#oneaday Day 571: Some stuff I've written this year - MoeGamer edition (Part 2)

Continuing on from yesterday, let's continue recapping the stuff I posted over on MoeGamer this year, shall we? Yes, we shall.

Cyclopean: The Great Abyss – Ultima meets Lovecraft

In this piece, I explore a game that an independent developer sent me a copy of. Inspired heavily by both classic computer role-playing games such as the Ultima series and the works of H.P. Lovecraft, this is a lovely, atmospheric retro-style RPG that is easy to pick up and play, but tricky to master. The developer is currently working on a sequel.

Payment processors' control over the arts has to stop

A story broke this year that Visa and Mastercard are seemingly trying to prevent consenting adults from choosing what they spend their money on. Specifically, both companies have been making it very hard for anyone with the slightest connection to sexually explicit (or, in some cases, provocative) entertainment to make a living. It's crazy to think that I posted this back in July, and the situation is still ongoing, with seemingly no resolution in sight.

Old Skies: Wadjet Eye in top form

This is one of the best games I played this year, and the game that caused me to think that, once and for all, the point-and-click adventure sector is in an even better space today than it was back in its supposed LucasArts and Sierra-led "golden age" of the late '90s.

No Sleep for Kaname Date: A meeting of the minds

I adore the first two AI: The Somnium Files games, so I was excited that a third one was coming. I ended up not loving this one quite as much as the first two, but it's still pretty solid, and the new mechanical elements in the escape room sequences are a great addition to the overall formula. It just didn't come together quite as well as the prior two — perhaps because series creator Uchikoshi was a little more hands-off with this one.

Arzette: The Jewel of Faramore – more than just a mockery

I was immediately intrigued by Arzette: The Jewel of Faramore and the fact it was paying homage to two notoriously not-very-good games. I was even more surprised that it was actually a very good game in its own right. Poking gentle fun at its source material while correcting all their annoyances, this was a real pleasure to play through.

Ara Fell: elves vs vampires

I've had a double-pack of this game and its spiritual successor Rise of the Third Power on my shelf for ages, so I decided while we were away on holiday, I was finally going to play them. And I had a really lovely time! Ara Fell adopts an interesting quasi-open world approach and is an immensely rewarding, engaging experience.

Rise of the Third Power: like FFVI never left

Rise of the Third Power, spiritual successor (but not "sequel") to Ara Fell, is one of the best story-centric RPGs I've played for a long time. Brilliant characterisation, stirring music — all the more remarkable considering it was drawn from royalty-free libraries rather than specifically composed — and a wonderfully engaging story make this a highly memorable game that I highly, highly recommend.

Master Detective Archives: Rain Code – what price justice?

Although it gets a little bogged down in itself over the course of its complete runtime, this murder mystery adventure from the Danganronpa creator was nonetheless a compelling, entertaining thrill ride, set in a thoroughly fascinating setting and, in true Danganronpa tradition, presenting some immensely stylish, abstracted takes on the "mechanics" of investigation and deduction.

Lumines Arise, the art of sincerity and creating meaning without explicit narrative

It's easy to assume that the only games with real "meaning" are those that tell an explicit story. But sit down with Lumines Arise, a new take on a classic puzzle game developed by the same folks who did the incredible Tetris Effect, and you will feel very differently. This is a game that is designed to make you feel things while you play. And it's enormously successful at doing that. A truly wonderful experience.

Zelda's organic adventures

I started playing Tears of the Kingdom a little while back, and I am reminded of one of the things I liked so much about Breath of the Wild: the fact that the whole game is a series of little mini-adventures that you stumble across pretty much at random as you explore the world. This is a markedly distinct approach from the "hoover all the icons up off the minimap" structure that many other open-world games take, and it makes for a much more enjoyable game.

HORSES: much ado about nothing?

Notoriously banned from release on Steam, HORSES from Italian developer Santa Ragione is really not worth all the fuss there's been over it. It was an interesting experience, for sure, but you'll see more upsetting material on late-night TV.

Return to Castle Wolfenstein and my history with Nazi-blastin'

As I've noted a few times recently, I love Wolfenstein 3-D and its follow-up Spear of Destiny, but I've never played any of the Wolfenstein games that followed. I am now in the process of correcting this, so I wrote this after beating Return to Castle Wolfenstein: Tides of War on original Xbox. I had fun, though the game shows its age in a few places — in both good and bad ways.


And that's your lot for now. Tomorrow I will review my Evercade blog posts for the year… and then it will be 2026! Hurrah. Possibly. Here's hoping the new year is better than the old one… but I'm not holding out much hope at the moment. At least I have plenty of things to distract me, apparently!


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 570: Some stuff I've written this year - MoeGamer edition (Part 1)

I've written a lot of stuff this year! I write a lot of stuff every year, much of it absolute nonsense, but I thought with the end of the year coming up, I'd highlight some bits and pieces that you might have missed, and which I was rather pleased with for one reason or another. The following lists will not include anything from this specific blog — you can review the archives yourself, after all — but instead encompass pieces from both my gaming site, MoeGamer, and the official Evercade blog.

In rough chronological order, then, I present a chunk of my MoeGamer output for the year, with more to follow tomorrow. The following are presented as embedded article excerpts; simply click through on them to read the full thing.

Fire Emblem newbie plays Fire Emblem Engage

The excerpt says most of it: I am bad at strategy games, but I've always been interested in Fire Emblem, so I decided to give myself a gentle introduction by playing Fire Emblem Engage on Normal difficulty with permadeath turned off. And I had a lovely time, chronicled in this MoeGamer piece.

Revisiting Xenoblade Chronicles

With Xenoblade Chronicles X: Definitive Edition releasing this year, I decided I wanted to refresh my memory on the very first game in the series, since the last time I played it was on Wii, and I was interested to try out the Switch-based Definitive Edition version. I wrote about my experiences and observations over the course of several pieces on MoeGamer, linked in the following extracts:

Tokyo Xtreme Racer: Single-player arcade racing isn't dead, and should never have been assumed to be

Hopefully self-explanatory. I am looking forward to the eventual full release of this game, as the Early Access version on Steam was delightful. I write a bit about that version in the above piece.

