#oneaday Day 63: Late-Night Disco

Finished Disco Elysium this evening. I think I will save more in-depth thoughts for a proper write-up on MoeGamer, but I came away very satisfied with the whole thing, and impressed that the game as a whole managed to successfully carry a highly replayable 30+ hour RPG without a single combat sequence. If you've been hanging fire on giving this one a go, don't; it's absolutely great, particularly if you enjoyed Planescape: Torment's approach to the CRPG: dialogue-heavy, emphasis on the story and on having the flexibility to really "play" your character in a number of different ways, despite following a canonical storyline that focuses on them.

Anyway, that has… been the majority of my day, to be perfectly honest. It's the last full day of my week off work, so I thought I'd take a day to just do "nothing" in particular, just enjoy something. So I did. And I'm glad I did; it's always satisfying to reach the conclusion of an enjoyable game, and especially if you can do so while not under any real sort of time pressure to do anything else.

Tomorrow I might go into town for a bit to have some lunch with Andie and a couple of her friends, then I think I might record a few more videos. I had sort-of planned to make a bunch of videos during this week off, but that didn't happen for one reason or another. I'm not annoyed about that, mind; part of the reason for having this week off in the first place was just to decompress and unwind somewhat from the daily grind and stress of work, so loading myself up with self-imposed "work" to do may not have been the best thing to do.

But anyway. Now Disco Elysium is safely ticked off the list, I can think about other things. I got a few retro treats through the post today — Jungle Strike and Urban Strike for SNES (I already have Desert Strike), Golfamania for Master System and Rad Racer for NES. I'm excited to give all of these a go for various reasons. But that can probably wait until tomorrow. For now, I need a poo, then to go to sleep. So that's what I'm going to do. In that order.


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 60: Not everything has to be "CONTENT"

I've gone on the record numerous times about how much I hate the word "content" to describe individuals' hard creative work online, but that's not what I want to talk about today. Instead, I want to talk about a somewhat related matter that has arisen as self-publishing your own writing, videos and all manner of other creative material online has become more and more straightforward.

And that is: not everything you enjoy has to become "content". Not everything you do has to turn into a video or an article or a blog post or even something on social media.

I am saying this primarily to myself, because I've definitely felt myself veering in that direction at times. Indeed, a significant portion of my game collection consists of stuff I picked up because I thought it would be fun and/or interesting to write about at some point — though this was back when I was working an incredibly boring job pre-COVID and had both the time and mental energy to be able to post something substantial about video games nearly every day.

The trouble with thinking that "everything has to be content" (and I'm using that phrase as a shorthand, not as approval of the term) is that it gradually makes it more and more difficult to just enjoy yourself — to such a degree that it can lead to a form of analysis paralysis where you end up discarding certain experiences on the grounds that they won't be "meaningful" enough. And by "you" in that sentence, I mean "I".

I am proud of what I have created online: there's this blog, which might be of interest to someone; there's MoeGamer, which features a wealth of in-depth articles about games that don't get much attention anywhere else; and there's my YouTube channel, which focuses primarily on retro platforms that don't get as much love as others.

But my brain is always going. It's always thinking "oh, yeah, wouldn't it be cool to make an in-depth video about Disco Elysium?" or "go for it! You absolutely can write one article for every single game on Evercade!" or "don't start playing something else until you've finished what you're playing, because you might not be able to write about it otherwise".

These of the words of someone who is at risk of turning his hobby into work, and I have become increasingly conscious of it over the last few years. The trouble is, I am increasingly aware of how I'm growing older, and thinking about what sort of "legacy" I want to leave behind. My wife and I aren't having children — by choice, I should probably add — but that doesn't mean I don't want to leave anything behind. I would love it if some of my writing and videos were useful to someone down the road, even if they only have something of a niche interest audience now.

