#oneaday Day 120: Don’t let completionism ruin your fun

There’s been a marked shift in people’s attitudes towards finishing games over the course of the last 20 years or so. Well, several, I think, brought about by a number of “innovations” (for want of a better word) that, in several instances, I’m not entirely sure are a positive thing.

There’s one group of people who never finish anything they start playing. I’ve talked about That One Guy In That Discord I’m In before, and the way he does things — installing (and, presumably, uninstalling) multiple huge games per day, playing them for seemingly about twenty minutes before starting something else — drives me absolutely nuts. It evidently works for him, though, and it’s not my place to tell him how to enjoy himself.

Also falling into a similar category are the Oh, That Game’s On Game Pass crowd, who will maybe try something for twenty minutes because it’s “free” (no it’s not, you’re renting it with that subscription fee you’re paying) and then never beat it. These people also drive me nuts, and I am less forgiving of them, since I firmly believe Game Pass is a net negative for the games industry.

Then, at the absolute other end of the spectrum are the people who don’t believe they’ve “finished” a game until they’ve “Platinumed” or “100%ed” it. These are the people I’m specifically pondering today.

Among these people are those who will specifically seek out games that are “easy Platinums” to bolster their stats, which no-one actually gives a shit about. I have dabbled in that direction before, particularly around the Vita era, when I liked to take aim for a game’s Platinum trophy as a means of showing my appreciation to the people who made it. Developers do use achievements and trophies as metrics, after all, so seeing that someone had taken the time to do everything in their game would presumably count for something.

But playing like that is two things. One: it’s incredibly time consuming. Two: it’s quite tedious. Because while there are some interesting and creative uses of achievements and trophies out there, the vast majority of them involve either simply making progress in a game, or completing some sort of task that takes a long while and, more often than not, involves a significant amount of repetition.

So I’ve stopped. I no longer aim to Platinum games I play on PlayStation, and I don’t give much of a toss about achievements on other platforms. Moreover, I actively prefer playing on platforms that don’t have achievement functionality at all, like the Switch and anything pre-Xbox 360/PS3.

Right now, as you’ll know if you’ve been paying attention, I am playing through the .hack series on PlayStation 2. This set of four games clock in at about 15 hours each, but you can spend quite a bit more time on each entry grinding out various things. Optional things; things that you don’t need to do in order to beat the game or even to have a satisfying experience with it.

I pondered taking the time to try and “100%” the first entry, .hack//INFECTION, before I moved on to the second episode, .hack//MUTATION. I’d beaten the main story and had the opportunity to go back into the game world to clean up some optional tasks before transferring my data to the next game. I started looking into the possibility of what I might need to do to achieve that, and the answer was, effectively “grind”.

“Fuck that,” I thought, saving my game and reaching for the next game’s case. Now I’ve moved on, and I’m perfectly happy about that. I’ve been enjoying the game nicely in my way, and I’ve been trying to avoid looking up too much information, because I, like a lot of us, I suspect, have got into the habit of looking at walkthroughs and other information about games as I play to “make sure I don’t miss anything”.

Well, I got thinking. When I was playing games back in the PS2 era, I didn’t really care if I “missed anything”. Sure, it was nice to know if there were some secrets and cool things I could find, but I didn’t go out of my way to do anything that sounded like it might be boring, annoying or overly time-consuming. And my gaming experience certainly didn’t suffer for that attitude. So I’m trying to get my head back in that space now, in 2024, while I play through these 20 year old action RPGs. It doesn’t matter that I can’t get first place in the Grunty race on Theta server, because it’s an optional side activity that not everyone is expected to complete. It doesn’t matter that I haven’t traded with every single NPC possible to get the books that give me an extra stat point in all my stats, because while a single stat point does make a difference in .hack, there’s also lots of shiny equipment that boosts your stats, too.

Checklists, achievements, wikis and all manner of other things have the potential to really suck the fun out of games at times. These things are supposed to be fun and enjoyable, not work. So I’m making a specific effort to try not to care about “whether I missed anything”, and just do the things that I happen to stumble across as I play until I’ve completed them to my satisfaction.

I’ll add to all this that I am a firm believer in completing games, particularly when we’re talking narrative-centric games like RPGs. I cannot abide leaving a story half-finished, regardless of medium, so I still make an effort to finish the games I start. It’s the stuff that isn’t directly related to that central story aspect that I’m doing my best to let go of. Not as a general rule or anything, but more from a perspective of not deliberately going out of my way to make a game un-fun.