The Excavation of Hob's Barrow: Gothic horror and tragedy done right

I finally got around to playing the well-regarded point-and-click adventure The Excavation of Hob's Barrow this year, and I was very taken with it. I was particularly enamoured with how it is an interactive take on the Gothic literature tradition, and an exploration of Classical tragedy in the video games space.

Tokyo Dark: Remembrance and the bleaker side of Japanese life

Tokyo Dark: Remembrance is a really interesting adventure game developed by a team with a western background that has been living in Japan for some time. As such, it's unmistakably "anime" in style, but also provides the sort of perspective only an outsider to the culture can provide. The story is not only a compelling horror narrative, it's also a scathing takedown of the seedier aspects of Japanese culture and nightlife — but simultaneously respectful to the country's overall culture and sensibilities.

Expelled! – Coming for to carry you home

Inkle's EXPELLED! is an excellent text adventure with beautiful presentation and a spectacular amount of player agency. Casting you in the role of a 1920s schoolgirl, the game challenges you to get out of trouble for a crime you may or may not have actually committed, using a quasi-roguelite structure that enables you to discover more information with each playthrough. Fiercely feminist, intensely thoughtful and immensely amusing throughout, EXPELLED! is one of the best games I played this year, and deserves your respect.

Homebody: the horror in one's own head

One of the most fascinating horror games I've ever played, Homebody is a combat-free, puzzle-centric game that sensitively explores matters of social anxiety, agoraphobia, isolation, obsessive-compulsive tendencies and lingering guilt. I played this as a "filler" game between big releases of the year, but it came out as one of my favourite things I played this year.

Xenoblade Chronicles X: Definitive Edition

I'd been waiting for the return of this underappreciated, wonderful RPG for a very long time, and I was delighted by what the Switch Definitive Edition ended up being. Not only did it refine elements of the original that were a little tricky, it also added a new, more conclusive ending that, while divisive, worked well as a means of wrapping the whole thing up. I wrote several pieces about this game:

The Last Waltz showcases dancesport to educate and inspire

My pal Matt from Digitally Downloaded has been working on a visual novel for some time now, and has ploughed a lot of his own effort and money into making it as good as he wants it to be. I played through a demo version of the game's opening and penned some thoughts on the experience here. (You can wishlist the game on Steam here!)

I, Robot: Minter's still got it

If ever there was going to be someone to reimagine one of Atari's weirdest games, it would have to be Jeff Minter, and the man did us proud.

I'm not sure how I feel about Blue Prince

I wrote this while I was still playing Blue Prince. I don't abandon many games once I've started them, but this ended up being one of them. I am now sure how I feel about Blue Prince: I do not like it at all, for most of the reasons outlined in this piece. (This does not mean I think Blue Prince is bad! I am glad so many people got so much out of it. I just did not enjoy it at all.)

Initial thoughts on Clair Obscur: Expedition 33 from a devoted "JRPG" player

Clair Obscur: Expedition 33 is probably my personal Game of the Year, with the caveat that they get a big ol' slap on the wrist for using generative AI at any point in their creative process. "It was just a placeholder!" Yeah, sure. Long before this little kerfuffle, though, I was skeptical about whether this game that had come out of nowhere was actually a big deal, given that turn-based RPGs have been nowhere near as dead as some people think for quite a long time now.

The Sword of Hope: Adventure and RPG, together again

Nintendo added an obscure Game Boy game to the Nintendo Switch Online lineup this year, and I found it thoroughly interesting. So I wrote about it.

Kathy Rain 2: Soothsayer and the art of pacing an investigative adventure

I really enjoyed the first Kathy Rain, and the second one is even better.

I finally played Undertale

Well, I did. And I enjoyed it!

Arcade Archives 2: Ridge Racer – the new best way to enjoy a classic?

Hamster kicked off its new Arcade Archives 2 range with a port of the arcade version of Ridge Racer, marking the series' first "new"(ish) release for quite some time.

Raiden Nova: it's like the PS2 never left

(Complimentary.)

My thoughts on Switch 2 so far

My thoughts haven't changed a lot from here. 90% of the time, my Switch 2 is a slightly better Switch — but I have enjoyed the exclusives I've played on it this year, including Donkey Kong Bananza, Hyrule Warriors: Age of Imprisonment and Kirby Air Riders. It's perhaps telling that at the end of the system's first year on the market, I only have four physical games, though.

The Death end re;Quest Code Z limited edition is enormous

Well, it is.

The Legend of Zelda: Link's Awakening – a delightful remake of a lovely game

One of my favourite Zelda games got a remake a couple of years back, and it turns out the remake is just as delightful as the original. (Plus it runs great on Switch 2!)


Whew, that's more than I thought it was. Let's pick up where we left off tomorrow — that lot should keep you busy for a while, after all!


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 569: Returned to Castle Wolfenstein

I have crossed something off my gaming To-Do list! Yes, I have beaten Return to Castle Wolfenstein, kicking off my exploration of The Bits of the Wolfenstein Series That Aren't Wolfenstein 3-D and Spear of Destiny. I wrote about my experiences over on MoeGamer if you'd care to check it out. I appreciate that doing one whole click is challenging and exhausting, so I will be very grateful if you successfully accomplish that.

Anyway, to summarise, I had a mostly good time with Return to Castle Wolfenstein. You can tell it's over 20 years old in numerous ways — both good and bad — but I had a mostly good time with it. I'm looking forward to investigating the rest of the series; I know the Machine Games stuff from more recent years is very well regarded for the most part, but I'm perhaps most intrigued by the Xbox 360 entry in the series, which doesn't seem to get talked about all that much. There may well be a reason for that — or it may just be that it sort of fell by the wayside a bit.

As you can see, I'm still enjoying my drawing tablet and Clip Studio Paint. Clip Studio Paint, I have discovered, has a strange quirk where it won't start unless you tell it to run in Windows 8 compatibility mode, but aside from that it seems to work great with my tablet, and it's a lot of fun to use. I've barely scratched the surface of it thus far, but I'm looking forward to experimenting with it a bit over the coming days, weeks, months, years. I can't promise an overly elaborate drawing every day, but there will be, at the very least, a stickman doodle drawn by hand rather than by mouse.