But that doesn't mean I should spread myself too thin and try to cover everything. That's simply unrealistic. So I think I should probably try and impose some restrictions on myself to keep my "ambitions" under control, because otherwise I risk 1) overwhelming and burning myself out, and 2) never being able to "just enjoy" something ever again.

So for now I think what I'm going to do is I'm going to keep my YouTube channel focused near-exclusively on Atari stuff: primarily 8-bit and ST, perhaps with some 2600 stuff thrown in here and there if I can be bothered. MoeGamer I'd like to get back to doing some stuff a little more regularly with, so I think I will continue to use that as a means of posting in-depth thoughts on games I've actually finished in the case of narrative-heavy games, or spent enough time with to be able to comment on in the case of gameplay-centric titles. That may mean updates are sporadic, but there's nowt wrong with that. It's not a professional site, and I'm not in a position where I need or want to use it as a "portfolio" of sorts right now.

Evercade stuff is my day job, so any time I'm tempted to write something or make a video about Evercade stuff in my free time, I should instead channel that energy into doing something about it during working hours, particularly if I hit a period of "downtime" between major time-sensitive jobs. Of course, there are things I can't do or say when doing things from a "professional" perspective, but honestly it doesn't really matter too much; if I was doing Evercade stuff privately, I'd be wanting to explain why each and every game (yes, even the "bad" ones) is interesting and worth exploring rather than tearing it apart, and that's not much different from taking a slightly more "marketing" approach. (Incidentally, if you want to see some of the stuff I've done professionally for Evercade, check out the official Evercade blog, and particularly the Evercade Game Spotlight, Evercade Cartridge Preview and Top 5s sections.)

Everything else? I should just enjoy it. Sit back, enjoy without guilt. Write about it or make a video if I feel like it, but don't place undue pressure on myself to make everything into a video or an article. Sometimes a good time is just a good time and doesn't need writing about. Sometimes a good time is something best kept to yourself. Sometimes it's nice to try and forget that the Internet exists, and get yourself back into the '80s mindset of just enjoying things because.

Anyway, that's my ramble for today. I'm off to go put it into practice.


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 57: The evolution of interactive fiction

I've been playing Disco Elysium for the last couple of evenings. I finally got around to nabbing it in its The Final Cut incarnation last GOG.com sale, and I felt like playing something a bit "different", so I fired it up. (I'd also been waiting until the hype surrounding it had died down so I could approach it with fresh eyes and zero expectations or prejudices.)

This is a very good game, although it's also a game for a very specific type of person. Despite having console versions, it is very much a game for those who grew up with PC gaming in what old men like me tend to vaguely refer to as its "golden age" — around the turn of the century, approximately. No, I'll be a bit more specific; it's for people who grew up with text adventures and subsequently found themselves particularly enjoying CRPGs on PC in the late '90s/early '00s.

The reason I say this is because Disco Elysium has a significant text component. All of it is voice acted — and for the most part voice acted very well, I have to say — but at its heart, it is a role-playing game in which the majority of its major happenings are conveyed almost entirely through text rather than flashy graphics or even animations. It takes some strong cues from the legendary Planescape: Torment in this regard, but it also successfully distinguishes itself as something that builds on what that game was doing, rather than simply aping it.

For the unfamiliar, the big Thing with Disco Elysium is that it's a role-playing game that focuses almost entirely on non-combat situations. I'm not even sure there's a combat system at all — after playing for (checks GOG Galaxy) 8 hours so far, there has not been a single fight. Instead, everything has occurred through a combination of exploration and text-based interactions.

This isn't to say that Disco Elysium is a kinetic novel, either. Not only do you have a lot of choices in terms of dialogue options in most conversations and interactions, but the wide array of skills your player character has play a significant role in almost everything that happens in the game. And, unusually, this isn't just the form of "SUCCESS/FAILURE" rolls to perform particular actions based on your skills — although those do feature at various points — but rather the various facets of your personality actually "speaking" to you, offering suggestions and commentary on what is going on.

