#oneaday Day 270: New Suikoden being a mobile game sucks, stop trying to pretend it doesn't

Apparently Konami announced a new Suikoden game! Hooray! Hold your horses there, Bucko, they announced that it's a free-to-play mobile game with microtransactions. How do you feel about that?

If your first reaction to this was violent revulsion, congratulations, you still have good sense. But I've seen a surprising amount of resistance to the perfectly reasonable viewpoint that a beloved series getting a free-to-play mobile game is shit. And I think we're long past the point where we should be making excuses for this sort of thing.

"But phones are the most popular gaming platform!"

This argument has been trotted out for nearly two decades at this point, and it doesn't mean anything. Yes, you can point to numbers, and based on raw figures, there are probably more people playing games on phones than on any other platform — possibly all platforms put together. But those numbers don't mean anything.

Instead, we should be focusing on the quality of the experience. And while there certainly are games for phones that are peers of full-price PC and console games, designed to keep you feeling invested and involved in the gameplay over the long term and make you feel like you got value for money, the overwhelming majority of them are free-to-play, microtransaction-infested shitholes that inspire some of the most formidable instances of Stockholm syndrome I think I've ever seen. (And the phone games that are the peers of PC and console games… are probably available on PC and console.)

Pro-tip: if you ever have to use the phrase "it feels like a proper game" when you're playing a mobile phone game, that game is not a good game. Likewise, if you ever have to utter the phrase "well you don't have to spend any money at all", you have already lost the battle.

I've been through my gacha phase, during which I said both of those phrases on more than one occasion.

I played some Fate: Grand Order, some Granblue Fantasy, Arknights, Azur Lane, Goddess of Victory Nikke, Final Fantasy Record Keeper, Final Fantasy Brave Exvius and Dragalia Lost. I even played some obscure ones even further back — anyone remember Ayakashi: Ghost Guild? Brave Frontier? Valkyrie Crusade? Didn't think so. Anyway, one thing was constant with all of these games when I played them: I spent more time trying to find the "proper game" in each of them than they really deserved, and came away from each and every one of them wishing that they were something else: something more substantial than boring interaction-free story sequences followed by battles that required no strategy beyond "equip items to make big number". Final Fantasy Brave Exvius came the closest to feeling like an actual Final Fantasy game, but it was all smoke and mirrors; the "wandering around town" part had no substance to it whatsoever.

Not one of them felt like an actual game. And I gave all of them tens of hours in an effort to understand their appeal. And I was forced to conclude that, indeed, they were little more than thinly veiled casinos where you gambled real money in the hope of getting the picture (and sprite, if you're lucky) of the hot anime girl you most wanted to fuck.

And in some cases, the "sex sells" aspect of this was so flagrantly transparent Azur Lane and Goddess of Victory Nikke are particularly outstanding in this regard — that it's actually offensive. Not because of the content of the artwork, which, let's be clear, is absolutely lovely and super-sexy when taken in isolation, and totally fine that it exists in and of itself. The offensive thing is how that sexy artwork is used to manipulate lonely, horny players into spending way more money than any of these games deserve.

So I swore off them, and I am seeing nothing about this new Suikoden game so far to suggest that it's going to be any different.

Is this elitist? Supposedly it is. But as someone who has been involved with video games since their very earliest days, I absolutely cannot look at a mobile phone game that asks you to pay up repeatedly and without limits, and which ties both mechanical and narrative content to what is effectively gambling, and see it on the same level as a game developed for PC or console where you buy it once, pay up front and then play it as much as you want without it even looking in the direction of your wallet.

Because let's face it, this is exactly the form the Suikoden mobile game is going to take. No amount of fancy 2D-3D HD pixel art on polygonal backdrops is going to change the fact that it will be gacha hell at its heart. The number of musical tracks on its soundtrack does not mean that it is going to be a good, fair game. And because games like this are "live service" games, folks who could be making a proper new Suikoden game for PC and console, like people actually want, will be doomed to continually churning out content for this until it is inevitably "sunset" in a year's time when they realise that no, they actually can't take on Genshin Impact.

There's been a lot of talk today about people being overly negative about this, not having played the game and suchlike. And look, I get it. I hate it when people are negative about things they haven't played.

But this is different from someone talking shit about a game that you like. There is considerable historical precedent for a free-to-play mobile game based on a beloved franchise to be a pile of predatory, manipulative bullshit that closes down six months after launch because no-one ever actually wanted it.

And I have seen zero reason so far to believe that a Suikoden mobile game will be any different. I'll be happy to be proven wrong, but I am not holding my breath.


