#oneaday Day 535: Five of my favourite Evercade games

As you hopefully know, I do a lot of the blog posts on the Evercade website. I had a small flash of inspiration the other day for a recurring series of posts where I and the other chap who has started contributing to the site alternate between just doing a grab bag of our favourites from the library. No particular theme, just "here's five games I, personally, like, and think you should spend some time with".

We've already got this week's blog post covered, so I thought I would use today to shamelessly pinch my own formula — and I'm making no promises that I won't pick these exact five for the first time I do the new feature over on the Evercade site. If I do, I will probably talk about them marginally more professionally.

But for now, dear reader, with apologies to Rob of the excellent Beyond the Scanlines YouTube channel, here are Five Evercade Games I Just Think Are Neat. Note that these are not "the five best games on Evercade", they're just five arbitrarily chosen games that I particularly like. So if I missed your favourite, don't worry; I probably like it too.

Burnin' Rubber

Hailing from Data East Collection 1, one of the Evercade's launch lineup, Burnin' Rubber almost certainly holds the crown for the Evercade game I have, over the last five years since the system's launch, spent the most time in.

For the unfamiliar, Burnin' Rubber is a follow-up to Data East's arcade game Bump 'n' Jump. Indeed, in some locales this console version is just known as Bump 'n' Jump, but it's considerably enhanced and expanded over its arcade predecessor, making it more of a sequel — and a much better game. The concept is simple: drive your car up vertically scrolling stages, avoiding obstacles and smashing other cars out of the way either by ramming them into walls or leaping into the air and crashing down on them from above.

Burnin' Rubber is easy to learn but hard to master, and to date I haven't yet managed to beat it. But it's infectiously compelling thanks to its combination of straightforward controls, challenging but fair gameplay and inordinately catchy music. Ever since I first played it back on the original Evercade handheld, it's been a firm favourite of mine, and absolutely one of my top titles on the entire platform.

World Rally

Staying on the vehicular theme, World Rally from Gaelco Arcade 1 is next up. This high-speed isometric racer has absolutely sublime arcade-style handling, and is a real "in the zone" kind of game that probably makes you look like a superhuman to anyone watching over your shoulder.

Its genius lies in its brilliantly handled controls: rather than giving you complete freedom to turn your car in any direction, World Rally kind of "snaps" your car to the correct orientation as you exit a corner (assuming you remembered to actually steer around it) in a sort of "slot car" fashion. This prevents frustrating instances of oversteer and keeps the game pacy and accessible while still offering a gradually escalating challenge factor through increasingly complex courses.

Presentation is lovely, particularly with Gaelco's trademark low bit-rate digitised guitar noodling on the soundtrack. The sequel is lovely, too, and arguably looks nicer, but I think the original has the slight edge for me, personally.

Night Stalker

Possibly my favourite Intellivision game? It's definitely right up there with Tower of Doom and Cloudy Mountain. Anyway, Night Stalker is, for me, the best game on the Intellivision Collection 1 cartridge, and a game I come back to regularly.

The concept is straightforward: you're stuck in a maze, and robots are coming to get you. You must shoot the robots before they get you. The longer you survive, the more dangerous the robots get. You move slowly and have limited ammunition, so you need a certain amount of strategy to survive — and the ability to adapt as the situation changes.

Night Stalker is super-simple, atmospheric and enjoyable to play. We also mapped the Intellivision's somewhat idiosyncratic "disc and keypad" controls to the Evercade directional pad and buttons in an eminently sensible way, making it arguably more fun to play on Evercade than on original hardware. I'm sure there's some sicko out there who is all like "no, the Intellivision hand controller is the optimal way to play, actually", but for human beings with functional hands, you'll thank us for our control mappings on this one.

Tomb Raider

I enjoyed the original PC version of Tomb Raider back when it was current, and I remember not liking the PlayStation control scheme all that much — perhaps because I was so accustomed to the PC's keyboard controls. But returning to the series when we released Tomb Raider Collection 1 for Evercade gave me an all-new appreciation for this game's methodical puzzle-platforming.

Yes, the combat kind of sucks, but that's why I picked the first Tomb Raider: it's not a particular focus, whereas later games tried to play up the combat to varying degrees. You'll have the odd encounter with some nasties to deal with, but the majority of your time will be spent by yourself figuring out exactly how you're going to scale the enormous structure in front of you and probably breaking Lara's legs a few times in the process.

It's fashionable to bash the early Tomb Raider games today, but approach them with the appropriate mindset — i.e. that they're not Super Mario 64, nor are they trying to be — and there's a lot of fun to be had across the five games available on Evercade.

