulators. Let’s cover a brief history with some of my favorite Dark Walking Simulators.

Point and click games could and sometimes do fall under the heading of a Walking Simulator, because they involve movement and interacting with the game world’s environment (which are hallmarks of Walking Simulators), and point and click games have been around since the early 80s. But we’ll begin this quick history with 2003’s [domestic] by Mary Flanagan. Flanagan repurposed the Unreal gaming engine to recreate a childhood memory of a house fire. One look at [domestic], and you can see why many consider it the first modern Walking Simulator.
In fact, the term Walking Simulator gained prominence in the late 2000s, perhaps as a direct result of [domestic]’s release. When you have the chance, you should check out Mary Flanagan’s website. She discusses at length her artistic choices while designing [domestic]. While she doesn’t have a link for a playable version of the game, Flanagan provides a two and a half minute video of [domestic]’s gameplay. There are so many innovative choices, like family photos and text constructing the walls of this 3D space, that we’ll see in future Walking Sims.

First, Dear Esther is gorgeous. Look at that uninhabited Hebridean island. My partner and I made our way to one of the Inner Hebridean islands in Scotland, and this looks close. I could smell the salt air and the heather on the wind. Second, Dear Esther’s gameplay is minimal. I would almost classify this game as a Walking Simulator, but in the best possible way. An anonymous man reads a series of letter fragments to his deceased wife, Esther. Each location on the island reveals a new letter fragment. Players can unlock different audio fragments with each playthrough of the game, leading to a different narrative each time you play Dear Esther.
So, you’re literally walking from one area of the island to the next and listening to various letters, but the letters reveal more about the titular Esther’s life. Esther has passed under mysterious circumstances, and her husband is looking for answers. Dear Esther has a gripping narrative, but the tension comes from internal struggles. The Chinese Room developed this Walking Simulation classic, and this won’t be the last time we’ll see one of their games on this list.

The Unfinished Swan marks Giant Sparrow’s first major release. It has a simple premise. Monroe is a young boy whose mother recently died. Monroe’s mother was a painter famous for never finishing a painting. Over 300 paintings and not one of them complete. The orphanage tells Monroe he can keep only one of his mother’s paintings, so he chooses his favorite, a swan missing its neck. The swan escapes, and Monroe follows it. Armed with his mother’s silver paintbrush, Monroe explores the painted world.
As you can guess, The Unfinished Swan ventures into magical realism. It tackles themes of loss. It puts players into the shoes of a young child, making sense of the world without their parents. The Unfinished Swan is the first of Giant Sparrow’s games to make this list. It showcases the studio’s knack for eclectic settings and its flair for the dramatic.

Gone Home puts the player in the role of a young woman returning from overseas to her rural Oregon family home to find her family absent and the house empty. She must piece together recent events to determine why her family’s home is empty. Gone Home is similar to the previous year’s Dear Esther, but the anonymous protagonist in Dear Esther knew that his wife had died. Katie, Gone Home’s protagonist, has no clue why her family is missing.
Dark Walking Simulators do a great job of presenting mysteries. In fact, I’d wager most great video game mysteries have large elements of Walking Simulators. Even the AAA titles that lean more into the mystery genre borrow heavily from Walking Simulators. Traveling in someone else’s shoes and interacting with your environment can make for a great mystery premise.

The Stanley Parable stands out in a group of video games that stand out. This Walking Simulator challenges preconceived notions about video games with a thick coat of sarcasm. Developed by Davey Wreden and William Pugh, The Stanley Parable tackles themes like choice in video games and fate/pre-destination. British actor Kevan Brighting narrates while the silent protagonist (Stanley) conducts a day at the office. As you can see in the image above, Stanley may follow the adventure’s line, or he may contradict The Narrator’s directions, which, if disobeyed, will be incorporated into the story. Depending on the choices made, the player will encounter different endings before the game resets to the beginning.
The Stanley Parable proves that Walking Simulators can strike a chord with “hardcore” gamers. The Stanley Parable crossed over into mainstream video game culture. Developer Davey Wreden has gained a following, and his follow-up game, The Beginner’s Guide, actually deals (in part) with Wreden’s struggles with success. Showrunner Dan Erickson cited The Stanley Parable as an inspiration for Apple+’s Severance.

While the previous games on this list have dark themes, The Static Speaks My Name is the first true horror video game.
Quick trigger warning: The Static Speaks My Name includes self-harm. If you’re sensitive to the subject of self-harm, feel free to skip this entry to our next one.
In The Static Speaks My Name, players assume the role of Jacob Ernholtz, a man who has committed suicide by hanging at the age of 31. We start as an amorphous blob in a dark void until we inhabit Ernholtz during his last day. We awake in his dimly-lit apartment with boarded-up windows and doors as he performs a series of menial tasks, including using the restroom, eating breakfast, and chatting with online friends. Exploring Ernholtz’s apartment reveals that he’s obsessed with a painting of two palm trees and its painter, Jason Malone. Locked behind a bookcase, we find Malone in a cage. The player has the option to unlock the cage or electrocute Malone. We’re finally presented with the task to go to a small closet with a noose.
Yowza! The Static Speaks My Name is trippy in every sense of the word. Jesse Barksdale developed The Static Speaks My Name in a 48-hour game jam. I’ve participated in a few board game jams, and you can encounter some messed-up concepts during one of these events. I would’ve liked to have seen Barksdale’s creative process for The Static Speaks My Name during these 48 hours. This is a haunting game. I’ve only chosen the electrocute option once, and Malone’s blood-curdling screams invaded my dreams for a few days. Yikes!
We included the exact date The Static Speaks My Name was first released because our next entry in this list was released the next day. This week in August was a great week for Walking Simulators.

