<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom"><title>Z Space Blog - Video Games</title><link href="https://zlg.space/blog/" rel="alternate"/><link href="https://zlg.space/blog/feeds/t/video-games.atom.xml" rel="self"/><id>https://zlg.space/blog/</id><updated>2026-09-19T19:44:00-07:00</updated><entry><title>12-in-12, 2026 Edition</title><link href="https://zlg.space/blog/12-in-12-2026-edition.html" rel="alternate"/><published>2026-01-29T00:54:00-08:00</published><updated>2026-09-19T19:44:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2026-01-29:/blog/12-in-12-2026-edition.html</id><summary type="html">&lt;p&gt;It's already the SIXTH year of 12-in-12 for Z Space? Dang.&lt;/p&gt;
&lt;p&gt;What is 12-in-12? It's the initiative to &lt;strong&gt;beat 12 games in 12 months&lt;/strong&gt;. If this
concept is new to you, check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;.
Also check out &lt;a href="https://zlg.space/blog/12-in-12-2025-edition.html"&gt;last year's 12-in-12&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;With that said, let's list the games I completed this year:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Secret of Mana [SNES]&lt;/li&gt;
&lt;li&gt;Soul Blazer [SNES]&lt;/li&gt;
&lt;li&gt;Pokémon Mystery Dungeon: Explorers of Sky [NDS]&lt;/li&gt;
&lt;li&gt;PEAK [Steam]&lt;/li&gt;
&lt;li&gt;Soul Calibur VI [PS4]&lt;/li&gt;
&lt;li&gt;Celeste [Switch]&lt;/li&gt;
&lt;li&gt;Street Fighter Alpha [ARC]&lt;/li&gt;
&lt;li&gt;Ballionaire [Steam]&lt;/li&gt;
&lt;li&gt;Dark Souls III [Steam]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;As usual, this list will update as time passes.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;It's already the SIXTH year of 12-in-12 for Z Space? Dang.&lt;/p&gt;
&lt;p&gt;What is 12-in-12? It's the initiative to &lt;strong&gt;beat 12 games in 12 months&lt;/strong&gt;. If this
concept is new to you, check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;.
Also check out &lt;a href="https://zlg.space/blog/12-in-12-2025-edition.html"&gt;last year's 12-in-12&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;With that said, let's list the games I completed this year:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Secret of Mana [SNES]&lt;/li&gt;
&lt;li&gt;Soul Blazer [SNES]&lt;/li&gt;
&lt;li&gt;Pokémon Mystery Dungeon: Explorers of Sky [NDS]&lt;/li&gt;
&lt;li&gt;PEAK [Steam]&lt;/li&gt;
&lt;li&gt;Soul Calibur VI [PS4]&lt;/li&gt;
&lt;li&gt;Celeste [Switch]&lt;/li&gt;
&lt;li&gt;Street Fighter Alpha [ARC]&lt;/li&gt;
&lt;li&gt;Ballionaire [Steam]&lt;/li&gt;
&lt;li&gt;Dark Souls III [Steam]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;As usual, this list will update as time passes.&lt;/p&gt;


&lt;h1&gt;January&lt;/h1&gt;
&lt;p&gt;Late in the month, I took out &lt;em&gt;Secret of Mana&lt;/em&gt;, the second game in the &lt;em&gt;Mana&lt;/em&gt; 
series, and in &lt;em&gt;Collection of Mana&lt;/em&gt; [Switch], the system I played on.&lt;/p&gt;
&lt;p&gt;I will save the in-depth thoughts for a full review, but in short, it's a game 
that suffers from poor ally behavior, lots of time spent waiting for cooldowns, 
and too strong a focus on chaining magic spells to overwhelm bosses in a few 
passes. The art, music, and story are fantastic, however, and make the journey 
worthwhile!&lt;/p&gt;
&lt;h1&gt;February&lt;/h1&gt;
&lt;h2&gt;A Soul's Chance&lt;/h2&gt;
&lt;p&gt;One day, I was prepping a stream for upgrading my Gentoo machine and other nerd 
stuff, combined with retro games. When I was done with the tech stuff, I decided 
to give &lt;strong&gt;Soul Blazer&lt;/strong&gt; [SNES] another shot.&lt;/p&gt;
&lt;p&gt;In two days, a passing interest became a realized experience. It was really cool 
to see what Enix was doing with the early Action RPG genre, right around the 
time &lt;em&gt;Zelda: A Link to the Past&lt;/em&gt; came out. It has some rough edges, but it was a 
really satisfying experience without too many ways to screw up.&lt;/p&gt;
&lt;p&gt;There are also shared themes between this, &lt;em&gt;Illusion of Gaia&lt;/em&gt;, and &lt;em&gt;Terranigma&lt;/em&gt;, 
the latter of which will be in the list at some point.&lt;/p&gt;
&lt;h2&gt;Explorer's Delight&lt;/h2&gt;
&lt;p&gt;I had already started &lt;strong&gt;Pokémon Mystery Dungeon: Explorers of Sky&lt;/strong&gt; [NDS] early
