#oneaday Day 1001: Cultural divide

I'm absolutely baffled by the current  situation with Genshin Impact. From what I can make out, players are angry that developer MiHoYo hasn't made a bigger deal of the game's anniversary, and hasn't showered them with free gifts. And as a result, they've been review bombing not only Genshin itself, but also a variety of completely unrelated apps.

I cannot fathom how one gets into such an entitled mindset that you would think that sort of behaviour is any way justifiable — particularly as Genshin Impact is a free to play game and, as such, doesn't really "owe" its players anything. Yes, it's an exploitative shitty gacha game at its core, but you get a lot more "game" here for free when compared to mobile-only gacha titles.

The implication that these crazy people are presumably trying to suggest is that Genshin Impact would be nothing without its players, which is, of course, true to a certain extent in the case of free to play games. Except most free to play games make the majority of their money from just a few players with deep pockets (odiously described as "whales", originally just by people in the industry, but this has filtered into culture at large). Somehow I suspect the people misbehaving in this instance aren't the ones spending huge amounts of money on the game. Or at least, not huge amounts of their own money on the game.

I have never once felt that I am owed free shit for the anniversary of a game, regardless of if it's an online or offline title. FFXIV always does cool stuff for its anniversary and that's always fun to see, but I don't need or expect it; the game itself is the reward, and if I'm no longer enjoying it, I can just stop.

I assume it's some sort of young person thing where the people who say things like "oomfie" and talk about "comfort characters" are mostly responsible for this. More than anything, however, it cements by complete lack of desire to go anywhere near Genshin ever. Regardless of how nice Mona's tights-clad arse is.

#oneaday Day 1000: Milestone?

I say this is "Day 1000" but apparently I've missed a whole load of days this week without realising, so for that I can only apologise. In my defence… no, I have no defence, really, so I'll just apologise and admit that it was nearly another day I forgot to write today because I've been playing Actraiser Renaissance all afternoon.

It's good. Oh, it's good. I wasn't 100% sold on the art style when they showed it at the Nintendo Direct recently, but I'm completely on board with it now. It looks and feels very much like a Saturn game; Yuzo Koshiro's soundtrack even sounds like the sort of thing you would have had as Redbook audio on a CD back then. By that I mean it's brilliant, but one would expect nothing less of Koshiro, of course.

The character art is beautiful, too, and they've gone to the effort to make each settlement's NPCs look completely different from one another. This might sound like an obvious thing to do, but given that the original SNES version just had "generic man and woman" addressing you most of the time, it's just one of many significant steps forward that Actraiser Renaissance takes while still feeling very authentic to the original.

As you progress through the games, the additions to the formula become more and more apparent. The real-time strategy/tower defence element becomes much more pronounced, particularly once you start dealing with enemies that only particular types of tower or unit can take down. I ran into my first real roadblock towards the end of the Bloodpool sequence this evening; a real-time strategy sequence with a flying boss who was troublesome to take down, to say the least — particularly as one of the defeat conditions for the battle was my mage unit being incapacitated.

Thankfully, Actraiser Renaissance takes a very "modern game" approach to progression in that if you fuck up, you can just try again — or indeed you can even back out of a strategic battle in order to rejig your settlement's defences before you give it another go. This is friendly game design that keeps the challenge in place, and I very much appreciate it.

Now I'm just hoping the "Heaven and Earth" games end up getting the same treatment. It'd be fantastic to see Soul Blazer, Illusion of Gaia and Terranigma Renaissance alongside this one — and I feel it's not beyond the realm of possibility, either. We will have to wait and see, I guess!

Anyway, that's my "thousandth" day of writing this nonsense for you all. Thank you for hanging out with me while I do this, and for supporting my work, of course! I hope you continue to enjoy what I do — still plenty more where all the existing stuff came from!

#oneaday Day 999: On the cusp

Nearly finished Police Quest: Open Season, and have only encountered a couple of "adventure game bullshit" moments — one where I forgot to do some paperwork (this is a Police Quest game, after all) and one where I forgot to pick up a handful of pretzels from a bar. Both were essential in order to progress the story, of course.

