2272: Mistakes Happen

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One thing I’ve learned about myself over the last few years is that I learn most effectively by making mistakes. Once I make a mistake once, I tend not to make it again.

This is quite an effective means of learning, which is why the expression “learn from your mistakes” is a thing, presumably, but in my case I think it comes from the very real fear of being wrong, of doing something wrong, of being judged incompetent at something — even something I know deep down that I’m perfectly competent at.

Impostor syndrome is a very real thing, and I know quite a few people who suffer from it — including myself. It’s the constant and occasionally paralysing fear that you won’t be able to do something, or that you’ve found your way into a situation that you don’t “belong” in, and that you’ll be “found out” by someone at some point, then punished in some way for being somewhere you don’t “belong”.

I’ve felt impostor syndrome a whole lot over the years. I felt it in teaching, even though I regularly got positive feedback on my lessons — feeling like I didn’t “belong” wasn’t helped by the fact that I’m simply not an assertive enough person to control a room full of 30 teenagers, of course. I felt it in games journalism, where I always felt like I was enormously lucky to have the positions I did have — again, even when I received positive feedback on the efficiency, accuracy and engaging…ness of my work. And I’ve felt it in the retail positions I’ve held, being hesitant to perform certain duties for fear of doing them “wrong” and fucking things up for other people.

I think that latter point is the most important part for my brain: it’s not necessarily a fear of failure that gives me difficulty, but more a fear that I’ll do something wrong that affects someone else in a negative way, and that they will, consequently, be upset, annoyed or angry at me as a result. In my experience, it’s actually pretty rare for someone to get upset, annoyed or angry at me as the result of a mistake I’ve made — probably because most of the mistakes I’ve made over the years have actually been pretty minor and, for normal people, nothing to worry about whatsoever.

That’s the thing, though; part of this whole sense of anxiety is feeling like any mistake is the worst thing ever, and that it will be a permanent stain on your record for all eternity. You’ll always be “the guy who messed up that one time”. You only have one chance to prove yourself, and if you blow it, your days are numbered.

I know that these things aren’t true, of course, and becoming very much aware of the fact that I do clearly learn from making mistakes is making me feel a bit more positive about the whole thing. Most of the mistakes I make in my day-to-day life are as a result of not knowing something rather than any actual incompetence, and so it doesn’t serve any particularly useful purpose to dwell on them or feel bad: if they’re the result of not knowing something, then a good means of not making that mistake again (and, by extension, feeling bad about making a mistake) is to find out the thing I don’t know and remember it. And because there’s such a strong incentive at stake, I tend to really remember those things I learn in this way.

It may not be a particularly ideal way of doing things — in an ideal world, no-one would make any mistakes whatsoever and everything would be the very picture of perfection and efficiency — but it works for me. And besides, an ideal world sounds kinda boring, doesn’t it? Because there can be a funny side to mistakes, too, and the other thing I’m starting to realise and accept is that it’s all right to laugh at mistakes both you and others make — in fact, it’s important to, because laughter can help defuse negative feelings and show that really, in the grand scheme of things, the mistake itself doesn’t matter all that much to anyone involved.

Tomorrow I will probably make some more mistakes. Tomorrow I will probably learn some new things. By the end of tomorrow, perhaps I will be a slightly better person.

2271: Pledging for Positivity

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A short, somewhat belated entry today, as last night was… not good, to say the least.

I’ve been thinking. Partly following a discussion with my friend Chris after my post from the other day, and partly after watching this video from TotalBiscuit:

Negativity isn’t getting anyone anywhere. Negativity is not effecting social change for those who believe in such things, and negativity is not going to change the mind of people who have their minds stubbornly made up about the things they believe.

As such, here and now, I’m going to make a pledge for positivity — and not for the first time — and try my very best to stick to it, for my own sanity if anything else.

I don’t like getting angry and upset about things; it puts me in a bad mood and often ruins my day. It might make me feel good that I’m expressing my frustration at a situation, but ultimately all a good rage achieves is letting other people who already share my views know that they’re not alone, while failing to change the mind of those who are stubbornly entrenched in their own ideology. And while the former aspect of that can be valuable, the latter is completely unhelpful.

So I’m going to stick to the positive things — at least, I’m going to try to. I’m going to celebrate the things I love, and do my best to explain why I love the things I love.

I’ve actually already made a bit of a start on this over on my other site MoeGamer, with two articles so far on Senran Kagura Estival Versus: one introducing the game, and a second exploring its historical context and game mechanics. Over the course of the rest of the month, I’m going to write about its narrative, characterisation and aesthetics, too, so watch out for those.

I need good things in my life right now. And that means consciously trying to avoid that which makes me miserable.

2270: HunieCam Studio: A Few Tips

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Have you been playing HunieCam Studio? If not, you should; it’s great.

If you have, you’ve probably discovered that it’s quite challenging, at least for your first few playthroughs. Here, then, are a few tips that I’ve figured out in my first three playthroughs, the last of which resulted in a lovely gold dick trophy.

The first few days on the job

While your overall goal in HunieCam Studio is to have as many fans as possible by the end of the 21st day, don’t sweat fans at all to begin with, since you only have one girl and you need money.

It doesn’t really matter which of the three starter girls you pick, since they all have identical stats and none of them are addicted to drink or cigarettes. Choose whoever you like the most, though take note of the fetishes they cater to, as these will be more important later in the game.

Immediately send your starter girl to do a few cam shows one after the other. This will give you enough money to spend on a few upgrades. You’ll want to prioritise both the staffing upgrade that increases the number of girls you can hire, and the inventory upgrade that allows girls to carry accessories.

Once you’ve upgraded your staffing, send your girl to the model agency to find some hot new talent. Pick someone who won’t break the bank with her hourly rate, because you don’t have a lot of income yet. Once you’ve got your second girl up and running, you can start branching out a bit.

