#oneaday Day 315: Short-form shite

I am once again inspired to write something by a piece over on Aftermath, this time on the subject of short-form videos such as Instagram/Facebook Reels and TikTok. The thrust of the piece is that the author decided to completely give up looking at this type of video online for the 40 days of Lent, and has felt considerably better as a result.

I am not surprised. I have noted on numerous other occasions how much I detest the push for short-form vertical-format "content" happening all over the Internet, and how frustrating I find it when I see people mindlessly scrolling through video after video without really taking anything in, just scrolling, over and over, for hour after hour.

I have never been sucked into this corner of the Internet. I've done the social media quasi-addiction thing, and it's not nice. I recognised short-form video as being kind of bullshit when it first started to be a thing — I still remember the now-deleted Glove and Boots video about how shooting vertical video makes you a terrible person — and I feel vindicated any time I see a piece like Riley's article on Aftermath concluding that yes, short-form video is a big pile of shit. I'm firmly of the belief that the format has done potentially irreversible harm to people's mental wellbeing in general, and specifically their attention span.

Do you know what the most depressing statistic on YouTube is? I've probably asked this before, but it's my blog, so I will ask the same rhetorical questions again if I feel like it. Anyway, the most depressing statistic on YouTube is the watch time or "retention" factor for your videos. This tracks how long people actually watch your videos for — in other words, if they sit down, click "Play" and watch the whole thing, or if they just tap onto it on their phone, watch ten seconds and then click on the next thing that catches their attention, without taking anything in whatsoever.

The stat makes for grim reading on longer videos, as you might expect, but I find it especially frustrating and upsetting when I see it being in the toilet on videos that are a couple of minutes long at most, like a trailer or something. And I suspect the "pivot" to short-form video on multiple social media platforms has played a significant role in this situation, because none of the platforms that host short-form video encourage their users to show any sort of respect for the creators of those videos. All they want you to do is keep scrolling through the never-ending feed, helping them build their algorithmic picture of Who You Really Are, all so they can better advertise to you.

This isn't to say the short-form video creators are entirely blameless in this, either. I never "got" Vine when it was a thing, either, and every time I'm inadvertently subjected to a short-form vertical video with sped-up footage of someone ranting and raving about something to the camera, I find myself never wanting to see anything from that creator ever again.

This might be a "me" thing, it might be an "autistic" thing, but I find so much short-form video to be incredibly aggressive and confrontational. Whether it's someone bellowing at the top of their lungs about the terrible customer service experience they had in B&Q last Wednesday or someone giving an impassioned plea to support a cause that actually matters, all I feel when I see a thumbnail or a video of someone's face right up against their phone camera is the same sort of discomfort I would feel if that person was invading my personal space, getting right in my face and shouting so close I could smell their breath.

I genuinely do not understand. I do not see the appeal. I do not find the supposed "jokes" funny. I do not find the "skits" funny. And anyone who thinks TikTok is a good place to go to get recipes or DIY guides is fucking delusional. How, in any way, is a looping video in any way an optimal means of learning how to cook something or build something? We've had these things sorted for years at this point.

And don't get me started on all the YouTube videos who make their entire content strategy "I saw this thing on TikTok and now I'm going to do something with it". Testing "viral" TikTok recipes. Trying "viral" TikTok AliExpress plastic landfill. Attempting to perform a "viral" TikTok dance. At least by not being on TikTok I can avoid all this shit at the source, but when it starts spilling over into other forms of media that I do still engage with, like YouTube, it's very annoying.

I am glad I never stuck my head into TikTok and found anything even the slightest bit worthwhile. On my one foray into the service just to see what the retro gaming scene looked like on there, I found an American guy gurning at the camera and explaining that "back in the day we had to plug our consoles into the TV and the wall!", immediately closed the app and deleted it. There was nothing there for me. I am better than that. You are better than that. And, as with everyfuckingthing else in the world at this point, the AI garbage that is starting to fill these platforms is just making them even worse than they already are.

"Oh, it's harmless," people say. "It's just a bit of fun. I like to watch the girls dancing. Sometimes there are really good recipes on there."

No. Stop it. You do not need that shit in your life. All of those things you just described can be accessed via other means that aren't destroying your attention span and your ability to focus on anything for more than 20 seconds at a time. And there are even ways to do all of them that don't involve feeding advertising algorithms.


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#oneaday Day 314: The news churn

There was a good piece over on Aftermath today titled "Video game blogs from the 2000s were fast, reckless and very bad at news". The gist of the piece was that video game websites that adopted a continuously updating "blog" format, in contrast to the "magazine" approach many earlier gaming sites had used, inadvertently set in place a format for games journalism that isn't particularly helpful for readers, and is definitely not good for the writers.

The piece goes on to note that the pressure to have [x] number of articles per day, or the fact that many writers were paid (a pittance) by the article placed a great deal of pressure on the site's writers to make even the most mundane, pointless bullshit somehow "newsworthy". It is this, among other things, that led numerous websites to continuously and uncritically quote Wedbush Securities analyst Michael Pachter whenever he spouted off something that was either immensely obvious (the new Grand Theft Auto will probably sell well!) or so utterly vague as to be completely useless.

I wasn't involved in the biz at the start of this, but I definitely felt its effects. When I joined GamePro in 2011, the site was just starting to experiment with a new format for its news coverage. At the start of my shift each day, I was to dig up a bunch of stories and post them as just headlines and a brief summary on a front-page forum as a sort of "news briefing". Then, later in my shift, after the stories had all had a bit of time to percolate, I would write one or two up in further detail based on which of the posts had seemingly been the most popular, judged primarily by comments.

GamePro's readers initially fucking hated it, because the way it was implemented cluttered up the front page of the site's main forums, and I wasn't a huge fan of it, either, because it felt like the time I spent digging up those initial stories — which, more often than not, took the form of either another site having reported on something first, or a press release we'd received that morning — could have almost certainly been better used finding bigger stories to explore, or writing features, or reviews, or anything other than desperately, vainly scrabbling for just a scrap of news, please, guvnor.

