#oneaday Day 856: A Certain Roguish Charm

New podcast! Sorry it's been so long, but you know how things get when you start a new job — particularly when it's a new job that you actually enjoy. We specifically made some time to sit down and talk about this subject, though, because there's a bunch of games we've been playing that made us want to chat about it.

It was a good excuse to revisit a lot of these games, too. Some of them I haven't played for probably 5 or more years, and many of them have improved in those intervening years. Others are pretty "timeless" and will always be good, but it was nice to explore them again while researching for the show — and while recording footage to include with the video version!

I'm looking forward to trying Demon's Tier+ when it arrives; I haven't got it yet, though. I think it's on the way from Limited Run, but it hasn't arrived as yet. I've learned to be patient with these things — it's not as if there's any shortage of other things to play, after all! And I have about five or six things coming from various limited press houses, so one day there's just going to be a flurry of packages and I will love it.

Anyway, hope you enjoy the new podcast!

#oneaday Day 855: Podweekend

New episode of The MoeGamer Podcast coming tomorrow. This time around we're talking action roguelikes — and in true MoeGamer Podcast tradition, we're (mostly) going a bit off the beaten track to talk about some that perhaps aren't quite so well-known, or which were maybe popular a few years ago but have fallen off the radar since then.

It's a bit sad how that happens with perfectly good games sometimes. In a couple of cases, in preparation for this episode, I picked up a few action roguelikes that I hadn't played for a few years and discovered that since their initial Early Access period, when I originally played them, they had become even better, even more enjoyable games than they once were.

This, for me, represents the fundamental problem with the "games must be updated regularly and as often as possible" culture a lot of gamers seem to favour, particularly on the PC platform. It can sometimes feel like there's not a good time to jump on board with a game because there's always "the next big update" just around the corner — and, of course, the threat of negative Steam reviews that say nothing more than "dead game" or "abandoned by dev". It's like no-one wants to accept that something can be "finished" any more.

This seems to be a particular issue with this type of game. Lots of these games release through Early Access and often stay in that state for several years. In some cases, the games never make it out of Early Access; one game that I didn't talk about in the episode, but which is a good example of this, is Neverinth. This was an immensely promising looking action roguelike that makes use of weighty stamina-management combat, and I was really looking forward to seeing what its "finished" state would be.

Trouble is, it was never finished, and the developer has completely stepped away from it now due to family commitments. Don't get me wrong, I'm not blaming him at all for that — he should absolutely put the wellbeing of himself and the people around him first — but it's a shame that Neverinth will forever be left in a state where people consider it to be "abandoned" and "dead". And it particularly smarts because Neverinth was looking so great. But oh well; these things happen — and Neverinth is at least in a playable state, so you can enjoy it for a good few hours before running into the digital equivalent of a bunch of scaffolding over the abyss.

In some cases, I get it. Deep Rock Galactic, which is one game I talk a bit about on the podcast, does regular substantial updates because it's an online multiplayer game with a persistent progression system, and those regular substantial updates keep the players coming, which makes the game continually worth playing. Over the course of 34 major updates in the last three years or so, the game has built a thriving community of players, many of whom have hundreds or thousands of hours in the game to their name. Without those regular new additions, many of those players would have reached a point where they felt like they'd "finished" the game and wouldn't come back.

Here's the thing, though; it doesn't really matter if you "finish" a game and never come back. This never used to be a problem, and indeed there are plenty of genres where it still isn't a problem. But there are certain types of game, it seems, where people seem to expect to be able to play forever, and have a regular influx of new stuff to enjoy. That's not practical or feasible for every game out there — and I have to say, I really feel for those devs who end up feeling trapped into having to continually update a ten year old game just because some Steam reviewers might start whining otherwise.

Well, I'm going to go play some Turrican now. That game's finished, and it's still keeping me busy!

#oneaday Day 854: Golden Force

Spent a bit of time playing a game called Golden Force this evening. I'd seen this pop up in Amazon recommendations a few times, then a few people I knew happened to mention it, so I thought I'd give it a shot — at under £25 for a cartridge copy on Switch I was more than happy to give it a chance.

