#oneaday Day 559: Event horizon

I've been thinking recently: with all the annoyance and frustration over CEO after CEO saying that their game development studios are using generative AI in their work, are we finally at a point where one could actually completely stop buying new stuff, and subsist entirely on titles developed and released prior to this AI bullshit getting everywhere?

I'm pretty sure we are. In fact, I'm pretty sure we've been there for a while. I still buy a fair few new games, but right now, given the size of my physical and digital libraries, I'm pretty sure I could just flat-out stop buying games altogether and still have enough to keep me occupied until my dying day.

I mean, hell, just on Evercade there is somewhere in the region of 700 games. There are over a thousand games in my Steam library. Another 540 in my GOG.com library. In my physical collection, I have 422 Nintendo Switch games, 169 PlayStation 4 games, 147 Xbox 360 games, 92 PlayStation 3 games, 282 PlayStation 2 games and plenty more besides. On the MiSTer Multisystem 2 I have every game from pretty much every platform I care about from the Atari 2600 up until the PlayStation, Sega Saturn and Nintendo 64. I really could stop buying games today and I would still be entertained until the end of time. Hell, I think I could probably get by on Doom and Final Fantasy VII replays.

Part of me wants to try doing this, but a certain degree of FOMO prevents me from committing to it entirely, because I know there are games in the pipeline that I definitely want: the third Final Fantasy VII reboot; Ace Combat 8; the Trails in the Sky: 2nd Chapter remake. The limited print publishing companies — which, honestly, is where I buy the majority of my games from these days anyway — have been doing a great run of physical versions of otherwise digital-only games that I want to play, and new versions of games I enjoyed back in the day, but which are a pain to get up and running on modern PCs.

I think we have reached a sort of "event horizon" similar to that found in other media, where enthusiasts of the medium can comfortably drift away from the mainstream, popular, current side of things and subsist entirely on niche interest material from the past that they find personally resonant. This absolutely happens in other forms of creative media — there are people who enjoy listening to music who never touch chart hits; there are people who love movies who have never seen a "blockbuster"; there are people who love reading who read nothing but classic literature.

So I think what I'm going to do is not necessarily commit to a complete purchasing blackout, for the reasons I've already outlined. I am still going to buy whatever the third Final Fantasy VII remake project game is; I am still going to buy Ace Combat 8; I am still going to buy any limited-print games that come up which I have been eagerly awaiting a physical copy of.

But what I am going to do is curtail impulse purchases. A significant portion of the physical library I own I picked up because I knew I wanted to play the games in question someday, and when that day rolled around I didn't want to find myself in a situation where it would cost three figures (or more) to be able to do so. I already feel a great sense of regret from the day I traded in my copy of Castlevania: Symphony of the Night on PlayStation, and I have no desire to feel that way again.

What I do find myself feeling to an increasing degree from modern video game publishers and developers, though, is… nothing. Honestly, I just looked through the list of everything announced at the recent The Game Awards, and the only thing that registered even a slight twinge of excitement for me was Ace Combat 8. Everything else just sort of drifted past me and I had no particularly strong feelings about it. And the recent behaviour of Larian Studios' head honcho has put me right off wanting to get caught up on the Divinity series.

So here's what I'm going to do.

  • I'm going to finish all the "finishable" games I have on the go right now, which includes Yakuza 5, Death end re;Quest Code Z, an Ace Combat 7 replay, Return to Castle Wolfenstein, Hyrule Warriors: Age of Calamity, The Legend of Zelda: Tears of the Kingdom and Cyberpunk 2077. I'm already giving myself anxiety by having so many half-finished games on the go, some of which I haven't touched for months, so I want to check all these off my list because I've been enjoying all of them and want to see them all through to their respective conclusions.
  • Throughout the year, I'm going to buy anything that I already know I want without guilt. That includes the stuff I've already mentioned, plus any surprise announcements in series that I follow and appreciate, or from companies that I consistently enjoy the work of.
  • Throughout the year, I'm also going to buy any limited-print stuff that I already know I want. This primarily includes previously digital-only stuff that has been out for a while, and modern rereleases of titles I loved in the past like Heretic, Hexen and the System Shock games.
  • I am not going to buy games just because I see them while browsing a shopping site and think "ooh, that looks interesting", because these are the things that end up on the shelf and don't get played for literally years at at a time.
  • I am not going to buy games for previous-generation platforms unless I know they are games that I have already played and want to revisit, or games that I never got the chance to try back in the day.

I say all the above with the caveat that if something like this year's Clair Obscur: Expedition 33 comes along and surprises everyone, I reserve the right to jump in and explore it for myself. While I was initially cynical about that game when it first appeared, it ended up being one of my top games of the year. (Conversely, I really didn't like Blue Prince at all.)

This might all sound a bit half-arsed and I freely admit that it is. But I wanted to acknowledge the feelings of… discontent that I have with the current direction of video games while still allowing myself the opportunity to enjoy the things that I am looking forward to.

I love video games, you see. Love them. And I always will.

I'm just not sure I love Video Games That Were Made In 2025 And Beyond, going by some of the recent happenings.


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#oneaday Day 558: Blast a Nazi today

I love Wolfenstein 3-D a great deal. In fact, I love it so much that ten levels that I made as a teenager are part of the official Wolfenstein 3-D Super Upgrades pack that was distributed by original publisher Apogee. I made $200 from that — who says random encounters with strange men on CompuServe forums never lead to anything good?

Anyway, despite the fact that I adore Wolfenstein 3-D and its quasi-sequel Spear of Destiny, I have never actually played any of the other Wolfenstein games. None of them! I have always meant to, over the years, but somehow never got around to it. I have decided to finally correct this oversight, prompted by some enthusing on the part of some friends who particularly enjoyed the recent Machine Games entries in the series.

From what I understand, the various Wolfenstein games over the years since Wolfenstein 3-D have rebooted the series continuity multiple times, but I still wanted to catch up on all the games I'd missed, so I decided to jump into Return to Castle Wolfenstein on Xbox first of all. I went for Xbox because the console versions of the game have an extra prologue chapter on top of what the PC version offers, plus there's no need to faff around with mods to make it run on modern machines. I have little to no patience for modding these days, so a plug-and-play console version is just what the doctor ordered.

