Reviews
[Review] ‘Terminator Genisys’ Feels As Robotic As Its T-1000s
In a world where humans are the minority, and our own technology has united against us in the mission to rid the earth of organic life for good, it seems that only defeat lies ahead for these once powerful nations. It’s just a few years after Skynet, a highly intelligent computer program integrated into every facet of society, wiped out billions of lives in a single moment. Known to the few survivors as “Judgment Day”, this devastating event marked the time when hope seemed all but lost for the future of humanity. Then came John Connor. A powerful leader characterized by perseverance and scars that suggest he’s been down in the trenches, Connor is a revolutionary in a time of passive resistance; a man who took it upon himself to rally what was left of the humans to fight for survival, urging his fellow men to defend themselves, and declaring the war far from lost. A shining beacon of hope, John leads the human resistance in the fight against Skynet and its army of artificially intelligent killing machines. However, the more battles he wins against the machines, the more impervious their plans become, as Skynet develops a way to win this war before it ever started. By using their advanced technology to send a Terminator back to 1984 to kill John Connor’s mother, Sarah, before she ever gives birth to John, they seek to end the timeline of the man who could possibly put a permanent halt to Skynet’s plans.
Luckily, John has a counteractive plan of his own. He’ll send one of his own men back to stop the Terminator, and save Sarah so that she may live on to give birth to humanity’s only hope. Kyle Reese, a man that John took under his wing when he was only a boy, seems best suited for the job, not only for his courageousness, but for his innate loyalty to John and the resistance. (Little does Kyle know, but in the end, his life will play a much bigger role than that.) John tells Kyle that when he returns to 1984, the Sarah Connor he meets will be nothing like the one that he has spent hours recalling; the strong, independent Sarah that taught John how to fight back against the machines, and how defiance is one’s greatest weapon in the face of persecution. The Sarah Connor from 1984 is not privy to the path that lies ahead of her, and will appear more like a damsel in distress than the fierce warrior that John has spent so many nights describing. Kyle feels prepared for his journey, but when he arrives in 1984, it seems that Skynet has bested him once again, prompting the timeline to speed up after they send a Terminator to kill nine-year-old Sarah Connor, shoving her into a harsh, survivor-driven adulthood long before she should have known the realities its struggle.
Terminator Genisys mixes The Terminator and Terminator 2: Judgment Day together to create its new, updated timeline that ignores both the third and fourth installments in the series. Like its predecessor Terminator 2, this entry also pins Terminator against Terminator. However, it differentiates itself by managing to remain relatively bloodless throughout the entire 126 minute runtime. There are some pretty ludicrous fight scenes that entertain simply because they are so elaborate, but it soon becomes clear that most of this Terminator-on-Terminator action is for the benefit of the PG-13 rating; an incentive that didn’t hold back the R-rated source materials from which the film so heavily borrowed. This rating becomes glaringly more obvious during the Genisys time travel sequences (of which there are many), which feature time travelers who are forced to shed their clothes to ensure a safe passage, only to be captured by awkward camera angles that desperately try to hide any nudity that would send the film’s sin quota over the edge into R-rated territory. It’s strange to call a film that features a helicopter swerving through the chains of the Golden Gate Bridge “watered down”, but that’s how this addition to the Terminator franchise honestly comes across; a 2015 film that feels safer than its thirty-year-old originator.
Another thing that seems off about the new Terminator is the message it sends about Judgment Day. Despite the fact that this concept was originally created from a place of inevitability, Genisys seems to say that humans have doomed themselves, and that they are getting what they rightly deserve. James Cameron showed with concerned compassion how our need to progress often coincides with the need to conquer, and how our push to make machines intelligent and integrate them into our lives would eventually backfire if we weren’t careful. Genisys shames its viewers for being too obsessed with their cell phones. Although the message is oddly fleeting, it’s a rough one. It also plays into the rest of the film, which feels cold and distant, as the characters constantly talk about the fate of the future, and not the genocide that awaits the present; billions of innocents caught in the wake of Skynet’s destruction, and it seems that the only life that matters in this movie is John Connor’s. Despite solid performances from Emilia Clarke and Arnold Schwarzenegger, their moments of bonding are limited and reserved for build ups to action sequences. Perhaps if we had seen more encounters between the two, or between the Schwarzenegger and Jai Courtney their characters would elicit more sympathy, but the truth is, the feeling of being helpless against a massive, indestructible force like Skynet and knowing that you can’t do anything to save the countless lives around you is a state of mind that is simply absent from the latest entry in the series.
Aside from its mean-spirited, albeit brief message blaming humans for their own destruction, and its failure to add anything new to the three-decade-old franchise, the timeline just does not make sense, and the ending undoes all of the work that has been achieved throughout the film. But most importantly, Terminator Genisys lacks the heart and humor of the original Terminator films, which, ironically, is what made them so human. Every moment of dialogue is just a predecessor for the action. The dread and frustration of knowing the future and not being able to stop it, the “us against the world” mentality, and the desperation to save mankind — these emotions that saturated the original entries take a back seat to perfectly poised, attractive actors. This is a story that relies so heavily on appearances that its villain removes his physical flaws as soon as he reveals himself. It’s unfortunate that a movie about saving humanity goes through the blockbuster motions so much that it winds up feeling robotic, but that’s the case here. Terminator Genisys is one of the most action-packed, busiest films of the summer, and yet…nothing really happens.
Books
Experimentation in ‘You Will Die In This Place’ Provides Wealth of Gameplay Possibilities [Tabletop Terror]
Welcome to Tabletop Terror, a monthly series highlighting roleplaying games new and old.
Tabletop roleplaying game manuals are an interesting object. Traditionally, we want them to be laid out cleanly in a way that’s easy to understand so they can be played effectively. But this means they are often dryly written, focusing on clarity instead of style. That’s not to say they don’t have good art, but they are rarely experimenting with the form in a way that makes the book itself exciting.
Some of my favorite games in recent memory are the ones that purposefully break the rules in an attempt to be just as much of an art book as a rule book. Games like Mork Borg, whose aggressive, borderline unreadable layouts are constantly shifting fonts alongside its maximalist artwork. Games like Triangle Agency, which use in-fiction format changes to illustrate the strange forces at play behind the titular agency. Games like Soul Cemetery, a book that kept up the illusion that it was an instruction manual for a lost PS2-era video game, tell a tale of how our relationship with fiction shapes our lives.
You Will Die In This Place takes this to the extreme, mixing its nihilistic dungeon crawling rulebook with a “House of Leaves“-style meta narrative that tells a deeply personal tale about identity, mortality, and the act of creation. Not only is it stylistically bold and endlessly inventive, but it weaves its characters with a raw believability that brings the book itself to life in a way I’ve never seen in the medium.
The Meta-Narrative That Sets You Will Die In This Place Apart

