#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.


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 93: The Truly Tragic Tale of the “Woke Content Detector”

One of the most truly insufferable things about the “gaming community” over the course of the last decade has been the rise of the “anti-woke” crowd, which started to really raise its head around the same time as the Gamergate saga — and, indeed, which many people still point to as the real point behind Gamergate rather than any legitimate concerns over ethics in games journalism.

To be clear and completely transparent, around the time of Gamergate being active I may well have expressed some sentiments and concerns that might have got me lumped in with this crowd.

However, I made an effort to distance myself from the movement as a whole, because I could see it was something of a scarlet letter, regardless of whether or not an individual had legitimate, worthwhile concerns.

My issues were always to do with the games journalism side of things, with my particular focus being on reviews and articles that treated Japanese titles (particularly those which featured sexually provocative content) unfairly and from an ill-informed perspective. I steered well clear of any discussions where it was clear people were being full-on racist and sexist — i.e. objecting to a game because it had a woman in a leading role, or a non-white person appearing prominently. I was entirely concerned with how certain portions of games journalism were treating specific games — and the people who enjoyed them — like absolute shit: nothing more, nothing less.

To put it another way, I always thought the people who were objecting to “woke” content in games were being massive weirdoes, and I didn’t want anything to do with them. Where games did feature obnoxiously over-the-top “look how progressive we are!” content, I tended to just steer clear of those — or perhaps comment on them in terms of alternatives that did the same thing, but better. To date, my favourite example of this is Read Only Memories and VA-11 HALL-A. Both of these games unfold in the same “world”, with the latter being a spinoff of the former, developed by a completely different team. Read Only Memories is absolutely obnoxious about how it handles progressive themes; VA-11 HALL-A integrates them extremely well into the plot.

But I digress. I have zero time for people who object to games purely on the grounds that they contain “woke content”. Particularly when the definition of “woke content”, as defined by the Woke Content Detector group on Steam, is so broad. I invite you to take a look at their official spreadsheet of which games are and are not “woke” and have a good laugh at it, and we’ll pick out some classics below.

Starfield

A screenshot from the Woke Content Detector database. Reads "Contains overtly Pro-LGBTQ+ messaging. Contains overtly pro-DEI messaging. Pronoun selection including the option for they/them. All populated areas are equally diverse. Many important people are POC."

Here’s a prime example of what this list is actually about: being sexist, racist, transphobic and homophobic. I’m not sure much more needs to be said about this definition, other than to clarify for those who are somehow unfamiliar with Starfield that it is an open-structure role-playing game set in space, in which you play a self-insert character. Therefore having the option to select your name, gender, ethnicity and appearance makes a lot of sense. The implication of “many important people are [people of colour]” is that in The Future, we will have moved beyond white dominance and oppression of non-white people, but this is a bridge too far for the anti-woke crowd.

Civilization VI

A screenshot from the Woke Content Detector database. Reads "Contains overtly pro-DEI messaging. Contains overtly pro-climate action messaging. Race swapped Suleiman and added historically unimportant female leaders. Global warming and carbon capture mechanics."

This one is particularly hilarious. A game about running a civilisation on our planet, and considering important matters that both occurred in history and which might occur in the future is “woke” for acknowledging things like climate change. I guess we add “climate change denier” to the “sexist, racist, transphobic and homophobic” list. Some racism and sexism on open display there, too.

BioShock Infinite

A screenshot of the Woke Content Detector database. Reads "Contains overtly anti-western society and overtly pro-DEI messaging. Colombia's residents are hyper-exaggerated, racist caricatures of 19th century Americans. Heavy social commentary on racism."

Another good one. The funny thing about this one is that they clearly got the point of BioShock, but then got offended by it.

Forza Horizon 5

A screenshot from the Woke Content Detector database. Reads "Contains overtly pro-LGBTQ+ messaging. Prnoun selection including an option for they/them. Uses unlabeled presets instead of clearly defined male and female options during character creation."

I have to include this one just for how stupid it is. Forza Horizon 5, the game in which you spend your entire time in a car, is “woke” because it allows you to choose how the in-game characters refer to you. Because only big strong boys play car games, you know.

Spider-Man: Miles Morales

A screenshot from the Woke Content Detector database. Reads "Contains overtly pro-LGBTQ+ messaging. Contains overtly pro-DEI messaging. Prominently displayed pride and BLM flags. The new POC main character overshadows Peter Parker."