Anyway, I didn't really know what to expect from Return to Castle Wolfenstein, other than what little I had read prior to playing it. I knew that it was the first of several "reimaginings" of the series, for starters, rather than an actual "sequel" (despite the implications of the name) and that it focused to a certain degree on the Nazis looking into black arts such as necromancy. For those unfamiliar with the Wolfenstein series, who had been labouring under the assumption that it was a Serious War Series, undead, monstrous enemies have been part of proceedings since Wolfenstein 3-D and Spear of Destiny. (They were not, to my knowledge, part of the original 8-bit home computer Castle Wolfenstein games, but those have little to do with the various different continuities of the rest of the series anyway.)

Return to Castle Wolfenstein casts you in the role of recurring series protagonist William "B.J." Blazkowicz, an American soldier who is a bit of a one-man army. While Wolfenstein 3-D began with Blazkowicz captured and imprisoned in Castle Wolfenstein, Return to Castle Wolfenstein's console versions open with a mission where our hero is investigating what the Nazis are up to in Egypt. It seems they're in the business of raiding tombs for something that they seem to think is important, so it's up to Blazkowicz to discourage them from doing so with a variety of World War II-era weaponry.

Following this, Blazkowicz and his contact, Agent One, get captured and taken to Castle Wolfenstein. Whether or not Agent One survives depends on if you are playing the two-player co-op mode or not. Either way, Blazkowicz has to bust out of Castle Wolfenstein, make his escape, throw some further spanners into the Nazi plans to dig up the mysterious "Death Knights" and mystical artifacts, and then proceed onwards to a series of Nazi-thwarting missions.

Thus far I think I'm about halfway through the game — I'm on the fifth mission out of eight — and I've mostly been having a good time. Return to Castle Wolfenstein is a first-person shooter from the early 2000s, and there are times where you really feel the 25 years between this game and now. This isn't necessarily a bad thing, though; it means that Return to Castle Wolfenstein is a game that focuses on making its gameplay solid and interesting rather than indulging in overly spectacular setpieces. It also means that its levels strike a good balance between providing a decent amount to explore and keeping you heading on a clear path forwards. More than anything, the further I go in the game, the more it reminds me of something like Rare's GoldenEye — levels have different routes you can take, and there are various objectives to accomplish, and the exact way things unfold will vary according to whether you decide to go all-guns blazing or at least make a cursory attempt at stealth.

Stealth isn't mandatory for the most part, thankfully. There's one level where you'll fail if the guards set the alarms off, but for quite a lot of that level the guards can spot you and aren't within reach of an alarm, so you don't have to spend too much time creeping around. In other levels, it sometimes pays to know what's coming up ahead of time so you can prepare a suitable "ambush" with an appropriate weapon — the game has some excellent rifle weapons (both with and without zoomable scopes) that make picking off enemies from a distance a pleasure, and when it comes time to switch to closer combat, there are plenty of options there, too.

The weapons perhaps lack some of the oomph of more recent takes on the genre, but there are plenty of them, and the further you go in the game, the more ridiculous they get. While the early stages will see you using fairly conventional pistols, rifles and machine guns, later stages will allow you to wield the chaingun-esque "Venom" weapon, the "Panzerfaust" rocket launcher and even a flame thrower. None of these are an "instant win" button, either; the game's levels and encounters are designed quite nicely to encourage picking the right weapon for the job.

The game features a beloved feature of early 2000s first-person shooters, which is enemy characters who have conversations while you approach them. Many of these are quite silly — though none quite match the classic No-One Lives Forever, trope codifier for this sort of thing — and although clearly a threat, the game also makes many of the Nazis appear cartoonishly incompetent.

There are a few minor annoyances, chief among which is the complete lack of subtitles for spoken audio. There's not a lot of critical in-mission speech, but it does sometimes get drowned out by everything else that is going on. The cutscenes are well-mixed, at least — and hearing Tony Jay in the role of the Director of the Office of Secret Actions, the organisation that Blazkowicz works for, is an absolute delight.

The game balance at times feels a little questionable, with enemies seemingly either spraying bullets everywhere but your location, or hitting you right in the middle of your head and knocking out most of your health bar with a single shot. There are a few enemies that have seemingly superhuman reflexes at times, which can lead to some frustrating sequences where you'll have to repeat things over and over and over until you master them, but there are usually some things you can try differently to tip the odds in your favour — and the ability to save at any time, as well as automatically at checkpoints, is very welcome indeed. I'm not sure how much of my difficulty with a few sequences stems from my playing on "Bring it On" difficulty, which I guess is technically "Hard" mode — but, well, I've come this far now, so I will continue as I have been doing!

I'm enjoying the game, then. I wish there were a few more homages to the original Wolfenstein 3-D — it would have been nice to hear some remixes of the classic music, for example — but I am led to believe that Wolfenstein 3-D itself unlocks as a bonus extra when you beat the main single-player campaign, so if that's the case then all will be forgiven. I suspect this is probably going to be the weakest of all the post-Wolfenstein 3-D entries in the series — or, at least, this is the most obviously aged of them all — so hopefully it'll only be improvements from hereon. I'm certainly looking forward to finally discovering how the series evolves.

Now I think I might go blast a few more Nazis before bedtime…


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#oneaday Day 557: How to torch universal goodwill with one simple interview

Today, Larian Studios, makers of the Divinity series and the universally acclaimed Baldur's Gate 3, found itself in the crosshairs of the Internet's ire due to comments made by its CEO, Swen Vincke during an interview with Bloomberg.

According to Vincke, Larian has been using generative AI behind the scenes to, in his words, "explore ideas, flesh out PowerPoint presentations, develop concept art and write placeholder text". None of which are things you need generative AI for, and all of which are things that people have been perfectly capable of doing with their own human brains for decades. In fact, there are people who specialise in elements of what he described — most notably concept art, which is the area a lot of critics have been focusing on.

Vincke's comments are remarkably ill-considered given the number of times that generative AI use in video games has been subject to backlash from the general public and journalists alike over the course of just the last year — and for many of the same reasons that Vincke is arguing in favour of.

