Final Fantasy VIII is a Weird Game

There are countless examples of games that were trashed at release, only to have their reputations rehabilitated years later upon being (re)discovered by retro game enthusiasts. Usually this is because the game in question was misunderstood or otherwise ahead of its time, both revelations which are only revealed with the hindsight and context provided by the future.

On the flip side, there are games that were beloved at release, only to be trashed years later as retro gamers discover that it didn’t age well, or that launch-day opinions were misinformed, or whatever the case may be.

But there’s a third option as well, one in which the initial impression of Game X was accurate, and remains accurate once it hits retro status. In my (admittedly limited) experience, this is the rarest take of all. →  Ridge Reader V

Games As Work

One thing that’s not so much changed in the last ten years but has certainly been amplified is the popularity of games that, for lack of a better phrase, “feel like work.” Games that focus on things like:

  • Getting loot
  • Playing through the same content to get said loot
  • Being at the mercy of some random number generator
  • Aren’t really about skill, strategy, creative thinking, teamwork, etc. and but rather repetition and memorization
  • Require the player to spend lots of time (on the order of hours or days) doing these repetitive tasks in order to get a reward of questionable utility (due to the RNG)

There used to be a time where this kind of style was almost exclusively the realm of Blizzard games like World of Warcraft. But with the rise of Live Service games, this approach to design is everywhere. →  Shadow of Read

Are Old Games Killing New Games – Parallels Between Gaming and Music

I recently came across this piece from musician/writer/historian Ted Gioia. The last time I read something by Gioia was his 2017 essay Music Criticism has Degenerated into Lifestyle Reporting, which I found to be both entertaining and painfully accurate (and which set off an entertaining firestorm of backlash from all the poptimist critics whom the piece targeted).

But this new post is a lot less inflammatory, and is arguably much more useful. The title says it all – “Old Music is Killing New Music.” The author makes several key points about the music industry, and what I find interesting is how every single one of them can also be applied to gaming.

Here’s the TL:DR for those who don’t want to read the original piece:

  • Metrics suggest that people are listening to old music more than new music (at least among the metrics that “matter”).
 →  An article approaches.
- Read
- Run

Competitive Mentalities in Gaming

It’s been about ten years since I last wrote something for this site. A lot has changed in that time.

For instance, it seems to me that the entire gaming landscape has become a lot more competitive.

Gamer Unsupervised: Ideas and Lessons Your Gamer May be Learning While  Nobody's Watching | PT 1: Rage — Ukatsu

I’m not just talking about eSports. In fact, the rise of professional competitive gaming is one thing that doesn’t surprise me. It was already a thing back in 2012, albeit much smaller, and even then I had a feeling it would grow.

I’m also not talking about the popularity of traditional, non-professional competitive gaming. That’s been consistently popular for about as long as gaming has existed. I’m more interested in the other, subtle-but-not-always-subtle ways in which a competitive mindset has permeated the hobby.

Take speedrunning for example. It’s not new, but it has become explosively popular over the last decade. →  Read or Alive 2: Hardcore

Soft Boiled Software

When it comes to repairing CD’s and DVD’s, there are a number of practices and household products which people swear can make a disc good as new. I tried several of the most well known methods in my youth, and found that none of them did a damn thing. Brasso, for instance, never managed to make a scratched disc run any better. Same with toothpaste. I even tried boiling a used copy of Devil May Cry. I ended up “fixing” it by buying another copy.

Ever since these failed experiments, I wondered whether any of these methods really, truly could work.  I can report that under certain circumstances, you can fix a game by boiling it. I’m surprised and a bit baffled, but I tried it yesterday, and I can attest to the results. →  Jesus: Readful Bio Monster

We need to talk about the PSP Vita.

We need to talk about the PSP Vita.

It isn’t exactly lighting up the sales charts.  True, it isn’t technically out yet in the West, but if it is true that its Japanese numbers are still hovering around half a million units, then the 3DS almost matched Vita sales in its first week alone.  Unless fortunes reverse, and the Vita ends up doing gangbusters over here, I think we can agree that Sony has a problem on its hands.

What frustrates me is why this is happening.  For all appearances, the handheld is a marvel of hardware design, is relatively cheap, and has strong launch titles.  So why is it that no one is going nuts over it?  It seems to me that for all the Vita’s strengths, Sony messed up on the little things, and they’re adding up to a lot.  →  You do not simply walk into reading more.

2012 Gaming Uncertainty

I wanted to write a 2012 predictions piece about how uncertain I am about what gaming in 2012 will look like.  Unfortunately, I wasn’t exactly sure how I wanted to format such an article.  By sheer coincidence, Tim Bray recently wrote a similar piece on his personal blog (albeit about topics much more serious than gaming).  I liked his approach so much that I had to unashamedly use it as a template for my own attempt.  Here then are my Bray inspired 2012 Gaming Uncertainties.

Playstation Vita – Will the West embrace it as tepidly as they did the PSP?  And will it perform as well in Japan as everyone thinks (and hopes) it will?  Already the analysts of the world are framing this as Sony’s fight for survival, and if their words really do have an impact on the business world, then should we be afraid that they seem to have their minds already made up about the Vita’s chances? →  The review for ‘Shark Sandwich’ was merely a two word review which simply read ‘Read Sandwich.’

2011 Year in Review

Last time I did a year end retrospective, it posted two months after the end of the year.  I won’t make the same mistake twice in a row.  Here now are the highs and lows from my 2011 in games.  Note, as always, that this is not a “best games of 2011” list, nor did all of the games actually come out this year.  These are simply the best (and “worst”) titles I played within the last twelve months.

The Tops

Async Corp

I actually posted my review of Async Corp. months after the initial draft was first written. and in the intervening months, I hadn’t actually played the game that much.  When I sat down to clean up the review and prepare it for posting, I insisted on sitting down with the game again, to see if it held up to the lofty words put forth in the first draft.  

 →  Today I consider myself the luckiest reader on the face of the earth.

Review – Async Corp.

Async Corp is the latest, and probably last release from indie developer house Powerhead Games.  There are many reasons to mourn Powerhead’s departure, the biggest of which is that Async Corp. is a marked improvement over Glow Artisan, its award winning predecessor.  While Glow was a wonderful concept, Async demonstrates some of the fundamental qualities of the all time classic puzzle games.

In Async Corp, players are given two wells filled with squares of three different colors. Players select one square on each side to swap with each other in order to form a packet.  Packets are generated whenever some number of same-colored squares are arranged in the shape of a rectangle (squares being rectangles too, of course).  The rules of the game state that a swap can only occur if it will create at least one packet, and packets themselves can be cleared off the screen by touching them (clearing packets becomes, ultimately, the point of the game). →  Rayman Reading Rabbids

Review – Kayne and Lynch

Kane and Lynch: Dead Men was, for lack of a better pun, dead on arrival in the minds of Internet savvy gamers, all thanks to the fiasco surrounding Jeff Gerstmann’s scathing review for Gamespot.com, and Eidos Interactive’s possible manipulation of the site.  That being said, if the controversy never occurred, I don’t imagine the game would have fared any better.  The signs of a troubled development process are all over the place, and the final product is a constant stream of highs and lows.

Where to start?  Visually, the background objects are gorgeous, but the foreground environments are criminally ugly.  The game often tries to hide this by placing levels in the dark, or by filling setpieces with several layers of tear gas smoke. It doesn’t always work, and when I got the chance to stare at some of the more atrocious urban environments, I wondered if I was looking at an Xbox 1 game. →  Nobody puts article in a corner.