For some reason I had it in my head that it was an open-structure 2D platformer in the Shantae mould, but it's actually a level-based platformer/beat 'em up type-thing that is seriously challenging, but rather rewarding — particularly once you get your head around some of its mechanics.

There are four playable characters; I haven't determined if there's much of a different between them yet, but each of them are able to attack with a combo, do a launcher attack, do a dash attack sideways or straight upwards (which can also be used to get around) and slide. They can also do a charged "crush" attack that will bash enemies off in a direction of your choice — assuming you don't kill them with the power of the blow, that is.

Each level has a number of hidden items, Super Mario style, and getting to these is a case of both exploring the level thoroughly and getting the hang of various mechanics. There's one in the second stage, for example, that requires you to launch an enemy into it to grab it, and another one that I couldn't figure out how to get without taking damage from falling into a pit — something to do with the upwards air-dash, I suspect.

These hidden items are used to upgrade the characters' combos and maximum health, and you also collect coins throughout the levels — with more coins exploding out of enemies the higher your combo count is. Coins can be used for temporary items such as power-ups that can be triggered at will, or an instant respawn to give you a second chance in a tricky stage.

I've only played three stages so far but they've been a lot of fun, and the boss fight you do in the intro sequence suggests there's going to be some fun boss encounters along the way, too. There's nothing much in the way of story, but given that the game is very much going for a sort of "32-bit era arcade" feel, that doesn't really matter too much; it's simply a fun game that I probably wouldn't have tried had a few people not mentioned it in passing to me recently, so thank you to those who did!

Doubtless I'll have more to say on that soon, but suffice to say for now that I'm glad I picked it up, and as an arcadey-style game it's something fun to have on the go when I'm in the mood for some action rather than having to think too hard. Always good to have something like that ready to go!

#oneaday Day 853: Like a hurricane

I've been playing some Turrican this evening, thanks to the Turrican Flashback compilation from Inin games. To my shame as someone who grew up with European microcomputers, I've never actually played Turrican before, so this was a new experience for me — though I was already familiar with its historical significance and how well-received it was back in the day.

For the unfamiliar, Turrican is typically the go-to example of the "Euro-platformer" in that it has vast, explorable levels — though the exits are usually pretty straightforward to find. It obviously draws a certain amount of influence from Metroid, but there are also elements of shoot 'em ups in there, too, particularly with regard to how the power-ups work.

It is, like many games from the period, an example of a game where developers were still very much figuring things out. In Turrican's case, the people behind it apparently had not realised the importance of invincibility frames and hitstun in action games, meaning you have to play it quite a bit differently from similar Japanese games from the period. Once you get your head around the fact that if you start taking damage from something, you will keep taking damage from it until you get out of its way, it provides an enjoyable experience — but you have to make that adjustment first!

I've been particularly enjoying the level designs, which have a nicely labyrinthine feel without feeling overly complex and impossible to navigate, and, of course, Chris Huelsbeck's excellent tracker soundtrack. Rather pleasingly, the Turrican Flashback compilation includes the Amiga versions of both Turrican and Turrican II (as well as the Mega Drive's Mega Turrican and the Super NES' Super Turrican) — it's quite rare to see home computer games in compilations like this, so I hope we see a bit more of this in the future!

I got a fair distance through the game earlier, but didn't make it to the end. I'm looking forward to trying again, though — I think I would have enjoyed this game back in the day and it still holds up rather well today aside from the aforementioned issues!

#oneaday Day 852: Challenge accepted

I did miss yesterday, I thought I had. Apologies! I was very tired and collapsed into bed before I realised.

Anyway — something fun to share with you today. I've mentioned before how much fun it is when I get developers of the games I cover on Atari A to Z showing up in my YouTube comments and giving some insights about what they worked on. Today, I received a message on a whole new level. You can see said message here: https://www.youtube.com/watch?v=uyUMC3e8Xkk 

For context, the author of that clip is Simon Hunt, the creator of the Atari 8-bit games Diamonds and Dan Strikes Back, both of which I've previously covered on Atari A to Z. During my Dan Strikes Back video, I made reference to the fact that Hunt once intended to make a third Diamonds game, but never got any further than designing a title screen. I also jokingly challenged what members of the Atari community actually watched my channel to see if they could pick up from Hunt's idea and develop something.