This one is brilliant, because it’s criticising the fact that the protagonist named in the game’s title is “overshadowing” the character who is explicitly not the protagonist. Because he’s black. Let’s not beat around the bush here: this is racism. Again.

Disco Elysium

A screenshot from the Woke Content Detector database. Reads "Contains overtly pro-LGBTQ+ messaging. Features multiple LGBTQ+ characters, including the player character. Heavy social commentary regarding communism. Whether pro or anti is unclear."

I’ll take “I played Disco Elysium and didn’t understand any of the big words” for 2,000, Alex. If you played Disco Elysium and didn’t understand whether it was pro or anti communism, you don’t deserve to be playing video games that have words in.

Final Fantasy VII

A screenshot from the Woke Content Detector database. Reads "Contains subtly pro-LGBTQ+ messaging. Contains subtly pro-climate action messaging. Forced cross-dressing. You start the game working for an ecoterrorism group."

And I have to include this one just for the giggles. Final Fantasy VII features “subtly pro-climate action messaging”. Yeah, Final Fantasy VII is real subtle about its environmental message, guys. Real subtle.


I’m utterly amazed at how committed these people are to being pathetic and weird. Because that is exactly what they’re being. There are 386 entries on their “Recommended” (i.e. “not woke”) list, while there are 746 “Not Recommended” (“WOKE!!!”) titles and 299 “Informational” (“A BIT WOKE!!!”) titles.

That’s a thousand and forty-five games that these people will refuse to consider because they might be exposed to a black person, a gay person or, heaven forbid, a woman. There’s no way you can look at that and not think it’s utterly pathetic.

Unless you’re one of them. In which case fuck off. I don’t want to know you.


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.

2417: The Steam Shmup Sale

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There’s a sale running on Steam right now, centred around shoot ’em ups in the classic mould. You can see the full list here, but here are a few selections that I can personally recommend:

ESCHATOS

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The follow-up to Judgement Silversword (which is also worth a go, and available in a bundle with ESCHATOS) is a Raiden-style shoot ’em up (i.e. non-bullet hell) that unfolds over the course of several stages, taking you from an Earth-like planet, into space and finally into the bowels of an alien world. It’s a spectacular, thrilling journey, presented in uncomplicated but nonetheless impressive 3D polygonal visuals but playing from a top-down perspective.

ESCHATOS has a couple of ways to play depending on how complex you like your shmups. For my money, the simpler mode is actually a more enjoyable way to play — this doesn’t involve any powering up of your weapons and simply requires that you defeat complete waves of enemies without missing any to build up your score multiplier. The higher the difficulty you play on, the higher the multiplier can go (and the faster it rises), so for the highest scores you need to take on the toughest challenges the game offers.

ESCHATOS has a fantastic soundtrack, fluid graphics with some wonderful setpieces, and gameplay to die for. If you’re a shmup fan, this should without question be a part of your collection.

Deathsmiles

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Regarded as one of Cave’s more accessible bullet-hell shooters, Deathsmiles is a horizontally scrolling affair for one or two players where you take on the role of one (or two) of several different goth loli chicks, each of whom handle slightly differently. You can shoot in both directions using either a rapid-fire shot, a charged beam or a lock-on laser, and advanced players will need to learn which attack should be used for which enemy, since the scores and collectible items they yield vary according to how they were dispatched. If you’re a shmup beginner, mind, you can ignore this aspect of the game completely and just try to get through the game, because that’s challenging enough in itself.

Deathsmiles has a gorgeous Gothic rock soundtrack a la Castlevania, some varied levels and some brilliant boss fights, culminating in a battle against the spectacularly named “Tyrannosatan” accompanied by Bach’s famous Toccata and Fugue. There’s a lot of hidden depth to the scoring system once you get your head around the bullet patterns, and variable difficulty settings that you can change on the fly between levels help give it some longevity. It’s one of Cave’s finest games, and well worth a look.

Savant Ascent

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Based around the music of electronica artist Savant, Savant Ascent casts you in the role of a masked alchemist who has to make his way up a tower to defeat the weird… thing that has manifested at the top. It’s a twin-stick shooter with a twist — in each of the game’s battlefields, the character can only stand in preset places, with pushing directions on the stick moving him from one to the other either by rolling or jumping between them.