As I noted yesterday, I've been enjoying this one a lot more than people had led me to believe. There's a nice cast of characters, some of whom don't take themselves too seriously, and there's a nice feeling of escalating stress on the part of the main character as the story progresses. On the whole, he's relatively flat and obviously intended to be a bit of a self-insert for the player, but there are the odd moments when you feel for him, which is good.

Mostly, though, it's a fun investigation game. Adventure games and crime stories go very well together, and Police Quest: Open Season is a great example of that. Yes, it goes a little harder on the realism than most — real police investigations are a matter of teamwork, not the result of one multi-talented badass cop taking care of everything — but that just means that there are some interesting and unconventional solutions to puzzles. Can't figure out what to do with that evidence you found? There's probably someone back at the Parker Centre who can help you out.

Not sure what score I'm going to end up with by the conclusion or what the maximum is — I suspect I've missed a fair few opportunities to use the notebook over the course of the game — but I think I'm closing in on the end, anyway. I've called it a night for now because Andie was enjoying watching and she's headed off to bed, so I'll leave the finale for tomorrow evening. Then I'll have something to write about for Retrounite this week! Winner.

Anyway, that was that for the weekend. Hope you all had a good one — mine was pretty uneventful, but I can't complain about that really. Enjoy your last moments of rest before another week begins — and kick some bottom this week or something. I don't know.

#oneaday Day 998: Cuffin' perps again

When I've not been playing Atelier Firis — which, after what I wrote yesterday, I'm now starting to trigger ending flags for, so not much longer, I don't think! — I've been dipping into the fourth Police Quest game, Police Quest: Open Season. I'd been holding off on this one for a few reasons — primarily the fact that it stands somewhat apart from the previous three games, but also because I know it's not as well regarded as the rest of the series.

In true Pete tradition, I'm actually having a very enjoyable time with it so far. I find it quite interesting that despite it arguably being a bit more "realistic" than the Sonny Bonds adventures, it feels a bit more like a conventional adventure game. Yes, there's still a lot of having to make sure you follow proper police procedure — your notebook gets more use than pretty much any other inventory item in any other game, I reckon — but there's also a strong sense that the game wants you to "solve" it as a puzzle, if that makes sense.

Part of this comes from the fact that unlike previous Police Quest games, there don't appear to be too many opportunities to miss optional things; for the most part, the game's narrative and in-game time doesn't advance until you've done everything that you need to. Sure, you might have missed a few points here and there by not looking at absolutely everything or whatever, but I suspect in Open Season the difference between the minimum possible score and the maximum is considerably smaller than something like Police Quest II.

I was concerned that the game wouldn't have quite the same feel by lacking Sonny Bonds in the leading role, as well as the established cast of characters that had been built up around him over the course of his three games. But I've been pleasantly surprised so far; protagonist John doesn't have a ton of personality to him, but the people he interacts with are all interesting and colourful.

And while, for the most part, there's a definite sense that the game wants to feel more like a police procedural TV show than a somewhat exaggerated animated movie, there are definitely a few characters in there just for shits and giggles — and the Sierra snarky narrator is definitely present and correct.

Police Quest: Open Season is actually the first full "talkie" in the series, but I actually found myself switching the speech off pretty quickly; there are no subtitles while speech is turned on, for some reason, and that can make some lines of dialogue a little hard to parse given the fairly low sound quality they were recorded at — particularly if street slang, dialect and accents start to get involved. Besides, something just feels "right" about playing adventure games with text-only dialogue — tell that to '90s Pete, who was massively excited about playing any CD-ROM version of a favourite adventure!

Anyway, I'm onto the game's second "day" so far — I think there's five? — and enjoying myself so far. There will, of course, be a writeup on Retrounite when I've beaten it to go along with the previous Police Quest games I've covered — if you happen to have missed those articles, here are some handy links for you to go enjoy!

https://retrounite.wordpress.com/police-quest-and-the-art-of-procedural-puzzling/

https://retrounite.wordpress.com/police-quest-ii-investigation-is-its-own-reward/

https://retrounite.wordpress.com/police-quest-iii-a-thoroughly-compelling-mess/

#oneaday Day 997: Reducing the pressure

Been soul-searching a bit recently because I don't feel like I've found quite the right balance between my personal projects and my day job stuff. Obviously I'm super proud of my personal projects and what I've built with them — but it's the day job stuff that pays, and I'm proud of what I'm doing there too. So, rationally speaking, the day job stuff has to take priority somewhat.

