#oneaday Day 702: Overcoming burnout and guilt

After I wrote all that yesterday, I then promptly went and recorded four videos. They're casual, breezy, fairly low-effort videos, but videos they are nonetheless. The first one went live today:

Yes, it's H.E.R.O. by Activision! I was super-excited to help bring the Activision Collection cartridges to Evercade, as these are some of my all-time favourite 2600 games, and H.E.R.O. is a real classic. With this kind-of-sort-of series, I'm just gonna play whatever I damn well feel like on Evercade and just chat freeform and see what happens. Evercade and Chill, you see.

This is definitely the kind of video I enjoy making the most, because in some ways it helps me to feel a bit less lonely. I know that I'm talking "to myself" while I'm playing, but I'm also talking to anyone who's watching, and I've always said that my intention for this style of video is to provide an experience roughly akin to sitting down with a friend and playing something together. Consequently, I do my best to try and include the viewer in the things that I'm saying — and also not to assume knowledge, for those who are new to this stuff. Which, as time goes on, there are more and more people who fall into that category.

I've been wanting to get back to doing Evercade videos for a while, but it didn't feel quite "right" to be doing them while I was also handling the company's social media and stuff. Now I've thankfully left that side of my job in the dust, I feel I can get back to doing this sort of thing — which in its own way will hopefully benefit the community and the product, too. I mean, I have a miniscule audience, yes, but if just a few of those folks see something I cover and the fact it's on Evercade, then that's pretty cool.

The four videos I recorded yesterday are all Activision-related, because that's what I felt like playing at the time. As I say, this "series" will have no particular set structure or format aside from "I'm going to play whatever the hell I feel like from the Evercade library as it exists at the time of recording". I will have to be a teensy bit careful not to accidentally reveal any new carts before they're announced — I already have the next two cartridges that are being announced on the 15th, for example — but given that there's 80-something cartridges altogether and nearly 800 games on Evercade at this point, I'm not going to be running out of material any time soon.

So I hope you enjoy this series! It will hopefully be a fun, casual, laid-back, relaxing sort of series, both for me as a creator, and for you as someone watching this stuff. (I recommend falling asleep to my videos. I do it quite frequently.)

On that note, the weekend is almost over, so I think it's probably time for bed.


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

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 396: The purity of early gaming

I consider myself quite fortunate in that I'm able to enjoy a full spectrum of video gaming, ranging from the very earliest titles up to the most modern releases. The only part of gaming that really leaves me cold is multiplayer-centric titles — I just find they don't hold my interest in the long term.

I feel particularly blessed to be able to enjoy stuff from the early '80s, because I know the primitive presentation of stuff from this era can be a turnoff to some. But I absolutely love it; settle me down in front of a bunch of Atari 2600 or Intellivision games — or, indeed, home computer games from the era — and I can quite happily fill an evening just as well as I could playing a modern, complex title.

As I've grown older and spent a significant portion of my life writing about and making videos about games, particularly those from this early era, I feel like I have a solid appreciation for simple but solid design, and games that are inherently designed to be highly replayable. Sure, you can't "finish" a lot of these games in the same way as modern titles, and to some that's inherently less satisfying, but you have to look at them a bit differently.

Take one of my favourite games of all time, River Raid, for example. River Raid is a vertically scrolling shoot 'em up that, in theory, goes on forever. You can't "beat" River Raid. But you can develop a sense of satisfaction from attaining a high score, or reaching a particular level when starting from the beginning, or overcoming a specific challenge that has given you grief for a while.

But it's not even about making progress sometimes. Sometimes it's just about engaging with an inherently pleasing experience. The best early '80s games feel good to play. They achieve this through good handling, effective presentation, a feeling of fairness, and plenty of other elements besides. I enjoy playing Night Stalker on Intellivision not in pursuit of high scores, but simply because it feels nice to play it.

So with that in mind, for this trip down to the office and the accompanying overnight stay — this time at my parents' house because my usual hotel was fully booked — I've brought nothing but early '80s fun to occupy myself. And before I head off to sleep, I think I'll enjoy a round or two of some all-time favourites. Maybe some Cloudy Mountain to start off…?

#oneaday Day 67: Cultural Differences

Games are a fairly unique medium in that they allow pretty much anyone easy access to material from other cultures without the language barrier necessarily getting in the way. A book in a language you don't understand, for example, is pretty much useless. A film can be appreciated for its direction and cinematography if not understood. Music can be enjoyed on a certain level. But a foreign game, assuming its not too story-heavy, can be enjoyed by anyone.

It's here that we run into the East-West divide. Both parts of the world enjoy producing games with stories, though Western stories often tend to err on the side of "gritty" while Japanese tales tend for the most part to be more on the colourful, melodramatic side, often derided by people who don't enjoy them as being "emo". Let's leave narrative-heavy games aside for a moment, though, and look at games that are "gameplay experiences" first and foremost.