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#oneaday Day 269: It was my bloody SNES

In retrospect, when I had two game cartridges fail in the exact same way as one another, I should have probably considered the possibility that it was, in fact, the game console itself that was at fault rather than the cartridges. But, well, I was going to get an FX Pak Pro anyway, so all that's really happened is I spent £40 more than I thought I was going to, traded in the few loose N64 carts I had lying around (and which were now redundant thanks to the Everdrive 64 X7 I have) and now have two SNESes: one with (presumably) a fried chip that means anything involving "Mode 7" scaling and rotation (and adjacent graphical techniques) is borked, and my new acquisition which, so far, appears to work just fine.

I'm a little sad at the apparent death of my old SNES; that thing had followed me since childhood and has always been a treasured part of my collection, even at the times it wasn't getting much use. I suspect it probably is possible to fix somehow, but that would involve getting stuck into some electronics that I'm not confident enough to explore just yet, and my wife Andie, who is quite happy to get the soldering gun out, is in the middle of numerous other projects, so I don't want to bother her.

So anyway. Yes. CEX did not, in fact, sell me two consecutive faulty copies of Desert Strike, it was my bloody SNES after all. At least that's all resolved now, and with the FX Pak Pro safely in place, I can now just enjoy the thing without worrying about dead batteries, corroded connections and all that other good stuff that we never even thought would be a consideration back when these things were new.

I am looking forward to spending some quality time with the SNES library. As I've alluded to a few times in the past, despite owning that SNES since… probably '92 or so? I didn't have all that many games for it. I had Super Mario World, Super Mario Kart, Super Mario All-Stars, Starwing, SimCity and American copies of Street Fighter II and Chuck Rock. Plus two of those converter thingies that allowed you to play games from another region by plugging a "native" game into the back and the game you wanted to play into the top.

I played a few other SNES games through borrowing them from friends. I borrowed Super Star Wars from my friend Andrew on multiple occasions and liked that a lot; these days people seem to remember that as a ludicrously difficult game, but I don't remember it striking me as being unusually hard back in the day. Definitely one to revisit, and I was always curious to try Super Empire Strikes Back and Super Return of the Jedi, because I never even saw those running.

I'm also going to make some time to play through Soul Blazer, Illusion of Time (better known as Illusion of Gaia) and Terranigma, because I like Quintet's work (and their subsequent work as Shade) but have never settled down to spend a good amount of time with any of these games. I've played the start of all of them multiple times and enjoyed what I saw in all instances, but I definitely want to play them properly.

Then there's just the odd stuff. While loading up a flashcart or emulator with a bunch of ROMs is often a ticket to Analysis Paralysisville, one of the things I like about retro gaming is that you can pick something pretty much at random and probably be able to figure things out without too much difficulty. Sometimes when you do this you make wonderful discoveries of things you never would have thought to try otherwise; at others, you realise why these games aren't better known.

Earlier today, I tried the Infogrames Asterix game. I was a big fan of Asterix as a kid and am still rather fond of it; I still have all my old Asterix books, and the Konami arcade game is, I maintain, one of their best belt-scrollers. I was always frustrated that there was no home version of that arcade game, though, and for one reason or another never came into contact with any of the console games. This particular one isn't anything particularly remarkable, but it does have some of the Asterix wit and charm about it, and Roman soldiers go "PAF!" when you punch them, which is nice.

Another nice thing about the FX Pak Pro is that it functions as a Super Game Boy 2, meaning you can load up Game Boy ROMs as well as SNES ROMs. I found a couple of games that don't seem to work with it — The Smurfs, sadly, which is a shame, as the soundtrack for that game is way better than you would think it would be — but Rod Land does, which is all that really matters.

So mixed feelings today, then. Sadness at the apparent death of my childhood SNES, but joy at the world the FX Pak Pro is about to open up to me. And when the Mega Everdrive Pro gets here in a few days… well, I'll be in 16-bit heaven for quite some time, I feel.


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#oneaday Day 268: Microsoft's greatest UI crime

Microsoft is guilty of numerous UI crimes from over the years. The "Ribbon". Metro Tiles. Centre-justifying the taskbar. But for me, all of these pale in comparison to what is, for me, one of the most annoying things they have ever done. And that is the introduction of these buttons:

If you don't recognise those buttons, they're right in the middle of a modern-day Xbox controller. Introduced with the Xbox One, they replaced what used to be there, which is this:

I'm sure you can see what the issue is with the top set of buttons, but in case you can't, there are numerous problems.

Firstly, what the fuck are any of them called? I bet you don't know without looking them up. I don't even know what the middle one does, and that icon isn't much help either. Is it for removing liquid from a container? Fuck knows.