I have bought a copy of the new HeroQuest base set, First Light, and hopefully we're going to be putting that through its paces sometime soon. I'm interested to try this, as although it lacks some of the fancier features of the "big" base set (which is still available, and which I still might pick up a copy of) it has some notable new features, such as a double-sided board for variety in map layout, plus a unique series of 10 quests that are different from the standard ones included in the regular base set. For the unfamiliar, modern HeroQuest is a recreation of the MB Games version from the late '80s, but with all the Warhammer references removed, and with the Evil Wizard player being named "Zargon" instead of "Morcar". I believe this latter change is to bring the game in line worldwide, as the North American version of the late '80s version used "Zargon" as the Evil Wizard's name. He'll always be Morcar to me.

Modern HeroQuest has a whole bunch of expansions available, too, which is exciting. I'm going to resist splurging all my money on them immediately, but I'm hoping our prospective players will enjoy the game sufficiently to want to take on a reasonably lengthy campaign of quests — at the very least, the 10 from the base game, and hopefully onwards into an expansion or two. We shall see, though. As anyone who has attempted to run an ongoing game of something will know, these projects often start with good intentions but run out of steam unless someone steps up and keeps things running. I will likely be the one to do that in this instance, as I have been wanting people to play HeroQuest with regularly since… well, since the late '80s.

All right, that's about everything for today. It's been a nice quiet one at home for us today. We're out of food in the house and we've both been resisting going out in the cold to get something to eat, but we're going to have to do that eventually. In fact, I might go and do that now, because I'm getting a bit hungry and Andie is busily playing Final Fantasy XIV with her friends.

Food!


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 564: The lost art of playing together

There are many things I mourn about Times Gone By, but I think the biggest thing I miss is being able to enjoy video games together with other people. Oh, sure, you can play online with anyone in the world, but getting someone in the same room as you to play something with you — or even just sit and watch while you play! — feels like a distant memory at this point. And yet it used to be such an important part of our daily lives!

When I was growing up, I used to spend a lot of time "going on the computer". This was primarily a solitary activity, though I do recall my Dad and brother getting involved in the very early years, giving me an introduction to programming in Atari BASIC and teaching me how to use both the Atari 8-bit and ST machines.

One of the things I loved doing when I either went to a friend's house or had them over to my place was "going on the computer" together. At my friend Matthew's house, we'd play on his BBC Micro when we were younger, and later on his Archimedes. His Dad worked for Acorn, so these were the computers in his house; although I was an Atari fan by virtue of the computers we had in our house, I enjoyed the unique experiences that both the Beeb and the Archie offered, since they were often completely distinct from what I could enjoy at home.

I believe I went to my sometimes-friend Dale's house on just one occasion, and I remember that was the one and only time I played on a Sega Master System as a kid, but I remember really liking the few games he had. My friend Mike, meanwhile, had an Amiga, and we had a lot of fun with that — not just playing games, but also fiddling with creative programs like Deluxe Paint and the like.

Once we got to secondary school, my closest friends went to one another's houses a lot, and we would play on both computers and consoles together. At my friend Edd's house, we'd play on his Amiga and Mega Drive; at my friend Andrew's house, we'd play on his MS-DOS PC and Super NES; later, we'd all get Nintendo 64s and PlayStations, and we'd play together on those.

At university, we spent a lot of time going to one another's houses to play Nintendo 64 in particular, as that console remains unmatched for the sheer breadth of multiplayer titles on offer. But a little later, when the next generation of consoles rolled around, I would have friends over and we'd play Grand Theft Auto III together, despite it not being multiplayer, and we'd play through entire cooperative campaigns of games like Halo and Baldur's Gate: Dark Alliance. I have some truly wonderful memories of enjoying games like that.

Today, though, it is almost unimaginable to play through an entire game with a single co-op partner in the same room as me. Hell, at this point, it's unimaginable to even have a few friendly matches on a fighting game, first-person shooter or racing game.

And this sucks! I've got easy access to more games than we have ever had at any point in our lives, but getting anyone to actually want to come play them with me is like pulling teeth from a particularly bloodless stone. That makes me intensely, terribly sad, and I wish things could be different. But the world has, apparently, moved on from this sort of thing as a regular, normal thing to do; I just have to take whatever opportunities I can get — which very occasionally come up, but not often — to enjoy this long-lost art of having fun together.


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 563: My top 10 Evercade games for 2025

It is, of course, my job to love and appreciate everything we release for Evercade — and for sure, there is not one single game from the library that I have not been able to "find the fun" with to date.

But of course there are some that I like more than others. So in the spirit of all the "top 10" lists that are going around right now, I thought I would go through my 10 favourite Evercade games that we've released this year, drawn from all the cartridges we released in 2025: Indie Heroes Collection 4; Broken Sword Collection; Atari Arcade 2; Tomb Raider Collection 2; Gremlin Collection 2; Windjammers, Karnov & Friends; Roguecraft DX; NEOGEO Arcade 1; TAITO Arcade 1; TAITO Arcade 2; NEOGEO Arcade 2; NEOGEO Arcade 3; Activision Collection 1; Rare Collection 1 and The Llamasoft Collection.

DISCLAIMER: You are an intelligent person and I should not have to say this, but I am going to anyway. The following list represents my personal opinion and does not reflect any sort of professional judgement or the collective opinion of my employer. It should not be taken as any particular games or cartridges having received any sort of preferential treatment, either personally or professionally, nor that I have received any sort of incentive (financial or otherwise) from any of the license holders to feature their games on this personal blog that no-one reads. Also any cartridges that do not end up featured in this list does not mean I think those carts are shit, it means I have 10 slots and a lot more than 10 games to choose from.

Got that? All right, let's Top 10 this thing.

