#oneaday Day 175: I picked what to play for #DOScember

As you will know if you've been reading for the past few days, I've been mulling over what to do for "DOScember" this year on my YouTube channel. I was fairly firmly set on doing another full adventure game playthrough, but hadn't quite settled on what.

Well, after being recommended the excellent looking The Crimson Diamond, I'm… not going to play that right away. Instead, I'm going to play at least one of the games it cribs extensively from, and a series of adventure games I've always wanted to check out but never got around to: the Laura Bow mysteries from Sierra.

I've spent a little time familiarising myself with the first game The Colonel's Bequest this evening, and I think I've got a feel for what to expect now. This was a highly experimental game for creator Roberta Williams, and modern commentators tend to agree that it doesn't quite succeed at what it's trying to do, but it's a thoroughly interesting game nonetheless. That sounds like ideal fodder to play, talk about and discuss. Plus, like I say, I've wanted to play both Laura Bow games for ages and never made the time to do so.

For the unfamiliar, The Colonel's Bequest is a mystery-themed adventure game in which you play the 1920s journalism student Laura Bow, who has come along to provide moral support for her friend Lillian while she attends a family reunion of sorts. Said reunion is taking place on the plantation of Colonel Henri Dijon, a former war hero, and is, for maximum creepiness, in the very depths of a bayou in the southern United States.

Upon arriving at the mansion, Laura notes that despite the Colonel announcing that he has left an equal share of his fortune to everyone present (except Laura, obviously), all the family members immediately start being absolute dickheads to one another, and it's clear that mischief is about to be afoot. What then follows is a curious twist on the usual adventure game formula, where you, as Laura, must wander through the mansion and its grounds, attempting to gather pieces of evidence and knowledge that will allow you to leave the situation 1) alive and 2) with a full understanding of what happened.

The Colonel's Bequest mostly lacks conventional puzzles, aside from a couple of instances. Instead, the game is mostly about being in the right place at the right time to witness or discover things; the game is split into hour-long Acts, which in turn are split into 15-minute time blocks, and discovering something significant causes time to advance. It's possible to advance time before gathering important items or speaking with certain characters; indeed, it's possible to "finish" the game with almost complete obliviousness to what happened around Laura, and you are not penalised for doing so, other than receiving a low "Sleuth" rating in the finale.

What this effectively means is that The Colonel's Bequest is a game in which taking notes of what happens when, where, how and why is quite important, particularly if you plan to replay the whole thing. Having pieces of evidence or knowledge to ask or tell people about can lead to learning more about what's going on, and you'll need to follow all these threads to their various conclusions as much as possible to get the best rating.

I stopped playing for this evening because I don't want to spoil too much for myself. I suspect my playthrough won't conclude with me getting the elusive "Super Sleuth" rating at the conclusion of the playthrough, but I'm looking forward to giving it a go anyway. In typical Sierra style, there are some delightful characters involved, along with some fun narration, and this is what I'm really looking forward to: having an excuse to do some silly voices.

Anyway, yeah. So that's the plan. The Colonel's Bequest, at the very least. And if I get through that fairly quickly, on to The Dagger of Amon Ra. And if I beat that before December is through, then I'll look at The Crimson Diamond. After all, I felt like I should probably familiarise myself with the "source material" before jumping into something that is a direct and unashamed homage to it, right?


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#oneaday Day 173: Staring down the barrel of #DOScember

#DOScember is the annual celebration of DOS gaming and computing on YouTube and surrounding environments (not to be confused with #DOSember, which is a Twitch thing) and, even though many of the original participants and organisers have become somewhat disillusioned with the whole thing for various reasons, it's still a fun excuse to bust out some classic MS-DOS games and remind yourself of how good early '90s PC gaming was.

I did a few videos last #DOScember that I not only enjoyed making, they also performed rather well on my channel. So I'm likely going to spend this December doing primarily DOS gaming stuff on my YouTube channel.

I'm thinking a few things at this point. Firstly, I'm quite keen to do another full adventure game playthrough similar to my The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel runthrough from last year. (This wasn't a #DOScember thing, it was just something I felt like doing at the time.) I haven't yet decided what I should do as yet; on the one hand, playing something I'm already familiar with should mean that I can get through it without getting stuck, but on the other, this might be a prime opportunity to explore a game I've never tried for the first time.