Shock Troopers

It's been a delight to get to know the NEOGEO a bit better with our NEOGEO cartridges for Evercade. Shock Troopers, which is on NEOGEO Arcade 1, is actually one of the games I did know reasonably well beforehand — in fact, it was one of the first NEOGEO games I ever played, with dotEmu's awful PC port from a few years back — but having it on Evercade is giving me a sense of rediscovered appreciation for it.

Shock Troopers isn't a remarkably original game — it's a top-down run-and-gun, Commando-style, albeit not scrolling exclusively vertically. Where it shines, though, is in how satisfying it is to play. Weapons have a real sense of oomph to them, ripping through enemies and blowing up vehicles and structures. The different characters all handle differently, catering to different play styles. And the game offers a stiff but fair challenge that allows you to make gradual progress if you stick with it and learn the enemy encounters. Plus multiple routes through it add replay value — along with a two-player mode.

It's one of the best-sounding NEOGEO games, too, with some excellent digital music and meaty sound effects. One day I might even be able to get beyond the second stage without having to credit-feed — but regardless of my own ineptitude at it, it's a game I always enjoy every time I fire it up.


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 534: An evening of arcade

In gaming today, it's tempting to always want to be making progress on your "big game" of the moment: a lengthy epic that goes on into the tens or even hundreds of hours in length. But one thing I find it helpful to remind myself of on a regular basis is that short-form games very much have their place and their appeal, too. And it's in this area that retro gaming in particular tends to excel.

In recent weeks, I've been having a lot of fun getting to know the NEOGEO games we've released on Evercade this year. Most notably, I've been spending some time with the ever-delightful Metal Slug, which I hadn't spent a ton of time with prior to the Evercade release, and I've even been dipping my toes into the notoriously obtuse fighting game genre a little with Garou: Mark of the Wolves, which first impressions would seem to indicate is one of the more accessible SNK/NEOGEO fighting games in existence.

These games are immediately rewarding and fun. You probably won't be able to beat them on your first go — although in most cases, you can credit-feed — but there's a definite appeal element in the form of gradual mastery. With each attempt from the beginning of Metal Slug, I get to know the game a bit better, I learn more about how to play it effectively, and, assuming I'm paying attention to what I'm doing, I get a little bit further. At this point, I can occasionally make it up to the start of Mission 3 without losing a life; with each new attempt, that "occasionally" becomes "more frequently", and that's a really satisfying, rewarding feeling.

My concern is what I feel like is an increasing number of people getting to a point where they're writing off these short-form experiences as having no real inherent value. Perhaps it's because these games aren't telling a deep, thought-provoking or emotionally engaging story. Perhaps it's simply because they're short. Perhaps it's down to assumptions that short-form or arcade games are inherently "lesser" than 100+ hour epics on computers and consoles today.

I don't know. But I know that I definitely derive value from them, and I continue to feel proud that I'm involved in helping to preserve these games and educate new generations in their appeal elements thanks to my day job.

One day I still want to write a book. Or, at this point, probably several books, given the sheer number of games that are on Evercade by now. I should probably just stop thinking about doing that and actually do it, no?


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 531: Riding the air

Kirby Air Riders is out today, and I've spent the evening playing it. Specifically, I've spent the evening playing the "Road Trip" mode that I didn't know anything about prior to starting the game. This is a single-player mode that is presumably intended to get you up to speed on everything you might be doing at any point in the other modes, but it also unlocks a bunch of stuff in a similar fashion to Smash Bros.' single-player modes from over the years.

The whole package is very Smash Bros., in fact, including the way you navigate the menus, the way you adjust your settings for a play session and the overall structure of the game. It's a very customisable game, from the look of things, so I'm looking forward to investigating the other aspects of it soon.

Road Trip, meanwhile, that I can talk about. In this mode, you pick a character and initial "machine" to ride on, and progress through a series of stages, each of which is split into a series of "encounters" on the road. Under most circumstances, you have a choice of three encounters to choose from at any point, with different rewards on offer for each. Successfully beating an encounter generally rewards you with some Road Trip-specific currency and a stat increase or two. Outside of the competitive events, you may also run into shops (where you can, of course, spend the aforementioned Road Trip-specific currency) and weird things that determine which of several branching paths you will take at the conclusion of the current stage.

The events you'll compete in on the Road Trip are generally pretty short in duration — races tend to be one or two laps at most, and the events which aren't races are all time-limited. It's enough to give you a look at the different things you can do in the game's other modes, but in a way that you never get particularly bogged down in anything. You rarely do the same type of event twice in a row, and the difficulty curve progresses nicely from "very easy" in the early stages to "genuinely quite challenging, but not annoyingly so" as you get closer to the conclusion.

