#oneaday Day 603: Awesome minis painted quick

Today I've been doing something that I haven't done for probably 30 years or so: I have attempted to paint some miniatures. As I alluded to a while back, this is a field where "technology" (for want of a better word?) appears to have come on quite a bit in the years since I last tried it, and I was particularly interested in trying out something called "Speedpaint".

Speedpaint is a formulation of paint that, in contrast to the usual thick matt acrylics, is very thin and semi-transparent. You brush it all over a model and the nature of its formulation means that it works its ways into all the little nooks and crannies by itself and naturally darkens and lightens according to the undulations of the model. In other words, it goes darker when it gets into deep cracks, and creates natural highlights in elevated sections.

I was especially interested in trying out the "Speedpaint Markers", which combine the simplicity of Speedpaint with the straightforward, mess-free approach of using a pen rather than a brush and palette. And for the most part I'm very impressed with the Speedpaint Markers; they're a convenient and easy way to get some colour on to a model, and the Speedpaint within them works exactly how it's supposed to, making it easy to create convincing and realistic effects with just a single coat.

I've been painting some of the furniture from HeroQuest today, as these are fairly large pieces that are, for the most part, relatively straightforward to paint. And in doing so, both the strengths and the weaknesses of the Speedpaint Markers have become apparent.

They're great for covering large areas. Painting one of the door miniatures, the tomb, the tables and the stonework around the fireplace was simplicity itself. The paint did its thing and created some nice shadows and highlights with minimal fuss; I found that it needed just a little more than a single coat to look good, but it's still a very quick way to get something painted.

The weakness of the Markers is that although their tips are relatively fine, they're still a long shot from a proper detail brush, and as such it's difficult to paint very fine details with any great accuracy. This means that it's difficult to, for example, paint the books on the bookshelf miniature, or the little bits and pieces scattered around the alchemist's table.

Thus I have concluded that the best approach, for now, is to have both the Markers available for large, simple areas, and some more conventional brushes, paints and a palette around for more fine detail work. This means that I have spent considerably more on this little experiment than I perhaps initially intended — and part of me, the cynical part, suspects that this is how they "get" you — but will hopefully be able to do a much nicer job once I have some more appropriate bits and pieces.

I've enjoyed what I've tried, though. The results I've had with the Speedpaints today are considerably better than the cack-handed attempts with acrylics I did back when I was in my early teens and didn't really have the right brush for the job. In fact, in retrospect, it was not having the right brush for the job that put me off taking things any further; I got frustrated that I felt it was too difficult, and just sort of gave up.

After today's little experiment, I'm keen to have a proper crack at it though. It'd certainly look very cool to have at least some painted minis on the table the next time we play HeroQuest (which, all being well, will be next weekend).

So I guess I'm Someone Who Paints Miniatures now. I suspected that Someone was always inside me, what with the inherently nerdy nature of the surrounding hobby. I've just come to it a little… late, is all.


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#oneaday Day 602: A farewell to Cpt.Carnage

I received the sad news earlier today that a far-off friend of mine, Jeff, aka "Cpt.Carnage", passed away last night.

I don't really know how to process this, so I'm just going to start typing and see what happens.

Many moons ago, you may recall me talking about a little group called the Squadron of Shame that originated on the 1up.com forums. We were a group of people who eschewed the big hits of the day in favour of the overlooked and underappreciated; our collective name was inspired by the term "Pile of Shame", which we first heard discussed on the 1up Yours podcast.

For the unfamiliar, the Pile of Shame is the pile of "stuff" you have that you keep meaning to get around to, but never do. You can have a Pile of Shame of pretty much any form of media, and pretty much everyone has one these days; some refer to it as their "backlog". The concept behind the discussion on the podcast was that the participants would take a game that they felt had passed them by — in this case, Psychonauts by Double Fine — then play it through independently and come back later to discuss it.

That never actually happened on the 1up Yours podcast because everyone involved was much too busy to be able to devote any time to such a project. But a group of us on the "Radio" forums on 1up.com thought it was a great idea, so we ran with it instead, playing through Psychonauts together and discussing it on the forums. We quickly gained a reputation for lengthy, in-depth discussion, but the Radio boards were a good place for that sort of thing, since they were generally relatively quiet, and free of the general console fanboy wars that were going on in the more generic forums.