in the year, but the end of the story came sooner than I expected. I played it
on the WiiU via the Virtual Console. It was a solid experience, and the changes
from &lt;em&gt;Explorer of Time/Darkness&lt;/em&gt; are very welcome! I consider it the best PMD
game in the series, thus far.&lt;/p&gt;
&lt;h1&gt;March&lt;/h1&gt;
&lt;h2&gt;A Free-Flyer Turned Climber&lt;/h2&gt;
&lt;p&gt;I was originally going to finish up &lt;em&gt;Retrovirus&lt;/em&gt; on Steam, but the launcher 
seemed buggy, the game never supported Cloud Saves, I couldn't find the old 
saves, and when I checked on the community and game page, I found the studio 
shut down and the game was de-listed. Dejected, I scratched it off as a game I 
cannot play. It was a stream day, so I was out of immediate ideas.&lt;/p&gt;
&lt;p&gt;So, against my general ideas and taste, I gave &lt;strong&gt;PEAK&lt;/strong&gt; [Steam] a shot. My
girlfriend already had a copy to play with our Twitch friends. I borrowed this
copy to play with them as well, and one of them bought a copy for me so the
whole group could play.&lt;/p&gt;
&lt;p&gt;I'll be honest, the game is a little better than I was expecting, but the 
performance issues, weird level generation, poor controls, and generally boring 
world leave much to be desired as an actual game. I enjoy the game's positional 
audio, and sometimes the vibes are great when you're climbing. I can't help but 
feel this game could be better without the obscene environmental difficulty, and 
more focus on the gadgets and multiplayer interactions. Knocking each other out 
with thrown items is a huge shenanigans increasing feature!&lt;/p&gt;
&lt;p&gt;Ultimately, this is a game that's only as good as the crew you bring to it. I
honestly kind of dislike this &lt;em&gt;style&lt;/em&gt; of game because it feels unfinished, or
like I'm supposed to imagine the fun in my head. Like a chatroom with a few
interactibles. Mods are almost required for quality of life benefits, and the
game still doesn't have single-press to run.&lt;/p&gt;
&lt;p&gt;That said, I did peak with a group, and solo, to make sure I got the full 
experience.&lt;/p&gt;
&lt;p&gt;I'd like to see crazy modes like Unbreakable Rescue Claws and No Fall Damage, to
compete for time. The engine itself has potential. The way its used is lacking.&lt;/p&gt;
&lt;h2&gt;Transcending History and the World, Again&lt;/h2&gt;
&lt;p&gt;The next game I knocked out is a bit less involved, but &lt;strong&gt;Soul Calibur VI&lt;/strong&gt;'s
[PS4] story mode was way better than I was expecting. I've only completed the
main thread for now, but there are over a dozen other storylines to go down
before I can consider the single player portion complete.&lt;/p&gt;
&lt;p&gt;I'm not sure if it's me or adjusted movesets, but character moves feel a bit
smoother, and I'm still learning how the showdown-style attacks work. Overall,
this installment seems at least halfway decent, but we'll see if it stacks up 
against &lt;em&gt;Soul Calibur II&lt;/em&gt; as I explore it more.&lt;/p&gt;
&lt;h2&gt;Climbing the Mountain&lt;/h2&gt;
&lt;p&gt;Next up in the list is &lt;strong&gt;Celeste&lt;/strong&gt; [Switch], a technical platformer that got
its start as a PICO-8 game! It's one of the indie darlings these days, and the
expanded, full version of it lives up to the hype. Its story touched me in a way
that most games don't. I've only made it to the summit with the standard ending,
so I know there's more to experience, but I'm satisfied with the game for now.&lt;/p&gt;
&lt;h1&gt;June&lt;/h1&gt;
&lt;p&gt;I picked up &lt;strong&gt;Street Fighter Alpha&lt;/strong&gt; [ARC] one night, chose Rose, and played 
through the standard arcade mode. Despite barely learning her moves, Alpha feels 
like a reboot or something. I'll try to be more deliberate in choosing a 
character and learning some moves in Alpha 2, but I've heard the most good 
things about 3rd Strike. Still, I wouldn't mind giving these 'prequel' games 
more of a shot.&lt;/p&gt;
&lt;h1&gt;July&lt;/h1&gt;
&lt;p&gt;I was gifted &lt;strong&gt;Ballionaire&lt;/strong&gt; [Steam], which is an interesting mix of pachinko 
and rogue-ish mechanics combined into a dopamine dispenser. It's an interesting 
game that's good for playing when you largely want to turn off your brain and 
watch the pretty colors. Not a bad thing to have on your off days, you know? 