The “Story” mode in the game lasts about five minutes and is easily beaten, but the meat of the game comes in the modes that unlock afterwards. Time Attack throws you into a horde of enemies and challenges you to 1) survive and 2) complete the game as quickly as possible. Endless, meanwhile, simply tasks you with surviving for as long as possible.

Longevity in the game comes through score attack and collectible CDs of Savant tracks, each of which unlocks a new gameplay element. What initially appears to be a very simple twin-stick shooter gradually unlocks new depths as you collect more of the CDs and progress further. It’s a beautifully presented game, too, with lovely graphics and a thumping soundtrack courtesy of Savant, obviously.

Horizon Shift

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An interesting twist on the genre, Horizon Shift is presented in a minimalist Geometry Wars fashion, with simple controls and visuals, a thumping soundtrack and immensely challenging gameplay.

Your job in Horizon Shift is to protect your “horizon”, a line dividing the screen into two halves. Your ship can face either up or down, and you can use this ability to dodge bullets, since only bullets on the same side as your ship can destroy you. Your ship can also jump and double-jump, providing another means for avoiding projectiles on the occasions when the “horizon” disappears and requires you to face in one direction only.

Enemies in Horizon Shift are a combination of kamikaze types that destroy part of your horizon when they hit it — meaning you’ll have to jump the gaps or die — and enemies that spew bullets at you. Blasting any type of enemy builds up a chain bonus, and unleashing a smart bomb (which must also be charged by killing enemies) allows you to “bank” this chain bonus; conversely, dying loses the chain bonus altogether.

Horizon Shift has a cool aesthetic, with simplistic visuals in the foreground and a busy but low-brightness backgrounds that evolves as you play through the game. Particularly cool (and cheesy) is the giant laughing “skull” face that dominates the background any time you’re fighting a boss.

Shmups Skill Test

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Blend WarioWare with a shoot ’em up and you have Shmups Skill Test, a short, quick-fire game that challenges you to complete several minigames in succession, then humiliates you about your lack of skill afterwards.

Minigames vary from the delightfully named “TANK TANK TANK TANK TANK” — in which there are lots of tanks to shoot — to one where you have to precisely shoot timebombs off the side of a rocket without blowing the rocket up, and all of them are very challenging indeed, with the possible exception of the one where you have to shoot tin cans (in space) into a giant waste-paper basket (in space) to “save the earth”.

After you’re finished, you’re given a breakdown of your skills, a comparison to the online average rating and your “gamer age” is calculated a la Brain Age on the Nintendo DS — the lower the better.

This game is hard, but it has a lot of staying power thanks to a variety of minigames, online leaderboards and support for up to four-player competitive play. Plus, as its name suggests, it’s actually good training for the various skills modern shmups demand of you.

2342: A Belated Account of My First VR Experience

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It occurred to me a few days ago that I had a go in Virtual Reality recently and didn’t write about it. Let’s rectify that right now.

My friends Tim and Tom both grabbed the HTC Vive pretty much as soon as it became available, because both of them have disposable income and a gaming-related gadget fetish. Last week, I finally had the opportunity to give Tim’s setup a go. And I came away rather more impressed with the whole thing than I was expecting to be.

The Vive headset itself is surprisingly comfortable and not ridiculously bulky like the Virtuality headsets of the ’90s, which were my only previous experience with VR. The picture quality was reasonably good, too — certainly a far cry from the Virtuality screens, which felt like holding two Atari Lynxes up to your face — but I did find it a little tricky to position the headset absolutely perfectly so that everything on the display was in focus; I found stuff around the edges (particularly the lower edge) was difficult to remove the blurriness from, but I adjusted to it after a little while.

The first thing I tried was the Vive “training” setup, which gives you some examples of how to interact with virtual worlds using the headset and the two Vive controllers. It introduces you to the idea of “room scale” play — the ability to actually physically move around and have your body movements accurately reflected in your virtual viewpoint — and how the Vive controllers offer 1:1 motion tracking that is so accurate, even though you can’t see your own hands while you have the headset on, you can still reach out, grab the controllers and press the buttons without any difficulty.