As you progress through the Road Trip, you'll gain the opportunity to earn "memory shards", which tell the unfolding story. This is surprisingly dark, considering this is a Kirby game, involving a mechanical creature that has sat for aeons without being able to move because it requires someone's "strong will" to allow it to do anything, a terrifying orbital satellite that, among other things, constructs an army of robotic ants to rip this aforementioned creature to bits and rebuild it into a world-crushing weapon, and the implication that everyone's vehicles in the game are like Pokémon, if Pokémon were forms of sentient transporation rather than creatures that liked to fight. So maybe not all that much like Pokémon at all, other than the fact that they clearly have "personalities" of sorts, and partner up with the people of Kirby's world, Popstar, in a quasi-symbiotic relationship.

In the events, Kirby Air Riders is chaotic. For those concerned that it might be a bit too much like Mario Kart: it's nothing like Mario Kart. My wife saw me playing it briefly and said it looked like "Wipeout, but Kirby" and honestly she's not far from the truth there. There's a touch of F-Zero, a bit of Burnout, even a bit of Twisted Metal in there, depending on the type of event you're playing. I can see it easily being overwhelming for some players, but there is clearly method in the madness.

Probably the most clever thing it does is use an incredibly simple control scheme, much like Kirby platformers tend to. There are only two buttons to worry about: characters accelerate automatically, and the only time you need to press a button is when you want to slow down (which also charges up your boost) or use your character's "Special", which can only be used when a particular meter has charged.

The "Boost Charge" mechanic has a nicely tactile feel. You're effectively "pulling back" your character, winding them up and then letting them twang forward, though the exact implementation of this depends quite significantly on the machine you've chosen to ride. Some are built for drifting around corners; others stop dead when charging a boost and can thus immediately change direction when going around 90-degree bends; others still can't drift or boost at all, but make up for this with other strengths.

These differences between the machines, along with individual machines' special capabilities (such as the "Vampire Star" machine's ability to "bite" opponents, damaging and slowing them down and stealing their power-ups) and the stat growth throughout Road Trip mode mean that there's a surprising amount of depth considering how simple the game is to control. Different machines are eminently suitable to different types of event, so it pays to try and build up a collection — indeed, I believe to get the "true" ending for the game, you need to collect all of them prior to reaching the final encounter, though this is made more straightforward through a New Game+ option that lets you carry over the stuff you've already acquired.

There are some other interesting little things, too. A significant portion of the Road Trip mode involves the "Top Rider" mode, which is racing from a top-down perspective on simplified tracks. This is a lot of fun, though obviously less spectacular and chaotic than the 3D races — and it's nice that this is a whole mode you can play given equal weight to the "main" game mode. There are even different control options, depending on if you prefer "turn left and right" or "push the analogue stick in the direction you want to go" for these top-down sequences.

All in all, it seems like a really solid game given that distinctive Sora Ltd. polish. I'll be interested to see whether it has the juice to go for the long term on the multiplayer circuit; I can see this being a really solid multiplayer game, but, of course, it needs a community for that to work over the long term. I don't yet know if the broader community will take to it in the same way as something like Mario Kart — but then, Splatoon came out of nowhere on Wii U and managed to be a big enough hit (on the Wii U!) to spawn two sequels, so there's precedent for a Nintendo game not called Mario Kart or Smash Bros. to have a thriving online community.

More than anything, it's nice to see the Switch 2 finally picking up the pace with some solid releases — and on proper game cartridges, too. Now, if they'd just quit doing that dumbass Game Key Card thing completely I'd be very happy indeed…


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 530: My way is always better

The review embargo for the "Analogue 3D" FPGA-based N64 clone system came up yesterday, and as is usually the case with such things, about a bazillion reviews all dropped at the same time. The machine looks like a nifty bit of kit — although calling your brand "Analogue" and then not actually having any analogue outputs on your device is a bit weird — and has been reviewing well. As an owner of a MiSTer Multisystem 2, I have no real need for one — just as well, since ordering Analogue stuff is an absolute fucking nightmare — but I'm glad this thing exists and, moreover, appears to be pretty cool.

What has been less cool are the inevitable arguments that have been breaking out in the comments of pretty much every single video and article I have seen on this thing. It's utterly ridiculous to see grown men (and I would place good money on it being all men) of a certain age all getting pissy over how different people choose to experience retro games.

Here's my feelings on the subject: I don't care. Really! I do not give the slightest shit, so long as you're having a good time and you aren't causing anyone else any trouble.