That said, over time it did seem to settle down a bit, I broke a few genuine exclusives and provided some good editorial commentary on other stories that were happening, and I was told on multiple occasions that the work I was doing was playing a big role in giving the site a nice uptick in traffic.

Of course, even that uptick was all for naught when IDG Media unceremoniously closed the site and the magazine just before Christmas that year, meaning I woke up one morning all set to do work, only to find that not only was there no job to work any more, all the stuff I had written was about to become absolutely impossible to find due to the inexplicable decision to fold some (not all) of GamePro's material into the unrelated publication PC World. Good stuff. (If you dig deep enough into PC World's atrocious search function, you can still find the odd bit of my stuff, but it's not easy to find, which was great for building a portfolio, I can tell you.)

Something similar happened at USgamer, also. When we started the site, the intention was for the whole thing to be a return to something like the 1up.com days: a primarily personality-driven site, where each of the writers would have their own specialisms, and they would be free to write about whatever they wanted, developing their own little sub-communities in the process.

That went great for a while! I wrote about anime RPGs and visual novels, another chap wrote about racing sims, and all the other people on staff each had their own Things, too. Comments from the community were positive; I can't speak specifics to the other folks' work as I didn't tend to delve into their comment sections, but on my pieces, there was always a great deal of appreciation for my work making USgamer a site that was welcoming and inclusive to a portion of gaming that didn't always get a lot of love and respect from the mainstream sites. This was all pre-Gamergate, I'll add, so there was no culture war bullshit going on; it was just folks who liked anime-style games, including those with mildly provocative content (as there was a fair amount of in the mid-2010s) having an appreciation for a site that didn't just write their favourite games off as being for perverts or whatever.

That lasted for a few months, but then an edict came down from On High (in this case, USgamer's parent company Gamer Network) that we needed to juice the numbers. In other words, abandon everything we'd done to make the site unique and start the daily churn of news and guides that is so painfully familiar to this day. I went from being able to post whatever I wanted to having to get manual approval for each and every news story I wanted to post, and I was outright forbidden from covering certain games.

Eventually, when I was laid off from the site — again, through waking up one morning only to discover I didn't have a job any more — I was forced into spending the majority of my days rejigging and reposting "guide content" from Prima Games, which was also under the Gamer Network umbrella at the time. Out of spite, I stuck with several of my regular weekly columns even with this SEO-juicing bullshit I had been lumbered with, and it was that degree of spite for what the site had become that eventually led me to create MoeGamer: a site where I could play by my rule and cover whatever the fuck I wanted, and fuck traffic numbers.

MoeGamer itself has had a few evolutions over the years. Initially, it was an occasional blog where I basically continued writing my JPgamer column from USgamer — I'd just write about things that interested me, or which I'd happened to play recently, or which had been on my mind. Eventually, when I was working a series of very boring office jobs that had nothing to do with the games press, I launched my "Cover Game" feature, with a mind to giving underappreciated, oft-overlooked titles the level of detailed coverage that your average traffic-baiting triple-A title did. At the height of my boredom in the office, I was posting stuff on MoeGamer daily, including episodes in each multi-part Cover Game feature, plus shorter one-off articles about things that I found interesting, or had happened to collect back when CEX did free shipping (ahh, those heady days), or that I had always loved but never written about.

Today, I actually like my day job, so MoeGamer has had to take a bit of a back seat, but I'm still writing over there sporadically. It's nice to have a space that is for a specific subject, and a contrast from this general-purpose thought-dumping ground that is this blog. I don't have any intention of making MoeGamer "big" or "famous" or trying to make money from it; it's just my site about games I like, and over the last 10+ years I've filled it with a lot of work I'm very proud of. Today, I think I'm more proud of what I've built with MoeGamer than my all-too-brief time as part of the professional games press.

I've pretty much taken the MoeGamer approach with YouTube, too, albeit with more of a focus on retro games than RPGs and visual novels. And y'know what? While my channel hasn't exploded in terms of growth since I launched it (or since I started using it a bit more actively around 2018 or so), it has seen steady growth without me putting any effort whatsoever into either algorithm-baiting or SEO juicing. I have over three and a half thousand subscribers over there right now, and while that's a drop in the ocean compared to the Mr Beasts of this world, I feel creatively fulfilled and proud of what I've done, and am not an awful human being.

So much about the modern Internet sucks, and as Ed Zitron frequently notes, so much of it is about the growth-at-all-costs mindset. It's not just business that this "rot economy" infests; it's creative pursuits, hobbies, specialist fields. So many people are desperate to monetise everything they put online that the actual value for the people looking at the articles, videos and suchlike is diminishing — and the conditions for those producing the work are becoming increasingly intolerable. Throw AI garbage into the mix — and the fuckers who are now flooding YouTube and social media apps with AI-generated bilge that they pump out all day every day — and you have a real melting pot of absolutely rancid filth.

It's definitely a good idea for people who are Into Things to retreat into their own little specialised corners of the Internet, rather than the whole Internet being treated as some great Marketplace of Shit. This is happening to a certain degree, with many communities forming on Discord these days — though Discord itself isn't immune to enshittification, and I suspect we'll all have to find a new home before long — but I do miss the glory days of forums. I really do. I know a few forums still exist, but the 1up.com Radio Boards days are long gone, and every day I miss them a little more.

This has been quite the ramble, and I'm not sure I made a specific point along the way, but hopefully you understand what I was waffling on about. I am grateful to Past Me for setting up spaces like this blog and MoeGamer for me to continue to express myself, and as time goes on I feel personal spaces like these are going to once again become an important part of life online. Because the alternative is wading out into the mires of advertising-laden shit that is the rest of the Internet, and that gets less appealing day after day.


