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First rule Titanium court It is that you cannot explain Titanium court. Not because we live under 8-bit Omerta Fight clubBut because it is one truth I can stand by. Over the past week, I’ve been grappling with the consequences of inserting isekai into a digital version of the entire history of contemporary allegory drama and humor, dooming an eccentric, semi-sentient court of unhealed jinn to their doom. They’re trying, in their twisted, fairy way, to be helpful, because I don’t know what I’m doing. “I look forward to you explaining the game to me,” said my editor Andrew Webster, words he silently swallowed after I attempted to do so.
It doesn’t mean that Titanium court unknown. It’s simply one of those things you have to try for yourself. The most obvious description, to paraphrase from developer AP Thomson’s game credits, is “a match-3 tower defense game for people who like to read.” That’s a bit of an understatement because Titanium court It is also a point-and-click RPG, a resource management game, a deck builder, a metacomic visual novel of morality, a complete postmodern theatre-assistance, and an ode to postmodern theatre. HyperCardthe ridiculous ASMR equivalent of appreciation Victory animation from Windows 98 SolitaireAnd if you grew up reading Norton Juster’s book Phantom Tollbooth, Titanium court It is a rare and precious gift.
We start with the curtains literally parting and the director steps forward with an introduction. My role as a player nonchalantly discusses a zookeeper giving a tour of the lion enclosure during feeding time. And just like that, we start off with the player minding their own business – a bunch of pixels moving across a gridded landscape – before the entire map shivers and overhauls are made to introduce key mechanics and components of the terrain that you can “harvest” by matching at least three tiles (wheat gives food, hills give stone, etc.). Soon, on the horizon, we see the mysterious court and are swept inside to meet its faerie inhabitants. Here, the world is at the mercy of the magical tide, with no clear way out.
There are two modes: when you are at war, and when you are not. Going to war is a not-so-serious but profound endeavor – the Court is immortal, so death isn’t much of an issue for them, but you also can’t control the Court’s ridiculous legends and faerie quirks. War is a reality and a routine matter. It’s something you wake up and do after breakfast, which involves choosing a job (the default job is that of a Monarch, who earns money for each enemy destroyed), learning to traverse two types of maps, strategizing between different terrain and enemies, and finding different ways to beat bosses. My favorite job is Youth, which you get via a cigarette lighter and involves burning tiles on the board to make money.
Each battle begins with High Tide – the match 3 portion – where you do your best to arrange the board in your favor. Low Tide occurs when the RPG/combat/management elements begin. You place workers and combat units in queue, make transactions with vendors, and make use of useful buildings such as hospitals and shops. Sometimes you might find a giant urn, or come across a man on a tree trunk, or float past a billboard that captures the court’s imagination (djinn don’t believe in cars, and every time you see a road sign designed for vehicle laws, it causes a little stir). You can attempt a mysterious solution through a magical journal entry that you don’t remember writing, drawn from a hallucinatory future in which you are an automaton.
Once everything is arranged the way you want it, press play, sit back and hope for the best: all the young players exit the court into a queue, perform their timed duties, and hopefully the court will still be standing when time runs out. If all goes well, you’ll win the battle and get closer to the boss on the overworld map. If not, you’ll get wine and “comfort.” After progressing far enough, you’re given the opportunity to skip boss fights by watching a completely unskippable musical performance by AP Thomson himself, presented in a grainy, indecipherable full-motion video. The first thing I saw was – and I say this with the utmost admiration for everyone involved – such as Lou Paul Banks of Interpol was in where They did educational work on Salmon dance.
I realize it sounds like I have a gas leak in my apartment, but I don’t. I have something better, which is… Titanium court.
When you’re not at war, you’re loitering around the Court, a mysterious medieval building as befits a group of meddling elves, but with the blessing of modern plumbing. The jinn here are certainly a magical but contemporary group who believe in science and alcohol and support their beloved queen, even when it hurts them. There are curses, secret rooms, and arguments to settle. There is a sports ball, a library, and a cat. There is a lot to unpack within the walls of the court about why you were brought here, what you need to do, and how you are going to leave, both metaphorically and mechanically. Every night everything falls apart, and the next morning it starts all over again.
Titanium Court doesn’t break the fourth wall; It makes the player take it apart themselves, brick by brick, before leaving them there in a state of indecisive remorse and emotional contemplation, perhaps to build a new outlook of their own. The court is not just a place. It’s an exercise in self-control and self-gratification, full of wordplay, satire, and an endless “yes, and” mentality to good improvisation. At some point, after hours of (very good and creatively made) misdirection, after hours of NPCs trying to help and hinder me, the game hit me with such intense emotion that I had to turn away and hug my cat. It turns out to me that AP Thomson is Jigsaw. He’s squatting backstage with his guitar, giggling as I realize the effect he’s having on the fairies when I hit the 15-hour mark of playing time.
Maybe the real game is trying to explain Titanium court And failure, and in the process you realize what’s happened to your understanding of Capital-m Magic – the intangible silverware that glues our imaginations together. When I’m finally able to leave the court, I marvel that I’ve somehow survived all these deeply personal surgical strikes, not only against me as a player, but also against my relationship with storytelling and fiction as a whole. It’s a unique superhero comedy that learned how to incorporate its story from the best sitcoms, and plays you as your best friend telling you exactly what you don’t want to hear about the nature of consumerism and entertainment.
This is the kind of game that will undoubtedly spark thousands of discussions, but for me it will still be personal and private. No one needs to know how much suffering I’ve caused before I get up and leave. To understand what that means, you’ll have to play it yourself.
Titanium court It will be released on April 23 on Steam.