Secondly, if you can't remember what either of them are called, this makes it infinitely harder to remember which way round they are, necessitating you look at your controller any time you are asked to press them. This is not a problem that the Xbox 360 layout had, since the buttons themselves had helpful arrows indicating which side they were on. And they had the names of the buttons on them too. We'll leave aside the unnecessary replacement of the conventional "Select" with "Back" for the moment.

Thirdly, if you are using an older controller that still has Xbox 360 button labels on it, but a game insists on using the newer Xbox iconography, it's really hard to know which one you're supposed to press, particularly if you've never had an Xbox One/Series controller in your hands before. This, again, is not a problem that the Xbox 360 layout had, all because of those simple little arrows.

Part of the problem with the newer buttons is that they assume consistent functionality. The one with the three lines is called the "Menu button", and makes the assumption that any time you press it, a menu will appear. This is not always the case, however; sometimes it might pause a game or a cutscene, sometimes it might be used to start a game, sometimes it might do something extremely specific that is only relevant to a single game.

Likewise, the button with the two overlapping squares is called the "View button", and even Microsoft's own website doesn't have a good explanation for it, saying only that "the button's functions vary depending on the app or game." There's no real reason for it to be called the "View" button, because, as Microsoft themselves say, there is no fixed purpose for it. Much like the "Menu" button, it can have all manner of uses, many of them having nothing to do with the word "View" whatsoever. (As an aside, the above link doesn't even mention the middle one, either. So maybe Microsoft don't know what it does, either.)

One could argue that these criticisms could quite reasonably be levelled at the "Start" and "Back" buttons also. But there's an important difference: up until that point, it had been standard convention for a controller to have, at the very least, a "Start" button, and often a "Select" button also.

And the uses for those buttons had remained both pretty constant over the years and relevant to the button names: "Start" had always been used to start games, like a Start button on an arcade machine, and had also been used for pausing (in fact, the Nintendo Gamecube had specifically labelled it "Start/Pause") and then starting them again after you paused them. "Select", meanwhile, used to be the button you used to toggle through selections on a menu — this is most commonly seen in old Nintendo games — before it was decided that navigating using the directional pad made more sense, particularly in more complex menus.

Microsoft's "Select" replacement "Back", meanwhile, while not always used to "go back", often was used in that way in Xbox software, thereby giving it 100% more practical use than a "View" button that its own manufacturer admits doesn't have anything to do with viewing things.

While we're on the subject, I'm not a huge fan of Nintendo replacing "Start" and "Select" with "+" and "-" either, but at least those make a sort of logical sense; "+" is on the right while "-" is on the left, reflecting how you would expect to see a line of numbers presented, with smaller ones on the left and larger ones on the right. We'll leave aside the fact that these buttons are very rarely used to increase and decrease values in Switch software, and instead are used as, you guessed it, pretty much what the old "Start" and "Select" did.

I'm sure someone somewhere thought they had a really good reason for changing the Xbox buttons to what they are now. But they suck. They always have done, and every time I play a game with my (still working) Xbox 360 controller and have no fucking idea which button I'm supposed to press because I can never remember which way around the stupid Menu and View buttons are because my controller doesn't have them, it's immensely annoying. Kudos, then, to those developers who bother to put in different options for button labels according to Xbox 360, Xbox One, PlayStation and Nintendo conventions, then. You guys are unsung heroes.

That has been your pointless rant of the day. Yes, I know the United States is imploding and something something Ukraine, but I was just reminded of these stupid-ass buttons today, so I felt like having a good old whinge about them. You may now return to your previously scheduled Sunday of wasting time on the Internet.


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#oneaday Day 267: Do some exercise

For a little while, my left knee has been absolutely killing me. It hurt to bend it, it hurt to kneel down, it was even quite painful extending and bending my leg to go up and down stairs. It was getting so painful that I was reaching a point where I was genuinely quite concerned I had somehow fucked it up beyond all hope of recovery despite not having actually done anything to it other than "be fat".

Taking advantage of a brief (brief) moment of motivation earlier today, I decided to set up the treadmill my wife bought a little while back, and which the pair of us have failed to make good use of since it arrived in the house and we realised we don't really have a super-convenient place to keep it. I plonked it down in front of the living room TV (where it just about fits between the sofa and the media cabinet) and plugged its ridiculously short cable into an extension, then into the wall. Then I set it going at a gentle 3.5 speed (mph, I presume) and just did ten minutes while I watched a bit of an episode of Friends.

When I got off, my knee wasn't in agony any more. It's still a little bit painful, but it's not at the "oh my God, are they actually going to have to chop my leg off?" level of pain it has been in the last week. So I am forced to conclude that after many, many years of a largely sedentary lifestyle, my body is finally reaching a point where it is literally screaming out for me to do some exercise. Which is nice.