Getting into the rhythm

Now you can start building your fanbase a bit. Remember that when a girl does a photoshoot, she gains fans of some or all of the fetishes she caters to, so it’s actually quite helpful to hire girls with overlapping fetishes. You can force overlaps with the accessories that unlock new fetishes, too; if every girl has a butt plug, for example, they’ll all earn fans of Anal when they do a photoshoot, which will give you a fanbase that will apply to all of them when they do a cam show — which means more money.

Consider upgrading one of your girls’ abilities with the strip club and the shopping mall, but keep a steady flow of income coming in; remember that you have to pay your girls by midnight every day, and if you get into debt and don’t get back out again by midnight of the next day, the game is over! Don’t over-upgrade, either, since your money will still be fairly limited until you have more girls with better skills.

Thrusting forwards

From your third girl onwards, don’t be afraid to hire a drinker or a smoker, though perhaps steer clear of those who are heavily addicted. Drinkers and/or smokers build up stress more slowly so long as they have a supply of their particular vice(s), so they can perform more actions before you need to send them to the Day Spa to recover.

Once you do hire a drinker and/or a smoker, be sure to either use one of your unupgraded starter girls — or, if you’ve upgraded them both, a new hire with skills at the base level to save costs — to become your errand girl, doing nothing but running to the shops to get drink and cigarettes. You can make her considerably more efficient by acquiring a Shopping Basket from the Adult Shop, which doubles the yield of both shops, and you can make her even more efficient by dosing her up with coke each day, which makes her complete her activities at double speed. If you find yourself with a considerable surplus of drink and cigarettes, use the opportunity to send her to the Adult Shop whenever you can, as accessories are always useful. Grab condoms and antibiotics when you see them, as these are handy during financial emergencies.

Oh, God, yes

One of the most useful accessories is the Subscribe pillow. This allows a girl to earn fans when she does a cam show — it’s not quite as quick as when she does a photoshoot, but it gives you a trickle of fan income, which will gradually increase your financial income and final score, too. Equip all your main camgirls with the best skills with one as soon as possible, and fill their remaining inventory slots with fetish accessories, as these increase the amount of fans they earn as well as allow them to cater to specific fetishes.

As you progress, don’t forget about upgrades, particularly those that allow you to collect more money and fans with each click on the cam and photo studios. Time you’re spending collecting resources is time you’re not spending micromanaging your army of sex workers, so being able to collect it more efficiently is a godsend. Also be sure to invest in at least a couple of levels of the Automation upgrade, since this allows you to passively collect resources even when you’re doing other things.

Uhhhhuhhhhggghhhhnnnngh

Money troubles? No worries. Whore out your girls at the Sleazy Motel and you’ll earn all the money they’d earn from a camshow in a fraction of the time. There is, however, the risk of them catching an STD from this, and STDs range from mildly inconvenient and curable to completely incapacitating and incurable. If a girl gets AIDS, immediately hire another one to take her place, since AIDS victims are unable to do anything.

To prevent STDs, give the girl you’re sending to the Motel — your highest earner, obviously — a condom, and you won’t have to worry. If the worst does happen, however, dose her up with antibiotics and she’ll be better in three days. Alternatively, you can give her a shot of steroids to negate the effects of the STD temporarily, though this is not an ideal solution.

Aaaaaahhh

Once you’ve got a good lineup of well-skilled girls and you’re making good money, make sure you start investing in advertising, since this simply allows you to exchange money for fans. If your cashflow is a little limited, prioritise the ads that cater to fetishes you have on staff, since this will make those girls more profitable. If money is no object, buy all the ads you can, and upgrade your advertising to be able to purchase more — and better — ads each day. Note that this upgrade isn’t retroactive, though; it takes effect from the following day, so it’s useless if you forget about it until day 21.

Also, it is very much worth your while to upgrade your web hosting and photo equipment, as these significantly increase the cash you get from camshows and the fans you get from photoshoots respectively. They’re expensive upgrades, but they pay for themselves before long.

Finishing off

In your last few days, ditch any “useful” accessories you’ve been using such as the Piggy Bank, Nicotine Patch or Wine Box, and make sure each girl has three fetish-catering items, increasing her fan yield. Rotate your girls between camming and photoshooting to keep both money and fans coming in, and be sure to buy ads each day. Keep your errand girl active, too; if you don’t need drink and cigarettes, keep her shopping at the Adult Shop for condoms and antibiotics.

Most importantly for the whole game, make sure no girl is wasting time: everyone should always be doing something, even if that something is just resting at the Day Spa. If a girl finishes an activity and you’re in the middle of collecting a resource, stop and assign her to something new before you resume collection, otherwise she’s dead weight for those few moments, and if you want a huge fan count and that big, spunking platinum dick trophy, every second counts.

2269: Video Games (Might Have) Saved My Life

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I thought about writing about this yesterday, but didn’t; I was feeling rather emotional about it and thus figured it probably wasn’t the best idea to spew out an ill-considered rant on such a sensitive subject. It’s still a delicate subject, of course, but I feel a bit more mentally prepared to tackle it and attempt to do it justice today.

This will doubtless be difficult to write, so bear with me while I inevitably ramble around the point. It will probably also be quite difficult to read, particularly if you know me quite well… but, again, bear with me — hopefully you’ll come away with a better understanding of some of the things I feel.

All right, preamble over: let’s begin.

Yesterday, when I first thought about writing this piece, I was angry. I got suddenly very angry about something I’ve been angry about before, and have been doing my best to not be as bothered by: the ongoing “culture war” that has all but destroyed rational, reasonable discussion of popular media — particularly gaming — through public social channels such as Twitter, as well as all but destroying any credibility, inclusiveness and, in many cases, entertainment value the mainstream video games press had.