I'm honestly not entirely sure if Jeff was with us right from the beginning, because to be perfectly honest he's felt like a fixture for as long as I can remember. In that respect, I think it simply doesn't matter whether he was there from the start or not; fact is, he was a part of our little group. A precious friend. A valued contributor to our discussions. Part of something bigger than each of our own, individual selves.

After 1up.com went through its slow, agonising death, much of the Squad drifted apart for one reason or another. Many of us moved to Twitter (from the period before it was The Worst Place On The Internet — yes, believe it or not, there once was a time like that) and there were several attempts to build our own little communal spaces online through shared blogs and forums. We got together and did our own podcast. Some of us even managed to meet face-to-face — and yes, that includes me, despite the vast majority of the Squad being in the U.S. and Canada. On one occasion I was happy to meet Jeff, who was pretty much how I had imagined him. That's a good thing.

The 2010s were, generally speaking, a fairly dark period for me for all manner of reasons that are beyond the scope of what I want to talk about today, but the net result was that I lost touch with a lot of people for a good few years, including former Squadmates. But when I emerged from the other side of things and found that there was a small but dedicated little unit of the Squad still hanging out online, chatting and sharing war stories, it was enormously comforting — and a big part of that comfort came from the fact that I saw Jeff was still there. He had always been there, even if I hadn't.

Jeff was the sort of person I always enjoyed seeing in the chat — and, of course, on that one occasion we were actually in the same place. He always had a kind word, something to contribute or something to share that he thought we'd be interested in. He was someone that it was simply nice to have around; as I say, he had always felt like a fixture, in a good way.

It's shocking, upsetting and scary to think that he could be gone so suddenly. The world has lost a wonderful person while so many other complete shitbags continue to exist.

It's not fair. It's not fair on Jeff, it's not fair on the people he leaves behind. But I hope, wherever he is now, that he knows how much people cared for him, and how much people are going to miss him now that he's gone. And that whatever is next is a better, more peaceful existence than the world we live in right now.

Farewell, Jeff. Forever a Squaddie.


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#oneaday Day 601: January progress

So, January has been coming to a close. How are things going?

Not all that bad, really. The only thing I've been lax on for Things I Wanted to Achieve In January is piano practice. I've been so tired and achey of an evening that I just want to zombie out, and sitting with proper posture at the piano has been the last thing on my mind. I am starting to feel a bit better, though, particularly with good progress in other regards, so I will try reintroducing that to my "routine" shortly, along with some more exercise.

The most notable progress so far has been on weight loss. Since I started sticking properly to the calorie plan, I've lost 10 pounds. This is good! Of course, there is still a lot more to go, but it's a good start, and proof that what I'm doing is working.

What's particularly good about what I'm doing is that I feel like I've found a plan that offers a good balance between me not feeling like I'm starving myself — which can end up with me just wanting to binge, which is counterproductive — and still allowing the weight to come off. I know, realistically speaking, that I can't expect 10 pounds to fall off every two weeks — the first weeks following a new plan are always the "easiest" for some reason — but as long as the general trend skews downwards over the medium to long term, I will be satisfied.

And the nice thing is that I'm by no means depriving myself of Nice Things. I had some digestive biscuits yesterday! I had some Cheez-Its at lunchtime! I might have a bacon sandwich for breakfast tomorrow! The important thing, as is probably obvious to the vast majority of people who are not My Size, is moderation. Eating a measured, weighed-out portion of Cheez-Its and taking the calories into account? Fine. Getting a whole big bag of Cheez-Its and eating all of them in a single sitting because I have no self-control in that scenario? Not fine.

It's easy to feel like a supposed "portion" of something is stingy, but in actual fact it can be quite surprising how satisfying a "portion" of something can be. To return to the Cheez-Its, a "portion" is 30g, which is actually quite a generous helping of them, and certainly not depressingly unsatisfying. The only thing I've found myself exceeding the "recommended" portion size on is sultana bran cereal; 30g of that really is stingy, and 40g is much more satisfying for not that many more calories, so that's where I've settled on that.

Of course, I've been here before, with Things Going Well for a couple of weeks and then just falling off at some point afterwards, usually with the flimsy justification of depression, tiredness, illness, frustration or any manner of other things. But right now I'm feeling pretty good about how things are going, and the possibility of being to maintain this over the longer term. So let's hope I can actually stick to that and see where things go from here.

