#oneaday Day 873: Enjoying the whole thing

A while back, I wrote about how (relatively) few people finish games these days. And last night, I played through all of Mappy Kids on Evercade, a game that I've had a copy of for several years now, but which had somehow never played through to completion.

I had a really good time! And thinking about that has got me pondering how it would do us all good to just slow down a bit, pick and choose the things that we want to enjoy more carefully, and then actually enjoy those things to the fullest.

To be fair, this is something that I already do. A big change in my game-playing habits occurred… probably in the late '90s or so, but really in earnest from around 2010. I started finishing games. In my defence, earlier games from the 8-bit and 16-bit home computer eras were extremely difficult or even impossible to finish, but there came a point where it became practical, desirable and fun to play a complete game through from start to finish.

I don't know if it was the first game I ever completed, but one that really sticks in my mind was Super Mario World on the SNES. I got to the ending of that game and was blown away by how elaborate the credits sequence was. Of course, in modern terms, it's actually pretty simple — just a parade back through previous backgrounds, showing off all the sprites in the game — but back when I first reached it on my own, it was an incredible moment. Not all games have a satisfying ending like this, of course — particularly when you look at earlier titles — but there's always a special kind of thrill that comes with knowing you have beaten a game and seen everything it has to offer.

Since that time — and especially since Final Fantasy VII showed me how epic a finale sequence could truly be — I've really made an effort to try and beat the vast majority of the games I play. Except I've sort of fallen into a pattern of thinking that certain experiences are inherently more "worthwhile" in this regard; usually based primarily on how narrative-centric they are, and how long they are.

It's an easy mindset to fall into. Retro games in particular can feel rather "disposable" at times, given how easy it is these days to load up a handheld or emulation station with every game ever released for a variety of platforms, then promptly never settle on one thing to play, dipping into hundreds of things for a few minutes at a time and never really having a meaningful experience with any of them.

What you have to remember, though, is that every single entry in that massive ROMset you acquired via questionable means was once an individual release that cost anywhere up to £50 or £60. And back when that was the case, you made those games last. You made those games matter.

It's not hard to see how one can fall into a mindset where you inadvertently devalue short-form experiences or retro titles — particularly as most retro titles, when they do get an official rerelease these days, tend to come as big bundle deals with tens to hundreds of other titles alongside them for the price of one "big" game. I'm conscious of this with what I do for the day job: Evercade cartridges represent excellent value, particularly when compared to buying original media for platforms like the NEOGEO, but when you have 5, 10, 20 or more games on one cartridge, I don't blame anyone for treating the whole thing like a casual buffet when what some of these games really demand — or crave is perhaps a better word — is for someone to sit down with them for a protracted amount of time and take them seriously.

I wonder how many other people have had Namco Museum Collection 1 in their Evercade lineup since launch and have never played Mappy Kids all the way through from start to finish. Turns out it's quite easy, and pretty short! But I don't regret the time I spent playing it through last night; I ended up with a much better understanding of what the game is doing, and had an enjoyable, coherent experience as a result. Also the music in that game is brilliant.

And what about the more substantial games in that collection? I genuinely do wonder how many folks have got beyond the second mission in Metal Marines, because I know from firsthand experience how easy it is to sit down, play the straightforward but satisfying first mission and then think "oh, I better move on to something else".

Why? Why had you "better" move on to something else? I don't have a good answer as to why our brains work like that these days — other than to acknowledge that the modern media and particularly online landscape encourages this sort of attention-deficit behaviour, where everything is content, and all of the content you consume must be varied and engaging for a couple of minutes at a time, before something in your mind goes "NEXT!" and demands something new.

It takes work to resist that. But it's worthwhile to do so. If, in your travels through ROMsets, Evercade collections, retro compilations or anything similar, you have come across something that really looked cool or appealing in some way, but you only ended up spending 5-10 minutes with it, I encourage you to dedicate at least an evening to exploring it further. You might just be surprised at how much you can make one of these individual experiences really matter and feel worthwhile. Yep, even seemingly simple arcade or Atari 2600 games.

Plus, the bonus effect is that if you're one of those people who bemoans the fact that you "never have any time" to play video games any more, most retro games are pretty short! I beat Mappy Kids in a fraction of a single evening, and you can too!


