Delving Into Ace Combat 7: Skies Unknown – #1

I’ve been playing a lot of Ace Combat 7: Skies Unknown since it released the other day. And I wanted to talk about it a bit!

I’ve elected to use the “Delving Into” format, because that also provides a suitable framework for me to explore (and revisit) the rest of the series along the way, too. For the unfamiliar, my “Delving Into” pieces are more immediate, personal reactions to games or series I want to explore over the long term, but which don’t really fit into the Cover Game structure.

Each article will focus on a particular aspect of the overall experience, or something that I’ve found otherwise noteworthy. Let’s kick off today with my impressions of the game’s overall sense of style, based on my playthrough of the single-player campaign up to mission 17 so far.

Continue reading Delving Into Ace Combat 7: Skies Unknown – #1

Atari A to Z: Way Out

Mention early first-person perspective 3D games to someone and they’re most likely to picture a “gridder” — the projection of a 2D map into a fake 3D perspective, through which you move by “step”, one cell at a time.

The reason for this is that it was the easiest way to create a 3D effect without actually having to do any real “3D” — hell, one of the earliest and most famous examples of this was on the humble ZX81 in the form of 3D Monster Maze. And indeed this style of presentation (if not necessarily the exact execution) remains popular today for many first-person perspective dungeon crawlers from both Eastern and Western developers, allowing for intricate, interesting level design without the need for complex 3D modelling.

Some talented coders in the early 8-bit era figured out ways to get more natural movement through these “projected 2D” maps, allowing you to rotate through angles other than 90 degrees and move relatively freely. One such example on the Atari 8-bit was 1982’s technically impressive Way Out (sometimes stylised as Wayout). The creator of this game, one Paul Allen Edelstein, remains part of the games industry to this day, albeit now with a specialism in video and audio compression technology rather than 3D graphics.

Follow Atari A to Z on its own dedicated website here!

What’s in the Box: Senran Kagura Burst Re:Newal Bountiful Beauties Edition

Senran Kagura is a longstanding favourite here at MoeGamer, so there was no way I was going to miss out on a shiny new limited edition for a reimagining of the game that started it all.

Marvelous Europe’s limited editions have been consistently good quality in my experience, and they’ve really outdone themselves with this one. The overall packaging quality is excellent, and there’s a variety of really cool goodies in the box just waiting to be enjoyed.

Without further ado, then, let’s take a look inside.

Continue reading What’s in the Box: Senran Kagura Burst Re:Newal Bountiful Beauties Edition

Sunday Driving: Big Rig Boom – Split/Second #3

Today on Split/Second, we introduce the second new type of event: Survival!

This event sees our brave drivers attempting to survive as long as possible against the odds, as the Split/Second trucks throw deadly explosives their way!

Hit the jump to see how yours truly coped with this fearsome challenge…

Continue reading Sunday Driving: Big Rig Boom – Split/Second #3

Around the Network

Happy weekend, folks, hope you’re all well. I’m having a bit of a trying time at present to be perfectly honest, but I won’t bore you with that here; remember you can sign up for my daily #oneaday blog on Patreon if you’d like a bit more of “the personal touch”!

Anyway, it’s been a busy week. My own personal issues aside, I’m more than happy with how things are going around these parts. I’ve got some fun videos going out nearly every day of the week now, we’ve got another great episode of The MoeGamer Podcast for you to enjoy, I’m really enjoying the current Cover Game feature and I’m feeling quite inspired for what I might be able to provide some deep-dives into over the course of the next few months.

For now, though, hit the jump to see what you might have missed this week.

Continue reading Around the Network

Atari A to Z Flashback: Avalanche

1978 arcade title Avalanche is a game I’d not heard of prior to encountering it on Atari Flashback Classics for Nintendo Switch, and it’s entirely possible you might not have come across it either.

The reason for this is that its official home port (developed by the creator of the arcade game, Dennis Koble) only came to Atari 8-bit computers rather than the popular 2600, and even then only through Atari’s “Atari Program Exchange” system, whereby community-developed games and software would be published by Atari.

Meanwhile, Activision, seeing a good concept that wasn’t being leveraged as much as it could be for the home market, decided to release Kaboom! for the Atari 2600 in 1981, and as a result, the idea of paddle-controlled platforms catching falling things at an increasingly unreasonable tempo tends to be credited to them rather than Atari.

You now know the truth! Shout it from the rooftops!

Follow Atari A to Z on its own dedicated website here!

Atelier Totori: Arland’s Middle Child

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Atelier Totori: The Adventurer of Arland, the second installment in Atelier’s Arland trilogy, is in that unenviable position that all “middle children” end up in — perhaps more so than most.

Originally offering considerable improvements over Atelier Rorona’s first incarnation — particularly in the graphical and mechanical departments — Gust’s tendency to put out “Plus” versions for its Atelier games means that Totori has ended up, in some respects, now being the most dated of the Arland trilogy even once it, in turn, got its own “Plus” and “DX” rereleases, the most recent of which is on PlayStation 4, Switch and PC.

This isn’t to say Totori is a bad game, mind you — far from it. Just… don’t take anything for granted! Let’s have a closer look.

Continue reading Atelier Totori: Arland’s Middle Child

New Game Plus: Nightmare Finale – Project Zero #11

This is it! It’s nearly over! Yes, today we clear Nightmare mode on Project Zero for the first time.

The last night in the game was actually a whole lot shorter than I remembered it being, but at least there’s only one wandering ghost to pick up on our ongoing quest to clean up the ghost list.

Hit the jump to see how the buildup and the dramatic conclusion to Miku’s story went this time around…

Continue reading New Game Plus: Nightmare Finale – Project Zero #11

Atari ST A to Z: Quartz

An unusual and very pretty shoot ’em up today, from the mind of the man who gave us Spindizzy.

Quartz is a game that combines free-roaming, vaguely Asteroids-esque sequences with more traditional forced scrolling stages in a variety of different directions. It’s simple but effective… and damned addictive.

It’s also a great example of a popular graphical style at the time — raytracing, or at the very least, a pixel art approximation of raytracing. Today, graphics cards are just starting to get into real-time raytracing for the latest “new thing” in graphical fidelity, but back in the ST era, prerendered raytraced graphical assets were quite commonly used as a means of making sprites look “3D” without going full-on polygonal.

Whether it’s “real” raytracing or not doesn’t really matter at the end of the day… what does matter is that this is a gorgeous game that’s a ton of fun to play!

Follow Atari A to Z on its own dedicated site here!

Waifu Wednesday: Esty

There’s a lot of hoo-hah about “representation” in games right now from various sources, tending to lead to arguments between people who don’t think it matters and people who think it is more important than absolutely anything in the whole wide world.

For the most part, I tend to stay out of these discussions because I have no particularly strong feelings one way or the other and I’m not going to just sit here and hollowly say “the right thing” for Internet brownie points. For me, it’s always cool to see characters who are a bit “different from the norm” in various ways, yes, but it’s not something I specifically find myself seeking out. Unless you count generally favouring Japanese games with female protagonists or at least leading cast members, in which case… uh… well, look at the stuff I’ve covered on this site over the course of the last few years. Hmm, maybe I care about it more than I think.

Anyway, all that said, it’s nice when you feel some sort of connection to a character depicted in a piece of media. Even if it’s just in one small way…

Continue reading Waifu Wednesday: Esty

The best of overlooked and underappreciated computer and video games, from yesterday and today.