10. Twinkle Star Sprites

I think Twinkle Star Sprites was one of the first NEOGEO games I was ever introduced to, back when DotEmu did those absolutely terrible ports for PC a while back. I was sold on it by the promise of it being a blend of shoot 'em up and puzzle game — two genres I adore — and that is exactly what it provides: the frantic action of a shoot 'em up, combined with the competitive piece-matching, combo-building and garbage-throwing that is the competitive puzzle game genre.

It's a super-fun game, which I only put relatively low in these rankings due to the inevitable "arcade bullshit difficulty" that it pulls on the solo player from partway through proceedings. If you have the opportunity to challenge a friend, take it — there really is nothing quite like it.

9. Rohga: Armor Force

I'd never heard of this side-scrolling mech 'em up until we started work on the Windjammers, Karnov & Friends cartridge, but it quickly became a favourite with its gorgeous anime-inspired pixel art, its rocking soundtrack and its excellent gameplay.

Taking a strongly cinematic approach despite the relatively limited tech it's running on, Rohga: Armor Force is a thrill ride of a shoot 'em up that offers something just a little bit different from the norm. If you enjoy making things explode in a hail of bullets from a side-on perspective, this is definitely one you need to spend some time with.

8. Atic Atac

Atic Atac is a game that I played back in the day — I think on a friend's BBC Micro — and while I never understood what you were supposed to do in it back then, I found it immensely striking for a number of reasons: its top-down perspective; its personality-packed sprites; and the unusual "chicken" health bar, where your proximity to death is depicted by how picked clean of meat a chicken carcass is.

Now I know what you're actually supposed to do in Atic Atac, I like it even more. It's a nice evolution of the formula established in games like Atari's Adventure and Haunted House, and its randomised elements and multiple playable characters make it eminently replayable.

7. Murtop

I absolutely adore the minor trend there's been of modern developers making brand new games that look and feel like classic arcade games. Last year we had the incredible Donut Dodo, and this year we had Murtop, a blend of elements from Dig Dug and Bomberman. Best of all, the version for Evercade was specially redesigned to look great on a horizontally oriented display — it looks especially good on the 4:3 screen of Evercade Alpha.

Murtop is one of those games that is very easy to learn, but tricky to master. It's also a game where you will feel a sense of absolute exhilaration when you have "the perfect run" that just sees your score continuing to escalate. Also it has a brilliantly energetic soundtrack that has been stuck in my head ever since we featured it as a "Game of the Month" title in 2024.

6. Super Gridrunner

The Llamasoft Collection is a massive pile of woolly goodness from the one and only Jeff Minter, and there are a lot of games I really like in this collection — including some that I've only played for the first time between this cartridge and Digital Eclipse's interactive Llamasoft documentary.

If pushed, though, I'd have to pick an old favourite: Super Gridrunner, originally released on Atari ST. This frantic blastathon has beautiful, distinctive presentation, challenging gameplay and a wicked (occasionally sadistic) sense of humour. It's been a favourite of mine ever since we had the original ST version on floppy disk (I still have it!) and it's a delight to be able to play it on Evercade.

5. Garou: Mark of the Wolves

I'm not a Fighting Game Guy. I played and enjoyed Street Fighter II back in the day, and I've had some fun with the Dead or Alive ladies over the years, but most fighting games released post-Street Fighter II overwhelm me with their complexity. As such, I've never really found a good in-road to the genre, despite appreciating 2D fighting games in particular from afar thanks to their beautiful character art and animation.

For some reason, Garou: Mark of the Wolves clicked with me almost immediately. I think it's because it's specifically not overwhelming in any way: there's a relatively small cast of playable characters, making it easy to pick a character you want to get to know better; its mechanics are straightforward to understand; its special moves are relatively easy to perform; and it has an excellent "make the game easier for me" button any time you have to continue, meaning if you're primarily in it to see all the beautiful stages and the various endings, you can do that without too much frustration.

4. Tazz-Mania

This is another game I'd never heard of prior to our work on Atari Arcade 2, but it became an immediate favourite thanks to its simple but compelling gameplay. It's one of those games that you can feel yourself getting better at — and see yourself improving by climbing up the score rankings.

As an arena shooter, there's not a lot here that you haven't seen before, but its solid mechanics and little twists, such as the player character's rapid-fire machine gun and the walls closing in on you as you attempt to clear each stage, help elevate this well above being a simple Robotron clone.

3. MegaMania

Do you have any idea how long I've been waiting for an official modern rerelease of Activision's Atari 2600 output? I absolutely adore these games, and it's always been a bit frustrating to me how dodgy the emulation of them is in their last official rerelease, Activision Anthology.

While our Activision Collection 1 cartridge may lack Tainted Love and its ilk on the soundtrack, it's a collection of 15 great games, all of which I absolutely love having easy access to again. I could have picked any number of these for my top 10, but going purely on the number of times I've played it since the Activision Collection 1 cartridge came in, I think MegaMania has to take the top spot.

2. Metal Slug

Metal Slug is a series that I've always meant to explore, but have somehow never gotten around to. Now I have no excuse — and as I could have predicted, I really like it. Now, I'm sure there are some of you out there with strong opinions as to which Metal Slug is best, but I'm going with the first one purely because, so far, it's the one I've played the most of and got the best at.

It's a brilliant example of why the NEOGEO is so beloved for its pixel-pushing capabilities — despite the series, collectively, being some of the worst-performing games on the platform in terms of slowdown — and just a great run-and-gun shooter that is easy to get into and incredibly satisfying to get better at, a little bit at a time.

1. Roguecraft DX

Finally, I have to put the wonderful Roguecraft DX at the top spot for a variety of reasons. Firstly, it's a really good game, taking the traditional roguelike formula and making it incredibly accessible while resisting the temptation to overwhelm players with mountains of persistent progression and unlocks. Secondly, it's a brilliant showcase of why the Amiga rocks. And thirdly, the folks at Badger Punch Games, whom we worked with closely to get this release out the door, are really lovely chaps.

Roguecraft DX is an endlessly replayable, delightfully fun game that is eminently suitable to both quick handheld sessions and longer session in front of the TV. It's my number one highlight from our releases of 2025, and I'm thrilled to have been part of making that release happen.