Because these days, the temptation to make a game un-fun is everywhere. Look at a walkthrough and you’d think there was only one possible way to beat every game, because some guy on the Internet says so. No. There are many ways to beat many games, and the best thing to do is to find what works for you. If that means 100%ing it, more power to you; you are the reason all those optional side activities exist. But if you find yourself getting annoyed or frustrated with those same optional side activities, no-one — not even the developers — is going to judge you for saying “fuck this, I just want to see how the story ends”.

That said, I’ve spent two hours searching for Grunty food in .hack//MUTATION this evening. But it was my choice to do so. Besides, I had fun levelling Kite, BlackRose and Mistral in the process anyway, so it’s not as if it was wasted effort or anything.

Anyway, yeah. If you’ve ever found yourself contemplating something you were playing and thinking “gosh, I wish there was less to do in this game”, you are the one in the position of power. You are the one holding the controller. Unless the game is specifically requiring you to do each and every little thing it offers, you are the one with the power to say “fuck this” and just get on with what you deem to be “the fun bit”.

So exercise that power!


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#oneaday Day 119: One quarter dotHacked

Ten to one in the morning again, oh no. But hah, it’s Friday night so it doesn’t count. Well, okay, it does, because this probably now means I’m going to sleep until lunchtime tomorrow, but who cares. The weekend is for enjoying, and a valid means of enjoying it is sleeping late.

The reason I am once again coming to you from the Dark Hour is that I finished .hack//INFECTION this evening. I’ve beaten this before, but never actually played the other three, despite owning them all back in the day, then reacquiring them all at moderate expense a few years back. (Reacquiring them now would be great expense, so I’m glad I nabbed them when I did… although I discovered my copy of .hack//QUARANTINE has the wrong manual, and people online want somewhere in the region of fifty fucking dollars just for the manual, so fuck that, it can just be wrong.

As discussed the other day, .hack//INFECTION is an interesting beast in that it’s the first part of a tetralogy (apparently that is the correct term, not “quadrilogy”, I learned something today) of PS2 games that tell one coherent story in four parts. The cynical would suggest that this was done so that they could make four times the money out of one normal length RPG, as each individual part is around 15 hours long, and they’re probably right. But it’s still interesting. To me, anyway.

In each part, you play the role of Kite, a player in the online RPG The World, and much of what you do in each of the four volumes is… simply play The World, which is a Phantasy Star Online-style affair in which you head off into dungeons with or without some companions in tow, hack and slash your way through a bunch of enemies and gather lots of phat loot along the way.

Its unique twist is that its various areas are generated through various combinations of keywords that control everything from the level of the enemies in the area to the weather and geographical features you might stumble across. This is an aspect of the game they don’t explain very well and no-one over the course of the last 22 years appears to have successfully figured out, so you’ll just have to take their word for it. What it essentially boils down to is that you can jam three unrelated words or phrases together and it will send you to a new area with an amusing name like “Bottomless Someone’s Giant” or “Raging Pagan Fuckwhistle”.

There is a certain amount of method to the madness, because in combining different keywords together, you can cause different elements to have dominance in the field, which means you’re more likely to find items related to that element. And elemental weaknesses are worth exploiting in The World… plus the items that temporarily boost your affinity for a particular element are a popular trade item with the in-game NPCs, so they’re worth collecting to get your hands on the often rare stuff they might give up in exchange.

.hack//INFECTION (and its three follow-ups) are not RPGs I would necessarily recommend to everyone. They’re a far cry from the big budget cinematic spectacles many had come to expect from the genre post Final Fantasy VII, and thus they suffered a bit in reviews back in the day. However, if you’re on board with what they have to offer, which is a convincing simulation of playing a 2002-era online action RPG with lots of dungeon crawling and loot collecting, there’s a lot of fun to be had. The basic mechanics are simple and straightforward, but there’s a pleasant purity to just ploughing your way through a dungeon and watching everyone’s levels and related statistics go up.

My main draw is that I’ve always been a sucker for the “something sinister is going on in a computer game” trope ever since I read the short story Vurfing the Gwrx from a book called Peter Davison’s Book of Alien Monsters as a child. (The Peter Davison in question who endorsed that book was, in fact, Doctor Who, but my family and I just found it entertaining that “I” had a book.) I don’t remember much about the story — I should probably revisit it with grown-up eyes — but I do remember finding it both entertaining and pleasingly chilling as a kid. And I like .hack because I get a similar sort of vibe from it.