Fresh off their hit Dear Esther, The Chinese Room takes the mysterious disappearance of people from the scope of a family in Gone Home to that of an entire English village’s citizens in Everybody’s Gone to the Rapture. Players assume the role of Katherine “Kate” Collins, which is funny because Gone Home’s protagonist was named Katie. Set in 1984, Dr. Kate Collins and her husband travel to the fictional Shropshire village of Yaughton. Players can interact with floating lights throughout the world, most of which reveal parts of the story.
Feel free to turn on radios, answer the phone, and test the power switches as you unearth why an entire English village’s people vanished. Could this be the beginning of the Rapture and the end of days? Or has some mysterious fate only affected this one village? You’ll have to play Everybody’s Gone to the Rapture to find out.

Get ready to reach for the tissues. This next entry is a tear-jerker. Created by Ryan and Amy Green, Josh Larson, and a small team under the name Numinous Games, That Dragon, Cancer is an autobiography based on the Greens’ experience raising their son Joel, who was diagnosed with terminal cancer at twelve months old. Though given a short time to live (four months tops), Joel survived for four more years before succumbing to cancer in March 2014. That Dragon, Cancer harkens to the age of point and click games–see, point and click games are closely related to Walking Simulators–and uses the medium of pointing and clicking to experience the Greens’ lives through interactive storytelling.
That Dragon, Cancer illustrates a video game’s storytelling potential. At first, Ryan and Amy developed the game to relay their personal experience with Joel while they were uncertain of his health, but following his death, the Greens reworked much of That Dragon, Cancer to memorialize and personalize their time and interactions with Joel for the player. Joel Green may have had a short life, but That Dragon, Cancer ensures he won’t be forgotten.

I’ll start this write-up by commenting on it’s always monday’s title. I love its use of all lowercase letters. Yes, Monday is supposed to be capitalized, but the lack of capital letters gives the impression of words in the middle of a sentence. Brilliant. I debated including it’s always monday on this list. To put it mildly, it’s always monday is surreal.
Players assume the role of an office worker who, as the game’s title implies, is stuck in a loop of perpetual Mondays. My bad…mondays. Frequently, you’ll find moments where a coworker is cut into slices. The player character will freak out–naturally–and then notice a pizza on the conference table and comment, Today’s a pizza day. Score! What? I often wonder what it’s always monday’s overall message is supposed to be. Perhaps we’re supposed to feel trapped in a malaise where we want the character to feel something. Anything. But it’s always monday’s workplace offers plenty of bizarre occurrences that run counter to the mundane.

What Remains of Edith Finch borrows concepts from Gabriel Garcia Marquez’s One Hundred Years of Solitude and applies them to an interactive video game where we follow the titular Edith Finch explores her family home. Like Marquez’s work, What Remains of Edith Finch ventures into magical realism. The game’s narrative works as an interconnected anthology series, and it’s all the better for it. I don’t know which member of the Finch family’s stories I like best. What Remains of Edith Finch is a triumph of video game storytelling. Giant Sparrow took everything they learned from The Unfinished Swan to create a singular gaming experience.
I could go on about What Remains of Edith Finch, but I’ve discussed it in the past. Giant Sparrow even made our 3 List of 3: Video Games as Art post. That was another shameless plug for one of our previous lists. You should check it out.

Walking Simulators fizzled out after 2017. I don’t know if the backlash of these games reached a fevered pitch or if the designers who make these games needed time to create something new. Death Stranding was released in 2019. To date, it may be the closest a AAA game has come to a Walking Simulator. It certainly incorporates a lot of Walking Simulator concepts into its gameplay. But our lack of Walking Simulators in the early 2020s can be attributed to the pandemic.
All video game struggles in the early 2020s, but we’ve seen a resurgence of Walking Simulators since 2022. Exit 8 has a premise similar to the Backrooms. Players explore the liminal space of Japanese subways. I’m writing this post in June, but by the time this post goes live, a live-action film based on Exit 8 should have been released. Walking Simulators have gripping stories and an avid fan base. I can’t wait to see what this video game genre has in store over the next decade.
If you’ve made it this far, you’re awesome. We all know it. Be sure to comment on your favorite Walking Simulator or an idea of a better name for this video game type. Thank you for reading, and wherever you are, I hope you’re having a nice day.