#oneaday Day 58: Upcoming Features

Well, with the Atelier feature over and done with, it's time to start thinking about what's next!

Next up on the schedule is 428: Shibuya Scramble, which I was originally intending to cover first this year, but then Koei Tecmo were kind enough to provide some review copies of the Atelier DX games, so I thought I should get something written up about those sooner rather than later.

428 is a visual novel that makes use of photographs and full-motion video rather than hand-drawn art or computer graphics. Consequently, it's got a really interesting sense of style about it, not to mention some intriguing mechanics and structure. Certainly lots to talk about with that one.

After that, I've got a few new arrivals vying for my attention. Compile Heart's Death End Re;Quest is a game I'm very interested to explore for a variety of reasons, so that will definitely be covered sooner rather than later, and my limited edition of Song of Memories arrived today, too, and that's something I've been looking forward to for some time.

For older stuff I'm keen to explore, I'd like to do a Suda51 feature that has the recent Travis Strikes Again as a final focal point; this would likely involve his adventure games The Silver Case and its sequel I've forgotten the name of, Flower, Sun and Rain and the two No More Heroes games besides Travis Strikes Again itself. Suda's work is not something I'm massively familiar with so far, so this will be a good opportunity to explore some of it with a clear focus.

For even older stuff, I'm determined to check out Unlimited SaGa, a game I hated when I originally tried it when it was current, but whose concept has become thoroughly fascinating to me in more recent years. The idea of a console-based RPG taking significant ideas from pen and paper/tabletop RPGs is most intriguing — and the soundtrack's amazing, too.

There's heaps of other stuff too. I have two Senran Kagura games I'd like to cover — Burst Re:Newal and Peach Beach Splash — as well as a veritable plethora of games stretching right back to the PS1 era… possibly the SNES era.

One thing's for sure, I'm not going to be short of material for a long time yet.

#oneaday Day 57: Not the Good Kind of Day Off

I had today off from work. Not for fun reasons, unfortunately; I had it off (hehe) because of a relatively brief but unpleasant period of agonising pain, and subsequent exhaustion meaning I slept until about 2pm.

I'm not going to preach at anyone to take care of themselves because I sure as hell haven't, but… well, do try and take care of yourself. Because I can say from painful experience that having things happen to you that are more than likely entirely your own fault is a very frustrating feeling, particularly when you're writhing around in pain as the end result.

Oh well. At least it gave me the chance to get some apparently much-needed rest, gather my thoughts, watch some YouTube vids, play some Dynasty Warriors 8 Xtreme Legends Definitive Edition, finish Ace Combat 7, publish some YouTube videos and still have time to be a bit depressed. Winner. At least I guess the day was a net "productive" of sorts, even if I wasn't actually at my job earning money. I'm secretly quite glad, because Tuesday is the day we have about 3 hours of utterly pointless conference calls in the morning, so I wasn't really looking forward to that anyway. Still, the aforementioned agonising pain is not a price I would choose to pay in order to get out of said utterly pointless conference calls.

Back to work tomorrow, and onward through the week it is. Some interesting-looking cats have come up on the website of one of the local animal shelters, so we just need to try and figure out how we might be able to have a chance at them before they get snapped up by someone else. But that's something to worry about tomorrow.

For now, I think it's probably time to go back to bed. Or maybe a quick bit of hack and slash funtimes before that…

#oneaday Day 56: This Month in Gaming Magazines: ACE Issue 4

I thought this might be an interesting occasional feature to have on here. I love old gaming magazines, and I still love reading them today. The temptation to try and start collecting them is enormous, but 1) I don't really have anywhere to put them and 2) it's a surprisingly pricey hobby. So I'll stick with PDFs for now!

Today we're taking a look at the January 1988 issue of Advanced Computer Entertainment, or ACE for short. As per magazine publishing conventions of the time, this issue was most likely released in December (it even says Christmas on the cover) but for the purposes of this feature, I'm just going to take the cover date as "this month".

The cover promises a bunch of goodies, with a particular focus on Christmas stocking-fillers such as compilation disks and cassettes, and the "big releases" of the Christmas period, including Incentive's Driller, EA's Skate or Die and MicroProse's F-19 Stealth Fighter.

The "Editorial" column in magazines is a bit of a lost art these days, replaced by never-ending Opinion pieces. The Editorial section, meanwhile, felt like the staff of the magazine — usually the editor — welcoming you to the latest issue, drawing attention to the things they found particularly noteworthy and interesting, and what they were most proud of.

