#oneaday Day 1031: Satisfaction and Dissatisfaction

I feel like I've had a productive week. My visit to the day job earlier in the week went well and gave me some good ideas on how to move forwards on various things I'm working on, and I've already managed to get started on some of those things. I have, of course, been enjoying the day job a great deal — hopefully that's already abundantly clear — but some of the things that came out of the discussions on Tuesday made me excited for the future. You may not necessarily see obvious results of these yourself, but rest assured I'm pleased with what's going on!

Blue Reflection: Second Light is also proving to be a delight so far. I've played a chapter beyond what I played for the demo a while back now, and it's definitely a huge improvement over the original — which I already liked a whole lot. The mechanics this time around are really satisfying — combat in particular is really fresh and dynamic — and, of course, it's all held together with some excellent characters and a strong narrative.

And, of course, it's almost certainly going to be completely ignored by 90% of the games press. Which is unfortunate, because as with so many games like this, it's exactly the sort of thing that a lot of critics should be falling over themselves to praise — but outside of the biggest names and the indie darling of the hour (Unpacking right now) most writers don't seem willing to look particularly far afield.

Speaking of Unpacking, I thought I'd elaborate a bit on some vague comments I made in my article about it the other day in the name of not spoiling anything (at the publisher's request). I'm beholden to no such embargoes here, of course — but if you're at all interested in playing the game and don't wish to be spoiled, please feel free to stop reading now; this will be the last thing today!

Basically, I wanted to like Unpacking a whole lot, and I do like Unpacking a whole lot — but I also feel it fell massively short of what it could have accomplished with its storytelling. And, to be honest, I'm finding it mildly frustrating that it's being showered with such uncritical praise because the aforementioned 90% of the games press have never played a game that made them feel emotions before.

I don't like feeling like this, 'cause I like the Witch Beam guys a lot and want them to succeed — Unpacking's success will, among other things, determine whether or not they get an opportunity to make a follow-up to Assault Android Cactus, which I'd love to see — but I also kind of feel like people are oddly hesitant to critique Unpacking properly, simply because it's a charming and progressive indie game.

Anyway, I have two real issues with Unpacking. One is that "this story about a female protagonist concludes with them being revealed to be gay and/or trans" (just gay in this case) is an artsy indie game cliché at this point. Obviously it's good for representation and positive LGBT+ blah blah blah… but it's also an incredibly unimaginative "twist" that I saw coming a mile off, particularly with how bleak the sequence where she moves in with the boyfriend is.

That whole sequence is, without a doubt, effective — you're given a really strong sense that you're invading someone's space rather than coming to live alongside them, and it's all muted colours rather than the vibrant pastels the game has been depicted in up until that point — but for it to go down the "well, men are terrible, guess I like girls now" route, which is what it felt like to me, just felt a bit… I don't know… off. Obvious.

I'll reiterate I have no problem whatsoever with LGBT+ relationships in games — hell, the aforementioned Blue Reflection is more explicit about them than pretty much any other semi-mainstream Japanese game I've seen for a long time — but in Unpacking, as I say, it felt clichéd and I guess tokenistic is one way to put it.

This perhaps would have been less of an issue were it not for my second beef with Unpacking, which is that it just fizzles out completely after its last stage. Our heroine and her partner have moved into a nice house and are preparing for a baby to arrive… and then that's it. Roll credits, the pair of them sit looking off into the sunset with the new baby, and there's nothing more.

Apparently I'm very much alone in this, but that didn't feel at all satisfying to me. There was no real "closure"; it was the beginning of a new chapter in the heroine's life and it didn't go anywhere.

What I would have liked to see was a few more stages that explored how the pair of them dealt with the child growing up and eventually moving out — and ultimately, after a number of further stages, taking a look at how one comes to terms with the inevitable passing of a life partner. Now that would have had me bawling my eyes out and declaring this game the absolute masterpiece that everyone else appears to think it is… but that's not what we got.

To be clear, I am very firmly disassociating myself from the people whining on Steam that it's "$20 for 3 hours of gameplay". No. Creative works cost money to produce and the creators of creative works have every right to charge what they feel it is worth. Judging "value for money" on an "hours to dollars" basis is stupid.