The last thing I expected was for anyone to accept this light-hearted challenge — let alone for it to be Hunt himself. And yet here we are; apparently at some point in 2021, we will finally see the third Digger Dan game that never happened — and it is, at least indirectly, because of me.

Pretty cool, huh?

#oneaday Day 851: Close shut the jaws

Those who know me reasonably well will know that I don't have a lot of time for Bethesda games these days. I attribute this to a few things.

Firstly: frustration at the fact I inevitably spent more time dicking around with mods for Morrowind than actually playing it — which in turn led to the "if you need 200 mods to make it fun, it's not worth playing" philosophy I adopt today.

Secondly, I achievement-whored my way through Oblivion, making what should have been a fun, open experience into a complete chore. That one's on me.

Thirdly, I played Skyrim for 40 hours, realised I wasn't actually enjoying myself, couldn't name a single character or tell you what the story was about, and never looked back.

However, just recently I've discovered a way that I can enjoy Bethesda games: enjoy them through the eyes of a VTuber. Specifically, enjoy them through the eyes of Amelia Watson, whose enjoyably chaotic, attention-deficit playthrough is a consistent(ly frustrating) delight to observe.

She's someone who is good at just playing with Oblivion. And there's a lot to play with in Oblivion. She's the sort of person who inadvertently breaks games, does things "wrong" but still successfully, and just seems to have a thoroughly lovely time whether she's getting repeatedly caught in a physics-based trap or hurling her horse off a cliff just to see what happens.

It seems that Oblivion — rather than Skyrim, interestingly — is proving popular among some VTubers, because VShojo's new addition Veibae has been playing it too, and her highlights video was very entertaining.

I am all for this, because Oblivion's 2006 jank (yes, Oblivion really is that old, as I discovered to my dismay last night) is somehow much more entertaining than anything a bit more recent, while still actually looking quite good in certain circumstances. And if anything, it's actually kind of making me want to revisit it at some point just to piss around a bit. I don't know if I'll follow through on that at any point — I did play it to death back when I achievement whored it, and the things that have always bugged me about Bethesda games still bug me — but it might be nice to have on hand at some point.

On Xbox 360, of course. Yes, I know I could get it looking super-nice and smooth on PC, but my memories of that game will always involve early-era Xbox 360 jank!

#oneaday Day 850: Headache

Pounding headache this evening. A couple of hours of Deep Rock Galactic with my friends probably didn't help, but we manage to actually get together so rarely that I don't like to turn down multiplayer sessions with them — especially when they occur on the spur of the moment as they did tonight. So it's off to bed for me in a moment, I feel!

I've been finding myself frequently in the mood for retro games of late, and I've been very grateful for the Evercade, as it allows me to just sit back and enjoy something without having to browse through a zillion ROMs. Don't get me wrong, I'm really glad I set up my PS Classic the way it is, but I've taken to deliberately loading up my Evercade with a single cartridge and going upstairs with it, thereby "limiting" myself to only exploring the games on that cartridge. It encourages me to focus on and appreciate the games on that cart rather than jumping back and forth all over the place, never settling on anything.

I've said this before, but that, I think, is the real strength of the Evercade. Curated collections of classic games are a great way to celebrate the wonderful experiences that classic consoles had to offer — and with all the unease over the fate of the PSP, Vita and PS3 right now, it's nice to be able to return to stuff from an age where all that simply wasn't an issue.

I've once again been enjoying going back to some Atari Lynx games I used to enjoy in my youth, and it's a genuine pleasure to return to some of these. They look absolutely wonderful on the Evercade's handheld screen, and I even have a soft spot for them blown up to 720p on the TV! I still absolutely suck at Checkered Flag, though; some practice is clearly in order!

So with that, then, I think it's time to take some paracetamol, get into bed and enjoy some Lynx games. Sounds like a plan.

