#oneaday Day 455: The Last Banana

I finished Donkey Kong Bananza this evening. I know I said I did that the other day, but I properly finished it this evening — all 777 collectible bananas and all the fossils (collecting all of which is, I was dismayed to discover very late, a prerequisite for getting all of the bananas) then completing the game's monstrously difficult final challenge in order to get… a slightly underwhelming "true" ending, to be honest, but I don't begrudge the game the additional time I spent with it. In fact, some of the game's best platforming challenges are found in the endgame sequence, so it's very much a case of "the journey is more important than the destination" here.

I mostly stuck to my desire to not use a guide for Donkey Kong Bananza, and I'm glad I did that, because dear Lord, a lot of the guides, even from "big" sites out there, are full of wrong information, or outright handwaving away the possibility of providing helpful information, largely because I suspect the author hadn't actually completed the game in some cases. I know this because the absolute final challenge in the postgame is something that could really do with a helpful walkthrough, and all one guide from a big site offered was a paragraph basically saying "use everything you've learned to clear these challenges" without going into any detail whatsoever. Good job!

Another guide even promised to "explain the ending", after there was some pre-release discussion on where this game might fit in "Nintendo canon", if such a thing even exists — then went on to post an entire article that basically shrugged its shoulders and went "I dunno, it's all speculation really". Clickbait at its absolute finest. No wonder the games press — and indeed the whole Internet — is dying.

But anyway. One of the nice things about Donkey Kong Bananza is that it has built-in hint functions. You have to pay the in-game price for them, but by the time you're doing the "cleaning up" required for the postgame, you will generally have plenty of the currency required to purchase these hints, along with a selection of powers that make 1) searching for hidden items and 2) acquiring more of said currency much easier. Consequently, on the few times I did peep at a guide, I found it didn't really help matters, and I inevitably found myself better off just exploring the game for myself and stumbling across things. The game is well-designed enough that you can just piss around and discover pretty much everything it has to offer, and that's testament to Nintendo's skills at making games like this — even with the added wrinkle of almost entirely destructible levels.

So, yeah. I really enjoyed Donkey Kong Bananza. I'm glad. I had a feeling it would be good, because I really enjoyed Super Mario Odyssey, and the same team worked on this. I had my misgivings, because I've never really had a lot of time for Donkey Kong as a character, but I must say, spending a considerable amount of time in his company has brought me around on him. Granted, he's almost as much of a blank slate as his stablemates Mario and Link in terms of characterisation — he has no dialogue whatsoever, despite the other "Kongs" you encounter being able to talk — but his goofy facial expressions and his interactions with Pauline are consistently delightful. Not only that, but they evolve over the course of the game as a whole; the eventual close relationship between Pauline and DK by the end of the game is rather heartwarming to see — even if in the "normal", pre-postgame ending, DK comes across as a bit of a selfish dickhead. It's at times like that you have to remember that he is, in fact, a gorilla.

Donkey Kong Bananza is a great addition to Nintendo's pretty flawless record of first-party games, then. It's definitely a good showcase of the Switch 2, even if other titles in this regard are a bit thin on the ground, and absolutely worth the money, time and effort to fully enjoy it. I'll remember this fondly for a very long time, I feel. But now I need to go to bed!


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#oneaday Day 453: The Generation Game

There's been some resurrected discussion today on the subject of "video game console generations", primarily based on a month-old Bluesky post from a member of the Video Game History Foundation describing them as largely unhelpful, and something that serious video game historians don't rely on at all. He posited that "generations" were made up by a Wikipedia editor in the early 2000s, and people have just sort of accepted them as "gospel" ever since.

As another part of the discussion, others have objected to descriptors like "8-bit", "16-bit" and suchlike for similar reasons.

My feelings on the subject are relatively straightforward. I agree that the "generation" thing isn't necessarily helpful — if someone uses it, I always have to look them up and check which one is which, particularly when people like EA attempt to redefine what the "generations" were, as they did around the start of the PS4 era — but I don't have a problem with "8-bit", "16-bit", "32-bit" and the like — up to a point. Dreamcast was the last console that people really referred to in terms of its "bits" ("128-bit") and that didn't really catch on; after that people just sort of… gave up, perhaps because console architecture became a bit more complicated. I don't actually know why we stopped talking "bits", but we did.

Anyway, one area where I do disagree a little with what appeared to be emerging as the popular consensus is that I think it is helpful to stratify computer and video gaming technology in terms of rough contemporaries, because while numbering generations isn't necessarily helpful, saying that the Atari 8-bit, ZX Spectrum, Commodore 64, Apple II, Amstrad CPC and numerous others all coexisted at the same point in history — though some endured longer than others — is useful.