My objection to where Unpacking concluded is not about how long it lasted in a quantifiable sense. No; it's about the fact the narrative left me wanting more — and not in a good way. There was a ton of potential to do some interesting and deeply emotional things, and it didn't. So I was disappointed.

It's still worth playing, though. It's beautifully presented, and the ability for the player to be part of the game's creative process by simply playing it is inspired. I'm just not tripping over myself to declare it the most amazing game of the year or anything.

Blue Reflection, on the other hand… well, we'll have to see. Everyone has their own tastes, after all — and it most certainly isn't the first time I've been a lot more interested in something completely different to what the rest of the Internet is losing its mind over!

#oneaday Day 1030: Priorities!

Just a heads up for those following primarily for MoeGamer stuff: this weekend will likely be one without an Atelier MegaFeature chapter, since I just got a review code for Blue Reflection Second Light in, and you better bloody believe that is taking priority right now.

The first Blue Reflection is absolutely one of my favourite games of all time, and I've been looking forward to the sequel all year. It's going to get plenty of coverage over on Rice Digital for sure — but I'm mostly just looking forward to spending some time with it. The preview build I played a little while back was great, and I want to see what happens next!

My review code is on PS4 while my preview copy was on PC, so I've had to play through the prologue again. I've done that this evening, so I will likely be spending most of Saturday glued to brand new stuff in the game, then recording stuff on Sunday as usual. Obviously I can't talk much about specifics as yet, but suffice to say for now that for those who enjoyed the first game, Blue Reflection Second Light is going to make you very happy indeed. And for those who were less of a fan — Blue Reflection Second Light has tweaked a lot of things that will likely make you very happy indeed also.

I mean, you still need to be on board with the idea of a video game about teenage girls talking about feelings and then using those feelings to fight monsters, but, well… come on. Even if that's not your bag I'd encourage you to check out the soundtrack — much like the first one, it's a gloriously peculiar mix of gentle plinkyplonky piano numbers and dubstep electronica that will burn your face off. I love it.

Anyway. Cute girls getting in touch with their emotions is very much on the agenda for the weekend. Just wanted to let you know!

#oneaday Day 1029: All good

Today was, of course, fine. I knew it would be, but even being safe in the knowledge that everything is almost certainly all going to be fine, one can still feel anxiety and unease about familiar situations. And that's what I was feeling.

Thankfully, I had a good time. It was good to meet some people I've only ever seen on Teams calls before, and good to meet people I've only ever talked to via email. I even did a presentation and the Big Head Boss Man commented how impressed he was with what I prepared, so that's nice. At 40 years of age, it still feels good when someone who is "above" you in the hierarchy praises you.

Anyway, I'm absolutely exhausted right now after a long day of having to be sociable followed by a really long drive home. Thankfully (for the sake of my own tiredness, not because I don't want to do it again!) I'm not expected to go into the office all that often — it's likely going to be once every 6-8 weeks or so, which is absolutely fine by me. I think I've more than proven that I can be trusted to work on things independently at home — and getting together with people today helped established some things I can do together with my colleagues, too.

All in all, a big success, then. Now I'm going to go and fall asleep. Hope you had a pleasant Tuesday!

#oneaday Day 1028: First day?

Tomorrow I'm actually going in to the "real" office for the day job for the first time, and I'm oddly anxious.

I don't really have a reason to be, since I've been in this position for nearly a year now, and I think I've been doing a pretty good job. It's just always nerve-wracking to find yourself in a new situation for the first time!

Thankfully, I'm fortunate enough to work with some excellent people who value my work and rely on me for a whole bunch of things — things which I (hopefully) deliver on.

I can't stop myself feeling slightly uneasy though. It's how I've always felt about… "work" in general. I don't know if it's a sort of uneasiness with authority figures or hierarchical structures — neither of which are a particular "thing" at the day job, I hasten to add — or if it's just generic social anxiety. Either way, though, it's likely to keep me awake for an hour or two this evening!

Oh well. Only one thing for it. Retro games until I pass out!

#oneaday Day 1027: New FFXIV Horizons

I finally completed my New Game+ run of Final Fantasy XIV up to the end of Stormblood's base story the other night, so this evening I thought I'd spend a bit of time unlocking stuff and catching up on things. There is, of course, a fair amount of stuff to do, but I managed to get a few things done this evening!