The actual game is by Elizabeth Little, but it’s framed as a reconstruction of an abandoned project pieced together from various notes and design documents. Fictional tabletop designer Samantha Little is cleaning out boxes in her parents’ attic when she comes across the game, which was originally written by a college friend, Charlotte Avery, whom she hasn’t talked to since graduation.
The version of You Will Die In This Place that you’re reading is one that Samantha has “finished,” compiling Charlotte’s notes, which included design work, microfiction, and illustrations, but the line between Charlotte’s original vision and Samantha’s additions to the work remains a tension throughout. There’s also a third character, KC, who is the book’s editor, who comments to Samantha about the process and questions her decisions. The book presented is the “final version” of the game, along with footnotes that give insight into Samantha’s work on the book and how it felt rediscovering her old friend through these notes.
The actual game part has a premise that seems pretty standard, but is done with its own unique flair, both mechanically and narratively. Your party plays a group of people who have been exiled to the Abyssal Labyrinth, a horrific series of corridors and rooms full of creatures warped by manablight.
You will never return from the labyrinth. There’s no winning your way out.
The title says it all. Rather than being a game about heroically slaying the beast that has cursed the labyrinth, it’s about trying to find meaning before you die in this place. While it’s definitely not the first game where you are doomed adventurers that will reach an unfortunate end before the campaign is over, the way it explores the idea thematically feels unique.
It’s hard to figure out where to even begin to talk about this game, and that’s part of the fun. Should I go into the maybe-too-clever class system first, or dig into the themes about what it means to create? Is it best to dive into the strange bestiary, or do you first need to have context about Charlotte’s thought process through her tangential essays that Samantha decided to include? Maybe I don’t even get into the details of that because the rewarding part of the book is watching it all click together in a holistic way.
Experimental Character Classes and Innovative RPG Mechanics