I think the most immediately striking thing about the Vive’s VR is the room scale thing, which is, after all, that particular setup’s unique gimmick. I was very surprised how natural it felt; there was no kind of input lag when moving my head around, nor when I moved my body; I could tell I wasn’t actually in the location I was looking at, due to the lack of tactile feedback in the environment, but I could move around and interact with things as easily as I could in the real world. Particularly impressive in the training demo was the part where you inflate balloons using the controllers, and can then hit them around the room as if they were right there. Again, there was no tactile feedback, but the accuracy of the motion tracking was such that I could intuitively reach out to hit them with a controller, and they would react appropriately. Impressive.

The next thing I tried was Space Pirate Trainer, which is one of the first games to come out on the platform. It’s a very simple affair that sees you standing on a platform wielding two pistols and having to shoot down waves of drones that pop up from all sides. The pistols can be switched to various different fire modes, and you can physically dodge the incoming laser bolts from the drones to avoid being hit.

This latter aspect was the thing I found most unusual and surprising to adjust to. I’ve played games that involve physical movement before — primarily on the Wii, but a couple of EyeToy and Kinect games, too — but I’ve never played a game where you can see a bullet flying at your face and actually lean out of the way of it. I mean, sometimes I instinctively do it when playing Overwatch (I can’t help it!) but in Space Pirate Trainer you actually have to do it in order to survive. And it’s not a Time Crisis-style situation where you can either be “hiding” or “shooting” — you can position yourself how you please. You can kneel down to crouch under the shots. You can sidestep them. You could probably even jump over them if you tried. It’s kind of amazing, although the game itself is fairly bare-bones, to say the least.

Next up I tried Google’s VR art package Tiltbrush. This is actually one of the things I was most interested to try, despite it being utterly “directionless” — it is what you make of it, in other words.

Essentially, Tiltbrush allows you to paint in 3D using various materials. The left Vive controller acts as an artist’s palette with several sides, and the right Vive controller acts as your paintbrush and cursor to pick things from the palette. You can then paint with light, colour, fire and various other substances, then the truly impressive part is that you can physically walk around your creation in 3D to admire it from all angles. By extension, this also means that you can create 3D sculptures rather than just flat paintings, and indeed many of the example materials produced by both Google and the community are designed with this in mind. What’s really nice about them, too, is that loading them up allows you to watch a recording of the exact strokes and steps they took to create the finished product; it can be fascinating to watch and, moreover, give you some ideas of your own on how to make some interesting designs.

Last of all, I tried Audioshield, a game by the developer of the excellent Audiosurf, and a game designed in the same mould: create levels from your own music tracks or those pulled from Soundcloud, then play through them. In the case of Audioshield, you wield two different coloured shields, one in each hand, and have to block incoming coloured balls that reach you in time with the beats and sounds in the music. While there’s less moving around than something like Space Pirate Trainer — the balls only come from one side, though you will have to look up and down — it’s probably the most “physical”-feeling of the games I played, in that there was a very strong urge to “punch” the balls (hurr) as they arrived, rather than just blocking them. Indeed, the game rewards you for actually doing this, as well as moving around more than is necessary (“dancing”, in the loosest possible sense of the word, in that convulsing like a spastic having an epileptic fit while in anaphylactic shock will also get you credit)  to actually block the incoming beats.

By the time I took the Vive headset off, I was actually sweating. The various games — particularly Audioshield — proved to be a surprisingly intense workout, although the foam thing on the headset that goes around your eye area also seems to just naturally get a bit sweaty. (That and Tim’s flat is usually the temperature of the Sun.) I’d had a great time, and I came away much more convinced that VR is something that is going to be really cool in the near future than I had previously been. I’m still not necessarily convinced it’s the future of gaming as some seem to think, but I’m certainly completely on board for experiences like Tiltbrush and its ilk.

I’m very interested to see how the launch of PlayStation VR in October of this year affects the VR landscape in general. I have a strong suspicion that it will help drive the technology into the “mainstream”, and we’ll start seeing a lot more interesting products than the current swathe of what are effectively tech demos that we have now. Very impressive, fun tech demos, admittedly — tech demos that make me kinda want a Vive of my own — but tech demos nonetheless.

So yes. VR looks like it’s going to be around for a while yet; we finally have the technology that allows us to have fairly convincing experiences in our own home, which is considerably more than can be said for the last time VR tried to be a thing back in the ’90s.

