Bridging the Gap


The Bridge is a minimal indie game where gravity is both your friend and your foe. And I’m talking about the force not the movie starring Sandra Bullock which is no one’s friend….except insomnia’s.

There are 24 “short” levels that consist of one simple premise: use the tools of time and gravity at your disposal to get to a singular door. Sometimes the door is unlocked, sometimes you must first get to a key before reaching it. The puzzles are hard but predominantly consist of trial and error elements. If you fail, you can reset the puzzle by rewinding the timeline back to a specific section. Personally the game is only short if you’re a wizard reaching a max time of 5 1/2 hours ( If you don’t have the confidence of Yogi Bear in your intelligence levels like me, it’s about a full day game ranging from 8 to 9 hours.

I enjoyed the length of the game though. It had the perfect Goldilocks effect of feeling like just the right amount of time and not overstaying its welcome as some logic puzzle based games do. You can only have so much spinning the same levels before it gets old.


That being said once the game is completed you open up a “Mirror Mode” which allows you to replay the levels  you previously visited with fresh elements added. I didn’t care for this much while I recognize the value of it. There weren’t enough new elements to draw me back in so I felt like I was simply replaying the same game again. Some different level designs would’ve been needed for me to appreciate further content.


The Bridge takes place in a dream state of and focuses a lot on the pursuit of knowledge. You play as a very professorial looking gentleman that never really has a name given, he simply exists to seek more doors. The doorways seem to be metaphorical to the pursuit of knowledge and academia but this could all be conjecture. The game’s themes of viewing things from different angles and thoroughly shows the Sisyphean like task of acquiring knowledge sometimes. Deep thoughts with Jess, but I liked the open nature of the game. It leads the player to decide on their own interpretation which is always interesting.


Overall if you enjoy puzzle games take the time to try the Bridge. It has some gorgeous art and will hurt your brain in the best possible way. While I personally don’t think it has a lot of replayability it was well worth the money I spent on it. Two streams later I was done and felt a deep sense of accomplishment for finishing it. Check it out for sure.


Great art style

Fun puzzles

Good play time


Low replay value



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With Great Power Comes Great Gameplay


Spider-man is one of the few games I’ve thoroughly enjoyed from start to finish this year. It web swung its way into my heart just as Tobey Maguire did with his dreamy hair during my childhood (NO! I do not acknowledge the existence of Spider-man 3. Denial is a beautiful thing.)

The story follows Peter Parker as he takes on various crimes throughout the city, both of street and mega bad guy variety, and helps his Aunt May. I don’t want to give away any of the names of the signature bad guys as these reveals are part of the plot, but some trademark characters appear that made my inner nerd squeal. Some of the villains do feel shoehorned into their roles in the plot and this is my only qualm about the story. Other than that it is supremely impactful and full of the interplay between Parker juggling his life and his goals as a hero. Questions of morality and righteousness abound which hits me right in my heart region. It strikes all the right emotional notes (not just of sadness but of joy).

Spider-man has always felt like a superhero that is extremely relatable, but this time I didn’t have to relate to him, I got to be Spider-man. Trust me, I’ve played all the other Spider-man games and they just didn’t hit that sweet spot.


Insomniac has created a love child between their fast paced travel system of Sunset Overdrive and pretty much all the elements of the Arkham series, a lot of the gameplay is going to remind you of Batman. This isn’t a bad thing though. In fact, it makes for one of the most graceful gameplay experiences I’ve had in awhile. The game only bugged out on me once and that was when I was transitioning from one district to another. Which I think is reasonable considering the amount of space and detail packed into this megahouse.


The missions fluctuate between big time stealth jobs and kicking people in the face while simultaneously webbing someone else. The only other qualm I had was the unpredictable nature of the random event quests. But Jess, you dummy it says RANDOM. I’m aware, but trying to get 100% and swinging around the same place 50 times did get a bit tedious. If I didn’t love the web swinging as much as I do, they would not have been completed.

Oh and “puzzles” that serve as little mini games. I have to say that the puzzle aspects were not my forte as shown below. I’m never good at spin the grid so point A leads to point B and if we are ever in a life or death situation involving a slide puzzle greet death with open arms.


The DLC has been disappointing but honestly these days most DLC typically is disappointing. Disappointingly Loadable Content. It’s why I don’t get too excited about “season passes” as I know they’ll most likely be repetitive and short. Which is exactly what happens with these additions. I don’t think they’re necessary for the overall experience and I’d recommend skipping them.