If you consider rough contemporaries, you get into some interesting overlapping territories, too, such as where the Commodore 64 and Spectrum were happily coexisting with the Atari ST and Amiga, or where the Super NES was still holding its own against early PlayStation games. Those are interesting periods of history to talk about, not least because the "outgoing" hardware tends to have thoroughly fascinating (and often quite hard-to-come-by) games released during those curious times of overlap. And this is to say nothing of the fact that the "generations" of home computers work a bit differently to those of the consoles, especially since it pretty much went "8-bit, 16-bit, PC" and then sort of stopped when "PC" became a thing unto itself.

I think it is also helpful to distinguish distinct groups of computer and gaming hardware by their capabilities, also. Again using the home computers as an example, there is an obvious technological leap between the ZX Spectrum and the Amiga. There's another massive difference between the NES and Super NES. Those differences aren't all down to the "bits" of course — in most cases, it's more about the custom hardware and its capabilities, hence how the "8-bit" PC Engine is more commonly considered as a contemporary and rival of something like the Mega Drive rather than the NES — but there are clear moments when the industry has gone "we're releasing something new now, and it's going to be way more impressive than anything you've ever seen before".

I actually think it's somewhat easy to forget quite how fast things moved in the '80s and '90s, since today's technological advancements, particularly in terms of visual fidelity, have slowed to a crawl. There was another good post recently about how you could have released a game from ten years ago (like Metal Gear Solid V) today, completely unchanged, and no-one would know it wasn't a brand new game. That certainly wasn't the case ten years ago, and not at any point prior to that, either. Things were moving just so quickly that it was kind of mindblowing to see.

And it's easy to forget how surprisingly early some of these advancements happened, too. The Atari ST and Amiga came out in 1985, when the 8-bit home computers were still thriving — hence the considerable years of crossover. The PlayStation came out (late in) the same year as Super Metroid, Sonic the Hedgehog 3, Earthbound and Donkey Kong Country, all games that most would probably agree were released while the SNES and Mega Drive were in their absolute prime.

So yes. Numbered generations are kind of stupid. But I do think there's value in looking at the things that were coexisting at a given moment — and at the notable leaps forward computer and gaming technology was taking throughout the 1980s and 1990s in particular.

I guess, as with everything, the real value is in just saying what you actually mean rather than trying to find a catch-all shorthand — if only because that catch-all shorthand often assumes knowledge that not everyone has. Same reason I don't like using "Metroidvania" or "JRPG"; much better to be specific about these things and say what you really mean. In an age of attention-deficit "short-form content", being verbose and detailed can actually make you stand out quite a bit. In a good way.

At least I hope so, because I'm not changing.


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#oneaday Day 452: Creepy, kooky, mysterious and spooky

Now I've got the MiSTer Multisystem 2 up and running to my satisfaction (not helped by some sort of accident corrupting the entire SD card's filesystem, necessitating a complete reinstall of everything — I'm running games from an external hard drive now, and have taken a complete backup of the system software!) I have been enjoying the pleasurable experience of being able to sit down in front of my old faithful Sony Trinitron CRT and play… pretty much anything I want up to the Saturn, PS1 and N64 era.

As you will doubtless know if you've been following me for any length of time, I am a passionate advocate for physical releases of video games. My living room is effectively a games library, and I wouldn't have it any other way.

But I must say, there is an absolute, definite appeal to having a dedicated box that I can boot up, say "I feel like playing [insert game name here]" and be doing so within a matter of seconds. No fiddling around with SCART cables needed. No digging out the correct power adapter required. No blowing on cartridge pins or isopropyl alcohol on cotton buds required.

Not only that, but a significant portion of software that one can play on the MiSTer has been creeping into "unattainably expensive and/or hard-to-find" territory over the course of the last few years — particularly anything from the 16-bit or 32-bit platforms, and especially role-playing games. I could drop several hundred quid on a copy of Panzer Dragoon Saga, or I could just play it on MiSTer. The choice is pretty clear.

"Now hold on a minute, good sir," I hear you say. "Don't you work in official retro gaming rereleases?" And to that I say, yes, absolutely, I most certainly do. But unfortunately, however much many of us might want them, there are some games that are never, ever, ever going to get an official rerelease for all manner of different reasons. And in those cases in particular, there is zero shame to be felt in experiencing them via… let's just call them "unofficial" preservation methods.

