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The Dark Queen Of Mortholme review
Game Reviews

The Dark Queen Of Mortholme review

by admin August 21, 2025


The Dark Queen Of Mortholme review

This “short-form, second-person indie” where you play the final boss tells a more traditional and restrained story that its premise might suggest, but it’s still a worthwhile and thoughtful micro-treatise on storytelling, curiosity, stagnation, and heroism.

  • Developer: Mosu
  • Publisher: Monster Theater
  • Release: Out now
  • On: Windows
  • From: Steam/GOG/Itch.io
  • Price: £5 /€6 /$6
  • Reviewed on: Intel Core i5-12600K, 32GB RAM, Nvidia RTX 4060 Ti, Windows 11

There’s a beautiful, wordless moment about ten minutes in to The Dark Queen Of Mortholme. As the titular queen, you’ve just casually mace-flattened the same plucky interloper for the Nth time, then snapped their corpse out of existence in a wreath of electric purple fire with all the ceremony of clearing toast crumbs from a bench.

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Each time, just as the queen is about to plonk herself back down on her throne, the hero galumphs trumpetously back through the doorway for another pop. Here’s our premise: both an inversion of Soulsian conventions and a wry tribute, in the way all inversions are. And who hasn’t considered how maddeningly Sisyphean it must feel to be on the receiving end of such smug under-doggedness? “Struggle in the face of overwhelming odds”. “Testament to the persistence of the human spirit”. Mate. You are fucking immortal.

We’ve felt the queen’s frustration grow, forced to consider the toll imposed by folklorish infamy on the actual person behind the myth (every time I try to let my hair down some wanker tries to climb up it, says Rapunzel). But on this occasion, something has changed. The hero is late. And there’s an unmistakable hint of longing as the queen looks toward the door. It’s not completely clear if she’s starting to, y’know, actually enjoy all this. But there is both simple truth and stark tragedy in it: unchallenged dominance must feel unbearably stagnant after the initial high wears off. You eat the same soup daily for decades, you might find yourself oddly fond of the fly that decides to one day show up for swimming lessons.

The hero stands completely still during the first fight, and so falls easily to a lazy, disdainful mace swipe. They soon decide that moving is probably a good idea. So, you get a few new moves: a gap-closing spike, and a devastating magic fire that telegraphs its arrival, sportsmanlike as all supermoves should be.

Image credit: Mosu/Rock Paper Shotgun

So, of course, the hero works out how to deal with each move in turn. Later, an achievement pops named “out of tricks?” for using each of the queen’s attacks. A trophy that feels like a admission of defeat – a perfect use of digital paraphernalia as storytelling device I wish was more common. Through these warnings of stagnation, glimpses of potential growth present themselves; dialogue options that offer curiosity or dismissiveness. We soon learn the queen doesn’t even know the layout of her own castle. If she did, she might have done a better job of hiding all those treasure chests.

But no, and so the hero returns with chainmail. Then a shortbow. Then a glowing sword and, for the first time, removes the entirety of one of the queen’s four health bar segments. And I realise, then, that they’re going to win eventually. Bloodstains build up until they coat the floor, but my moves are the same each time. The queen, unchallenged, has been given no reason to stay curious, and so has become stagnant. And now, faced for the first time with something that might inspire her to leave and learn some fancier footwork, she’s probably going to die here. Bloody typical, really: a real reason to change showing up just as it becomes too late to do so.

A boss fight demands a theme, and the music here is all apocalyptic organ pipes, rasping with grandeur and nightmares. Somewhere buried in the mix is a toybox melodica; deeply annoying in the way its plastic honking demands focus as soon as I notice it. That’s the hero, I decide, and I think this is the first time I’ve found myself seriously thinking about boss themes; are they meant to celebrate the grandeur and spectacle of the boss, or the struggle of the hero? The best, I think, do both and neither. Odes not to individuals, but to the moment. The dance.

Image credit: Mosu/Rock Paper Shotgun

That bastard melodica aside, I have two large problems with The Dark Queen Of Mortholme, an otherwise thumbs-up worthwhile distraction that wastes not a second of runtime in its crushingly inevitable set-up and and crescendo. The first is a line from the queen about halfway through. Something to the tune of “against the might of the status quo, your actions don’t matter”. Ending Explained, you dumb baby! Less on the nose than “got your nose”, honestly.

And the other is not actually in the game, but on the game’s Steam page. “Experience a (macabre, short-form), second-person indie” – immediately relegating the queen to the status of camera lens, of supporting role. You may notice that these two things share a common thread: they both insist on telling me how I’m supposed to feel about a story short enough to offer ample time for self reflection on the average lunchbreak.

But, hey, I can respect it. It’s not my story, after all. Deeply unpopular take maybe, but an artist’s work belongs to them, I’m just visiting. I can’t begrudge the nudges too hard, bumpy as they are. Still, I’m compelled to offer a read in the form of a deeply self-indulgent anecdote. Although, if you want a quick verdict, only interesting games inspire deeply self-indulgent anecdotes, yes.

Image credit: Mosu/Rock Paper Shotgun

A writer and person I have a great deal of respect for on both counts once told me, over a plate of stone-cold fried calamari on a pleasant Los Angeles evening I would soon make less pleasant through a callow and selfish acquiescence to my own need to get embarrassingly obliterated in even the most casual of social situations (thus fulfilling my cliched tourist understanding of the average way an LA evening unfolds), that they had become disillusioned with the power of stories to enact meaningful change in the world. I fell back on a pop-science factoid I’m fond of – that of perceptual filling-in. So much is blur and chaos. Dry and tangled, and we cannot live without the artifice of beginnings, middles, and ends. The motivation and the obstacles. The reasons for going along with this chaotic mess in the first place.