There's some legitimate strategy behind it, too, and plenty to unlock.&lt;/p&gt;
&lt;h1&gt;September&lt;/h1&gt;
&lt;p&gt;After finishing &lt;em&gt;Dark Souls II&lt;/em&gt;, I was kind of itching to push forward in the
Souls series, and do &lt;strong&gt;Dark Souls III&lt;/strong&gt;! I spent about 90 hours or so grinding
out the main game. I think a lot of the bosses in DS3 are a bit over-powered,
relying on moves that "track" the player's position and turn the model toward
you, and techniques that close the distance and force a roll or block. It made
some of the bosses feel more like reaction-fests than calculated combat.&lt;/p&gt;
&lt;p&gt;Beyond that, I absolutely &lt;em&gt;loved&lt;/em&gt; the architecture, locales, world design, 
story, pacing... just about everything was rock solid in this Souls iteration! I 
played through as a Gerudo warrioress, wielding primarily falchions, axes, and a 
lucerne. In New Game+, I want to lean into more lightning miracles and proper 
tanking, to be an Iron Knuckle!&lt;/p&gt;
&lt;p&gt;There's still the DLC to go through, including the Dreg Heap, Ringed City, and 
Ariendel. Thus far, I see why people love 3 so much. Playing a Souls game at 
60fps feels great, too. A must-play for anyone who appreciates medieval games 
with challenge!&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;That's it for now. More as the year progresses!&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="12-in-12"/></entry><entry><title>12-in-12, 2025 Edition</title><link href="https://zlg.space/blog/12-in-12-2025-edition.html" rel="alternate"/><published>2025-03-18T18:12:00-07:00</published><updated>2025-12-31T00:00:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2025-03-18:/blog/12-in-12-2025-edition.html</id><summary type="html">&lt;p&gt;Welcome to yet ANOTHER year of 12-in-12 fun. What is 12-in-12? It's the
initiative to &lt;strong&gt;beat 12 games in 12 months&lt;/strong&gt;. If this concept is new to you,
check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;. Also check out &lt;a href="https://zlg.space/blog/12-in-12-2024-edition.html"&gt;last
year's 12-in-12&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;With that said, let's list the games I completed this year:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Hatsune Miku: Project DIVA X [Vita]&lt;/li&gt;
&lt;li&gt;Crash Team Racing [PS1]&lt;/li&gt;
&lt;li&gt;Dead Cells [Switch]&lt;/li&gt;
&lt;li&gt;Dark Souls II [PS3]&lt;/li&gt;
&lt;li&gt;Banjo-Tooie [N64]&lt;/li&gt;
&lt;li&gt;Crashmo [3DS]&lt;/li&gt;
&lt;li&gt;Hypnogogia [PC]&lt;/li&gt;
&lt;li&gt;Torchlight [PC]&lt;/li&gt;
&lt;li&gt;Peglin [Steam]&lt;/li&gt;
&lt;li&gt;Marble it Up! Ultra [Switch]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Totaling &lt;strong&gt;10/12&lt;/strong&gt; games. Not too shabby, since I did art and other 
stuff this year!&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Welcome to yet ANOTHER year of 12-in-12 fun. What is 12-in-12? It's the
initiative to &lt;strong&gt;beat 12 games in 12 months&lt;/strong&gt;. If this concept is new to you,
check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;. Also check out &lt;a href="https://zlg.space/blog/12-in-12-2024-edition.html"&gt;last
year's 12-in-12&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;With that said, let's list the games I completed this year:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Hatsune Miku: Project DIVA X [Vita]&lt;/li&gt;
&lt;li&gt;Crash Team Racing [PS1]&lt;/li&gt;
&lt;li&gt;Dead Cells [Switch]&lt;/li&gt;
&lt;li&gt;Dark Souls II [PS3]&lt;/li&gt;
&lt;li&gt;Banjo-Tooie [N64]&lt;/li&gt;
&lt;li&gt;Crashmo [3DS]&lt;/li&gt;
&lt;li&gt;Hypnogogia [PC]&lt;/li&gt;
&lt;li&gt;Torchlight [PC]&lt;/li&gt;
&lt;li&gt;Peglin [Steam]&lt;/li&gt;
&lt;li&gt;Marble it Up! Ultra [Switch]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Totaling &lt;strong&gt;10/12&lt;/strong&gt; games. Not too shabby, since I did art and other 
stuff this year!&lt;/p&gt;


&lt;h1&gt;February&lt;/h1&gt;
&lt;p&gt;At the end of the month, I picked up my Vita for a couple songs of Miku, only to
finish up the last challenges of &lt;strong&gt;Hatsune Miku: Project DIVA X&lt;/strong&gt; [Vita]. The
finale consisted of choosing one major song of each "vibe" and killing it with a
great score. Considering I bought this so long ago, it's about time I get around 
to enjoying the main game!&lt;/p&gt;
&lt;h1&gt;March&lt;/h1&gt;
&lt;p&gt;At the end of the month, I was streaming some &lt;strong&gt;Crash Team Racing&lt;/strong&gt; [PS1] for
funsies via the PS1 classics on PS3, and ended up finishing the Adventure Mode!
