Bloodsoaked MediaBloodsoaked Media
Issue 10 · 2026Cult MediaVHS

Horror · Games · Cult Cinema · Physical Media

Dakota's Archive

Dakota's Desk

Currently Playing: Trails in the Sky 2nd Chapter

Latest Log Entry: Gears of War: E-Day

Latest Physical Acquisition: Mana Khemia II Premium Box Edition

Editor's Pick: Exa Pico Ultrawide Project

PreservationPhysical MediaPermanent Record

Preservation Hall

Collection

An archive of my love for media: acquisitions, discoveries, and preservation. Each artifact carries a story. It's up to you to connect the pages. The filing slip beneath shares personal insights on each piece.

Maintained by DakotaDakota's Archive

Archive Principle

forever growing until the end of me, my labor of love.

From the Curator's Desk

Curator introduction

The collection hall awakens. Not as a placeholder, but as a true unveiling. I file what crosses my brain consistently: games, movies, music, hardware. All bound by my love for preservation and physical media. Instagram captures the moment; this archive holds its notes and permanence. Enjoy.

— D

Specimen Documentation

synthesis ⋆₊ ⊹★ 🧪⭑⋆。˚

Documented Artifact

Gust PS2 Collection

A deliberate addition to the permanent shelf — sought, secured, and filed for preservation.

Curator Annotation

I didn't really plan on collecting Gust's PS2 games. I bought Ar tonelico on a whim and ended up loving the shit out of it, and from there I started picking up the other games from this period. Atelier Iris, Ar tonelico, Mana Khemia, they're all doing pretty different things, but you can still feel that they're coming from the same place. I really like this era of Gust because they were just making whatever weird JRPG they wanted to make, and I wanted to have that part of their history on my shelf. I don't have everything they made, and I don't really need to. These are just the games from that era that I ended up caring about.
View original filing record

Further Specimens

Additional artifacts on permanent display — each with its own acquisition story and curator annotation.

  • threshold 👁️

    threshold 👁️

    There is no particularly comfortable way to talk about the August Underground trilogy. It is deliberately ugly, confrontational, and difficult to separate from the violence it depicts. On the surface, the films are built around degradation, misogyny, nihilism, and cruelty. Those qualities are legitimate reasons to dislike them. But reducing the trilogy to the things it puts on screen misses what makes Fred Vogel's work interesting to me in the first place. I wanted to get this one done in August, but because of the subject matter, I've gone through several different drafts over the past two years. It was originally going to be what I wrote for my comeback. I kept coming back to it because I wanted to make sure I didn't ignore the films' sexism or their deliberately misogynistic content in a way that could give someone the wrong impression of why I'm interested in them. I come to these films from a very specific perspective. Not one of infatuation, and certainly not one that requires ignoring the very real problems with what they depict. The first August Underground feels less interested in entertaining an audience than in making one uncomfortable and leaving questions behind after the credits. By stripping away the conventional safety rails of cinema, Vogel creates something that asks what happens when violence stops being a cinematic event and becomes ordinary. The camera doesn't give you the comfort of a conventional protagonist, a moral framework, or even the assurance that what you're watching is being presented for your enjoyment. There is an ugliness to that which is difficult to sit with, but underneath it is a genuine interest in the effect of violence on the people committing it, the normalization of cruelty, and the psychological distance between watching something horrible and participating in it. Mordum is where that approach becomes much harder for me to defend artistically. It feels less interested in the questions underneath the first film and more interested in discovering just how far the material can be pushed. The extremity becomes the substance. I've tried watching it twice and still haven't finished it, despite getting roughly thirty minutes from the end. If the trilogy were simply a contest to determine which film could be the most depraved, Mordum would probably be the obvious winner. But that's precisely why it is my least interesting entry. Shock by itself doesn't leave me with much to think about. Penance, however, brings the ideas back into focus. It is my favorite of the trilogy because the extremity finally feels inseparable from the characters themselves. Rather than simply escalating the violence, the film becomes increasingly interested in what that world is doing to the people inside it. The characters aren't merely committing horrific acts. They are being consumed by the world they've created, and the psychological deterioration becomes as important as the violence itself. The horror isn't simply what they do to other people. It is what their own behavior ultimately does to them. That distinction is important to me because I don't watch extreme cinema looking for cruelty to be cool. If that were the appeal, Mordum would be my favorite film in the trilogy. If torture being entertaining were the point, there are countless other films I'd prefer. Instead, I'm interested in what happens when filmmakers deliberately push against the boundaries of what an audience is comfortable watching, and whether there is anything meaningful waiting on the other side of that discomfort. That's also why owning films like August Underground doesn't mean endorsing what they depict. I can be fascinated by a piece of extreme cinema while finding the material itself repulsive. In fact, sometimes that tension is the entire reason the work stays with me. The goal isn't necessarily to walk away thinking a movie was "good" or "bad." Sometimes the more interesting question is why it made you feel something, why you wanted to look away, and what remained in your head after it was over. That's what August Underground represents to me. Not entertainment. Not an endorsement of its worldview. Not even necessarily something I want to revisit often. A threshold. A place where cinema becomes uncomfortable enough that the viewer has to decide for themselves what they're willing to look at, what they think it means, and what they carry with them when the screen goes black.