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 872: Resonance

I've been really enjoying Final Fantasy Resonance so far. I'm only about five hours in thus far, but already I can tell this is going to be a good time. And I hope it's not an isolated example of what it represents.

For the unfamiliar, Final Fantasy Resonance is an adaptation of the defunct mobile game, Final Fantasy Brave Exvius. This was, it will not surprise you to hear, a free-to-play gacha game, but when I gave it a try on its original release, I actually found it had some redeeming features — most notably the fact that it didn't seem ashamed of being a video game, which a lot of mobile titles do, inexplicably.

Anyway, I always thought it was a bit of a shame that what, in my limited experience, appeared to be a surprisingly decent Final Fantasy story was trapped in free-to-play gacha hell — particularly as the soundtrack was awesome. Alas, though, it was not to last; the worldwide game shut down in 2024 and the Japanese version a year later, leaving the tales of Rain and company forever consigned to oblivion.

Except! They aren't! Because Final Fantasy Resonance takes the first main story arc of Final Fantasy Brave Exvius and adapts it into a proper, non-gacha, non-free-to-play game. And boy, they've done a great job with it, too — to such a degree that this stands up remarkably well as a possible future direction Square Enix might want to (but almost definitely won't) take the mainline series in for its next installments.

Final Fantasy is a series that has never been afraid of reinventing itself. Supposedly Hironobu Sakaguchi's attitude to the series could be summed up as "if it's not new, it's not Final Fantasy", and this would explain why every entry in the series to date has done something fairly to radically different from its predecessors. I, personally, love this, and have had great fun with the whole series, even the entries that "popular opinion" (spit) won't stop whining and moaning and crying about, like VIII, XIII, XV and XVI.

What Square Enix has basically done with Final Fantasy Resonance is go "all right you whining fucking babies, here is a very traditional Final Fantasy with random battles and little dudes lining up to take it in turns to whack monsters, only with very pretty modern visuals and an amazing soundtrack, are you fucking happy now?!" And I sincerely, absolutely hope that anyone who has ever complained about "the way Final Fantasy has been going" at any point over the last 30 years has picked this game up, started playing and gone "…well, all right, then, fair play". Because it is absolutely what people have been clamouring for, for decades at this point. So if they're not playing this, they don't get to talk about Final Fantasy ever again.

It's not just noteworthy for this angle, though. It's also just a damn fine RPG, and incorporates a lot of the elements I really like in a game like this. The turn-based combat is just turn-based combat without any QTEs or parrying or other bullshit like that. (I liked Expedition 33 well enough, but I could have absolutely done without its Souls-inspired elements.) It has a fun progression system that takes elements from Final Fantasy V, VI and IX, whereby you learn abilities from having "Visions" (actually characters from other Final Fantasy games) equipped, and once an ability is learned you can equip it independently of having the Vision equipped, allowing you to build your characters as you see fit. It has optional fast travel, allowing you to either journey between locations the old-fashioned way, getting into random battles on the way, or simply zapping to a location you need to get to for a quest. And it has Tales-style skits where your party members chat about things while you wander around on the world map.

The story also seems solid so far. It's oddly jarring to have a protagonist that is very… 16 to 32-bit in terms of how idealistic and positive he is, but it's a welcome, nostalgic feeling after so many games that are deliberately dour in tone. That's not to say the game doesn't have any darkness, either; indeed, I'm still in the first chapter, and there has already been one impressively fucked-up moment that I can only assume will get resolved more conclusively at a much later time.

Anyway, I'm having a blast with it so far, and thus I'm going to go and spend a bit more quality time with it right now. Cue That Fanfare…


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 869: Mittenacht

It's after midnight, and we're staying over at my parents' place. It's a slightly delayed visit from when we originally intended; we wanted to stop by for my Dad's birthday in September but various things conspired against us to prevent that. But we're here now.

Of course, that means getting out of the usual routine, and as such I am writing this post (as I did the last one) on my phone, which I don't like doing because the Jetpack app for posting on WordPress is a bit crap, and also with every passing year, I come to loathe typing on a mobile keyboard with autocorrect just a little bit more. But I can probably suck it up for a night.

It's been a nice, quiet, relaxing weekend as it always tends to be when we come here. My parents keep themselves busy, but they're also — there's no polite way to say this — growing older, and as such seem quite happy to have a couple of days where just not very much happens. Honestly, I'm fine with that too; not that a lot goes on with our daily life when we're back home, but things are especially laid back when we come here.