In the case of this issue, ACE introduced something that would become a fixture in the magazine for many years to come: The Pink Pages. This was an honest attempt to provide a full-on "consumer guide" to home computers, providing an overview of information on 12 different home computers, a selection of consoles and 50 games the team particularly recommended, complete with bite-size mini-reviews. The pages also played host to a free readers' classified ads section, which became quite popular over time for everything from people seeking penpals to those hoping to buy, sell and trade hardware and software.

This was quite an interesting time for computer and gaming hardware — as the cover notes, the magazine was multi-format, and covered both the 8- and 16-bit systems of the time, as well as a few console titles. Being a British magazine, the majority of the emphasis was given to the computer systems, since consoles didn't "catch on" quite as much over here until probably the PS1 era — but there were also often some interesting pieces looking at unconventional, lesser-known hardware from overseas such as the FM Towns, Sam Coupe and NEC's PC-XX range.

Here's an interesting nugget from the news pages: the arrival of Digital Audio Tape, positioned as a contender for CD-ROM's throne in terms of data storage. ACE tells us that a DAT can hold up to 1.2 gigabytes, which they rather charmingly describe as "the equivalent in memory terms of just under 75 million ZX81s (with the RAM pack)". Nice.

ACE considered DAT to be a particularly attractive prospect due to the difficulty of finding read-write CD-ROM drives at the time. Ultimately CD-ROM and its writeable/rewriteable versions would win the format war due to it being accepted as the "standard" for both computer software and audio, but DAT was an exciting prospect for many. One of many dead formats that failed to make a sufficient impact, though.

This is an interesting clipping on a subject that is still a hot topic today — a little too much so, some might say. In 1988, there was still something of a belief that women and girls "needed" their own specific games rather than them being able to enjoy the same stuff the boys lusted over. There were still a number of women in the industry at the time despite its perception as a boys' club, and the case study ACE cites here is Magnetic Scrolls head honcho Anita Sinclair, who was 25 at the time.

Sinclair believed about 25% of the audience for Magnetic Scrolls' games — which were primarily text adventures supported by beautiful graphics — were women. She believed that "women make better adventurers than men" and, contrary to what a lot of people would like to have you believe these days, did not believe that her sex had hampered her career in any way. She also did not have positive things to say about "games for girls" from the era, referring to Infocom's romantic interactive fiction title Plundered Hearts as "one of the worst games ever written".

Speculative features can be quite fun. This one looks forward from 1988 to 1992 (easy now, farseer) and ponders what the "games of the future" — and the systems of the future — might look like.

Writer Andy Wilton postulated that the 16-bit systems such as the ST and Amiga would really come into their own, citing the 68000 processor's ability to produce "unbelievable solid 3D graphics at high speed". Looking beyond the filled 3D polygons of 1988 and beyond, Wilton believed that the next steps were ray tracing — something which graphics cards now are only just starting to get into — and the use of fractals to produce realistic textures. In the long-term, it would be the latter that was experimented with first — particularly for the modelling of landscapes — but neither of these technologies really caught on to a significant degree.

Wilton also showed how far we'd already come by this point, demonstrating a variety of different ZX Spectrum games that went from a static, single-screen affair to a full, filled 3D polygonal title. Back then, the sky seemed like the limit — and the sort of stuff we take for granted today was the stuff of dreams.

The Supertest, as some magazines called it, was a staple part of late '80s/early '90s video game magazines in the UK — and in magazines such as ACE, which were kind of about computerised, nerdy lifestyle as much as they were about games themselves, you'd find features on stuff like keyboards. Several of the popular computers at the time — most notably the Atari ST — were equipped with MIDI interfaces, or at least had accessories available that would allow them to play host to MIDI controllers, and as such some sort of keyboard was quite a popular computer accessory, since we didn't have access to built-in MIDI synthesis like the PCs of today do.

An interesting trend of the era was the fact that a significant number of magazines played host to substantial columns devoted to the adventure game/interactive fiction genre. These writers, who typically wrote under a pseudonym such as Pilgrim (seen here), Brillig (Page 6) and Rouloc (Atari User), would focus on a single game or two at a time and provide in-depth coverage, perhaps in the form of a review, or perhaps in the form of some help with a particularly challenging game's most tricky puzzles.

It's a great example of something we've lost in the modern games press: true genre specialists. These adventure game columns may have only been a page or two in each issue, but they — and the people behind them — became a beloved part of magazine culture.