The temptation when thinking "I want to play an adventure game" is to jump straight to Sierra and LucasArts, and for sure, they are all solid choices. But there were other folks making adventures at the time, too, and I think the stuff from them is worth celebrating, too. At present, I'm leaning towards something from Access Software, as these are games I've never tried, and I know at least some of them (the Tex Murphy games and Countdown spring immediately to mind) are fondly regarded.

When considering that I probably want to play these games as a Let's Play, I'd also prefer a game that isn't "talkie", so I can narrate and do the voices myself. It's a silly little thing, but I do very much enjoy doing this, so it's something I'm particularly looking for.

The other thing that I'll probably do is at least a few "pre-scripted" videos like I did last year. Last time around, I looked at early first-person shooters, games I'd always wanted to try but never had the chance to, and interesting discoveries I'd stumbled across by chance. Those are solid formats, and all of those videos performed well; I'm thinking I might do something other than first-person shooters for the first bit though. Perhaps space sims or flight sims? Those are ripe for exploration, and they're both genres I used to absolutely love.

Anyway, that's the plan for #DOScember on the YouTube channel. If you have any good DOS adventure game suggestions (preferably of the point-and-click variety, and preferably not "talkie", as outlined above) then I'd love to hear 'em. Otherwise, I'll see you on the channel!


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#oneaday Day 168: On The Spectrum

I got that new Spectrum. I was going to call it a Spectrum Mini, but it really isn't — it's a well-crafted replica of the original 48K Speccy, rubber keys and all, only it has stuff like HDMI out, USB ports and suchlike.

Like TheC64 Mini/Maxi, TheA500 Mini and The400 Mini, it's an emulation box with a bunch of built-in games (48 this time) and the ability to load your own stuff from USB.

As I type this, a vast collection of Spectrum games and demos are copying themselves to a USB stick, so I haven't had time to try that side of things today. I have had a play with some of the built-in games, though, and they're a really interesting mix.

There's expected stuff like Manic Miner and Skool Daze — though no Jet Set Willy, interestingly — but of particular note is the selection of modern indies that are included. There's some really cool stuff in there, including a 3D platformer called Cosmic Payback and and light-based puzzler called Tenebra, both of which I've had some fun with today.

The Spectrum is not a system I know well at all, having grown up an Atari boy. So I'm thinking I may chronicle some of my explorations and discoveries on YouTube. While I'm on, I've never really covered the built-in games on TheC64 and TheA500 Mini either, so between those three I think they'll make some nice companion pieces to my 400 Mini playlist and all the other Atari stuff I've done.

These systems were bitter rivals back in the day, but today it's easy to be in a position where you can appreciate all of them. And you should, because they all have unique charms, for sure.

Anyway, that's a loose plan in place that I'll likely start on tomorrow. For now, sleep beckons!

#oneaday Day 161: Plans for Tomorrow

Tomorrow I'm going to do some streaming, as I have done the past few weeks. 8pm UK time, twitch.tv/pjedavison. Be there, or… don't be there, I guess. But it'd be nice if you were.

Rather than grinding through another layer of Mon-Yu, though, I thought it'd be a nice opportunity to play some shoot 'em ups and, assuming his availability lasts, have a bit of a chat with my good friend Chris, who enjoys a good shoot 'em up. We haven't had the opportunity to record a MoeGamer Podcast for a very long time, and while this isn't quite the same thing, it'll be fun to have a good chat. As an American, Chris is quite understandably a bit under the weather about… everything, so hopefully a bit of fun will take his mind off things for a couple of hours.

Anyway! I don't have overly specific plans other than "play some fun stuff", but I'm going to keep it limited to the Evercade Toaplan Arcade cartridges, of which there are now four. (Well, technically there will be four by the end of the year, but since I work for Blaze I have the last two already.) These are, for me, personal highlights of the complete Evercade library, and I'm thrilled to have worked on all of them.

The games are fantastic, and we were fortunate enough to have access to former Toaplan staffers such as Masahiro Yuge and Tatsuya Uemura to provide some additional commentary for the manuals. I even managed to get some commentary from Tim Follin for Toaplan Arcade 4, since that features the NES port of Sky Shark, which has a soundtrack by the great man himself — though he doesn't think it's his best work!

I'm not sure how well streaming copes with something as frenetic as a shoot 'em up, but it'll be an interesting experiment regardless. Rationally speaking, if a stream can cope with modern 3D games such as first-person shooters and real-time strategy games, I'm sure it can cope with spaceships going boom.