So there you go: my top picks for the year. It's been an incredible year to be part of the Evercade project, and next year promises to be even more exciting. But you'll just have to wait and see what we have planned for you, non?


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 561: A world of misinformation

We mock Donny Trump's obsession with "fake news" because he always busts that out whenever someone criticises him, but it's an unfortunate fact of life that we are living in a world that is riddled with misinformation right now — particularly if you're the sort of person who primarily gets their information from social media. And, distressingly, that is quite a lot of people these days.

Not all bits of misinformation are dangerous, of course, but they're no less frustrating to see. The other day, for example, I saw a post on Bluesky where someone commented that someone waxing nostalgic over the original Quake for being "from the days before you needed to spend thousands on graphics cards" or suchlike was "the funniest game they could have picked to comment this on". Funny! Except Quake didn't need a 3D accelerator card, as it ran entirely in software, meaning that while a decent non-3D graphics card would help in unlocking graphics modes, it was primarily dependent on how good your CPU was. Its 3D-accelerated version was never officially supported, despite being developed by id Software, and was primarily put out as a test for what they were planning to do with Quake II, which was 3D-accelerated by default.

Likewise, when a near-complete version of Resident Evil for Game Boy Color was unearthed and released to the public the other day, there were people talking about how it "included" the pre-rendered backgrounds of the PS1 version (it doesn't, they are low-resolution pixel art recreations) and how it "used the same isometric perspective" as the PS1 version (neither the PS1 nor the GBC versions are depicted from an isometric perspective).

I didn't comment on either of these at the time because that would have made me an "Um Actually" guy, and no-one wants to be one of those. But as someone who cares about this stuff — particularly about game history, and modern folks appreciating the many varied and wonderful things that classic games were doing — it was frustrating to see these statements go completely unchallenged.

The problem, as I've already alluded to, is people seeing someone saying something on social media and then immediately taking that as gospel truth without verifying it for themselves. In cases such as the above, perhaps younger people might not know what they would need to search for in order to verify those things — or indeed even if they needed verifying in the first place. Neither of those cases particularly matter in the grand scheme of things, but they're a microcosm of times when more serious misinformation — misinformation that could, say, seriously damage someone's reputation — has found itself spreading in one way or another.

They say "the Internet never forgets" — and with the sterling work the Internet Archive does, that's mostly true. Unfortunately, this sometimes means that the Internet never forgets something that was wrong in the first place. And once that misinformation takes root among enough people as being "the truth" — or, perhaps more accurately, "good enough" to sound like the truth — it's very hard to dig it out again to correct things, because not only does no-one like an "Um Actually" guy, even when they're correct, people are simply very resistant to having their assumptions challenged and corrected.

That feels like it might be a problem we should deal with sooner rather than later. But how…?


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#oneaday Day 560: The weapons-grade Game Boy

Earlier today, the company ModRetro announced that it would be producing a special edition version of its "Chromatic" FPGA-based Nintendo Game Boy clone.

ModRetro is a company that is already on the shitlist of a lot of people thanks to its founder, Palmer Luckey, also being the cofounder of Anduril Industries, a company that makes autonomous weaponry. Drones, in other words.

Up until now, a lot of people have sort of begrudgingly been able to separate the two — the Chromatic is supposedly a very good FPGA Game Boy, and the fact that the company has been releasing new Game Boy-compatible cartridges for it, showcasing a variety of modern indie developers' work on the platform, would initially appear to be quite laudable.

At the same time, the brand has had vociferous critics, keen to point out at every opportunity that Luckey is a dangerous bellend who profits from atrocities. Indeed, the man himself makes no attempt to hide this fact on a blog post on the ModRetro website.

The more… outspoken of these critics have, in the past, engaged in behaviour that I personally found a tad distasteful — by which I mean borderline harassment of people who had written about the Chromatic as simply being a very good FPGA Game Boy, without spending their entire article waxing poetic about how much of a warmongering shitbag Luckey is. On the one hand, I understood these criticisms, but the way in which they were expressed, on more than one occasion, was not, to my eyes, particularly acceptable or productive.

Today, though… I get it. Because the new special edition Chromatic that ModRetro announced is explicitly Anduril-branded, and advertises itself as being "finished by hand in America with Cerakote, the same ultra-durable ceramic-polymer formulation that protects Ghost — Anduril's flagship autonomous air vehicle". Later in the product page description, it spells things out even more explicitly by noting "the body of Chromatic is made from the same magnesium aluminium alloy as Anduril's attack drones".

This is… weird, right? Why would you explicitly sell an FPGA Game Boy that, in your own words, is made from the same materials as devices that cause death and suffering, if not to thumb your nose at the people who have previously criticised the brand for its association with an arms dealer? Granted, the thing looks classy and sounds like it can stand up to a lot more punishment than most other handheld gaming devices in the world — but if you're going to make a really durable handheld, why bring up "attack drones" and "autonomous air vehicles" at all, if not to specifically provoke certain people out there?

Not only that, but you can bet that there are certain types of people out there who are going to buy this thing specifically to spite people who have, in the past, spoken out against Luckey for one reason or another — even if it does mean paying over four hundred dollars for a Game Boy.

This whole thing leaves a particularly foul taste in the mouth. It's very clearly not about giving retro gaming enthusiasts the best possible experience, and all about whitewashing what "Anduril" means in the modern world. Let's not even get into how many modern companies doing terrible things (like Anduril) have adopted nomenclature from J. R. R. Tolkien without even the slightest trace of irony or understanding of what Tolkien was actually saying in his works.

It's going to be interesting to see who has the balls to actually call this out for being as odious as it is — and then standing their moral ground to back up their criticisms — and who treats it as just another silly little gaming story.

I certainly won't be touching anything ModRetro-branded any time soon.


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#oneaday Day 559: Event horizon

I've been thinking recently: with all the annoyance and frustration over CEO after CEO saying that their game development studios are using generative AI in their work, are we finally at a point where one could actually completely stop buying new stuff, and subsist entirely on titles developed and released prior to this AI bullshit getting everywhere?

