What does it mean, ontologically and narratively, when the seeming finality of death disappears from our stories? What does it mean when our stories and our characters, unlike our lives, refuse to come to an end?
Dominic Arsenault's Super Power, Spoony Bards, and Silverware cuts through the nostalgia so sharply that it comes off as dismissive, hostile even, at least to someone used to reading the flowery prose of fan literature.
Just as you interrogate your companions and enemies in order to understand them and their worlds, the game reveals itself to have been questioning you. What kind of player are you? What kind of person?