.hack doesn’t go quite into the “if you die in the game you die for real” territory that Sword Art Online ran with some years later, but the idea of a video game (and the virus contained therein) causing people to fall into real-life comas is a concept I found intriguing and creepy, in a good way. To this day, I still don’t know where the story goes after the conclusion of .hack//INFECTION, which really just acts as an introduction and setup more than anything, so I’m intrigued to finally dive into the follow-ups and see where things go from there.

For now, though, I think I’ve earned that lie-in.


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#oneaday Day 118: I left this too late again

Oh dear. Half past midnight and I haven’t written anything. Time to quickly think of something off the top of my head!

Err… quick! Video games! I bought Victory Heat Rally today. This is a game I’ve had my eye on for a while (though not as long as some other people have, from the sound of things) after I played its excellent demo a few Steam Next Fests ago. I’m going to do a full writeup and video on this at some point in the very near future, but suffice to say for now that it’s very good.

It’s a game that takes aim at Sega’s “Super Scaler” racers in style, with Power Drift being a particular inspiration. It doesn’t slavishly try to ape the retro style, mind — though there is a nice “pixelise” filter option for the visuals — and rather makes use of some nice pixel art for the characters, cars and some roadside objects, and low-poly environments. It moves along at a fair old clip even on my mini PC that doesn’t have a graphics card, and it’s a lot of fun to play.

Besides Power Drift, it also draws inspiration from Ridge Racer (drift-heavy handling, ’90s rave soundtrack), Sega Rally (rally stages with exaggerated handling), Mario Kart (multiple tracks set in a limited number of environments) and probably some others that I can’t think of right now because I’m tired. It takes all these elements and blends them together to make an immensely compelling game that I’ve played for about 5 hours this evening.

The first series of championship challenges is a bit easy, but the second ramps things up nicely to a good challenge level. There are also some truly infuriating bonus stages known as “Joker” levels where you have to race through checkpoints against the clock while performing some sort of precise driving task. The one I’m presently stuck on requires you to take full advantage of the “drift boost” mechanic the game has borrowed from Mario Kart and boost through various checkpoints. This is a lot harder than it sounds, particularly with the awkward placement of some of these checkpoints, and it has cause many expletives to belch forth from my mouth this evening.

While these levels are infuriatingly difficult, the rest of the game seems pitched at a pretty sensible difficulty level. The opening championship eases you into things nicely, then things ramp up from there. I suspect the third series of championships will be genuinely quite difficult, if the escalation in the second series is anything to go by.

But anyway. Half past midnight, like I said, so I should probably close everything down and go to sleep. There can (and probably will) be more racing tomorrow.


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#oneaday Day 117: Car Racing

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

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

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

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

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

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

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

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

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

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

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

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


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#oneaday Day 116: Should you finish a game before talking about it?

I’ve seen some discussion about the above topic recently, largely as a result of some idiotic blowhard on the dying, burning remains of Twitter making the bizarre assertion that all games journalists should be obliged to upload full, unedited footage of them playing every game they cover to “prove” that they played it properly and to demonstrate their “authentic” reactions.

This is, of course, absolutely unworkable today, particularly for those working in the more “mainstream” end of gaming, where sprawling games that want to be your one and only game forever (or at least until their next annualised installment comes out) have been creeping towards being the norm for a while now. But it’s also unworkable for those working in niche spaces, be that esports, visual novels, role-playing games or any other sectors you might care to mention. There simply isn’t time.

Now, I have mixed feelings about this, because back when my brother was in charge of Electronic Gaming Monthly and The Official U.S. PlayStation Magazine at Ziff-Davis, I vaguely recall him saying that he expected his writers to finish everything they wrote about — and this was, in the case of EGM, a publication where each reviewer had to write approximately 50-100 words at most, given the way their reviews were handled.

The reason I recall this is that one time when my parents and I were visiting him in the States, I was able to spend the day with him in his office (and I have oddly vivid memories of someone’s computer in the office having something saying “Lucky sonuvabitch” every time they got an email) and he tasked me with playing through Legacy of Kain: Soul Reaver (now available on Evercade, don’tchaknow!). I forget exactly why, but I suspect it was so he could make effective use of my time while I was there, get my thoughts on it, and then use my experiences playing the game to give him a head start on writing something. Possibly. Maybe. Anyway, regardless of the circumstances, I have a memory in my head that I’m fairly convinced is real that says “my brother once expected all of his staff to beat every game before they reviewed it”.