And here's how ACE's reviews worked. Unfolding over the course of anywhere between a quarter of a page and a double-page spread, they typically focused on a "lead" platform for the review, and, in the case of the larger, longer reviews, provided a bit of commentary on what the other platforms had to offer, too.

ACE's unique aspects to their reviews were their completely unnecessary 1,000 point rating scale, and perhaps more notably, their "Predicted Interest Curve", which aimed to quantify what the reviewer thought the longevity of the game might be — and whether it was something with a bit of a learning curve, or something that was immediately striking and enjoyable. In the case of Bubble Ghost here, we can see that reviewer Pete Connor believed the game started quite strong, but that people would come to enjoy it more over the course of their first hour with it. After that, interest would probably decline after the first day due to its relatively short length, but it remained reasonably fun to return to.

A flawed system, for sure, but an interesting twist on the usual Sound/Graphics/Playability scores other magazines tended to make use of.

And here's that cover feature on compilation packs, explicitly positioned as a "buyer's guide" — consumer advice, rather than artistic criticism. This was pretty much the default way that reviews and other coverage were handled in magazines of the time — the reviewers would make their judgements on things, and that, in turn, would help people to decide whether or not the games were worth buying.

Of course, you had to trust the reviewer's opinion for these "guides" to be truly useful, but even if you didn't, they could still be a helpful means of simply learning what was available at the time — we didn't have the Internet then, remember, so finding out what had come out recently was either a case of looking at magazines or paying your local software shop a visit.

At least you could be sure the reviewers of the era wouldn't be ramming criticisms of toxic masculinity and the like down your throat at every opportunity.

Ah, now here's a lost art form: the POKE. Only really a thing on the 8-bit machines, which all tended to come with a built-in BASIC interpreter, "POKEs" were short BASIC programs that you'd type in before starting a game in order to cheat. They worked by storing particular values in specific memory locations — memory locations that the game happened to call upon in order to, say, figure out how many lives you start with, how much damage you take and all that sort of thing.

The equivalent today would be downloading a piece of "trainer" software or perhaps using a hex editor on a save file. It's not quite the same, though… not to mention it's rather frowned upon, particularly if you're playing online!

And finally, we close off with the back page — which, again, was something of a tradition for most games magazines of the time, though the exact implementation varied from publication to publication. It often incorporated gossip that wouldn't really fit in the news section, or perhaps something comedic — many magazines actually created their own special characters purely to "host" the back page. You'd typically also find an advertisers' index, allowing you to quickly find an advert you wanted to see — not as unthinkable as that might sound today, since "adverts" in a magazine like this also included mail order companies that were good places to get affordable software and hardware — and a brief summary of what we could expect from the next issue, since by the time this one hit newsstands, the team would already be well into working on it.

This was a whistle-stop tour of a particular edition of ACE; there's plenty more besides what we looked at here. If you'd like to read the full issue, Atarimania has an excellent archive of PDF magazines (primarily focusing on Atari, but incorporating some multiplatform magazines like ACE) right here.

#oneaday Day 55: Productivity

One trait I have that I both appreciate and despise is the fact that when I get miserable, one of my possible responses is simply to throw myself into doing things that I enjoy in the hope that I can at least stave off the misery, if not banish it completely.

In other words, I am at my most productive when I am at my bleakest. I've produced the writing I'm most consistently proud of when I've been at my lowest ebb, and this weekend, after a week where I've felt more depressed and anxious than I have for a long time, I made approximately three weeks' worth of videos which are now happily churning away and filling up my hard drive, ready to be uploaded tomorrow morning and published over the course of… well, the next three weeks.

I occasionally have a slight crisis of confidence, wondering if I should bother keep doing what I'm doing. But then I look at how much I've managed to produce this weekend, and how much I enjoyed doing it, and I think that yes, yes, I probably should carry on doing what I'm doing — even if it's just for myself. Because, to paraphrase that Japanese lady on Netflix everyone is obsessed with right now, it brings me joy.

I'm not in this to get e-famous or anything like that. I'm happy to do what I do and have a few people genuinely appreciate it, and be able to chat with me as friends about it. And that's what I've got right now. It's good. I like it a lot. And I intend to keep at it for as long as it is practical!

One significant achievement this weekend is that I finally recorded the first "Z" video of Atari A to Z (to be published in a few weeks), which means in recording terms I've completed one whole cycle around the alphabet, finding a game for every letter on the Atari 8-bit! That's exciting and satisfying, and I'm looking forward to the next time around. I'll run out of "X" games eventually, as there really aren't very many of them, but most of the other letters have a pretty solid selection of games available for me to pull from. If you happen to have any particular requests, be sure to let me know!