With that in mind, I think I need to give permission to myself to be more "irregular" with at least some of my personal projects. The videos are not usually a problem, since there's something new to cover every week there — but the writing side of things for the Atelier MegaFeature is causing me a bit of trouble at the moment.

To be clear, it's not that I don't want to write about it — I remain absolutely committed to seeing this massive feature through to its conclusion — but rather I don't want to appear like I'm spinning my wheels in terms of what I'm writing about just for the sake of having something new each week.

Due to juggling it with day job commitments, Atelier Firis has been taking me quite a while to get through, and I'm conscious of the fact that I've already spent quite a few individual articles exploring it; there's plenty more I could write about, I'm sure, but I don't want to do that just for the sake of it.

So with that in mind, I'm going to take a new approach with stuff on MoeGamer. It appears that the only one who is really making me beholden to a "schedule" of sorts is myself, since none of you have complained if I've had to take a week away for whatever reason. And as such, I'm going to tackle things with a much more flexible approach. I still intend to cover things in as much detail as I have been, but I'm going to take an "it's done when it's done" approach rather than making a rigid commitment to getting something out every weekend.

What this means in the immediate term is that there probably won't be an Atelier MegaFeature piece this weekend, and I don't intend to write another one until I've actually beaten Atelier Firis and am in a position to write about the narrative in its entirety. From thereon, I will continue to spend several articles writing about the remaining games, but they won't necessarily be on a weekly basis — they'll be done when they're done, depending on my own progress and how comfortable I feel talking about the various aspects of the games in question.

There'll still be some updates on MoeGamer — I need to catch up on video posts from last week — but for now, that's the situation. Giving myself "permission" to do this is something I think is important — and having you all witness me giving myself "permission" to take a bit of the pressure off myself is equally important, because you can hold me to it!

Anyway, that's what I wanted to talk about today. I hope you continue to enjoy what I do — and if you're not already checking out my day job stuff at Rice Digital and Retrounite, I encourage you to do so. It's covering all the same sort of stuff I do on MoeGamer and YouTube, I just get paid for it! Everyone wins.

Oh, and if you're on the socials, a share or two of the stuff I do wouldn't go amiss. Twitter's cursed "algorithm" is being a right shit to anyone posting off-site links at the moment, so I feel like a lot of the stuff I post isn't getting seen. Anything you can do to help with "organic reach" would be enormously helpful and much appreciated. Thank you!

Anyway. Weekend now. Sleep. Good night!

#oneaday Day 996: Reading list

We went to visit my parents a short while ago, and while I was there I had a rummage through some cobweb-covered boxes of crap that they'd been holding onto. I came away with a bunch of cassette tapes (to use in the freebie hi-fi Andie acquired and restored recently), a selection of mixed floppy disks (which I will go through and report on at some point) and some books that I remember I used to enjoy reading.

I hadn't thought about a lot of these books for quite a while, but when I stumbled across them I thought "yeah, I wouldn't mind having those". So I took 'em. And now they are providing excellent toilet reading material that is far more enjoyable than just doomscrolling on the phone.

Among the selection I recovered was a collection of books by the author Judy Blume. I remembered really liking these books as a kid, but not a lot in the way of specifics. So I thought I'd read through them again; as novels intended for children, they're easy and quick to read, short and enjoyable, but I've come away from what I've read so far very impressed with what Blume did with her characterisation, narrative perspective and even some of the themes tackled in the books.

I looked her up on Wikipedia after reading Tales of a Fourth Grade Nothing, the first of the "Fudge" series, and discovered that indeed she has been both renowned and controversial over the years for the fact she was willing to compose stories for children that didn't really hold back from exploring things you might not typically expect to see in works for that age group.

Tales of a Fourth Grade Nothing, for example, concludes with the protagonist Peter's little brother "Fudge" literally eating his pet turtle and having to go into hospital until he either passes it or has it removed. The turtle, naturally, does not survive his time in a toddler's stomach, and the reaction of the protagonist to this whole situation is kind of fascinating to observe; he goes through a very believable series of emotions.

