#oneaday Day 909: Always physical

The limited-press houses Special Reserve and Super Rare have both announced that they're starting to do "physical-only" releases — games that will never have a digital release (supposedly, anyway) and which are exclusive to that initial print run.

I like this idea, for reasons I'll get onto in a moment. But there are also a fair few people who seem to be super mad about this, making some seriously questionable arguments against it, too. I've even seen some people go so far as to say releasing on a digital storefront (where, let's not forget, we've already seen plenty of games vanish without trace for years, often permanently) is better preservation than sticking something in a box.

For my money, I think it's great, because it solves the one big problem that a lot of indie developers making risky projects have: discovery. Release something a bit weird onto Steam or Itch, and chances are it will disappear into the depths of the flood of stuff released every day, sinking without trace unless you're fortunate enough to have made something that goes viral or becomes a meme.

Conversely, through the programmes these companies are offering, they help fund development of projects that probably wouldn't have been greenlit through conventional publishing houses, then provide a lengthy open preorder window for people to pick up a copy and devote their marketing efforts to promoting that game, making people aware of it and ensuring that copies get into the hands of reviewers ahead of launch.

The downside to this — and the source of most people's objections — is that if you weren't in that initial batch of preorders, you're not getting that game. But realistically… if you didn't buy that game on its launch weekend on Steam, Itch or wherever, were you really going to buy it anyway? It's still relatively rare that indie titles become sensations years or even months after their original launch; more often than not they're just lost.

The other reason I find the vehement objections so puzzling is because we had nearly seven hardware generations of "physical only" being the way we bought games. Games getting simultaneous physical and digital releases only started to become a thing in the mid-to-late PS3 and Xbox era — and, as I've spoken about elsewhere before, small-scale indie games ended up ghettoised into digital-only marketplaces like Xbox Live Arcade, which a lot of players assumes offered somehow "lesser" experiences.

I guess a lot has changed in the outgoing hardware generation in terms of attitude, but I've never been a big fan of "the digital future" anyway. I recognise that it's allowed a lot of creators to release things that they never would have otherwise been able to release — but as time has gone on that has become more and more of a mixed blessing. With each passing year, the market has become more and more flooded with ever-increasing piles of low-effort crap, meaning the genuinely worthwhile stuff often gets drowned.

And the media have a part to play in this, too. Compare how many column inches were spent on that fucking $8 calculator app for Nintendo Switch versus, say, the outstanding Astalon: Tears of the Earth. You can see why some indies might want to try something a bit different.

Anyway, that's my two penneth on the subject. I'll be doing what I always do with games: grabbing stuff that looks like it might be of interest, and passing up on things I know probably won't be my jam. So far as I'm concerned, this is pretty much business as usual.

#oneaday Day 908: City centre chaos

Been playing Midtown Madness 3 a bit today; watched a couple of LGR videos on the first two and was intrigued by the third one on Xbox, even knowing it was developed by someone different to the first two. (It was actually developed by DICE, who are now, to my knowledge, known for Battlefield and nothing but Battlefield, if you were curious.)

I've been enjoying it a great deal and once again I've found myself struck by how very much this feels like a game of its time — something that we probably wouldn't see today.

There are numerous reasons for this; firstly, a lot of open-world racing sims these days tend to take themselves a bit too seriously, whereas Midtown Madness 3 is pure, gleefully unrealistic chaos. Pretty much every roadside object can be bashed out of the way, meaning you can improvise your own shortcuts in all sorts of places.

Secondly, it's full of "foreign" accents you probably wouldn't get away with today. The entire Paris section of the game sounds like it's an audition for the next Inspector Clouseau film and, you know what, I frigging love it.

I'm probably not supposed to say that I love that sort of thing these days, but sod it — it's funny because it's ridiculous, not because of any sort of maliciousness. The voice actors involved (one of whom sounds quite a bit like Jennifer Hale, but I don't think it's her) are clearly having an absolute blast going over the top with their silly voices, and it really adds to the comedic feel of the game.