The otherwise well-regarded sci-fi game The Alters was irreversibly poisoned for a lot of people earlier this year when it became apparent that they had used ChatGPT to generate placeholder text for background textures and localised strings for non-English languages.

The umpteenth reboot of Everybody's Golf came under fire for non-specific use of generative AI that I'm not sure anyone ever quite got to the bottom of.

The new Let It Die game, which has no involvement from the previous game's original developers Suda51 or Grasshopper Manufacture, has been lambasted for extensive use of AI-generated material.

The promising "people sim that isn't called The Sims" inZOI turned huge swathes of prospective players away by its game's heavy reliance on generative AI, as well as its publisher Krafton's insistence that they are pivoting to becoming an "AI-first" company.

The latest hot "extraction shooter" (I still don't really know what that is, and no, I don't really care) ARC Raiders got dinged with a 2/5 review score for its use of AI-generated voices — not just because they were AI, but because using AI-generated voices is at artistic odds with the story the game is trying to tell.

Even the once-beloved Oliver Twins, former stars of the UK "bedroom programming" scene in the '80s, got a kicking from press and public alike for their absolutely terrible AI-generated "follow-up" (and I use the term loosely) to their old Spectrum game, Ghost Hunters.

People hate this shit — and with good reason. Generative AI is a lazy, soulless solution for feckless CEOs to foist on their creative teams because they think it will "add value" for shareholders, when in fact there is growing evidence by the day that the entire generative AI scene is financially, environmentally and societally ruinous.

On top of all that, it doesn't work well enough to be worth using! Every single AI "tool" currently available carries a prominent disclaimer that it "might" (read: "will") get things wrong from time to time, making them fundamentally useless for doing anything useful with — and their "fun" uses are causing the Internet to become overrun with even more meaningless, pointless slop than was already splattered everywhere in the first place, on top of boiling all our lakes. At least stupid things from a bygone age like Badger Badger Badger and Seepage (to name just two examples from what I believe to be the golden age of Internet nonsense) are the result of both genuine human creativity and skilful use of creative tools that don't involve typing "make me funny video garfield giant boobs mechahitler piss filter" into a chatbot.

Vincke's point was not that the new Divinity game will be riddled with AI-generated voice lines or visuals. In fact, he claims that the studio is "neither releasing a game with any AI components, nor are [they] looking at trimming down teams to replace them with AI", but that AI is "a toolset for creatives to use and see how it can make their day-to-day lives easier, which will let us make better games".

Vincke has, apparently, been receiving some pushback from within Larian about this — and he's certainly been getting some choice words from former employees today, too. The situation escalated to such a degree that he issued a statement in response to IGN earlier today. Unfortunately, said statement doesn't really say anything — and, worse, attempts to obfuscate his earlier statements by pointedly using the term "ML" (for "Machine Learning") rather than his earlier use of "AI" — today typically interpreted to mean "generative AI" when used in contexts such as this.

For me, the worst thing was his final paragraph:

While I understand [generative AI] is a subject that invokes a lot of emotion, it's something we are constantly discussing internally through the lens of making everyone's working day better, not worse.

Here's the thing. You see that people are getting sniffy about generative AI, something which is well-established by this point to be A Thing The Public Fucking Hates. The sensible thing to do from a public relations perspective at this point, regardless of what you actually think, is to go "okay, you know what, we hear you, this sucks" or something along those lines, and then promise to "do better" or the like. A bunch of people won't believe you, of course, but this is better than going "no, well, I actually do think everyone at Larian should use this, and by 'discussing internally' I probably actually mean mandating that all employees have to use it at least a certain amount", which is how this is all coming across right now.

The particularly dumbass thing about this episode is, as I said above, none of the examples he gave are situations that need generative AI — or even where it is particularly beneficial. In fact, several creative types have commented today on how using "good enough", plausible-looking placeholders is actually detrimental to the entire creative process. Former Rocksteady employee Amy-Leigh Shaw commented thus on Bluesky earlier:

Placeholder text isn't supposed to be unique per line. It is supposed to be an instruction to the writer with a great big warning sign slapped on the top, so that it doesn't slip into the finished game. Unique sentences of bland writing are the least helpful thing to use for that purpose!

I also find that one of the more frustrating blockers to writing is when there's already a (bad) suggestion of what you should say. You are no longer able to organically find the idea because the suggestion in front of you knocks you off the track of your natural thought process.

Shaw is talking specifically about writing here, but several artists agreed that this is the case when dealing with concept art, too. The difference between a hastily scrawled Microsoft Paint doodle and the "this sort of looks right" thing that generative AI spits out is enormous — and in the latter case, it will absolutely colour an artist's interpretation of a scene or character, often unconsciously.

In other words, there's no defence of using generative AI as "placeholders" for text, concept art, voice acting, music — anything that a creative person is actually going to get involved with. The entire point of a placeholder is that it's something obviously shit and out of place so it can be easily spotted and subsequently replaced by a specialist at some point in the development process. Because generative AI produces something that is often "good enough" to the untrained eye or someone not looking closely, it's easy for it to get missed — as happened with The Alters earlier in the year.

Vincke's comments — and his subsequent follow-up statement — have torched a significant amount of goodwill that people had for Larian Studios in the space of just a single day. People fucking loved Baldur's Gate 3 and the previous Divinity: Original Sin games! It feels like it shouldn't have been a difficult job to maintain that goodwill while hyping up your new game — even if some found themselves a tad squicked out by a rather grim trailer at The Game Awards. But no. C-suite gonna C-suite, I guess — and it appears that this is true for companies people had, up until now, actually liked, as much as it is for companies people love to hate. And the net result of this for Larian is that people who were previously excited about a new Divinity game are now not going to touch it.

I know this has certainly given me a great degree of pause on wanting to check out any of Larian's work. I've been meaning to look at the Divinity: Original Sin games and Baldur's Gate 3 for a while — but now I'm in even less of a hurry to do so than I was already.

I'm so very tired of this. I, like many others, cannot wait for this fucking bubble to pop so we can get back to something approaching "normality", whatever that even means any more.