For example, if you've put points into the Empathy skill, at various points in conversations your Empathy trait will actually chime in to "conversations", giving you greater insight into how the person you're talking to is feeling, or how you might be able to get through to them. Your Perception skill will "speak" to you and notice little habits people have. Your Drama skill will flamboyantly point out opportunities where you might be able to express yourself. And there are tons more besides these examples, suggesting that playing Disco Elysium with a different "build" of skills and stats will end up being a markedly different experience; it'll still cover the same basic plot beats and events, but doubtless you'll end up resolving various situations in different ways.

This is really cool, and it feels very much like a natural evolution of interactive fiction. While you don't have quite as much freedom as in a traditional "text adventure" style piece of interactive fiction by virtue of not having a text parser to type in whatever you want, there's a really strong feeling that you're seeing the world through the eyes of the character that you have designed. And, interestingly, that character is designed not as an "ideal", but as an absolute wreck of a human being.

Amnesia is an overdone trope, particularly in role-playing games, but having your player character waking up with a raging hangover and no memory of what got him into the situation he starts the game in is a great means of bringing the player into the game almost in medias res. You, the player, are discovering things about the game world and the story as the protagonist character is (re)discovering them, and you have a lot of scope as to how you want to play that protagonist, who is canonically a policeman.

Do you play things by the book and attempt to impress your partner with how you get your life back together and work hard on solving the investigation that has brought you together? Do you lean into the "weird" and start freaking people out with how you behave around them? Do you start spouting particularly extreme political ideologies at every opportunity? You have the option to do all of these things in Disco Elysium, right up to deciding that you're the one who is going to bring Communism to the people, becoming a massive racist or turning into someone whose sense of self-worth flew out of the window along with his shoe prior to us joining the narrative at the start of the game.

A lot of it is smoke and mirrors, I'm sure, but I can't remember the last time I felt like I was so completely being invited to inhabit the role of a game's main character. The way Disco Elysium works strikes a great balance between having some things that are canonical fact about the protagonist, and allowing you to mould them as you see fit.

I'm not sure it would have quite the same impact if you had a completely freeform self-insert protagonist, because the temptation there is always to go down the "idealised" route, and a significant part of Disco Elysium involves how one deals with one's own flaws — whether that be accepting them, attempting to overcome them, ignoring them in the hope they don't mess things up further for you, or leaning hard into them. By forcing us to inhabit this absolute disaster of a human being, we're put in a position where we can explore how we might get out of a situation that is pretty much rock bottom. Will we rise to the challenges life has thrown at us — at least some of which are our own fault? Or will we crumble under the pressure?

It's a game that I feel could have only been made these days. I'm looking forward to seeing how it develops — and if my take on the protagonist manages to survive to the end of proceedings.


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 52: To Be Forgotten is Worse Than Death

I finished Final Fantasy XIV: Dawntrail this evening. Or its main scenario, anyway; I haven't gone into any endgame stuff such as the Arcadion raid series or level-cap dungeons as yet, but it's late and that's stuff best saved for another day.

I'm going to write something big about Final Fantasy XIV on MoeGamer at some point in the next few days, incorporating my thoughts about Dawntrail and the game as a whole as it exists in 2024, but for now I thought I'd share some immediate impressions.

On the whole, I liked Dawntrail. I particularly enjoyed how it felt like a proper "sequel" to the Final Fantasy XIV story that was told between A Realm Reborn and Endwalker rather than just a continuation of the story. This was always the stated intention, but it would have been easy for them to try and weave in stuff that had come before like the Ascians. They actually do weave in some of that past stuff in the latter hours of the story, but in a way that you would in a sequel, rather than a straight "next episode".

Dawntrail's main scenario felt quite long, which is probably a mixed blessing for some people. I went back and forth a bit on it as I played — there were days when I didn't fancy playing it, so I turned to something else then came back fresh a few days later — but on the whole, I think its overall length and structure works effectively. Since it's a "sequel", it's fitting that it is quite considerable in length — and even has a structure quite akin to PS1-era Final Fantasy games, with a notable tonal shift halfway through that absolutely would have been a "Please Insert Disc 2" moment in the Good Old Days.