I played through as Crash, though I generally prefer Pura. It was fairly tough
just to get through, and the extra challenges leave you with plenty of game to
explore and savor. It reminded me of Diddy Kong Racing in its design.&lt;/p&gt;
&lt;h1&gt;April&lt;/h1&gt;
&lt;p&gt;In this month, I took apart my copy of &lt;em&gt;Dragon Warrior 3&lt;/em&gt; for GameBoy Color
after it nuked my save AGAIN, only to notice that, uh.. the board didn't have
"Nintendo" anywhere on it. And the cartridge was black, instead of the GBC-only
clear cartridges. In other words, I had a bootleg cartridge! This takes it out
of the backlog, despite it not being beaten. I'm going to count it as a backlog
&lt;em&gt;reduction&lt;/em&gt; if nothing else; the same as if it was destroyed or stolen. Some day
I would like to play through this, but not on a cartridge that lost its saves 3
separate times since buying it.&lt;/p&gt;
&lt;p&gt;To avoid confusion, we're &lt;em&gt;NOT&lt;/em&gt; going to take any credit for this at the top of
the post. I just wanted to share this story!&lt;/p&gt;
&lt;h1&gt;May&lt;/h1&gt;
&lt;p&gt;This month, I tackled &lt;strong&gt;Dead Cells&lt;/strong&gt; [Switch]! It was nice to finish a game
that's been in the backlog since 2018.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Dead Cells&lt;/em&gt; itself is a fantastic Metroidvania and roguelite fusion that gets
better the more you play it. Permanent upgrades are unlocked via Cells, and
dying resets the game and you lose your things. Each thing you put cells into
makes the game that much better, that much easier, and attainable. You have to
go through it multiple times in order to unlock all of the traversal abilities,
so it's not a game for people with a short temper or lacking patience.&lt;/p&gt;
&lt;h1&gt;June&lt;/h1&gt;
&lt;p&gt;The tough games keep coming, with &lt;strong&gt;Dark Souls II&lt;/strong&gt; [PS3] getting beaten early
in the month! It was a great, if frustrating and odd sequel to the beloved &lt;em&gt;Dark
Souls&lt;/em&gt;. There's still DLC for me to get through, but I'm chomping at the bit to
get through again.&lt;/p&gt;
&lt;p&gt;This playthrough, I was a "battle mage", aiming for DEX-based weapons and high 
INT and ATN. Though, I must say speccing it out doesn't start to materialize 
until around level 100. I'm not sure how I would refine it, but I'm looking 
forward to exploring hexes in my next playthrough. After that, I should be ready 
to explore the top-level stuff like heavy armor + heavy gear builds.&lt;/p&gt;
&lt;p&gt;Suffice to say, I actually kinda like the linearity, but it's somewhat open 
during a significant chunk of the game.&lt;/p&gt;
&lt;p&gt;At the end of the month, my friend &lt;a href="https://twitch.tv/elomeno_"&gt;Elomeno_&lt;/a&gt; and I
played through &lt;strong&gt;Banjo-Tooie&lt;/strong&gt; [N64]. It was a trip, full of collectibles. A ton
of the game is locked behind the abilities; I'd love to play a version that has
the abilities unlocked from the start.&lt;/p&gt;
&lt;h1&gt;September&lt;/h1&gt;
&lt;p&gt;This month, I finished up &lt;strong&gt;Crashmo&lt;/strong&gt; [3DS]. It's a cute puzzle game where you
grab various 3D shapes and can move them in the four cardinal directions. I beat
the initial 100 levels, but the difficulty of them was becoming so grueling,
that I didn't feel up to finishing the bonus content.&lt;/p&gt;
&lt;p&gt;Still, you unlock a music player when you beat the game, and I believe it has a 
level editor, too. What else could you really ask for from a puzzle game? I 
might mix it up and have different play area themes instead of the same one for 
the whole game, but there's a story reason for that which I won't reveal.&lt;/p&gt;
&lt;h1&gt;October&lt;/h1&gt;
&lt;p&gt;My girlfriend and I played a bunch of games we found on Itch.io and other
places. One that captivated me long enough to finish is &lt;strong&gt;Hypnogogia&lt;/strong&gt; [PC],
named after the state of consciousness between wakefulness and sleep. It's a
