#oneaday Day 168: On The Spectrum

I got that new Spectrum. I was going to call it a Spectrum Mini, but it really isn't — it's a well-crafted replica of the original 48K Speccy, rubber keys and all, only it has stuff like HDMI out, USB ports and suchlike.

Like TheC64 Mini/Maxi, TheA500 Mini and The400 Mini, it's an emulation box with a bunch of built-in games (48 this time) and the ability to load your own stuff from USB.

As I type this, a vast collection of Spectrum games and demos are copying themselves to a USB stick, so I haven't had time to try that side of things today. I have had a play with some of the built-in games, though, and they're a really interesting mix.

There's expected stuff like Manic Miner and Skool Daze — though no Jet Set Willy, interestingly — but of particular note is the selection of modern indies that are included. There's some really cool stuff in there, including a 3D platformer called Cosmic Payback and and light-based puzzler called Tenebra, both of which I've had some fun with today.

The Spectrum is not a system I know well at all, having grown up an Atari boy. So I'm thinking I may chronicle some of my explorations and discoveries on YouTube. While I'm on, I've never really covered the built-in games on TheC64 and TheA500 Mini either, so between those three I think they'll make some nice companion pieces to my 400 Mini playlist and all the other Atari stuff I've done.

These systems were bitter rivals back in the day, but today it's easy to be in a position where you can appreciate all of them. And you should, because they all have unique charms, for sure.

Anyway, that's a loose plan in place that I'll likely start on tomorrow. For now, sleep beckons!

#oneaday Day 166: Only seven years late... and then some

Longtime readers of my blog and MoeGamer will know that the visual novel series Grisaia has been something of a defining influence on my media tastes for quite some time. Indeed, over on MoeGamer there's probably a book's worth of words on the first two games that I invite you to read at your leisure.

And yet. And yet. For some reason, despite coming to the end of second entry The Labyrinth of Grisaia in 2017 and being incredibly excited about the cliffhanger it ended on, and curious on how it might end up… I have only just got around to making a start on the final part of the original trilogy The Eden of Grisaia. I say "the original trilogy", because since The Eden of Grisaia's release in English, there have been numerous non-canonical spinoff titles released in the series, plus an entire second series of games known as Grisaia Phantom Trigger which, I believe, is eight volumes long. (Granted, I believe one "volume" of Phantom Trigger is a tad shorter than one of the original three Grisaia games, but still.)

Anyway, like I say, I have finally got around to starting The Eden of Grisaia. I was concerned it would be tough to get back into after seven years away from the series, but almost immediately I was reminded why I love this series, and why I've always considered it so important to me. So I'm definitely going to make reading through this final volume from the first trilogy an absolute priority, because I am thrilled to be back in the company of these characters.

But what is Grisaia? I mean, my simple answer to that is "go read the MoeGamer articles linked above", but you may not have the time to read a five-figure word count on the subject. So I will attempt to summarise the series thus:

Grisaia is, in part, a coming-of-age story about people finding their place in the world. This might not sound particularly unusual for a visual novel, and indeed Grisaia initially looks like it's doing its very best to be a fairly conventional high school romance sort of affair. There's an unvoiced male protagonist, a harem of young women who all come to adore him for one reason or another, nookie (in the 18+ version, anyway, which is absolutely the version you should be playing) and multiple endings.

But there's one fairly large spanner thrown in the works almost immediately, and that is the protagonist in question: Yuuji Kazami. He is anything but a "self-insert" or cipher for the player, and right from the opening moments of the first installment The Fruit of Grisaia it's clear that something is up with him. We join him just as he has walked 150km to get to his new school, Mihama Academy, and over the course of his interactions with the five main heroines, we come to learn that he has a mysterious "job".

Initially, the details of this "job" are kept exceedingly vague, but it becomes apparent very quickly that Yuuji is no ordinary high school boy. He is wise — and cynical — well beyond his years, and he uses this experience to help the heroines in various ways. He by no means acts as a "magic bullet" to solve all their problems for them, but his experience in the ways of the world helps him form an incredibly close bond with all five of them. In the original The Fruit of Grisaia, these bonds are implied to be exclusive, and indeed there are even "After Stories" in second part The Labyrinth of Grisaia that continue on that assumption.