If you want to set yourself up with a MiSTer stack you built yourself, fab. If you want to buy a MiSTer Multisystem 2 to take the hard work out of building an FPGA device, great. If you want to buy a SuperStation One, I hope you love it. If you're running Batocera on a mini PC, more power to you. If you do all your retro gaming on an Anbernic handheld running its stock OS, have fun. If you've spent several weeks finding the perfect alternative operating system for an Anbernic handheld, I hope you've had a fulfilling time doing so. If you're an original hardware junkie with a massive physical collection, can I come and visit? If you have your childhood console and nothing but an Everdrive, amazing! And I'm probably contractually obliged to mention that if your experience with retro gaming begins and ends with an Evercade or Super Pocket handheld, that is 100% fine, too.

Y'see, the important thing with enjoying retro games, to me, is, funnily enough, the games themselves. So long as you're able to experience the games you want to play in the way you enjoy experiencing them, it absolutely does not matter how anyone else wants to do it.

And yet you just have to look through any of these comment threads to see the FPGA nuts arguing with passionate advocates for RetroArch; Windows vs Mac OS vs various flavours of Linux; "download for free!" types against "I prefer to buy official rereleases" people. Basically, if there are two opposing viewpoints possible in this area — and there are quite a few of those — you can count on representatives of those viewpoints all yelling at one another.

Why? Why does it matter to you that some people think the Analogue 3D is a cool device, and you don't? Why does it matter to you that you use software emulation on your Mac and some people prefer to use an FPGA solution?

It's just another example of the Internet being constantly, unnecessarily adversarial, and it's really rather tiresome. As I say, so far as I'm concerned, I have no personal pressing need for an Analogue 3D, as I already have a suitable solution for enjoying N64 games in place — but I absolutely, definitely do not begrudge anyone their desire to add one to their collection! So if you happen to be one of the people lucky enough to have one coming your way soon, I sincerely, absolutely hope you enjoy it. And that you play Beetle Adventure Racing if you haven't already.


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 526: Full Metal Schoolgirl

Full disclosure: the other day when I said I was going to play Full Metal Schoolgirl, I actually ended up playing more Tears of the Kingdom. I didn't feel bad about that, either, but it did mean I haven't been able to talk about Full Metal Schoolgirl.

Until now! Because I played it this evening.

Full Metal Schoolgirl is a roguelite action game. I know, I know, we're not exactly short of those, but this one had my attention for a few reasons. Firstly: mecha gyaru schoolgirls. Secondly, it's developed by Yuke's, who do cool stuff. Thirdly, the entire concept of the game is savagely anti-capitalist, and frankly, with the world the way it is right now, that was rather appealing.

You take control of one of two mechanised schoolgirls, each of whom have their own reasons to want revenge on the local megacorporation, which has been turning its workers into cyborgs so they can work more hours without having to take a break. The upshot of this is that they have become "The Working Dead", doomed to continue working their meaningless, joyless jobs even after death.

Enter our schoolgirls, who raid the company's 100-floor headquarters, only for the one you didnt pick to get immediately injured and, predictably, show up as a recurring boss character at various points throughout proceedings.

Your gal has a melee and a ranged weapon. Ranged weapons either have infinite ammo and an overheat gauge, or a limited clip size (and thus the need to reload) but an infinite stock of ammunition. Melee weapons, meanwhile, use up a stamina bar with each strike, and this bar is also used for dashing, dodging and blocking.

The game flows on a room-by-room basis. You're not always locked in each room and have to defeat all the enemies to proceed, but you often are, particularly when some of the game's special mechanics come into play.

Clearing a room rewards you with loot, which can be replacements for either of your weapons or shield, a battery for healing, or a mod which confers a reasonably significant passive bonus of some description, along with a small passive penalty. You also gain various materials with every kill and most bits of scenery destroyed, and there's a currency that only applies to your current run that can be used for various purposes, such as opening locked item chests that can guarantee items of a particular rarity.

Part of the game's setup is that your chosen gal is livestreaming her massacre, and as she progresses, requests will come in from the viewers. These usually take the form of clearing the room in a time limit, without healing or without depleting your stamina bar completely at any point. When one of these comes in, you can accept it, or you can accept a harder variant for a bigger reward. If you successfully complete the request, your gal earns cash donations which do carry over between runs, and these, along with the materials, are used to upgrade her Base capabilities between runs.

It's a lot of fun so far! There's some nice weight to the combat, and plenty of variety in the guns. Since the enemies are robotic, they explode and shatter into pieces dramatically when you blast or slice them, and each room is furnished entirely with physics objects, meaning you absolutely wreck the joint with each encounter.

There are a variety of different enemy types that change up with each block of levels, including some who have a "job title" and act as a miniboss. These can be staggered, which leaves them open to a "Retirement Blow", a satisfying cinematic attack that usually defeats them outright.

Thus far I've enjoyed what I played, and it kept me occupied for a good two hours solid earlier. I'm looking forward to playing it some more — it's a nice, silly, fun game, and that's exactly what you want sometimes.