Having read all of Tales of a Fourth Grade Nothing and most of its follow-up Superfudge, I do find myself wondering how much of an influence these books actually had on me. I vaguely recall feeling something of a connection with the protagonist Peter because we shared a name, though I (thankfully) didn't have a little brother like Fudge to deal with.

It was more than that, though; the way Peter thinks and talks is very familiar to me, because I remember thinking and feeling the way he describes various situations. I remember trying to be grown-up and mature and not quite managing it, and I remember having moments of childishness when things didn't go my way. These are all things that are still part of my personality now; seeing it laid out on the page like that really made me think "oh. Oh yeah."

I also find myself wondering how much of my general dislike of children stems from these books. Fudge is a terrible human being, and the amount of restraint both his parents and Peter demonstrate towards him is admirable, because I don't think I'd have been able to deal with the various things he gets up to. And the trouble — or rather the genius of Blume's writing — is that it's all so believable. In my own past encounters with children (both in teaching and otherwise) I've seen kids behave like Fudge; he's not an exaggerated caricature by any means.

Part of the moral of the stories, though, is learning to deal and cope with difficulties presented by situations like this. To a certain extent, Fudge's obnoxiousness stems from the fact that he is very young and still learning about right, wrong and an appropriate sense of boundaries — but you could probably also interpret his behaviour of being symptomatic of any one of a number of mental health conditions or special educational needs.

Blume doesn't say anything directly about this — it's a first-person perspective narrative delivered by Peter, after all, and since he's a nine year old when the stories begin, he would have no way of knowing about such things — but looking back on these as an adult… there are certain tell-tale signs, shall we say.

I'm actually curious to maybe pick up some of Blume's other books at some point. She's written both children's and young adult books, and some of them sound rather interesting. Plus, I won't lie, having not really spent a lot of time reading proper paper novels for a while (visual novels are another matter, of course), it's been rather pleasant to dig into something that is short, accessible and not at all demanding to read. Sometimes you just want to let the words wash over you.

So yeah. That's what I've been reading on the toilet of late, along with The Usborne Detective's Handbook and Peter Eldin's range of The [x]'s Handbook — I'll talk more about those another time. Thoroughly nostalgic and enjoyable, and much more fun to accompany a poo than the endless misery of Twitter, for sure. I recommend the experience.

#oneaday Day 995: Back into the swing of things

Made it to the gym yesterday, and to the pool today. Slowly getting there, though two weeks of almost complete inactivity has left me extremely achey. Remind me not to sprain my ankle again. I'm now super-paranoid about the corner of my drive where I did it; with any luck, that paranoia will ensure it won't happen again.

I'd only been building up a "routine" for a little while before the accident, but I was still a bit concerned I'd have lost any of the progress I might have made in that brief period. Thankfully I still appear to be roughly where I was in terms of what I can handle reasonably comfortably — and I tend to find the achiness goes away when I'm actually using the bits in question. Going up and particularly down stairs is still a bit painful, though.

Anyway, onwards we go I guess. Not been doing too great mental health-wise of late, but I suspect a lot of that is due to frustration over my physical condition. Perhaps I'll start feeling a bit better with some more regular activity — I know swimming tonight certainly felt like it was releasing some stress.

Exercise is funny like that. It can actually physically manifest mental health matters. I've had it happen on a couple of occasions; a while back when I'd had to temporarily move back in with my parents after the breakdown of my first marriage, I took to going running a bit. I was never particularly good at it — and I certainly doubt I would be now — but I successfully made it through the Couch to 5K programme and even ran a 10K in London at one point.

One evening I was running the route I'd established for myself around my home village, and I was coming towards the "cooldown" period. As I stopped running and slowed to a walk, I just started crying. Not about anything in particular; I just felt a weird "release" and suddenly my body decided that now was the time to let out the physical symptoms of all the things that had been weighing on my mind.

I felt something similar in the pool this evening. It wasn't as strong — I didn't start crying or anything — but I definitely felt a distinct sense of "stress relief". Followed by new stress and depressive triggers to take its place. Oh well. It's a start, at least.

#oneaday Day 994: A trilogy finally concluded

Hopefully at least some of you have seen this already today, but I thought I'd share it here too.