It wasn’t really a specific event that made me feel angry; it was more a buildup of tension that just needed to be released. Recent controversies over the new Baldur’s Gate expansion, the press and “social justice” types outright lying about why people didn’t like it, needless outrage over Tracer’s butt in Blizzard’s Overwatch, the ever-present undercurrent of the morally superior looking down on people who are into video games and branding them misogynistic, homophobic, transphobic, cis white heterosexual male scum… all of it was getting on top of me, even though a lot of it didn’t even directly concern me and the games I’m into. But the controversies still resonated with me, since I’ve also seen very similar nonsense aimed at the games I am into.

When I get angry about something, after the fact I often like to take a moment to reflect on exactly why I got so angry — why is that thing in particular so important to me that it had such a powerful emotional effect on me? Video games are dumb timewasters, aren’t they? Why should I care so much what some people I’d never want to hang out with at parties (not that I want to hang out with anyone at parties save for people who want to join me in another room and play computer games all night) think of the things I enjoy? Why do I feel compelled to continually defend my hobby and this medium from people who desire nothing more than to tear it down and remake it in the way they think it should be — because make no mistake, the loudest critics like this aren’t after true “diversity” or “inclusion” since they, in many cases, simply cannot accept the existence of material they deem “problematic”, nor can they understand that some people enjoy said “problematic” material and don’t want to be called sex pests/paedophiles/misogynists/assholes simply for the things they happen to be into. Why?

Well, “video games are important to me” is the simple answer. And I could leave it at that. But I’m not going to: I’m going to explain exactly why video games are important to me.

Growing up, I was a bit of an outcast. I was shy, I lacked confidence, I didn’t know how to talk to people. I remember on my first day at secondary school I turned to Matthew, one of my few friends from primary school and, with genuine fear in my eyes, whispered to him that I “couldn’t remember how to make friends”, which was putting me at something of a conversational impasse with Murray, the boy I had been sat next to in our tutor room. (Murray turned out to be a massive bullying twat, whom I finally punched in the face just as the headmaster was walking around the corner one memorable lunchtime; I escaped truly serious punishment on the grounds that he most certainly had had it coming for a very long time indeed.)

Growing up, I wasn’t into sports. I was into stuff that other people weren’t into. I played the piano. I played computer games. I wrote stories. (All of these are things I still do.) These were things that I learned I enjoyed at a very young age, so I have clung onto them with all my might for my whole life — and I’ve always known when someone would turn out to be a true friend, because they’d be into at least one of those things, and preferably more than one of them. Indeed, when I did eventually successfully remember how to make friends at secondary school, the group of friends I surrounded myself with were all a little like me to varying degrees — I was by far the most awkward and nerdy of them, but we all had our shared interest in video games which we felt like other people didn’t really get the appeal of.

When the time came for me to go to university, I was terrified at the prospect of having to deal with new people and even live with them. Fortunately, I found myself living with a flat full of thoroughly decent people who tended to be remarkably understanding of my quirks. There were still occasions when what I now recognise as social anxiety would get the better of me, and I’d want nothing more than to lock myself away and escape into the wonderful worlds and stories gaming let me explore and be a part of.

I continued my love of video games throughout my adult life. They always served as something comforting to me: after a challenging day at university, games were there to help me relax. After a difficult day working in teaching, games were there to help me vent my stress. After a day of chaotic retail, games were there to help me chill out and forget about the previous eight hours. And after a day where everything felt like it had gone wrong, games were there to save me.

Those who have been reading this blog for a while will know that I’ve been through a few difficult periods over the last six years in particular. The most notable of these was in 2010, when my first wife and I parted ways and I was left unemployed, with no money and facing the prospect of having to move back home — something which I found mortifyingly embarrassing for a man of my age who had qualifications (and a failed/abandoned career based on those qualifications).

As time passed, I sank deeper and deeper into a very dark depression indeed. There were days when I was completely unable to function normally. I had a long period where I didn’t — couldn’t — get up until about 5 in the afternoon, which would always make me feel terrible when I’d stagger, unkempt, to the shop across the road from my flat and the guy with the smelly armpits behind the counter would ask “how my day had been”.

Everything felt like it had gone wrong; I felt like I had completely failed at life. I felt like I had made all the wrong choices, and that there was no way out of the situation in which I found myself. And so my thoughts turned, as do those of many people in a similar situation, I’m sure, to whether or not this world really needed me in it any more.

Once that initial floodgate bursts and you start wondering such things, all manner of unwelcome thoughts start coming to the fore. Would it hurt? What’s it like to die? If I did die, who would find me? Would anyone find me? Should I tell someone I’m feeling this way? Should I tell someone I’m going to kill myself? If I do, do I actually want them to stop me?

More often than not, these strings of thoughts would cause my brain to get into a bit of a feedback loop and I’d end up eventually just passing out from exhaustion, often after having had a spectacularly undignified cry and/or rage about the whole thing. But so long as the situation remained, the thoughts wouldn’t go away entirely. I’d picture different ways of how I might do it, and what would happen once the deed had been done and someone found me — or what would happen if no-one found me.

To cut a long story short, I pushed through all that — more on how in a moment — and, for a while, things started to look up, and I started to think that I might have finally gotten myself into a situation where I could be happy and content, looking forward to the future rather than dreading it.

That didn’t happen. The unceremonious loss of my job at USgamer for vague (and, frankly, probably spurious) reasons, followed by the horrendous way in which subsequent employer energy company SSE (or, more specifically, my immediate managers) treated me while I worked for them — yes, I am naming and shaming here, because it fucked me right up, and I am still bitter about it to such a degree that I often have flashbacks to my particularly horrible last day — caused me to once more sink into an awful pit of depression, and it wasn’t any easier this time around, either.

Those thoughts of not being sure if I wanted to be part of this world any more started to come back. Familiar images of me holding a gun to my head came around; questions over what would happen if I followed through on these thoughts started to rise up once more.