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 524: Steam powered

So Steam announced a bunch of new hardware, and some of it looks quite nice — though the fact that no prices have been mentioned as yet is a bit of a concern.

Of the items that have been announced, I find the "Steam Frame" probably the most interesting. This is a standalone VR headset that can either stream games from another computer, or run games installed on its own storage. It doesn't have to be VR games, either; you can play standard 2D games on a big "virtual screen" in VR.

There are a number of attractive things about this. Firstly is the fact that it looks like being a relatively lightweight, comfortable headset — certainly a far cry from the units of even just a few years ago. Secondly is, of course, the Steam compatibility; by running things from your Steam library just like a Steam Deck (or the newly announced Steam Machine), it has an immediate ready-made library of thousands of games to choose from without having to worry about whether the platform will be supported over the long term. Thirdly is the fact that it's a standalone headset that has nothing to do with Meta — since up until now, your only real option in that regard has been a Quest.

Now, of course, being tied to Valve and Steam has its own concerns. Steam's community features remain a rancid cesspit of the very worst examples of humanity, for example, as discussion forum after discussion forum is overrun by right-wing fuckheads crying about "DEI" and "woke" at the slightest hint of a female character in a leading role. That is something that the company probably should address, but it also feels like it's probably much too late for them to be able to do anything about at this point. We are very much in "lunatics running the asylum" territory at this point, since it's extremely rare anyone from Valve actually steps in to deal with a situation; mostly it's up to developer and publisher community managers to stem the tide of absolute sludge from the dickheads of the Internet — and I absolutely do not blame any of them who simply refuse to engage with a Steam discussion forum on principle.

Then, of course, there's the matter of several of Valve's games encouraging a form of gambling with their lootboxes and tradable items and whatnot. Add the exploitative (and easily exploited) trading card system to the mix and you have a whole mess of ethically questionable stuff going on, because this stuff probably makes Valve a lot of money.

And finally, of course, there's the fact that Steam is the one example of online-centric DRM that everyone has been sort of fine with for a long time. Sure, there are many games that can run without Steam being open, but it can be a bit of a pain to find out which games this applies to, and which require you to have a stable Internet connection. There's no good way to take your games "out" of Steam in the same way that GOG.com provides, either; no making your own physical copies or backups of Steam games.

There's also the fact that Steam was pretty much single-handedly responsible for completely destroying the collectible physical market for PC games — although I will be fair here: if you're going to be gaming on a standalone VR headset you probably don't want to be inserting discs into it while you're trying to get your game on.

I'll be interested to see what people think of these new machines once they're out in the wild. I have no particular need for a Steam Machine, as I have a perfectly competent "living room PC" that can run most games I'm interested in playing on PC rather than console — but, as I say, the Steam Frame is of at least moderate interest to me for gaming purposes. If I do end up getting one, I will almost certainly keep my living room PC up and running as it is, as I don't just game on it; it's also an entertainment centre, my video editing system and where I do just… general computery things. I'm not entirely ready to make the switch to Linux (which SteamOS is a flavour of) as yet, but I suspect that time will come at some point.

Anyway, I'm reserving judgement until I've seen prices and I've heard what people I trust think of these things. But there's definite potential for Valve to have something special here. I certainly think they're well-placed to fill the growing Xbox-shaped hole in the games industry with Microsoft's continual missteps in that regard.

We shall see!


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 523: A deluge

There is a veritable deluge of good games that have come out recently, and this statement applies pretty much regardless of the specific types of game you are into. From my own personal perspective, I've been having a great time with Hyrule Warriors: Age of Imprisonment, Absolum, Final Fantasy Tactics: The Ivalice Chronicles and Lumines Arise from recent releases, and a copy of Full Metal Schoolgirl arrived today, begging me to "just give it a quick try" this evening. Then alongside that, from varying degrees of "the past", I have Death end re;Quest: Code Z and The Legend of Zelda: Tears of the Kingdom on the go. And I'm playing Space Rogue and The Granstream Saga for video series.

Honestly, it's easy to get overwhelmed at times like this and get struck down with the dreaded analysis paralysis. But I've been trying hard to fight through that any time I feel it of late — and that, in part, is how I've ended up with quite this many games "on the go" at the same time.

You see, the way I figure it is that if you have just one "big game" on the go at a time, sometimes you're just not in the mood to play that one game, and thus it pays to have other things you can turn to. It's easy to start feeling "worried" that you won't get around to finishing any of the things you've started, though, but realistically, with the way today's games are designed, you can devote an evening to one thing, play something else another evening, play something else another evening, and so on.