Like I say, I haven't decided specifically what I might play on stream as yet; I'll just take things as they come. I'll probably give the new collections some love, though, as they have a number of games that I think are particularly interesting and noteworthy. Toaplan Arcade 3, for example, has both Batsugun and Batsugun Special Version, which are spectacularly good games, but I want to give Vimana some love, too, as that's one very few people have heard of and I really like it.

A word of caution: don't come to this stream expecting high-level play, or anything other than very basic competence. I love shoot 'em ups, but I'm not super-good at them. This is probably because, like many things, I don't put enough practice in to get good, which is where I think a stream like this might be fun. I can take some time to practice, chat, talk strategy and just generally shoot the breeze — and hopefully having an additional participant in the mix will present some fun topics of discussion. We'll try not to rant too much about the state of the modern world.

So yeah. That's the plan for tomorrow. I'll be going ahead with the stream regardless of whether Chris is available (but he's said he should be) so please do stop by for a bit if you feel like it! See you then!


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#oneaday Day 153: Sharing stuff

Hello. If you follow me here, it's relatively likely that you follow me in other places, too. But I realise that there is the possibility you don't. As such, I would like to devote today's post to sharing a few things I've done over on YouTube. If you would like to follow my YouTube channel, here's the link. Over there, I make videos on video games, primarily retro stuff but with occasional dalliances into more recent stuff I feel like talking about. And also related topics, which brings me to the first video I would like to share.

Exactly what does Yars' Revenge taste like? I decided to find out. Yes, I am someone who is foolish enough to see a range of 10 sauces with "Atari" written on them, and then to spend £70 on purchasing all of them. I partly did this because I like Atari, partly because I like a good sauce, and partly because I thought it might make a fun video. I am pleased to report that these ten sauces have fulfilled all of their obligations, and you can see my first reactions to them in the video above.

You probably know this, but for my day job I work for Blaze Entertainment, makers of the Evercade range of consoles and the HyperMegaTech! Super Pocket devices, which are also Evercade compatible. When I learned we would be doing an Atari handheld, I was, of course, delighted — even more so when I learned we would be doing a special edition woodgrain model. In this video, I give a quick overview of all 50 games on the system. I was not paid to do this by either my employer or Atari — I just wanted to, because there's some cool stuff on there, and I'm an Atari nerd.

Atari attracted some raised eyebrows when they announced Yars Rising, a follow-up to the famous 1982 Atari 2600 title. I played the demo one Steam Next Fest and was very taken with it — helped enormously by the fact I'm very fond of the other games developer WayForward have previously worked on. I bought the full game and really enjoyed it, so I made a video about it, based on my write-up over on MoeGamer. It did quite well by the standards of my channel, too, which was nice.

This video didn't do very well, at least initially, and it's still sitting on the low side of the view count compared to some of my other stuff. But I wanted to share it because it's about a thoroughly interesting game: The Missing by SWERY65. This is a platformer in which you play a woman who can't die; she can survive being decapitated and dismembered and, indeed, it's necessary to endure both of those things in order to solve the game's various puzzles.

Far from being a weirdly violent horror game, though, The Missing is actually a thoroughly fascinating, deeply personal story about gender identity and finding acceptance — both in yourself, and from those around you. The game was so striking to me I really wanted to talk about it, so I'm glad I made this video, even if not that many people watched it.

Let's close with this one. I went into this thinking that doing a video on a text adventure would be a silly idea, but ended up really enjoying the whole thing. Narrating the whole thing makes for (in my humble opinion, anyway) a relaxing, pleasant video, and I don't mind admitting that I've fallen asleep to the sound of my own voice in this video on multiple occasions. Plus I think Moonmist is a thoroughly interesting game from Infocom that rarely gets talked about.

Anyway, I hope you enjoy those. Please do feel free to subscribe over on YouTube if you want to see more. My wife Andie is away for a couple of days from tomorrow lunchtime, so I'm going to use the time to record a bunch of stuff, I think, and probably do some streaming, too. Join me!


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#oneaday Day 151: Scribbling down an idea

Hello. Indulge me this evening, if you please, because I want to make a note of an idea I have for a longer article that I'll likely publish on MoeGamer at some point in the near future. It stems from a discussion I've previously had with my friend Chris (my MoeGamer Podcast co-star) about how RPGs are "categorised", and how "western RPG" and "Japanese RPG" are woefully inadequate terms to talk about the RPG as it exists today.