I spent today playing Thank Goodness You're Here, a game which I've watched Andie play and have also seen Game Grumps play, but which is still a delight to experience. I also made a start on replaying The Excavation of Hob's Barrow, as I thought my Mum, a lapsed adventure game fan, might find it intriguing.

I also spent a little time playing some Doom on Evercade Nexus, because we worked hard on both the console and the game, and it's nice to finally be able to see the finished project, enjoy it and think "we did good". Because we did! We still have lots of work ahead of us for coming releases (and some additions to both Doom and Banjo-Kazooie, our big releases for this year) but the hardest slog we've had to date has, it seems, paid off, thankfully!

Anyway, it is late and I want to sleep, so regardless of the unknown word count, I'm going to leave that there. Business as usual will resume tomorrow!

#oneaday Day 856: Flurry of activity

As so often happens after I have a day of feeling a bit maudlin, today I had a day where I got a lot done. Six videos, to be exact, including both Atari 8-bit and Atari ST videos. It's good to be getting back into the rhythm of these, and I really enjoyed the games I played for these vids — hopefully that comes across in the final products, which will be released over the course of the next few weeks!

I've definitely made the right decision to refocus my YouTube effort back on what I was having the most fun with in the first place. I am never going to "make it big" on YouTube and I have no intention of making it into a second job in an attempt to do so; I already keep more than busy enough for the day job, and I want YouTube to be fun. But I also want it to reflect the things that are important to me — hence the refocus on Atari stuff.

I think part of the reason I pressed pause on the A to Z series a while back was because I was worried I was going to start running out of things to cover. But going through the spreadsheet of reviews I put together a while back, it's clear that isn't going to happen for a long time, on either Atari 8-bit or Atari ST. There may be some individual letters that are a little short on things to cover — as I recall, I was running out of games that began with "Y" on ST, unless I wanted to cover various iterations on Yahtzee over and over again! — but I can just skip those if necessary. Or, indeed, I can play a multitude of Yahtzees, since I'm sure at least some of them do something vaguely interesting with the concept!

Anyway, as a preview of what's to come, I will be covering Desmond's Dungeon, Eastern Front (1941) and Firefleet on Atari 8-bit, and Archipelagos, Blasteroids and Cards on Atari ST. Most of these are new to me, which is exciting; I'd played Eastern Front and Blasteroids before, but I was a bit young to understand Eastern Front when I was a kid, so it's been interesting to return to that now I know what a wargame is. I'm not convinced I know how to play effectively, but it was fun giving it a go, regardless.

I think the biggest pleasant surprise of the day for me was Archipelagos. I remember seeing this back when it originally released and thinking it looked thoroughly interesting, and it really, really is. The version I was playing had a strange bug where every fifth level kills you instantly, but since you can just skip levels at will — and there are 9,999 of them — you shouldn't feel too bad about just skipping those ones that don't work. The version I was playing was the hard disk converted version by Pera Putnik, so it's entirely possible that the conversion process just made something go a bit skew-whiff somewhere; I haven't yet tried a disk-only version of it. Either way, it's a thoroughly interesting game, and you'll get to see exactly why quite soon!

So yeah. It's been a good day. Okay, I didn't get up until noon because I was having strange dreams and they put me in a bit of a funk at the start of the day, but I began my day with the intention of making some videos, and by jingo I've gone and done it: recorded, edited and exported, all in a day. Not bad, eh?

Now I think I've earned an hour or two of Ace Combat to celebrate. And maybe some ice cream.


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 852: Rotting retro

You know, I have historically thought that out of all the subcommunities of computer and tech enthusiasts, the one which would have more respect for doing things "the hard way" than anyone else would be the retro fans. These are people who, in many cases, grew up seeing genius programmers making limited hardware do things far beyond its supposed capabilities, and, even if they never saw fit to take up programming themselves, could at least understand why it was impressive when, for example, someone made an Atari 8-bit display 256 colours on screen at the same time.

Sadly, it is increasingly looking as if the retro sphere, much like everyfuckingthing else, has been infiltrated, corrupted, poisoned and rotted by the scourge that is generative AI.