Overall this is an experience not to be missed (unless you don’t have a PS4. That shit is expensive and I don’t expect you to sell a kidney) but maybe one day that kidney will look less appealing and you’ll have a great time.


Awesome gameplay
Great animations
Fluid and fun missions
Good character development
Good acting
Makes you want to do side quests

Random event quests as part of 100%

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Someone Untold Me




Stories Untold is a 4 episode game published by Devolver Digital and developed by No Code. It’s hard to categorize this because each episode has its own unique take on gameplay, however you always have the same mixture of text based adventure with minimal interaction. There is always a computer in front of you and some sort of puzzle to solve.

“The House Abandon” is episode 1 and as you continue to complete sections you unlock episodes 2-4. There is also an option to unlock all of them at the beginning but where is the fun in that, it’s like opening presents the day before Christmas (if opening presents confused the plot and contained spoilers).

I liked Stories Untold and its experimental style of storytelling, but I will warn you it is slow and the payoff may not be for everyone.


The episodes require you to be precise and sometimes annoyingly so. For instance in the first episode “The House Abandon” you are typing in instructions into the computer in the form of “go to house” or “check note”, this doesn’t always work though and often times you’re left struggling to find out what to do. Typing “screw you game” does not help.

Episode 3 is filled with “robots” and with their annoying dubstep light shows and repetitive puzzling I was pretty done with it fast. I’m gonna be real honest and say that in Episode 4 I had to look up a solution as I got so frustrated with it. While I admire the complexity of the puzzles, the selling point of this game is its art style and its concept.


80’s kitsch is all the rage since Stranger Things hit our screens but often times it is done to goofy effect. Not here. The art style of this game works brilliantly and it genuinely feels like you’re in some old B movie. (Minus the robot bits, that can burn in a fire) The soft hum of older machines and clunky knobs make it all the more apparent that you are nowhere near an Apple store or maybe that everything in the room was built by Apple. The little details put into this game make it so aesthetically pleasing. I’d love to delve more into the second thing I loved about the game which was story but unfortunately going too far into that would detract from its impact.


The game is listed as a horror anthology but I was never scared, I was anxiously tense. It taps into one of the most horrific things in life, wanting to not do something but having to do it anyway. Throughout the game you are being forced to discover things that you wish you could not and I enjoyed that. I’d categorize it more as psychological horror in the vein of Silent Hill 2.


I think my main takeaway from Stories Untold is it knows exactly what type of game it is and is unashamed of that. It doesn’t try to get you with a battle royale or an intense story. It is slow but effective and damn nice to look at. The unfortunate thing is while all these elements work well together and I enjoyed it, there is no replay value here and after I’d finished I didn’t think about it much. Impactful games can be great but there are very few that impact and stay (like Her Story). I’d say if you have some time on a spooky weekend and you can, pick it up and give it a go. It is great to play in one sitting.

-Gorgeous graphics
-Unique Style
-Good story

-Puzzles could have been better
-Episode 3 massively annoying
-No replay value



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Go Donuts



Donut County is amazing, I just want you to understand my love at the outset of this game. Now anybody who has spoken with me about games for five minutes will know my love of Annapurna Interactive and anything they put out. They could put out a “Dinner with Andre” game adaptation and I would buy five copies. The sitting and conversing was so realistic I would shout! So I may be biased. I think that Ben Esposito knocked it out of the park with this one though. There aren’t many games these days that just make you relax, Donut County fixes that.


Donut County is a reverse Katamari style game. The player controls a massive hole in the ground and tries to suck objects into it. As they suck objects the hole increases in size allowing the player to grab larger objects. It’s the most fun you’ll have watching things get sucked into holes since that one time you went to Brazzers. The concept originated in a game jam and grew in size from there, art imitating life.

It’s all the raccoons fault and the rest of the denizens of this small locale are trying to get back to the surface from 999 feet under the ground. It’s fun, silly, and just plain awesome. The game doesn’t have a whole lot going on but you don’t ever notice. It sucks you in (no pun intended.)


The game has its own dictionary that brought me pure joy as well. The “Trashopedia” is a hilarious take on wikipedia with descriptions not to be missed. I laughed hysterically at the inane comments like a “Ranger Station” being described as a “wood jail for freaks” and snakes being “alive spaghetti.” It’s wholesome, and in this day and age we need that more than ever.


Donut County is not to be missed. It’s available on a lot of platforms so there are literally no excuses not to enjoy. Go buy it, go live it. Follow Shia Labeouf and just do it.