But the main story of Grisaia really gets started in The Labyrinth of Grisaia. It's there we learn all about Yuuji's background — which I won't spoil here for the moment, but it's fair to say he is cynical, jaded and experienced in some curiously specialised skills with very good reason — and the whole thing concludes on a dramatic moment that effectively seems to take Yuuji completely out of the picture.

Now, it's a bold series that seemingly removes its protagonist from proceedings two-thirds of the way through, but that's exactly how final part The Eden of Grisaia starts. We switch to third-person narration and follow, for the most part, the exploits of the five heroines as they leave Mihama Academy behind and take on the seemingly impossible task of getting Yuuji back. We have occasional cuts back to Yuuji's present situation, but the focus is still very much on the heroines. At least it has been for as far as I've read so far.

This is a really interesting narrative technique, because it makes it abundantly clear that while The Fruit of Grisaia very much had a kind of "dating sim"-style setup in which you had to pick the right choices to get onto your favourite girl's route and then pick the right choices to get her "good" ending, The Labyrinth and The Eden of Grisaia have a very specific story to tell. Indeed, the main narratives of both unfold as a kinetic novel with no player input whatsoever. It's testament to the quality of the writing (and the translation) that Grisaia remains so thoroughly compelling, even after it takes away both the player's already limited agency in proceedings and the character they were supposed to be "inhabiting".

Don't mistake the switch to third-person narration as being boring, though. The Eden of Grisaia's narrator may be omniscient and non-participant, but they very much have a personality of their own, and they have some exceedingly entertaining remarks to make at times — usually at the expense of Michiru Matsushima, the group's resident "idiot".

Thus far I am very much back in Grisaia mode, and I can't wait to see what happens next. I also know that Grisaia games are a very long read — honestly, it's knowing there are probably 30+ hours of reading ahead that caused me to put off Eden for so long — but I am going to take my time and enjoy it.

In the meantime, if you've never explored the series for yourself, I still highly recommend it. Yes, it's a bit of a commitment to read all of it, to say the least, but it's a journey well worth taking. It's regarded as an absolute classic of the medium with very good reason, and my "Complete Box" version of it that I have on my shelf is absolutely one of my prized gaming-related possessions.


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#oneaday Day 163: A thousand resistances

Having finished Death Mark II last night, I kicked off a recommendation today: 1000xRESIST, which is a game title I have no idea how to say out loud.

I played it for a good 6 hours or so in total, so I think it's safe to say I'm having a good time. I thought I'd reached the end, but then a whole new bit started, and with it being half past 1 in the morning I thought I'd probably better stop.

I don't want to spoil too much about the game because it's very much a "story game" that is light on what we'd call traditional "gameplay" beyond moving around various beautifully presented environments, but I thought I'd pen a few words at least.

In 1000xRESIST, you play the role of Watcher, a clone of the mysterious "ALLMOTHER", the sole survivor of a global crisis that wiped out the rest of humanity. An entire society of the ALLMOTHER's clones has apparently sprouted up and is functioning about as well as can be expected in a futuristic post-apocalyptic dystopia where breathing the unfiltered air causes all your bodily fluids to leak out through your eyes.

What's particularly interesting about this game is that you get to see the "past" of the ALLMOTHER via various means, and because your character is from a time period that is completely unfamiliar with concepts like "high school" and "boys", there's a marvellously "uncanny" feel to everything you do and see.

It's not overdone, but it is almost intoxicatingly disorienting to begin with. As time goes on, you get used to it, though; you learn the curious little phrases that have come about as a result of generations' worth of worshipping the ALLMOTHER, and you start to understand why this peculiar society functions the way it does.

There's definitely a lot to unpack in the narrative as a whole, as there's a swathe of different themes tackled at various times. It's intelligently written, never patronising, and dear Lord is it (apparently) compelling, given the amount of time I've spent on it today.

Thankfully, I have a couple of days off work tomorrow and Tuesday, so I should hopefully be able to polish it off in that time. I'm keen to talk more about it, as I suspect pondering it on "paper" will help me process the many varied themes it brings to the table.