I'm pretty sure we are. In fact, I'm pretty sure we've been there for a while. I still buy a fair few new games, but right now, given the size of my physical and digital libraries, I'm pretty sure I could just flat-out stop buying games altogether and still have enough to keep me occupied until my dying day.

I mean, hell, just on Evercade there is somewhere in the region of 700 games. There are over a thousand games in my Steam library. Another 540 in my GOG.com library. In my physical collection, I have 422 Nintendo Switch games, 169 PlayStation 4 games, 147 Xbox 360 games, 92 PlayStation 3 games, 282 PlayStation 2 games and plenty more besides. On the MiSTer Multisystem 2 I have every game from pretty much every platform I care about from the Atari 2600 up until the PlayStation, Sega Saturn and Nintendo 64. I really could stop buying games today and I would still be entertained until the end of time. Hell, I think I could probably get by on Doom and Final Fantasy VII replays.

Part of me wants to try doing this, but a certain degree of FOMO prevents me from committing to it entirely, because I know there are games in the pipeline that I definitely want: the third Final Fantasy VII reboot; Ace Combat 8; the Trails in the Sky: 2nd Chapter remake. The limited print publishing companies — which, honestly, is where I buy the majority of my games from these days anyway — have been doing a great run of physical versions of otherwise digital-only games that I want to play, and new versions of games I enjoyed back in the day, but which are a pain to get up and running on modern PCs.

I think we have reached a sort of "event horizon" similar to that found in other media, where enthusiasts of the medium can comfortably drift away from the mainstream, popular, current side of things and subsist entirely on niche interest material from the past that they find personally resonant. This absolutely happens in other forms of creative media — there are people who enjoy listening to music who never touch chart hits; there are people who love movies who have never seen a "blockbuster"; there are people who love reading who read nothing but classic literature.

So I think what I'm going to do is not necessarily commit to a complete purchasing blackout, for the reasons I've already outlined. I am still going to buy whatever the third Final Fantasy VII remake project game is; I am still going to buy Ace Combat 8; I am still going to buy any limited-print games that come up which I have been eagerly awaiting a physical copy of.

But what I am going to do is curtail impulse purchases. A significant portion of the physical library I own I picked up because I knew I wanted to play the games in question someday, and when that day rolled around I didn't want to find myself in a situation where it would cost three figures (or more) to be able to do so. I already feel a great sense of regret from the day I traded in my copy of Castlevania: Symphony of the Night on PlayStation, and I have no desire to feel that way again.

What I do find myself feeling to an increasing degree from modern video game publishers and developers, though, is… nothing. Honestly, I just looked through the list of everything announced at the recent The Game Awards, and the only thing that registered even a slight twinge of excitement for me was Ace Combat 8. Everything else just sort of drifted past me and I had no particularly strong feelings about it. And the recent behaviour of Larian Studios' head honcho has put me right off wanting to get caught up on the Divinity series.

So here's what I'm going to do.

  • I'm going to finish all the "finishable" games I have on the go right now, which includes Yakuza 5, Death end re;Quest Code Z, an Ace Combat 7 replay, Return to Castle Wolfenstein, Hyrule Warriors: Age of Calamity, The Legend of Zelda: Tears of the Kingdom and Cyberpunk 2077. I'm already giving myself anxiety by having so many half-finished games on the go, some of which I haven't touched for months, so I want to check all these off my list because I've been enjoying all of them and want to see them all through to their respective conclusions.
  • Throughout the year, I'm going to buy anything that I already know I want without guilt. That includes the stuff I've already mentioned, plus any surprise announcements in series that I follow and appreciate, or from companies that I consistently enjoy the work of.
  • Throughout the year, I'm also going to buy any limited-print stuff that I already know I want. This primarily includes previously digital-only stuff that has been out for a while, and modern rereleases of titles I loved in the past like Heretic, Hexen and the System Shock games.
  • I am not going to buy games just because I see them while browsing a shopping site and think "ooh, that looks interesting", because these are the things that end up on the shelf and don't get played for literally years at at a time.
  • I am not going to buy games for previous-generation platforms unless I know they are games that I have already played and want to revisit, or games that I never got the chance to try back in the day.

I say all the above with the caveat that if something like this year's Clair Obscur: Expedition 33 comes along and surprises everyone, I reserve the right to jump in and explore it for myself. While I was initially cynical about that game when it first appeared, it ended up being one of my top games of the year. (Conversely, I really didn't like Blue Prince at all.)

This might all sound a bit half-arsed and I freely admit that it is. But I wanted to acknowledge the feelings of… discontent that I have with the current direction of video games while still allowing myself the opportunity to enjoy the things that I am looking forward to.

I love video games, you see. Love them. And I always will.

I'm just not sure I love Video Games That Were Made In 2025 And Beyond, going by some of the recent happenings.


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#oneaday Day 558: Blast a Nazi today

I love Wolfenstein 3-D a great deal. In fact, I love it so much that ten levels that I made as a teenager are part of the official Wolfenstein 3-D Super Upgrades pack that was distributed by original publisher Apogee. I made $200 from that — who says random encounters with strange men on CompuServe forums never lead to anything good?

Anyway, despite the fact that I adore Wolfenstein 3-D and its quasi-sequel Spear of Destiny, I have never actually played any of the other Wolfenstein games. None of them! I have always meant to, over the years, but somehow never got around to it. I have decided to finally correct this oversight, prompted by some enthusing on the part of some friends who particularly enjoyed the recent Machine Games entries in the series.

From what I understand, the various Wolfenstein games over the years since Wolfenstein 3-D have rebooted the series continuity multiple times, but I still wanted to catch up on all the games I'd missed, so I decided to jump into Return to Castle Wolfenstein on Xbox first of all. I went for Xbox because the console versions of the game have an extra prologue chapter on top of what the PC version offers, plus there's no need to faff around with mods to make it run on modern machines. I have little to no patience for modding these days, so a plug-and-play console version is just what the doctor ordered.