-Great art style

-Great characters

-Great writing

-Fun gameplay


-Length is short


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Nightmare on Coma Street



Desert Fox presents a point n click that runs like a dream rather than a nightmare. With a total play time of around 6 hours if you play slowly Bad Dream is about how much sleep I get a night. It has a unique and frankly striking visual style that draws you in, appearing hand drawn on pieces of paper that have seen better days. You play as a character who is in a coma (guess they didn’t hear about title spoilers) and you are trying to make your way through this dream landscape. The game deals with a lot of heavy topics like death, morality, and relationships to others. It’s like someone vaguely described a Nietzche novel, which is right up my alley.


While the puzzles in Bad Dream are plentiful they require a dream logic that can sometimes lead you to wander around for stretches of time wondering what you’re doing. If you’re anything like me this is a normal occurrence in your life and will not upset you. Not all items are usable and some items if used can negatively affect your ending. This is where my first issue arises with the game. A point n click is just that, a point n click. When in doubt, point and click all the things. As I began to do that in spots where I was trying to piece together a solution I would end up negatively affecting my outcome. This became frustrating over time. How do I know that I negatively affected it?

Well that leads to my second frustration the ending system in game. If you go to your “Status” section you are told what ending you are going to be receiving. This was my biggest qualm with the game. I do not want to know in advance what ending I am going to have. It takes you away from the game and causes you to worry about righting the situation. You don’t know how nightmares or life will end, best just play them through to the end.


Overall this game is fun and quick. I’m looking forward to the sequel and want to see if the franchise grows its own lore or if this was a stand alone experience. If you like moody ethereal point n clicks then this is a worth a play. My only caveat is probably get it it on sale. I was very happy with my $5 price point for this but over that and we would have been getting into lack of content territory. baddream1


-Wealth of puzzles

-Keeps you engaged


-Status system tells good or bad ending

-Puzzles can be obtuse

-Pointing and clicking randomly hurts you



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CSI: Criminally Slow Investigations


Painscreek Killings is a game from EQ Studios. The basic premise is that you are trying to find the killer of Vivian Roberts, a local well to do woman. The actual premise is that you walk around an empty town desperately trying to figure out what the hell you’re supposed to be doing. I can see why they put the former  description on the Steam packaging. Wandering around desperately trying to figure out what to do with my life is what I do daily, don’t really need that in a digital format.

Short disclaimer: I rage quit this game just like Outlast 2 and watched someone else suffer through the ending for me. Just like Outlast 2 I have zero regrets about that decision. But Jess, you may be asking yourself, how can you quit such a slow and fun exploration of nothing? It’s so nihilistic and right up your alley. Well stop talking to yourself I won’t be able to hear everything. It’s not deep, it feels ill thought out and empty. A crime scene may be cleared out after an investigation. A whole town is not.


You play as a rarely talked about detective named Janet, slowly walking around gathering clues to the murder of Vivian and finding out about the townspeople. She’s no Nancy Drew and you start to wonder if she’s some intern stuck with the worst cold cases. EQ wanted to emulate a real life detective’s work so they made it slow and methodical. The idea is admirable, the execution less so. It becomes repetitive fast. Find a key, open a door, find a code, open a safe. The only thing killing Janet is her legs. There is no suspense, no tension. I felt like there was little payoff to me finding all of these “clues.” It doesn’t feel like emulating a real crime scene unless you had everyone clear off the scene then pack up and move. Sorry neighbors there was a murder so you’ll have to get a new mortgage somewhere else.

All that is left of the townspeople are their letters and diaries since everyone in the town was apparently contractually obliged to leave their diary in the open for no reason. The bookstore in town must have been booming since they would only write on one page before quitting and buying a new diary.


Painscreek Killings fails to engage you. There are no puzzles and the town feels like only 10 people even lived there in the first place. As one person in my chat pointed out the constant talk of a mayoral campaign being run is odd since there is basically only one person running every year. That’s a dictatorship Painscreek not an election, deal with it.

I wanted to like this game a lot. My anticipation was high for it and I stuck it out as long as I could but walking and finding keys does not make a murder mystery game. By hour 6 when I realized it was gonna be more of the same key to door swapping and keypad unlocking from vague letters, I quit. At that point I was fairly certain in the knowledge I had solved the murder, I should’ve trusted this gut feeling and left the town for an early ending which is an option because I was correct.

Not only is it slow but it is also quite laggy. Even on a newly built computer, frames dropped and I had to wait a couple minutes during load times. I don’t mind slowness but when the game isn’t engaging to begin with it is difficult to wait through black screens or frame drops.