    Filed September 24, 2026

  • becoming

    becoming

    When I think about Shin Megami Tensei: Digital Devil Saga as a series, I don't just think about the fact they are two excellent JRPGs for their time. I think about that time as a whole. Early 2000's gaming was a time where the industry felt really confident in taking risks, yet I don't think another series comes to mind as much as Digital Devil Saga. It was a duology that was heavily centered around cannibalism, reincarnation, eastern philosophy, cyberpunk existentialism, and a cast that just wanted to feel truly human without struggle. It wasn't cheap shock material for the sole purpose of being shock material. It felt like a studio that threw every internal question they had about humanity, consciousness, faith, and survival into a hat and made all the ideas work properly without compromising for only one or two of them. More than twenty years later, the games feel pretty impossible to separate from the era in which they were born. Atlus was still filled to the brim with strange and uncompromising adventures for a handcrafted and specific audience that wasn't scared by friction. Digital Devil Saga possesses that energy in almost every part of its core design, whether it's atmosphere dripping with oppression and character or a soundtrack that haunts the player long after the credits eventually roll. It feels less like a game and more like a treasure from a time when developers didn't shy away from making players uncomfortable, as long as it meant preserving the core vision. One of the most unapologetically itself releases of all time. Becoming. Filed, preserved, and available whenever the archive calls for it. — D

    Filed June 12, 2026

  • self ✨

    self ✨

    Persona 4 exists in a strange place for my collection, maybe even my own variant of the TV World. What began as a staple of the PlayStation JRPG catalog quickly diverged down multiple media paths. We managed to get Golden on Vita, a staple of the Vita's lifecycle and identity, a mere four years after the original release in 2008. What followed was an amazing anime adaptation that sadly doesn't exist anywhere for streaming currently, and a manga series to follow. 2020 brought the Golden release to other platforms, leaving behind the Vita and reaching Xbox, PlayStation, Switch, and Steam. This brought one of the most beloved JRPG stories and casts to new audiences. This shelf isn't necessarily a pull of rarity or value; it's a collection showing how one piece of art evolved over the years while retaining its true self. I often think about preservation beyond what keeps the game playable. It's about retaining access to the conversations, the adaptations, the hardware, and the cultural moments that all contributed to making Persona 4 what it is. Persona 4 is one of the purest examples of a release that continued to bloom far beyond its original life into something monumental, teaching me to love myself despite my flaws and accept them as part of me instead of running and hiding from them. Each version here shares a different version of the story from a different point in time. Whether that was discovering Persona 4, having others discover it through the anime, or reading the manga in bed, together they all share a connected thread that ties back to a game that all but refused to be forgotten and became one of the best games of all time. Pursuing My True Self. Filed, preserved, and available whenever the archive calls for it. — D

    Filed June 9, 2026

  • lineage

    lineage

    For a while, Drakengard existed as a game I'd own someday. Not because it was impossible to find but it always got outshined by another game at the time and I could never really find it in person (bummer.) The older I get I start to care less and less about owning everything and switching to a curated library. Drakengard matters because of what followed. Nier would eventually inherit the DNA Yoko Taro created with the Drakengard games. The games aren't flawless at all, in fact they are quite messy, difficult and sometimes even deeply uncomfortable. They are also impossible to replicate because of this. Drakengard (1) added to the shelf. Filed, preserved, and available whenever the archive calls for it. Lineage complete. - D

    Filed June 9, 2026

State of the Collection

Public personal archive. Created 2026. Every filing is intentional, personally annotated, and preserved forever.