Anyway, I didn't really know what to expect from Return to Castle Wolfenstein, other than what little I had read prior to playing it. I knew that it was the first of several "reimaginings" of the series, for starters, rather than an actual "sequel" (despite the implications of the name) and that it focused to a certain degree on the Nazis looking into black arts such as necromancy. For those unfamiliar with the Wolfenstein series, who had been labouring under the assumption that it was a Serious War Series, undead, monstrous enemies have been part of proceedings since Wolfenstein 3-D and Spear of Destiny. (They were not, to my knowledge, part of the original 8-bit home computer Castle Wolfenstein games, but those have little to do with the various different continuities of the rest of the series anyway.)

Return to Castle Wolfenstein casts you in the role of recurring series protagonist William "B.J." Blazkowicz, an American soldier who is a bit of a one-man army. While Wolfenstein 3-D began with Blazkowicz captured and imprisoned in Castle Wolfenstein, Return to Castle Wolfenstein's console versions open with a mission where our hero is investigating what the Nazis are up to in Egypt. It seems they're in the business of raiding tombs for something that they seem to think is important, so it's up to Blazkowicz to discourage them from doing so with a variety of World War II-era weaponry.

Following this, Blazkowicz and his contact, Agent One, get captured and taken to Castle Wolfenstein. Whether or not Agent One survives depends on if you are playing the two-player co-op mode or not. Either way, Blazkowicz has to bust out of Castle Wolfenstein, make his escape, throw some further spanners into the Nazi plans to dig up the mysterious "Death Knights" and mystical artifacts, and then proceed onwards to a series of Nazi-thwarting missions.

Thus far I think I'm about halfway through the game — I'm on the fifth mission out of eight — and I've mostly been having a good time. Return to Castle Wolfenstein is a first-person shooter from the early 2000s, and there are times where you really feel the 25 years between this game and now. This isn't necessarily a bad thing, though; it means that Return to Castle Wolfenstein is a game that focuses on making its gameplay solid and interesting rather than indulging in overly spectacular setpieces. It also means that its levels strike a good balance between providing a decent amount to explore and keeping you heading on a clear path forwards. More than anything, the further I go in the game, the more it reminds me of something like Rare's GoldenEye — levels have different routes you can take, and there are various objectives to accomplish, and the exact way things unfold will vary according to whether you decide to go all-guns blazing or at least make a cursory attempt at stealth.

Stealth isn't mandatory for the most part, thankfully. There's one level where you'll fail if the guards set the alarms off, but for quite a lot of that level the guards can spot you and aren't within reach of an alarm, so you don't have to spend too much time creeping around. In other levels, it sometimes pays to know what's coming up ahead of time so you can prepare a suitable "ambush" with an appropriate weapon — the game has some excellent rifle weapons (both with and without zoomable scopes) that make picking off enemies from a distance a pleasure, and when it comes time to switch to closer combat, there are plenty of options there, too.

The weapons perhaps lack some of the oomph of more recent takes on the genre, but there are plenty of them, and the further you go in the game, the more ridiculous they get. While the early stages will see you using fairly conventional pistols, rifles and machine guns, later stages will allow you to wield the chaingun-esque "Venom" weapon, the "Panzerfaust" rocket launcher and even a flame thrower. None of these are an "instant win" button, either; the game's levels and encounters are designed quite nicely to encourage picking the right weapon for the job.

The game features a beloved feature of early 2000s first-person shooters, which is enemy characters who have conversations while you approach them. Many of these are quite silly — though none quite match the classic No-One Lives Forever, trope codifier for this sort of thing — and although clearly a threat, the game also makes many of the Nazis appear cartoonishly incompetent.

There are a few minor annoyances, chief among which is the complete lack of subtitles for spoken audio. There's not a lot of critical in-mission speech, but it does sometimes get drowned out by everything else that is going on. The cutscenes are well-mixed, at least — and hearing Tony Jay in the role of the Director of the Office of Secret Actions, the organisation that Blazkowicz works for, is an absolute delight.

The game balance at times feels a little questionable, with enemies seemingly either spraying bullets everywhere but your location, or hitting you right in the middle of your head and knocking out most of your health bar with a single shot. There are a few enemies that have seemingly superhuman reflexes at times, which can lead to some frustrating sequences where you'll have to repeat things over and over and over until you master them, but there are usually some things you can try differently to tip the odds in your favour — and the ability to save at any time, as well as automatically at checkpoints, is very welcome indeed. I'm not sure how much of my difficulty with a few sequences stems from my playing on "Bring it On" difficulty, which I guess is technically "Hard" mode — but, well, I've come this far now, so I will continue as I have been doing!

I'm enjoying the game, then. I wish there were a few more homages to the original Wolfenstein 3-D — it would have been nice to hear some remixes of the classic music, for example — but I am led to believe that Wolfenstein 3-D itself unlocks as a bonus extra when you beat the main single-player campaign, so if that's the case then all will be forgiven. I suspect this is probably going to be the weakest of all the post-Wolfenstein 3-D entries in the series — or, at least, this is the most obviously aged of them all — so hopefully it'll only be improvements from hereon. I'm certainly looking forward to finally discovering how the series evolves.

Now I think I might go blast a few more Nazis before bedtime…


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#oneaday Day 557: How to torch universal goodwill with one simple interview

Today, Larian Studios, makers of the Divinity series and the universally acclaimed Baldur's Gate 3, found itself in the crosshairs of the Internet's ire due to comments made by its CEO, Swen Vincke during an interview with Bloomberg.

According to Vincke, Larian has been using generative AI behind the scenes to, in his words, "explore ideas, flesh out PowerPoint presentations, develop concept art and write placeholder text". None of which are things you need generative AI for, and all of which are things that people have been perfectly capable of doing with their own human brains for decades. In fact, there are people who specialise in elements of what he described — most notably concept art, which is the area a lot of critics have been focusing on.

Vincke's comments are remarkably ill-considered given the number of times that generative AI use in video games has been subject to backlash from the general public and journalists alike over the course of just the last year — and for many of the same reasons that Vincke is arguing in favour of.