But anyway. I want to talk a bit more specifically about one of those unofficially preserved games I have been playing and enjoying for the past few evenings. It's not a particularly rare or hard-to-find game to my knowledge (checks CEX — £12 loose, £38 complete in box at the time of writing) but it is one I have some fond memories of, and one that I doubt will ever get an official rerelease. It's Ocean's The Addams Family, a platformer based loosely (very loosely) on the 1991 movie, and which was available on numerous different platforms; I've been playing the SNES version.

I'm actually not entirely sure how I attained those memories, mind, because I never owned a copy of The Addams Family on any platform back in the day. I might have had a demo of the ST version (which is surprisingly competent) but I certainly never had the full game on anything. But I definitely played it.

What I suspect happened is that on one of my brother's trips home to visit us — by this point he had left home to go and work on Games-X magazine at Europress up in Macclesfield — he had brought a SNES with him, and one of the cartridges he had also brought along was The Addams Family. The only other possible alternative is that one of my friends from school had it — and I don't think they did. My main SNES-owning buddy at school played various versions of Street Fighter II almost to the exclusion of everything else (although I did borrow Super Star Wars multiple times from him), and my other main console-playing friend was a Mega Drive man.

Anyway, I guess that isn't really important. What is important is that The Addams Family for SNES left a solid impression on me, with probably the most potent part of that memory being the amusing farty noises that play whenever Gomez jumps on an enemy (fart-POP!) or if he takes damage (breathless clown car-horn HONK). Aside from those excellent sound effects (and they are excellent; it's been a delight to hear them again), I remember simply enjoying the game a great deal, too, and I'm pleased to report that It Holds Up.

Lest you've never played The Addams Family on SNES (or any of the other platforms it appeared on), you take on the role of Gomez, who is attempting to rescue the various members of his family from… some sort of unfortunate circumstance that was probably a flimsy reference to the movie's plot. I forget. It doesn't matter. What does matter is that your quest unfolds as an open-structure 2D platformer that eschews a linear level-based structure in favour of giving you a big, open map, the vast majority of which is open to you from the outset, and then inviting you to just get on with it.

I'm not sure I'd call The Addams Family a "Metroidvania", largely because that term can get in the bin, but also because I'm not sure its commonly agreed definition applies here. Sure, you have a big open map to explore, but areas are not gated by abilities that you gradually acquire as you progress. Instead, only the finale sequence is gated by you having completed the rest of the game, and you are otherwise left to tackle the game's various challenges in whatever order you see fit.

These challenges are upgrading your health bar three times, then finding Wednesday, Pugsley, Granny and Fester Addams in whatever order you please. (You can even find them before the health upgrades if you want to, but the extra hearts make it much easier.) After that, the door to the final challenge, where you can rescue Morticia and take on the game's final boss, opens up and you're on the way to beating the game.

Being developed by Ocean, one would expect The Addams Family to have a certain "Euro" feel to it, and this comes across in its structure, with each of the game's main areas being split into named rooms that give a hint as to what hazards the player can expect in there; there's definite shades of classic home computer games like the Dizzy series and Spellbound from the Magic Knight series here, but rather than being single screens, each room in The Addams Family is a scrolling mini-level in its own right.

Thankfully, the game resists the temptation to get a bit too Euro in its structure, as while it is non-linear and often presents the player with multiple possible routes, it's not really possible to get "lost", and any necessary backtracking is generally assisted by helpful shortcuts. There's no map to refer to, either; while it might have been helpful to have one, after spending a bit of time with the game you'll find it pretty intuitive to navigate. The real joy is in discovering the game's many, many, many secret areas.

The Addams Family drew some criticism on its original release for being "derivative" — and by that most reviewers meant that because you jump on enemies' heads, it's a Super Mario clone. And, to be sure, there were a lot of 16-bit platformers around at the time, many of which were based on popular movies.

But for me, something always stood out about The Addams Family, even with its many peers in the genre. It was slick, well-designed and enjoyable to play — and I'm pleased to report that it is still all of those things. It's been a genuine pleasure revisiting it over the course of the past few evenings, and I'm looking forward to creeping my way gradually towards beating it. I've already got all the heart upgrades and rescued Wednesday; next up is Granny, Pugsley or Uncle Fester. It'll be great to finally tick this off my list — and I suspect it won't be the last time I play it through once I've beaten it, either.