game jam game that was developed in a single month. Pretty cool for what it
attempts to do, it was a solid evening exploring the game.&lt;/p&gt;
&lt;h1&gt;November&lt;/h1&gt;
&lt;p&gt;A long-standing game in the backlog was finished early in the month. Runic
Games' &lt;strong&gt;Torchlight&lt;/strong&gt; [PC] came at a time when there were precious few Western
ARPGs to choose from. It was okay for what it was, but playing it really made
me want to go back to &lt;em&gt;Diablo II: Resurrected&lt;/em&gt; or even just &lt;em&gt;Diablo: The Hell&lt;/em&gt;.
It's clear from the music direction and general design that it comes from the
same minds that developed &lt;em&gt;Diablo&lt;/em&gt;, but it's aimed at too casual of an audience
for me to find much satisfaction in the game. I played through as a Vanquisher
and focused on critical hits for much of the game. My build seemed decent for
the most part. Still, it wasn't the worst 20-30 hours I've spent on a game. I'd
be interested in hearing the thoughts of the original developers concerning this
game, considering it was developed in only 11 months!&lt;/p&gt;
&lt;h1&gt;December&lt;/h1&gt;
&lt;p&gt;I spent most of this month working on creative stuff and playing games that were 
gifted to me. I beat two of them, on the same day!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Peglin&lt;/strong&gt; [Steam] is a fun pachinko + roguelike combination that is accessible,
but deep enough to warrant careful decision-making. I pulled off my first win
after about 6-8 attempts and 10 hours of playing. However, there's a bunch more
to unlock and see after that first win! This is a game that I see myself coming
back to when I'm feeling something casual and don't want to think too hard.&lt;/p&gt;
&lt;p&gt;Next, I finished up &lt;strong&gt;Marble it Up! Ultra&lt;/strong&gt; [Switch], a modern marble obstacle
game. It has multiplayer modes and a bunch of unlockables for all of your hard
work finding hidden items and getting fast times! It'd be nice try out the
online with people some time.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;That's it for the 12-in-12 this year! We did 10 out of 12. Not my worst!&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="12-in-12"/></entry><entry><title>12-in-12, 2024 Edition</title><link href="https://zlg.space/blog/12-in-12-2024-edition.html" rel="alternate"/><published>2024-01-06T00:00:00-08:00</published><updated>2025-01-12T00:00:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2024-01-06:/blog/12-in-12-2024-edition.html</id><summary type="html">&lt;p&gt;What's up guys? It's time for my FOURTH 12-in-12, the initiative to beat
&lt;strong&gt;twelve games in twelve months&lt;/strong&gt; and take out the backlog! Newbies to this
concept can check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;; then you'll get
what's up here. Also check out &lt;a href="https://zlg.space/blog/12-in-12-2023-edition.html"&gt;last year's 12-in-12&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;As always, here's the successful hit list for 2024:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;TMNT III: Radical Rescue [GB]&lt;/li&gt;
&lt;li&gt;Sonic CD [Sega CD]&lt;/li&gt;
&lt;li&gt;Factorio [Steam]&lt;/li&gt;
&lt;li&gt;Final Fantasy Adventure [GB]&lt;/li&gt;
&lt;li&gt;MagiCat [Switch]&lt;/li&gt;
&lt;li&gt;Yoku's Island Express [Switch]&lt;/li&gt;
&lt;li&gt;Hades [Switch]&lt;/li&gt;
&lt;li&gt;The Misadventures of Tron Bonne [PS1]&lt;/li&gt;
&lt;li&gt;Persona 5 [PS3]&lt;/li&gt;
&lt;li&gt;Resident Evil 2 Remake [Steam]&lt;/li&gt;
&lt;li&gt;Narita Boy [Switch]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That makes for &lt;em&gt;eleven&lt;/em&gt; games this year! Not quite hitting the mark, but we're 
still on track to clear this backlog! There are some stats at the end of the 
post, if you're into that sorta thing.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;What's up guys? It's time for my FOURTH 12-in-12, the initiative to beat
&lt;strong&gt;twelve games in twelve months&lt;/strong&gt; and take out the backlog! Newbies to this