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#oneaday Day 554: The Battle of Polytopia

After my post the other day, concerning a mobile game developer complaining that mobile games aren't taken seriously because people (correctly) assume that the scene is a "world of predatory monetisation and low quality", I decided to be fair to the chap and actually give his game a try.

The game in question is called The Battle of Polytopia, and it's a lightweight 4X strategy game heavily (heavily) inspired by the classic Civilization series, swapping semi-realistic visuals (aside from the city-sized horses) for a distinctive, untextured, voxel-esque "low-poly" look.

In The Battle of Polytopia, your task is to be the civilisation that comes out on top. In the default "Perfection" game mode, this requires you to have scored the most points by the end of 30 turns; alternatively, you can play in "Domination" mode, which is a last-man-standing mode; there's also a "Creative" mode that allows you to set up a game however you please, with up to three computer-controlled opponents (or no opponents at all, if you prefer) and the ability to play in the previous "Perfection" or "Domination" modes, along with an "Infinity" mode that has no win state. You can also play multiplayer, and the official website seems to indicate there are regular tournaments going on.

There are a selection of civilisations to play as, but the only real differences between most of them are the tech that they start with, the number of "star" resources they begin with, and their aesthetics — however, there are some tribes available as one-time in-app purchases that add some unique mechanics to the mix, such as being able to live and build in the water, having the ability to use magic, or an emphasis on poisoning and corrupting the land.

Once into the game, you're presented with an isometric view of the land around your starting city, with the remainder of the map covered by fog of war. Tapping on resources in the tiles around your city allows you to harvest them in exchange for the generic "star" resource, and doing so will add population to your city. Once the city's population has reached a certain stage, it will advance a level, and this usually rewards you with a choice of two benefits. These vary from level to level; sometimes you'll be able to expand the borders of the area the city controls; at others you'll be able to build special one-time only buildings that provide additional benefits; at others still you'll have the opportunity to "scout", which uncovers part of the fog-obscured map.

Some resources can have buildings constructed on them, which allows them to provide an income of stars each turn. Some buildings can be boosted by having other buildings in close proximity. Many of them require you to have unlocked a particular technology in the tech tree, which, again, costs stars.

Cities can also construct troops, which can then be sent out into the world to explore, uncover more of the map and potentially attack other civilisations, and the exact troop types you can build are determined by your unlocked technologies. Some troops can move further, some can attack from range, others still are better suited for a defensive role.

Other civs aren't necessarily hostile when you encounter them, but the game feels balanced in such a way that conflict will become inevitable before long, particularly if you want to expand your territory beyond its starting area.

And that's basically it. The game is easy to pick up and play thanks to it being considerably less complicated than the games that inspired it, and I can see it being a reasonably fun little diversion to play on one's phone if you want to while away a few minutes and don't have any other gaming devices with you. It's not obnoxiously monetised and it doesn't blast ads at you every five minutes, which in itself is worthy of praise in today's mobile sector.

But, I don't know. I played it and I felt… nothing. I didn't really feel attached to my little civilisation, I never really felt like there was much threat from the rival CPU-controlled players — although, granted, I was playing the tutorial map, which is likely set to the easiest difficulty level — and I didn't feel like I was making a lot of meaningful choices along the way.

The area where this stood out the most was in the tech tree. Simply unlocking features with the currency you earn each turn makes the "discovery" of each new tech feel quite underwhelming, particularly as in the late game you can unlock a whole bunch at once without really feeling like you've had to work for them or prioritise what to concentrate on next. There's no real "weight" to the game, for want of a better word, and that leaves the whole experience just feeling a bit unsatisfying.

"Civilization Lite" can work, as anyone who ever played the excellent but largely forgotten Civilization Revolution on Xbox 360 will attest. The Battle of Polytopia plays it just a bit too "lite", though, leaving it feeling like pretty much every other mobile game for me — fun for a few minutes if there's literally nothing better to play, but ultimately rather forgettable, and not something I'm going to go out of my way to spend time on.

And definitely not Game of the Year material!


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#oneaday Day 549: The Yakuza games are the ultimate video games

I've been thinking it for a long while now, and finally making some time to go back to Yakuza 5, which I left half-finished a good few months back, I have cemented my feeling that the Yakuza (or Like A Dragon, as they're now known, to be more true to the original Japanese title Ryu ga Gotoku) games are, in fact, Peak Video Game.

By this I mean that if there is a single game you are going to invest a lot of time and effort into playing, a Yakuza game is an excellent choice. And there are a whole bunch of them now! Best of all, given that each one unfolds in a different time period, they all have a markedly different feel from one another — and, of course, as the series goes on, it expands beyond its original setting of Kamurocho to a much wider variety of locales.

Thus far in my journey through the series, Yakuza 5 is the series at its most broad. Like its immediate predecessor, the game is split into several distinct parts, each with a main protagonist taking the leading role. Unlike Yakuza 4, however, which was entirely set in Kamurocho, Yakuza 5 features several town centres for the various different protagonists to explore before they all meet up for the finale.

So far I'm on the third part out of four, which means I've finished the initial part with longstanding series lead Kiryu Kazuma living under an assumed name and working as a taxi driver in Fukuoka, the second part that involves Taiga Saejima breaking out of prison, living for a brief while in a mountainside hunter village, then hanging out in Sapporo for a bit, and I'm now on the first half of the third part, which concerns Kiryu's adoptive daughter, Haruka, and her quest to become an idol in Osaka.

Thus far, each main section of the game has been very different from the last in terms of tone. Kiryu's started with a bit of "everyday life in a small city district" feel before ratcheting up the yakuza angle once the story got underway. Saejima's was quite a personal story of this imposing, hulking brute of a man and the soft centre within. Haruka's, so far, has been deliberately a bit silly, but also with a hint of the sleaziness and darkness that underpins the real-life idol industry.