In just the last week, I have seen myriad vibe-coded "recompilation" projects, slop peddlers attempting to submit 50k lines of changes to an FPGA core that was already working just fine, the Oliver Twins making it abundantly clear what their odious stance is, web-based editors for the ZX Spectrum games Chaos and Target: Renegade slapped together using AI coding tools and someone making the bold claim that they have been "working on" (i.e. they prompted Claude to do it for them) multiplayer conversions of a variety of classic games for home computers and consoles, including Wizard of Wor, Pac-Man, Super Mario Bros. and Metroid. Oh, and someone who claimed to have decompiled Adobe's entire Creative Cloud suite of software and made a "clean room" version of it that doesn't work, like, at all, but that's not exactly retro. Still relevant, though.

The irritating thing is that a lot of these projects sound like they could be potentially interesting! 4-player Pac-Man on Atari 8-bit is a cool idea! Simultaneous co-op in Super Mario Bros. and Metroid are potentially intriguing twists on classic games! Tweaking retro games to play in different ways has been a proud tradition ever since everyone learned what the POKE command does!

And yet, I cannot, will not support any of these projects in good conscience. I just cannot. I cannot bring myself to give any sort of "reward" — and attention is a form of reward — to someone who thinks that throwing something into Claude Code and getting it to spit out something that looks convincing at first glance (but is probably deeply, deeply broken under the hood) is "working on something". I do not care that it looks impressive, at first glance, that you can click a button and some sort of functional-seeming, executable code pops out of the other end.

Because, really, what is the point? These projects are not put out into the wild with any attempt of aiding our collective understanding of things; they are put out in an attempt to accumulate clout, pure and simple. People want to be the first to do something, or the only person to do something, and the assumption, today, appears to be that the best way to do this is "just get AI to do it". Except then you haven't done anything yourself, have you? You have used a technology based on the stolen creativity and expertise of humanity, which consumes vast amounts of energy and water, which is unsustainably expensive to maintain beyond the next couple of years at most, which often gets things flat-out wrong, and which is responsible for making the Internet seven hundred thousand orders of magnitude worse than it has ever been, and you have got it to churn out something that, if you had to debug it yourself, you almost certainly wouldn't know where to start.

The standard counterargument to all this is "well, if this person hadn't done their little Claude Code project, it wouldn't have happened at all". And that, to me, is not a convincing case. It's a waste of time and money (but not effort) to produce something that, at first glance, appears to be "good enough" rather than something which has actually been crafted to work properly and perfectly — and in the meantime, it discourages people who are still doing this sort of thing properly to continue with their own projects, because that whole part of the scene has now been tainted with Claudeslop, and we've already seen with a variety of projects how disheartening that can be for some.

I think my biggest concern with all this is the long-term brain drain effect it will have. We're already seeing frightening numbers of people completely surrendering to the AI's "judgement" (which isn't a thing, but they believe it is) rather than thinking for themselves. And the end result, the longer all this goes on, is that actual skills and knowledge will atrophy. As the people who did this "the hard way" back in the day start to pass on — and many of them are passing on at this point, sadly — there will not be a generation of people who can take over. And when all this AI nonsense eventually collapses — which it will, as there is no way the world's economy can keep up this absolute insanity forever — it's going to leave a lot of people, projects and AI-corrupted enthusiast scenes in a real mess.

Now, you might think that doesn't matter for 40+ year old 8-bit home computers, but it absolutely does. Understanding how things work and how to recreate the conditions from back in the day is a crucial part of preserving the history of the medium, and the second you prompt Claude to just do it for you, you are wilfully saying that doesn't matter; you are wilfully disrespecting people who still know how to do all this stuff the old-fashioned way.

It matters. Your personal clout, on the other hand, does not, particularly if said clout has been accumulated by not really doing anything.

Maybe I should learn 6502 assembler just to spite these people.


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 850: Fuck the Oliver Twins

I don't say this lightly, as I am that rare breed who legitimately, genuinely enjoyed the Dizzy games and believe a lot of their other prior output is excellent — particularly Firehawk on NES, which is an excellent tactical helicopter shoot 'em up that actually predates Desert Strike! But after seeing their recent output, and particularly reading these comments over on Time Extension, I say a full-throated, from-the-bottom-of-my-heart fuck off to Philip and Andrew Oliver.