It doesn't matter how long it takes you to get through something — and to some people, whether or not you get through it at all, though I don't fall into that category, as I do like to finish what I start. The important thing is just that you feel like you're spending your time in a way that is enjoyable and beneficial to you. So if you're in the mood to fest on a single game for multiple days straight, do that. If you're not in the mood for that one "big game" one evening, don't spend hours agonising over whether or not you're "allowed" to play something else — just go play something else. And, heaven forbid, if you're not in the mood to play anything at all of an evening? Stick the telly on and watch a few episodes of a favourite show. Yes, it can even be something you've watched myriad times previously if you really want.

Part of the "I must stick to one thing" mentality that I have been doing my best to shake off is down to my time working in the games press, when it was important to get reviews done in time for embargoes so you could have competitive coverage. And I even self-inflicted this somewhat with MoeGamer, too, in the name of being able to give single games or series more in-depth coverage. But none of that needs to happen. It's nice to be able to write stuff for MoeGamer or script videos, but it's not an absolute requirement of everything I play.

Honestly, I think part of the reason I worry over such things is because I want to feel like I have made a contribution to the world of video games through writing about stuff — particularly stuff that doesn't get a lot of love or attention from mainstream outlets. And I do still feel like I want to do that — but also I have to remember that I am also making a contribution to this world through my day job, and my work in that regard is probably getting seen by a lot more people than articles on my own personal websites. Probably, anyway.

All this is a long way to say that I think I'm going to play Full Metal Schoolgirl this evening, and I'm not going to feel the slightest bit bad about it.


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 522: Bravo Eurogamer

Just recently, Eurogamer published a review of Arc Raiders, the latest multiplayer craze, and ruffled more than a few feathers when the reviewer, Rick Lane, dinged the game with a 2/5 star rating, primarily due to the game's apparent use of generative AI to create many of its voice lines. The developer, Embark Studios, has form in this area, with its previous title, The Finals, also featuring AI-generated voice lines.

The reviewer's justification for giving the game such a low score was not simply "AI bad" — it was because, from an artistic perspective, getting a soulless robot to voice the human characters in your game that is about robots who have taken over the world and forced humanity underground feels just a little too incongruous to be able to pass without comment.

And I agree. I also firmly, strongly and resolutely believe that the use of generative AI in video game development is an obnoxious, odious, wasteful, exploitative and ethically reprehensible practice — and I have a firm policy that I will absolutely not engage with a game that appears to have been tainted with generative AI garbage. It's why I didn't play The Alters, it's why I haven't played the latest Everybody's Golf, and it's why I won't touch Arc Raiders. (In the latter case, it's also because I suspect I won't like Arc Raiders, but that's beside the point right now.)

I've been disappointed at quite how many people I've seen handwaving away this aspect of Arc Raiders in particular. Indeed, the Eurogamer review has a comments section that is at least as much of a trash fire as you would expect, because Video Game Good, and you're not allowed to take a firm ethical stance about something in a review because then the Gamers™, the good little consumer piggies that they are, will get mad that you said their Favourite Forever Game This Week was perhaps not to your taste for a perfectly valid reason.

The unfortunate thing with Arc Raiders is that its use of AI and machine learning (which are different things) is a bit shrouded in uncertainty right now. Some folks say that its generated voice lines are fine because it's actually just a fancy text-to-speech system; some folks are taking this argument further in order to weaponise disabled people and accessibility features; some are saying that it's fine because the actors the voices were trained on were aware of what they were signing up for.

But regardless of whether or not Arc Raiders' voices were generated by supposedly consenting voice actors, or if they were the product of the more environmentally disastrous end of generative AI, the entire thing rubs me the wrong way. The really stupid thing is that the generated voices in Arc Raiders are for things that voice actors could have very reasonably just recorded — things like vendors, NPCs and suchlike — and Embark's justification for using generated voices is that it's "quicker". On top of that, the results are markedly, obviously inferior to using an actual voice actor recording the complete lines, so one has to question if cutting corners in this way is really worth it.

Embark's not a small, frugal indie company, either. They have the resources to be able to afford voice actors to do a proper job. They're just refusing to. And regardless of the tech that produces the not-very-good end result, it sets a poor precedent to do that.

The arguments in favour of generated voices aren't very convincing, either. The most common one that comes up is that "one day we'll have games where every NPC conversation will be AI-generated, and you'll be able to talk to them about anything!" And to that I say: I absolutely do not want that.

When I'm playing a game that has characters in it, a narrative, a setting, all that stuff — I want to experience the vision of the creators. I want to enjoy something that someone else has created, with a clear vision and purpose behind it. I want to be able to reflect on the way a writer composed a piece of dialogue; how a character's mannerisms tell us more about them; how the tone of the whole piece gives a feeling of coherence to the game as a complete creative work.