In the PS1 era, this was probably practical. RPGs were a thing, sure, but they came out relatively infrequently in English (even more infrequently if you were unfortunate enough to be European) and often long after their Japanese releases, so there was plenty of advance notice to get these done. And other games were significantly shorter, tending to be somewhere between 2 and 10 hours on average, with the odd exception in both directions. (Ridge Racer? 20 minutes. Dragon Quest VII? Yes, I know it’s an RPG, but 150+ hours.)

We also had a lot more in the way of “arcade style” games that were split into short levels or missions, or games that were highly replayable — Ridge Racer may be 20 minutes, but it’s 20 minutes you’ll be happy to spend again and again. Thus it seems perfectly reasonable to expect a games journo to play through everything they might be writing about.

These days? Absolutely definitely not, although there is still something to be said for allowing a writer to provide a full, in-depth discussion of a game after completing all of it. After all, it’s kind of absurd to suggest that it’s possible to “review” a visual novel without reading all of it, as the whole point of the damn thing is the story. Sure, you can probably give a wiffly-waffly “buyer’s guide”-type review saying what you think of the graphics, sound and interface, but if you want to actually discuss and critique it, you need to have played all of it.

I think the distinction between “review as buyer’s guide” (which is basically what a lot of people online want) and “review as quasi-academic critique” (which is what a lot of writers want, but rarely get the time to indulge in) is an important one here. The former can be done after just an hour or two of play at most. The latter requires more in-depth research. The former can be shat out for an embargo date. The latter is something best served for well after launch.

Unfortunately, the modern Internet doesn’t tend to really reward the latter approach at all until well after the fact — and then only if a game ends up commonly agreed to be some sort of “hidden gem” or “best game that no-one played” or whatever. It increasingly leads me to the conclusion that the very best approach to games writing if all you’re concerned about is the quality of the writing is to say “fuck it” to anything that is brand new, and instead focus on games that came out ages ago. Perhaps even generations ago. In-depth explorations of those games are the pieces people are still going to be reading for years to come — and it’s what I’ve always striven for with the stuff I’ve done on MoeGamer, because it’s what I like to read.

I don’t give a shit if the latest Assassin’s Creed is the same or a bit different from the last one. I do care if some obscure PS2 RPG from 20 years ago is actually the best thing ever and still kind of cheap because no-one bought it or knows its name.

Ah, who am I kidding. RPGs are never cheap.

Anyway, I guess my answer to the question in the title is “no, if you’re reviewing something current in a buyer’s guide style”, but “yes, if you’re aiming for quasi-academic critique or analysis”. And even then, there’s wiggle room. Even recently, I wrote about a couple of the games in UFO 50 before I’d technically “beaten” them, because I’d gained enough knowledge of how they worked to be able to comment on them authoritatively. (I then promptly beat them shortly after writing about them, much to my satisfaction!)

So no. Games journos should not be expected to upload full, unedited gameplay footage of them playing through (and reacting to) a game for review. That’s absolutely absurd. But I do feel like we should strive for better in our games criticism and analysis. Those “buyer’s guide” reviews do not stand the test of time very well, whereas articles that take the time to really get to know a game and find out what makes it tick are what insufferable SEO types like to call “evergreen content”. And, as much as I hate to agree with anyone who enjoys SEO, it’s those articles that people are going to come back to years after a game’s release to find out all about it.


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#oneaday Day 115: Forest getaway

I slept terribly last night and consequently woke up this morning feeling like absolute garbage. It didn’t improve much as the day went on, but I feel vaguely more human now, just as it’s about time to head to bed.

I can, at least, console myself with the fact that the wife and I have booked a much-needed holiday for in a couple of weeks. We’re going to Center Parcs in Elveden Forest again. This is, I believe, the third time we’ve been to Center Parcs together generally, and the second time we’ve been to Elveden Forest. It’s actually the fourth time I’ve been to Elveden Forest, as I went twice when I was a kid: once with my parents, my brother and one of his friends, then again some years later with my parents and one of my friends.

Center Parcs can be a pricy holiday, particularly if you start getting involved in the activities they offer, but honestly even if you do pretty much nothing for the time you’re there, it’s still a thoroughly pleasant getaway. This time around, we’re taking a two-bedroom villa (or “lodge”, I believe they call them now) as it was only fifty quid more than the apartments we usually go for. That should provide plenty of space to spread out, relax and enjoy ourselves.