More than anything, it's just a really fun game with an irreverent sense of humour that knows what it is, has a clear vision of what it wanted to achieve — and it achieves it. It feels like a complete, self-contained package; it doesn't feel like anything is missing or going to be patched in later or added through DLC. It's just a good game, and it's easy to forget how nice that is sometimes.

Wish I'd listened to my friend and picked this up back in the day now! Oh well. At least I can enjoy it now!

#oneaday Day 907: Dorito Pope

Watched a bit of the Geoff Keighley stream earlier on. Sadly I missed the reveal of Metal Slug Tactics, which is an awesome thing to know exists nonetheless — but I found the rest of the show so excruciating after a while I had to turn it off before it finished.

The trouble with shows like this is that they feel so false. Every time some corporate representative from a company (let's face it, from Activision) stepped out and started waffling on about delivering the quality and excellence their consumers expect from their robust content roadmap, I just wanted to wring someone's neck. None of them actually said anything; it was all just empty management speak that didn't reveal anything whatsoever.

Meanwhile, Geoff Keighley kept commenting on how he was "honoured" to feature certain indie titles in the presentation, and my only thought was — if you're that honoured to feature them, why not actually invite the developers on to talk about them? I suspect most of the developers of these "honourable" indie games would be far more interesting than Generic McGenericpants from ActiBlizzard tellling us in a flat monotone about how "the team feels passionately" about something that doesn't matter, like the supposed "story" in a competitive multiplayer shooter.

Every time I see a show like this I think about all the words I write every year about the games I love. I think about how enthusiastic the people I talk to online are about the games they enjoy. And I think about how little of that comes across in these woefully artificial corporate presentations.

I'm not saying everyone on stage needs to be a screeching, frantically gesticulating YouTuber — the prevalence of the concept of "Influencers" can eat a fucking dick — but it'd be nice to have a gaming event that remembers what a love of gaming is like, rather than feeling like a corporate quarterly all-hands meeting that no-one is really paying attention to because nothing of any real worth is actually being said. I left them behind with my last job; I don't need them in my entertainment!

Ah well. I wasn't expecting much from the presentation and as such I wasn't really disappointed. As always, the most interesting news tends to show up when you least expect it.

#oneaday Day 906: All the hours

One frustrating thing about the human brain (or possibly just my brain, I don't know) is the fact that the number of things it feels like it wants to do appears to be inversely proportional to the likelihood of doing any of them.

One can refer to this phenomenon as "analysis paralysis" and it rears its ugly head in all manner of situations.

Playing a board game and have several different options on how to proceed? Why not agonise over it for a good ten minutes while your tablemates get increasingly frustrated and/or drunk.

Feel like playing a video game? Great! But which one? You don't want to start playing one and end up feeling like you "should" be playing a different one for some vague, amorphous reason that doesn't really make any sense.

Want to read a book? Fabulous! See above.

Go outside and do something? Sure, but there's all these things you could be doing inside, and you're not doing any of them right now.

The eventual result is inevitably the same: staring into space, inner monologue caught in a constant loop of "But if I…", nothing actually getting done, depression, death. Maybe not the last one. Hopefully, anyway.

I constantly catch myself doing this and it's hard to break out of, because noticing that you're doing it is just the first step. In order to break out of the cycle you not only have to recognise that the cycle is taking place, but also take decisive action: pick something to do, and damn well go and do it, sod what anyone else (or the rest of your brain) thinks.

"I don't know what to do" becomes "I should do something" becomes "I think I might…" and finally, with any luck, "I am definitely going to go and…" — at which point it is best to stop thinking altogether and simply go do whatever went in that last ellipsis.

At times like this, I also find it's best to eliminate distractions once you're doing the thing you decisively decided to dedicate your time to. Put the phone away, somewhere out of reach. Make sure you have a drink and/or snacks on hand if applicable. Get comfortable. Open/close windows and turn on heating/air conditioning as required. Focus on that thing. Enjoy it. Embrace it.