The otherwise well-regarded sci-fi game The Alters was irreversibly poisoned for a lot of people earlier this year when it became apparent that they had used ChatGPT to generate placeholder text for background textures and localised strings for non-English languages.

The umpteenth reboot of Everybody's Golf came under fire for non-specific use of generative AI that I'm not sure anyone ever quite got to the bottom of.

The new Let It Die game, which has no involvement from the previous game's original developers Suda51 or Grasshopper Manufacture, has been lambasted for extensive use of AI-generated material.

The promising "people sim that isn't called The Sims" inZOI turned huge swathes of prospective players away by its game's heavy reliance on generative AI, as well as its publisher Krafton's insistence that they are pivoting to becoming an "AI-first" company.

The latest hot "extraction shooter" (I still don't really know what that is, and no, I don't really care) ARC Raiders got dinged with a 2/5 review score for its use of AI-generated voices — not just because they were AI, but because using AI-generated voices is at artistic odds with the story the game is trying to tell.

Even the once-beloved Oliver Twins, former stars of the UK "bedroom programming" scene in the '80s, got a kicking from press and public alike for their absolutely terrible AI-generated "follow-up" (and I use the term loosely) to their old Spectrum game, Ghost Hunters.

People hate this shit — and with good reason. Generative AI is a lazy, soulless solution for feckless CEOs to foist on their creative teams because they think it will "add value" for shareholders, when in fact there is growing evidence by the day that the entire generative AI scene is financially, environmentally and societally ruinous.

On top of all that, it doesn't work well enough to be worth using! Every single AI "tool" currently available carries a prominent disclaimer that it "might" (read: "will") get things wrong from time to time, making them fundamentally useless for doing anything useful with — and their "fun" uses are causing the Internet to become overrun with even more meaningless, pointless slop than was already splattered everywhere in the first place, on top of boiling all our lakes. At least stupid things from a bygone age like Badger Badger Badger and Seepage (to name just two examples from what I believe to be the golden age of Internet nonsense) are the result of both genuine human creativity and skilful use of creative tools that don't involve typing "make me funny video garfield giant boobs mechahitler piss filter" into a chatbot.

Vincke's point was not that the new Divinity game will be riddled with AI-generated voice lines or visuals. In fact, he claims that the studio is "neither releasing a game with any AI components, nor are [they] looking at trimming down teams to replace them with AI", but that AI is "a toolset for creatives to use and see how it can make their day-to-day lives easier, which will let us make better games".

Vincke has, apparently, been receiving some pushback from within Larian about this — and he's certainly been getting some choice words from former employees today, too. The situation escalated to such a degree that he issued a statement in response to IGN earlier today. Unfortunately, said statement doesn't really say anything — and, worse, attempts to obfuscate his earlier statements by pointedly using the term "ML" (for "Machine Learning") rather than his earlier use of "AI" — today typically interpreted to mean "generative AI" when used in contexts such as this.

For me, the worst thing was his final paragraph:

While I understand [generative AI] is a subject that invokes a lot of emotion, it's something we are constantly discussing internally through the lens of making everyone's working day better, not worse.

Here's the thing. You see that people are getting sniffy about generative AI, something which is well-established by this point to be A Thing The Public Fucking Hates. The sensible thing to do from a public relations perspective at this point, regardless of what you actually think, is to go "okay, you know what, we hear you, this sucks" or something along those lines, and then promise to "do better" or the like. A bunch of people won't believe you, of course, but this is better than going "no, well, I actually do think everyone at Larian should use this, and by 'discussing internally' I probably actually mean mandating that all employees have to use it at least a certain amount", which is how this is all coming across right now.

The particularly dumbass thing about this episode is, as I said above, none of the examples he gave are situations that need generative AI — or even where it is particularly beneficial. In fact, several creative types have commented today on how using "good enough", plausible-looking placeholders is actually detrimental to the entire creative process. Former Rocksteady employee Amy-Leigh Shaw commented thus on Bluesky earlier:

Placeholder text isn't supposed to be unique per line. It is supposed to be an instruction to the writer with a great big warning sign slapped on the top, so that it doesn't slip into the finished game. Unique sentences of bland writing are the least helpful thing to use for that purpose!

I also find that one of the more frustrating blockers to writing is when there's already a (bad) suggestion of what you should say. You are no longer able to organically find the idea because the suggestion in front of you knocks you off the track of your natural thought process.

Shaw is talking specifically about writing here, but several artists agreed that this is the case when dealing with concept art, too. The difference between a hastily scrawled Microsoft Paint doodle and the "this sort of looks right" thing that generative AI spits out is enormous — and in the latter case, it will absolutely colour an artist's interpretation of a scene or character, often unconsciously.

In other words, there's no defence of using generative AI as "placeholders" for text, concept art, voice acting, music — anything that a creative person is actually going to get involved with. The entire point of a placeholder is that it's something obviously shit and out of place so it can be easily spotted and subsequently replaced by a specialist at some point in the development process. Because generative AI produces something that is often "good enough" to the untrained eye or someone not looking closely, it's easy for it to get missed — as happened with The Alters earlier in the year.

Vincke's comments — and his subsequent follow-up statement — have torched a significant amount of goodwill that people had for Larian Studios in the space of just a single day. People fucking loved Baldur's Gate 3 and the previous Divinity: Original Sin games! It feels like it shouldn't have been a difficult job to maintain that goodwill while hyping up your new game — even if some found themselves a tad squicked out by a rather grim trailer at The Game Awards. But no. C-suite gonna C-suite, I guess — and it appears that this is true for companies people had, up until now, actually liked, as much as it is for companies people love to hate. And the net result of this for Larian is that people who were previously excited about a new Divinity game are now not going to touch it.

I know this has certainly given me a great degree of pause on wanting to check out any of Larian's work. I've been meaning to look at the Divinity: Original Sin games and Baldur's Gate 3 for a while — but now I'm in even less of a hurry to do so than I was already.

I'm so very tired of this. I, like many others, cannot wait for this fucking bubble to pop so we can get back to something approaching "normality", whatever that even means any more.


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