I was kind of hoping that the next time we went away on holiday, I’d be in a better physical condition, but that’s very much a slow process that has kind of stalled a little bit of late. I’m still down in weight from where I was, but I’ve been really struggling with motivation, so I’ve decided to take a short break from attending Slimming World meetings, at least until after our holiday, and then decide what to do after that. I have been deriving some satisfaction from the Fitness Boxing sessions I’ve been doing, though, so once I feel a bit better after today’s crappy feeling, I’ll be back on that.

Anyway, regardless of the state I’m in, I’m looking forward to some time away. It’s good to get away from it all now and again, have a change of scenery and spend some time in an environment where there’s zero pressure. And I well and truly intend to “unplug” as much as possible from the Internet while I’m away. I’ll still post my daily blog there, and we’ll almost certainly take some gaming equipment with us, but other than that, I intend to pretty much completely ignore that the rest of the world exists for a while, and I’m very much looking forward to that.


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#oneaday Day 114: dotHack and Slash

I’ve been playing .hack//Infection for the last couple of days on PlayStation 2. I’ve had the full set of four games on my shelf for a very long time and been meaning to properly run through them all, but have somehow never gotten around to it. I have previously completed Infection a very long time ago, but I’ve never gone through all four games and seen how it all ends — nor have I been spoiled on any of it. I also own a copy of the .hack//G.U. remasters on PlayStation 4, so I’ll have to get to those at some point, too, but I wanted to knock out the PS2 games first.

For the unfamiliar, .hack was one of the first (possibly the first) “MMO gone mad, if you die in the game you die for real” series. Unusually, it was designed from the outset as a fully transmedia production: not only were there four PS2 games in the series, each of these games also came with a DVD featuring an episode of a specially made anime known as .hack//Liminality which tells a “real world” story that unfolds concurrently with the events of the game, and there was a completely separate anime series known as .hack//Sign. Since that time, there have apparently been several other anime and manga series, along with the aforementioned .hack//G.U. trilogy of games, which originated on PS2 but which were ported to PS4 in 2017.

That may all sound terribly complicated, but be at ease: you can have a satisfying .hack experience if you just play the games. .hack//Infection, the first of the original set of four games, tells the story of “you”, an 8th grader who has just signed up for the hottest new MMO, The World, at the recommendation of your friend Yasuhiko, a veteran player. You join up and in that inimitable “early 2000s MMO” sort of way, you party up with Yasuhiko, or “Orca” as he’s known in the game, who destroys absolutely everything before you can even get a hit in by virtue of him being 50 levels higher than you.

But something goes horribly wrong. After an encounter with a mysterious young girl who is seemingly being chased by a bizarre creature carrying a red wand, Orca is entrusted with a strange book and shortly afterwards, his character is “Data Drained”, leaving the real Yasuhiko comatose. You end up taking possession of the book, which manifests itself as a strange bracelet that equips you with the power to Data Drain enemies in the game, and it’s then up to you to investigate the strange happenings in The World and determine if there’s any truth to the game seemingly having an impact on the real world.

The cool thing about .hack//Infection is that the entire PS2 game is diegetic, intended to represent you using your computer to check your mail, read the news and log in to The World. You never see the actual real world yourself in the game — hence the inclusion of the Liminality DVDs — but instead all your investigation is online. This unfolds through a combination of you checking and replying to mails (with predefined responses) and browsing through the official message boards for The World, looking for clues.

Canonically, .hack//Infection is supposed to be unfolding in 2010, but obviously in 2002 developers CyberConnect2 had to make something of a best guess as to what that near-future setting might look like. They actually got a fair few things right, such as high-speed, always-on Internet access being pretty much universal and fibre-optic cables being the main means of this infrastructure being implemented — though here in the real world, fibre broadband is a little more recent than 2010.

What’s quite interesting is the design of The World itself, because it could quite plausibly work as an online RPG — though perhaps not in the way that western players understood “MMOs” at the time. For context, World of Warcraft came out in 2004, two years after .hack//Infection, so “MMO” up until that point in the west meant either EverQuest or Ultima Online.

The World is closer in execution to something like Sega’s Phantasy Star Online from 2000 in that there are small, shared communal areas (known as “Root Towns”) where you can hang out with other players, but your actual fighting and questing takes place in discrete areas that you teleport to rather than exploring a coherent world. It’s not quite the same as the “instanced” areas seen in World of Warcraft and, later, Final Fantasy XIV, as you can meet up with other players who happen to be visiting the same area, but the nature of how The World is structured means that you’re relatively unlikely to stumble across someone at random.