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#oneaday Day 450: Ooh, banana

I finished the main story of Donkey Kong Bananza last night, and I've been playing through the postgame today. I will do a proper full post about the game as a whole over on MoeGamer in the not-too-distant future, but suffice to say for now that I have had an absolutely lovely time with this game, and I'm very likely going to "100%" it. Or, at the very least, get all the collectible bananas; I haven't decided if I'm going to try and max out the skill tree (which requires a touch of grinding other collectibles to purchase even more bananas that aren't scattered throughout the game world) — probably not.

Donkey Kong Bananza is one of the best examples to date of how Nintendo still understands what makes video games a distinct medium all their own. It tells a story, sure, but that story is brief, to the point and never obtrusive. There is no point in Donkey Kong Bananza where more impatient types will find themselves mashing buttons to bypass dialogue; the emphasis is firmly on keeping you playing, exploring and having a good time.

And the very nature of Donkey Kong Bananza's mechanics means that it is more of a toybox than even the most recent Super Mario games. The fact that a significant portion of each level is completely destructible means there are a lot of challenges you can approach in very different, creative ways. There are obvious "intended" ways for you to solve things, but the game is open to you trying other things and experimenting. Even more so than Super Mario Odyssey, Donkey Kong Bananza rewards you for asking questions of it and going in search of answers. Almost everything you do will reward you somehow; curiosity and creativity are encouraged, and it's very difficult to get "stuck".

That's not to say it's easy. It strikes a good balance between accessibility and challenge factor. Blasting through the main story will probably be fairly breezy for most players, but each of the game's areas has numerous optional challenges that test all sorts of different skills. Donkey Kong is capable of quite a few different actions by the end of the game, but crucially, the game never overwhelms the player with options and obtuse button combinations. Instead, the control scheme is simple and straightforward, and new mechanics are introduced gradually, one at a time, with plenty of opportunity to practice them in a "safe" environment before having to contend with them under more challenging circumstances.

This is, of course, the same philosophy that modern Super Mario games are designed around, and there's a reason: it works. It gives the game a good sense of pace, means it never gets bogged down, but also keeps things constantly interesting. And, by the end of the game, having all these options available to you doesn't mean "pick the right one to succeed"; it instead, under most circumstances, means "pick the one you think will succeed, and you can probably make it happen".

It's a truly magnificent game, and absolutely a good reason to grab a Switch 2 — even if other reasons to have one are still a little thin on the ground right now. (That said, don't discount the Switch 2's improved performance on a significant number of Switch 1 games as a selling point; it really does make a difference, and is a worthwhile upgrade for that alone.)

I've got a week to finish the postgame before we go on holiday. Nothing bad will happen if I don't — and I will probably be taking the Switch 2 with me — but it would be nice to have it all wrapped up before then. I think I've done a lot of the hardest, most challenging/annoying (delete as applicable) postgame objectives already, so now it's just a case of working my way through and cleaning up the remaining objectives on my way to the grand finale. Easy, right…?


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#oneaday Day 444: The 60Hz Squish

The MiSTer is nearly completely set up! It's just copying over a shitload of PlayStation and Saturn games, and then it will be ready to go. I got a replacement SCART cable today, and I'm delighted to report I can now get an absolutely lovely picture on my beloved old CRT, which means the MiSTer can be used to enjoy a retro gaming experience as "authentic" as it's possible to get without using real hardware.

I've elected to load the system up with primarily PAL-format ROMs. I know some folks will get sniffy about this, but I have three reasons for doing so.

Firstly, I live in the UK. PAL gaming is what I grew up with, and part of getting the MiSTer set up and working is about recreating that classic experience of using computers and consoles on this Sony Trinitron TV — which is the same one we used to run the Atari ST through back at my parents' house, and which is the same one I took with me to university and played PlayStation games on, right up until I bought an absolute monster of a CRT from a local second-hand shop in my second year at university. That TV, sadly, died after probably one too many house moves (it moved to three different houses in Southampton, then another in Winchester before finally giving up) but the CRT I'm using now is still going almost as strong as it ever was.

Secondly, this TV has a peculiar idiosyncrasy where it is capable of displaying a 60Hz signal, but rather than switching "modes" to do so, it instead just takes the reduced number of lines from a 60Hz/NTSC signal (480 vs 576 for PAL) and plonks them in the middle of the screen as-is. This means that, in stark contrast to slightly later TVs with marginally better 60Hz compatibility, where switching to 60Hz ensures you get a screen-filling picture and slightly better frame rate with more prominent scanlines, running 60Hz systems and games on my particular TV results in varying degrees of picture squish, ranging from "a bit" to "I never knew the ColecoVision had a 16:9 mode". As such, since I'll be primarily using the MiSTer on this CRT, the optimal experience for me is actually to use 50Hz versions of games.