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#oneaday Day 313: Memories of Me: the curious intimacy of school concerts

As a Kid Who Could Do Music, I was involved in performances of various kinds from a pretty early age. I have fairly vivid memories of, as a primary school-age kid, participating in the Bedford Music Festival, at which I would play piano duets and trios with other equally young pianists from my local area who were studying under the same teacher. I remember taking the Yamaha YS-200 keyboard to my Nan and Grandad's house to put on "concerts" for them, complete with synthesised applause when I finished a piece. And, of course, when we had visitors, I was often asked to play for them on my piano at home.

It wasn't until secondary school that I really started doing a lot of public performance, though. I joined a number of the musical groups at my school, including the concert band, jazz band (known as Dance Band), orchestra and choir, and through being a member of those groups (as well as my solo performance abilities), I participated in, I think, pretty much every school concert that happened between me joining the school in Year 7 and my leaving it after Year 13.

I absolutely loved school concert night, for a whole host of reasons. Firstly, it was simply fun to perform: to take all the hard work we'd done in each group's weekly rehearsals and finally show off what we'd accomplished. I don't remember any major disasters happening at any time, either; the leaders of the various groups (also the school's main music teachers) were all pretty fastidious about ensuring we could perform things to the best of our ability, and they also seemed to make good choices of pieces that were appropriate to the overall ability level of the group as a whole.

For those who have never performed as part of a large ensemble, it's quite something. Your part might not stand out as the most important or recognisable, but every instrument playing something plays an important role in the overall texture and timbre of the piece being played. If you're playing it right, people might not notice you as an individual performer — though this does, of course, have the side effect that if you play it wrong, people will definitely notice.

For me, it was satisfying to be part of something bigger than myself. It was fascinating to see a rather tedious 3rd Clarinet part actually having some importance to a greater whole. And it was wonderful to feel a connection with the people around you, all of whom were there for a common purpose: to make music, to entertain people, and to express themselves.

I think this is a big part of the reason that I always found school concerts to be immensely romantic occasions. I've talked before about how, throughout secondary school, I fell in love with a lot of girls, and many of these flights of what were ultimately passing fancy started on the evening of a school concert. There was something curiously intimate about sitting next to someone in the middle of a large ensemble, performing with them, supporting one another. That feeling of connection was even stronger with the other members of your section, and particularly with your partner on your specific part.

And so it was that I inevitably came away from each school concert feeling like I was on cloud nine, not just for a satisfying performance that had gone down well with the supportive audience of parents and teachers; not just for the feeling that there was something in this world that I was good at, that gave me value; not just for the praise I got from my teachers, my peers and other parents, particularly when I performed solo; but because I had, through the music, enjoyed what I felt was an incredibly intimate moment of connection with another person.

I'm almost certain that my fellow 3rd Clarinet partners at various points didn't feel the same way, which is why I never attempted to "make a move" on anyone — not that I had the confidence to do that, anyway. But for that evening, that wonderful, romantic, evening when the school concert took place, I felt genuine happiness and closeness with other people, quite unlike at any other time in my life.

I kind of miss it. I haven't been a member of a musical ensemble for a very long time and my clarinets and saxophones haven't been out of their cases for many years, either. But I still have those pleasant memories; the recollection of the feelings that I felt at the time. It didn't matter that they were one-way or unrequited; to have just been there in the moment was enough, and that's what makes those memories intensely, deeply precious to me.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 312: Memories of Me: the teachers who inspired me

I've talked before about how I think my schooldays, and particularly my time in Sixth Form (which was at the same school) were among the happiest times of my life. Once I'd got over an initial bout of bullying in Year 7, of course, which was resolved by me punching my tormentor firmly in the face just as the headmaster was coming around the corner.

One of the reasons I think back so fondly on my time at school — particularly secondary school, which is what I'm going to focus on today — is because I had a lot of great teachers who inspired me, encouraged me, recognised the things I was good at and generally did a great job of making me feel like I wasn't a completely worthless human being with terrible hair, atrocious dress sense and a complete inability to socialise normally. (Retrospectively, of course, I recognise that the latter aspect — and perhaps some of the others too — stem from my autism, but I didn't know that back then.)

I thought I'd describe a few of them today. I don't know what happened to any of them after I left school, as I didn't stay in touch with any of them — something I kind of regret a bit, now — but I can say, with confidence, that they made a positive impact on my life in some way, and the memories I have of the time I spent learning with them are some of my most treasured.

Let's think through subject by subject.

In the English department, I had a run of excellent teachers over the course of the years of both compulsory and post-compulsory education. There was Ms Derbyshire, who reminded everyone of Victoria Wood with her general demeanour and tone, and who had a delightful sense of humour. There was Mr Bowie, who was probably the "coolest" teacher in school, who knew his stuff and managed to be knowledgeable without being a nerd. He taught me about Jeff Buckley. There was Miss Idziacysyk (I think that's how you spell it — it's been a very long time since I wrote it and Google is no help!), who took no shit but was also a really knowledgeable teacher of both English Language and English Literature. And there was Mr Lack, who was a kind and gentle soul unless you pissed him off.

In Maths, I should give particular praise to Mr Wilbraham, who had a… strange reputation to anyone who had never taken classes with him — a reputation I shan't repeat out of respect for him… and the fact we never really knew if it was true or not — but who turned out to be an excellent, friendly, supportive and good-natured teacher. I disliked Maths intensely, but I put up with it and somehow managed to remain in the top group for it throughout the entire time I was forced to take it, and the lessons with Mr Wilbraham in Year 10 and 11 were probably the closest I had to "favourite Maths lessons".

In Science, I had a lot of great teachers, too. There was Miss Bartlett, who everyone fancied because she had long blonde hair and wore quite short skirts, but who also got us involved in doing practical experiments pretty much from our first lesson in Year 7. There was Mr Allured, who had a booming voice you could hear a mile off, and a personality (and moustache) that made him feel like everyone's dad. And there was Mr Maskell, who looked like Harry Secombe and was a cheerful soul, always keen to show us his "volcano" experiments in the fume cupboard.