Here's hoping the coming week is a bit more positive in outlook than this one has been. Although given the resulting productivity over the course of this weekend, perhaps I should be hoping for it to be as miserable as possible…

#oneaday Day 54: The Hunt Begins

We went looking for a new friend for Meg today, now that the "catio" out the back of the house is pretty much finished. (It still needs a bit of "furnishing", but the actual structure is complete.)

Unfortunately, we didn't meet with much success at either of the animal shelters we went to. The first place we tried was local RSPCA shelter The Stubbington Ark, which is where we originally got Meg and Ruby from. Their website had listed a few pairs of cats who were apparently good with other cats, and there was one pair in particular I was very much hoping would still be available. Sadly, I think we arrived literally just after someone who reserved them! Still, judging by the amount of goodies she was purchasing along with reserving them, I'd say they were most definitely going to a happy home where they would be spoiled rotten.

The second place we went to was not somewhere we'd visited before — it was the local Blue Cross Rehoming Centre. They didn't have very many cats in at the time of our visit — just three black ones, who had possibly come from the same place. They were all very nice cats, but it seemed as if they were looking for a home where they could be by themselves. There was also a very proud-looking cat called Toby in a room all to himself, but he was still being assessed, I believe, so he wasn't up for adoption at the time. We did, however, register our interest with the shelter so hopefully they will get in touch with us when a suitable cat (or pair of cats) comes in that we might be able to adopt.

It was a shame to have a mostly wasted trip, and it made both Andie and me a bit sad. Having to talk about Ruby's passing made us both upset all over again that we'd lost her, and the fact that we know Meg is clearly pining for company in the daytime makes it all the harder. Still, we want to do this properly, and we don't want to rush into anything. We want to make sure any friend we try to introduce to Meg is going to have as happy a life as I hope she has had so far — and as I'm sure Ruby had before we lost her.

It's going to take a bit of time, but we'll find her — and us — the perfect companion, I'm sure. We just have to keep looking.

#oneaday Day 53: Finally the Weekend

This week has been really, really long for some reason.

It's weird how that happens sometimes. I mean, logically speaking, one day cannot be longer or shorter than another (and I'm talking about the day as a 24-hour period, not in terms of "hours of sunlight") — but it's strange how sometimes time absolutely flies past, while others it drags on and on and on and on.

Sometimes it's just a particular part of the day that drags on and on and on and on. Back at secondary school, my friends and I were absolutely convinced that German lessons lasted at least twice as long as any other lesson, despite being exactly the same length. I didn't even particularly hate German or anything — it just always seemed to drag on.

In fact, so frequently did we feel that German lessons distorted time that I successfully managed to pull off what I thought was quite an entertaining piece of comedy at the time, by setting the countdown timer on my Casio digital watch to the same time that it was right then, making it look like the clock was actually running backwards. I successfully bamboozled my friends with this piece of comedy genius for, ooh, about five minutes or so. (Ten minutes in German Lesson Time, obviously.)

This week it has been dragging on and on and on. As you may have surmised from some other posts, I've been having a bit of a bad week in terms of mental health, and it really sucks. It saps the motivation to do anything, it saps the energy to interact with others like a normal human being and it makes frustrating things infinitely more frustrating than they would otherwise be. And when you feel like this at work rather than at school, you're supposed to act like an adult and just suck it up rather than drawing Edlock Holmes cartoons in your "rough book" and leaving offensive post-it notes stuck to the wall.

Still, it's the weekend now, and I can enjoy it. I'm going to record some videos, and hopefully Andie and I will be going to look at cats to see if we can find a new friend for Meg. Other than that, I will be doing as little as possible, and I intend to make the most of a bit of freedom to do absolutely nothing.

#oneaday Day 52: Meaning

When you're having a bit of a low ebb, as I am at present, it's good to have something you can hold on to and enjoy, even in your darkest moments. Something that reminds you that things are okay, and that not everything is bleak and terrible.

What I'd consider to be my three main hobbies — video games, writing and music — have always been that to me. The latter two have always provided me with a good "outlet" to express myself in various ways, even during times where I can't quite vocalise exactly what it is that I want to say or get across to other people… and the former, well, it's simply always entertained me, always provided me with an "escape", always given me something to focus on when the alternative is dwelling on negative thoughts that have no real rhyme, reason or even cause to them.