The nice thing about giving each protagonist their own areas to wander around is that it allows them to have different activities available to them. Yakuza 5 introduces the concept of each character having a "Side Story" as well as the series' iconic "Substories"; each "Side Story" is quite an involved plot that runs parallel to the main scenario, and generally concerns the main character developing their skills in an area that is somehow important to them. In Kiryu's case, we get to work his job as a taxi driver; as Saejima, we take him through learning how to hunt on the mountain; as Haruka, we follow her idol career from its humble beginnings and onwards into greater success.

In each instance, the Side Story is handled in a different way rather than just being a glorified way of marking your progress through a series of cutscenes. Kiryu's taxi driving Side Story, for example, involves a combination of driving people around Fukuoka and ensuring that they get good service, punctuated by some extremely silly arcade racing sequences as he investigates a racing gang. Saejima's hunting sequences involve unique mechanics surrounding avoiding detection by wildlife, shooting rifles in first-person, surviving in extremely inhospitable conditions, and setting traps. Haruka's Side Story sees her having Dance Battles in the street, building up her performance-related stats in various ways, and working through an ever-lengthening list of obligations her career places in front of her as she grows in prominence and fame.

If the Yakuza games were just about the main plot, these Side Stories and the Substories, they would already be extremely substantial. But then there's all the other stuff too. Eating at all the restaurants. Training with each character's "master" to learn new moves. Seeking out unusual happenings to have "Revelations" that, again, unlock new moves. Playing darts, pool, bowling. Playing real-life Virtua Fighter 2. Playing a fictional but nonetheless enjoyable shoot 'em up. Catching prizes in the crane game. Hitting some balls at the driving range and batting cages. The list goes on.

The great thing about Yakuza games is that you can engage with them as much or as little as you like. If you want to plough through the story and just see what happens, you can do that with no real penalty. You might not have levelled up as much as if you'd thoroughly completed all the Substories, but you can do it.

Alternatively, I suspect most players will find themselves unable to resist engaging with at least some of the optional activities — because each of them are handled with such thoroughness, and are so enjoyable in their own right, that they could quite feasibly have each been their own standalone games.

This is the genius of Yakuza. Back in the '80s, the software publisher Imagine got itself into a lot of trouble as it attempted to develop a series of "Mega Games" for the Commodore 64 and ZX Spectrum, but none of these projects ever came to fruition — though some had some successor projects.

Yakuza games, meanwhile, are "Mega Games". Each entry is a single game that you could quite feasibly play for a very long time indeed — possibly even forever, depending on how much you like mahjong and shogi — and there is absolutely nothing quite like them out there.

And they're a markedly different experience from western open world games that provide a huge, boring map littered with objective markers and expect you to hoover them up systematically while working through a tedious skill tree that gives you 0.1% poison resistance with every level up or something equally meaningless. No; although Yakuza games are full of things to do — and each comes with a handy "Completion List" marking how much of all its component Bits you have "completed" — not one of them feels like it has been designed with "player retention" in mind. Not one of them is designed for the explicit purpose of 1) being your "forever game" and 2) monetising the crap out of its user base.

No; Yakuza's wealth of things to do is all in service of creating one of the most detailed, compelling worlds in all of gaming. And although I'm very behind on the series at this point, I am well and truly determined to catch up and see where things go from here. Because after this many hours, this many games and this many in-game years having passed, I care what happens to these characters!

If you've never played a Yakuza game and are daunted by the prospect of there being (counts) 11 games set in the main series continuity, a further two spinoffs in the same setting but not directly connected, and a wealth of other, non-canonical spinoffs that range from historical adaptations to a Fist of the North Star-themed adventure, don't be afraid! Start with Yakuza Zero, play it, love it, see how you like it. And then you'll understand. And, several games later, you'll be about where I am now.


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#oneaday Day 545: Couldn't drag me away

I played HORSES this evening. I wrote about it in depth over on MoeGamer, so go read that if you want to find out a bit more about it. Short version: it was a decent Art Game, I'm not sure it'll be remembered in a couple of years' time, and the controversy surrounding it is, frankly, laughable.

That side of things is worth pondering a moment, because it's been an absolutely absurd game of telephone that has culminated in some people — including professional games journalists! — coming out absolutely convinced that the game was justified in being banned because at one point during its development it had something they considered to be child sexual abuse material.

For context, this is the scene as it ended up in the final game. The only change is that the woman atop the horse-masked individual is now in her twenties rather than being fourteen.

If you think that scene is in any way sexual, I really don't know what to tell you. There's nothing the slightest bit titillating about the whole scene, and for the majority of it, it looks like this:

That's "you" on the left, and the girl on the right is the daughter of a wealthy businessman considering purchasing one of the "horses" in the game (actually enslaved, naked humans) — during this scene even the dialogue isn't remotely sexual; instead, the woman delivers a lengthy diatribe about how people should know their place in society, how those with morals perceived to be "loose" tend to have "dangerous" ideas, and how those who live their lives "recklessly and indulgently" end up getting what they deserve.

HORSES is provocative — deliberately so — but honestly, having played through the whole thing this evening, it is so laughably tame compared to some other video games out there that the entire situation just feels bizarre. There are people thumping tables out there arguing that this game deserved to be banned while having absolutely zero knowledge of what the whole thing is actually about, but for once it seems like the majority opinion — even among games journalists — is that this game doesn't deserve the treatment it's gotten.

And that treatment is worth talking about. As Chris Person notes in his excellent piece on the game over on Aftermath, HORSES encountering such difficulty with getting a widespread release is a troubling sight for the industry. "If this is what's considered the limit for which games can and cannot be sold on mass marketplaces," he writes, "then we're all in trouble, and everyone involved in that decision should be thoroughly embarrassed."

The problem is that Valve holds a near-monopoly on the digital PC games market with their Steam platform, and thus a game from a small, independent team with a limited budget not being able to release their game their is very bad news for that team and their game. HORSES has probably sidestepped this particular issue thanks to the widespread press coverage it has had, but it's a solid case study in why the present situation is a bit of a problem.

"Well, just release it elsewhere!" some of you might say. And sure: you can buy the game on GOG.com and Humble. But for most PC gamers, neither of those storefronts are the first place they look to get new games. For most PC gamers, PC gaming begins and ends with Steam — particularly if they do their gaming on a device like a Steam Deck, which, as the name suggests, obviously prioritises Steam as its main source of material.