I’ll start by treating it as a traditional tabletop RPG, but even that will immediately give way to talking about the meta layers. One of the most interesting ways for me to look at what a game is capable of is by looking at its character classes and the ways it expects players to use them to interact with the world through their rules. In a bold move, You Will Die In This Place forgoes traditional conventions by having each class operate on a completely different set of rules. While it may seem like a bit of a stunt at first, it’s very clear that each of these disparate ways of playing is well thought out and intended to convey something important about each class.
The Muzeiiyd Mercenary sounds like the most standard class of all of them, a powerful warrior, but you play by rolling a pool of dice and placing them on different body parts to do different actions, almost like a worker placement board game. The Zibari Headhunter uses a deck of cards and asks you to play poker hands to activate your skills, with your deck acting as an alternate health system. The Corpse Engineer forces you to directly control your character while also doing a programming minigame for a flesh golem that does most of your fighting for you.
The Bermail Knight wears a powerful set of armor, but that comes with a heat management system that alters your available actions as you heat up and cool down. The game’s wizard class, the Blight Channeler, writes as many spells as it can fit on a section of its character sheet, but crosses off words of the spells when using them, while also having to physically tear off pieces of its sheet when injured. There’s even a pair of hidden classes, including one that is written in a cipher that I was not able to solve.
At the beginning of this section, there’s a note about how Charlotte wasn’t a fan of class-based systems because they felt immersion-breaking, and these classes are almost a hyperexaggerated response to that, each being as maximally fiddly as possible in its own unique way. As someone who runs a lot of tabletop RPGs, I pride myself on being able to get a good sense of how something will play just by reading, and I have no idea how these would feel at the table. They definitely are clever, but they might be too clever to the point of not being balanced, or maybe even fun, in action. But I feel like Charlotte would agree with that and respond by saying, “Yeah, pretty cool, right?”
Identity, Roleplaying, and Self-Discovery

The classes are successful on two layers, because they not only offer a fun experimentation with the form, but they also use the mechanics of the game to give us insight into the surrounding meta-narrative of who Charlotte is as a designer and as a person. The notes also mention she was not a fan of levels and hit points, and this game plays with those as well. In an inverse of the traditional power fantasy structure, your characters will get worse the further they get into the dungeon.
When you hit certain thresholds of damage, you will take injuries, which will give you debuffs that will constantly make it harder for you until your death. It’s another bold choice that might not make the game as “fun,” but leans hard into the themes in a way that reinforces the text overall.
The idea of creating characters, both for players and creatures, is one that is very important to Charlotte throughout her notes. Not only was she very particular about putting work into non-playable characters in order to make sure they felt like they had lives that didn’t revolve around waiting for the player characters, but it was also an act that was associated with discovering your own identity.
As the story goes on, it’s revealed that Charlotte is a trans woman, and this fact immediately feels like it unlocks the work thematically. Passages about the disproportionate power of choosing your character’s name make sense within that context. The idea of using roleplaying as a mask to try on different identities is a potent one, made all the more powerful by this detail. The real-life author Elizabeth Little is also trans, making this feel like a deeply personal work that’s just as much about her journey as it is about the fictional characters’ journeys.
The Abyssal Labyrinth’s Bestiary and Worldbuilding

The bestiary of the game contains a lot of strange variants on common ideas, some of them even pushing into experimental territory with their mechanics. Each enemy is described sparsely, with just enough stats and special rules to get you rolling, often leaving the minutiae of the physical description up to you. A giant worm with a human-shaped appendage used to lure unsuspecting individuals, animated chunks of alien meat, and innocuous-looking creatures that devour meaning and words are among the creatures you’ll run into in the Abyssal Labyrinth, making for a more surreal and upsetting dungeon crawl than most.
There are several floors laid out to act as your complete campaign of You Will Die In This Place, each with its own grid layout and threats listed. Many of these are pretty simple fights against enemies, but some of them have clever gimmicks that test the player in ways beyond their character sheet. There’s interesting lore contained within these spaces, but never too much that it takes away from the ominous nature of the setting by filling in too many details.
Coming from Charlotte, who describes her GMing style as one that has trended away from overprepping, I found the explicit dungeon maps to be a bit surprising, but it’s here where much of the tension between the two creative forces of the work comes to a head. This was an unfinished game when Samantha found it, but it becomes clearer as the book goes on that she has made significant changes to the final product, including many that seem to go against Charlotte’s design intent.
So many of the notes and microfiction pieces are about the nature of creation, about what it means to create for the artist and what it means for a piece of the author to live on in the art, making this feel like a strange violation. How much of what we’re reading is Charlotte’s work and how much is Samantha’s, and how much does that really matter if we just want to play the game?
Final Verdict on You Will Die In This Place

You Will Die In This Place is the rare tabletop RPG that I would recommend picking up and reading, even if you have no intention of getting it to the table. As a game, it’s deeply experimental, taking a well-worn grimdark dungeon crawl and bringing it to life with intentionally overcomplicated mechanics that feel fresh and odd, even if they perhaps aren’t the most balanced or intuitive.
As a whole, it’s a marvellous work about the act of creation and finding yourself, even in the face of the bleak world in front of you. It was hard not to make this review into just a list of my favorite passages, but I’d rather leave it to you to discover the story of the Corpse Engineer or Charlotte’s tale of being haunted by the memory of a dying fox or the unsettling demonstration of the natural blind spot we all have in our vision.
There’s so much going on in this book, but it all gels together into one of the most unique tabletop RPGs I’ve ever seen. It’s a powerful statement about the creative process, one that’s inspired me to pick up the proverbial pen again and start writing my own RPG, which is honestly the highest compliment I can give it.
You Will Die In This Place is now available in full over on itch.io.

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