I'm not going to go too into it today but I wanted to jot down the ideas that were rattling around my head while I was playing Silent Hope this evening. And that is to devise some sort of "taxonomy" for RPGs as they exist today. I'm thinking at the top level, you can split them into two distinct categories: narrative-centric RPGs, where the core of the experience is on enjoying the unfolding story; and mechanics-centric RPGs, where the main point of the game is fiddling with its various systems, optimising your characters and suchlike.

There are some games that straddle that line, of course, but for the most part, it's pretty easy to split them down the middle like that based on what is clearly the main priority. Final Fantasy XIII, for example, is a narrative-centric RPG. Demon Gaze is a mechanics-centric RPG. Where things get quite interesting is that long-running series often go back and forth between being narrative- and mechanics-centric — Final Fantasy is a prime example of this.

You can then divide each half into further subcategories. Narrative-centric RPGs, for example, could be divided into cinematic RPGs, sandbox RPGs, visual novel RPGs and storytelling RPGs, while mechanics-centric RPGs could be split into first-person dungeon crawlers, isometric action RPGs, massively multiplayer games, roguelikes and various other categories, some of which intertwine and cross over with one another.

I haven't thought about the idea in a lot of depth yet, as you can probably tell from the vagueness, but I think there's an interesting concept to write about there. The reason I'm not writing about it in detail right now is because it's 1am and I, as ever, have forgotten to write anything on here sooner. It is not beyond my capabilities to bash out a 3,000+ word epic at 1 in the morning, but I do have to work tomorrow and would rather do so having had something approaching a decent night's sleep.

So that's that. I will flesh out the concept in the very near future and post it on MoeGamer. Might even turn into a fun video. We shall see. Anyway, I have recorded the idea here now. Next job is to completely forget that I wrote it down here and revisit the idea in roughly 36 months.

Good night!


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#oneaday Day 137: No, NTSC YOU

One thing I've been meaning to do for a while is make using my NTSC-U (North American) PS2 more convenient, particularly now I have a RetroTink 5X to get a lovely picture on the big TV. I make the intended process sound more complicated than it really was: all I essentially needed to do was to get another video cable to connect to the American PS2, but for one reason or another I've been putting it off forever.

No longer! I grabbed a set of component cables from Retro Gaming Cables and hooked them up to the Tink today. The reason I went with component rather than RGB SCART is that I already have my PAL PS2 connected to the Tink via RGB SCART, and going with component means I can plug both in at once without having to change cables over — all I need to do is switch the input on the Tink. The quality is, from what I've seen so far, near-identical on both; the only sticking point I had was when I first plugged them in, I got sound and no picture, meaning I had to navigate the PS2 menu by sound alone (and with judicious referring to my working PAL one) to switch it to YPbPr mode. But once that was done, everything was fine and dandy.

I don't have that many North American games, but the few I do have are quite precious to me. On the PS1 front, there's Parasite Eve, Brave Fencer Musashi and Xenogears, three games that I originally picked up around the same time on a trip over to the States to visit my brother. The copies I have now are not the same ones I had as a kid, but they're in almost as good condition, and I'm looking forward to revisiting them.

On the PS2 front, there's Mana Khemia 2: Fall of Alchemy, which I played and adored a couple of years back, plus the first and third Xenosaga games because, inexplicably, we only got the middle episode here in PAL-land. I haven't played those yet but would like to set aside some time for them at some point, as I know they are very well regarded.

Having all this up and running makes me want to seek out a few more North American titles I had back in the day. I'm tempted to try and track down the Lunar games, but since those are getting ports to modern consoles soon it's probably not worth the expense. Final Fantasy Tactics is another tempting one; I know the PSP port is "better" in many ways, but I still have extremely fond memories of the PS1 original. Other NTSC titles I had back then — most notably Final Fantasy IX and Metal Gear Solid — are readily available in PAL format; I got them back in the day because back then, North American releases were months ahead of European releases, sometimes even years.