I know I can do this. I've done it before. And it will make my life so much better if I can accomplish it again. So I will keep at it.


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#oneaday Day 600: My CD shelf

Every so often — and a lot more frequently just recently — I find myself thinking back to the collection of music CDs that I once had, and ponder whether or not I should attempt to rebuild that collection. After all, with streaming services generally agreed to be a net shitter for the music industry — and several of them starting to bring in AI slop, because I don't fucking know — it is becoming fashionable, once again, to have a physical collection of Stuff.

Now, you know me. I know this. I have a living room whose walls are at least 85% video games. But I got rid of my whole CD collection when we moved into this place, because… well, there wasn't really room for it anywhere, and at that point, the digital future of music seemed pretty certain. Also the few quid I got for the collection by sending it to musicMagpie certainly helped.

One of the things I find myself getting hung up on is exactly what was in that CD collection. It has literally just occurred to me that I can probably just look at my musicMagpie account and see what I traded in 11 years ago, but that's much too easy. (EDIT: also, apparently I did not create an account when I traded all this shit in.) So I'm going to attempt to do it from memory, with explanations where necessary.

In no particular order other than as they come to me:

  • Definitely Maybe (Oasis) – the first album I ever bought with my own money, after I learned about what modern music it was "cool" to like. Embarrassingly, I bought it literally the day before (What's the Story) Morning Glory? came out, which got me some ribbing, but not that much, because Definitely Maybe was still a decent album.
  • (What's the Story) Morning Glory? (Oasis) – I actually don't think I bought this for myself, because I had it on cassette, not CD. I often considered buying it on CD but never quite got around to it because I always thought my money was probably better spent on something I didn't already have. I quite liked the tape version. It was easy to play in the car.
  • Be Here Now (Oasis) – People seem to hate this one now. I thought it was good.
  • Jagged Little Pill (Alanis Morissette) – I'm actually not sure why I bought this, because I had heard its greatest hits so many times on the local radio station the school bus always had on, and was thoroughly sick of them. But for some reason I did buy it — and I'm glad I did, because I ended up liking pretty much all the songs on it, particularly after reading along with the lyrics while listening. Fun fact: I'm pretty sure this album taught everyone in my friendship group and surrounding acquaintances what the term "going down on" meant.
  • Blurring the Edges (Meredith Brooks) – After accepting that yes, I actually did quite like Alanis Morissette, I sought out some other "girls with guitars" albums. I became rather fond of this one. Not every track is a winner, but there are some great songs on here, with Bitch probably the most well-known of them.
  • Left of the Middle (Natalie Imbruglia) – Not quite "girls with guitars", but sort of adjacent. I wasn't really thinking about that, though. I primarily bought this because several of us really fancied Natalie Imbruglia.
  • Footprints (Holly Valance) – See above, with even more tenuous justification.
  • Spice (The Spice Girls) – I have told this story before.
  • Spiceworld (The Spice Girls) – I'm not sure that justifies this, though.
  • Travelling Without Moving (Jamiroquai) – My best friends at school were super into Jamiroquai. It didn't take long for me to join them, subsequently adding Emergency on Planet Earth and Return of the Space Cowboy to my collection also.
  • Essential Indie (Various) – A CD that came free with my Discman when I got one for Christmas or a birthday or something. My favourite track on it was Sick & Tired by The Cardigans, primarily for its unusual flute and bassoon backing.
  • Essential Acid Jazz (Various) – A double CD that I picked up not long after getting into Jamiroquai. This was a varied selection of acid jazz weirdness, with only really one track by the Brand New Heavies being familiar. My friends and I all enjoyed this album a lot though, and a copy hastily recorded to tape was a fixture in my mum's car (which I often borrowed of an evening) throughout most of my time at sixth form. Favourite track was, without a doubt, Big Kahuna by Jeremy Bun, a track which my friends and I parodied in our brief incarnation as the sonicfunkstars shortly after we learned to use Sony's ACID Music. (Fun fact: my Xbox Live Gamertag is still sonicfunkstars, because I am not paying Microsoft money to change my fucking name.)
  • The Lord of the Rings (Unknown) – The Peter Jackson Lord of the Rings movies came out while I was at university, and we all enjoyed them. I bought this album because it had a cool box with a nearly naked lady on it and it said The Lord of the Rings on it. I didn't mistake it for the official soundtrack or anything (which I also bought) — if I'm honest I primarily bought it because of the titty lady. When I got it home and opened it up I discovered that titty lady actually got them out in the sleeve notes. When I put the CD in the player, I discovered that the whole album was literally just noise. I have no idea what it was supposed to be or why. I was so ashamed of the purchase I actually threw it out. To date I haven't been able to rediscover exactly what this fucking weird CD was — as I'm sure you can imagine, tracking down something just called The Lord of the Rings is not easy — nor am I sure I want to, because I think it might have been haunted.
  • Painkiller (Judas Priest) – My friend Owen, who I did teacher training with, introduced me to metal. A particular favourite of us both was this excellent album. On one memorable afternoon, in a chemically induced haze, we produced a spectacular Judas Priest remix using ACID Music. It helped distract from the horrors of the working day.