For now, though, sleep beckons.

#oneaday Day 162: Successful plans

I streamed yesterday, and my good pal Chris joined in. It was a successful stream — we both had a lot of fun. I haven't figured out how to share my gameplay privately with Chris with audio, but he could at least watch what I was doing while we talked, and it's so much easier to keep talking while playing when there's someone else there to interact with.

During the stream, I concentrated on playing Toaplan games from the upcoming Toaplan Arcade 3 and 4 cartridges for Evercade. There are some real bangers among these, but as with most Toaplan games, they're very hard! I reached an actual blockade in Dogyuun, which uses checkpoints, but we managed to clear the entirety of Fixeight and Snow Bros. 2 with judicious credit-feeding, both of which were a lot of fun.

I have the next couple of days off work so I think I'm going to take Sunday entirely for myself, perhaps to start having a look at 1000xRESIST, which a few people have recommended to me recently. I don't really know much about this game, but what little I've seen certainly seems to be intriguing, so I'm looking forward to checking it out. It's unfortunate there doesn't appear to be a physical release at present, so I'm going to nab the Steam version; there are rumours that there might be a physical Switch version at some point, but nothing concrete as yet.

Anyway, things are OK right now. If you were wondering about progress on the whole "eating well" thing, I'm 11 pounds down on when I started, which is good… what was less good was the amount of weight I'd put on after our week's holiday away, but at least that's coming off again now! We've had a few days of feeling a bit "eh" about dieting this week, but we're getting properly back into the swing of things on Monday. Sometimes you just need to get urges and cravings out of your system to continue being productive.

Oh, I know what else I need to do today. I need to write about Death Mark II, which I finished yesterday. More details will be forthcoming over on MoeGamer, but suffice to say for now that the entire Spirit Hunter series is absolutely magnificent, and anyone the slightest bit interested in top-quality, genuinely intelligent horror should definitely check all three games out. But like I say, I will talk more about the details over on MoeGamer.

In fact, I'm off to go do that right now. Ta-ta. If you missed the stream yesterday, here's an archive for you to watch!


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#oneaday Day 151: Scribbling down an idea

Hello. Indulge me this evening, if you please, because I want to make a note of an idea I have for a longer article that I'll likely publish on MoeGamer at some point in the near future. It stems from a discussion I've previously had with my friend Chris (my MoeGamer Podcast co-star) about how RPGs are "categorised", and how "western RPG" and "Japanese RPG" are woefully inadequate terms to talk about the RPG as it exists today.

I'm not going to go too into it today but I wanted to jot down the ideas that were rattling around my head while I was playing Silent Hope this evening. And that is to devise some sort of "taxonomy" for RPGs as they exist today. I'm thinking at the top level, you can split them into two distinct categories: narrative-centric RPGs, where the core of the experience is on enjoying the unfolding story; and mechanics-centric RPGs, where the main point of the game is fiddling with its various systems, optimising your characters and suchlike.

There are some games that straddle that line, of course, but for the most part, it's pretty easy to split them down the middle like that based on what is clearly the main priority. Final Fantasy XIII, for example, is a narrative-centric RPG. Demon Gaze is a mechanics-centric RPG. Where things get quite interesting is that long-running series often go back and forth between being narrative- and mechanics-centric — Final Fantasy is a prime example of this.

You can then divide each half into further subcategories. Narrative-centric RPGs, for example, could be divided into cinematic RPGs, sandbox RPGs, visual novel RPGs and storytelling RPGs, while mechanics-centric RPGs could be split into first-person dungeon crawlers, isometric action RPGs, massively multiplayer games, roguelikes and various other categories, some of which intertwine and cross over with one another.

I haven't thought about the idea in a lot of depth yet, as you can probably tell from the vagueness, but I think there's an interesting concept to write about there. The reason I'm not writing about it in detail right now is because it's 1am and I, as ever, have forgotten to write anything on here sooner. It is not beyond my capabilities to bash out a 3,000+ word epic at 1 in the morning, but I do have to work tomorrow and would rather do so having had something approaching a decent night's sleep.