One thing I think I've touched on in previous entries is how I feel Dawntrail's narrative is curiously timely, given the overall state of our own world. And this feeling didn't go away as I progressed into the latter hours of the story — but for different reasons. Without getting into spoilers, the first half of Dawntrail is about achieving mutual understanding and cooperation with people from disparate backgrounds and belief systems, while the latter half concerns what happens when it's not quite possible to achieve that mutual understanding, based on the enormous gulf in culture (and technology) between the two parties.

It also touches on matters such as the energy and environmental crises we're facing down — particularly if the techbros in Silicon Valley insist on jamming AI everywhere it isn't wanted — as well as matters of life after death in an age of technological innovation. It's no coincidence that the latter half of the game is heavily inspired by Final Fantasy IX, one of whose characters' iconic taglines was "to be forgotten is worse than death". I'm actually kind of surprised no-one actually said that line at any point in Dawntrail, because heaven knows several characters had multiple prime opportunities to do so. Perhaps they thought it might have been just a touch too on-the-nose.

I'm actually a little annoyed that the patch notes and promotional material for Dawntrail spoiled a significant feature of the game's overall setting and tone, because I feel that reveal would have been far more effective had it simply come up without anyone knowing about it beforehand. (I won't mention anything further about it for the sake of those who have deliberately avoided all promotional material for precisely this reason.) And there wasn't really even a good reason for them to spoil it, either, aside from, presumably, the expectation from the fanbase that everything is laid out for them well before release. And I guess if Square Enix didn't spoil it, the dataminers would have done so anyway.

Anyway, on the whole, Dawntrail was A Good. I enjoyed that it was possible to play the entire main scenario, including 4-player dungeons and 8-player trials, with NPC sidekicks rather than having to rely on other players, though it's a bit of a shame that the final boss is a multiplayer-only affair. This resulted in me spending a good 50% of said boss fight lying on the floor while the two surviving tanks finished it off because the healers were also both dead. Not quite the climactic conclusion I had hoped for, but at least I got a good look at the mechanics without having to actually do them.

So yeah. Good job, Yoshi-P and company. You did another great thing.


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 51: The Art of the Thumbnail

I'm in a Discord with some other (relatively) low-subscriber retro gaming and tech YouTubers, and we've had some interesting discussions over there. One subject that comes up frequently that I think I've derived the most value from is that of video thumbnails.

To put this in context, prior to joining this Discord, and for quite some time, my YouTube channel looked something like this:

I don't dislike this look. I was rather fond of how each "series" I was doing had its own distinct appearance, and I feel each thumbnail got nicely to the point: telling viewers that it was a video about a particular game on a particular platform.

But that's not really how YouTube works. However nice it looks to have a lineup of games with lovely consistent thumbnails Criterion Collection-style, it doesn't necessarily bring the views in. And so, with the advice and encouragement of the folks in the aforementioned Discord, I do things a little bit differently now.

This is how my channel looks today:

I'm pleased with this. Because I feel like these thumbnails do a much better job of intriguing and attracting the viewer's attention without assuming knowledge — i.e. "what is 'Atari A to Z'?" — while still allowing me a certain degree of consistency and coherence that makes my work immediately identifiable if you know what to look for.

Best of all, I haven't resorted to any of the more flagrantly transparent "clickbait" techniques, and "YouTube Face" is nowhere to be seen. The videos I make on YouTube are not for the same audience as Mr. Beast, so I make zero effort to court the sort of people who respond to those sorts of thumbnails.