There's a bunch of compilations also — including Shine 7 and 8, which I talked about here — but those are most of the ones I can remember without taxing my memory too hard. I know there were a lot more than that. And now I really want to know what happened to that receipt for all the CDs I traded in 11 years ago. It must be somewhere!


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#oneaday Day 599: Earth Must Die!

I've been looking forward to a game that released today: Earth Must Die! by Size Five Games, creators of Ben There, Dan That, Lair of the Clockwork God and numerous other excellent games. Today isn't a "review" as such — I'll save some more substantial thoughts on the game for MoeGamer and YouTube once I've finished it — but I did want to pop down some initial thoughts and give a hearty recommend to it. As an indie title, the first few days of sales are critical for visibility on Steam, and this is a game that absolutely deserves to see some success from what I've played so far.

Earth Must Die! casts you in the role of VValak Lizardtongue, third in line to the throne of the planet Tyryth and its empire, the Ascendancy. After tricking his two brothers into murdering one another, VValak ends up in charge, and inadvertently causes the Terranoid forces of Earth to invade. That's as far as I've got, but as the name suggests, one can expect that the remainder of the game will involve VValak finding a way to get revenge on the Terranoids and get his empire back. Or maybe not…?

It's an adventure game, but with a few interesting twists from the usual formula. You have direct control of your character's movement, and interacting with hotspots is done using a cursor that can be popped up. It's clearly designed to be played with a controller and works well like that, but can also be played with WSAD movement controls and a mouse cursor. I think I might have preferred a simple mouse-only interface for its non-controller implementation, but not enough to want to kick off about it or anything.

VValak, as an arrogant (wannabe) tyrant, refuses to touch anything himself because poor people might have touched it before him. Thus you have to solve all the situations in the game without VValak ever getting his own hands dirty. This sometimes involves using his companion robot and former nursemaid, Milky, to perform various actions, and sometimes involves convincing other characters in the scene that they should carry out your orders. It's an interesting mechanic that sidesteps the usual inventory puzzles.

Like I say, I'm not too far in the story as yet so I am hesitant to say too much more in that regard, but one thing I will highlight is the incredible voice cast, which includes numerous big names in British comedy such as Alex Horne, Tamsin Grieg, Matthew Holness, Alasdair Beckett-King, Don Warrington, Mike Wozniak and many more. Plus, of course, Ben Starr is in it, because Ben Starr is the Nolan North of the 2020s (complimentary). That cast might not mean much to anyone who isn't British, but you should know that this is a full-on celebrity cast of comedy royalty, and it's incredible to see them all coming together for a video game.

The net result is that the game sounds like a late-night Channel 4 comedy show (complimentary), and it has some really beautiful animated 2D art to go along with it. It's very much designed along the lines of games like Discworld II, with large, cartoonish sprites and plenty of close-up animations — and much of the humour will be familiar to those who enjoyed Terry Pratchett's work, too.

That's about all I want to say for now. It's an easy recommend if you enjoy silly games that will make you laugh, and is a seriously impressive project from Size Five in terms of scope. I'm looking forward to getting stuck in over the next few days, and, as I say, I will have a full report, likely on MoeGamer and YouTube, once I'm done with it!