Kugane Castle is a fun dungeon. Those who enjoy traditional Japanese architecture will particularly appreciate it, as there's lots of running over pretty bridges, under arches and into immaculately panelled rooms. Lovely stuff — and the final boss is super fun, too. I won't spoil their identity for the benefit of those who are yet to do this dungeon, but I suspect most longstanding FF fans will see them coming a mile off — and their execution doesn't disappoint either.

The only other instance I really had time to do tonight was The Royal City of Rabanastre, which took a full hour to queue for — thankfully, I had lots of other unlock quests and other gubbins to do while queueing, so I wasn't left just sitting around. Rabanastre itself is a really fun raid, featuring some of my favourite music from Final Fantasy Tactics, some really enjoyable "navigation setpieces" (aka theme park ride bits) and some enjoyable bosses with interesting mechanics. A lot of said mechanics are ignored by many people today — but the later fights in the instance still demand that you pay a certain amount of attention!

I've still got a fair bit to catch up with — in the week I'll likely delve into Omega, as well as some of the Hard Mode dungeons I've unlocked. Interested to see new takes on Fractal Continuum and Saint Mocienne's Arboretum, and I'm sure there's plenty more I haven't tracked down the unlock quests for yet.

Very much enjoying myself right now, then. Will I make it through Shadowbringers in time for Endwalker? That remains to be seen — but even if I don't, well, I'll be having an enjoyable ride in the meantime!

#oneaday Day 1026: Banned Words

Apparently this dates back to 2016, but I've only just come across the list of "banned words and phrases" that were supposedly posted on a whiteboard in the writers' room for American sitcom Workaholics. Here they are, as transcribed on John August's blog:

? More Like ___.
Can You Not?
…I Can Explain!
Let’s Not And Say We Did
I Didn’t Not ___
Va-Jay-Jay
Wait For It…
Just Threw Up In My Mouth.
Really?
Good Talk
And By ___ I Mean ___
Check Please!
Awkward!
Shut The Front Door!
Lady Boner
Rut-Roh!
I Think That Came Out Wrong.
Uh… Define ___.
No? Just Me.
Why Are We Whispering?
That Went Well…
Stay Classy
I’m A Hot Mess!
That’s Not A Thing
It’s Science
Bacon Anything
Cray-Cray
Real Talk
#Nailed It
Random!
Awesome Sauce
Thanks…I Guess
Little Help?
Laughy McLaugherson
Dot Com
I Love Lamp.
Oh Helllll Naw!
#Epic Fail
Did I Just Say That Out Loud?
Food Baby
Douche (Nozzle)
Soooo, That Just Happened
Squad Goals
I Just Peed A Little
Too Soon?
Spoiler Alert
Um… In English Please
Note To Self
Life Hack
Best. ___. Ever. (or Worst. ___. Ever.)
It’s Giving Me All The Feels.
Garbage People
That Happened One Time!
Well Played
I’m Right Here!
Hard Pass
Are You Having A Stroke?
Go Sports!
Zero Fucks Given
We Have Fun
Who Hurt You?
I Absorbed My Twin In The Womb
I’ll Take ___ For $500, Alex.
Thanks Obama
Wait, What?
Shots Fired
Sharkweek
You Assclown
Ridonkulous
Bag Of Dicks
Hey, Don’t Help.
Debbie Downer
I Can’t Unsee That.
That Just Happened.
See What I Did There?
I’ll Show Myself Out.
Here’s The Line, Here’s You.
___ On Steroids/Crack.
Swipe Right.
White People Problems.
I Could Tell You But I’d Have To Kill You.
That’s Why We Can’t Have Nice Things
I Think We’re Done Here

Pretty much all of these are still in regular circulation; not necessarily on television, but just… around. And they're not any less annoying than they were in 2016. In fact, they're possibly even more annoying given that they've been around even longer (some of them date back to the late '90s and Friends) — particularly when they tend to be parroted in places like YouTube comments and livestream chat boxes for when people want to look like they're saying something, but actually have nothing of substance to say whatsoever.

I'd add the following to The List, too:

  • Everyone asks "where is _____" but never "how is _____"

  • Me when [mundane situation that is an absurd contrast to the drama of the thing referenced]

  • My sides

  • Nobody:
    Absolutely no-one:
    [thing referenced]: [thing that thing referenced said]

  • There is nothing better than ____________.
    Thing that is better than ___________: Am I a joke to you?