Thirdly, I feel like to a certain extent, PAL gaming history gets a bit forgotten about. It was quite a challenge to track down EU/PAL-specific ROMsets for each console that I want to run on the MiSTer, but I took the time to do so, and I think it will have been a worthwhile use of my time to do so. A lot of complete ROMsets archived online these days are US-centric, and, sure, the 60Hz NTSC versions of games may, in most cases, be the "best" way to experience these games, but that doesn't mean the PAL experience should be erased from history. In fact, there are several cases where PAL versions of games were substantially different from their North American counterparts, with a great example being the Gex games on PlayStation; the voice of the titular character was completely different between the US and Europe, giving each version a very different feel. Several Gran Turismo titles, too, also had markedly different soundtracks between regions.

So yeah. Outside of a few NTSC-specific things I'm loading on where there was no PAL equivalent (we missed out on a lot of RPGs until the PS2-3 era!) this MiSTer is primarily going to be a celebration of the PAL experience. And I'm really looking forward to this danged copy job being over and done with so I can actually sit down and play with the thing!

Still, this is what I signed up for. I knew it was going to take a while to get everything up and running. It's going to be well worth it when it's done.


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#oneaday Day 442: Munchings and crunchings

After listening to Danny from Game Grumps play Sierra's The Black Cauldron game while falling asleep the other evening, I decided that it was high time to do something I've been meaning to do for… probably several decades at this point, which is to actually read Lloyd Alexander's The Chronicles of Prydain, the books The Black Cauldron is based on. (I've still never seen the Disney movie either, for that matter, but I did collect several of the plastic figures you got free in boxes of Corn Flakes back in the day! The Horned King made a great Chaos Sorcerer for Advanced Heroquest.)

Thus far I'm about 75% through The Book of Three, the first in the series, and I am really enjoying it. Really enjoying it. Like, "wish I'd read this much earlier in my life" enjoying it. I'm finding it kind of fascinating quite how differently it is unfolding from The Black Cauldron game — which I'm sure was partly out of technological limitations necessitating a simpler narrative, and partly out of the Disney movie almost certainly diverging from the source material somewhat — but yeah. Really enjoying it.

As someone with a major soft spot for spunky princess characters (see: Mandra from Blade of the Poisoner, Ce'Nedra from The Belgariad/The Malloreon) I am absolutely a thousand per cent in love with Eilonwy, who has some of the most formidable sass I think I've ever seen committed to paper. The fact that she consistently delivers some truly wonderful withering lines at the expense of our protagonist, Taran, while being incredibly well-spoken the whole time is just… ah, man. I live for it. Absolutely live for it.

But anyway, it's entirely possible that you, dear reader, are unfamiliar with either The Black Cauldron of The Chronicles of Prydain in general, so here's the gist.

We join the story in Caer Dallben, a peaceful little farm seemingly in the middle of nowhere, where nothing ever happens — but with a slight air of mystery around it due to the fact its master is a man of nearly four hundred years in age who is in possession of a magical tome known as The Book of Three.

Taran, an orphan boy on the cusp on manhood who helps out around Caer Dallben, is discontent with this simple life, and wishes to know more of the world. After successfully being granted the rank of Assistant Pig-Keeper to the oracular pig Hen Wen — and after having burnt his fingers attempting to consult the magical Book of Three against Dallben's wishes — finds himself forced to set out on a journey when the aforementioned Hen Wen escapes following some grim omens.

The Book of Three follows Taran's journey to track down Hen Wen, during which he encounters several thoroughly interesting companions — including the warrior-prince Gwydion, the subservient and obsequious man-beast Gurgi, the bard-king Fflewdur Fflam and the aforementioned Eilonwy — and learns a lot more of the peril facing the world. The setting's great evil is positioned as Arawn, lord of the lands of the dead, but the more immediate threat is the Horned King, a frightening figure who roams the land in search of conquest — and, it seems, Hen Wen.

For context, The Black Cauldron game has none of this — at least, not in the exact same form. The game opens with Taran feeding Hen Wen, then her having a vision of the Horned King, then Taran being tasked with taking her to a safe haven with the Fair Folk to keep her safe from harm. Along the way, he encounters several of the characters introduced in The Book of Three, but in somewhat different contexts. This doesn't make the game a bad adaptation — as I say, for all I know, it's entirely possible that the Disney movie also played this fast and loose with the narrative, since I haven't seen it — but it is interesting to have all this additional context.

