Tag Archives: video games

The lost art of “just enjoying something”

The Internet has done many things to our collective consciousness, attention spans and numerous other aspects of our existence, but one thing that saddens me more with each passing year is how the art of just enjoying something for what it is — rather than mourning what it isn’t — seems to be slipping away from everyone.

What I mean by this is the way in which I can’t remember the last time I saw someone simply say “I like this” with genuine passion and enthusiasm. It’s far more common for people to pick fault with literally everything, often under the justification “it’s important to criticise the things you love”.

But is it? Is that not just setting oneself up to be perpetually unsatisfied? It certainly looks like it from here.

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The Yakuza games are not beat ’em ups, and never have been

I’ve been playing a lot of Yakuza Zero recently. Having been a fan of the series since its original PS2 incarnations, but also being very, very behind on it, I figured it was time I started playing through the whole shebang — starting with one of its most well-liked installments.

And while I feel like people have a much better handle on what Yakuza really is these days thanks to it successfully moving into a more “mainstream” space than on its earlier releases, there are still some fundamental misunderstandings that seem to persist to this day.

Yakuza: Like A Dragon, the entry that bridged the gap between the western and eastern names of the series (and which marked the last time the Yakuza title would be used) certainly helped address some of these things through its fundamental changes to the core game formula, but looking back on reviews and other articles about Yakuza Zero, there are definitely some people labouring under some significant misapprehensions. Most notably, the assumption that Yakuza games are “beat ’em ups”.

Yakuza games are not beat ’em ups. And they never have been. Let’s look at why.

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The term “adventure game” no longer has any meaning

Ever since I was a kid, I’ve always enjoyed adventure games — mostly those of the point-and-click variety, but I’m certainly not averse to those with text parsers, or which are entirely text.

Trouble is, these days it’s actually surprisingly (and annoyingly) difficult to track down genuine examples of these without also being confronted with a bunch of crap that has nothing to do with what you’re looking for. I made the mistake of clicking on a GamesRadar piece about “the 25 best adventure games to get swept up in right now” earlier — obvious SEO-optimised clickbait, in retrospect — and literally three out of the 25 games were actual adventure games.

The rest? Far Cry. Hogwarts Legacy. Batman: Arkham Asylum. Fucking Skyrim. Not only did the list completely lack any established classics of the adventure game genre that are easily accessible today — such as any of the old Sierra and LucasArts titles that are on Steam and/or GOG.com — but it also seemingly completely misunderstood what the term “adventure game” actually means.

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Centerfold Squares: naughty gaming, 1988-style

Dear reader, as I’m sure you’re aware from the vast number of games I’ve covered on this site to date, I am certainly not averse to a naughty game or two.

For a lot of the time these days, these are Japanese in origin (though the western-developed eroge and nukige scene has grown considerably since several large digital platforms opened themselves up to 18+ content), and people have become a lot more willing to openly talk about them. “Back in the day”, though, erotic games were a relatively unusual sight — and when they did come up, they often tended to be talked about in a rather dismissive way by the press of the period, particularly here in the UK. Some things never change, eh?

They did exist, though, and one that I’ve only recently got around to trying for the first time is Artworx’s Centerfold Squares (aka Centrefold Squares in Europe, because British English), a 1988 release for Amiga, Atari ST and MS-DOS PC. Because I am an Atari boy, today’s exploration will be focusing on the ST version, but all three versions are broadly pretty similar.

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A comprehensive review of Mary Skelter 2 after spending almost exactly 100 hours completing it

One of the nice things about having your own website is that you can take your time over things you want to write about rather than rushing through them in order to meet a deadline. And I knew as soon as I started Mary Skelter 2 that I wanted to take my time over it.

100 hours of gameplay later, and I’ve finally beaten it. So I think it’s time that we talked about it in great detail. Because whew, there is a lot to talk about, and I’m certain that I’m going to miss at least a few things that struck me along the way. (I reserve the right to add to this piece as I think of things!)

I know I’ve written a few pieces about this game already, but I intend this piece to be a full, summative roundup of my experiences with the game and my overall thoughts on it. So let us begin.

Continue reading A comprehensive review of Mary Skelter 2 after spending almost exactly 100 hours completing it

Fuel: criminally overlooked open-world racing

I have mixed feelings about the open-world approach a lot of games take these days, but one genre where I feel it almost always works well is the racing game.

When you have a game whose main purpose for existence is to allow you to take yourself on a thrill ride (or, in the case of more sedate simulators, a comfortable excursion) it makes perfect sense to provide the player with as much freedom as possible.

After all, what’s the point of giving you access to interesting, exotic and, more often than not, downright dangerous vehicles if you can’t really put them to the test?

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Super Hang-On and its two very different ways to play

I must confess, I never played Hang-On or Super Hang-On a great deal back in the day; I always found motorcycles a little less interesting than cars, and the games always struck me as “the Sega racers that weren’t quite as good as OutRun”.

I recently picked up Super Hang-On for Mega Drive, though, and after an evening of playing pretty solidly, it was hard not to come to the conclusion that I’ve been missing out for all these years.

This is an excellent 16-bit racer, particularly in its home console incarnation, and I’m very glad I’ve finally added it to my collection.

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Castle of Illusion and the value of simple, short-form games

For those following the ongoing saga of my gaming schedule, yesterday saw me break said schedule to go to Ikea with my wife.

I bought a new chair to go in my study, which contains all my retro consoles and computers, because I came to the conclusion that the “gamer chair” I picked up a while back (actually, my workplace at the time paid for it as part of working from home arrangements) actually wasn’t all that comfortable. And thus, given my renewed desire to enjoy my retro consoles, I thought it worthwhile to have something comfortable to sit on.

Naturally, having acquired a new chair in which to enjoy retro gaming action, it made sense to enjoy the remainder of the evening sitting in said chair enjoying retro gaming action. And I am happy to confirm that it is indeed very comfortable. So I call that a win. I also had a thoroughly pleasant couple of hours playing Castle of Illusion Starring Mickey Mouse on the Mega Drive in my new chair, so I also call that a win.

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Gaming on a Schedule, Day 7: What have we learned?

Today, according to my self-imposed schedule of video gaming fun times, was a “free choice”.

I spent most of it playing more Mary Skelter 2, so rather than bang on about that some more for now, I thought I’d reflect a bit on the week that has just gone by.

On the whole, I think this experiment has mostly been a success. I still have some lingering concerns about whether it is practical to apply this model when you’re playing very long games such as Mary Skelter 2, but I’ve managed to squeeze somewhere in the region of 15 hours of that game in this week across three days (one of which was just an evening) so I’m starting to think it might not be a problem.

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Gaming on a Schedule, Day 6: More Mary Skelter 2

And so, we return to my current “Big Game”: Idea Factory and Compile Heart’s excellent Mary Skelter 2, which I’ve been gradually ploughing through for quite some time now.

I really love dungeon crawlers. Something about the way they work just speaks to my brain. I think it’s the inherent satisfaction of gradually uncovering a map and discovering things.

In a good dungeon crawler, you’re always moving forwards and finding something new, and it’s satisfying to uncover a chunk of map even if all you discover is a complete dead-end.

Continue reading Gaming on a Schedule, Day 6: More Mary Skelter 2