The Oliver Twins are the textbook examples of "bedroom programmers" from the classic British home computer scene. They made games at home using their own skills and creativity, and achieved quite deserved success with many of them. Yes, I know a lot of people denigrate the Dizzy series in particular these days — particularly people from North America — but the fact is, these games had a place, and they achieved what they set out to do: provide a fun, distinctive mascot character, and a varied selection of games in which he appeared.

As such, I've always had respect for them and what they achieved. They helped define the British home computer scene of the 1980s, which, as you know, is a sector of gaming that is of enormous personal interest and relevance to me — even if I only had a chance to come to their stuff once we were into the Atari ST era, since they didn't make anything for the Atari 8-bit. I have genuinely fond memories of playing their stuff from back then, even if some of it doesn't hold up brilliantly (hello, Panic Dizzy on ST) and I had a lot of fun discovering a variety of their games I'd never played with The Oliver Twins Collection from the first year of Evercade, prior to me joining the company.

But with their current stance on AI, they have absolutely lost the fucking plot and seem to be wilfully ignorant of the overall mood in the room.

Let's go through some of the things they said in response to the questions from John Szczepaniak of Time Extension, shall we?

"We believe that, as creatives, it is another creative tool."

Literally the first answer is parroting the inevitable, probably LLM-generated in the first place, copypasta about it being "just a tool". Try harder.

"…in the right hands, we can create some awesome stuff that would have been impossible to create any other way."

Bollocks. Citation fucking needed. How, exactly, would it have been "impossible" to churn out things any other way than using generative AI?

"I'm sorry, but as an experiment, to create Emerald City, and all the art that went into this, it would have been an over-a-year project with a couple of artists, probably a hundred thousand pounds, all said and done when you're looking at all the costs."

Motherfucker, you literally ran a Kickstarter to fund your AI slop project. Ask for that £100,000 then pay some fucking artists with it! The reason your £5,000 Kickstarter failed is not because it was a fundamentally bad project, but because the project page, all the promotional material and literally everything about the project was drenched in generative AI imagery. This meant that people, on the whole, did not want to fund it. Because what is the point in paying for something the creators clearly have so little respect for themselves? Why would anyone want to fund your token habit?

If you had been honest and open about needing money, time and specialists to pull something off, I'm pretty sure a name as well-known and once-respected as the Oliver Twins would have been able to run a successful £100,000 Kickstarter without a problem. And whining and complaining that a project would take over a year, oh boo-fucking-hoo, creative projects require work over a significant period of time? Who would have fucking thought it?

"Now, as for scraping IP and all of that kind of stuff, I believe there should be regulations about what AI is trained on. I, unfortunately, do not run OpenAI or any of these other big gigs. As humble little guys just making Dizzy games, we can't control that. We could completely ignore a very powerful creative tool and then decide to produce nothing because it's too difficult to produce the quality that we want. And so we could go quietly into our retirement, or we can go, this is exciting! We love tech. We are sci-fi guys. This is an incredible time to be alive for a creator."

I can't believe they actually said the "humble little guys" thing out loud. We're just humble little guys who deserve some crumbs of stolen creative material. Have some fucking principles. You may not run OpenAI, Anthropic or any of the other shits destroying everything nice at the moment, but you can have the principles to not engage with the product that everyone hates and which is making everything worse. You can read the room and understand that people fucking hate this, and they hate shit that looks like your Emerald City garbage, but for the most part people are too polite to say that to your face or within potential earshot of you.

All it sounds like is that you wanted to be able to churn out something quickly, cheaply and with minimal effort, which does not sound like being a "creator". It sounds like two old men trying desperately to jump on a trend and cynically produce a product — worse, content — with no lasting value, and a morally bankrupt attitude towards the way it is produced.

Fuck the Oliver Twins, and fuck their stinking attitude. I once respected them as creators — and still do respect the work they both did when they were younger. But the men they are now, and the slop they are apparently desperate to produce as quickly and cheaply as possible? Completely and utterly dead to me.

Cunts.


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 849: Do people really not finish games?

I've seen it often suggested that "no-one finishes games" these days. Is that really true? I don't know. I am certainly not a representative example here, because I tend to only start games that I know I am going to finish for the most part. It might take quite a while to finish some of these games, if they're epic-length RPGs, but I will generally make an effort to finish everything I start. I have a mostly positive success rate.