And yet, even though I wouldn’t describe myself as being out of the worst of it even now, I never once harmed myself, let alone made an attempt on my own life. Even in my darkest moments, I was always pulled back from the edge of that particular precipice.

Why? Two reasons, the first of which is the one I imagine most people in a similar situation quote: awareness of the few people in the world who do care about you, and what it would do to them if you were to do something as drastic as killing yourself.

The second is video games.

I’m not joking. A big part of why I am still on this planet is because of video games. And it’s hard to explain exactly why, because there are a myriad of reasons I feel this way, but it is absolutely true, as ridiculous as it might sound.

Games have always been important to me. But over the last few years in particular — since about 2010 or so — I feel like I’ve really found the niche of games that interest and excite me, along with a group of publishers and developers who consistently and regularly put out things that keep me enthralled for hours on end. These games engage my emotions and draw me in with their stories and characterisation; these games make me feel like I can be someone that I’m not; these games put me in a situation where, while there might be problems and strife, there’s always a way to deal with it, however challenging.

As I became more and more conscious of how I felt about these games, I started “stockpiling” — picking up games that I had no real intention of playing immediately, but which I wanted to add to my collection while they were still reasonably readily available. I also started re-acquiring games that I had previously owned that had made me feel the same way. And, one by one, I’d work my way through them, constantly finding new and enjoyable experiences to discover — even where, in many cases, said experiences weren’t received particularly well by critics.

And here’s how games saved me: the knowledge that in every DVD case on my bookshelf there is a new experience to be had; a new world to explore; new characters to fall in love with — that’s the one thing that, every time, pulls me back from the brink of doing something drastic, however dark the situation in which I find myself might be, and however persistent those horrible thoughts in my head might be. I have literally had the thought “I can’t die until I’ve played all the Neptunia games”. I have literally had the thought “I’m not going anywhere until I’ve played all the Ateliers“. And so on and so on; so much do I value these experiences — and the ability to talk and enthuse about them with those people I know who do respect my interests, even if they don’t share them — that I can’t bring myself to even hurt myself, let alone make an attempt on my own life.

You may think this is a dumb reason to keep living. You may think that this is unhealthy. You may think that there are more deep-seated problems here (and you’d be right). But trust me when I say: when even a tiny part of your brain starts considering whether or not you’re really needed in this plane of existence any more, the part of you that is still concerned with self-preservation will cling on to any thing — however dumb it might be — that will help you survive.

For me, that thing is video games, and to my reckoning they’ve saved me from three particularly bad periods in my life: the nervous breakdown that convinced me once and for all that no, classroom teaching was not the career for me; my first wife and I parting ways; and my recent employment woes.

Hopefully it is now clear to you, dear reader, how important video games are to me. And, bearing in mind how important they are to me, can you perhaps understand how frustrating and upsetting it is to me when a needless, pointless cultural war comes stomping all over them — with the games that resonate with me the most inevitably being the ones that come under the heaviest fire from some of the most obnoxious people on the Internet?

Video games — as they are today, regardless of how “problematic” or whatever other bullshit adjectives you want to apply to them — saved my life. So you damn well better believe I will fight back with all my might against anyone who wants to change them and the culture surrounding them for the worse.

Video games saved my life. Thank you, video games — and everyone who makes them.


(Here’s the source for the awesome image the header pic is based on, if you were curious.)

2268: Baffling Descriptors

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I was explaining HunieCam Studio to a friend earlier, and it became apparent that the things I was saying about it were actually rather amusing.

It occurs to me that describing what you do in games in their most literal sense is actually quite entertaining, and a sobering reminder that our beloved hobby is filled with baffling and wonderful things.

With that in mind, here are a few paragraphs describing games I’ve played recently.

HunieCam Studio

In my second playthrough of this, I specialised my girls a bit more than I did in my first attempt. Because I had a few particularly troublesome drinkers and smokers, I hired Tiffany (cheap, doesn’t do either) to do nothing but run errands, which worked well, particularly if you give her a shopping basket to double the yield from the shops. Then I maxed out some girls and gave them the Subscribe pillows so they earned fans even while camming. My workforce was riddled with STDs, though, which made things a bit more challenging. Nikki caught AIDS on day 2.

Nights of Azure

I went down into the subways in search of the cat who had swallowed Lilysse’s ring back in the Old Count’s Garden. There was a black butterfly infestation at the Amusement Park Station, so a demon stood between me and my feline friend. I summoned my Servans and told Ace to make the demon bleed while I slashed away at it from behind. I was ultimately successful in my efforts, and the cat coughed up the ring, which Lilysse was relieved to see again.

Dungeon Travelers 2

My exploration through Eternal Hell looked like it was coming to a close, but suddenly I felt a strong presence from the other side of a door. Steeling my party for a tough fight, I stepped through and battled the enemy waiting for us. Predictably, after combat she lay there in a distinctly provocative pose making flirtatious remarks to Fried, who finally lost his patience, having put up with this sort of behaviour throughout his entire adventure, and told her to stop acting this way because it was making his party members think less of him. She obliged sulkily.

Grand Theft Auto Online

It looked like our prison break had been successful. The escapee was ready to flee the country in the plane we had provided for him, and all that was left was to parachute to safety while he flew off into the sunset. We leaped out of the plane and set our sites on the beach far below us. We were all ready to celebrate our victory over this, our toughest challenge to date, when suddenly: a distant explosion, then silence. Our comrade had crashed his helicopter, causing all our hard work to be for naught.

Dead or Alive Xtreme 3

I went rock climbing with Kasumi, then had a butt battle with Honoka at the pool. In the evening, we had a volleyball match against Nyotengu and Helena. Then I went to the casino, won a bit of money at blackjack and then lost it again at poker. Then Kasumi went to bed. The next morning I took some photographs of her and Honoka having a Pool Hopping race, then I bought Kasumi a new swimsuit which she felt indifferently towards. I gift-wrapped an ice-cream cone and gave it to Honoka and she seemed to like it a great deal. Then we had a tug of war on floating platforms on the pool, then it was time for bed again.