And it works. At least I think so. Some of my videos perform about as well as what I considered a "solid performance" two or three years ago — that is to say, breaking three figures in the view count — but quite a lot more of them exceed that by two, three or even four times. And I've had a few breakout successes: my Super Woden GP 2 video sits at 86K views to date, my look at Ultima love letter Moonring has 21K views to date (and a very long tail), my video covering the announcement of The400 Mini attracted 14K views, and most recently a video on Project Gotham Racing 3 brought in a relatively modest but still impressive-for-my-channel 2.5K pairs of eyes.

I don't do this for the views, as I quite frequently state; I do it because I enjoy it. But I won't pretend it's not nice when a video does well — at least partly because it results in a bit of pocket money for me. That Super Woden GP 2 video made me over a hundred quid within a few days of it being posted. And now I get a small payout from YouTube earnings (i.e. the minimum payment threshold) every couple of months, whereas once it was a far-off goal I thought I'd never achieve. That's nice.

The secret behind those thumbnails? It's not really anything complicated. The most effective advice from the Discord I've followed is to keep text to just a few bold words, and present those words using at least two of the following: a bold outline around the letters; a bold drop shadow; and slightly rotating various parts of the complete text so that the eye is drawn to lines that aren't quite "straight". That's about it. I don't overuse colour; I don't overdo the "big red arrow" or "circling the obvious thing" tricks (although I put in a big red arrow occasionally as an in-joke to the group, which refers to itself as the "Big Red Arrow Club"); and, as noted, I don't do the "YouTube Face".

It works for me. The result is a channel full of videos I'm proud to call my own, and which a gradually (very gradually) growing number of people are coming to appreciate. That's pleasing to me.

YouTube and YouTube culture has myriad problems, but it's still the best place to create and share stuff like this. It's a valuable means of self-expression and sharing one's interests, and it's something I'm glad I decided to get stuck into exploring properly.

You are subscribed, right?


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 50: Another Project Complete

As of today, I now have videos recorded for all 25 of the games included on The400 Mini, the miniature games console based around the Atari 8-bit. Not all of them have been published yet — the final one, which covers both Centipede and Millipede, will be out later in the week — but it's nice to feel like another creative project is "done". If you're interested, I set up a playlist on YouTube here:

As you'll note from the thumbnail, this playlist includes both videos that I've previously recorded that happen to cover the games on The400 Mini and new vids that I've recorded specifically to look at everything included on the system. The Atari 5200 games included in the playlist, covered during my "Atari A to Z Flashback" project, where I made videos for all 150 games on Atari Flashback Classics for Switch, are fundamentally identical to their Atari 8-bit counterparts, and a few others I'd previously covered on the 8-bit-centric "Atari A to Z" series.

I'm pleased with this, at least partly because it means I can now get on with exploring the broader Atari 8-bit library once again. The games included on The400 Mini are a fun cross-section of what was out there on Atari 8-bit, but they are just a fraction of the whole picture — a picture that today includes some incredible efforts from modern developers who are still putting out amazing stuff for the platform.

One of the things that I hope comes to light for people who watch my videos is that a lot of games that ended up being very famous across multiple platforms actually got their start on Atari 8-bit. Off the top of my head that I've covered already, there's Boulder Dash, Alley Cat, Spelunker, Lode Runner, M.U.L.E. and plenty of others besides.

All of these are arguably more famous in other incarnations (except perhaps M.U.L.E.) but I feel it's important to acknowledge where they came from in the first place; a lot of self-styled gaming historians don't give the Atari 8-bit the credit it is due, assuming it to be a niche system on the level of stuff like the Oric Atmos, Dragon 32 and suchlike. But no; while the Atari 8-bit never had the same widespread acceptance of the ZX Spectrum and Commodore 64, it was still a lively, active and well-supported system (supported by everyone except Atari for significant portions of its lifespan, anyway) with some excellent capabilities that the platform's more talented programmers really got to grips with.

I realise this all might sound a bit fanboyish, but that's just because, well, I'm an Atari fan. Always have been. And I feel it's a bit silly for big chunks of computing and gaming history to be ignored just because they didn't happen on the most famous platforms.