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#oneaday Day 598: Poptimism

There's been a lot of grumbling over a new game called Highguard just recently. I don't really know what Highguard is, which is part of the problem — apparently it was initially shown off at The Game Awards last year, then just went pretty much radio silent until its… launch? Now? Something like that?

From what I can make out, Highguard is a live service multiplzzzzzzzzzzz — ah, so that's why I haven't really been following it. But that's not precisely what I want to talk about today. I, instead, want to talk about the discussions that have been happening over the last few days on the subject of coverage of Highguard.

It started with an op-ed over on IGN written by Senior Editor Simon Cardy, whose article Can We Stop Dunking on Highguard Before It's Even Out, Please? is fairly self-explanatory in terms of its core thesis. Cardy argues that it's annoying when a game is seemingly randomly picked as a whipping-boy and becomes the butt of jokes before anyone has actually gone hands-on with it and is thus in a position to comment on it from an informed, experienced perspective.

I get this. I kind-of-sort-of agree with it. It is annoying when there's something you're interested in, and all you can find in terms of coverage is How Bad Does This Game Look?! clickbait. And it is a bit daft for people to be pre-judging Highguard based on a single trailer and a remarkably quiet marketing department.

At the same time, as this piece by Autumn Wright argues, there's a strong argument to be made that the press covering a particular medium is under no obligation to remain what they describe as "poptimistic". It is not the press' job to go to bat for a particular game or company — especially not ahead of its release — and there are a lot of things about Highguard that do warrant discussion. Exactly why has its marketing been so non-existent? Does the world really need yet another live service multiplzzzzzzzzz? I'm so uninterested in the game as a whole I can't even think of a third possible question, but I'm sure there's something else that needs asking.

The problem, as ever, is in how different people see the role of the enthusiast press.

Some see it as an extension of marketing — and indeed, there are plenty of outlets that operate like this. There are plenty of outlets that have since gone under that operate like this, and there will be more in the future. It's a bit of an occupational hazard; by engaging with the standard news-preview-review cycle, you are part of a Marketing Plan, whether you want to be or not. And that's always been the norm for the games press, dating right back to magazines. It was never really questioned all that much until relatively recently; people wanted to know what was coming up, and they wanted to know if the thing they had thought looked cool for the last six months actually ended up being any good or not.

Others see it as fulfilling a critical role — critical in the sense of "administering criticism", not as in "really important", though the people who feel this way would probably argue that also. People who feel this way are interested in the stories behind the games and how games can fit into broader cultural commentary. They ask what particular games can tell us about society, and what the artistic meaning behind a work — both intended by the author and perceived by the audience — might be.

The challenge, of course, is access. The former group gets access to games because they tacitly agree to being part of the Marketing Plan. They get invited to press events to try out a new game; they get sent preview and review codes early; they agree to embargoes so the publisher of a game, not the press outlet, remains in control of the coverage. The latter group, meanwhile, tends to have to fend for itself to a certain degree. This gives them a lot more freedom in terms of what they cover and how, of course, but they can't rely on having access — whether that means "getting an early copy of a game" or "being able to pick the lead writer's brain without a PR person breathing down their neck".

I don't really know what the answer is, or even if there is a satisfactory one. I don't quite fall into either of the above categories with what I do over on MoeGamer, but then that's a site by an individual run as a passion project, not a commercial venture. As such, I have the freedom to pick and choose what I cover, and to exclusively concentrate on things that I, personally, feel have some worth and value — or, at the very least, are interesting enough to want to talk about. That means my site skews positive, which is anathema to some people, but I'm not there to do a PR company's bidding — nor am I there out of any obligation to criticise things just because they "need criticising". I simply choose to focus all my attention on games that I think are worthwhile, and that I think more people should check out.

I hate to sound like I'm "both sides-ing" the issue, but the reality is, there are valid points from all angles here. It is silly to pre-judge Highguard with little to no information — or perhaps it's more accurate to say it's silly to make assumptions about what Highguard will be with little to no information. At the same time, though, outlets have no obligation to hype up a new release — and especially, one would argue, when the marketing department doesn't appear to have been doing its job at all.

This is, I can guarantee, the only thing I am going to write about Highguard. Because the one thing I have managed to glean from the discussion over it is that I don't really give a shit about it. So I'll just say I hope it's as good/bad as you were anticipating, and leave it at that.