You don't need to do anything else (except maybe empty the dishwasher, it's been like that for three days) — just dedicate your time to doing that one thing rather than panicking over all the things you think you "could" or "should" be doing instead.

I'm off to go and take my own advice having just caught myself doing the perpetual doom cycle of Twitter, email, Discord for more minutes than I'd care to mention. Sophie is calling; we've got monsters to bash and I have ingots to make. Lots of ingots.

#oneaday Day 905: Lovely Day

[Before I forget, S-Rank Patrons, I'll have a wallpaper for you by the end of the week. I've been quite busy getting all manner of other things done but I haven't forgotten about you!]

"Ooh, it's a lovely day today, innit?" says some hypothetical middle-aged woman conversing over her fence to her neighbour in that way that never actually happens in reality, only on television.

"No," I respond in my mind, silently, because disagreeing with another human being's face when it comes to the weather is tantamount to taking a shit on their lawn right in front of them. "No, it fucking isn't a lovely day. I hate it when it's hot. I really hate it when it's hot. There's no air, it's sweaty, it's uncomfortable and I get sunstroke if I stand out in direct sunlight for more than approximately 5 seconds."

I hate this time of year. I'm pretty sure I didn't used to, though it's also entirely possible (likely) that the climate has changed considerably from the time that I "didn't used to mind" this time of year. I certainly don't remember the summers of my youth being quite so unpleasant to endure — though I do remember them being nice.

Lunchtimes on the school field doing shoulderstands with my friends because we all thought they were the best way to make yourself fart on demand (an opinion I was pleased to see Mike Wozniak shared on the recent series of Taskmaster); cold drinks with ice; Screwballs from Mr Piccadilly Whip (the name we gave to the mysterious foreign ice-cream man who showed up on the school premises every lunchtime and was completely indecipherable on the rare occasions he spoke)… ah, 'twas bliss for a young'un, so it was.

These days, of course, I'd much rather have Wet Play (not like that, filthmonger) because that means you get to stay inside, play board games or hide in the Wendy house and fiddle around with all the fake food and coins. These days, kids would probably be on their smartphones regardless of where they were — though even that is something I enjoy much more indoors than out in the blazing hot, Pete-melting sunshine that is summer in 2021.

Anyway, I am an adult now and I have an air conditioner in my bedroom. So instead of sitting here moaning I'm going to go and use it while I play Atelier Sophie. In your face, primary school me.

#oneaday Day 904: Dreaming

Did not sleep at all well last night. Woke up roughly every two hours having had peculiarly vivid dreams — and it was one of those situations where the dreams seemed to pick up where they left off when I fell asleep again. So on the one hand it was sort of interesting and enjoyable in a strange kind of way, but on the other, I really didn't sleep well at all and as such failed to get up early and go to the gym like I intended. Try again tomorrow — I would have gone this evening, but that tiredness is really catching up with me now so I figure it's probably best to get an early night and attempt to "recalibrate" somewhat.

Dreams are funny things. I feel like as I've got older they've gotten more vivid. I remember as a kid and a teenager being fascinated by the subject and doing my best to "force" myself to dream about something by thinking about it really hard before going to sleep — and inevitably failing, of course. I don't remember dreaming a lot when I was young, but as I got older, I definitely started experiencing it more.

Some I remember for a long time after the fact; others I forget almost immediately. I've forgotten most of the details about last night's, but I vividly remember the recurring dreams I have about it being the day I have to move house and I haven't packed anything except a couple of boxes of knick-knacks; bookshelves and the like are all still absolutely full of "stuff".

I think probably the strangest one I've had on more than one occasion is where I was on the London Underground and all set to have sex with someone, but I was unable to go through with the act because I didn't have the sheet music for it. Evidently some residual performance anxiety going on there… in more ways than one.