Music was a focus of my time at secondary school, and I had a wonderful time studying with, at various times Mrs Choy-Winters, Mr Murrall, Mr Wrigley and Miss Garrick. Each had their own specialisms, but all were incredibly supportive of me, and keen to make use of the fact that my musical skills, particularly on the piano, were significantly ahead of pretty much all of the rest of the school. I ended up doing a lot of accompanying various musical groups during my time at school; school concert nights were some of my favourite times of the year. There's probably a whole post in me just on school concerts, so I'll save any further discussion of that for then. I will just add that I have recurring mild nightmares about disappointing my Music teachers and no-one else from this list.

I managed to wangle things at GCSE so I could do Theatre Studies alongside Music instead of having to do an Art or Technology class I really didn't want to do. There was only one drama teacher at our school, known as Miss Unsworth — although the headteacher Mr Cragg occasionally taught drama lower down the school — and she was quite the character. She was definitely a "theatre person", and she taught us a lot both through our lessons and in the productions of The Wizard of Oz and Twelfth Night I took part in during my time at school.

In Modern Languages, we had the good fortune to have a native German speaker known as Herr Haubert. We used to take the piss a bit because of his somewhat stern attitude, his rather severe moustache and the fact he perpetually smelled of spearmint — for some reason, our teenage selves became convinced that this was because he was always chewing mint flavoured condoms, not actual mints or gum, which would have made more sense — but I can't deny that he was a good teacher. Immersing us in the target language right from the first lesson, I can still remember a decent amount of German that I learned in those classes. Not enough to be confident or fluent, but definitely enough to get by in an absolute emergency.

In the Humanities, or "Hums", we had several great teachers. There was Mr Watts, who was our formidable head of Sixth Form, an excellent history teacher and someone who didn't believe anyone under the age of 15 had any right to exist in his line of sight; Mr Mason, an ageing hippie who taught Geography and could bring an entire class to silence by lowering the volume of his voice rather than raising it; and Mrs Lloyd, who helped make my A-Level Sociology studies entertaining and fascinating.

I had a look back at my school's website, knowing full well that I was there a very long time ago at this point and thus was unlikely to see any familiar names, and I was proven correct. I suspect many of the people I've just mentioned have retired or perhaps even passed on by this point, which is somewhat humbling to think about. Wherever they are and whatever they're doing, though, I hope they know that they had an impact on me, and that I still think about them very fondly. It's true that your school days play a crucial role in defining who you are — and the teachers who guide you through those school days are an incredibly important part of that.

So thanks to all of the teachers of my youth, both the ones I've mentioned and the ones I've inevitably forgotten. My life may not have gone exactly as planned in numerous ways, but I always felt I had a solid foundation to build from, and it was all thanks to them.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 311: Literary Minded

Every so often, I get really in the mood to Read Stuff. I'm in one of those moods right now; having finished Tomorrow, and Tomorrow, and Tomorrow recently, I found myself having a curious hankering to return to a book I haven't read since my university days: Jane Eyre.

I like Jane Eyre. At least, I remember liking it when I studied it at both secondary school and university. I found its first-person narration compelling, its protagonist likeable and interesting, and its multi-phase narrative most enjoyable. I also enjoyed reading it alongside Jean Rhys' Wide Sargasso Sea, a more modern (well, 1966) novel that tells the story of the woman who would become the "madwoman in the attic" wife of Jane Eyre's Mr Rochester. That novel was also the one which introduced me to "stream of consciousness" first-person narrative, which is a format I found immediately pleasing, and promptly made use of in the vast majority of creative writing projects I have done ever since.

I haven't read any "literature" for a while, though. By "literature" I, of course, mean "older works". Most people, I'm sure, have a bit of a mental block about reading older literature due to how the language has changed and evolved considerably over time, and how this makes them "difficult" to read. For sure, reading the first few chapters of Jane Eyre on the toilet this evening required a little fine-tuning in the ol' brain to get back into the swing of things, but I remembered that despite being obviously archaic in some of its turns of phrase and lexicon, Charlotte Brontë's (or perhaps Jane's) prose is relatively breezy by the standards of certain other works from a similar period, and once you reconfigure your base frequency to match that of a novel written in 1847, it's a surprisingly easy read.

I'm also starting to feel like it's of increasing importance to keep one's brain "fresh". With how disappointingly widespread bullshit AI-generated "summaries" are becoming, I genuinely fear a bit for the future of literary analysis and study. Now, I'm not particularly intending on doing any more literary analysis on Jane Eyre than I already have done in my life, but one thing I did find during my studies in earlier years is that having an awareness of certain things actually enhances your appreciation of various works when you read them purely for pleasure.

And thus, for the first time in quite a few years, I'm going to be diving back into the literary archives and reading both some books I remember enjoying (Dracula is on my list, and perhaps the Sherlock Holmes stories) as well as some that I have never actually read — Frankenstein and Wuthering Heighs spring immediately to mind. I don't remember having read those, anyway.

It's easy to be all doom and gloom about the state of the world today, and with good reason. But good literature has always been about being able to transport you to another time, place, even world, and I feel like that is going to be of increasing importance as the years go on and our real world becomes increasingly terrible and awful. I mean, Jane Eyre has it pretty rough at various points in her story. But at least she has a degree of agency in her life, and we know her tale is going somewhere. No-one knows where the tale of life in 2025 is going, and with each passing day the possible conclusions feel a little more scary.


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#oneaday Day 310: Low-effort post-midnight post

I have left it too late to write this. It's 25 past midnight and I really need to go to bed because I have to work tomorrow, and to make matters worse I have to do it with a somewhat improvised, cramped home office in our lounge because my wife decided a while back that she wanted to renovate my study.