So that's that. I will flesh out the concept in the very near future and post it on MoeGamer. Might even turn into a fun video. We shall see. Anyway, I have recorded the idea here now. Next job is to completely forget that I wrote it down here and revisit the idea in roughly 36 months.

Good night!


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#oneaday Day 148: Stream Success

I done a stream! It went pretty well, and I enjoyed myself. Even had a few people chatting along. If you want to catch up on it, here it is archived on my YouTube channel:

As you can hopefully see from the thumbnail, we were playing the delightfully named Mon-Yu: Defeat Monsters And Gain Strong Weapons And Armour – You May Be Defeated But Don't Give Up. Become Stronger. I Believe There Will Be A Day When The Heroes Defeat The Devil King. This is a dungeon crawler by Experience, makers of, among other things, the Spirit Hunter horror adventures I've been playing recently.

I obviously talk more about the game in the stream itself, but my first impressions after a 3-hour session are very positive. It's really interesting how Experience manage to make what is ostensibly the same kind of game feel cool and different between all their different titles. Mon-Yu is pitched as an entry-level dungeon crawler, but there are plenty of interesting little wrinkles for genre veterans, such as being level capped on each dungeon, meaning you have to figure out how to deal with the bosses without just outlevelling them.

There's also an interesting equipment system, where equipment gains experience as you use it alongside the characters. Equipment has a "rank" which determines how much it can level up, so sometimes you have to make a decision between keeping your upgraded items or taking a temporary hit to your effectiveness while you power up something with a higher cap.

There's also a really great "rapid battle" system, where if you know what you're doing you can get all your characters to auto-attack or repeat their last actions without having to wait for all the animations and log entries to appear on screen. Combine this with the fact that the game has no random encounters — and by its level-capped structure, it discourages grinding to a certain extent — and you have a really interesting take on what has, over the course of the last few years, become one of my favourite subgenres.

Anyway, it's half past two in the morning now because I made a video about sauce after finishing the stream. Watch out for that on my channel later next week. For now, I must sleep!


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#oneaday Day 142: More sound novels, please

Playing through Death Mark and now its sequel NG, I'm once again struck by how much I like the "sound novel" approach to Japanese-style adventure games. I last encountered this style of presentation back when I looked at 428: Shibuya Scramble, and I liked it a lot there, too. And I'd like to see more of it.

For the unfamiliar, a "sound novel" is usually a form of visual novel in which audible character speech (as in, voice acting) is eschewed in favour of presenting narration and dialogue exclusively (or almost exclusively in the case of Death Mark and NG) through text. To counterbalance the "loss" of this aspect that is normally found in most visual novels these days, sound novels place a much stronger emphasis on ambient audio.

That means unlike many other visual novels, which tend to have continuous background music as their main accompaniment to the action, sound novels attempt to create a sense of "immersion" in the game environment via a slightly different means. It's a uniquely "video game" way of doing things, and the more I experience it, the more I really like it.

Part of the reason I appreciate it is because I'm a fast reader, and when I'm playing a visual novel with full voice acting, I find it very difficult to make myself advance the text before the speech has finished playing — even if the speech is not in a language I understand. This is because I know that there is often some very good voice acting in visual novels — it tends to be where a lot of the budget goes — and I worry that I might miss out on some particularly dramatic or emotional moments if I skip the sound.

The game that got me into this habit was Corpse Party on PSP, which is kind of sort of a visual novel, only with RPG-style exploration. The voice acting in that game was so good that I not only listened to every line in its entirety, even though I don't speak Japanese, I also made listening to the Japanese voice track my norm in most games (well, those that originated in Japan, anyway) I played from thereon.

But I'm always just a bit conscious of the fact that all that lovely voice acting is slowing me down, and since I inevitably read a line faster than it's spoken — particularly if we're dealing with one of those characters that speaks incredibly slowly — I can occasionally feel my attention wandering. Now, I could just skip the dialogue and move on to the next line, but like I say, there's a little switch in my brain that's flipped, and I can't flip it back; it just doesn't feel right to do that.

Sound novels, though, present no such difficulty. I can romp through Death Mark and NG (and indeed 428: Shibuya Scramble before them) at completely my own pace. I don't need to wait for a voice actor, I don't need to wait for a dramatic moment, I just read and advance. And I really like it.