And so I will continue to bang that drum on my YouTube channel. I have a platform there, and have amassed a following of quite a reasonable size. If the stuff I do convinces just one or two people to explore things a little beyond the usual scope of "retro" — or just to acknowledge that Atari home computers exist — then I'll feel like I've done a decent job.


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 49: No Hate

I have little to no time for cynical negativity, and I've felt this way for quite some time. I've been trying to pin down exactly why I feel like I can't participate in a conversation where one or more of the participants has switched to "cynical negativity" mode, and I think I've just answered my own question: it's because it feels like those who are being negative are trying to close the conversation.

I don't always mean literally, as in "let's not talk about this any more", but I tend to find that a negative opinion about something almost certainly stops people from wanting to pipe up and say "actually, I liked it", because these days that often seems to lead to an unnecessarily heated argument. Both sides become entrenched in their respective positions, and both inevitably come out of the encounter feeling worse about the other person.

I know. I have been there on a frustrating number of occasions. There are Discord servers that I have come to feel less than welcome in because I liked something that someone with a louder voice than me didn't. And I feel it's genuinely quite hard to find a place where you can just go and be enthusiastic about something any more, without some killjoy jumping in and rattling off a laundry list of its "flaws". And the negative one always seems to come off better than someone who feels positively about something — even when the positive one clearly knows a lot more about the thing in question.

Once someone has opened that initial negativity valve, one of two things tends to happen: 1) the conversation ends, with the positive person left feeling like they can no longer talk about something they like, or 2) other people, some of whom have no experience with the thing under discussion, feel emboldened to jump on board with the person being negative, leaving the positive person feeling like they're being ganged up on.

There are responses to this, and I've heard them all.

"If you really love something, you criticise it." That may be true, but "criticising it" is not the same as shitting all over it and, in some cases, casting aspersions on those who do like it.

"Stop being so defensive." I am defensive because you are attacking something that is important to me.

"People are allowed to have different opinions." If that is the case, why do I now feel like I cannot open my mouth and express my support for the thing that "the room" has now decided is "bad"?

"Stop playing the victim." I'm sorry, but after probably over a decade of this at this point — of feeling like I have no place to really "belong" — I feel somewhat hard done by.

More than anything, though, it's just boring. I know we can all have a good laugh at the creative ways in which people talk about things they dislike — it's a lot harder to be "amusing" when you're being positive, it seems — but when no-one seems to like anything any more, it becomes extremely tiresome.

I'm not saying no-one is allowed to dislike things. I'm not saying no-one is allowed to hate things with the burning passion of a thousand fiery suns. I'm saying I wish people would just be a little more considerate of those who like things, and want nothing more than to be able to talk about the things they like with other people.

Someone liking or loving something is an opportunity to learn and grow. Even if you end up not feeling the same way about the thing in question, you can learn something about the person you were talking to, and why the thing might be important to them. Meanwhile, if you close them down by saying you hate the thing before they've even had a chance to express themselves fully, that's a potential relationship that is never going to go anywhere.

I feel bad that I even have to justify this. But with every passing day, I feel more and more alienated from people who should, in theory, be my friends, based on our shared interests. But when I'm confronted with negativity, I don't feel welcome. I don't feel like anyone wants to understand me. And I don't feel like anyone wants to be my friend.

That's a really shitty way to be feeling, let me tell you. And I hope it never happens to you.


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 41: Dawntrail Ponderings

I'm probably going to do a "big" writeup on Final Fantasy XIV: Dawntrail when I've actually beaten the main story, but I thought I'd post some musings this evening.

For the unfamiliar, Dawntrail is the fifth expansion to Final Fantasy XIV after Heavensward, Stormblood, Shadowbringers and Endwalker. It was in an interesting position before it started, because Endwalker, as the name suggests, brought the story of Final Fantasy XIV, as it had existed right from the abandoned version 1.0, to a very definitive conclusion.