Anyway, let’s not get bogged down too much in details as I’ll probably want to write about this on MoeGamer once I’m finished. Suffice to say for now that .hack//Infection and its subsequent parts unfold as a combination of you just flat-out playing The World to get treasure, gear and helpful items, and gradually working your way through the core mystery at the heart of everything. At most points in the game, you can put the main plot on hold and just go dungeon-crawling to your heart’s content — and it’s probably advisable to, since you’ll need to level both your own character and the various companions you can recruit to your cause.

.hack//Infection is somewhat clunky by more recent action RPG standards, but once you get a feel for it and an understanding of its mechanics, it’s enjoyable. There’s a variety of enemies to deal with, and their different strengths and weaknesses will often require you to think about various strategies to deal with them. And, since the game is supposed to be simulating an MMO, you can pretty much concentrate on your own play; any companions you bring with you will usually do a pretty good job of fighting alongside you, though you can issue various orders to them if you need them to, say, heal or unleash their most powerful abilities. You can also micromanage their equipment to a certain degree, and since equipment has skills attached, by doing this you can try and optimise them for the challenges you’re about to face.

I can completely understand the criticisms of .hack from back in the day. It is repetitive. The dungeons are very obviously constructed from pre-built blocks with different textures put atop them, and there’s not a lot of variation to them. And yet there’s something about .hack that I’ve always found fascinating and compelling. I think it’s the oddly menacing atmosphere the whole thing has; The World, as a game, is designed to be cheerful and colourful, but it’s very obvious that there are dark things going on beneath the surface, and that the players of the game are clearly being used for some nefarious purpose.

I’m in no rush to plough through all four games, but I’ve enjoyed making a start on .hack//Infection this weekend, and as a long term project I’m looking forward to seeing how it all comes together in the end. And there will, of course, be in-depth articles on MoeGamer (and possibly videos) to go along with it.


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.

#oneaday Day 113: Missing the point of UFO 50

Since UFO 50’s release, I’ve had a few Thoughts. Firstly, UFO 50 is one of the most noteworthy interactive creative projects ever put together. Secondly, there are a lot of (obviously) young people who really Do Not Get It and, in that inimitably entitled way 21st century gamers do, they think it should change entirely to accommodate how they think it “should” be.


Aside: I’m covering UFO 50 both on MoeGamer and on YouTube. Check out here for the written articles, and here for the video versions of the articles. You can also enjoy the whole playlist embedded below.


A significant portion of the “unrest”, if you want to call it that, comes from Barbuta being the first game in the collection. Barbuta is, as you’ll know if you’ve read or watched my piece on it, a game that is ostensibly from 1982, and which follows the mould of the “arcade adventure”, a genre of game that doesn’t really exist any more, but which was a major part of the ’80s home computer scene.

In the “lore” of UFO 50, which, if you’re unfamiliar, concerns a completely fictional games console known as the LX System, Barbuta was the first game to be developed — and by an individual who had never made a game before, no less. Consequently, it’s janky, slow and unrefined — deliberately so. The nature of how it is janky, slow and unrefined makes it very clear that Derek Yu and the various other developers who put UFO 50 together are intimately familiar with ’80s home computer games — but it also sets expectations for the rest of UFO 50 accordingly.

One of the most significant things about UFO 50 is that it is, in part, a demonstration of how game design can be inherently intuitive. None of the games feature full instructions beyond their basic controls and sometimes a little bit of in-game information text, and yet they’re all designed in such a way that you can figure things out without too much difficulty. In Barbuta’s case, the main challenge comes from determining what all the items you can collect actually do — because the game certainly doesn’t tell you.

But here’s the key thing: it all makes sense. It’s easy to determine what all the items do, either by logical deduction or simply observing what happens on-screen. And this is true not just for Barbuta, but also for pretty much all of the other games in the collection, too. You just have to use your brain a bit.

This isn’t enough for some “gamers” though. There’s a guy on UFO 50’s Steam forums spamming pretty much every thread he can find about how he believes the games are a “joke”, that it’s “not funny” and that the package as a whole is a “scam”. There are others complaining about Barbuta as if it’s the only game in the collection, refusing to even contemplate trying any of the other 49 that are available. And there are those who simply do not get it.

UFO 50 is a work of art with something to say. It’s an acknowledgement both of how rapidly game design evolved over the course of the 1980s, and how modern ideas can be applied to these classic formulae to give them a fresh new twist. Demanding that it change to better fit the needs of attention-deficit zoomers is entirely missing the point. These are games that are supposed to be tricky and perhaps not immediately clear, because that’s what games from the ’80s were actually like — but dig into things just a little deeper and you’ll discover that every single game is inherently fair in a way that only 40 years of evolving game design can manage.