  • A surprise, to be sure, but a welcome one.

  • (make that any Star Wars reference)

  • [mundane thing] hits different.

  • Just vibin

  • Bruh

  • I'm howling

  • I'm screaming

  • I'm dying

  • I'm dead

  • [anything about feet]

  • Half a sentence. Word.

I'm sure there are plenty more but just thinking of these is annoying me, particularly because I know I've been guilty of a fair few of these in the past. We have such a rich, powerful and wonderful language and people just crap out clichés and memes rather than saying anything of substance.

I long to once again live in a world where a GIF is not an acceptable substitute for conversation. I long to live in a world where everyone speaks like Urianger from Final Fantasy XIV.

Forthwith, I needs must avail myself of the considerable entertainment value of this technological marvel that Cid and his gallant engineers doth refer to as "video games". Prithee, abide with me and we shall surely engulf ourselves within a world of purest fantasy.

#oneaday Day 1025: Long week

Whew. It's been a long week, and a long day in particular — I had a lot to be getting on with today, not all of it readily "visible", so you'll have to take my word for it! In fact the vast majority of my afternoon in particular was taken up with another Secret Project, so I can't say much about that for now — save for the fact it involved getting to grips with some games I don't understand very quickly!

This weekend should be fairly par for the course. I intend to spend most of tomorrow playing Atelier Lydie & Suelle, which I have unfortunately neglected over the course of the last couple of weeks due to day job commitments and a renewed enthusiasm for Final Fantasy XIV. Then on Sunday I'll be recording the next week's videos — then early next week I'm actually taking a trip down to the in-person offices for the day job for the first time, which is both exciting and oddly nerve-wracking!

I shouldn't have to do this all that often, but it is good to actually meet people in person every so often, particularly if your primary contact with them is via text-based chat on Discord and/or Teams. I have a busy day planned; since the work I do straddles several distinct teams at the organisation, I've got several people to catch up with — not sure when I'm going to fit in any actual writing, but I'm sure it'll all work out somehow, to quote a certain alchemist.

Anyway, that's about that for now. Halloween on Sunday. Hope you've all got some spooky gaming lined up to celebrate the season — I recommend the rerelease of Project Zero: Maiden of Black Water, which really is a magnificent spooky game, and you no longer need a Wii U (and deep pockets) to enjoy it!

#oneaday Day 1024: Ghostbusters

Project Zero: Maiden of Black Water (or Fatal Frame, if you want to be all American about it) is out this week. Please buy it. It is a great game, one of the best survival horror games (and series) out there, and I would very much like it to come back, either in the form of remastered versions of the old games or some brand new installments. Or, preferably, both.

If you would like to know more, I encourage you to either read my Project Zero Cover Game Feature on MoeGamer or the abridged version I posted over on Rice today: https://ricedigital.co.uk/the-history-of-project-zero/ 

Seriously, this is one of the absolute best horror game series in the known Universe, and its focus on Japanese spiritualism and ghostly myths makes it stand out brilliantly against the horror games that focus more on blood and gore. And Maiden of Black Water specifically is an immensely underappreciated game that suffered a great deal from being confined to the Wii U (not from a technical perspective, mind you — it was one of the most beautiful games on the system) so I would urge you to give it a chance now it is more broadly available.

Then hopefully we can encourage Koei Tecmo to finally do an official localisation and/or remaster of the fourth one, aka The Best One. We can but hope.

Anyway. It's nearly Halloween, so you need a spooky game to enjoy, right? Also, buy Corpse Party too, that's also awesome.

Right, I am done spending your money for you. Off to bed for me!

#oneaday Day 1023: Progress

You may recall a short while back I mentioned that Andie and I started Weight Watchers as a means to get us both actually paying attention to what we were eating and losing some weight. I'm pleased to report that it's been going very well so far — in the first few weeks I've already lost over a stone, and I anticipate things will probably be slow but steady from here.

I've been enjoying Weight Watchers more than Slimming World, even though I know Slimming World was also very effective. Weight Watchers is just less work, though; Slimming World involves a lot of "substitutions" and doing things that are specifically "Slimming World-friendly", whereas Weight Watchers is more a case of "put what you want in your mouth, just remember to make a note of it… and if the prospect of making a note of it gives you pause, maybe think about whether or not you really need to put it in your mouth".