I joke, but it sort of is nice to have some actual, unavoidable motivation for doing some exercise. I'm not averse to the idea at all — numerous gym memberships, periods of going swimming regularly and even just about surviving a 10K in the pre-COVID days will attest to this — but summoning up the motivation in the last five years has been really difficult, particularly if "doing some exercise" involves putting in some effort before you can even start — getting equipment out, getting changed, rearranging a room or driving to the gym.

But the treadmill, currently propped up against the wall in our living room, is reasonably easy to set up — I just have to move the coffee table out of the way, plug it in and we're away. So I'm going to start doing just a little bit every day. Just ten minutes at a time to begin with, as I don't want to overwhelm myself and kill off that motivation before it leads to any sort of productive gain in ability level or fitness. Just ten minutes of putting these tired old legs to a bit of use, and apparently that works wonders.

Who knew? Everyone did, of course, but sometimes it helps to have a little reminder that people who tell you to get some exercise aren't just talking out their arse or trying to get you to do something you don't want to do. It actually, really does help. So I'm hoping starting slow will help with the feelings of physically painful lethargy that have been becoming increasingly apparent since COVID. And we'll see how things go from there.


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#oneaday Day 266: Beetle Drive

After writing a bit about flash cartridges the other day (and, err, ordering one for my Mega Drive when I saw it was payday) I thought it was probably time I sat and played some of the stuff I had on my Everdrive 64 X7 hooked up to my Nintendo 64. So I did. And I'm reminded that while the Nintendo 64 was a rather odd system in many ways, it also had some great games.

I will probably write some more on these over on MoeGamer at some point, but in the absence of anything particularly interesting happening today, I thought at least a couple of them would make worthwhile blog fodder.

The first one I decided to give a bit of a go was Beetle Adventure Racing, a game which I remember reviewing well back in the day, which I know is often featured in "best of Nintendo 64" retrospectives, which I know my brother likes and which, somehow, I have never gotten around to trying. So I decided I would fix that issue and try it.

Beetle Adventure Racing is really good, you guys. I'm kicking myself for not trying this sooner — and kicking myself for not taking a punt on it back in the days when the N64 was current, either, because I would have absolutely loved this.

For the unfamiliar, Beetle Adventure Racing is an arcade racer from Electronic Arts (boo, hiss, I know, but we still liked them back in the N64 days) and Pilotwings 64 co-developer Paradigm Entertainment. It was created at least in part as a sort of "advergame" for the new-model Volkswagen Beetle, which launched in the late '90s, right when the N64 was in its heyday. It's not obnoxious about it, mind; it's just a game in which all the cars happen to be '90s New Beetles, and apparently Volkswagen weren't all that precious about what EA and Paradigm did to them, because Beetle Adventure Racing sees you doing some ridiculous things with them.

At its heart, Beetle Adventure Racing is a relatively straightforward arcade racer. You can play single events as either full-field races, duels against a single opponent or time trials. There's a championship mode with several difficulty levels, each of which unlocks some new tracks. You can play two-player races. And there's a four-player battle mode that, back in the days when I had three-dimensional friends and we, as a people, went around to each other's houses on a fairly regular basis, I feel we would have had a lot of fun with. One day. Maybe.

The "Adventure" part of the title comes from the design of the courses. While they're relatively straightforward (albeit surprisingly long by genre standards) circuit races at first glance, it won't take you long to notice that there seem to be a lot of scenery elements that just beg the question "I wonder if I can go over there". And the answer, usually, is yes. Track splits in two? Pick a direction. Road goes one way, railway lines head the other way into a boarded-off tunnel? Crash through that sucker and see what's in there! Curious-looking pathway running parallel to the main course, then branching off in a different direction? Check it out next lap.

Now, the nice thing about the course design in Beetle Adventure Racing is that taking these detours doesn't put you at a disadvantage, despite, in some cases, appearing to lead you in a completely different direction to the "official" course. Nope, a lot of them are, in fact, shortcuts that let you skip parts of the track — or at the very least take a different route to get to the same destination.

In the championship mode, they have a secondary purpose, too: they tend to conceal boxes with numbers on them. Crashing into these boxes gives you points. If you get 50 points in a single race, you get a continue that lets you try again if you mess up. If you get 100 points, you get a "bonus" that the game is rather coy about — I believe it's extra stages for the battle mode. There are also, I've just discovered, three hidden "flower boxes" in each stage that unlock "cheats". I haven't even seen one of these yet.