Stories can’t lose their power because they’re the fuel, the driver. I cannot remember what they said next, because I am a ridiculous prick who often forgets to listen to other people when I am too busy waiting for their approval at my having said something I believe to be insightful. I am convinced to this day that if I’d have just listened, I’d have a more more nuanced view on these things that I currently do. Maybe they would have disabused me of this notion completely, but it’s one I still hold: stories are all we’ve got, and good stories from elsewhere are the only thing powerful enough to change how we see the stories that are assigned to us.

At least, that’s the story I tell myself. The story the Dark Queen Of Mortholme tells is one where the hero still gets all the best lines. In this, it’s quite traditional, despite its novel framing. The queen’s real tragedy, as with so many characters that threaten to break convention, is that whatever she does, she’s still trapped in a story. And, either through aims or just convention, it’s someone else’s story at that.

“Perhaps it would be a mercy,” muses the queen on the possibility of the hero’s defeat and surrender. “To be relieved of the burden of trying?”, the hero replies. “No thanks!” (Princess!)

Sounds good, right? And I love it, honestly. It made me feel like fighting. But god, if anything could convince you that, really, there are no new stories, then what better than a game that presents itself as subversion, and ends up in exactly the same place as everything else.



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August 21, 2025 0 comments
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The AI camp queen pulls a Terminator 2
Product Reviews

The AI camp queen pulls a Terminator 2

by admin June 25, 2025


M3GAN was an unexpected hit, and for good reason: It was the best killer toy horror film since Child’s Play, combining comedy and camp with a meme-worthy android lead. For the sequel, writer/director Gerard Johnstone (working off a story from him and the first film’s writer Akela Cooper), have taken a few notes from Terminator 2. This time around, there’s an even more evil android on the scene (Amelia, played by Ivanna Sakhno) who wants AI to rule the world. And there’s only one somewhat less evil android that can stop her: M3GAN.

If that setup sounds silly and campy to you, well… it is. That’s the point. More so than the first film, M3GAN 2.0 leans into the sheer silliness of its premise and is all the more fun for it. It’s also not really a horror movie this time, it’s a full-on action film with tons of gunplay, hand-to-hand combat and one wingsuit infiltration sequence that would be right at home in a Mission: Impossible film.

Universal Pictures

Speaking of Mission: Impossible, it’s hard not to notice that M3GAN 2.0 features practically the same AI takeover plotline that bogged down The Final Reckoning. The difference here is that it’s actually somewhat well-informed — M3GAN 2.0 isn’t just about “evil AI,” it also explores (however briefly) the notion of AI autonomy, technology regulation and ethics. (For God sakes, there’s a killer Section 230 joke that only tech-savvy readers would understand.)

M3GAN 2.0 once again centers on Gemma (Allison Williams), the engineer who originally created M3GAN, and her niece Cady (Violet McGraw). Following the events of the first film, Gemma was briefly sent to jail but reemerges as a technology critic. (Isn’t it funny how many “tech critics” pop up after making bank from Big Tech?) She then teams up with a tech ethicist (Aristotle Athari) to push governments for stronger technology regulation, especially when it comes to AI.

The existence of Amelia seems to prove her point. In the opening of M3GAN 2.0, we watch as she goes on a covert mission to rescue a military scientist, only to disobey her programming and kill him instead. It turns out Amelia was built on the bones of M3GAN’s design, and for some reason she’s aiming to kill everyone involved with her creation. That mission inevitably leads back to Gemma and Cady, of course.

Universal Pictures

It’s not a spoiler to say that M3GAN didn’t really die at the end of the first movie. Turns out, she backed herself up to the cloud and has been watching Gemma and Cady via their smart home devices. After a set piece involving inept FBI agents, M3GAN convinces Gemma that she needs some sort of physical body to stop Amelia. Funnily enough, her first new outfit is the not at all fictional Moxie child companion robot I tested a few years ago. (Embodied, the startup behind Moxie, folded last year, leaving its handful of customers with a dead robot. That may be why Moxie M3GAN is allowed to swear.)

M3GAN gets her wish and, like the Six Million Dollar Man, receives a fully upgraded body, one that’s better, faster and stronger. (And also one that’s more befitting of Amie Donald, the talented young actress who plays her.) And at that point, the movie turns into a full-on action fest as M3GAN infiltrates a tech lab to save Cady. Thankfully, MEGAN 2.0 understands the assignment: Fight scenes are energetic and well-choreographed, and Johnstone makes sure that everything is easily legible. The multitude of Steven Seagal references also makes it clear he’s a fan of schlocky action cinema.

Universal Pictures

Johnstone is also clearly a tech nerd: the film is filled with references to places like Xerox PARC, one of the early R&D labs that developed concepts like the GUI (graphical user interface) and mouse. There’s an Elon Musk analog, played by the great Jemaine Clement, who has an over-inflated ego and an obsession with brain interface devices. And the film pokes fun at anti-tech crusaders, who sometimes push back against any sort of technological advancement as inherently evil.

M3GAN 2.0 balances a smart view of tech alongside sheer summer movie fun. And while it runs close to two hours, it never feels like a slog like the nearly three-hour long The Final Reckoning. Both movies are about the impending doom of an AI apocalypse, but M3GAN 2.0 manages to do it without being too self-serious and far more well-informed. Now that it seems like we’re just a few clicks away from some sort of tech apocalypse, poking fun at it just seems like a better way to cope.



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June 25, 2025 0 comments
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