For the most part, I feel like I can eat pretty much what I want — I even had some KFC chicken the other lunchtime. It was rather eye-opening to see how many Weight Watchers points certain takeaway curries were, though; a single naan bread is 28 points, for example, while a chicken tikka masala is an incredible 81 points. To put that in context, I'm supposed to stick to about 55 points per day, plus a weekly balance of another 40 or so that I can use as I see fit for things like an occasional treat. (Andie, who is both female and much smaller than I am, is on 27 points per day, so she wouldn't even be able to have the naan bread and stay within her limit without breaking into that weekly allowance!)

These are extreme examples, of course, but enough to make me think that a curry perhaps isn't the "slightly healthier" takeaway option that we've historically thought of it as. Subway is probably the best one to go for, though that is, of course, more of a lunchtime sort of thing, really. A turkey and ham footlong with plenty of trimmings and cheese is "only" 19 points — well within my daily limits. For the moment, anyway.

As I lose weight, that points allowance will decline somewhat; it's already dropped 2 from the 57 per day I started at. Presumably the thinking is that as one loses weight, one needs less food to keep oneself alive — and indeed one will use less energy simply by existing. I'm hoping that the gradual decline in "allowance" will correspond to a decrease in appetite, otherwise things are going to get more challenging as we go along. But we shall see, I guess; the really hard part is getting started, and that's been going quite well so far.

Still a long way to go yet, but we're getting there. And if you've been pondering some sort of slimming plan for yourself, I feel pretty safe in vouching for Weight Watchers right now; give it a try and you might just be surprised how straightforward it is, even for someone as prone to stress and boredom eating as I am.

#oneaday Day 1022: Am I kidding myself with social media?

I've mentioned a number of times on here that I only keep Twitter around because I feel like I "have" to. I feel like I "need" it to promote my work. But let me give you a run down of my day on Twitter.

I have 3,553 followers on Twitter, for context. That number has actually been pretty stagnant for a while, which has been quite noticeable, and when I consider the "engagement" (ugh) the things I've posted today have had, it's sort of understandable.

This morning I shared a post from a visual novel developer who is localising an Alicesoft game — something which should have been of interest to a significant number of those 3,553 followers; the majority of them would have followed me in the first place because of MoeGamer, and as such can reasonably be assumed to be Japanese gaming fans.

That post got one reply, three retweets and 16 likes. By far my most successful post today, and also not coincidentally by far the most low-effort one.

Next I shared a post I'd written on Rice Digital about Alicesoft's music being available on Spotify. Three retweets, seven likes, no conversation.

Then I shared a post about a horror game suitable for Halloween week — topical, you'd think, huh? One retweet, two likes, no conversation.

Next I shared a video I'd made for the Rice Digital YouTube channel, which related to a post that did quite well last week — it was about the upcoming horror game Project Kat: Paper Lily Prologue. One retweet. From me. No likes. No conversation. (Oh, and the video got a "dislike" within two minutes of it being uploaded.)

Then I shared a post I'd written for Retrounite about the value of the Nintendo 64 games that are coming to the Nintendo Switch Online Expansion Pack. No retweets. No likes. No conversation.

And finally, I shared a review of Neptunia x Senran Kagura, a relatively "big" game in the otaku community. Five retweets, nine likes, one comment telling me (I can't tell if jokingly) to "stop lying".

At this point, I honestly don't know why I'm bothering at all. My one reason to keep social media around is to promote my work — and given that my livelihood is at least semi-dependent on ensuring that people read what I'm writing, it is something of a concern — but it just seems to be a complete waste of time.

And most frustratingly, I can't tell if people aren't responding to anything I post because Twitter is deliberately hiding them (I've heard unconfirmed stories from people that Twitter deliberately buries tweets with links that go off-site) or simply because people are scrolling past and not giving a shit.

If it's the latter, I don't really know how to go about things any differently, because as you can see from the links above, I make a point of sharing things with a "human" comment to make it clear that they're written by a person, not churned out by a content farm. I make sure my comment is phrased in a way that could potentially start a conversation or encourage someone to share.

And still nothing. Piss in the wind. Absolute complete and utter fucking waste of time. I am the closest I've ever been to simply deleting social media altogether. You may feel free to attempt to convince me one way or another if you so desire.