This got me thinking more broadly about how I'm settling into a place where I feel like I actually prefer the games that deliberately hold themselves back from trying to be "realistic" in various ways. I played Death Mark immediately after the Silent Hill 2 remake, and while the Silent Hill 2 remake was indisputably excellent, I think I'm actually drifting into a place where I enjoyed Death Mark more in terms of the way it was presented to me. And I'm enjoying NG even more than Death Mark, because it's doing a lot of the same things, only it feels a bit more polished and refined.

So I think I'm in a place where the "sound novel" approach is fast becoming one of my favourite ways to present an interactive narrative. It's got the descriptive text and well-crafted dialogue I enjoy, it's got incredibly atmospheric ambient sound to feel "immersive", and I can play through it at completely my own pace, rather than being arbitrarily limited by my inability to skip through voice-acted lines.

Of course, in the other games I suppose I could just turn the voice acting off. But then I feel like I'm deliberately depriving myself of an important part of that game's presentation.

Oh, woe is me. I realise, of course, that this is a completely pointless problem to be worrying about, and, to be honest, I'm not actually worrying about it at all. It just struck me as something interesting while I was playing NG this evening, and I hope I can find some more sound novels to enjoy once I'm done with the Spirit Hunter series.


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#oneaday Day 137: No, NTSC YOU

One thing I've been meaning to do for a while is make using my NTSC-U (North American) PS2 more convenient, particularly now I have a RetroTink 5X to get a lovely picture on the big TV. I make the intended process sound more complicated than it really was: all I essentially needed to do was to get another video cable to connect to the American PS2, but for one reason or another I've been putting it off forever.

No longer! I grabbed a set of component cables from Retro Gaming Cables and hooked them up to the Tink today. The reason I went with component rather than RGB SCART is that I already have my PAL PS2 connected to the Tink via RGB SCART, and going with component means I can plug both in at once without having to change cables over — all I need to do is switch the input on the Tink. The quality is, from what I've seen so far, near-identical on both; the only sticking point I had was when I first plugged them in, I got sound and no picture, meaning I had to navigate the PS2 menu by sound alone (and with judicious referring to my working PAL one) to switch it to YPbPr mode. But once that was done, everything was fine and dandy.

I don't have that many North American games, but the few I do have are quite precious to me. On the PS1 front, there's Parasite Eve, Brave Fencer Musashi and Xenogears, three games that I originally picked up around the same time on a trip over to the States to visit my brother. The copies I have now are not the same ones I had as a kid, but they're in almost as good condition, and I'm looking forward to revisiting them.

On the PS2 front, there's Mana Khemia 2: Fall of Alchemy, which I played and adored a couple of years back, plus the first and third Xenosaga games because, inexplicably, we only got the middle episode here in PAL-land. I haven't played those yet but would like to set aside some time for them at some point, as I know they are very well regarded.

Having all this up and running makes me want to seek out a few more North American titles I had back in the day. I'm tempted to try and track down the Lunar games, but since those are getting ports to modern consoles soon it's probably not worth the expense. Final Fantasy Tactics is another tempting one; I know the PSP port is "better" in many ways, but I still have extremely fond memories of the PS1 original. Other NTSC titles I had back then — most notably Final Fantasy IX and Metal Gear Solid — are readily available in PAL format; I got them back in the day because back then, North American releases were months ahead of European releases, sometimes even years.

Then there's a ton of RPGs that never made it to Europe that I wouldn't mind getting my hands on at some point… trouble is, PS1 games have been steadily increasing in price for a while, particularly RPGs. So it's entirely possible that I might never be able to get my hands on some of these, which will be a shame. (I'm also super-salty that I got rid of my excellent condition PS1 copy of Symphony of the Night back in the day, but at least there are multiple alternative options for playing that today.)

Still, it's nice that I now have a solid solution for playing the games that I do still own on original hardware. Because as fun as emulation is, there's still something altogether magical about having the originals of these games.

Anyway, it's not as if I'm short of stuff to play. But options are always good! Now, should I revisit Brave Fencer Musashi, Parasite Eve or Xenogears first…?