If you're AI-generating your dialogue, you get none of that. You get a hodgepodge, incoherent mess that is easily exploitable — and, indeed, we've already seen that numerous times already, whether it's Darth Vader saying fuck or a character in the latest HoyoVerse game apparently having no idea who they are, what their background is, what their personality is or what is around them.

I refuse to accept the "genie is out of the bottle" argument. We've been making video games for 50+ years at this point, and the reason the medium has continued to endure is because of human creativity. We have seen incredible advancements in storytelling, mechanics and the overall craft of making all manner of different games over the years — and the AI glazers seem to want nothing more than to just throw all that experience away in favour of some "vibe coded" garbage with AI-generated dialogue and synthesised speech.

Couple that with the fact that AI is insanely wasteful, growing increasingly likely to make the worldwide economy crash, disastrous for the environment and taking valuable resources away from doing things that might actually make life better for people who really need it to be better? Nah. Don't need it. Don't want it. And will not support anything made with it, no matter how much you argue "no no no, but this is a good use of it, actually."

I say bravo to Rick Lane of Eurogamer for having the balls to stand up and say "no" to this garbage with a thoughtful and well-considered critique. If only we could see a bit more of that kind of thing, and less of this sort of rubbish.


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 520: Roguing it up

After spending yesterday primarily playing Hyrule Warriors: Age of Imprisonment, I thought I'd make some time to do some recordings today, so I kicked off recording for my Space Rogue series on Atari ST.

I'm glad I did this. It was a lot of fun to record, as there's lots of nicely written text throughout, which makes for good things to say out loud, and I also maintain that this format, although long and cumbersome at times, is a great way of showing exactly why some games are worth sticking with in the long term.

One fun and/or slightly inconvenient thing that we've lost today is the fact that when you started playing a game like Space Rogue seriously back in the day, you had to make a commitment to it. And it was a physical commitment in the form of a save game disk — or, in the case of games like Space Rogue, which would save your position to the game disk itself, making a backup copy of said game disk to be the copy that you play from "just in case" something happens to the masters when saving.

These days, meanwhile, it's all too easy to pick up a game, play it for half an hour, then set it aside and never think about it ever again. This is all the more easy to do with services like Game Pass, which is one of several big reasons I find Game Pass in particular an absolutely odious development in the games industry. Once you'd made a save game disk, though, you were in. You'd set aside valuable magnetic media for the specific purpose of saving your progress through a video game. And you were damn well going to use it.

Of course, the version of Space Rogue I have installed on the MiSTer Multisystem 2 is installed to a virtual hard drive, so there's no worrying about disk swapping, and the load times are much faster, which is nice. This would have been an absolute luxury option back in the day — I've been reading some old Atari User magazines recently, and it's always funny to read about a 20 megabyte hard drive being "more storage space than you will ever need" and costing as much as the computer itself.

Anyway, I've been giving the Space Rogue videos a bit of "deluxe" treatment in terms of editing. Because the game is so quiet, I've added some background audio in the form of the CD soundtrack from the FM Towns version, and some gratuitous Star Trek ambience that fits in nicely with the setting. I think the end result videos are going to be a lot of fun, so I'm looking forward to publishing the first of these sometime this week.

Now, of course, my head is spinning with all the possibilities of old games from back in the day that I might want to give the long playthrough treatment. I'm definitely going to do at least some of the Ultima games, I'd like to do Times of Lore (though which version, I haven't decided, as the ST, Amiga and C64 versions are all significantly different from one another) and there are, of course, still plenty of adventure games I haven't covered.

But recording Space Rogue was a lot of fun today, and I'm looking forward to doing more. Maybe I might even finish it this time around. Or indeed actually get anywhere in it at all. We shall see, but the first two episodes bode well for what comes next!


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 519: Hero of Hyrule

In my head, I've had a bit of a weird relationship with the Legend of Zelda series over the years. There have been large tracts of time when I haven't played any games in the series, and there are still a number of entries (primarily handheld) that I haven't tried at all. I've known Zelda obsessives over the years, and I've never counted myself among them; likewise, I don't think I've ever bought a Zelda game on launch… with the exception of the new Hyrule Warriors: Age of Imprisonment, which I'm sure someone will argue isn't a Zelda game, but it actually is — just a different kind of Zelda game.

Anyway, I think I've come to the conclusion, many years too late, that yes, I, in fact, do like the Legend of Zelda series, and I always have done.