I sound bitter, but I'm actually looking forward to seeing the end result of her work. She's stripping out the disgusting carpet that came with the house, fitting laminate flooring to match most of the rest of the house, repainting, putting up a nice blackout blind, putting some deliberately hideous wallpaper on at least one of the walls as what I believe is called a "feature wall", and generally just making the whole thing a bit nicer than it is. She's also removed the completely impractical chest of drawers from one of my desks, and I will be replacing that with something a bit more practical once the rest of the work is done.

Naturally, a project of this magnitude involves stripping everything out of the study as it currently exists, so of course I can't do my usual work in there this week while she does her thing. (She has this week off work specifically to do this project.) And so it is that I am relegated to the lounge on a tiny little folding desk that just about fits all the crap I need to do my job. I'm sure it will be fine. A change of scenery is nice every now and then, right?

It's been a busy few weeks at work. Naturally there's not a lot I can talk about that hasn't already been announced, but as well as working on the upcoming stuff we haven't told anyone about yet, I also need to come up with some stuff to promote the things we have announced. I have a lot to say about the impending Atari Arcade 2, for example; while there's a lot of largely unknown games on there, there are some absolute crackers if you like early '80s score-chasers.

My particular recommendation (besides the obvious Berzerk and Frenzy) is the excellent Tazz-Mania, which I had never encountered prior to working on this cartridge, but it's fab. Imagine TATE-mode Robotron but with the added time pressure of the walls of each stage closing in on you. I know nothing about this game or where it came from — and the Internet isn't much help either — but I do know that it's an absolute blast if you like that particular breed of colourful early '80s action, so be sure to spend some time with it when Atari Arcade 2 hits.

Right, I think that's probably enough for now. I need to go to bed. Apologies that this is such a half-arsed post, but I've spent most of my evening going through Digital Eclipse's fantastic Llamasoft: The Jeff Minter Story and really enjoying it, and the time just sort of ran away with me a bit.

So that's that. More coherent thoughts tomorrow, probably. Maybe.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 309: The most enduring game genres are the ones we used to think were too prolific

I settled down this evening to play some PC Engine games on my Coregrafx Mini, a delightful little mini system that I'm very fond of, but which I realised contains a number of games that I haven't explored at all as yet. The pull of Soldier Blade is, I'm afraid, often far too much to resist, as it was once again this evening — though I did at least spend some time with Lords of Thunder, which I've not got around to trying before. (It is hard.)

One thing occurred to me while I was playing, and that is the title of today's post: the fact that game genres we used to think were overdoing it a bit have ended up being the most enduring; the ones that have "aged the best".

What I mean by this is that back in the 16-bit console era in particular — I'm talking Mega Drive, Super NES and PC Engine to an extent (yes, I know the PC Engine isn't actually 16-bit, but its capabilities put it pretty much up there with the Mega Drive, so shut up) — reviewers were often a bit jaded and cynical any time certain types of game showed up. There was a near-constant cry of "where's the originality?" among critics of the period, and this, to an extent, filtered down to members of the public who, at the time, only really had the word of the folks who wrote for the magazines to go on, since the Internet wasn't yet a thing.

There are several game genres that spring immediately to mind when I think about this: shoot 'em ups, fighting games and beat 'em ups. Yes, the latter two are different, despite the term "beat 'em up" being used interchangeably to describe both in the UK in the late '80s and early '90s. (If you're wondering, fighting games refer to competitive games where combatants — either human or computer-controlled — fight in closed arenas one-on-one, or perhaps in tag team battles, while beat 'em ups typically involve one or more players cooperating against a stream of enemy characters, often, though not always, going on a journey as they do so.)

Shoot 'em ups, beat 'em ups and fighting games reached a point where they elicited little more than groans from the jaded reviewers of the period. This led to situations that are laughable in retrospect, such as the TV show GamesMaster rating the UK release of the absolutely classic and genre-defining NES beat 'em up River City Ransom (known as Street Gangs over here) just 32%. In the show's defence (slightly), the game didn't show up over here until 1992, three years after its original release and well into the next generation of games consoles. Still, 32% is an embarrassing rating for a game that is quite rightly regarded as incredibly important to gaming development and history. But I digress.

The point is, members of the games press were — perhaps understandably — jaded at the number of shoot 'em ups, beat 'em ups and fighting games that were coming out, particularly from 1991 onwards, post-Street Fighter II. I say "perhaps understandably" because gaming back then didn't have quite the same breadth it does today; technology precluded certain types of game that we take for granted today from being made back then. Consequently, for someone whose job it was to look at the games coming out each month and then write about them, one could understand why it might get a bit tiresome if there didn't appear to be much variety — or originality, as was the constant refrain back then — in each new crop of new stuff.

But, as it turns out, there were a lot of shoot 'em ups, beat 'em ups and fighting games made for a very good reason: these are three very flexible genres that you can do a lot with, and all three of them have also scaled well with advancing technology.

Let's focus on shoot 'em ups, because that's what I've been playing this evening. You can go back to a shoot 'em up from 30-40 years ago (Xevious is 42 years old, fact fans, and Space Invaders is just shy of 50) and still have a good time with it today, even if you weren't there for it first time around. The genre has evolved over time, yes, in terms of both presentation and mechanics. But there's a timeless quality to it that means, outside of games that really didn't get it even when they were originally released — and there are plenty of those — the 30-40 year old games are just as playable and accessible today as they ever were. Likewise, if it were possible to take a game like, say, Eschatos back to the past, a Raiden fan would be immediately at home.

The same is true for both fighting games and beat 'em ups, too. I probably don't need to tell you that fighting games remain one of the most popular forms of competitive video game out there; while they have grown in complexity over the years, the fundamentals are still pretty much just as they were in 1991 with Street Fighter II. In fact, some fighting game pros even specifically recommend beginners should start with Street Fighter II to get accustomed to the genre without added complications like special meters and peculiarly named mechanics found in later titles.