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#oneaday Day 597: The MiSTer as reference library

One of my favourite purchases in recent memory is the MiSTer Multisystem 2 from Heber, which is an all-in-one console designed around the open-source MiSTer framework. If you're unfamiliar, this is a specification for hardware-based emulation of classic computers and games consoles, using a technology called FPGA. The advantage of FPGA is that it produces much more accurate results than typical software emulation, and thus it is a good substitute for original hardware, particularly if you're going to go the whole hog and use analogue CRT displays.

I think the most valuable thing about the way I've set mine up is that it is now effectively an interactive reference library of video games from the Atari 2600 right up until the PS1, N64 and Saturn. I invested in a large amount of external storage early on precisely so I could load it up with absolutely everything I might ever want (and quite a lot of things I will probably never want) and thus never have to worry about tracking down ROMs and disc/disk images ever again. (Until I discover a New Favourite Console, of course. Which has been known to happen.)

This is a useful resource both for my own curiosity and for my day job. We're working on something thoroughly interesting in the latter regard right now — no, you won't get any hints here — and an important part of that is ensuring that the project is accurate to the original version. Having the MiSTer Multisystem 2 up and running right next to me in my study means that, at a moment's notice, I can flip it on, check something and capture video for my colleagues to compare to. This is a good thing.

Having a storage device full to bursting with ROMs and disc/disk images, of course, runs the risk of the dreaded "analysis paralysis". But at the same time, if someone says something like "oh, I used to really like Enduro Racer on the Master System", I can pull that up and check it out immediately, knowing that the experience I'm having is authentic to the original hardware, and all without having to swap around cables, power adapters and controllers.

I have a lot of original hardware, which I like owning. But pretty much all of it is now primarily on display on the shelves rather than being used directly — because with very few exceptions, the MiSTer Multisystem 2 works just as well as the "real thing", with little in the way of compromise. And some improvements in some cases; it's absolutely no contest between a modern 8bitdo controller and the dreadful original Sega Master System joypad.

The one thing that is a compromise is the tactile nature of using original computers. Different computers had their own different case designs and keyboards, and thus a distinctive feel to using them. I have the 8bitdo mechanical C64-style keyboard as a suitably "retro" input device for computers, and it's great — but it does mean I miss out on little things like the distinctive shape of the Atari ST's function keys or the unique keys on certain systems' keyboards. (And documentation on exactly what these unique keys are mapped to on a modern keyboard is remarkably lacking, it has to be said!)

You also, of course, miss the fun tactile aspect of working with physical media. There's still something undeniably lovely about putting a cartridge in a slot or loading up a disk and listening to the whirr-snark of a floppy drive, and it will be a sad day when no-one remembers doing that. But with original hardware — particularly floppy disks — becoming more unreliable and prices for second-hand copies of retro games going through the absolute roof, at this point attempting to collect games for old computers and consoles feels like a complete waste of money.

Meanwhile, I have not regretted a single pound I have spent on my MiSTer setup. And, with any luck, given the lack of moving mechanical parts in it, it will last for a good long while, too.


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#oneaday Day 596: Sad little men

I've had two angry emails this week, one from someone who was upset I was covering Wolfenstein over on MoeGamer and drawing some parallels between the alt-history 1960s Nazi world order depicted in the game and the heinous shit going down in the United States right now, and another, likely a sock puppet, from someone who was angry that I said mean things about a particularly notorious revolting little troll that occasionally tries to start shit with the UK retro gaming YouTube community.

To both of these individuals, I extend my middle finger in an unmistakeable gesture and invite them, politely, to eat an entire bag of dicks. Because neither of these people were up for any sort of discussion — not that I wanted to discuss their odious viewpoints with them — and just wanted to spew a wall of vitriol at me before flouncing off into the sunset, likely to never think of me ever again. And I'm 100% fine with that last bit.

The first bit is a shitty thing to have to deal with, though. I, unfortunately, know quite a few people who have been on the receiving end of abusive messages from people like these two fucknuggets, and none of them have deserved what they have gotten. The people who spew this kind of hatefulness are, without exception, bigoted, intolerant fuckheads who are angry that the world doesn't cater specifically to them. They don't like that certain types of people who are different from them exist, whether those differences come in the form of their skin colour, gender identity, sexuality or how many YouTube subscribers they have. They are angry at the simple existence of people they see as different from them; they think these differences make those people somehow dangerous.