So anyway, yes. I am really enjoying The Chronicles of Prydain so far, and I will be moving straigh on to the other four books in the series once I've finished The Book of Three. Which will be pretty soon at the rate I'm going!


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#oneaday Day 441: Is it actually impossible to recommend things to anyone any more?

I can't remember the last time I successfully recommended something to someone. Be it TV show, movie (not that I really watch movies any more), music or video game, it seems inordinately difficult to get anyone to give a shit about something you might feel quite passionately about — even if you're close with the person you're attempting to recommend something to.

I say this in the light of online Discourse™ right now being taken up almost entirely by breathless ejaculations in the direction of Hollow Knight: Silksong, which apparently now has a release date and everybody (except me) is enormously excited about to the exclusion of pretty much anything else in existence.

I've talked before, I think, about the phenomenon of "inverse hype", where the more something is talked up and talked up and talked up, the less I give a shit about it. It's happened with numerous things over the years for me: Star Wars, Mass Effect (I've still never even touched the third one despite quite enjoying the first two), Undertale (which I have since played and enjoyed) and now — and for the last seven years — Hollow Knight: Silksong.

It's the Internet's fault, of course. The seven-year long "joke" of responding to literally every video game announcement or livestream with "silksong when" quickly wore out its welcome and then proceeded to continue for nearly a decade. It's been so long now that I feel active antipathy towards Hollow Knight as a whole, despite it being a type of game I would typically rather enjoy. I don't want anything to do with Hollow Knight precisely because people will not shut the fuck up about it.

And part of that not shutting the fuck up also includes closing one's ears to any alternative possibilities. Already other developers are (perhaps wisely) moving their release dates so they don't "overlap" with Silksong when it eventually releases in early September.

The problem exemplified by Silksong, I think, is that apparently "The Community", whatever that actually means, is only capable of Giving A Shit about one Thing at a time. That Thing changes from moment to moment, but it's always something that has, for one reason or another, had both a lot of blanket coverage and a lot of speculation about it. And while that Thing is the Thing Of The Moment, no-one has any time whatsoever to even contemplate that other Things might exist, because if you're not "part of the conversation" while Thing is Thing Of The Moment, you might as well just kill yourself, you stupid, pointless, irrelevance, you.

It's probably a personal failing to be frustrated and resentful of this, but I've never really operated that way. There's the occasional thing that I enjoy jumping on board with to enjoy at the same time as everyone else — the last two were Mario Kart World and Donkey Kong Bananza — but other than that, I typically enjoy things at my own pace, sometimes a very long time after they were initially released. This often means that I "discover" something when it's outside of the mainstream public consciousness — if it was ever there in the first place, which in many cases for the things I personally enjoy, it wasn't.

Unfortunately, that lack of blanket coverage and generally mainstream "approval" is seemingly crucial for a lot of people, so if you recommend something that the person you're making the recommendation to hasn't heard of, typically, I find, you'll be dismissed or even ignored.

I suspect this ties in with the "well, why would I waste my time with a 65/100 game when I could be playing nothing but 95/100 games?" I'm sure many of you know my answer to this already — it's because the 65/100 games are, in many cases, more interesting and creative than the 95/100 games, and also because slapping numerical ratings on something unquantifiable is stupid. But too many times I've encountered the "well I read a review once that didn't like it" response to a personal recommendation — which I made because I knew the thing I was recommending would particularly appeal to the person I was recommending it to, if they'd give it a chance — and, at this point, it's just getting far too annoying to even attempt recommending anything any more.

The real problem at the heart of all this is doubtless that there are too many Things. The implication behind the "why should I waste my time with a 65/100 game" question is that an individual has a finite amount of time, and that time is somehow "wasted" if it is not spent "optimally", even if that time is being spent engaging with something that is entertaining, artistic, enriching. And "optimal" to a lot of people today means the mistaken assumption of the "objectively best" thing — a concept which doesn't actually exist.

Right now, while polishing off Donkey Kong Bananza, I'm also playing through Mystery Detective Archives: Rain Code, a game which came out in 2023. I'm willing to bet that I'm probably the only person playing that game right now, because two years ago might as well be the Dark Ages for some people.

Sigh. This really isn't worth getting worked up over, I know. It's just frustrating when you try and start a conversation and you feel like you're continually confronted with a blank wall with "silksong when" scrawled on it in crayon.


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#oneaday Day 426: Dear me, I was...

Having finished No Sleep for Kaname Date, which I will try and make some time to do a proper write-up of soon, I decided, this evening, to play through Dear me, I was… from Arc System Works, a Switch 2 wordless visual novel type thing that is less than an hour long, and which I was pretty certain was going to be an emotional gutpunch. Sometimes you need a good one of those, and Dear me, I was… certainly delivers on that front.