concept can check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;; then you'll get
what's up here. Also check out &lt;a href="https://zlg.space/blog/12-in-12-2023-edition.html"&gt;last year's 12-in-12&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;As always, here's the successful hit list for 2024:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;TMNT III: Radical Rescue [GB]&lt;/li&gt;
&lt;li&gt;Sonic CD [Sega CD]&lt;/li&gt;
&lt;li&gt;Factorio [Steam]&lt;/li&gt;
&lt;li&gt;Final Fantasy Adventure [GB]&lt;/li&gt;
&lt;li&gt;MagiCat [Switch]&lt;/li&gt;
&lt;li&gt;Yoku's Island Express [Switch]&lt;/li&gt;
&lt;li&gt;Hades [Switch]&lt;/li&gt;
&lt;li&gt;The Misadventures of Tron Bonne [PS1]&lt;/li&gt;
&lt;li&gt;Persona 5 [PS3]&lt;/li&gt;
&lt;li&gt;Resident Evil 2 Remake [Steam]&lt;/li&gt;
&lt;li&gt;Narita Boy [Switch]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That makes for &lt;em&gt;eleven&lt;/em&gt; games this year! Not quite hitting the mark, but we're 
still on track to clear this backlog! There are some stats at the end of the 
post, if you're into that sorta thing.&lt;/p&gt;


&lt;h1&gt;January&lt;/h1&gt;
&lt;h2&gt;A Radical Finale&lt;/h2&gt;
&lt;p&gt;I started the year off with a bang, finishing Donkey Kong Country 3's 103% with 
a friend. I've already beaten that game, however, so it wasn't quite the 
accomplishment it could have been. That said, a day or two later I started and 
finished &lt;strong&gt;TMNT III: Radical Rescue&lt;/strong&gt; [GB]! This marks the final game that I 
needed to beat as part of the &lt;em&gt;Cowabunga Collection&lt;/em&gt; that I got last year.&lt;/p&gt;
&lt;p&gt;It's a neat Metroidvania for the original GameBoy which somehow lends a special 
ability to each turtle, has a world that makes use of those abilities, and even 
a few collectibles to motivate you to explore.&lt;/p&gt;
&lt;p&gt;The extensive use of one-way doors and unfair enemy positioning makes the game 
begin to get tedious toward the end, and the hitboxes for boss attacks are 
laughably aggressive in their disproportional power. You hit them for a single 
bar of damage, while they hit for 2 or 3! The gameplay boils down to locating 
keycards to open doors, which lead to bosses. Defeat bosses to get keys which 
will free each of the missing characters. Very basic design.&lt;/p&gt;
&lt;p&gt;There are also only four collectibles that you can miss, so this may be the 
longest, but also shortest game I've 100%ed. Considering it took me about 3 
hours to 100%, but there only being 4 collectibles, it's in a weird place of 
"you didn't do much extra compared to a basic playthrough" but also "it turns 
out this game isn't actually lengthy".&lt;/p&gt;
&lt;p&gt;For what it is and the time period, it's impressive. I would love to see a 
studio do a modern take on a Turtles Metroidvania. There's a lot of potential.&lt;/p&gt;
&lt;h2&gt;Gotta Go Fast&lt;/h2&gt;
&lt;p&gt;I picked up &lt;em&gt;Sonic Origins&lt;/em&gt; [Switch] in January, just to relive the classic 
Sonic games with some upgrades. It turns out the "Plus" part in the physical 
release is just a code for the DLC! Talk about misleading...&lt;/p&gt;
&lt;p&gt;Anyways, I've beaten the main 4 games in the series, but didn't remember if I 
beat Sonic CD or not. Well, with Origins now I have! So we'll count that as 
beating Sonic CD, rather than Origins entirely, since it's a collection.&lt;/p&gt;
&lt;h1&gt;February&lt;/h1&gt;
&lt;p&gt;I spent a lot of the month playing classics, but also chipping away at the goals 
in &lt;em&gt;Factorio&lt;/em&gt;! It's a mind-absorbing automation sim where you try to escape a 
planet you crash on by... building another rocket from scratch, of course!&lt;/p&gt;
&lt;p&gt;To say that this game has infected my mind would be an understatement. I've 
learned about various real world engineering things simply because the way 
Factorio has you do them is &lt;em&gt;really similar&lt;/em&gt; to how it's done in the real world. 