Some of these dreams have recurred so often I find myself wondering if they're actually memories. I often recall being back at school and deliberately avoiding my music teachers when they were expecting me to attend things like the school orchestra and suchlike. I know that didn't happen, because I was a committed member of the school music department until I left, but these dreams have happened so often they almost feel like false memories. Perhaps I should remember to practice the piano more often to fend those specific ones off.

Anyway. Dreams are interesting. One day I'll finish the piece of creative writing I've had stuck in my head since the age of about 15 about a girl with the power to enter the world of dreams. That is, if I can ever find time amid all the other things I want to do! Never enough hours in the day… and apparently never enough years in your life, either.

#oneaday Day 903: Arcade action

Yesterday I was in town, primarily for an eye test, but I also wanted to take a moment to check out a new place that has recently opened: Nu Game Arcade, found on the top floor of the Marlands Centre in Southampton, where a crappy phone repair shop used to be.

The place isn't particularly big or chock-full of machines, but it's clearly something that's being run by enthusiasts, and it has some nice stuff in there. At the time I visited, there was a working Space Invaders machine (albeit one which appeared to be running a bootleg version called Space War, in which you could enter your name for the high score) along with a Neo Geo MVS containing Puzzle Bobble and Metal Slug, a NAOMI machine running Guilty Gear XX, Street Fighter… somethingorother, possibly an Alpha?, one of the more recent Tekken games, plus full-size Point Blank and Chase HQ 2 cabinets.

There's no entry fee, unlike some other arcades; all the machines simply need 50p to play, giving the whole thing a pleasantly old-school experience. Some might baulk at paying 50p to play a Space Invaders bootleg, but honestly that cabinet is a frigging antique now, so it's worth it for the sheer novelty value.

The highlight of my visit was very much Chase HQ 2, which I had no idea existed. Well, I mean, I knew Chase HQ 2 existed for home computers, but it turns out that was not the same thing as arcade Chase HQ 2 — I believe it may have been one of those "home-only" sequels to arcade titles.

Chase HQ 2, meanwhile, comes in a full sit-down cabinet with a force-feedback steering wheel and features roughly PS2/Dreamcast-era graphics, including the one and only Nancy in glorious FMV form. The game actually plays just like the original Chase HQ but with fancier graphics; despite the environments being full 3D, you're still railroaded down a specific route and your "steering" simply moves you from one side to another on the road rather than actually "turning". I am 100% fine with that.

It was great to play Point Blank, too; I used to love that game back on the PlayStation and judging by my excellent performance on the arcade version, I haven't lost my touch. I did find it quite amusing to look at; I always have it in my mind that light-gun shooters had absolutely massive displays and thus aren't anywhere near the same if you play them on a dinky CRT back at home, but the screen in the Point Blank machine was probably about the same size as the telly I had when I was at university. The force feedback guns were pretty great, though.

Apparently there's another arcade elsewhere in Southampton that offers an hour of unlimited play for £9.95 — I'll have to check that out next time I'm in town. But I'll definitely be paying Nu Game Arcade another visit; although its selection is relatively limited, the games they do have are absolute corkers, and I'm sure their selection will change and improve over time.

#oneaday Day 902: Thank you!

Hello everyone! I'd like to say a big thank you to everyone supporting me through this page right now, because once again you've been a big help in renewing my WordPress subscription for MoeGamer.

If you're following me primarily for my Atari A to Z work, MoeGamer is my site where I write things; initially the site focused exclusively on Japanese games, which are one of my main passions, but over time it expanded to cover a wide variety of other things including retro titles.

While I'm not posting as much on it as I used to thanks to my day job at Rice Digital consuming the majority of my creative energy each day, there are still over two thousand posts on there covering a wide variety of different games and cultural phenomenon — plus, of course, it's also the home of my ongoing Atelier MegaFeature, the most comprehensive exploration of Gust's long-running Atelier series that you'll find anywhere on the Internet.