As I say: HORSES itself is probably going to be all right after all the coverage it's gotten. But will the next game to suffer this situation be as lucky? Probably not.

And besides, part of the reason the HORSES situation specifically is so absurd is the fact that there is much worse stuff already on Steam with zero issues. Not only do reasonably big-name recent releases like Silent Hill f feature more explicit, disturbing content than HORSES does, but you also have shovelware shit like the Sex With Hitler (yes, really) series happily existing with zero issue. I'm sure I don't need to tell you that this is a rather major problem with consistency and transparency.

Transparency is, honestly, probably the biggest problem with all this. HORSES' developer Santa Ragione did their best to try and work with Valve on ensuring that it was compliant with all appropriate platform policies, and when its initial version was rejected, they changed everything that could have been remotely considered to be a bit dodgy — even if, as outlined above, it almost certainly wasn't dodgy. But they were given no chance to appeal, no second chance — it was just gone from the platform, and with it a significant opportunity at organic discovery.

The Epic Games Store situation is even more bizarre. It seems like Epic themselves re-submitted the game to IARC, an international body that issues local content certifications for digital games, and that caused the game to end up with an "Adults Only" rating from the ESRB, which isn't allowed on Epic (except for blockchain and NFT-based games, because Tim Sweeney is a cunt). This is unusual because it's not Epic's place to submit games to IARC or any ratings bodies — it's the responsibility of developers and publishers, and a storefront going out of their way to re-submit something that had already attained a rating is unheard of, and probably not actually allowed.

Anyway, it's all a shitshow, and with this coming amid payment processors continuing to cut off adult content creators and sex workers from their sources of online income, it's just generally a pretty dark, shitty time for various forms of self-expression.

I enjoyed my time with HORSES. I wasn't blown away, but I enjoyed it. It's definitely worth four quid and a couple of hours of your time if you're on board with narrative-centric games that have minimal mechanics. I wonder if it will be remembered in a few years for anything other than this whole situation with the platform holders.


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#oneaday Day 536: Restlessness

I've been weirdly "restless" with regard to the games I feel like playing of late. I have a bunch of cool things on the go — Hyrule Warriors: Age of Imprisonment, The Legend of Zelda: Tears of the Kingdom, Death end re;Quest: Code Z, Final Fantasy Tactics: The Ivalice Chronicles and probably some others I've forgotten about — but I'm having real trouble feeling settled of an evening. For the last few evenings, I've been playing nothing but Evercade games (hence yesterday's post) specifically, a combination of Spectrum classic Atic Atac (which I finished for the first time last night!), Activision 2600 games and various NEOGEO games.

And I've been having a lovely time doing so! Part of me, of course, feels like I "should" play at least one of those "big games" I have on the go, but honestly, just recently I've been feeling a tad run down, and thus some straightforward, right-to-the-point retro gaming has been pretty much what the figurative doctor ordered. Nothing to "commit" to, but something enjoyable and satisfying to engage with — and helping to broaden my experience with and appreciation of some games I might not have had the opportunity to spend a ton of time with previously.

The NEOGEO stuff is probably top of the heap in this regard. When I was young, the NEOGEO was the great legendary white whale that we only ever saw from afar (and occasionally on GamesMaster) and that no-one ever actually got to touch. Given that arcades were only really found on the seafront during my childhood and adolescence, I don't think I ever saw a NEOGEO MVS in the wild back in the day, so my sole point of reference for the machine was the fact that people talked about its cartridges costing a frankly remarkable three-figure sum each.

I always struggled to understand quite why NEOGEO games were so expensive back in the day, but I suppose a lot was riding on the fact that you were literally getting arcade-perfect games, due to the console model, the AES, having fundamentally the same guts as the MVS arcade machine. These days it seems especially absurd, given that pretty much all NEOGEO games are, as you might expect, short-form arcade-style affairs, and thus rather on the short side if you're counting "press start to end credits" as a game's "length". Can you imagine an entitled Steam reviewer pitching a fit over a game that cost £120 and lasted twenty minutes? I certainly can.

But then that's not the whole story, is it? As arcade games, NEOGEO titles were — are — inherently replayable: for high scores, for greater mastery, for competition with friends. Granted, there's probably a cap to how good you can get at something like Metal Slug or Shock Troopers, but fighters like Garou: Mark of the Wolves and the The King of Fighters series can potentially keep you busy forever if you have at least one other person to play with. When you consider it in those terms, that three-figure sum for a single game doesn't seem quite so unreasonable — particularly when you bear in mind that the three-figure sum gets you the whole damn game with no updates or DLC.

Yes, I know it's a cliché for old men like me to rail against modern games with DLC roadmaps and other such nonsense, but when you look at something like, say, The King of Fighters 2000, which has a whopping thirty-six characters in it, it's hard not to feel a bit nickel-and-dimed at modern fighting games with multiple "season passes". At the other end of the spectrum, the relatively limited playable cast of Garou: Mark of the Wolves makes it much easier to pick a single character you might want to get to know how to play a bit better, rather than overwhelming you with a huge amount of choice right from the get-go.

And then, of course, NEOGEO games don't cost three-figure sums any more, unless you're going for those original cartridges — in which case they are, as you might depressingly expect, at least three or four times their original asking price today. The NEOGEO carts for Evercade are twenty quid and have six games each — and I don't think it's a spoiler to say there's more coming next year.

So yeah. There's definitely value in these games, as "short" as they might seem to be. And apparently they're just what my brain is craving right about now. So I will continue to enjoy them for as long as my brain desires them.


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#oneaday Day 535: Five of my favourite Evercade games

As you hopefully know, I do a lot of the blog posts on the Evercade website. I had a small flash of inspiration the other day for a recurring series of posts where I and the other chap who has started contributing to the site alternate between just doing a grab bag of our favourites from the library. No particular theme, just "here's five games I, personally, like, and think you should spend some time with".

We've already got this week's blog post covered, so I thought I would use today to shamelessly pinch my own formula — and I'm making no promises that I won't pick these exact five for the first time I do the new feature over on the Evercade site. If I do, I will probably talk about them marginally more professionally.