They fear them, and that's why they lash out in the way they do — they hope to break the spirit of people they have decided that they dislike. They have no endgame; no real purpose in mind. They just want to hurt people. And it's fucking pathetic. Particularly because the targets they pick, like me, are, frankly, completely harmless individuals who they likely never would have come into contact with were it not for the increasingly potholed Information Superhighway.

It sucks that we have to tolerate the existence of pathetic little trolls like this, because practically speaking, there's not a lot that can really be done about them. Law enforcement aren't interested in some mean messages on the Internet, social media platforms are increasingly lawless zones, and hosting your own sites means you have the joy of having to deal with moderation tasks yourself. At least WordPress and YouTube make it easy enough to block commenters via various means.

It's a shitty world out there, both online and offline, and there are days when it doesn't feel like there's anything worth "saving" any more. If you encounter any little shits like the ones I've described today, my best advice is to remember that their pathetic little lives are almost certainly full of more self-inflicted misery than you can possibly imagine, and that they're lashing out precisely because of that fact because they're unwilling to admit that they're at fault. Once you start down the path of being an Internet Dickhead, it's very difficult to pull yourself back and save face. Because, frankly, even if these two clagnuts came to me with a genuine apology tomorrow, I would not have the time of day for them.

You get one chance in life to make a first impression, and if that first impression is violently shitting yourself while screaming and waving a knife around, I'm not going to let you into my house, ever.


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#oneaday Day 595: A nice chat with my doctor

I went to the doctor today. My knee has been playing up for a while, and got particularly bad over the Christmas break when it was especially cold. I suspected it was little more than my knee going "you're too heavy, sort it out", but I just wanted to confirm that it wasn't anything more serious. (It wasn't. I am too heavy and need to sort it out.)

I came away from the appointment feeling oddly invigorated, though. I'd ended up being there for about half an hour in total, approximately two minutes of which were spent actually examining me. But my doctor apparently wanted to talk today. And I was happy to let him.

It started with a rant about politicians. I'd come to him as a result of one of those "e-consult" things because my surgery is apparently incapable of activating their online appointments system, and I hate doing the 8am rush to phone for an appointment. My doctor apparently doesn't think all that much of the e-consult system — I don't either, as it happens, but it seemed like the most reliable method of getting at the very least a call back without having to sit on hold on the phone for hours — and expressed some considerable frustration at how government guidelines have given him "quotas" of routine and emergency appointments to fulfil.

Now, I'm sure we're all familiar with the technique of requesting an "urgent" appointment for something that is absolutely not an emergency, and I suspect it's that sort of behaviour that has led to these quotas. But I was more than happy to let him go off on one about how politicians had no idea what it was like for actual surgery staff, particularly now that the practice he works at, originally intended for no more than 9,000 patients in total, is now serving more than 16,000 people, with more registering by the week, it seems.

After examining my knee and telling me I'm fat (in a more polite way than that, and he was apologetic about it) he then told me about his own personal history dealing with weight loss, a genetic predisposition towards being on the larger side, exercise and suchlike. It was an interesting conversation, even if it was a tad one-sided — like I say, the poor chap clearly wanted to talk to someone about absolutely fucking anything, and I was more than happy to let him. Although he was clearly frustrated about things, he's also a nice, friendly chap, and I know very well how helpful it can be to just have someone who is willing to listen sometimes.

So, all told, I have a feeling that my doctor may have got more out of my appointment today than I did. Still, it was reassuring to know that there's not actually anything wrong with my knee — I just need to lose some weight. And I'm working on that! It's been nearly a full week on the diet plan now, and it's been going pretty solidly so far. Let's hope that leads to some actual, tangible results.

And Dr. W? I hope you feel better soon. I know all too well how frustrating government interference in your profession can be from my time as a teacher, so you have my sympathies. I wish I could reassure you that things will get better from hereon, but… well, you can see the state of the world right now. Hang in there. You provide a vital service to the community, and I hope you know how much people like me appreciate your work.


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#oneaday Day 594: Point. Click.

I love point-and-click adventures. Back in the '90s, they were probably my favourite type of game. I devoured everything LucasArts came out with and a lot of stuff Sierra did — though I must confess, there are still a few gaps in my knowledge on the latter front.