Anyway, the long and short of it is in Beetle Adventure Racing it pays to really explore the different tracks, understand the different routes it's possible to take and practice nabbing the bonus boxes at every opportunity. Because while it's relatively easy to win the novice-level races without putting yourself out too much, combining the point-scoring (and the flower box-hunting) with still winning the race makes things much more interesting than your average arcade racer.

And the tracks! While obviously a little limited by the late '90s tech and the system the game is on, they're proper "thrill ride" courses. One takes you through a not-particularly-subtle Jurassic Park homage, complete with T-Rex bursting through the bushes at the side of the course. One takes you through a volcano. An icy course sees you careening through crystal caves and negotiating huge frozen obstacles. And, as previously mentioned, they're all long, meaning you get plenty of time to enjoy them, and there are plenty of opportunities to spot the different shortcuts, detours and otherwise optional areas.

It's not quite the same as today's "open world" racers, where it's possible to go very off-piste, often to the detriment of your race performance. In Beetle Adventure Racing, the alternative routes are very much designed as integral parts of the courses, rather than simply a thing to go "huh, cool" at, then return to following the guide line for maximum efficiency.

It's a joyful, silly game that I've had a lot of fun with so far — and will likely continue to do so for quite a while yet. In fact, I think I will go and do just that right now.


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#oneaday Day 265: Corporate Inefficiency

I have worked for Big Corporations before on a few occasions in my life, and while my experiences were… mixed, to say the least, there were some occasional good times. At one of them, anyway. The other was inoffensive at best; the last is a period of my life that I would set fire to if it was possible to do such a thing with an expanse of time.

But my God I do not miss corporate policy and procedure, also known as the three thousand steps you are supposed to take in order to get anything done.

I obviously can't give specifics for various reasons, but I have been contending with this sort of thing just recently. I work for a small company who, by virtue of its size, is able to Get Shit Done in a pretty timely manner for the most part. Occasionally we have setbacks, but we deal with them, we communicate directly with one another and, for the most part, we handle the challenges each day presents us.

Just recently, I have been having to deal with a large corporation. As noted, I can't say who, or what, or why, and I wouldn't even if I was able to. Let's just say it's a large company and leave it at that.

On the 7th of this month, I sent something over to our contact at this company for them to review, give their stamp of approval and let us get on with our jobs. It is now the 27th of this month, my contact is still "putting a team together" to look at one document I sent them twenty days ago and I'm just sitting here wondering what on Earth these people are doing all day.

In working with all manner of different companies to do what we do, I have encountered many different responses to "can you just give this document a quick once-over and let us know if everything's OK with it?".

The absolute best people to work with are the ones who go "yeah, that all looks fine, we trust your judgement" and let us get on with it, usually responding within a day or less. These are not as uncommon as you might think, but I do wish they were a bit more common. This usually happens when you are dealing with an individual rather than a company.

The next best people to work with are the ones who provide helpful and timely feedback. The ones where they might have a few specific "requirements" when working with them, but who are perfectly helpful and nice about the whole thing, and get back to you promptly. This usually happens when you have a single point of contact who you have a good relationship with at a reasonably sized company.

At the other end of the spectrum, you have the ones who come back with an absolute mountain of last-minute feedback that it would have been nice to know a little bit earlier, but who are still remarkably understanding about the whole thing and often quite apologetic. This can be annoying, but at least it's workable. This tends to happen if there is a bit of a language barrier that precludes more "real-time" communication and feedback.

And then you have this situation, where you send out one document and twenty days later it doesn't appear that anyone has looked at it whatsoever because they're still arguing about who should look at it. This happens when you are dealing with a larger company, although the exact degree depends on the company.

This is by far the most frustrating experience I've had with this whole "getting sign-off" step in the grand scheme of what we do on a day-to-day basis, and I'm aware I'm being vague about all this, but I sort of have to be.

But I also wanted to express my frustration. Because it's really fucking annoying, not just for me but for the other people who need to use my document (once approved) to get on with their jobs. And there is no good reason for it. It will inevitably be some sort of Corporate Policy and Procedure that is bogging things down, some capital-P Process that is being followed internally their end while we are left completely in the dark as to why we've been left twiddling our thumbs for twenty sodding days.

If you're someone who replies to emails immediately, thank you. If you're someone who trusts professionals to do their job, double thank you. And if you're the one responsible for creating stupid, pointless, irritating corporate delays like this… well, I hope you step on a Lego brick in the very near future.


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#oneaday Day 264: Flashcarts: a retro essential?

I can't remember if I mentioned it on here before, but even if I did, I'm going to mention it again anyway: I recently ordered an FXPak Pro for my Super NES, to add to my collection alongside the Everdrive 64 X7 I got a while back for my Nintendo 64, and long-term I intend to also get Everdrives for the Mega Drive, Master System, NES and possibly Game Boy Advance.