Then there's a ton of RPGs that never made it to Europe that I wouldn't mind getting my hands on at some point… trouble is, PS1 games have been steadily increasing in price for a while, particularly RPGs. So it's entirely possible that I might never be able to get my hands on some of these, which will be a shame. (I'm also super-salty that I got rid of my excellent condition PS1 copy of Symphony of the Night back in the day, but at least there are multiple alternative options for playing that today.)

Still, it's nice that I now have a solid solution for playing the games that I do still own on original hardware. Because as fun as emulation is, there's still something altogether magical about having the originals of these games.

Anyway, it's not as if I'm short of stuff to play. But options are always good! Now, should I revisit Brave Fencer Musashi, Parasite Eve or Xenogears first…?


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#oneaday Day 123: In my restless dreams, I see that town

As I type this, I am eagerly awaiting the delivery of my PS5 copy of the Silent Hill 2 remake. I was skeptical when this was first announced, but after playing the Resident Evil 4 remake a while back — I still haven't actually played the original — I have a bit more faith that a modern developer can do justice to a PS2-era classic.

I absolutely adore the original Silent Hill 2, and I have some vivid memories attached to it.

It was my third year at university, and I was living in a nice but relatively pokey house in the middle of "the Flowers estate", also known as "the dodgy bit of Bassett" in Southampton.

The house was quite a find; its rent was incredibly reasonable (like, in the region of £30-something a week, compared to our previous year's shithole that had been £57 a week) and the house was in, frankly, amazing condition for something that was being rented out to students. So I, my friend's girlfriend and our perpetually absent housemate snapped it up. (Seriously. She didn't stay a single night in that house during our entire year there. Her room just sat completely empty, but she dutifully paid her rent and bills on time every month from… somewhere. To this day I have no idea what the deal was.)

If you're wondering why I was living with my friend's girlfriend, it's because she also happened to be my friend; I refer to her as "my friend's girlfriend" because I knew my friend, the boyfriend in question, first. He was one of my best pals in the latter years of secondary school and sixth form, as it happens. He was studying in Reading and subsequently in the Netherlands, whereas she was studying in Southampton, so when it came to time for everyone to find a place to stay in their second year, we decided to team up and help each other out, since both of our respective groups of friends had sorted themselves out without us.

As it transpired, while he was in the Netherlands he got super into weed (like, proper addicted to it, to a degree it was severely affecting his behaviour) and became kind of abusive and horrible, so he stopped being both my friend and my friend's girlfriend at some point during that period. You'd think this might have made things a bit awkward, but no, she appreciated having me as a non-judgemental confidant; she knew that despite chappy being a good friend from school days, I wasn't going to side with him being a complete drug-addled tool to her. And this wasn't a "nice guy" thing in the hopes of getting some either; I liked the lady in question, but just as a pal, and I'm sure the feeling was mutual. Just so we're clear on that note. I did fancy our perpetually absent housemate, though, after meeting her once. But then I never saw her again, so that was that.

Anyway, this was supposed to be about Silent Hill 2. One day, some pals from back home — former school friends again — came by this very house to visit for a few days. We did the usual things you do when getting together with friends in your early 20s: we got drunk, we ordered takeaway curry, we repaired a Sega Saturn controller using only a cotton bud and a bottle of cheap vodka. You know, the usual.

One of these friends was someone who always bought the "big" new games the moment they came out, and this time was no exception; he'd brought his shiny new copy of Silent Hill 2 along with him. We'd all enjoyed the first Silent Hill while we were still at school, so we were excited at the prospect of the sequel, intending to play it through together.

What actually happened is that my two friends fell asleep, full of curry, vodka and alcopops, while I played through the entire thing in a single night, surrounded by the increasingly fragrant remnants of our takeaway and the dregs of the bottles we'd glugged our way through. I got the "In Water" ending. And I was blown away.

My friends and I had already become convinced that video games could absolutely be art after playing Final Fantasy VII and Metal Gear Solid, but there was something about Silent Hill 2 that even my undergraduate self could tell was truly special. This was a game that was about far more than just what was being depicted on screen and explicitly said. This was a game where the horror was not about scary monsters and loud noises — though both had a presence — but rather about the lurking horror and gradual realisation of psychological trauma.

It was around this time in my life that I first started learning about mental health, and particularly depression. A young woman with whom I was particularly intimate was the first person with depression that I'd really had close contact with, and she was happy to talk about and explain things to me. It helped me a great deal; it helped me to understand that I, too, had been suffering from it for quite some time and just hadn't really had the words or the knowledge to be able to express that.