I shan't say too much about the details of the game because, as I say, it's very short, and it's the sort of thing best experienced for yourself — so long as you're open to the idea of what is basically a short animated film with occasional very minor (but nonetheless meaningful in the context of the story) interactions.

The concept is simple: the game follows the life of an unnamed woman, from her earliest childhood memories up to her old age. Each chapter represents a particular part of her life, with each opening with one of the few interactive sequences in the game: her eating breakfast. It's surprising quite how much meaning is layered into these simple sequences, whether it's the way her breakfast evolves as she ages, or little things like how her child self leaves the tomatoes on the side of her plate.

Dear me, I was… is one of those games that is probably going to mean different things to different people, but at its core it's a story about the protagonist's relationship with art, and how she uses it to help process her emotions, connect with other people and reflect on her past. A number of things happen to our leading lady over the course of her life, many of which are rather mundane, but nonetheless meaningful to her as an individual. Some things are left a little ambiguous and open to interpretation, which will doubtless help each individual player to connect with the complete work in their own way, and other things are obvious, indisputable truths, but aren't dwelled on.

I feel like part of the point of the game as a whole is to reflect on the idea that life passes you by before you know it; while, when you're young, you might feel like an eternity stretches ahead of you, as you get older, things definitely feel like they start to accelerate in some ways. Sometimes this makes difficult events from the past easier to let go of or at least reflect on; at others, it makes it all the harder to process things.

The game definitely got me feeling things, and absolutely tearing up at numerous points throughout. I'm not sure I could tell you exactly what was making me feel the various emotions I felt over the course of the game, but it's testament to the game's excellent use of visuals and music to tell its wordless story that I felt those things at all. Of particular note is its use of colour; events unfold in three distinct "styles" as a reflection of the emotion of what is happening at any given moment — or perhaps the protagonist's mental state and feelings — and it hits surprisingly hard when, say, the colour fades from the world, and everything starts to be represented in shades of grey, or even just line art. Likewise, it's almost a relief when you see the beautiful watercolours return; a reflection of how everyone's life is full of ups and downs, and the only person who can truly understand one's own feelings is oneself.

To say too much more would probably be getting into spoiler territory, so I'll leave that there for now. Suffice to say that if you're the slightest bit open to video games as a storytelling medium — don't expect any sort of "mechanics", puzzles or challenge here — this is an essential play. Absolutely one of the most beautiful things I've experienced for quite some time, and highly recommended to those who like this sort of thing.


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#oneaday Day 408: Don't spoil yourself

One thing that I've become quite frustrated with in the last 10 years or so is the prevalence of "guide content" on video game websites. Guides and walkthroughs have always been a thing, of course, and I completely understand why sites feel the need to get guides up day-one when a big new video game comes out: they are freshly-squeezed, ready-mixed SEO juice just waiting to be taken advantage of, and if you're a site that makes the majority of its money from ad impressions, you would probably be foolish not to take advantage of the immediate thirst for knowledge that comes with the release of a new game.

Now, I won't be hypocritical and say I've never looked at a guide for a game. Some games, one feels, were designed in such a way that looking at a guide — particularly the Official Strategy Guide, back when those were still a thing — is near-essential if you want to see everything that the game has to offer. Take something like Final Fantasy VII's chocobo breeding, for example; while you probably could work all that out yourself, it would take a very long time to do so, and it would be hard not to end up resenting the time you'd spent on failed experiments.

But I feel like the deliberate, immediate posting of Guide Content the second a new game releases is destroying the sense of wonderment and discovery we should have with a brand new game. Hell, game developers themselves are absolutely spoiling their own games — one can't help but feel that Pauline's reveal in Donkey Kong Bananza would be a thousand times more impactful if we hadn't had it completely spoiled weeks in advance by Nintendo's own trailers — but all Guide Content does, for me, is instil a sense of FOMO, and that one should be playing the game as "efficiently" as possible. Consume content until next product, then get excited for new product, or whatever the quote was.

I've been deliberately trying to avoid looking at guides for Donkey Kong Bananza while I'm playing it, and I'm having a good time doing so. Of course, the game featuring a "checklist" of all the things you have and haven't found also instils that same sense of FOMO, even though you absolutely do not need to "find everything" in order to 1) have a good time with or 2) beat Donkey Kong Bananza. As such, I've found it very hard to resist just sneaking a peek at a guide or two just to fill in the few frustrating spaces I have left in my list. But that stops here and now! I'm going to get through the rest of the game at my own pace, and then use the game's own built-in features — you can buy maps with the in-game gold to show you where the collectibles are, but you still have to determine how to get there yourself — to finish the game to my own satisfaction.