2296: Games Called “Simulator” That Aren’t Simulators: A Joke That’s Run its Course

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Back in the Good Old Days, my Dad played a whole lot of Flight Simulator, both in its SubLOGIC days and subsequently when it became a Microsoft product. (He still does, though perhaps not quite as much as he used to.)

One recurring joke we had in our family was taunting my Dad by saying that Flight Simulator was a game (which it is), which he would inevitably respond to by vociferously declaring that “it is not a game”, because he didn’t play games. (He has relaxed this policy in recent years, largely due to the advent of iOS.)

While I didn’t agree with his assessment of what a game was, I did, however, understand where his argument came from. Proper noun Flight Simulator was a cut above even other lower-case flight simulators in terms of realism and depth, and noteworthy at the time for being one of the only civil aviation flight sims. It was also noteworthy for being one of the first ever open-world sandbox games, in that there were no goals whatsoever besides those that you set for yourself; there wasn’t even really a “fail” state, since if you crashed, you could just respawn and start again.

By far the most noteworthy thing about Flight Simulator was the fact that it did exactly what its title suggested: it provided an accurate simulation of what it was actually like to fly a plane. That means no simplified controls; that means no throwing your plane around the sky; that means the need for at least a basic understanding of physics (including lift, thrust and drag) in order to even get off the ground. And even outside of the more obvious realism aspects such as the flight model, even navigation was simulated accurately; you had to tune navigation radios, follow the needle and so forth. Many real-life honest-to-goodness pilots actually trained to fly on instruments using Flight Simulator, such was its level of realism and detail when it came to this side of things, even if the graphics weren’t particularly impressive in the early days.

As a result of all this, I came to associate the word “simulator” with… well, simulations. Virtual depictions of something real — and a depiction that errs more on the side of realism than providing a thrilling gaming experience.

This morning I received an unsolicited Steam invite to a group promoting an upcoming game called Pregnancy with Your Mom Simulator 2016. This is what Pregnancy with Your Mom Simulator 2016 looks like.

If you have never encountered the modern use of the word “simulator”, Pregnancy with Your Mom Simulator 2016 pretty much sums it up. These days, although Flight Simulator still exists, the word “simulator” is much more frequently used in a “hilariously” ironic manner to describe something ridiculous, obviously unrealistic and filled with puerile humour.

I generally have nothing against puerile humour for the most part, but the use of the word “simulator” for this kind of thing is just getting a bit beyond a joke now. In just the last few years we’ve had Surgeon Simulator, Goat Simulator, Shower with Your Dad Simulator, Zombie Training Simulator, Corporate Lifestyle Simulator, Domestic Dog Simulator… and, well, literally hundreds of others. While there are a few genuine simulators in among the dross — the most noteworthy being titles like Euro Truck Simulator and its ilk, which follow the Flight Simulator mould of actually providing a realistic simulation of a real-life activity — the vast majority of these games are designed to be stupid visual jokes for YouTubers and streamers to whoop and holler over on videos with headlines like “CRAZY game from HELL?! SHOWER with YOUR MOM!!”

More than anything, I find it a bit frustrating to see the word “simulator” thrown around so casually these days because sometimes you just want to actually indulge in a genuine simulation of something — you want to see what it’s like to drive a truck, use heavy construction machinery, fly a plane, launch a rocket, whatever — and this nonsense’s use of the word completely devalues the word “simulator” to such a degree that it’s now meaningless. Moreover, it’s actively difficult to find real simulators — which, in the past, have had pretty functional, self-explanatory titles, such as Flight Simulator — among all this shit.

Ultimately this sort of thing is just another side-effect of the attention deficit disorder that the Internet seems to collectively suffer from. The population of the Internet staggers drunkenly from meme to meme, desperately searching for the next joke they can milk until it becomes the opposite of funny, then all the people who only use Facebook can start posting about it and it officially becomes dead, at which point a new meme shall rise and everyone shall become sick of it once more.

Perhaps I’m just old and cynical. Or perhaps I’m just tired of Steam and the mobile app stores getting flooded with “joke” games like Pregnancy with Your Mom Simulator 2016. People complained about the Wii being laden with shovelware, but that was nothing compared to the shit we see on Steam and mobile in 2016 — shit that distracts attention away from stuff that is actually noteworthy and interesting.