Without getting too much into specifics for the sake of spoilers, I'll say that they handled it in probably the best way they could have done: treat the new storyline as basically a complete fresh start. You cross the ocean to be far away from the landmass and surrounding islands the base game and previous five expansions (mostly) took place on, and come to learn about a territory we, as players, have previously not really heard much about.

One of the interesting things about Dawntrail is the timing of its release. I don't know how much of it was deliberate, but given that the first half of the game is very much about overcoming prejudice and standing together for the good of everyone, it feels… timely, given the various things that are happening around the world right now. It feels like it's going "this is how things could be if people would just stop being dicks to each other", and it's honestly nice.

Again, without spoiling things, this is just half of Dawntrail, however. I would forgive anyone for thinking that the first half of Dawntrail is a bit "slow" in comparison to previous Final Fantasy XIV expansions, but that's entirely deliberate. Since the overall story is basically something of a "reboot" — or perhaps it's more accurate to call it a "sequel" — it makes sense that there needs to be plenty of work done to establish the new setting and its important characters. Sure, plenty of old favourites crop up, because it wouldn't be Final Fantasy XIV without them, but you spend a lot of your time with the new cast.

Stick with that relatively "peaceful" first half, though, and things get Very Real beyond that halfway point. If you were concerned that Dawntrail wouldn't conclude with some sort of earth-shattering cataclysm for the Warrior of Light to avert in cooperation with her trusty companions, then rest assured that cataclysmic happenings are very much in evidence, and they hit all the harder for how long you spent getting to know everyone in the first half.

Again, this feels timely. After the game goes "this is how things could be", it then goes "and this is also how things could be", working on the assumption that something goes horribly wrong somewhere. The message of mutual cooperation and overcoming prejudice is still very much in evidence, but it takes on something of a new meaning in the context of the game's second half.

That's all I'll say for the moment, because I'm a relatively short way into that second half, and I feel I stopped this evening just before what is going to be a fairly critical moment. (It is late and the cat is bugging me to go to bed.) It's definitely living up to the standards of its illustrious predecessors, though, and I'm glad about that. I've spent so much time in Final Fantasy XIV now, it's like a long-running TV show; I want to keep following these characters, learning about the world they inhabit and see them overcome all sorts of challenges. And there are clearly plenty more challenges ahead.


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 38: The Mystery of Mario500

Earlier today, I was reading an article on retro gaming site Time Extension. The article was quite interesting — it was about the struggles academics were encountering in getting today's students (18 year olds) to engage with anything other than Minecraft or Fortnite. It's a good read, and I encourage you to take a few minutes and give it a look.

That's not what I want to talk about today, though. I want to talk about this comment I found underneath it.

A screenshot of a comment from the website "Time Extension". The comment is by a user named "Mario500", and is dated "Yesterday, 2:01pm". The comment reads "(note: the creator of this message was unable to finish reading this article immediately upon finding vulgar (or profane) language among its text)".

The "vulgar (or profane) language", by the way, was the word "damn", used in the context of the phrase "didn't give a damn".

Intrigued, I decided to delve into "Mario500"'s comment history. And what I found didn't make things any clearer. Because this is what I found:

A screenshot of Mario500's comment history. There are too many comments in the image to include in this alt text, but you can read them all at https://www.timeextension.com/users/Mario500/comments

I was immediately fascinated. Who is this person, and why do they seem to think they're the editor of Time Extension? Why do they ask questions about things a regular reader of Time Extension — and particularly a Nintendo fan — would almost inevitably be very familiar with? Why do they constantly refer to themselves in the third person (except in their earliest comments)? Why do they put everything in brackets?

I'm particularly fascinated by their apparent inability to understand sarcasm or exaggeration for comic effect, but for the life of me I cannot work out if they're taking the piss, if it's someone who really does think and talk like this — entirely possible that they're someone on the autistic spectrum, for example — or if they're a bot.