For those who did like this game take heart, there is a sequel coming out very soon. Perhaps we’ll give it a try but I’m not likely to re-visit Painscreek much like its townsfolk .



-Good Visuals
-Nice Music
-Neat Idea

-Slow Pace
-No puzzles
-Repetitive structure

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Kapparilous Adventures: PAX South and East 2016

Hey! I know, you never see me around these parts. I bet you’re surprised and confused. Well I’m trying again, shhhhh it’s going to be okay. At the moment I’m going to agree with the adage “better late than never” and recount to you a bit about my adventures in the biggest state of all Texas (not really, everything including the stars seems normal size) and a slightly smaller state of Massachusetts.

PAX is becoming by far one of my favorite convention going experiences. I wish I could go to all of them, but money is not my friend. So I set out to try and go to as many as I could this year with the help of my lovely Twitch viewers. The two that one out were South and East.

PAX South in San Antonio this year was a doozy. Having grown accustomed to large gaming conventions like GenCon I wasn’t sure what to anticipate for my first Penny Arcade Expo. Not only was it my first PAX, but it was also my first time in the land of Texas and as they would say in Undertale I was filled with determination to visit some landmarks. Landing with my mod a day before the con we set forth to see the Alamo and whether it really has a basement (Pee Wee reference please land). Having arrived late in the day my mod and I discovered that the Alamo was closing. So we wandered around the city and tried to discover as many other oddities as possible. This led to many burgers at Whataburger, it’s like Steak n’ Shake but without the sadness.

The two PAX’s are vastly different experiences and I think that you should only go to them if you’re looking to do specific things.

PAX South was not my favorite of the two but it was my most productive. While the size of the convention space was larger than any convention I’d ever attended, I felt like PAX South was moderately underwhelming in terms of gaming. The smallest of the PAX events, there was still plenty of space between exhibits and lots of walking room. I feel like you don’t get the full convention going experience until you don’t have full capability to move your torso.

A mixture of board and video games PAX South focused more on community building than anything else. It made it the most useful of the two events for me because I was looking to network amongst other Twitch streamers of my size. If there are fewer games to demo you’re more likely to converse with other people and run into other streamers. Honestly if you’re looking for a smaller convention to attend that allows you to meet a wide variety of people in both content creation and game development this is the perfect convention to attend. Reasonably priced and perfectly placed on the calendar for vacation days it was the easiest and cheapest to attend.

PAX South also featured an extensive indie board game area. I think this made it closely reflect GenCon. So if you’re looking for a good way to discover new board games before they come through as well as do a bit of networking then this convention is a great opportunity for you to explore both avenues.

PAX East was a shock to the system in comparison. Longer lines, more games, more people, more everything.  It was the epitome of no torso movement. While I enjoyed this one more it afforded less interaction with people because of the constant hustle and bustle. Definitely only attend this one if you’re wanting more of a hands on first look gaming experience and not for networking. The Twitch party was even held secretly, I found out about it far too late to actually attend.

This was great for getting my hands on games to try for the stream. I spent a lot of time trying out Outlast 2, Cuphead, Gears of War 4, etc. Picking up codes, and discovering newer indie titles to try for the future. Fun and fast paced PAX East was by far my favorite and one that I would attend again soon, plus Boston is lovely. Any place with a pizza the size of my face is good with me.

I know this was a super brief version of a summary but I wanted to get something out there since it had been so long. I’m gonna be writing more in-depth coverage of cons as well as game reviews and news soon. Looking at doing a once weekly thing. Love you all and speak with you soon.


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It’s Heavy Raining Sad Men


With the recent release of the PS4 version of Heavy Rain I thought it was finally time to write a review of what is considered a seminal classic of modern gaming storytelling, Heavy Rain. I stand with a very small group of people when I say I didn’t like Heavy Rain, and I don’t think after my first play through that I would ever revisit it. This was mostly because by the end of the game I felt duped by inconsistencies and the storyline seemed plagued by red herrings. It felt like it was a terribly disappointing magic act performed by a velvet suit jacket wearing mess.

Heavy Rain was developed by Quantic Dream in 2010 and enhanced some of the features they had already created in their previous game Indigo Prophecy (known as Farenheit outside the US). I had loved Indigo Prophecy so I had high hopes for this adventure/action game, but it simply didn’t deliver fully as a lot of Quantic Dream’s writing seems to do. Their games are amazing, they look beautiful and generally play wonderfully, but they lack a general coherence in their endings. Heavy Rain follows this trend of Quantic having their head in the clouds.