But for now, dear reader, with apologies to Rob of the excellent Beyond the Scanlines YouTube channel, here are Five Evercade Games I Just Think Are Neat. Note that these are not "the five best games on Evercade", they're just five arbitrarily chosen games that I particularly like. So if I missed your favourite, don't worry; I probably like it too.

Burnin' Rubber

Hailing from Data East Collection 1, one of the Evercade's launch lineup, Burnin' Rubber almost certainly holds the crown for the Evercade game I have, over the last five years since the system's launch, spent the most time in.

For the unfamiliar, Burnin' Rubber is a follow-up to Data East's arcade game Bump 'n' Jump. Indeed, in some locales this console version is just known as Bump 'n' Jump, but it's considerably enhanced and expanded over its arcade predecessor, making it more of a sequel — and a much better game. The concept is simple: drive your car up vertically scrolling stages, avoiding obstacles and smashing other cars out of the way either by ramming them into walls or leaping into the air and crashing down on them from above.

Burnin' Rubber is easy to learn but hard to master, and to date I haven't yet managed to beat it. But it's infectiously compelling thanks to its combination of straightforward controls, challenging but fair gameplay and inordinately catchy music. Ever since I first played it back on the original Evercade handheld, it's been a firm favourite of mine, and absolutely one of my top titles on the entire platform.

World Rally

Staying on the vehicular theme, World Rally from Gaelco Arcade 1 is next up. This high-speed isometric racer has absolutely sublime arcade-style handling, and is a real "in the zone" kind of game that probably makes you look like a superhuman to anyone watching over your shoulder.

Its genius lies in its brilliantly handled controls: rather than giving you complete freedom to turn your car in any direction, World Rally kind of "snaps" your car to the correct orientation as you exit a corner (assuming you remembered to actually steer around it) in a sort of "slot car" fashion. This prevents frustrating instances of oversteer and keeps the game pacy and accessible while still offering a gradually escalating challenge factor through increasingly complex courses.

Presentation is lovely, particularly with Gaelco's trademark low bit-rate digitised guitar noodling on the soundtrack. The sequel is lovely, too, and arguably looks nicer, but I think the original has the slight edge for me, personally.

Night Stalker

Possibly my favourite Intellivision game? It's definitely right up there with Tower of Doom and Cloudy Mountain. Anyway, Night Stalker is, for me, the best game on the Intellivision Collection 1 cartridge, and a game I come back to regularly.

The concept is straightforward: you're stuck in a maze, and robots are coming to get you. You must shoot the robots before they get you. The longer you survive, the more dangerous the robots get. You move slowly and have limited ammunition, so you need a certain amount of strategy to survive — and the ability to adapt as the situation changes.

Night Stalker is super-simple, atmospheric and enjoyable to play. We also mapped the Intellivision's somewhat idiosyncratic "disc and keypad" controls to the Evercade directional pad and buttons in an eminently sensible way, making it arguably more fun to play on Evercade than on original hardware. I'm sure there's some sicko out there who is all like "no, the Intellivision hand controller is the optimal way to play, actually", but for human beings with functional hands, you'll thank us for our control mappings on this one.

Tomb Raider

I enjoyed the original PC version of Tomb Raider back when it was current, and I remember not liking the PlayStation control scheme all that much — perhaps because I was so accustomed to the PC's keyboard controls. But returning to the series when we released Tomb Raider Collection 1 for Evercade gave me an all-new appreciation for this game's methodical puzzle-platforming.

Yes, the combat kind of sucks, but that's why I picked the first Tomb Raider: it's not a particular focus, whereas later games tried to play up the combat to varying degrees. You'll have the odd encounter with some nasties to deal with, but the majority of your time will be spent by yourself figuring out exactly how you're going to scale the enormous structure in front of you and probably breaking Lara's legs a few times in the process.

It's fashionable to bash the early Tomb Raider games today, but approach them with the appropriate mindset — i.e. that they're not Super Mario 64, nor are they trying to be — and there's a lot of fun to be had across the five games available on Evercade.

Shock Troopers

It's been a delight to get to know the NEOGEO a bit better with our NEOGEO cartridges for Evercade. Shock Troopers, which is on NEOGEO Arcade 1, is actually one of the games I did know reasonably well beforehand — in fact, it was one of the first NEOGEO games I ever played, with dotEmu's awful PC port from a few years back — but having it on Evercade is giving me a sense of rediscovered appreciation for it.

Shock Troopers isn't a remarkably original game — it's a top-down run-and-gun, Commando-style, albeit not scrolling exclusively vertically. Where it shines, though, is in how satisfying it is to play. Weapons have a real sense of oomph to them, ripping through enemies and blowing up vehicles and structures. The different characters all handle differently, catering to different play styles. And the game offers a stiff but fair challenge that allows you to make gradual progress if you stick with it and learn the enemy encounters. Plus multiple routes through it add replay value — along with a two-player mode.

It's one of the best-sounding NEOGEO games, too, with some excellent digital music and meaty sound effects. One day I might even be able to get beyond the second stage without having to credit-feed — but regardless of my own ineptitude at it, it's a game I always enjoy every time I fire it up.


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#oneaday Day 534: An evening of arcade

In gaming today, it's tempting to always want to be making progress on your "big game" of the moment: a lengthy epic that goes on into the tens or even hundreds of hours in length. But one thing I find it helpful to remind myself of on a regular basis is that short-form games very much have their place and their appeal, too. And it's in this area that retro gaming in particular tends to excel.

In recent weeks, I've been having a lot of fun getting to know the NEOGEO games we've released on Evercade this year. Most notably, I've been spending some time with the ever-delightful Metal Slug, which I hadn't spent a ton of time with prior to the Evercade release, and I've even been dipping my toes into the notoriously obtuse fighting game genre a little with Garou: Mark of the Wolves, which first impressions would seem to indicate is one of the more accessible SNK/NEOGEO fighting games in existence.