Games shouldn't feel like work, and the risk you run when having a guide by your side at all times is turning them into a chore. Games like Donkey Kong Bananza, Zelda and suchlike are made to be enjoyed, savoured, experienced at the player's own pace; you absolutely lose something if all you do is immediately look up where everything is.

I will add at this point that none of this is to take away from the sterling work good guide creators do. IGN's guides are particularly impressive, featuring interactive maps and checklists so those who do want to play the game in that way can not only read the guide, but also mark off their progress. I just wish there weren't so many of them, and that looking up information for a game around launch didn't immediately bombard you with the temptation to spoil the shit out of it for yourself.

I guess it's all about self-control. GameFAQs has been a thing almost as long as the Internet has, after all; all that's happened now is that commercial sites are using guides to juice their own SEO. Which makes commercial sense, but also, speaking as someone who was laid off from a publication and immediately plonked on "Guide Content" duty to keep him out of trouble during his notice period, is immensely demoralising and frustrating to see.

There are amazing writers out there crying out for opportunities to do good criticism and analysis. And yet it feels like nine opportunities out of every ten posted online in the games biz these days are to be a "guides editor" — a job that, in most cases, is underpaid, utterly thankless and easy to blame if the site's traffic figures aren't where they should be.

Anyway, back to Donkey Kong Bananza. Without a guide.


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#oneaday Day 406: Kong for me

My copy of Donkey Kong Bananza arrived today, and I've spent most of the evening playing it. It's really good! As with most things video game-related, I'll likely do a full write-up on MoeGamer once I've beaten it, but for now I wanted to give a few immediate impressions based on a few hours' play this evening.

The first thing I'll note is that in exploratory games, I am almost certainly absolutely insufferable to watch, because I will never go straight for where I'm "supposed" to go. You drop me into a discrete level, the first thing I will do will be turn around and see if there's anything behind the starting point. I will deliberately run off in the opposite direction to any objective markers, and in many cases find myself running into obstacles well before the game considers that I'm "supposed" to encounter them, often resulting in me having to work out how to use controls that haven't been explained to me yet — or in some cases, finding creative exploits to overcome obstacles without the player's full toolset available.

The reason I note this is because Super Mario Odyssey, the spiritual precursor to Donkey Kong Bananza (they're by the same people), was absolutely built for me. At every point I went climbing around the levels into places I wasn't "supposed" to be going, I'd find a Moon waiting for me, rewarding my curiosity. It felt like the game's designers had anticipated players like me exploring the game to the fullest, and they had ensured that there were plenty of rewarding things available if you did choose to play that way.

Donkey Kong Bananza is, it will doubtless not surprise you to learn, exactly the same. Only this time, you have the option of pummelling a significant portion of the level geometry into oblivion while hunting for hidden secrets. While bashing a tunnel through a mountain often isn't the best way to get somewhere — and the game does have enough "indestructible" materials to mean you can't just dig your way around the whole map — it is often an option. If you have a general idea of where to go but are struggling to find the route you're "supposed" to take… just make your own. Nine times out of ten, you can do that.

Another Nintendo series that I'm very fond of due to it catering to my very worst, most obsessive tendencies in this regard, is Splatoon. While the various single-player campaigns in the Splatoon games and their DLC were all discrete, relatively small levels, they again rewarded player curiosity and willingness to diverge considerably from the critical path. There's some of that DNA in Donkey Kong Bananza, too, because as well as the large, quasi-open world "layers" you explore for the majority of the game, there are also a variety of special challenge missions that you access through special doorways and hatches around the place.

While the combat-centric challenges are usually pretty straightforward — and there's usually a "trick" to each one to complete it efficiently — the more "platformy" challenges typically have three Banandium Gems, the game's main doohickey, to find. Two of these will usually be straightforward: there's usually one at about the halfway point of the challenge and one at the end, the other one is typically concealed a little more deviously. You'll need to peer over the edge of levels, look under things and get creative with your exploration, just like tracking down the optional objectives in Splatoon campaign levels. And it's great.

So yeah. I'm having a lovely time so far. Down to the second "layer" now — didn't quite get all the bananas in the Lagoon layer, but I think I was only missing about four or five in total, so I'll go back for them at some point. That's my weekend sorted, I guess!


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