2267: HunieCam Studio: Private Time Management

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Remember “time management” games? Diner Dash and the like? They were a large part of what constituted “casual games” before free-to-play mobile shit entered the marketplace and ruined everyone’s fun with microtransactions, throttling and “fun pain”.

HuniePot, developer of HuniePop and now HunieCam Studio, clearly remembers the good old days of casual games before free-to-play. Not only have they made an excellent puzzle game in the form of HuniePop — a game that successfully puts an interesting twist on match-3 and doesn’t just clone Bejeweled — but now they’ve made an enjoyable and surprisingly addictive time management game in the form of HunieCam Studio.

HunieCam Studio describes itself as a management/tycoon game, but set aside any thoughts of the complex ’90s/’00s-era tycoon games here: this is a game that is extremely simple to pick up — thanks in part to an amusingly well-written (and skippable) tutorial starring Kyu, the perverted fairy from HuniePop — but challenging to master. And it’s a game that’s designed to be replayed and experimented with, too; both to beat your own high score and to tackle some of the challenging achievements on offer.

But what is HunieCam Studio? Well, let me rewind a bit and give some context. HunieCam Studio’s predecessor HuniePop was a Kickstarter success story, promising a Western-style dating sim with anime-style graphics but a distinctly foul-mouthed Western comedy approach. It changed a little from its original brief, but maintained its core formula of using its puzzle mechanics to represent how well your dates with the game’s various lovely ladies were going, and incorporated some resource management as you upgraded your character’s abilities and bought the girls gifts.

huniecam3

HunieCam Studio takes much of HuniePop’s cast along with some newcomers and puts them in a new context: the seedy underbelly of the Internet, specifically the “camgirl” industry. For those far too innocent to know what a camgirl is, you can probably work it out; just in case you really have led a sheltered life, though, a camgirl is an online sex worker, putting on shows from her bedroom (or studio) for the gratification of horny people who want to watch some live porn. Camgirls make their money through a combination of tips from the audience (delivered electronically) and particularly amorous punters who pay for some private one-on-one time with the girl.

In many ways, camgirl work is the “acceptable” face of the sex work industry, if such a thing exists, since many camgirls work independently for themselves, and the natural barrier that the Internet puts between them and their audience means that it’s a lot easier for them to stay safe from dangers such as STDs and punters who get a little… overenthusiastic.

Ideal video game fodder, wouldn’t you say? No? Well then, you’d be wrong.

huniecam2

HunieCam Studio’s gameplay takes place on a static town map. Beginning with just one girl in your camgirl empire — HunieCam Studio’s take on camgirls has you working for Kyu, who in turn wants nothing more than to roll in big piles of money obtained through the sleaziest means possible — you assign your charges to various tasks, each of which takes a varying amount of time, but which can be sped up by clicking or holding the mouse button down on it. This has led many people to arguably erroneously describe HunieCam Studio as a “clicker” game, but it differentiates itself from popular clickers such as Clicker Heroes by having a clearer structure and goals in place rather than just playing endlessly for the sake of it.

The tasks the girls can take on include putting on cam shows (which earns money), doing photo shoots (which earns fans, which equal more money when doing cam shows), training their talent (which improves the money they make per fan during cam shows) and style (which improves the number of fans they acquire per photo shoot), shopping for booze and cigarettes (both of which cause those with varying degrees of addiction to either or both to remain somewhat more stress-free than their clean counterparts), fucking punters in a sleazy motel (which makes money more quickly than cam shows, but which carries a risk of the girl catching one of several STDs, each of which has its own negative effects that restrict her actions), shopping for accessories (which carry passive bonuses) or resting at the day spa (which alleviates stress built up through all of the above activities).

Meanwhile, as Kyu’s assistant, it’s your job to manage the girls’ time effectively and upgrade the overall operation using the money they earn. As you progress, you can unlock more slots to hire more girls and consequently perform more simultaneous actions, and you can also improve the pace at which clicking on things speeds things along as well as automating the collection of the resources actions produce. This becomes particularly important later when the girls start earning large amounts of money and fans with each action; clicking over a thousand times to collect all your ill-gotten gains isn’t going to work.

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You also have to manage the overall budget. The girls have an hourly rate of pay that increases as their talent and style levels increase, and at midnight each day you have to pay them. If this puts you in debt and you’re not back out of debt by midnight on the next day, you lose. There are no other consequences to getting into debt, however, so sometimes it can be tactically advantageous to quickly blow all your money to get your operation in a good position, then spend part of the next day recouping the deficit you’re left with after paying the girls.

The overall aim of HunieCam Studio is to have as many fans as possible by the end of a 21-day period. Once this time period is up, your final fan total is totted up and you’re awarded a trophy according to how well you did. This, in turn, provides you with coins that can be spent on unlocking new hairstyles and costumes for the girls, with a mildly lewd picture on offer as a reward for each girl if you unlock all her variations. (Interestingly, during the game itself there’s no explicitly lewd content whatsoever; everything is implied or mentioned in text. This is not a game to fap to.)

HunieCam Studio appears simple, but there are some interesting things going on under the (clitoral) hood, particularly with how the “fans” system works. Each girl starts catering to two specific fetishes, usually relating to their physical appearance — “MILF”, “Teen”, “Latina” and suchlike. Fans you acquire have specific tastes, meaning that girls who have a greater share of your total fanbase will make more money doing cam shows, and more money means faster upgrades. Ideally, you’ll have multiple girls with overlapping fetishes, and this can be partially manipulated by purchasing accessories from the shop — buying butt plugs and giving them to a girl allows her to cater to fans who enjoy bum fun, for example, but this won’t do you much good until you attract some fans of bum fun in the first place through photoshoots or paying for advertising to a particular audience.