In other words, while I'm not as active on MoeGamer as I used to be, maintaining it remains important because it still gets an impressive number of visitors per day looking for information on specific things — plus it's an archive and portfolio of my own creative work from over the course of the last seven years and counting, as well as the main means through which I have developed my own skills of research, explanation, expression, observation and criticism.

It is, to put it simply, very important to me — and a big part of why and how I'm doing what I do now.

So thank you very much for helping me keep it up and running. It means a great deal to me — and I hope you continue to enjoy the work I do, whichever aspect of it you enjoy the most!

If you're yet to check out MoeGamer for yourself, here's a few links you might be interested to explore:

The main page 

The "All Games" page listing everything I've covered 

The "Cover Games" page listing all the in-depth features I've done 

The Atelier MegaFeature 

#oneaday Day 901: Yagerhole

Inadvertently went down an interesting rabbit-hole earlier. At lunchtime I decided to play a couple of OG Xbox games just for the hell of it, and one of them was Yager, a game I've never played before but remember a lot of people liking back in the day. With good reason, as it turns out; I'm looking forward to exploring that one further.

While I was playing Yager, though, I found myself thinking "hmm, Yager [for the devs share the name with the game] did something else, didn't they… what was it?" It was Spec Ops: The Line, a game which I thought was quite interesting, if perhaps a little overrated by chin-stroking navel-gazers of the day.

But then I noticed something else. I figured that Yager had just been quiet since Spec Ops: The Line, but I discovered they'd been working on a free-to-play game over on the Epic Games Store (boo hiss, whatever, I don't give a shit) called The Cycle — and it actually sounded rather interesting.

The Cycle describes itself as a "PvEvP" game, and it's kind of sort of an offshoot of the battle royale genre. The difference is that the sole aim is not to dispatch the other players; it's to score as many victory points as possible. And a significant number of victory points are acquired through doing things in the environment such as mining minerals, setting up gas refineries, collecting items and hunting monsters.

I've had little to no interest in battle royale games to date, but something about this concept really tickled my fancy, so I gave it a download earlier, played through the tutorial and enjoyed a match. And you know what, it seems to be pretty damn good.

I could do without all the "battle pass" bullshit that is de rigueur for this sort of game, but they do have to make money somehow, and that is at least a mildly less obnoxious means of getting people to cough up than energy bars and gacha. The base game seems enjoyable, though — and the sort of thing I can see myself playing off and on.

I don't know how much variety the game has in the long term, but I'm certainly intrigued to try it out at least a few more times in the near future. And if it sounds interesting to you too, give it a shot — it's free, after all!

#oneaday Day 900: My cat has the right idea

My cat is presently asleep. She is sitting on the back of the sofa, happily napping while I type this. She has the right idea.

I am pretty tired. Despite there being a bank holiday this week, it feels like it's been a long and somewhat exhausting week. I can probably attribute that to feeling a bit unwell earlier in the week, but still. It will be a relief to reach the end of tomorrow intact and be able to enjoy the weekend.

I believe my wife Andie is having some friends over for a barbecue this weekend, but I can generally get away with just lurking and popping my head out when food is ready. I've got some videos I want to record this weekend — which may or may not include Evercade stuff if I'm feeling up to that on top of the weekly Atari stuff — and some games to play, plus of course the next part of the Atelier MegaFeature for MoeGamer.

I'm also attempting to set up a new installment of The Davison Cup to enjoy with my local friends. For a few years, this was my chosen method of celebrating my birthday, featuring a day-long tournament filled with games from over the ages. It's the main means I developed a strong fondness for a number of games I didn't expect to like as much as I do — most notably RealSports Soccer on the Atari 2600 and the arcade version of Canyon Bomber. Both of them are killer fun in multiplayer.

Getting people together is a bit of a pain these days, though, because several members of our group have children. With enough advance notice, we should be able to make it happen, though. After all, we got four out of the five of us together to play board games on Tuesday, so how hard can it be…?

Famous last words.