#oneaday Day 849: Exploring a lost age through rude words

Did you know that, despite the closure of Twitpic, the site you used to have to use to share images on Twitter, you can still access the images on there? You just have to put an identifying code after the URL and you get right to them. The format is https://twitpic.com/[id]

In lieu of anything more meaningful to do today, I thought I would see if there were any images assigned to rude words. And there are! Let's have a look at some of them.

https://twitpic.com/shit – seems like your average "look, I'm in a restaurant and my friends are already bored with me playing with my new smartphone" picture. From the look of that upholstery, I reckon that's an Indian restaurant. And judging by the atrocious image quality, I reckon this was taken on an early iPhone.

https://twitpic.com/cock – This image is captioned "Ffffd", which looks like the noise that ugly baby is making.

https://twitpic.com/balls – This lady has almost certainly either just bought her first Mac, or stepped into an Apple Store for the first time. Photo Booth's novelty wears off very quickly.

https://twitpic.com/twat – This is some sort of home-made cake (likely some sort of variant on a Swiss roll from the look of things) that is presumably supposed to be paying homage to something — perhaps Windows Defender. It doesn't look like much, but I bet it tastes good.

https://twitpic.com/cunt – "Hey, I took this amazing photo from the top of a building! You won't believe the view!" "Oh, cool, did you share it online? What's the URL?" "Uh, well…"

https://twitpic.com/muff – This man has just installed Mac OS X Leopard on his Mac and is feeling moderately pleased about the fact the upgrade process worked, but still feels a sense of crushing loneliness inside that will never truly go away.

https://twitpic.com/glans – The Glans family are off on holiday, it seems (I hope they remembered to pack their helmets), and have loaded their car up inside their garage, from the look of things. I find myself intrigued as to what "Jack" keeps in the wooden case in the background.

https://twitpic.com/sperm – And we conclude with what was presumably someone's birthday haul. I'm going to go ahead and assume that these were professionally wrapped for a female recipient. The caption is "And her gifts from her daddy and me", so I think we can probably safely assume that no sperm was involved. At least I hope not.

#oneaday Day 848: Eat them up yum yum

I like Pac-Man 99 a lot. I've enjoyed all of the Switch "battle royale take on classic arcade game" titles so far, but I think Pac-Man 99 is my favourite.

One of the things it highlights is something that continually impresses me when it comes to online games, which is the fact it's actually kind of amazing that at any given moment, you can find a bunch of people who all want to do the same thing. In the case of Pac-Man 99, within the space of about 15 seconds or so, you can track down 98 other people who want nothing more than to play some Pac-Man at that given moment. Which is something that makes me smile.

I've won one game of Pac-Man 99 so far, and I came a very close second in a match earlier today. As with both Tetris 99 and Super Mario 35, though, it's a game in which taking part is the real fun. The very nature of the game means that every session is a bit different, and you can never quite predict whether this one is going to be the one, or if this is, instead, the one where you find yourself on the receiving end of one of those bastard red Pac-Men.

I really like the additional Namco themes they added as optional extras. I must confess as a big fan of classic Namco, I happily stumped up the £24.99 for all the themes and the offline modes immediately, because the previous modern Pac-Man games have always been games I like to return to over and over again — and this is no exception. The main 99-player battle mode is a ton of fun, but the score attack and time attack modes feel like a nice twist on the Pac-Man Championship Edition formula, too, so they're fun if I'm in the mood for something a bit different.

Plus I can make the whole thing look like Metro-Cross. Or The Legend of Valkyrie. Or Wonder Momo. What a retro delight! I love it.

#oneaday Day 847: Teasers

Another week comes to an end! I've retired to bed while Andie has been attempting to fix our old TV. She successfully replaced the LED strip that had gone but there's a dodgy connection somewhere that's making the menus go all squiffy. I've left her to it as there's not much I can do right now!

This weekend I'm going to get a bit of recording done, and next weekend we should be recording a new MoeGamer Podcast, all being well. It should be a fun discussion — we both have lots to bring along and talk about, and it's given me a good reason to revisit some games I haven't played for ages, which is nice! Find out more soon!

I have another Secret Project to work on now too. I'm dying to talk more about these but can't just yet. And the other retro-related project I've previously mentioned is almost ready to launch — that one will be particularly fun, so I hope you'll all stop by and support that when it's up and running. Again, more to share on that very soon!

For now, sleep, I think. I feel like it is well deserved! Expect a new Atelier article and Atari A to Z Flashback over the weekend — the latter may be a little late as I've been a tad behind schedule. But it'll be this weekend for sure!

Anyway. Hope you all had a good week, and that you have a pleasant weekend to look forward to.