I'm interested in this perception that no-one finishes games any more, because it's one of those things that is an alien concept to me — particularly with story-based games. Can you really derive any sort of satisfaction from playing a narrative-focused game and just leaving it unresolved? I guess in some ways it's the same as watching part of a TV series and then dropping it partway through. But it's still kind of alien to me.

So I thought what I'd do today is go through some games I can think of off the top of my head that one might regard as "popular", then see what the Steam Achievement rate is for "finished the game" or equivalent achievements. I appreciate this is an imperfect metric, because it doesn't take into account other platforms (particularly those which don't have achievements, like Switch) but it'll do for a rough idea. All right, let's take a look.

Pragmata

42.3% of people who played Capcom's Pragmata on Steam finished it to the point of seeing the credits roll on a first playthrough. This is a reasonably respectable number so far as I'm concerned, and I'm unsurprised to see this so relatively high to kick us off. Pragmata was praised as one of the first genuinely excellent triple-A games for quite a long time, so it's encouraging to see this many people play it through to completion.

It is less than half of the people who started it, though.

We see a big drop-off when it comes to completing optional material, though. 13.4% completed the main objective in all the Training Simulator side activities, which I completely empathise with; the Training Simulator is by far the worst part of the game and I absolutely hated every second of it. I am, therefore, unsurprised that a similar number of people went through and completed the postgame scenario, "Unknown Signal", since that involves running through a series of Training Simulator-like missions — only without the annoying bits. However, if you weren't to know about the "without the annoying bits" part, I can completely understand you not wanting to bother with it. And the additional bit you get on the ending for completing Unknown Signal is absolutely not worth it, either.

Resident Evil Requiem

Would you look at that? Nearly 75% of people have beaten Resident Evil Requiem, one of the most well-regarded entries in the series for quite some time. Only 65% of them beat it on "Standard (Modern)" difficulty, though, suggesting that all the Difficulty Level Discourse we've been having for the last few years has had an effect; there's a small but statistically significant number of people who had no qualms about playing on the lowest difficulty level.

Interestingly there is a different percentage for "complete the game on at least Casual difficulty" and "complete the game" ("Hope and Requiem"). I wonder how that happened?

Clair Obscur: Expedition 33

We look at a longer game now with Clair Obscur: Expedition 33. Here, just under 40% of people actually finished the game. I can sort of understand it in this case, because although Expedition 33's main narrative is thoroughly compelling and emotionally engaging, the gameplay is challenging enough that I can see a significant number of people falling off before the end. It's one of those instances where although the developers made a huge, beautiful world and obviously want as many people as possible to see it, they also weren't willing to compromise on the mechanical intricacies of the game. Respect to them for that, but it does mean that significantly less than half of the players who started the game finished it.

Final Fantasy VII Rebirth

Pity poor Final Fantasy VII Rebirth, though, a game where only just over a quarter of people who started it played it through to completion. This is another one that is arguably understandable due to the vast size of the game, but the team behind the game have got to be looking at that figure and feeling a bit disheartened.

But at least it's not the original Final Fantasy VII, which only 8.7% people who played it on Steam have finished. It's a shorter game! But there's also the fact that a lot of the people who would be inclined to buy Final Fantasy VII on Steam have nostalgia for having played it on PlayStation back in the '90s, and as such they may have just fired it up for a session or two to indulge that nostalgia, then set it aside. Less than 10% kind of sucks, though, because I'm sure there's some people coming to it for the first time, starting it and then never seeing it through to its magnificent conclusion.

Blue Prince

Honestly I'm surprised that nearly 40% of people finished Blue Prince, because it's the kind of game that repels you hard if you're not into it. But then you might say that the sort of people inclined to pick up Blue Prince probably already know that it's a game they'll like, and thus there should be a respectable proportion of them who finish it.

I didn't stick with Blue Prince long enough to know if this trophy encompasses all the endgame bullshit you have to do other than playing the annoying house layout game, but either way, even getting as far as just finishing the annoying house layout game is worthy of respect so far as I'm concerned.

Fuckin' hate that game.