These games are immediately rewarding and fun. You probably won't be able to beat them on your first go — although in most cases, you can credit-feed — but there's a definite appeal element in the form of gradual mastery. With each attempt from the beginning of Metal Slug, I get to know the game a bit better, I learn more about how to play it effectively, and, assuming I'm paying attention to what I'm doing, I get a little bit further. At this point, I can occasionally make it up to the start of Mission 3 without losing a life; with each new attempt, that "occasionally" becomes "more frequently", and that's a really satisfying, rewarding feeling.

My concern is what I feel like is an increasing number of people getting to a point where they're writing off these short-form experiences as having no real inherent value. Perhaps it's because these games aren't telling a deep, thought-provoking or emotionally engaging story. Perhaps it's simply because they're short. Perhaps it's down to assumptions that short-form or arcade games are inherently "lesser" than 100+ hour epics on computers and consoles today.

I don't know. But I know that I definitely derive value from them, and I continue to feel proud that I'm involved in helping to preserve these games and educate new generations in their appeal elements thanks to my day job.

One day I still want to write a book. Or, at this point, probably several books, given the sheer number of games that are on Evercade by now. I should probably just stop thinking about doing that and actually do it, no?


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#oneaday Day 531: Riding the air

Kirby Air Riders is out today, and I've spent the evening playing it. Specifically, I've spent the evening playing the "Road Trip" mode that I didn't know anything about prior to starting the game. This is a single-player mode that is presumably intended to get you up to speed on everything you might be doing at any point in the other modes, but it also unlocks a bunch of stuff in a similar fashion to Smash Bros.' single-player modes from over the years.

The whole package is very Smash Bros., in fact, including the way you navigate the menus, the way you adjust your settings for a play session and the overall structure of the game. It's a very customisable game, from the look of things, so I'm looking forward to investigating the other aspects of it soon.

Road Trip, meanwhile, that I can talk about. In this mode, you pick a character and initial "machine" to ride on, and progress through a series of stages, each of which is split into a series of "encounters" on the road. Under most circumstances, you have a choice of three encounters to choose from at any point, with different rewards on offer for each. Successfully beating an encounter generally rewards you with some Road Trip-specific currency and a stat increase or two. Outside of the competitive events, you may also run into shops (where you can, of course, spend the aforementioned Road Trip-specific currency) and weird things that determine which of several branching paths you will take at the conclusion of the current stage.

The events you'll compete in on the Road Trip are generally pretty short in duration — races tend to be one or two laps at most, and the events which aren't races are all time-limited. It's enough to give you a look at the different things you can do in the game's other modes, but in a way that you never get particularly bogged down in anything. You rarely do the same type of event twice in a row, and the difficulty curve progresses nicely from "very easy" in the early stages to "genuinely quite challenging, but not annoyingly so" as you get closer to the conclusion.

As you progress through the Road Trip, you'll gain the opportunity to earn "memory shards", which tell the unfolding story. This is surprisingly dark, considering this is a Kirby game, involving a mechanical creature that has sat for aeons without being able to move because it requires someone's "strong will" to allow it to do anything, a terrifying orbital satellite that, among other things, constructs an army of robotic ants to rip this aforementioned creature to bits and rebuild it into a world-crushing weapon, and the implication that everyone's vehicles in the game are like Pokémon, if Pokémon were forms of sentient transporation rather than creatures that liked to fight. So maybe not all that much like Pokémon at all, other than the fact that they clearly have "personalities" of sorts, and partner up with the people of Kirby's world, Popstar, in a quasi-symbiotic relationship.

In the events, Kirby Air Riders is chaotic. For those concerned that it might be a bit too much like Mario Kart: it's nothing like Mario Kart. My wife saw me playing it briefly and said it looked like "Wipeout, but Kirby" and honestly she's not far from the truth there. There's a touch of F-Zero, a bit of Burnout, even a bit of Twisted Metal in there, depending on the type of event you're playing. I can see it easily being overwhelming for some players, but there is clearly method in the madness.

Probably the most clever thing it does is use an incredibly simple control scheme, much like Kirby platformers tend to. There are only two buttons to worry about: characters accelerate automatically, and the only time you need to press a button is when you want to slow down (which also charges up your boost) or use your character's "Special", which can only be used when a particular meter has charged.

The "Boost Charge" mechanic has a nicely tactile feel. You're effectively "pulling back" your character, winding them up and then letting them twang forward, though the exact implementation of this depends quite significantly on the machine you've chosen to ride. Some are built for drifting around corners; others stop dead when charging a boost and can thus immediately change direction when going around 90-degree bends; others still can't drift or boost at all, but make up for this with other strengths.

These differences between the machines, along with individual machines' special capabilities (such as the "Vampire Star" machine's ability to "bite" opponents, damaging and slowing them down and stealing their power-ups) and the stat growth throughout Road Trip mode mean that there's a surprising amount of depth considering how simple the game is to control. Different machines are eminently suitable to different types of event, so it pays to try and build up a collection — indeed, I believe to get the "true" ending for the game, you need to collect all of them prior to reaching the final encounter, though this is made more straightforward through a New Game+ option that lets you carry over the stuff you've already acquired.

There are some other interesting little things, too. A significant portion of the Road Trip mode involves the "Top Rider" mode, which is racing from a top-down perspective on simplified tracks. This is a lot of fun, though obviously less spectacular and chaotic than the 3D races — and it's nice that this is a whole mode you can play given equal weight to the "main" game mode. There are even different control options, depending on if you prefer "turn left and right" or "push the analogue stick in the direction you want to go" for these top-down sequences.

All in all, it seems like a really solid game given that distinctive Sora Ltd. polish. I'll be interested to see whether it has the juice to go for the long term on the multiplayer circuit; I can see this being a really solid multiplayer game, but, of course, it needs a community for that to work over the long term. I don't yet know if the broader community will take to it in the same way as something like Mario Kart — but then, Splatoon came out of nowhere on Wii U and managed to be a big enough hit (on the Wii U!) to spawn two sequels, so there's precedent for a Nintendo game not called Mario Kart or Smash Bros. to have a thriving online community.

More than anything, it's nice to see the Switch 2 finally picking up the pace with some solid releases — and on proper game cartridges, too. Now, if they'd just quit doing that dumbass Game Key Card thing completely I'd be very happy indeed…


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