Directed by David Cage, Heavy Rain follows four seemingly separate storylines that all relate to a serial killer known as the Origami Killer. You play as the semi-amnesiac Ethan Mars whose son Jason has gone missing, the insomniac hardworking woman Madison Paige, the FBI agent who can’t catch a break Norman Jayden, and the tough private investigator Scott Shelby. Every character has been affected by the killer in some way and as you progress through the story you become aware of how their lives have been affected.


My problem is that throughout the game you follow specific characters, but the ending doesn’t play by the rules set in the earlier game. You see specific things happen, but are asked to disregard these scenes because the writer decided upon an ending he couldn’t come to otherwise. So we’re left with a plot twist that didn’t make me feel satisfied, but made me feel mildly angry. Without giving too much away, you can’t trust anything within the world and because of this I felt cheated.

I also disliked a lot of the game mechanics. While QTE’s (or quick time events) have always been predominantly featured in the company’s games, Heavy Rain is entirely comprised of them. They do a much better job of tweaking this system in their later game, but in Heavy Rain it leads to lots of missed interactions and frustrations. I felt like I was a drunk man fumbling to find his keys in the dark. Not the best feeling for when you’re trying to build an immersive interactive world. I mean look at the photo below, am I playing a video game or digital Twister?


But the game wasn’t all bad, I know this may sound shocking after I bashed it so much. I did like aspects of it. The characters were really interesting people, and I cared a lot about their stories. I wouldn’t have felt so cheated by the ending if I wasn’t immersed somewhat within their world. I also loved the visuals. This game paved the way for graphically beautiful interactive storytelling in games, and I thank it for that. We may not have games like Life is Strange if this game didn’t exist. And also who doesn’t love screaming “Jason” fourteen million times in a row?

While I disliked the game, I do think it is a game that should be played and remembered. I certainly wouldn’t give it a red balloon. It paved the way for the interactive storytelling genre that is so popular at the moment and opened the door to more graphically impressive games. The standards it set were far more impressive than the game that it left behind.


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Spooky’s House of Jump Scared Silly


I played this game well over 4 months ago, and I know you must be thinking “Well it must have been terribly thought provoking or sent you into a coma from the jump scares since it took you this long to review it”. Sadly, this is the case in neither scenario because I’m simply just terrible at blogging on time. So after looking at my blog drafts that are stacked to the imaginary ceiling I thought I should finally start releasing reviews on the many games I’ve completed on Twitch. What better way to begin than with Spooky’s?  A game that I truly found enjoyable despite its jump scare foundation and I just found out has DLC released titled “Karamari Hospital”.

Spooky’s is a free to play game available on Steam. The premise for Spooky’s is clean and simple. You play as an unnamed protagonist trying desperately to survive all 1000 rooms of Spooky’s house. The monsters are seemingly cute (much like their jump scare brethren Freddy & co) but are actually monstrously horrific underneath. While you have several cute cardboard cutouts that jump scare you, the game revolves mostly around you being stalked by various “Specimens” in the different levels. Their abilities and backstories vary, but they add a nice variety to each and every level segment. They will attack you and you cannot fight them so you have to run. Sounds simple enough, but in true horror style you can’t run infinitely and must manage your stamina throughout your journey.


Which brings me to the next aspect that the game is segmented. Rather than each room being a level, the levels are grouped together by the “Specimen” that follows you every 50 rooms. Unlike most of today’s fare, saves are sporadic. Every 50 rooms you reach a safe zone that contains an elevator to the next set of rooms. This actually adds to the game rather than detracts from it though because it forces you to want to work harder to get farther. I would get set back several levels but I was determined to best the game rather than getting frustrated and quitting. That’s hard for a game of this type to achieve and I think the atmosphere really aids you accomplishing this goal.

Never fear, I’ve added the DLC to my wishlistand we will be revisiting the land of spoops soon on my stream with it, but now to the things I disliked.

Really it’s just one thing I disliked, namely the ending. After 1000 rooms, numerous setbacks, lots of puzzling details about backstories, the ending is just meh. It has an Inception style “The end or is it?” style feel that doesn’t do it justice in the grander scheme of things. It felt like a big buildup to a rather lackluster ending, but you can’t complain too much because it’s an extremely solid game for a free to play one. Due to the nature of its cost and the enormous amounts of jumps from both fun and scares that I had I have to give it a 7/10. Great work and looking forward to Karamari.