The beat 'em up has had a slightly rougher ride over the years — at least it seems that way to begin with. It found favour until the early '90s due to it being a great means of showcasing beautiful character and background pixel art. It reached a particular high with Konami's excellent licensed arcade games such as Teenage Mutant Ninja Turtles, The Simpsons and Asterix (kudos if you played the last one, it remains my fave of those games), but then sort of fell off the map a bit for a while.

At least, it seemed to. What actually happened is that it became the basis for a whole bunch of other, brand new genres that were suddenly made possible thanks to the advent of the 3D age: action-strategy games like the Dynasty Warriors series; arena combat games like the Senran Kagura titles; character action games like the God of War, Devil May Cry and Bayonetta series. All are definitely their own discrete types of game these days, but they can all be traced directly back to beat 'em ups. And, in more recent years, the traditional belt-scrolling beat 'em up has made a triumphant comeback with excellent titles like Streets of Rage 4, Fight 'n' Rage and Teenage Mutant Ninja Turtles: Shredder's Revenge.

I think the difference people would point to today, as outlined above, is that these days, we have a lot more choice. Hundreds, possibly thousands, of new games come out each week, and they cover all manner of interactive experiences, ranging from the comfortably familiar to the gleefully experimental. Shoot 'em ups, fighting games and beat 'em ups are no longer seen as passé and unoriginal because they get more lost in the noise these days — and, with the possible exception of fighting games, they have somewhat declined in importance to the overall market. If a company wants to make money these days, they do a big open world game or a cinematic action game about a middle-aged white dude being sad. Shoot 'em ups and beat 'em ups in particular have become niche interest, and fighting games, although popular and doubtless very important to the bottom line of companies like Capcom, have a considerably higher barrier to entry than they used to.

But none of them have gone away. None of them have declined in importance so much as to be completely unviable as a commercial prospect today, or completely unknown to those who came to gaming in more recent years. And many of those games that were decried as unoriginal, boring takes on crowded genres back in the early '90s are judged much more generously and accurately today.

And that's good. When the day comes when there's a gaming system with no good shoot 'em ups or beat 'em ups (I can personally take or leave fighting games, to be honest, but I do respect them), that's the day I don't buy that gaming system. Thankfully I don't think that day's coming any time soon — and even if it did, there is a vast library of stuff from the years that have led us up until this point to explore, both through emulation and official rereleases for modern platforms. I think I'll probably be OK.


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#oneaday Day 308: The apparent need to hate

It's been interesting to see the public response to Blue Prince since it came out yesterday. A bunch of folks on Steam, the absolute worst place to talk about video games, seem oddly resistant to the idea that it might actually be quite good.

(For the record, I'll note that for now, after about 6 hours of play, I'm definitely enjoying Blue Prince, but I'm not yet convinced of all the "Game of the Year!" accolades it's already getting. I am open to it convincing me, however.)

Earlier, I saw someone praising a negative review by saying "finally, an honest review", and others noting that the "positive reviews are suspicious", despite the vast majority of them being articulate and knowledgeable about the game and its appeal elements. In the Discussions tab, which is where hope really goes to die, there are some folks getting legitimately angry that some people are enjoying the game more than they do.

I'm not entirely sure why this is occurring, either. Blue Prince is not, to my knowledge, a particularly — and you'll pardon me for using this obnoxious word — "woke" game in that it doesn't force Gamers™ to acknowledge the existence of black, female, homosexual or transgender people. (If it does later, it certainly doesn't within its first 6 hours of play. This is not a criticism — more a side-effect of the way the game is designed and structured, since you are alone while you play, and the other characters appear in photographs, notes, journal entries and suchlike.)

I mention this because the attitude I'm seeing from some people is normally reserved for the "anti-woke" crowd when they want to tear a game down for challenging their narrow-minded perceptions of the world. But… there's seemingly nothing like that in here, which makes the sheer passion with which some people seem to hate this game on principle all the more confusing.

Now I will admit that Blue Prince is probably not a game for everyone. It is slow-paced, thoughtful and contemplative. There's nothing that one would call "action". It requires that you learn its rules through play rather than having your hand held through tutorials. And it is a game where, despite there being no real "skill" involved from a hand-eye co-ordination perspective, you will still fail a lot before you roll credits on it — and where you will doubtless fail even more after those credits have rolled and there is more to discover.

I get that. When I encounter a game like that, my response is to go "Eh, okay, I see why some people like that but it's not for me." Then I turn it off, uninstall it, whatever, and I don't play it again. I might return to it when some time has passed — there are several games I've come to appreciate many years after I bounced off them when I first encountered them — but, in most cases, I won't be mad at the game. I think the maddest I've got at a game was with Call of Duty: Modern Warfare 3, because I found the single-player campaign in that singularly insulting to my intelligence, but even then I just… did what I outlined above. I uninstalled it, then I didn't play it again. Job done.

The funny thing about the people getting absolutely frothing mad about Blue Prince right now is that in most cases, they are revealing themselves to have not understood what the game is doing. Blue Prince is deliberately obtuse in some ways, yes, but I am particularly stupid when it comes to things like this and I got the general vibe of what's expected of me pretty quickly. The people getting most upset by it are the ones who seemingly want a simple, straight line to the finish, to max out all the achievements and say they're "done" with it. Rather delightfully, Blue Prince is not at all forthcoming with achievements and trophies; it eschews the usual "started the game!" and "got a Game Over!" achievements in favour of a small collection of awards that demonstrate you've made meaningful progress. The fact that this is probably making some people mad is quite enjoyable.

Also whiny little babies pissing and moaning about "no ultrawide support" can get in the bin. Buy a normal person monitor, or play the game in 16:9. No-one gives a shit about your "no ultrawide, no buy" policy.