After 35 years, the "Digger Dan" trilogy is finally complete! Up until very recently, there were only two Digger Dan games for Atari 8-bit: Diamonds and Dan Strikes Back. But back in April, Simon Hunt, creator of these games, stumbled across my Atari A to Z videos covering them — and accepted a challenge I set the Atari 8-bit community in the second of the two videos.

Basically, I explained the history of the games and said that Hunt had put together a title sequence for a proposed third game in 1986, but it had never got beyond the design phase. I wondered if anyone would step forward and finally finish off the trilogy once and for all?

I most certainly didn't expect the original creator to respond… but, well, here we are. And I'm thrilled to have been part of this.

If you want to read the full story, check out my writeup over on Retrounite today — and be sure to give the three Digger Dan games a go if you haven't already; they're all great fun, including the brand new one!

#oneaday Day 993: Endless journey

I'm really enjoying Atelier Firis, but it feels like it's taking a long time for me to get through. Part of this is down to day job commitments sometimes meaning I haven't had as much time in the week to play it as much as I like, but it also feels like there's an absolute ton of stuff to play through.

It's not an exaggeration to say that Atelier Firis could quite reasonably be described as World of Atelier, and could easily have been a final installment in the franchise, perhaps continually added to and expanded with new areas, quests and characters. I'm in two minds as to whether it's my absolute favourite in the series — but it's certainly damn near the top. The open-world structure works brilliantly, and any time I sit down to play the damn thing I know I'm going to be there for several hours without moving.

Of course, the fact that this is a sprawling games means it's taken a little longer to cover over on MoeGamer than I perhaps expected, but I'm going to ride this out and keep playing (and writing) until I'm satisfied that I've seen everything it has to offer… or at least, seen everything that I have the energy to track down. There may well be some "superbosses" and optional challenges I'm not up to, but at the very least I want to pursue some of the more interesting-sounding and involved endings for the game. At present I don't feel like I'm anywhere near any of them, though a few of the more minor storylines are starting to wrap up now.

I really am super-impressed with this. It simultaneously feels like the Atelier you know well by this point, and something completely different. It's got a wonderfully organic feeling of progression and discovering things to do; at no point do I feel like I've been working through a "checklist". Instead, I've been constantly stumbling across things, discovering new information, getting quests, taking them on if I can and moving on if not. That, to me, is a perfect example of how an open-world game is supposed to work.

For me, the benchmark for open-world games is the Xenoblade games. And while Atelier Firis isn't quite up to that standard — mostly from a technical standpoint, meaning the world areas aren't designed with anywhere near as much "freedom" about them as in Xenoblade — it's certainly a great example of what a Japanese developer can do with the open-world format. Not to mention proof if proof were needed that "open world" doesn't have to mean "game where you hoover up all the icons on the map".

Anyway, at this point I have absolutely no idea how much longer I'm going to be on Atelier Firis, but like I say, I'm committed to this project and I will see it through to its conclusion! I'm trying to prioritise Atelier Firis for my own personal gaming time at the moment because I do want to finish it… but at the same time I want to keep hanging out with Firis and Liane and Sophie and Plachta and Drossel and Shanon and… you know how it is when you find an RPG that really "clicks" with you.

Anyway, just wanted to keep you posted on progress. That's the situation! Now I'm off to bed. Some exciting retro-related news tomorrow — keep an eye on my YouTube and Retrounite to find out more!

#oneaday Day 992: Decompression

It's the weekend again. This week has just sort of drifted by — with my general sense of tiredness and Andie not being all that well, I've kind of just sort of gone along in a bit of a haze of depression and ennui.

Going to try and give myself a nice weekend though. Andie has got some medicine to help with the problem she's been having, so hopefully she'll be all better soon. I'm going to get a reasonably early night tonight. Then tomorrow I think I'm going to keep mostly for relaxation purposes — though I may write something on Atelier Firis. Sunday, I'll record some videos — that's always fun.

Just in case you didn't see me say so on Twitter, there's no Retro Select or Atari A to Z Flashback this week as with everything else going on I didn't have the time or the energy to put them together. We should be back on a normal schedule next week!

Was going to spend the evening chilling out with Flight Simulator, but there's a 40GB update that is taking ages to download, so I guess that's out until either much later tonight or tomorrow! Ah well. Plenty of other things to enjoy in the meantime — now to just pick what!

Hope you've had a better week than I have. Onwards and upwards and all that!