I think that'll do for now. I know that's probably far from a representative or statistically significant sample, but on the whole, it seems like, on average, less than half of the people who start a game on Steam finish it. The games that are more likely to get finishes are ones that are on the shorter side, like Resident Evil, while longer RPGs inevitably see a much more significant drop-off. More niche-interest titles likely enjoy a slightly higher completion percentage due to the people playing having a sort of "vested interest" in the game and the genre it occupies, but still.

Anyway, I'm not sure I have a point here. So long as games that you can complete continue to exist, I will continue completing them, one at a time, because that's how I enjoy playing. If you're someone who doesn't beat games, do make an effort to finish one or two. I can pretty much guarantee you'll find it to be a satisfying experience. Just be warned: once you start in earnest, you'll want to beat everything you play… and for some, that way lies madness!

At least you're not chasing platinum trophies. That really is a sure-fire way to ruin all enjoyment of video games.


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 848: Initial impressions from St. Amelia

I've been playing Silent Hill Townfall! It is good. I think I am enjoying it more than Silent Hill f, but I do intend to go back and give that another go (and a shot at one or more of the other endings) for the sake of fairness, comparison and suchlike.

Silent Hill Townfall is quite a different sort of game, though. For starters, it's presented from a first-person perspective rather than Silent Hill f's third-person viewpoint, and it places a strong emphasis on stealth rather than combat. There is combat — and it's modern-day, weighty, get-hit-once-and-half-your-health-bar-is-gone combat — but for the most part, sneaking around pretty much always seems to be an option, and in some cases is outright essential. I am fine with this.

I know some people don't like stealth much, but when it's executed well, it can be a great part of a game — and it's especially fitting with the horror genre. It makes absolute thematic sense to be creeping around monsters who very much do not have your best interests at heart rather than attacking them, and it especially fits with Silent Hill's traditional idea of a relatively "normal" person being the protagonist.

Silent Hill Townfall also provides you with some excellent tools to help with the stealth part. The main one is a little portable CRT television which you can "tune in" to monsters' frequencies, and this allows you to "see" them, even through walls. At other times, you have a pager whose LCD display shows the direction that monsters are in, but not details. Most of the monsters move in clear patterns, so the stealth sequences tend to boil down to puzzles of sorts: how best to get across the area while avoiding ending up in their line of sight.

There's excellent use of sound, too. When you're visible and vulnerable to a monster, the background audio builds in a gradual crescendo before eventually giving a "boom" when they're actively pursuing you. Likewise, you can tell when you've reached safety, because the background audio chills out a bit. Very clever and subtle.

I'm not entirely sure what's going on in the narrative as yet, but that's par for the course with the series. There is a lot of… medical stuff going on, though. Medical stuff in general gives me the squick, so it's ideal horror fodder for me; when combined with some of the other stuff Silent Hill Townfall is doing, I'm very happy at the experience it has provided thus far.

Highlights for me in the seven or eight hours I've apparently played since yesterday include some puzzles that involve creatively interpreting video footage to determine a combination number subtly hidden within; an inordinately stressful sequence in which you are tasked with performing various medical procedures on a patient while a complete cunt of a doctor yells at you over an intercom for being incompetent; and a puzzle based around locating blood bags, pairing them up with the appropriate medical charts, and then combining them to crack a code that unlocks a door.

I'm not crazy about the "instant death" monster who showed up during the blood bag sequence (only during the hunting for the blood bags, not during the puzzly part, thankfully) but, as previously noted, the sneaky-sneaky nature of most of the game means that you're already well-trained at avoiding monsters by the time you run into it anyway.

I'm looking forward to seeing where the story goes. There's already been some intriguing weirdness to it all, but I have no idea where it's going to end up just yet. We shall see, I guess — that is, if Ace Combat 8 doesn't distract me from it too much…


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 844: Mechannative

These days, I feel like a lot of people determine that they're either into narrative-centric games or mechanics-centric games, and don't do much in the way of cross-pollination, even when the games themselves do so. I'm sure we all know at least one person who takes inexplicable pride in the fact that they skip all the cutscenes in games, for example.

Me, I've always been a "why not both?" kind of person. There are times when I'm in the mood for a game to tell me a good story, times when I'm in the mood to engage with some interesting mechanics — and times when I find a blend of the two to be most rewarding.

Actually, there are times where I feel like I'm enjoying mechanics-centric games a lot more now than I have done in the past — to such a degree that I've found myself wondering more than once if I actually prefer them. This was particularly fresh in my mind while I was feasting on Super Mario Galaxy while we were on holiday.