I can build train networks, automated warehouses, wagons with fricken 
&lt;em&gt;artillery&lt;/em&gt; on them...&lt;/p&gt;
&lt;p&gt;Honestly, if you bounced off of Minecraft or Terraria, Age of Empires or 
Starcraft, give this one a shot. It has many different play options, many 
different technology trees to go down, and a steadily increasing difficulty that 
doesn't feel too harsh on its default setting.&lt;/p&gt;
&lt;p&gt;The developers of this game stood out because they don't offer it on sale. Ever. 
I scoffed at this idea, but after experiencing how many different interlocking 
gameplay and resource systems there were... I'm amazed at how well everything 
runs, considering the level of complexity happening. It deserves every penny of 
the $35 USD I paid for it.&lt;/p&gt;
&lt;p&gt;For better or worse it's still getting new content, but it seems to be QoL or 
advanced interaction stuff, which is still important but feels like the 
refinement stage. I approve of this sort of stuff.&lt;/p&gt;
&lt;p&gt;If I could change things about Factorio, I would lean into the Landfill and get
into Terraforming. It's nice that we can lay stone down, and concrete, but we
can't dig trenches (to put water in) or build cliffs. Being able to do those
things would greatly add to the base planning capabilities of the game and give
the player a lot of defensive control.&lt;/p&gt;
&lt;p&gt;The team at WuBe has more locales in the making, so that's exciting! Imagine 
playing on a planet where there's lava, or more biomes for the standard planet!&lt;/p&gt;
&lt;p&gt;Anyways, it's a great game and you should get it if you appreciate design and 
automation in any capacity. It's multiplayer, too!&lt;/p&gt;
&lt;h1&gt;March&lt;/h1&gt;
&lt;h2&gt;The Beginning of Mana&lt;/h2&gt;
&lt;p&gt;I had played this a long time ago when I borrowed my brother's copy, but I 
recently finished &lt;em&gt;Final Fantasy Adventure&lt;/em&gt; [GB], which is also known as 
&lt;em&gt;Adventures of Mana&lt;/em&gt; or &lt;em&gt;Sword of Mana&lt;/em&gt;, if you're playing the GBA version. I 
played through on &lt;em&gt;Collection of Mana&lt;/em&gt;, for the Switch, which uses the original 
GB version.&lt;/p&gt;
&lt;p&gt;Considering that it came out in 1991, FFA is a &lt;em&gt;fantastic&lt;/em&gt; Action/RPG that 
captures the feeling of a fantasy game quite well. Its story is simplistic, but 
considering the time of its release, it avoided a lot of pitfalls that other 
classic RPGs missed.&lt;/p&gt;
&lt;p&gt;One of the things that stands out to me is, you can 100% the game through a pure 
intuitive exploration of the world. I ventured out when it was time to find the 
final sword of the game, and ended up learning two spells and fighting two 
bosses that the story was going to send me on later anyway. It felt nice to not 
need to go back and do anything; the game keeps its dungeons self-contained and 
doesn't rely on backtracking until the very end of the game.&lt;/p&gt;
&lt;p&gt;The title screen music is part of what makes this game stick with me. It tells 
such a simple little fantasy story, but holds within a deep (for its time) and 
fun action game!&lt;/p&gt;
&lt;p&gt;There are really only two or three things I would fix in this game to make it
top-tier for its age: faster text option, better enemy placements (just don't
spawn on top of me or block the entrance, please?), and let the Bone Key double
as a skeleton key for the entire game. By that point, the player's earned it.
