This paper was developed from my reflections on an interdisciplinary critical making experiment in which I, visual artists, and computer programmers wrote, designed, and made a videogame, entitled Anathema, and a "Complete Companion" for the game that served as its booklet. I argue for the importance and continuing relevance of booklets and other textual objects accompanying videogames as there is no established scholarship on the topic and no ongoing debate or dialogue on the issue within the field of game studies. I demonstrate the ways that multiple modes of media, i.e. the game and its external objects, allow the narrative to break free of the individual media's constraints and overcome the perceived binary between mechanics-oriented an...