I think I know where my hesitancy over this came from, and it dates back to the late 1990s. I had just discovered console-style RPGs with Final Fantasy VII, and then Ocarina of Time came out, offering a very different sort of game to Final Fantasy VII, and… I felt like I didn't like it as much. At least, not in terms of story. Final Fantasy VII's narrative was unlike anything I'd ever experienced in gaming at that point, while Ocarina of Time was basically reading from the same script as A Link to the Past, which I had played (and enjoyed a lot) several years earlier.

Link didn't speak, either, which made the narrative immediately less interesting to me.

Of course, I know this is a silly comparison now, because Final Fantasy VII and Ocarina of Time are so different from one another as to basically be completely different genres — and that's not getting into the interminably tedious arguments over whether Zelda is "an RPG" or not.

No; I can see very clearly now that the intent behind the two series, and those entries in them in particular, is very different. Final Fantasy VII was all about delivering a spectacular, emotionally engaging narrative; Ocarina of Time was about being a well-designed video game. And, although Zelda plots have become more and more elaborate over the years — not to mention the series' timeline becoming ever more convoluted — this distinction has, for the most part, remained.

This isn't to say that Final Fantasy has bad gameplay or that Zelda has a poor story, mind. It's simply that their focal points are different, and, as with anything, if you go in with the wrong things in mind, you're almost certainly not going to resonate with it as much as you would if you had more realistic expectations.

Anyway, I think back over the years and the many Zelda games I have played, and I don't think I've ever had a bad time with a Zelda game.

My first ever encounter with the series was with Zelda II: The Adventure of Link on a family friend's NES. When I first played this, I didn't understand it at all, as I was very young and had never really encountered a game like it before. With how different Zelda II was from the rest of the series, I at least know I wasn't alone in feeling like that — although today I respect Zelda II immensely for having the balls to do something so drastically different from its predecessor.

I have a few oddly vivid memories of that first time I played Zelda II. The towns of Ruto and Rauru, both of which would lend their names to characters in the series many years later. The slightly wobbly melodic line on the music. The distinctive overworld map theme — which starts very similarly to the well-known Zelda theme before branching off in its own direction. The caves that are too dark to see until you get a candle. Link making a noise that sounds like he's going "whoops" every time he takes damage — a sound effect shared with Simon Belmont from Castlevania. The BLBLBLBLBLBLBLBLBLBL noise and strobes when you lose a life. And the fact I always thought Link looks like a chef when he's doing his "damage" pose. I saw it once, I can't unsee it now.

A few years later, I got a Super NES, and one of the games I asked for one Christmas or birthday was A Link to the Past. I knew absolutely nothing about this game, save for the fact that magazines talked about it in tones of reverence, and I remembered quite liking my time with Zelda II.

I got it. And I was absolutely blown away by it — particularly the music. To this day, I'm still impressed that the game has full-on orchestral cymbal clashes in its music. Absolutely one of the best uses of the SNES' sound chip there ever was.

Anyway, I dutifully bought Ocarina of Time like every self-respecting N64 owner was supposed to back in the day, and I quite enjoyed it, with the caveats mentioned above. What I liked a whole lot more, though, was Majora's Mask, the direct sequel, which never seemed to resonate with the public in quite the same way despite getting good reviews — but which gets its dues much more frequently these days.

Majora's Mask basically corrected what I felt was lacking a bit from Ocarina of Time: the emotional engagement angle. Because it offered a story that wasn't just a retelling of the usual Link vs Ganon legend, it was immediately much more interesting — and its time-based mechanic allowed the narrative to go to some seriously interesting places. To this day, I'm yet to see anything quite like the conclusion of the "Anju and Kafei" questline, which resolves with literally seconds before the world ending.

I didn't get along with The Wind Waker when I first played it on Gamecube, but when I played the rebalanced Wii U version some time later, I enjoyed it a lot more. Likewise, I skipped Twilight Princess on its original release and played the Wii U version, enjoying it greatly.

I was late to the party with Breath of the Wild and it took me a long time between starting it and actually finishing it, but when I had done so, I was very glad I had taken that journey. I am having a similar experience with Tears of the Kingdom in that I have come to it very late, but playing it alongside the new Hyrule Warriors, which acts as a prequel and/or parallel storyline, is going to be very interesting indeed, I think.

I know some folks don't love the direction the series has taken with Breath of the Wild and Tears of the Kingdom and to an extent I get that — but then there has also been the excellent Link's Awakening remake and the equally good Echoes of Wisdom for those hungry for a more "traditional" Zelda experience.

All in all, it's a thoroughly interesting series, and one that very much deserves its long and proud history. And, at this point, I may as well admit that I think I'm a Zelda fan. Particularly as I've played 15 hours of Hyrule Warriors: Age of Imprisonment since yesterday evening.

Now time for a bit of Tears of the Kingdom, I think…


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.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.