As the game progresses and you get more girls in your little harem, things get surprisingly hectic if you want to keep things running as efficiently as possible, and STDs can throw a real spanner in the works, particularly if they’re one of the serious, incurable ones — AIDS, for example, prevents a girl from doing anything at all because she’s so depressed about the situation, making her completely useless to your operation. There is, sadly, little time to feel sorry for her, though; not if you want to make money and attract fans, anyway. Such is the way of a capitalist society.

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I enjoy HunieCam Studio a lot more than I was expecting to. Its controversial new art direction — taking a distinctly more “Western cartoon” approach than the anime-inspired art of HuniePop — actually looks pretty good in the context of the game, and it’s enjoyable to play. A full 21-day game only takes about an hour and a half tops, too, so it’s easily replayable, and for those with little free time, you can save and come back at another time. You can also continue playing the game in “endless” mode after the 21 days are up, but you can’t achieve the better trophies in this way — you’ll need to start again for that.

A lot of people describe the people making consciously “arty” indie games as the punk movement of the games industry, but I have to say, I feel a bit differently; while I have nothing against the art-games movement and indeed encourage it in many cases, it’s a very cliquey little part of the industry that has very specific ideas about what is and isn’t “acceptable” or “good”, particularly with regard to controversial and/or progressive themes.

HuniePot, meanwhile, don’t give a shit what people think of them and deliberately set out with their games to be as provocative and offensive to those with delicate sensibilities as possible — while taking care to ensure that what they produce is also actually technically proficient and enjoyable to play. That sounds pretty punk to me — and they’ve set out to achieve what they wanted to twice now. I hope we see more from them in the future.

2266: Nights of Azure: A Peculiar Game Destined for Cult Status?

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Two of my favourite games of all time are Cavia’s Nier and Ganbarion’s Pandora’s Tower. They’re both gloriously unconventional takes on the role-playing game genre, mechanically and narratively, and they’re both extremely rewarding to engage with. They were also both the recipient of mediocre to middling reviews when they were first released, and have since — at least, in Nier’s case — broken free of that critical mire and attained cult status.

I’ve only played a couple of hours of it so far, but Gust’s Nights of Azure looks like joining these two overlooked classics in “flawed masterpiece” territory, as it has a lot in common with these two ambitious titles.

Nights of Azure casts you in the role of Arnice, a half-demon woman tasked with slaying Fiends and keeping a young woman called the Saint safe so that she can perform a ritual that will seal away the evil Nightlord and prevent the world from falling into perpetual darkness. There have been numerous Saints throughout the generations, but this time around the young maiden who has been chosen happens to be one Lilysse, a woman with whom it quickly becomes very apparent that Arnice has previously had an extremely close relationship with. Like, lovers close.

The two women are polar opposites in many ways. Lilysse is carefree and demure, while Arnice is confident and serious, though she has an easily rattled side to her. Their reunion after what has seemingly been quite some time apart begins with the two displaying that characteristic awkwardness around one another that two former lovers often show, but it’s obvious that there are still feelings there — particularly once Arnice starts finding crystallised memories around the city that forms the backdrop to the story, and when she starts exploring dream sequences that give you the option of either exploring the overall lore of the setting or the relationship between Arnice and Lilysse.

The gameplay of Nights of Azure isn’t your standard action RPG. There’s a bit of Castlevania in regard to the gothic opera aesthetic; there’s a bit of Shin Megami Tensei in the demon-summoning mechanics — the majority of your damage output in combat will come from your summoned demons; Arnice is mostly there to give orders and support; there’s a bit of 3D brawler action in terms of the basic controls; and there’s even a touch of the Souls series in there with regard to one of the game’s two main currencies being “blood” which can be used either to power up Arnice or purchase things.

Combat is fairly straightforward but satisfying. Arnice has a weak and a strong attack — initially with just a sword, but later with three other weapons — and a special attack that consumes her SP bar. She also has four decks of up to four Servans each to summon, and these also cost SP to summon. When a Servan is summoned, it performs a special ability, so it’s tactically advantageous to wait for a good moment to summon them rather than getting them out right away; once they’re out, they also have access to a Burst ability as well as their skills that they use automatically. This Burst ability is strong and tied to the Servan’s role in the party, be it tank, damage dealer or healer, and is limited by the Servan’s own SP bar.

The Servan stuff is interesting because it reminds me of the good bits of Japanese collectible card games on mobile: you collect units, you level them up and upgrade them, you customise them with attachments, and you take a suitable deck into battle with you to deal with any encounters you might face. Unlike Arnice, Servans level up just by engaging in combat — no Blood required — and gain access to more abilities as they reach higher levels. Arnice can find or purchase Fetishes throughout the game, too, and these can either be “actualised” into a new Servan, or given to an existing Servan to buff them up. Servans’ skills can also be customised by giving them various items.

The structure of Nights of Azure is pretty intriguing, too. All the main action goes on at night-time, and you’re limited to bursts of 15 minutes in the action stages before you have to go back to Arnice’s home base. In practice, this never really becomes an issue because you’ll reach a checkpoint or finish an area long before the timer expires in most cases. After coming back from the evening’s adventures, Arnice does some “daytime activities” that can result in the acquisition of skill points in four different fields, which can then be spent to acquire different abilities. She’s also able to take on quests aside from the main story, which are generally either “kill [x] of [y]” or “find [z]”, but reward her with useful items and currency. There’s also a battle arena where she can take on combat challenges with specific conditions to clear, with varying rewards on offer according to what her score is when she’s completed the challenge in question.

All in all, it feels like a very, very odd game so far — though this isn’t a bad thing at all. It feels inventive and interesting rather than being same old, same old, and I’m interested to see how it develops further. The core narrative of the relationship between the two leading ladies is intriguing and compelling, and the whole narrative is dripping with initially unexplained mysteries, supported by the overall aesthetic having a wonderful otherworldly feel to it — drenched in blue mist with character models that look like flowing pencil sketches, somewhat similar to the Atelier series.