2175: Nail’d It

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My good friend Mr Alex Connolly was kind enough to donate me a copy of Nail’d on Steam over the Christmas period. This is a game he’s mentioned to me before, but I’d never gotten around to trying it. Now I’m regretting not checking it out sooner!

Nail’d is an offroad racing game from Techland and Deep Silver, the developer-publisher combo perhaps best known in recent years for the Dead Island series and its not-really-but-sort-of follow-up Dying Light. It’s an unshamed arcade racer experience, with no pretensions towards having a plot or any reason for existing beyond simply being fun — nor, it must be said, is it making any attempt whatsoever to be the slightest bit realistic.

Nail’d is ridiculous. There’s no other word for it, really. From the moment you squeeze the accelerator and you immediately ramp up to approximately three thousand miles per hour in less than a tenth of a second, it’s clear that this is not a game intended to be taken seriously. This feeling is further cemented when you take your first jump and spend a good ten seconds airborne before landing with no ill effects, and set in diamond when you crash for the first time and your quad-bike explodes into fragments, while your driver goes spinning off into the distance with exaggerated ragdoll physics.

Taking part in a race in Nail’d is a rollercoaster ride. There’s dips and undulations, huge jumps, banked corners, environmental hazards, narrow gaps to traverse and stunts to perform. Pleasingly, there are multiple routes through each track, too, bringing the races a feel somewhat akin to EA’s classic SSX series back in its heyday, particularly as many of Nail’d‘s races are downhill point-to-point affairs rather than circuit races.

I hadn’t previously been particularly interested in motocross or ATV racing games before, and I don’t know how many of them are like Nail’d. But I do feel I’ve been missing out on some crazy offroad fun with this game, at least; it’s an absolute pleasure to play, it’s a challenge while keeping its mechanics extremely simple, and it’s one of the most thrilling, exciting racers I’ve come across, ever. It’s just a pity that the multiplayer servers are no longer active, so it’s not currently possible to share the ridiculousness of a Nail’d race with other people, except by doing some jiggery-pokery with the LAN mode and external software.

My arcade racing renaissance continues, then; Nail’d has been a delight to discover, and it’s inspiring me to check out some other racers I haven’t spent all that much time with — or haven’t tried at all — with a mind to doing a full roundup at some point in the future, either here on the blog or in video format, or perhaps even both!

Now I think I’ll go hurl myself off a few cliffs before bedtime…

2140: Rate Me!

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I’ve been thinking about user reviews. It’s a long-standing joke that user reviews aren’t always entirely useful, particularly when it comes to people who think they’re more hilarious than they actually are, but on balance, I think they’re a pretty good thing. Or, rather, I do actually look at them when considering whether or not to purchase something or make use of a service.

The reason I got thinking about this is because I tend not to leave reviews myself very often. I am, for the most part, one of those people who tends only to leave bad reviews when I hate something, and just let good work go silently appreciated.

This is no help to anyone, of course, because recommendations are just as important — if not more so — than advice to Steer Well Clear. And, given I’m a reasonably intelligent sort of chap and I make use of user reviews to inform my purchasing decisions, I should probably make more of an effort to be helpful to other prospective purchasers.

From hereon, then, I’m going to try and review more things in the hope that the things I have to say are helpful to someone. I’ve already done a fair few Steam reviews over the years, and I always make a point of trying to be informative when I write them. But I’m also going to try and review more of the apps I use on my phone, and software I download on my other devices such as my 3DS, Vita and PlayStation.

I’m actually quite taken with Nintendo’s approach to reviews on the Wii U and 3DS; rather than allowing people free reign with their comments, it simply asks a number of simple questions that, in their own right, are quite informative and helpful. Firstly, there’s the question of whether you think the game would appeal more to men or women. Then it asks you how old the person who enjoyed the game the most was. Then it asks you to give it a star rating between one and five, and finally asks you whether you think it’s more suitable for “Everyone” or “Gamers”, and whether it’s more suited to “Casual” or “Intense” play sessions.

Five questions that give you a reasonably good idea of what the game experience is all about, and it takes a matter of seconds to fill them out. I am all for that.

In that spirit, then, I present to you a series of five-word reviews of things I’ve played recently.

Nintendo presents New Style Boutique 2: Fashion Forward – More fun than you’d think.

The Legend of Zelda: A Link to the Past – Still relevant now, in 2015.