What you have to remember is that when real ’80s games came out, they had nothing to refer to on how to do it “right” — and some of them got things what we could consider “wrong” by modern standards. What UFO 50 does is take the conventions of these ’80s games, eliminate the things that just flat-out don’t work, and gives you a collection of titles that feel authentically retro, but also completely fair and modern in their execution. There’s no moon logic, no inconsistent behaviour, no technical shortcomings making things harder through no fault of the player.

In short, it’s a work of genius. Perhaps I shouldn’t be so surprised that some people don’t get it. Perhaps I shouldn’t be frustrated that there are people who want to deface it with mods. Perhaps I should just enjoy it myself, and screw the people who don’t understand.

Yes. That sounds like a good approach. I’ll keep doing that. Please enjoy my series of articles and videos on each and every game!


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.

#oneaday Day 112: Best(?) of the Blog

One of the things I like about having had this blog for so long — and one of the reasons I was so upset at WordPress fucking around with it the other day — is that little “Random Post” option in the menu. Click it, and it takes you to a completely random post. And there are a lot of posts here. So I thought we could go on a little journey together today.

I’ll do all the randomising, don’t worry. If you want to read the full post, just click the title.

#oneaday Day 145: Wotcher, Witcher

This is a post from 2011, when I was playing The Witcher. The first one, albeit in its “Enhanced Edition” form. This was back when you could still get physical copies of PC games; I remember buying a copy of this from Game and being excited to give it a try, then somewhat disappointed that my PC at the time wasn’t really up to the job of running it very well. I kept hold of it, though, and gave it a proper go when I upgraded my PC, and enjoyed the experience very much.

It’s kind of funny to think that back then, CD Projekt Red was a little scrappy Polish developer, and this, their magnum opus at the time, was equally scrappy to a charming degree. Sure, it was technically quite impressive — I recall comparing its visuals favourably to Xbox 360 games that were around at the time — but it also had its fair share of jank, such as heavily repeated NPC models, questionable animations and a dodgy interface.

What really shone through even back then, though, was the quality of the writing, and the fact it felt properly like a game for adults — and not just because of the collectible boobylicious “sex cards” you were awarded for bedding the various ladies of the game world. It was a game with proper consequences, not just “press A for the good answer, B for the evil answer”, and that carried through into its two successors.

Overall, my enjoyment for the series tapered off a bit after the first Witcher game; the second one felt like it was tuned too hard, and the third one’s open world aspect was, to my mind, completely needless. But I have fond memories of the series, and they started right here.

2022: Video Star

Here’s a post from 2015, in which I was having a play with the PlayStation 4’s ShareFactory app, which I suspect is mostly forgotten today. This is back when I was first experimenting with YouTube, and before I really got into making videos. I found, having experimented with both formats a bit, I enjoyed making pre-scripted videos a little more than freeform “Let’s Play”-style ones, because at the time, in the latter case, I worried about running out of things to say.

I’m still not 100% sure which style of video I actually prefer to this day, as both have their benefits. But if you’re curious, here’s a very early attempt at a pre-scripted video, created using ShareFactory on the PS4 and recorded using a distinctly shittier microphone than I have now. (If I recall, it was actually the Guitar Hero microphone!) I have better equipment and a better workflow now, but I was still quite pleased with this when I first published it.

#oneaday Day 890: Glorification

This was a 2012 progress report on my journey through Sierra’s Quest for Glory series, which I’d never played prior to this runthrough, but had always been curious about. Quest for Glory IV in particular was one I was really looking forward to, as it’s a full “talkie”, featuring the legendary John Rhys-Davies on narration duties.

I compared Quest for Glory IV to the Elder Scrolls series, using its similar “use it to improve it” skill systems as a point of comparison. I had already started falling off the Elder Scrolls bandwagon by this point, and games like Quest for Glory reminded me why; I simply preferred a much smaller, well-crafted environment with things to do rather than a vast open world with not much of actual interest in it.

Quest for Glory and The Elder Scrolls are very different series, of course — if you’ve never come across the former, I recommend exploring it; the blend of role-playing game and point-and-click adventure is still unique and fresh-feeling — but I find it a bit of a shame that one approach very much became “the norm”, particularly in the PC space, while the other languishes in gaming history. In fact, I bemoaned this very fact in this post; why haven’t there been more attempts to recreate the Quest for Glory formula?