For comparison purposes, I'm going to take dear departed Bizarre Creations' Geometry Wars 2 for the Western front, and CAVE's Deathsmiles for the Eastern front. Both are Xbox 360 titles, both released at a low price point, though Deathsmiles saw a retail release as opposed to Geometry Wars 2's Xbox LIVE Arcade-only release. This, in itself, is somewhat telling.

Let's consider the games' respective aesthetics first. Geometry Wars 2 is, as you may expect from the title, abstract in nature. There are no "characters", there's no "story", it's just a bunch of neon shapes against one little white abstract "ship", and everything explodes into a shower of beautiful fireworks. It's spectacular to behold (assuming the person playing is any good) and recognisably "next-gen" (or "current-gen" if you prefer, since it's technically more accurate).

Deathsmiles, on the other hand, looks like a SNES game, albeit one with enough things on screen to make the little Nintendo box explode. It's all sprite-based, it has chunky pixel-art backgrounds that have been upscaled to HD but not quite by enough, it has animations done by hand rather than generated procedurally and suffers from occasional slowdown due to the sheer amount of shit happening on screen at once.

Not only that, though, but Deathsmiles has "character". Rather than the abstract appearance of Geometry Wars 2, the player "ship" in Deathsmiles is a person. Specifically, it's one of four underage Gothic Lolita angels dressed in borderline-inappropriate costumes accompanied by a familiar. Similarly, all the enemies are recognisable as "monsters", be they humanoid, dragons, flying eye things with bat wings, spiders or indeed the wonderfully named final boss, Tyrannosatan.

The key thing about the two games' respective aesthetics, though, is that Geometry Wars 2 is consciously trying to look shiny and new, while Deathsmiles is more than happy to look like an arcade game from at least 10 years ago—the "if it ain't broke, don't fix it" approach. Neither approach is necessarily more or less valid than the other, but it's an interesting contrast.

Then we come to how the two games play. Geometry Wars 2 has a variety of modes, all of which can be explained very easily. They all involve killing things before they touch your ship, with only a couple of modes (King, in which you may only fire while sitting in certain temporary "zones"; and Pacifism, in which you can't fire at all and can only destroy things by detonating "gates" by passing through them) varying even slightly from this formula.

Deathsmiles, on the other hand, should be a simple matter to explain. It's a shoot 'em up, after all—how complicated can it be? But I attempted to explain it to a friend earlier and ended up confusing both myself and him. The game's tutorial makes it sound rather straightforward—fire in either direction, use a smart bomb, charge up shots or use a lock-on attack—but in fact there's a surprising amount of hidden depth.

Firstly, since it, like Geometry Wars 2, is a game about getting high scores, there's a somewhat intricate method to attaining the highest scores that involves destroying the correct enemies with the correct type of shots. The game mentions this in passing, but it's up to the player to determine what it actually means. Geometry Wars 2, on the other hand, is about shooting shit and using a bomb if you're in an inescapable situation.

Secondly, there's the key element of the "bullet hell" shooter—the hitbox. Graze any enemy in Geometry Wars 2 and your ship explodes. But the same isn't true in Deathsmiles—mercifully, since the player sprite is relatively large. No, instead there's a pulsing "heart" symbol in the middle of your characters chest and that—and only that—is the thing that can be damaged. Because this is so small, it means you can navigate your player character through intricate arrangements of bullets that initially seem impossible to avoid. Much of the game becomes about less about shooting things and more about learning how and when these patterns appear, and finding an appropriate path through them. The patterns are the same each time, too, so you certainly can "learn" the game, as opposed to Geometry Wars 2's more random chaos.

Then there's the matter of replay value. Both games are designed to be replayed in a "score attack" style. But Geometry Wars 2's sessions tend to be rather short for the most part—a few minutes at most. In most modes, the game ends when you're dead. More skilled players get to play for longer in most cases.

Deathsmiles, on the other hand, takes you through at least 6 levels, the order of which you can select to a certain degree, and offers you unlimited continues. The whole game takes about 20-30 minutes from start to finish. This means that "beating" the game is within the reach of absolutely anyone, even on the hardest difficulty settings. Sure, you'll get crap scores, since your score resets to zero every time you continue, but you can at least reach the end and whore for Achievements if that's your bag. The sign of a skilled Deathsmiles player, then, is not how long they play for, but how long they can survive without their score resetting. This doesn't necessarily have to be from the beginning of the game, as tackling the levels in different orders can provide optimum bonus-point scoring potential, but then we get into a whole other order of depth.

It's interesting to see two wildly different approaches to what is essentially the same genre—the shmup—and contrast them. I like both games very much, but I feel that most people will probably find themselves favouring one or the other, much like game design philosophy in general.

I'll leave you with one of the most interesting things to ponder: whether Deathsmiles' character designs would have ever been green-lit by a Western developer, even knowing the fact that the arguably "sexualised" nature of them doesn't factor into the game itself at all? I somehow doubt it. Don't believe me? Take a look:

Cute, right? Bit of a stockings and thighs and boobs theme going on. We've seen self-consciously sexy Western female characters before, so surely nothing new there. How about if I tell you how old they're all supposed to be?

Yeah. Pervert.