And the music. Oh gosh. How wonderful is the music? Combining Michiru Yamane-style gothic rock tracks in the action stages with some distinctly Shoji Meguro-style jazz and funk back at the hotel and some beautiful solo piano pieces during the more heartfelt moments, the soundtrack is absolutely lovely.

It’s a pity the translation is so atrocious, riddled with typos and grammatical errors — and one of the PSN trophies even refers to the protagonist by the wrong name, presumably an erroneous transliteration from the original Japanese — but ultimately even these flaws don’t detract from an immediately intriguing, compelling and downright bizarre action RPG that deserves a great deal more love and attention than I can guarantee it’s (not) going to get from the gaming community at large.

2265: Final Fantasy XV’s Going to Be Something Special

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The other night, Square Enix held a livestreamed event showing off some information about their upcoming RPG Final Fantasy XV. It was, I think, the biggest deal I’ve ever seen any company make about one single game, and as a marketing exercise, it was enormously successful — despite the rather irritating hosts (I now have even less desire to check out Kinda Funny Games than I did before, which wasn’t much) the event did a good job of teasing the game as well as uncovering some genuine surprises.

This latter aspect is no mean feat in this day and age of leaks and rumours, and it was almost ruined earlier in the day when Gamespot “accidentally” (yeah, I’m sure you hated all the traffic you got) leaked the game’s September 30th release date. Fortunately, the other surprises — and there were several — were successfully kept under wraps, and Square Enix were even able to have a bit of fun with the knowledge that the release date was already out in the wild rather than doing the usual po-faced corporate thing.

So what’s so exciting about Final Fantasy XV then? Well, for me, the most interesting and exciting thing about it is the fact that Square Enix is clearly going all-out on this one. They are taking it very seriously and obviously throwing an enormous budget at both the game and its extended universe.

Yes, I said extended universe: that was one of the biggest surprises of the presentation for me. Because Final Fantasy XV won’t just be telling its story through the game, though this will naturally be the main focus. Alongside the game we’re also getting a prequel anime series, depicting how the main character Noctis and his friends became so close, and a feature-length CG movie called Kingsglaive, which shows a parallel story to the game focusing on Noctis’ father King Regis. Not only that, but we’re also getting a mobile game that actually looks like it might be quite fun, and is actually part of the main game’s world.

Final Fantasy XV does have a bit of an uphill struggle ahead of it, however, for numerous reasons. Although Final Fantasy XIV built a considerable amount of goodwill for the series — particularly among lifelong Final Fantasy fans — its audience was relatively limited compared to the rest of the series thanks to its status as a massively multiplayer online game, and a subscription-based one at that. Its single-player predecessors, the three games in the Final Fantasy XIII series, however, had a somewhat peculiar reception — Final Fantasy XIII was roundly praised on its original release, but since then it has seemingly become fashionable to bash it, with complaints ranging from the protagonist Lightning being boring (she isn’t), the game systems being too simple (they aren’t) and the tutorial being 20 hours long (kind of true, but it actually keeps the early hours of the game moving along at a good pace).

Not only that, but Final Fantasy XV is a radical reinvention of how we play Final Fantasy. Or, at least, that’s what people think. In truth, Final Fantasy hasn’t been what the people complaining about XV’s systems think it is for quite some time now, and XV is simply following a pattern of the game gradually experimenting, changing and innovating with each new iteration.

The reason why people feel that XV is such a sudden shift in direction — even though it really isn’t — is because their frame of reference is still, for whatever reason, limited to Final Fantasy games up to maybe at the latest, and is the point where the series started getting a lot more experimental than it had been.

That’s not to say, however, that the series had rested on its laurels; on the contrary, despite the early installments in particular seeming quite similar in terms of mechanics, each did something very different. Don’t believe me? Well, all right. I’ll prove it.