The Legend of Zelda – The Dark Souls of Zelda.

DiRT Showdown – Lots of fun in cars.

Sonic and Sega All-Stars Racing Transformed – Mario Kart meets Blur. Yes!

Mini Metro – Minimalist puzzler with lovely sound.

Hyrule Warriors – Impa is the most badassest.

OutRun 3D – Arcade classic still plays well.

Streets of Rage 3D – Mega Drive brawler still fun.

2118: Mini Metro

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A new release on Steam caught my eye earlier today: one Mini Metro, an abstract puzzle game based around the idea of subway systems. Feeling like taking a punt on something unusual, I downloaded it and was delighted to discover a simple to understand but tricky to master puzzle game with some highly original, interesting mechanics and a gorgeous, clean aesthetic.

Mini Metro places you in charge of the subway system of one of several cities around the world. The city itself doesn’t make a huge amount of difference save for the map on which the gameplay is based: most of them have some sort of body of water which will require you to construct tunnels or bridges to traverse, and you only have a limited number of these to use.

The mechanics are simple: stations appear across the map, represented as large shapes. At each station, small shapes appear to represent commuters. The shape of the commuter represents the station they want to get to. They’re not fussy about which one of several identical stations they get to, but they most certainly do want to get to, say, a “triangle” station. In order to fulfil their requests, you need to draw coloured subway lines between the stations in order to set up efficient routes. You begin with just a couple of available colours, but as each in-game “week” passes, you have the option of adding more lines to your network — though you have to be careful, as if you don’t have an actual train to put on the line, it’s not much good to anyone!

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As the game progresses, more and more stations appear and the map zooms out to expand the available playing area. Certain stations may be replaced by unique symbols such as stars or pentagons, too, forcing you to ensure that these stations have good access from all lines, or at least a relatively straightforward route of interchanges to use. In order to manage with the growing requirements of your city’s commuters, each “week” you get a new locomotive to add to your network, as well as the choice between either a new colour of line to add or an extra carriage to add to one of your trains, improving its capacity. Using these upgrades effectively is key to success just as much as laying out your lines carefully.

There’s a few different ways to play, too: the standard mode simply ends when one of your stations becomes overcrowded, the endless mode keeps playing regardless of overcrowding, and the Extreme mode forces you to live with your mistakes, as unlike the normal mode you are unable to edit your lines or trains once you’ve put them down. There’s also a Daily Challenge mode, where everyone gets the same level to play on a given day, and competes for the best ranking on leaderboards.

I’ve only played about an hour of Mini Metro so far, but I anticipate it being one of those games I dip into every so often when I have a few spare minutes to while away. It’s an understated, fun little game with some excellent mechanics and a lovely aesthetic, and if you’re a fan of more abstract games it’s well worth a look.

2115: Jade Penetrate

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Had a go at a game that’s been loitering in my Steam library for a while today: eXceed 3rd Jade Penetrate Black Package. This curiously named game is the third in a series of Japanese indie “bullet hell” shoot ’em ups that I grabbed in some Steam sale or other and have never really explored all that much. The first two games are rather Touhou-ish, while the third, developed by a different team and having a plot that seemingly has absolutely nothing to do with the first two, draws favourable comparisons to Cave’s Mushihimesama series — that, coincidentally, is coming to Steam tomorrow.

Anyway. This being a Japanese game there is a plot where you perhaps wouldn’t normally expect to find one, involving some sort of “to the death” tournament between what appear to be dragon girls aiming to rule over Pandemonium. As you might expect, angst and melodrama ensues and while none of it really matters to the actual game as such, the character designs are cute, the voice acting is decent and it infuses the game with a certain degree of personality that it might not otherwise have had.

The thing I like about eXceed 3rd is that it’s not the kind of bullet hell game that immediately slams your face into a desk and then flushes your head down the toilet. It’s accessible and easy to understand, though to get the highest scores you’ll need to be a little more technical. There’s just two modes of fire — a standard spread shot and a focused attack, which also doubles as a “precise movement” mode — along with the usual bombs, plus a super-powerful special attack. This charges up over time, but can also be charged by grazing bullets, collecting items and various other means.