Anyway, Blue Prince has been a good time thus far. Like I say, so far I remain unconvinced of its "Game of the Year" status, but I'm willing to keep plugging away at it to see what I can discover, because there's enough here that I do like. And if I end up tiring of it? I won't be mad, and I won't feel like I've wasted my time. It's nice to be part of the current conversation for once and to experience something that has clearly resonated with a lot of people for one reason or another.


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#oneaday Day 307: Blueprints to my brain

After seeing the glowing praise it's been getting recently, I decided to give the new indie darling Blue Prince a go. I've been suspicious of sudden indie darlings ever since I absolutely detested my time with Jonathan Blow's Braid, but everything I was hearing about this one made it sound thoroughly interesting. As such, I was more than happy to forego my usual suspicion and give it a go.

For the unfamiliar, Blue Prince positions you in the role of an heir to a rather curious mansion. Said mansion supposedly has 45 rooms… except it doesn't, and there's actually a super-secret hidden 46th room somewhere. Your dead uncle has challenged you from beyond the grave to find said 46th room. Succeed, and you inherit all his stuff; fail, and you're doomed to perpetual roguelike hell.

Yes, Blue Prince is a roguelike of sorts in that it's based around repeated runs of the same thing with a heavily randomised element. But it's not a combat-based game, nor a role-playing game; instead, its focus is purely on exploration. While the roguelike descriptor is apt, Blue Prince is perhaps better thought of as being akin to tabletop games such as Betrayal at House on the Hill.

The way it works is like this: each in-game day, you begin a new run with 50 "steps" of stamina available to you. Each time you cross the threshold from one room to another, whether you're making progress or backtracking, you use up a step. Your initial aim is to make it from the entrance hall in "rank 1" of the mansion to the antechamber in "rank 9"; things get a little more complex later, but I haven't got that far yet, so I can't talk about that side of things with any great authority as yet.

Each time you open a door in the mansion, you pull three room "cards" from the deck you have available and can pick one to draft. This room then attaches to the door you just opened, and you gradually build out the mansion map from there. Rooms are automatically oriented based on the direction the door you opened is facing, and in this way you can plan out your route to a certain extent; as time goes on, you'll familiarise yourself with the "deck" of room cards and know which ones work better where. For example, you might want to find a means of safely ditching "dead end" rooms as soon as possible so they don't come up later in your run, but various rooms have special effects (both positive and negative), too, so you'll need to bear those in mind.

As you progress through the mansion, you'll acquire various resources. Keys are used to open locked doors. Gems are used to draft certain particularly powerful or helpful rooms. Coins are used to purchase items in special "shop" rooms. Dice allow you to redraw three room cards if none of the ones you initially drew tickle your fancy. And then there are a variety of items that show up along the way, too; for example, the metal detector makes it easier for you to locate keys and coins, while the shovel allows you to dig in patches of dirt to find additional resources and items.

You'll run into puzzles of various types in the mansion. These appear to take two basic forms: firstly, there are self-contained puzzles that always show up in specific rooms, and these usually reward you with resources or items if you solve them correctly. Secondly, there's the overall meta-progression puzzles, which involve you figuring out the somewhat convoluted means through which you can actually move forward and, once you reach it, get into the Antechamber.

Blue Prince does have a few things that carry over from run to run, but the main thing is knowledge. Information you learn in one run can be used in the next; there's no not being able to do something because your character hasn't seen a particular piece of info in this particular run. As such, it pays to take notes and/or screenshots as you play, because as you discover new pieces of information, you'll eventually find a use for it. It might not be right away, but you'll get there in the end.

The game also isn't completely randomised. As previously noted, you can learn the deck so you can have a good idea of what rooms you should burn early on in order to draw more helpful ones as you get deeper into the mansion. Certain rooms will only show up in certain positions on the map, or display particular scenery elements if positioned in the right place. A "coat check" room allows you to stash an item in one run and pick it up in the next; under normal circumstances, you lose everything at the start of each new day, aside from the knowledge you, the player, have accumulated.

I've played for about three or four hours tonight and I'm starting to get a feel for it. It's a really interesting game. Some folks claim to have spent upwards of a hundred hours playing this and this intrigues me; the central gameplay mechanic is intriguing and enjoyable, but I am very much under the impression that "winning" the central challenge is just the beginning of what makes Blue Prince so interesting. Right now, everyone is being deliberately obtuse about things — partly at the developer's request, and partly just not to spoil it for everyone else — but I am definitely intrigued to see where things go.

My only concern is that I fear I may be too stupid to figure this game out by myself. But that's what talking about it with friends online is for, right?


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#oneaday Day 306: Tomorrow, and Tomorrow, and Tomorrow

I finally got around to reading a novel my mother has been bugging me to read for ages now. It's by Gabrielle Zevin and is called Tomorrow, and Tomorrow, and Tomorrow, which is one of those titles that looks more and more wrong the more times you type it out in succession. I didn't know much about the book going in other than that it was somehow related to video games, and I deliberately didn't read anything about it prior to starting it, so I had gone in with the (mistaken, as it turns out) assumption that it was going to be another Ready Player One sort of situation.

Tomorrow, and Tomorrow, and Tomorrow is rather different, though. While it does indeed draw inspiration from the world of video games, it is not a sci-fi novel, and the games are used more as a backdrop to what is going on rather than in-your-face references. The main story concerns two individuals who meet as children in a hospital: Sam Masur is a traumatised young man with a mangled foot after a car crash that killed his mother, while Sadie Green is an intelligent young woman who had initially been attending the hospital to visit her sister, who had leukaemia, but who subsequently managed to strike up a friendship with Sam.

The pair bond over video games, something which was clearly already important in both of their lives; Sam displays himself to be a skilled player of Super Mario Bros. when Sadie first encounters him, while Sadie has long exchanged in-jokes relating to The Oregon Trail with her sister. Sadie discovers that her interactions with Sam have caused him to speak for the first time in a very long while, and she is encouraged to see him regularly as part of the "community service" requirements for her bat mitzvah. Sam eventually discovers this — helped along by Sadie's rather jealous sister — and, understandably, begins to doubt Sadie's friendship, causing a rift between them that lasts for several years.