That might sound silly these days, when pretty much everyone on the Internet is self-diagnosing their own litany of mental health conditions on a daily basis, but this was 2001, we were still using dial-up Internet and social media hadn't been invented. So it was all very new to me, and while it was a bit bleak, it was also interesting. The workings of the mind had always fascinated me — my creative writing projects for GCSE and A-Level English had always involved a heavy psychological component — and finally getting a sense that I was starting to understand why I sometimes felt the way I did was a revelation.

Silent Hill 2, dealing with a lot of heavy themes concerning mental health, came at exactly the right time for me. It came at a time where I was learning to understand and recognise these feelings and how different people deal with them, and living through James Sunderland's traumatic experiences on the screen of my 27-inch CRT telly in the lounge was oddly cathartic. It was one of a few games from the period that I felt really spoke to me, and it's continued to occupy an important space in my head ever since.

It's a game that I've replayed and loved many times over the years, so I'm excited to see what looks set to be a genuinely interesting but respectful take on it with the new game. Whether it will recapture that same magic remains to be seen, but having heard some thoughts on it from people who have already played it, and whose opinions I respect, I feel positive about what I'm about to head into.

Now I just have to wait for the dang thing to arrive. Come on, Argos!


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#oneaday Day 117: Car Racing

This evening, I felt like playing some random PlayStation 2 shenanigans, so I fired up R: Racing for the first time. (My wife misheard the name as "Car Racing" and was somewhat incredulous; I almost didn't want to correct her.)

For the unfamiliar, R: Racing is a game from Namco where they sort of wanted to make a new Ridge Racer, but also wanted to get in on this "racing sim" action that had been growing in popularity since the original Gran Turismo at the tail end of the previous generation. To that end, they made what is essentially a new Ridge Racer game, but featuring real cars and circuits along with the requisite tuning options that no-one understands.

One of the things that excited me most about R: Racing back when it was originally announced was that it had an actual story mode. This was very unusual for racing games at the time, and when it first released I still hadn't come to the conclusion that no, not all games need stories, a subject that I was sure I'd blogged about at some point in the past, but couldn't find any evidence thereof.

Anyway, long story short, for one reason or another I never picked up R: Racing back in the day, despite it being something that appealed quite a bit… but it is one of the many titles I added to my PS2 collection when I stumbled across it in CEX for somewhere in the region of 50p and subsequently never got around to actually trying. Until now!

Honestly, of all the things it reminds me of, it's actually most akin to the Ace Combat series. Perhaps not surprising, since they're both Namco titles — and there's a strong argument to suggest the Ridge Racer series unfolds in Ace Combat's Strangereal setting — but it works pretty well. The narrative sequences are kept short and snappy — arguably to a fault — but it provides a certain incentive to progress through the game's 14-chapter "Racing Life" mode, which appears to be primarily intended as an introduction before what I assume is "the real game" starts. Put it this way: I'm 6 chapters into that 14-chapter story after a little over an hour of play, and my save file says it's 12% complete. That suggests you beat the story and there's a whole lot more stuff to fiddle around with.

The narrative involves Rena, a female protagonist — quick, alert the Woke Content Detector idiots! — who works as an ambulance driver. One day, she displays some fancy moves on the job, and her coworker, who apparently never sleeps, signs her up to be part of a mysterious organisation known as "G.V.I." who are somehow involved with motorsports, but in what appears to be a not entirely trustworthy sort of way. Rather than being a racing team themselves, it appears that they work with racing teams and… honestly, I don't really understand at the point I'm at in the narrative because it hasn't really explained anything other than the fact it somehow caused Rena's amply-bosomed rival Gina to be pissy with her pretty much immediately upon first meeting her.

What then follows is a series of races and championships, beginning with a straightforward speedway race that is easy to win, and progressing through track, street and rally racing across several courses, many of which appear to have several variations in the same way that the Ridge Racer series' tracks typically unfold as different routes through the same environments.

R: Racing's unique selling point appears to be its "pressure" mechanic, whereby if you get up another driver's arse for long enough, a bar above their car starts filling up, and when it fills, they'll get so stressed out at your proximity to their rectum that they'll do something stupid, allowing you to pass easily. There's no obligation to fill the bar, and indeed doing so for every opponent is probably quite inefficient, but it's fun nonetheless — and it's a mechanic I've not really seen in a racer before. Presumably it's attempting to reflect the sort of stress the player feels when they have an opponent bearing down on them in their rear-view mirror; in execution, it's a tad "artificial", but, well, it's a mechanic that is there to be taken advantage of, so you might as well do so!