For the unfamiliar, an Everdrive is a cartridge for a retro gaming system that allows you to pop in an SD card full of game ROMs, then play them on original hardware. The FXPak Pro is a similar device, but it's distinguished from Everdrives primarily due to its origin, but also because it is capable of emulating the custom chips that many SNES cartridges had in them, such as the famous Super FX chip that powered Starwing.

Most of these devices also have additional benefits such as being able to back up save data and even make use of emulator-style save states in some circumstances — one model of the Mega Drive one can even full-on emulate a Mega CD without having to have an actual Mega CD attached — but their main appeal element is the ability to play any games you want on original hardware without having to use original cartridges. Of course, this generally involves piracy, but at this point, none of the original makers of games on old games consoles are making any money from you buying an original cartridge anyway, which means the often exorbitant prices they go for are pretty much pure profit for the individuals or organisations involved.

A while back, I was all about building a curated collection of games for vintage systems, and there's part of me that would still like to do that. But I have had a few considerations arise over the last couple of years: the first being the available space I have, which is rapidly running out (although I've reclaimed some by banishing some items to the loft and rearranging some of the other shelves) and the second being that I had a run of bad luck with buying second-hand cartridges.

To give specifics, I attempted to buy the game Desert Strike for SNES, a game I never actually owned back in the day, but always enjoyed any time I borrowed it from a friend or played it at their house. I paid £8 for a copy from CEX, and was a little put out to discover when it arrived that it didn't work. Well, it sort of worked; the Electronic Arts logo on startup was garbled, in-game graphics occasionally corrupted and it would just randomly reboot sometimes. This problem persisted even after several sessions with the contact cleaner and cotton buds. The cart was just fucked.

No matter, I thought, it's only £8, I'll buy another copy and return this one if I can be arsed — though I knew from experience that if I attempted to return it to CEX, they'd almost certainly test it, find it didn't appear to work, then refuse me a refund, despite them selling it to me in a faulty state in the first place. So I bought another copy. And the same thing happened.

Couple that with several experiences I've had where I bought games where the save batteries had failed, and, y'know, I just can't be bothered with all the faffing around with aging, failing media when there's a better option just sitting there. Playing on original hardware definitely has its own distinct appeal from playing on emulation or even official rereleases on modern systems, so going the Everdrive or FX Pak Pro route just makes a lot of sense when my priority is not "investing" in a collection, but instead just enjoying the games.

I will add to the above that, if a game I'm particularly fond of or always wanted to play should suddenly become available commercially, I will happily pay up money for it, and have done on numerous occasions, even if I'd already played and beaten the game via "unofficial" means. It's the right thing to do. But there are myriad games out there that are never getting a rerelease for all manner of stupid reasons, and that doesn't mean no-one should be able to play them any more.

So, long-term, I'm intending that all my retro systems will be equipped with Everdrives or equivalents so they can be used and enjoyed without having to roll the dice on whether aged media is still in working order. And once that's all sorted out, I'm looking forward to spending some quality time with some classic games — both ones I loved back in the day, and hopefully some new discoveries, too.


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#oneaday Day 263: Room service

It is, if you will pardon my deliberate misuse of a term typically used to mean something else, that time of the month again: the time when I get to drive two and a half hours from my home, hole up in a hotel for the evening and then go in to the office tomorrow.

The hotel I normally stay at, known as The Broadway, is quite nice. The rooms are pleasant and the beds are comfortable. My only real objection is that its bathrooms are very inconsistent. Sometimes I'll get a room with a lovely big bath, which it is a delight to luxuriate in after that long drive. And at others, you'll get ones like the one I have this time, featuring a shower cubicle far too small for a human being (let alone a larger gentleman such as myself) and a toilet placed in such a way that you have to lean around the toilet paper dispenser to be able to sit down and do a poo.

Oh, and they use those horrible office-style single sheet toilet roll dispensers, too. I have taken to bringing my own proper toilet roll rather than spend my poos here scrabbling away at sheets of toilet paper far too thin to have any practical purpose whatsoever.

The one thing I will particularly compliment the Broadway on is its food. In the morning, you get a lovely breakfast included, and it's much better than what you'd get in something like a Travelodge or Premier Inn, in that someone cooks it for you to order rather than batch cooking everything and leaving it to congeal under heat lamps.

I hadn't had dinner here before, so I thought I'd treat myself this evening, and it was excellent. I had a full rack of ribs followed by a chocolate sundae, and both were delicious as well as being generous portions. Bad for the diet, of course, but these trips away always mess with any good intentions to eat healthily, anyway. Back on track when I get home tomorrow.