Rating: 7/10



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Kapparilous Adventures: TwitchCon 2015

20150924_222710.jpgSo I told myself I would make a vlog about this subject long ago then I realized life was happening and there was no way it was going to oblige me that time. So I sat down to try and write everything out instead over a few days, and detail my first official foray into the realm of the Twitch streamers.

First off my apologies for the seemingly endless silence on this blog, I swear I’m not giving you an epic cold shoulder or fade out. I’m still here, and I’ll still  be blogging. The problem is that time and I are having a terrible falling out, and it seems to only see me for work, Twitch, and school. I still love you, wait for me blog.

Anyway, let’s jump right ahead to the actual story before any more diversions. I went with a friend and possible new twitch streamer to San Francisco this past September for my first Twitch adventure. This being only my second time flying and third time out of my home state I was dutifully terrified, and tried to plan everything in advance to forgo a possible Final Destination scenario. Thankfully all log trucks were bypassed, and I didn’t take a nap taking care of any premonitions so our flight safely departed and landed without a hitch.


We arrived the day before the con and began by exploring the city. Holed up in our hotel room we discussed destinations in the area we needed to visit, and most importantly where food was located. We were both starving so we began by trekking out to find the American Grilled Cheese Kitchen. At the risk of turning this into a food blog, the AGCK was one of the best things I’ve ever eaten. Located a few blocks from our hotel, this small restaurant gave us a huge grilled cheese sandwich with mac and cheese stuffed inside and fresh strawberries placed beside it. A true art piece, but one that actually fills you up. Exhausted from eating and our flight, we stayed in our hotel and discussed our plans for panels the next few days and also our Sunday sightseeing.

The first official day at TwitchCon kicked off for me like any other day….late. I decided to pass on the keynote speech in order to catch a few more z’s and while I’ve heard it was epic, regret nothing. We got dressed and walked over to the gorgeous Moscone Center to grab our badges and begin the day in style. After a long line, we found our friend and fellow streamer King_Ding_Ah_Ling. Assembled as a team we began by going to various panels, and checking out the main shopping room.


The panels were incredible, filled with insight from some of today’s best talent on Twitch they gave unique perspectives on how to deal with everything from branding to community. They also introduced me to some great new strimmers that I’m now subbed to like Brotatoe ( blog here). The unfortunate aspect of this being a first year event, and Twitch being a small streaming thing was that the panels tended to blend together. Questions were left unasked, and it generally felt like we were in a groundhog day situation by the fifth panel so we split to go peruse items in the shops. The highlight of that excursion being the Glados dress that I bought.

The second day was more fraught with troubles for me, I have terrible anxiety and depression at times and unfortunately it flared in large fashion during this day. I was feeling rather sickly and tired and having noticed that it was difficult to network, having difficulties with people, and having difficulties with my own uncertainties I was in a funk. The day dragged on endlessly, and I was ready to go home. Thankfully King_Ding_Ah_Ling saved us by securing a couple of tickets for the then sold out afterparty and I forced myself to get a small amount of hype for the event. I’m glad I did because the afterparty brought about a moment of clarity for me that I hadn’t experienced in years.


I realized through this event and hanging out with everyone how truly amazing Twitch is for its ability to bring people from all walks of life together. Everyone says when you’re starting that you’ll find your niche, but to visually see how this is possible was a breakthrough that has really motivated me from then to now. I still look back on this trip with the fondest of memories for what it taught me and what it has made me want to do now.

12010677_1207440425949756_1138577541895362033_o.jpgOur final day in san francisco we did nothing but sightsee. This brought me closer to the city, but also expanded my idea of my own city. You really never realize how small or different where you live is until you go and compare it with something that is as grandious as San Fran. We walked the Golden Gate, visited the Palace of Fine arts, and then realized our plane awaited so we left. My first con sadness settled and I decided I was going to PAX the following year. I did just that and am now planning trip to both East, TwitchCon 2016, and hopefully PAX Prime.

This isn’t the whole trip laid out to bare, more happened but this is what I feel comfortable with sharing at the moment. It was a big trip for me, and it brought with it a lot of hope and even more questions for the future. We’ll just have to see how it goes.

This isn’t going to be the last Kapparilous Adventure. I intend to actually vlog from the PAX events and also try to re-cap them here. I’m also intending to do pieces on some of the things that I love and hate about live streaming, as well as things that I’m learning as I go. Join me on the adventure, there’s gonna be a lot of trolls we have to fight so it sounds pretty epic already.


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