The soundtrack hails from post-Ridge Racer V Namco so unfortunately we've left the funky acid jazz beats of the late PS1 era far behind and are into cacophonous EDM territory. R: Racing's soundtrack isn't quite as obnoxiously awful as Ridge Racer V's, but it's almost aggressively bland, which is a bit of a shame. The Ridge Racer series has some serious highs when it gets music right, so it's always unfortunate when an entry doesn't really live up to those standards.

Still, it's an enjoyable enough game. Although definitely more sim-esque than the mainline Ridge Racer titles, it's also a lot more forgiving than the Gran Turismos and Forza Motorsports (do they still make those?) of the world. There's a braking assist function for those allergic to actually using the brakes themselves, which makes the game feel really arcadey (and a tad easy), but you can still throw the cars into power slides if you're aggressive enough with them. It's just not necessarily the best thing to do at every opportunity in R: Racing, unlike mainline Ridge Racer.

I enjoyed what I played this evening! I'm looking forward to exploring it a bit further. It occupies a nice sweet spot between sim and arcade that I rather like, and the story mode is intriguing, even if, as I suspect, it turns out to be a bit rushed and doesn't really go anywhere. Even if that does end up being the case, I suspect the "Event Challenge" mode, or whatever it's called, will have a fair bit of meat on the bones to fiddle around with. We'll see, I guess, and I'll write something more substantial once I've spent some more time with it.

For now, though, an evening well spent, I say.


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 105: Time to sleep

I barely slept last night. I'm not sure what the problem was, but I'm pretty sure I woke up at least once every hour in varying forms of discomfort, and consequently I've been rather tired today. Still, I made it through the day — and without sneaking off for a lunchtime nap, even — so now I feel justified in collapsing, ready for the weekend.

I'm still hoping to try doing a stream tomorrow, likely around lunchtime or early afternoon my time (UK time). I'm not going to make a huge effort to publicise it because I'll be using the session in part to make sure I've got everything figured out and set up properly, but if you do fancy stopping by and saying hello, my Twitch channel is right here.

UFO 50 still feels like a prime choice to stream. It's current, it's timely and it's thoroughly interesting. I'm only three games into it so far — I spent a hefty amount of time playing the second one this evening, and took a brief glimpse at the third one — but there's a hell of a lot to explore, and each game is substantial in its own distinctive way. The first game, Barbuta, which I wrote about here and made a video you can see below, was a solid arcade adventure affair in the mould of classic home computers; the next two are completely different.

As the existence of the above article and video implies, I'm going to do a full series on all the games in UFO 50, because it deserves that much, and I suspect there aren't going to be many other folks who explore it in that much detail. I've already seen a ton of ten-minute reviews go up on YouTube, and there is no way that they go into any sort of depth other than "retro game go brrr" so soon after release.

Sure, some folks probably just want a simple "is it worth buying?" but there's definitely scope here for some in-depth analysis. So that's what I'm going to do. On my own time. Because I like making work for myself.

Anyway, the second game is an interesting blend of strategy game and deckbuilder, then the third is an arcade-style autoscrolling platformer. Both of these are going to be a lot tougher to beat than Barbuta was, I can tell — those little gold trophies you get for beating all the games in the collection (and the cherries you get for beating them in extra special super pro ways) aren't going to come easy, it seems!

And that's good. I'm sure it must have been tempting for the team behind UFO 50 to make all the achievements and unlockables relatively straightforward, so everyone has a chance to see everything the game has to offer. But that's not how real retro games worked; real retro games were tough, because you often only had one or two of them, particularly if you were a console rather than a home computer player, and thus they needed to last you a while.

I'm not going to be too upset if I don't get all 50 shiny gold trophies and juicy cherries in UFO 50; I'll be satisfied if I've simply figured out how each game works and what you're supposed to do in it. Because that's the first real challenge in the package; determining what real games each title is a bit like — with their own unique twists — and getting to grips with their mechanics and structure.

I'm looking forward to playing some more, but for now, I think I need to go to bed and hopefully sleep a bit better than last night! Perhaps see you tomorrow for the stream?


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.