This evening, despite having had one of of my worst weeks for depression and anxiety for a long time, I find myself sitting here in absolute wonder at the breadth of experiences it's possible to have in gaming — and that I've been quite happily enjoying week after week for quite some time now.

This evening I played some Ace Combat 7 in VR — more on that on MoeGamer tomorrow, because I have a lot to say about it — and earlier, I played some Atari Flashback Classics, wrote about Atelier Meruru and published a video on Rick Dangerous. Every one a completely different experience; every one something that I value greatly, especially during times like this. (Yes, even Rick Dangerous, with its dickish level design.)

I have a ton of great games on my shelves. I've written about a wide variety of fantastic games on MoeGamer and made videos about them on YouTube. There are a number of new releases coming up that I'm extremely excited about, as well as stuff I've owned for ages that I'm finally going to get around to writing about this year.

A while back, when I wrote about how video games probably saved my life on more than one occasion, I wasn't joking. Even when my brain is utterly convinced that times are rubbish, as it has been for the last week or so, there's always a new world I can escape into, where I can achieve great things, where I can be the hero, where I can be someone I'm not, where I'm far away from things that I worry about that I don't need to worry about.

Well, that's how my evening has been. Now I'm going to bed. Good night!

#oneaday Day 51: Aerial Aces

Inspired by how good Ace Combat 7 is, I've decided to take a closer look at the entire series (well, the mainline series at the very least) over the long term.

I already own physical copies of 3, 4, 5, Zero, 6 and 7 and a digital copy of Assault Horizon (which isn't technically a "mainline" one, I know, but still) and today I ordered copies of the first and second games for PS1.

During a bit of casual research into the series, I was extremely surprised to discover the sad tale of what happened to Ace Combat 3: Electrosphere here in the West. If you've ever complained about the localisation process in current games… man, you know nothing, I have to say!

Electrosphere originally shipped in Japan on two CDs and unfolded over the course of 52 missions. There were branching paths that resulted in one of six different endings, anime cutscenes and dialogue between missions as well as extensive in-mission dialogue.

By contrast, the localised version for the West shipped on one CD and only had 36 missions. The vast majority of the plot had been cut or changed considerably, all the cutscenes were gone and most of the dialogue was missing. Namco apparently never gave an official reason for this, but it's likely down to a combination of lower-than-expected sales for Ace Combat 2 and the then-imminent arrival of the PlayStation 2. In other words, Namco didn't see spending the money on a full localisation of what was then a very ambitious, large-scale game as worthwhile.

Namco has apparently officially refused to do a "re-localisation" project of Ace Combat 3 due to the time and expense it would require — some of the development team were reportedly quoted as saying porting the entire Japanese content of the game would be more work than remaking Ace Combat 4, 5 and Zero combined. However, certain members of Project Aces have also indicated that if there is sufficient organised interest, it may be something they will take into consideration. With how well Ace Combat 7 has done, perhaps it's time to start making some noise about it — particularly now Tales of Vesperia Definitive Edition is on shelves after some never thought it would happen!

Anyway, in the meantime, there is a fan translation out there called Project Nemo, which apparently released a full patch for the game in 2016 and has been continuing to tweak and refine it since. If (or more likely when) I get to Electrosphere in the overall exploration of the series, I'll definitely be giving it a look for sure.

#oneaday Day 50: Fifty

50 already! And I've only slipped up in terms of daily posts a few times. Not bad going. Still a long way off my previous record of 2,549, but every journey, single step and all that.

I find it helpful to have somewhere to post more random, unstructured thoughts. MoeGamer has become such a great hobby for me, but the way I've set it up means that it never feels quite "right" to post anything too personal on there. I mean, obviously I write about my experiences with games from my own perspective — I'm talking more about stuff happening outside of gaming.

Having a focus is good, and it's helped bring me greater joy from this hobby that I've had fun with since a very young age. As I grow older, I feel more and more pleased that I have something that I can really immerse myself in and appreciate — particularly as the world outside seems to be falling to bits piece by piece every day. Don't worry, I'm not going to get "political" or anything — I generally want to stay as far as possible away from all that crap — but it's exhausting to see all the stuff happening out there sometimes. And thus I find it immensely valuable to have some sort of "haven" to escape to.

With your support, I've been able to expand all my projects far beyond what I originally imagined when I set up MoeGamer. And I have no intention of slowing down! A sincere thank you for all your support and kind words, and I hope you continue to enjoy what I do.