Boss fights are split into clear and obvious phases, each with memorable names that assist with the learning process that is so important to this kind of game. In many ways, the boss battles are very much the focal point of the game, with the popcorn enemies during the main part of the level being more “filler” than anything else — though there are still some interesting bullet patterns to navigate through before you can challenge the stage’s boss.

As is so often the case with Japanese indie games, eXceed 3rd runs at an incredibly low resolution — 640×480 — which means it will display on pretty much any screen and run at 60fps without too much difficulty. And as is so often the case with Japanese indie games, because eXceed 3rd has been specifically designed for this low resolution, it still manages to look good despite being technically inferior to pretty much everything else in the modern PC gaming market. The attractive, fluid visuals combine with an absolutely rockin’ soundtrack to produce a shmup that really gets the pulse racing — exactly as it should be.

I don’t feel I’ve played the game enough to comment in any more detail on it just yet, but I enjoyed the little I played earlier, and am looking forward to investigating it further. Pewpewpew!

2069: Cardinal Sins

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In between some lengthy Grisaia sessions today — I’m tackling Michiru’s route now, and my goodness is there going to be a lot to talk about there — I decided to check out some shoot ’em ups that hit Steam the other day: Eschatos and Judgement Silversword, previously available on Xbox 360 and, in the case of Judgement Silversword, the WonderSwan Color, of all things.

Judgement Silversword comes with a spinoff game called Cardinal Sins, and it’s actually that I’ve spent the most time playing today. Cardinal Sins takes the basic gameplay of Judgement Silversword and, instead of pushing you through a sequence of stages with difficulty that gradually ramps up (with a few big spikes along the way, if the first boss is anything to go by!) it challenges you to complete various objectives in the stage.

The game is themed around the Seven Deadly Sins, with each of the seven stages being named after one of them and providing you with a different means of attaining a strong grade or “judgement” at the end of the game. The first stage Envy, for example, tasks you with simply destroying as many enemies as possible, with your grade dependent on the percentage of all the available enemies you destroyed. Sloth, meanwhile, tasks you with simply grabbing as many extra life pickups as you can (and you can destroy them, so you have to actually ease off the shooting a bit), while Greed tasks you with “gathering data” on enemies by fulfilling various hidden conditions.

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Greed is perhaps the most interesting of the stages as well as the most thematically appropriate, because getting too greedy for the “data” will result in your untimely destruction; instead, you need to learn moderation (or at least master the peculiar “shield” ability your ship has, which allows you to cancel bullets, but only from the front of your ship) in order to succeed.

After Greed comes Pride, where your job is to raise your score multiplier to x100 by destroying enemies as efficiently as possible — your multiplier increases by one for every enemy destroyed, but also drops by one every second or so. Following this is Lust, where you must clear as many enemy waves as possible; Gluttony, where you must destroy enemies for collectibles; and finally Wrath, where you are graded according to how many times your ship is destroyed during a horrid boss fight.

Interestingly, Cardinal Sins doesn’t kick you out to a Game Over screen if you run out of lives at any point; you always play through the seven levels in order, with your lives being reset at the start of each stage. Run out of lives and you simply get a “failing” F-grade on that stage, but you can carry on. There’s incentive not to do this, however; get through all the stages without any failures and you’ll be presented with the final battle, initially against a series of small but strong bullet-spewing enemies, and subsequently against a larger version with some seriously unpleasant bullet patterns to fend off. Only by defeating this “Mirror of Cardinal Sins” can you clear the game and sit back with a satisfied expression on your face.

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I really like this game for a number of reasons. Firstly, it’s nice to play a game that is genuinely retro rather than the fashionable faux-retro of much of the indie scene today; the game features some simple but deliciously crunchy chiptune music and sound effects as well as some limited but effective and clear visuals.

Secondly, it’s damn fun. The difference in structure from the usual shoot ’em up format of “survive as long as you can” makes it immediately stand out for me, and I’m a sucker for anything with an interesting grading and scoring system.

Thirdly, I’d never heard of it before, and now it’s on Steam a whole bunch of newcomers — including me — will get to experience it for the first time, along with its companion game Judgement Silversword and its pseudo-sequel Eschatos.

With Cave shoot ’em ups apparently on the way to PC via Steam soon, it’s starting to look increasingly likely I can finally retire the Xbox 360, which had previously been my shmup machine due to Japan’s bizarre rejection of the platform for everything except fantastic arcade shooters.