2485: The Value of Short Experiences

Off to 2016 for this next post, and a reminder of something that I like to try and remember every so often: sometimes it’s nice to cleanse one’s gaming palate with a game you can finish in an evening or a weekend. At the time, I had just come off the horror game Outlast (which I didn’t like all that much) and the visual novel Negligee (which I liked very much) and come to the conclusion that Not All Games Need To Be A Thousand Hours Long.

This is something that today’s games industry is still struggling with. The triple-A space is still obsessed with making us all grind through epic amounts of Content rather than just providing a neat 10-hour experience that doesn’t outstay its welcome. This has only become worse with the rise of live service games — and, worse, single-player games that appear to want to be live service games.

Thankfully, short-form games do still also exist. And I recommend you spend some time with some. Because you might find that they offer a lot of value.

1473: Ruined

Back to 2014 now, and a look at EA’s desecration of Dungeon Keeper by turning it into a tap-and-wait free-to-play piece of shit for mobile phones. Back then I said “it pretty much is reasonable to brand free-to-play mobile games a universally bad thing… I can’t think of any good free-to-play mobile games offhand”. This situation has changed a bit since then, most notably in the “gacha games” space, because they actually have a bit of a game attached to them now, but I still swore off free-to-play mobile games a while back and haven’t missed them.

Dungeon Keeper was an absolute monstrosity though. It was one of those games that was posing as a strategy game, but which actually required no strategy whatsoever; only deep pockets. Crazy to think this was ten years ago now, and EA hasn’t learned a fucking thing since.

Board Gamery

This post from 2008 makes me a bit sad, because it represents an age of my life that seems to have come to an end, and not through my choice. It’s a rundown of some board games I particularly enjoyed playing, posted during the time when we were having regular (weekly-ish) board game sessions and trying out a wide variety of weird and wonderful games.

Sadly, the folks I played those games with have mostly become boring grown-ups with families since then and never want to do anything any more, so I have a cupboard full of board games that don’t get played. Which is a shame, but oh well. That is what happens as we all grow old.


Anyway, on that melancholy note, probably time to call it a night. If you’re new ’round here, feel free to hit that Random button and check out some posts from years gone by; just remember to check the date on any posts you read, though, before you get mad at me about something I said 15 years ago!


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.

#oneaday Day 111: New URL, who dis

Hello! And welcome to the all-new incarnation of I’m Not Doctor Who, which can now be found at https://imnotdoctorwho.moegamer.net instead of its previous WordPress.com incarnation. (The old site is still there for archival/linking purposes, but all new updates will now be over here.)

Why did I do this? I think you know why, if you’re a regular follower, anyway. After Automattic’s dumbass automated “anti-spam” systems mistakenly flagged my blog and simply nuked it (albeit temporarily) rather than attempting to contact me in any way, I became somewhat concerned as to the “security” of the memories I have stored on this here blog. 17+ years of them, to be exact, and it would be a real pisser to lose them. Because while this blog is and always has been an unfocused mess with no real purpose other than to be a scratch pad for me to write whatever I feel like, it’s mine, and having some idiotic undoubtedly “AI” (ugh) powered bot potentially take it away from me at a moment’s notice without even telling me made me feel like it was probably time I took better ownership of it.

So here we are, on a shiny new subdomain of moegamer.net, my gaming website. I think most of the important stuff has transferred over now, though not without fighting WordPress’ terrible import function and the fact that no website on the Internet, including WordPress themselves, actually hosts up-to-date information on how to perform the export and import function correctly. Consequently, there may be a few broken images here and there, so please feel free to let me know if you spot any and I’ll attempt to fix them.

The incident earlier in the week highlighted how important this site is to me, though. Not only has it played host to two sets of daily ramblings in the form of the #oneaday blogs, it also includes several creative writing projects of varying degrees of finishedness, photographs, memories of dearly departed pets, and all manner of other things. It has also helped me survive several incredibly tough periods of my life.

The more I thought about it while the site was down the other day, the angrier I felt that it had just been snatched from me without warning — and, I reiterate, without me having done anything wrong. This was entirely on WordPress’ parent company Automattic, who are going in hard on “AI” bullshit at the moment. And so while this site is still running on the WordPress software, it is no longer running on Automattic’s platform, meaning I am not beholden to the whims of their automated shit machines going voonkarankachank and nuking any blogs they feel like without having the courtesy to contact the authors first.

So that’s that. Welcome, I guess. And let’s see where things go from here!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.