Then a game like Nighthawks comes along, and I'm reminded of how involving and immersive a game that places its narrative front and centre can really be. How it can feel like you're really inhabiting a world with a cast of characters, truly sharing your experiences with them.

The gameplay in Nighthawks isn't especially complex, but it is enough to distinguish itself from both visual novels and adventure games. I'll have a lot more to say about this when I write about the game in full once I've beaten it. I'm not sure how far off that is now, but I've been playing for 30 hours and things are definitely building to something. But suffice it to say for now that I am thoroughly enraptured by this dark little world and the colourful cast of misfits that populate it.

I think the simple answer is that I just like a wide variety of gaming experiences, both mechanics- and narrative-centric. I attribute this to growing up in an age where mechanics-centric was the norm and narrative-centric was relatively unusual to see, and then having several of my defining gaming experiences be with narrative-centric games, including Indiana Jones and the Fate of Atlantis and Final Fantasy VII. This state of affairs helped me see the benefit of all types of games.

Well, no. There are some games, like grand strategy affairs, that I still find largely indecipherable. But I guess one has to draw a line somewhere. As it stands, I don't think I'm ever going to be short of things to play!

For all the terrible things happening in the games industry, it is still a great time to be into games. And there are a bunch of things out in the imminent future that I'm very much looking forward to getting stuck into. After Nighthawks, of course…


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 843: Exploring the mundane

One of my favourite things in video games is when a game takes a very small, pretty mundane environment and renders it in a ridiculous level of detail. I'm not generally a "graphics person", but if you give me a game in which I can poke around a tiny, convincingly rendered house in extreme levels of detail I will be very happy indeed. Consequently, I am very excited to check out Silent Hill Townfall when it arrives.

I actually don't know very much about Silent Hill Townfall. I don't even really know how it plays. After not loving how Silent Hill f turned out — or more accurately, how it played — I haven't really been following the new one, but I have seen a few screenshots floating across my feed here and there. And I am finding myself oddly excited by them: specifically, by the fact that the game unfolds in a lovingly recreated depiction of working-class Britain (well, Scotland, but much of the characteristic visual identity is similar) and allows you to… well, poke around in tiny, convincingly rendered houses in extreme levels of detail.

I'm all for this. The idea of Silent Hill being more of an amorphous concept than an actual, physical place is a solid move for the series, I think; for all my grumbling at Silent Hill f's gameplay, its vibes and depiction of 1960s rural Japan was fantastic. The way the setting reflects the protagonist's mental state has always been an important part of the series, and setting it in places other than small-town America allows a lot more scope for this aspect of the storytelling.

I'm not even all that bothered about the inevitable "Otherworld" stuff that will almost certainly be part of Townfall. I don't need spooky scary monsters jumping out of closets at me. I just want a cool little world to wander around.

My attitude towards this sort of interactive experience goes some distance to explaining why, back on its original release, I enjoyed Gone Home so much. There are still people who get absolutely frothing mad about that game, but I was never one of them. For me, it perfectly captured the almost exact same feelings that I felt when I first returned to the place that had once been my home after my first wife left me. You might think that's not exactly something I'd care to be reminded of, but at the point I played Gone Home there was enough distance between that happening and me being able to look back on it and appreciate a piece of work that understood those feelings.

A similar thing for Everybody's Gone to the Rapture, a mostly forgotten PS4 game in which you walk very slowly through an English village and weird things happen with no real explanation or resolution. While I very much understand some people bouncing off that one in particular, I was thoroughly enamoured with just existing in that world.

I think all this goes back even further to Build engine games like Duke Nukem 3D, Shadow Warrior and Blood, which at least made an effort to depict convincing, realistic environments and feature interactive elements you could fiddle around with. Of course, the tech was too limited to be able to create environments with the level of detail we expect from our big-budget entertainment today, but there was something oddly… real-feeling about these virtual locales that I never quite got from games that took a more fantastic or sci-fi approach.

So yeah. I'm mostly excited about Silent Hill Townfall to wander into houses that look a bit like where my Nan used to live. And I don't have a problem with that at all. If the game turns out to be good, so much the better. But I'm going to enjoy just exploring that world, I think.


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.