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#oneaday Day 125: Don't forget the text

I'm currently playing through the Silent Hill 2 remake and absolutely loving it. I was uneasy about the prospect of one of my favourite games of all time getting the remake treatment, but I'm pleased to confirm that Bloober Team absolutely, completely and definitely 100% understood the assignment, and have done a fabulous job.

I haven't yet finished it, though, so I'm not going to write about it (likely on MoeGamer) until then. What I did want to comment on was a more general observation about modern games, of which Silent Hill 2 just happens to be the most recent example.

And that observation — more of a question, really — is this: what happened to descriptive text?

In the original Silent Hill 2, lest you're unfamiliar, walking up to anything vaguely important-looking and pressing the "action" button would prompt a short text description, implied to be "thought" by the protagonist, at the bottom of the screen.

The most commonly seen couplet in all of Silent Hill 2 was "It looks like the lock is broken. I can't open it," close friend of its 32-bit predecessor "The lock is jammed. This door can't be opened." This occurred any time you attempted to open a door that would lead to a room which wasn't relevant to the game — rather than waste time and dev resources on rendering rooms that had no relevance to what was going on, potentially confusing players in the process, we instead had about a zillion "broken locks". It was silly, but at least it made things absolutely clear that this door was not going to open at any point in the game.

In the Silent Hill 2 remake, meanwhile, you open doors just by walking into them, as in most modern games that use realistic visuals. All well and good, until you reach either a locked or "broken lock" (irrelevant) door, at which point protagonist James just sort of bumps into it like he's slightly drunk. No text on screen, and no indication as to whether you're dealing with a "locked" or "broken" door until you look at the map.

Similarly, in the original Silent Hill games, you could examine inventory objects and get a short text description of them. Now, "investigating" them from the inventory screen simply cuts to a close up of James holding the thing in his hand, allowing you to rotate it approximately 10 degrees in either direction, but never actually saying anything. (The only exception to this are the various bits of paper and memos you pick up during the game, which thankfully you can re-read, and which are optionally presented in clearly legible typeface as well as the handwritten scrawl they are depicted as using. All this is standard practice for "adventure game-adjacent" games in the moderate to big-budget space these days.

Now, look. I get it. The idea behind this is to be "immersive", and also to show off the fact that textures are so good now you can actually read the small print on a petrol canister you happen to find. The aim is to minimise interruptions to the gameplay, and waiting for someone to press X to clear a text box is somehow seen as more obtrusive than waiting for them to press O to put the inventory item away and return to the main play screen. I suspect it stems from the same mentality that writing more than one sentence at once will cause every TikTok addict in the room to immediately stop paying attention.

Thing is, I liked those text boxes. (Also fuck TikTok addicts. That site is a net negative for humanity. But I digress.) They added a little flavour to proceedings, allowing you to "hear the thoughts" of the main character on various topics. They also made it clear what you were looking at in situations where that might not be immediately obvious. And for all the graphical fidelity of today's big budget games, there are still situations where you'll encounter something and go "uh… what?"

Not only that, but these little textual interludes could also conceal fun little bonuses and Easter eggs. Who remembers the thing in Resident Evil 2 where if you examine that one desk enough times, you get a picture of Rebecca Chambers in a basketball uniform? If you do, you are a pervert and a dirty old man (like me!), but you know what I'm talking about. (The photo is still in the very good Resident Evil 2 remake from a few years back, but the process to acquire it is somewhat more convoluted and less… Easter eggy.)

I could go off on a big rant about accessibility here, but I can't be bothered because other people have almost certainly done so better than I would ever be able to. I just miss the text boxes because they were a uniquely "video game" sort of thing that I always found it fun to engage with. I found it interesting to see which seemingly innocuous objects throughout the game world had been blessed with a bit of descriptive text, and often thought that it would be neat to have a game where the entire world was "examinable" and offered up little snippets like that. (I even started making a game in that ilk myself with RPG Maker VX Ace… one day I might finish it.)

Anyway, yeah. I guess my point is: don't skimp on the text just because you have fancy-pants 4K graphics and super high resolution textures. Some of us actually like reading the words!


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

So exercise that power!


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