  • Final Fantasy: First in the series. Eschewed static character classes in favour of the ability to “promote” each of the classes to a more powerful, effective version partway through the game. Established the “Jobs” that have been used in many other Final Fantasy installments since.
  • Final Fantasy II: Eschewed a traditional progression system in favour of an Elder Scrolls-style “level it up by doing it” system. Get more HP by getting hit. Get more MP by casting magic. Get more strength by hitting things. Took some getting used to, but was an interesting twist on the standard RPG formula, and is all the more remarkable considering it came out in 1988.
  • Final Fantasy III: Returned to a traditional levelling system but combined this with the ability to switch character Jobs without having to completely respec or reset levels. You could change your party makeup on the fly without having to change characters, in other words.
  • Final Fantasy IV: First 16-bit installment in the series. First use of the Active Time Battle system, which combined the strategy of turn-based combat with a real-time element. Stronger emphasis on story and characterisation through static, non-customisable characters.
  • Final Fantasy V: Revamped Final Fantasy III’s Job system and made it even more flexible with the ability to equip abilities you had learned from other Jobs, allowing you to effectively create hybrid characters. Used Active Time Battle.
  • Final Fantasy VI: One of the most impressive games on the Super NES, both technically and in terms of storytelling. First use of the “learning abilities from equipping things” system used in several other installments — here, abilities were learned by equipping Espers, the summonable creatures. Used Active Time Battle.
  • Final Fantasy VII: First 32-bit installment in the series, first CD-based installment in the series and first 3D polygonal installment in the series. A spectacular achievement of the time, both technically and in terms of storytelling. Introduced Materia, which have made an appearance in a couple of other Final Fantasy games. Used Active Time Battle, brought to life in animated 3D rather than relatively static 2D for the first time.
  • Final Fantasy VIII: First installment to have realistically proportioned characters. Outlandish character development system in which character level was less important than the Guardian Force (summon) you had equipped on the character, and what magic spells you had Junctioned to stats. An unpopular installment due to its initially baffling and easily gamed mechanics, but a solid story and visually very impressive for the time. Used Active Time Battle.
  • Final Fantasy IX: A supposed “return to the roots” of the series, featuring less realistically proportioned characters but maintaining the polygonal characters on pre-rendered backdrops aesthetic of VII and VIII. Brought back the “learn things by equipping stuff” system, this time with abilities attached to equipment. Used Active Time Battle.
  • Final Fantasy X: First entry on the PlayStation 2, and first entry to have full 3D polygonal environments both on the field and in battle. Also first entry to have voice-overs, which also meant the end of being able to rename your characters — except for the protagonist, whom no-one ever said the name of throughout. Did not use Active Time Battle, instead using a turn-based system with a manipulable turn order called Conditional Turn-Based Battle. Also eschewed traditional levelling in favour of the “Sphere Grid” system, which allowed either a little or a lot of control over character development depending on if you chose the original or “advanced” version at the outset of the game.
  • Final Fantasy X-2: First direct sequel in the series. Returned to Active Time Battle, but revamped it with variable length turn bars. Also brought back the Job system, but revamped it with the ability to change Job in mid-battle. First non-linear entry in the series, with the whole world map open from the outset and the freedom to tackle challenges in whatever order you want, level and gear permitting. Also featured multiple endings according to how much optional content you saw.
  • Final Fantasy XI: First massively multiplayer installment in the series. First entry since the original Final Fantasy to feature a player-created character. First entry to use a freely rotatable over-the-shoulder camera rather than fixed camera angles. First entry to feature pretty-much-kinda-sort-of-real-time combat.
  • Final Fantasy XII: First single-player installment to feature MMO-style pretty-much-kinda-sort-of-real-time combat. First truly open-world single-player Final Fantasy in which it was possible to run from one end of the world to the other without having to go to a separate “World Map” screen. First (and only) use of the License and Gambit systems, allowing for a considerable amount of character customisation and tweaking of party members’ AI respectively.
  • Final Fantasy XIII: First PlayStation 3 entry in the series. First use of Paradigm system, allowing for switching of roles in mid-battle — though these weren’t the old Jobs from past installments. Changed focus in battle from micromanaging turn-based combat to switching your party lineup (and, consequently, abilities) to respond to situations. Had a lot more tactical depth than people in the last few years gave it credit for.
  • Final Fantasy XIII-2: Built on XIII’s base systems and mixed things up a bit with two fixed party members and a third slot taken by recruitable, trainable, nameable monsters. Featured an absolutely baffling non-linear time-travelling storyline, showing everyone that XIII’s linearity perhaps wasn’t such a bad thing after all. First Final Fantasy to have DLC. (Oh, yay.)
  • Lightning Returns: Final Fantasy XIII: First second sequel in the series. First game to focus exclusively on one character (with the arguable exception of Final Fantasy XI, though you try doing anything solo in that game). Featured a Job-like system where you could change outfit in mid-combat for access to different abilities, and each outfit had its own independent Active Time Battle-esque bar. Allowed free movement and dodging in combat. Featured a non-linear, time-limited structure designed to be replayed.
  • Final Fantasy XIV: Second attempt at a massively multiplayer installment in the series. Massively ambitious — too much so. Gave players a great deal of freedom but not enough direction. Had a seamless open world. Technically impressive — if you could run it — but a disastrous failure.
  • Final Fantasy XIV: A Realm Reborn: The most impressive “phoenix from the ashes” I’ve ever seen. A Realm Reborn ditched its predecessor’s more unconventional aspects and adopted a more traditional MMO structure with a heavy focus on matchmaking cooperative content and a Job system in which you could individually level Jobs as if they were completely different characters. The most story-heavy MMO I’ve played for some time, and a true love letter to fans of the series, with guest appearances from characters including Gilgamesh, Ultros, Shantotto, Lightning and numerous others. Expanded by Heavensward.

So as you can hopefully see from that breakdown, Final Fantasy has consistently reinvented and updated itself with each installment. While the entries between IV and IX all used the Active Time Battle system for their battles, their core progression mechanics were very different to one another. And from onwards, the series became considerably more experimental with both battle and progression mechanics; its only look back to the “line up in a row and take it in turns to hit things” approach was X-2, and even that did plenty of interesting things with the basic format.

Now we’ve established that Final Fantasy has been pretty consistently inventive throughout its considerable lifespan, XV’s approach doesn’t seem quite so scary a change. And it seems even less scary when you actually play either the Episode Duscae demo that came out around the time of Final Fantasy Type-0 HD — we didn’t even get into spinoffs in the list above, otherwise we’d be here all night — or the recently released Platinum Demo, which primarily acts as a showcase for the game’s engine and basic mechanics.

My friend Chris described Final Fantasy XV’s approach to combat as taking the philosophy behind turn-based combat and applying it to a real-time depiction. This is why you don’t button-mash — you hold a button down to attack. You have time to consider what you’re doing rather than hack-and-slash. You have limited resources to use for casting spells or defending. The strategy is there, it’s just in a slightly different form to what we might be used to.

And, having spent some time with both Episode Duscae and Platinum Demo, I’m convinced. The fluidity of the combat animations and how seamlessly you can switch from one weapon to another mid-combo is sure to make for some interesting battles, and once party members and more spectacular abilities start coming into play I don’t doubt we’ll be seeing some truly exciting setpieces, of which the battle with Behemoth in Episode Duscae is just a tame example.

Final Fantasy may not be what it used to be, then, but it’s never really been “what it used to be”, because it’s reinvented itself with each and every installment. Embrace and enjoy the change — XV genuinely does look like it’s going to be a real work of art when it’s finally with us at the end of September, and I for one can’t wait to get my hands on it.

Or, if you really can’t deal with Final Fantasy doing new things… well, there’s always Bravely Default, which absolutely is doing what Final Fantasy used to do, and I say that with great fondness.