#oneaday Day 49: 300 Subscriber Celebration

I passed 300 subscribers on YouTube! This is a teeny tiny milestone, I know, but it's still a milestone, so I'm going to celebrate it — particularly as I feel like it's the first real milestone I've reached since starting to do YouTube stuff on a more regular basis.

Thank you to those of you who are subscribed and who have been kind enough to watch, like and/or comment on my videos. It is very much appreciated. Much like MoeGamer, I do the stuff I do on YouTube because I enjoy it, and because it's an enjoyable way for me to keep a record of the experiences I've had with a variety of games, but it's heartwarming to know that other people are watching and enjoying them.

With that in mind, I wanted to share a few personal favourites from the channel that you may or may not have previously seen. Patreon's silly blog editor won't let me embed the videos directly, so you'll have to click the links to see them.

Going from oldest to newest…

The Squadron of Shame – Trailer 1: This was the first thing I ever posted on YouTube back in 2007, and an experiment with video editing software. I was working for Apple at the time, so I was fiddling around with iMovie to see what I could do with it, and this was the result. Dated and low-res now, yes, but it summed up what the Squad was about — and makes me a bit sad that none of those guys save maybe one or two have spoken to me for several years now. But that's something to rant about another day, I feel.

Bearded Backlog – 1000 Amps: This was one of my first experiments with doing "Let's Play"-style content. I still quite like the concept — pick something I haven't played before, give myself 20-30 minutes to determine whether it's worth continuing with, profit. It was a good excuse to check out some Humble Bundle acquisitions from over the years.

Unprovoked: I may have come to loathe Rockstar games for various reasons, but one can't argue with the fun that can be had in Grand Theft Auto V's movie-making mode. This was one of a few videos I made that I very much enjoyed the end result of.

MoeGamerTV – Kana Little Sister: An early experiment with doing a "reading" of an article from MoeGamer. I'd like to get back to doing more of these; the tentative aim is to try and get some out on at least a few Mondays every so often!

MoeGamerTV: Sword Art Online – Re:Hollow Fragment: An early scripted video, not a reading of an article this time. I was quite pleased with how this came out.

MoeGamerTV: Final Fantasy XIV: Stormblood, and the MMO as Musical Theatre: I really liked the concept for this article that later became a video. Making this video was pretty much what spurred me on to get a better microphone, and you'll see a noticeable increase in audio quality from this point on.

The MoeGamer Podcast: Pilot Episode – Sega, Sega, Sega: The beginning of a new era! I used to really enjoy podcasting, so I was very much Up for It when my good friend Chris suggested we should try and do one together. I enjoyed our first episode — and indeed enjoy revisiting it — and feel we've really found our groove since.

MoeGamerTV: Shantae and the Pirate's Curse: To date the only MoeGamer Cover Game feature I've successfully managed to make a complete set of companion videos for. I was pleased with how most of these came out, and Pirate's Curse is my favourite Shantae game, so here we are.

The First Auto-Runner?: I'd been trying to think of a way to celebrate my love of all things Atari for the longest time… and then it occurred to me. Video would be a great means of showing off some old favourites to people who perhaps hadn't seen them before — and also a great excuse for me to check out some games I'd never tried before. It all started here, with Aztec Challenge.

A Fighting Game for Scrubs Like Me: Slightly different from a regular Let's Play but still ad-libbed, in this video I went in with an argument I wanted to make, and attempted to put it across to the audience. Something I might try again at some point in the future when there's something I feel strongly enough about.

My Brother's Girlfriend's Father: I like this one just for the fact I feel I got a nice balance of nostalgia and commentary. I absolutely suck at the game, but I enjoyed telling the story of how I first encountered it.

The MoeGamer Podcast: Episode 11 – Shadow of Silent Probotectravania in Time. Also Asterix: One of my favourite episodes of the podcast, in which we talk all about Konami without descending into the usual "fuck Konami" stuff you see around the Internet. This was a really enjoyable discussion.

The Definition of Insanity: I think this is my favourite video on the channel. There was so much pain and suffering that went into this play session, and I was pleased with the editing. I don't normally heavily edit or adorn my playthrough footage, but in this instance I feel like it deserved some special treatment to reflect my rapidly declining mental state throughout.

Hope you enjoyed these and/or any others you've been kind enough to watch! There's plenty more where that came from… I've settled into a good schedule to get them done now, so I intend to keep on going as I am for the minute, since I'm enjoying myself so much.