The bizarrely Puritan attitude throughout is odd, too. Besides the initial "vulgar (or profane) language", there's another comment that uses the exact same phrasing, along with one that offers "(suggestion: no hoping for swearing)" when an interview with a fan translator expresses that they hope the official release of a game keeps the naughty language intact, and possibly my favourite, "(suggestion: never insult thy self (or any other (separate) self))" in response to an article writer self-deprecatingly calling themselves a "moron" for selling their Gamecube setup.

I'm intrigued by Mario500's first comment, too. It lacks the later "gimmicky" elements of their subsequent replies, instead simply stating "This article could have been much more objective if I were involved in its creation."

They offer no further explanation of exactly how they would make the article — a lengthy feature about the history of media mogul Robert Maxwell's involvement in the games industry — any more "objective" than it already is, but chances are they, for some reason, took umbrage at the description of Maxwell's "shady business practices" in the article. But, I mean, those are pretty established facts at this point; no amount of "objectivity" (which, under these sorts of circumstances, generally means "stop saying mean things about bad people I like") can really spin it another way. Maxwell was a shit; he didn't deserve to die (probably), but he was still a shit.

(note: the creator of this message was unable to finish reading this article immediately upon finding vulgar (or profane) language among its text)

Anyway, I'm baffled. The rest of their profile on Time Extension is completely barren, they rarely get responses to their bizarre comments and I'm still not entirely unconvinced that they're a bot.

Still, it was a mild diversion earlier today. I thought you might be interested to see the stranger side of the Internet.


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 37: Late Again

I've gone and left writing this until some ungodly hour in the morning again. It tends to happen when my mood is low; I stay up later than I should, which inevitably means I'll have trouble getting up in the morning. Likely no gym or swimming tomorrow, then — I value a good night's sleep more than a fitness regime. I'll get an early night tomorrow night though and go on Tuesday morning.

I decided after a lot of umming and ahhing to treat myself to Gas Station Simulator. I have a lot of time for these games that take something mundane and turn them into a relatively entertaining, but not super-demanding experience — Square Enix and FuturLab's Power Wash Simulator is probably the most well known, but there are a fair few out there now. Gas Station Simulator appears to be one of the more polished ones, and while it's still prone to Perpetual Indie Game Roadmap Syndrome, it is, at least, in its current state, a "finished" game.

I like what I've seen so far. There's a nice combination of relatively mindless "clean up the shit" gameplay combined with a bit of time management, a bit of finance management and a bit of self-expression through customising your environment. The titular gas station you find yourself taking ownership of is a complete shithole when you first acquire it, so you have a lot of work to do, though it doesn't take that much to get it looking vaguely presentable — enough to keep customers stopping for fuel in the middle of the desert happy, at least.

I'm interested in what it will look like in the late game, though. I anticipate that once you get the money rolling in fairly reliably, you'll be able to do a lot more with the overall decor of both the station itself and its various supporting buildings. At present I can just paint stuff and buy a few decorations, but I'm hoping for some more options once I unlock some more of the game features.

Because yes, in true 2024 game tradition, this isn't a game that gives you the keys to a sandbox and lets you loose; rather, you work your way through a series of objectives that introduce you to the various mechanics one at a time, gradually building on top of each other to make the game a little more complex with each passing hour. I mock it for doing this, but it's a sound approach, particularly when you're dealing with a game that, as this does, appears to have plenty of moving parts to contend with.

Thus far I have the fuel pumps, the station itself (which acts as a shop) and I've just unlocked a car repairing garage. At present, I have to do everything, but I understand at some point in the game you can hire employees to automate some or all of it. That's going to be interesting; will the game remain entertaining if you're no longer having to frantically dash between different areas to do stuff?

Anyway, that remains to be seen. I played for far too long and now it's late. So I will report further on my findings once I have had some sleep. Here's hoping I'm through the "trough" my mental health has been going through and it's onwards and upwards from here.


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.