Tomorrow's session at work promises to be interesting. Rather than just a regular day at the office, we're having a day of brainstorming product ideas, so I'm intrigued to see exactly how ambitious the organisers think we should be. I obviously won't be able to tell you anything that is decided or discussed tomorrow, but I have some fun ideas that it will hopefully be enjoyable to brainstorm a bit.

And with that in mind, it's probably time to get some sleep. So I'm off to do just that.

#oneaday Day 262: Just a little bit worse

I'm aware that the following is going to make me sound painfully middle-class, but I'm going to say it anyway, because it's important to the story.

When I was a kid, the ultimate treat for enduring a shopping trip with my parents was not a trip to McDonald's or a big bag of sweets. It was going to the Marks and Spencer food section, getting a prawn and mayonnaise sandwich and a can of Caribbean crush, and enjoying both of those in the car park before the drive home. I'm not exaggerating when I say those sandwiches were delicious, and I'd give anything to experience them again.

"So just go to Marks and Spencers and get one," you may well say. And to that I would simply say… they're not the same. Just as so many other things are not the same as they used to be; just as so many other things have been gradually, subtly, almost imperceptibly enshittified over the years, so too have Marks and Spencer prawn and mayonnaise sandwiches.

In fact, pre-packed sandwiches in general have been on a downward spiral for many years now. When I was a little old to be dragged around Cambridge shopping with my parents, my friend Plummer and I would often go out for a drive of an evening, perhaps stopping by a nearby "old man pub" that we enjoyed, then swinging by the 24-hour Tesco petrol station to enjoy some midnight sandwiches before going home. While those sandwiches were never quite of the same quality as the mythical Marks and Spencers prawn and mayonnaise sandwiches, they were still pretty good.

Nowadays, every time I stop by a shop and think "oh, I'll get a Meal Deal" I also accompany that thought with "maybe the sandwiches will be better this time". But they never are. The bread is always soggy and too cold, the fillings are always underseasoned, nigh-flavourless in many cases, and as someone who physically retches if he can taste raw onion, my options are often a bit limited, to boot.

The possibility had occurred to me that perhaps I was nostalgically romanticising the concept of pre-packed sandwiches, and particularly the Marks and Spencers prawn mayonnaise sandwich. But then I consider all the other things which are indisputably worse than they used to be, and it's hard not to feel like everything now costs more but is also considerably worse.

Take a Kellogg's Variety pack, for example. I used to love these, because it was a bunch of little cereal packets, one portion each, that meant you could have a varied breakfast each day. Some of them were "healthy" (and I use the term loosely with regard to breakfast cereal, I'm aware), such as Corn Flakes and Rice Krispies, but there were always some "treats" in there too: Frosties, Ricicles, Coco Pops. I used to love getting a Variety pack when I went to go and visit my Nan; she'd always get them in for me because she knew I enjoyed them, and she'd always make me jelly and ice cream. I miss her and my Grandad.

A while back, Andie and I went for one of our occasional holidays at Center Parcs. While I was there, I thought "hey, I'll get a Variety pack! I haven't had one for ages." I was disappointed to discover that not only to Ricicles just flat-out not exist any more, but the balance in the Variety pack was now overwhelmingly in favour of Rice Krispies, one of the most boring cereals on the planet. Two packets of regular Rice Krispies and a packet of Rice Krispies Multigrain Shapes, whatever ungodly abomination of the breakfast table those might be. (They're not awful. But they're also not interesting.)

Crunchy Nut Corn Flakes, too, used to be my all-time favourite cereal, but the last box of them I've had has been immensely disappointing as has the box of Weetos I got alongside them. Neither of them are so bad as to make me want to throw them out completely, but they're also both considerably inferior than they once were. They just seem to lack a lot of the flavour that they once had.

I know the answer, of course: it's sugar. Everything has far less sugar in it these days, because sugar is the great sin that has made us all fat. And perhaps there's some truth to that — but then I also find myself thinking that numerous previous generations had full-sugar, full-fat diets and came through the experience without ballooning into an obesity epidemic. So what went wrong? How is it that our bland, flavourless, low-sugar, low-fat, joy-free food of today is still making us fatter than we've ever been in our lives?

Reflecting on things, I think part of the problem might be that the lack of sugar in "staples" such as the everyday breakfast cereal specifically makes me crave some actual sugar. And that's when I go out and get a chocolate bar or a cinnamon bun or whatever. And because I feel that so frequently, and so often indulge myself, I am, not to put too fine a point on it, a fat fuck.