The pair meet again by chance several years later, when they are both nineteen years old and studying at institutions in Cambridge, Massachusetts — Sam at Harvard, Sadie at MIT. They once again bond over video games; Sadie introduces Sam to a video game she composed called Solution. Solution is an early example of an "art game"; it positions players in the role of someone working at a factory, but "completing" the game reveals that one was actually producing weapons for the Nazis in World War II. Players can alternatively complete the game by uncovering "the truth" about what they are actually up to earlier on.

Aside: real-life developer Brenda Romero believes that Solution is based a little too closely on her board game Train, which had a similar concept of going "surprise! You're a Nazi!" at its conclusion, but, as the name suggests, a different focus. I can see how she arrived at that conclusion — particularly as Zevin acknowledged the game's influence — but Sadie's Solution approaches the matter from a somewhat different angle, and Sadie, rather than Romero, being the creator is important to the story. So I think we can maybe let that slide for now.

Anyway, Solution made people in Sadie's game design class absolutely furious, as you might expect, but Sam sees something in it. And thus begins a rather tempestuous working relationship, as the pair decide to make games together — some of which are huge successes, and others of which are big fat flops.

Tomorrow, and Tomorrow, and Tomorrow is about video games, but it's also about the creative spirit and the balance young professionals often have to find between truly expressing themselves and doing something that will actually make them some money. It's about the wild mood swings the creative temperament can bring, and about how different ideals can sometimes lead to seemingly irreconcilable differences — and how the truly strong friendships can weather those storms, even if it takes years to do so sometimes.

The games are used as a backdrop to the main story of the relationship between Sam, Sadie and the other people who are part of their lives, both personally and professionally. Author Gabrielle Zevin admits that there are a few anachronisms in terms of the games she mentions and the times at which people are playing or discussing them, but notes that this is all in service of the story. We are, after all, talking about a fictional world that refers to a variety of things that exist in the real world — ranging from the classic arcade game Donkey Kong to the gaming lifestyle website Kotaku — and couples them with events that never actually happened. In this sense, it's an "alternate history" novel of sorts, only this history is about video games rather than, say, Hitler never having been born.

It's an interesting approach. The novel's perspective jumps around in time and in terms of which character it is focusing on at any given time. Sometimes you're "in the moment" as the events of the past are occurring; at others, the narration presents Sam and/or Sadie being "interviewed" by a real-life site (such as Kotaku) about something that never actually happened in the real world, but which was an important occurrence in this alternate history. Aside from a few early hiccups where Zevin refers to "3.25 inch floppy disks" on more than one occasion (which made me wince slightly every time), the effect is mostly very convincing; it doesn't take long before you're swept along with this account of something that could have happened in this world, but which didn't.

The novel is not just about how video games have changed over time. It's also about how attempts to introduce progressive themes into games have, at times, met with uncomfortable challenges. The novel takes this to something of an extreme — more so than anything that has, to my knowledge, happened in the real world — but the point it makes is convincing. As far as I'm aware, no-one has gone and shot up a game company in the real world over the inclusion of gay and transgender characters in a video game, but the idea is depressingly plausible. From a broader perspective, the inclusion of a sequence in Tomorrow, and Tomorrow, and Tomorrow where one of the major characters is shot dead following such an encounter can be looked on as criticism of gun culture and violence in America, and how more often than not mass shootings are the result of a disaffected white dude who has snapped about something in his life or society.

Some of the most effective sequences in the book are where Zevin isn't afraid to get a bit weird. After the aforementioned shooting sequence, there's a peculiar second-person sequence presented as the reader occupying the role of the fatally shot character in the present tense as their life slips away. There's another sequence later where a depressed Sadie is playing a massively multiplayer online game, but it never actually mentions the character we're following is Sadie; everything is presented "in character" and "in world". Like the world of video game development, the literary techniques that Zevin uses throughout Tomorrow, and Tomorrow, and Tomorrow never remain constant; they're always changing, developing, moving on, advancing.

It's also a novel about how women struggle to be taken seriously in what is still perceived to be a "boys' club", even with more and more evidence to the contrary that women have always been a part of gaming. Sadie continually struggles to be seen as the artist she is because Sam is better at the business aspect. Despite being depicted as somewhat awkward in the early hours of the book, he ends up becoming a confident "face of the company" when promoting their work, suggesting that there may be some sort of mental health issues in an autistic/ADHD-adjacent area at work with Sam's character; his behaviour is very consistent with hyperfixations and intense, deep passions for very specific things.

But Sadie struggles too, despite being less obviously "broken" than Sam is. She may not have suffered the traumatic, violent loss of a parent, she may not have physical mobility issues and she may come from a background of relative privilege, but there are times when she struggles. There are times when she finds herself swept up in an abusive relationship because she thinks its benefits outweigh its drawbacks. There are times she falls into an inconsolable depression, when even those closest to her cannot reach her. There are times when she simply doesn't know what to do, despite her intelligence. She suffers, too — perhaps even more than Sam does — and the story of her own trials are an important part of Tomorrow, and Tomorrow, and Tomorrow.

I'll refrain from spoiling too much more of the details of Tomorrow, and Tomorrow, and Tomorrow, because I do recommend it, even if you're not "a gamer". Having the context of and an understanding of the video games referenced throughout is helpful, certainly, but this is not a story that is specifically about those video games. Instead, they're used to support the narrative and its approach to a fairly mundane but nonetheless impactful alternate history; the thrust of the story is, instead, about love, friendship, creativity, artistry and the range of challenges creative types (with varying degrees of mental health struggles) have faced over the course of the last 30-40 years or so.

So there we go. Now my mother can stop asking me if I've read it yet, because now I have!


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