LucasArts stuff was just better than Sierra stuff, at least in the early days. Early on, LucasArts' developers decided to take the things that annoyed people about Sierra games — chiefly the ability to die and get yourself into unwinnable situations — and throw them out of the window. Far from removing all challenge from the games as a result, this just made them much more fun to play — although it's interesting to note quite how short a lot of those games are by modern standards.

One thing to remember is that when we were playing stuff like Indiana Jones and the Fate of Atlantis, Internet access wasn't particularly widespread. Hell, GameFAQs wouldn't exist for another few years, even if you could get on the Internet; some resourceful folks were writing walkthroughs and posting them on places like CompuServe's GAMERS forum (a frequent online hangout for myself), but for the most part, when it came to solving a tricky game, you had two options: figure it out yourself, or wait for a magazine to print a walkthrough.

This meant that games that are maybe three or four hours long start to finish could actually take days, weeks or even months to complete. We had a lot more patience for that sort of thing back then — although I do recall finding it quite eye opening when I bought a brand new copy of Full Throttle, played it for two hours with my brother and we rolled credits on it.

Today, point and click adventures are still going strong. Press and public alike have enjoyed saying the genre is "dead" for many years, but in reality it's been nothing of the sort. What changed is the part of the market that point-and-click adventures occupied; while once a Sierra or LucasArts game would be considered a "big release" in a similar fashion to today's triple-A titles, after the turn of the millennium they became more niche interest affairs.

I'm not entirely sure why, either; they hadn't fundamentally changed what they were doing, or their core appeal elements. Although thinking about it, that's probably precisely why they became more niche interest affairs. From the late '90s onwards, the "upper" (for want of a better term) end of the market was going 3D, exclusively. And adventure games, up until this point, had been resolutely 2D affairs, tending to be showcases for beautiful rotoscoped or hand-drawn animation, painted backdrops and suchlike. In the age of PlayStation, that suddenly wasn't fashionable any more for a variety of reasons — and the few attempts to bring point-and-click adventures into the 3D realm had been met with a mixed response.

As with most niche interest things, an enthusiast community developed, with many of them rallying around a piece of software called Adventure Game Studio. Initially DOS-based, this was a tool that allowed anyone with a creative mind and the ability to produce basic graphics to put together a point-and-click adventure. It took effort, mind; this wasn't a "game generator", but a fully featured game engine, suitable for creating point-and-click games similar in style to Sierra, LucasArts and any number of other models.

Remarkably, Adventure Game Studio is still going to this day — and the enthusiast community is still using it. Only now, we see a lot more commercial releases from independent developers. And even more remarkably, the stuff being put out today by small outfits is pretty consistently better than anything from the genre's supposed "golden age" of the mid '90s.

There are more point-and-click adventure games that have been released in the last few years than there ever were back in the '90s. And they're really, really good. For just a few recommendations: the Kathy Rain series is an excellent series of investigative adventures; Old Skies by Wadjet Eye Games is an incredibly thoughtful narrative-centric game with a time travel hook; Lamplight City by Grundislav Games is what happens if you take Gabriel Knight and stick it in a steampunk setting; Brok the InvestiGator by CowCat Games is a brilliant, lengthy animated adventure with optional beat 'em up mechanics.

Even better, these games are a lot longer than their mid '90s counterparts. Old Skies took me a good 12 hours. The two Kathy Rain games are about 8 hours each. I'm 7 hours into Lamplight City so far and on the fourth chapter of five. I'm not sure how long Brok was but I have a feeling it was pushing 20 hours.

"Length of play" isn't the sole metric by which you should measure a game's worth, of course. But what a longer game means in the adventure game space is a more detailed, in-depth story to explore and enjoy. The difference between watching a movie and a whole season of a TV show. Both have their place, of course — I'm not averse to a short adventure game, still, and frequently go back to some '90s faves — but it's always nice when one of these modern games really gives you something to get your teeth into properly.

Best of all, though, is that there's loads of them. The ones I've mentioned above are just scratching the surface. As someone who has always loved this type of game, that excites me. And I've really been enjoying playing Lamplight City of late in particular. More on that over on MoeGamer when I've beaten it, though….


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