Would I feel differently if my everyday food had more sugar, more fat, more flavour to it? I don't know. I know that I have gradually gained weight over the course of the last 25-30 years or so, but the vast majority of that weight has been in the last five years, since COVID. In those last five years, I've felt far more cravings for things that are bad for me than ever before, and I think that's a big part of the problem. When your everyday foods are leaving you feeling unsatisfied and craving more, you're tempted to binge on the things you're craving just to try and feel a little more fulfilled.

It's a more complex situation than that, of course; as I've alluded to numerous times on this blog, my relationship with food is more akin to an addiction, and is tied closely to my mental wellbeing. But I do often find myself wondering that if our everyday food and drink was a bit less artificially bland, we might all paradoxically be a bit better off.

No way to know, really, I guess. All I'm left with is the absolute certainty that if I get a prawn and mayonnaise sandwich from Marks and Spencer today, I will be left disappointed thanks to soggy bread, flavourless prawns and reduced-fat mayo. Not a patch on the real thing from 30+ years ago. And I don't think we're ever getting that back.


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 261: Two for one

Two for the price of one today! Aren't I generous? Of course, I could have probably put what I'm going to say in this post into the previous post, but then I wouldn't have "caught up" having missed a day, and I (and, let's face it, no-one else) would feel bad.

So with that in mind, I'll do my best to try and talk about something completely different in this post.

I've spent my evening playing some Midnight Resistance on Evercade. I do like that game a great deal, and there is, in fact, a reason I've been playing it outside of just "because I want to", but I also just wanted to.

With the general size of modern-day games, it's easy to forget about the appeal of classic arcade-style games from earlier generations of hardware. It's easy to think of these games as being somehow "lesser" thanks to them not having in-depth storylines, not having hours upon hours of gameplay (assuming you can make it through them) and not having in-depth secrets and lore for theorycrafters to post six-hour video essays on YouTube about.

I'm as guilty of this as anyone. When I sit down to play a game in the evening, I'm usually prioritising whatever my "big game" is at the moment — Xenoblade Chronicles at present, for example. But sometimes, as I alluded to the other day, I'm in the mood for something different. And that's generally when I bust out something that doesn't take as long to play, but which I often find is still incredibly rewarding, relaxing and enjoyable.

Take The Excavation of Hob's Barrow, which I played and wrote about recently. I decided to play this pretty much on a whim, but almost as soon as I started I knew that I would be devouring this game within a day or two. And, rather than coming away from the experience feeling like I hadn't had value for money from the game because it only lasted for 6 hours, I came away not only immensely satisfied with the experience I'd just had, but also inspired to write nearly 3,000 words about it.

It's the same any time I jump into something a bit shorter. I need to stop thinking of these as "filler" games, as it's easy to do, and actually settle down and spend some proper time with shorter experiences. Because there's a lot to appreciate in them, and it's valuable to consider the various different ways that interactive entertainment can engage our brain, excite us and distract us from the misery that is generally existing in 2025.

I'm feeling increasingly attracted to 16-bit games specifically, and with that in mind I've ordered an FX Pak Pro for my Super NES. This is a flash cart from the Everdrive maker Krikzz, based on an open source project known as SD2SNES, and it supports pretty much every SNES game you can think of, including the ones with the funny custom chips like the Super FX chip or DSP chips — and supposedly it even runs Game Boy games via the Super Game Boy 2 setup. I'm looking forward to loading it up with European SNES ROMs — the TV I run my SNES on doesn't like doing 60Hz — and spending some quality time with some excellent 16-bit games in the very near future.

And, once my wallet has recovered from the not-inconsiderable amount that the FX Pak Pro costs, I'm going to do the same for the Mega Drive and have an absolutely delightful selection of games to spend some time with when I just feel like kicking back and playing things that aren't too demanding of my time.

I do like collecting retro games, but realistically speaking, I have a few considerations: firstly, I don't have a lot of space for more games, and the priority on the remaining space is for current stuff; secondly, retro is getting very expensive, and not always worth the amount you need to pay to get stuff in reasonable condition; and thirdly, retro is also getting a bit unreliable at times. I bought the game Desert Strike three times from CEX and all three cartridges have an issue in the same way. It's not my SNES because that runs absolutely everything else just fine. Combine that with the fact that batteries in carts with save game functions are starting to fail and it's just easier to go the flash cart route. It's not as if buying a second-hand copy of a game from CEX is sending any money back to the original devs, after all — and as a general rule, if something I enjoy gets an official rerelease on a modern system, I will happily pay up for a physical copy of it. (Even better, often with Evercade I get to be part of making those physical releases!)

So yeah. 16-bit is where it's at for me at the moment. And with that in mind, I think a few more attempts at Midnight Resistance before bedtime.


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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