Just give it to them. It would make the post-waterfall portion much better and
not force the player to farm skellies for keys in the final area. That was the
only thing that slowed me down to a degree strong enough to be annoying.&lt;/p&gt;
&lt;p&gt;Anyways, if you like action RPGs, you owe it to yourself to at least play for
a few hours. Part of why this game is a big deal is because it came out before
Nintendo's &lt;em&gt;Zelda: A Link to the Past&lt;/em&gt; and &lt;em&gt;Zelda: Link's Awakening&lt;/em&gt;, so they
were paving new ground in terms of equippable weapons and magic, and in puzzles
more complex than pushing a block.&lt;/p&gt;
&lt;h1&gt;July&lt;/h1&gt;
&lt;h2&gt;Magical Cats?&lt;/h2&gt;
&lt;p&gt;After some considerable determination, I finished up &lt;em&gt;MagiCat&lt;/em&gt;, on Switch. I 
think this was originally a mobile game. It shows due to its increasing 
punishments for death, rather high skill floor, and mechanics that overall feel 
like it was meant to be padding. There are some great gameplay ideas here, but 
they're all missing that extra polish that makes them feel comfortable.&lt;/p&gt;
&lt;p&gt;One mechanic that stands out is the spirit cat ability. MagiCat stands on a 
button, and can direct a spirit around, which can attack ethereal enemies while 
his corporeal form cannot. Why do both the spirit and the physical 
body have hurtboxes while this power is activated?&lt;/p&gt;
&lt;p&gt;Another: There's a mechanic where you stand on a button, and a series of blocks 
that you can steer come out from somewhere. Why can you move around while these 
blocks are reading your input, and why is the time limit for their disappearing 
so short? This isn't a "git gud" complaint; some of the level design for these 
mechanics is overly punishing and it feels like not much testing went into 
making these levels more feasible to No Damage or even No Dash.&lt;/p&gt;
&lt;p&gt;If MagiCat was my game, I would tone down a few of the frame traps and 
near-pixel-perfect jumps needed to get red jewels, and provide a way for players 
to backtrack in the level, where applicable. Games that only allow you to move 
forward were common &lt;em&gt;in the 1980s&lt;/em&gt;. Platformers can do better now!&lt;/p&gt;
&lt;p&gt;Bosses are another source of frustration. Every level has a boss that's 
a twist on an existing enemy. While the extra effort of bosses is appreciated, 
it became stale quickly. I preferred the end-of-world bosses, but the difficulty 
for them was also tuned for a mobile game and frustrate you so you'll play more 
and get some paw prints in prior levels.&lt;/p&gt;
&lt;p&gt;With just a &lt;em&gt;little&lt;/em&gt; tuning, this game can redeem itself while still retaining 
99% of its current content. The level design and enemy design need work. The 
end-of-level bosses shouldn't be there and it can have a mini-game or other 
simple reward instead. The cost for death should also be more reasonable. 
Doubling every death until you take 32 paw prints is kind of overkill. (so is 16 
with the item)&lt;/p&gt;
&lt;p&gt;I'm relieved to finish this game, which is disappointing because I went into it
thinking it was cute and fun. I still like some of the mechanics and abilitiess,
like dashing upward! I discovered by accident you can heal by pressing down and
X, so that's nice too.&lt;/p&gt;
&lt;h2&gt;A Bug-driven Postal Service&lt;/h2&gt;
&lt;p&gt;The next target was &lt;em&gt;Yoku's Island Express&lt;/em&gt;, on Switch. It took a little 
patience, but it was worth it. It's a fun, light-hearted pinball and 
Metroidvania fusion. I really enjoyed the different ways to manipulate the 
pinball, on top of the movement of Yoku himself. The customizable ball sprinkles 
were cool, and some of the sidequests weren't half bad. I finished the game at 
97% even though I collected basically everything, so there's probably some small 
quests leftover or something. Still, it was a solid game and I'm glad I played 
through it. If you like both pinball and Metroidvanias, give it a whirl.&lt;/p&gt;
&lt;h2&gt;A Dark and Treacherous Ascent&lt;/h2&gt;
&lt;p&gt;Lucky me, I managed to clear &lt;em&gt;Hades&lt;/em&gt; for Switch. It's an interesting roguelike 
that innovates in the storytelling department. It rewards continued play, but at 
a rate that is less than ideaal for my liking. Even after clearing the game 
once, I will need to clear it multiiple times in order to get a "true" ending. 
While it was a great romp, and new gameplay options are opened up, I'm rather 
weary of the mechanics I had to endure to get where I am now. I assume the more 
readily available diamonds and Titan Bloods will make subsequent runs a bit 
easier, but for now I'm walking away from the game due to tedium. I feel that 
this game, like &lt;em&gt;Blasphemous&lt;/em&gt;, is one whose sequels I will likely be skipping 
out on.&lt;/p&gt;
&lt;h1&gt;August&lt;/h1&gt;
&lt;p&gt;It had been percolating for a little while, but I finally finished &lt;em&gt;The 
Misadventures of Tron Bonne&lt;/em&gt;, for PS1.&lt;/p&gt;
&lt;p&gt;It's a fun and cute game where you're essentially paying off a debt to get your 
family members back who've been taken hostage, but you do various missions with 
your Servbots to earn the money and get the upgrades you need to confront Mr.
Loath. In-between, there are fetch-quests, mini-games and scouting to improve
your Servbots, and conversing with all of your minions.&lt;/p&gt;
&lt;p&gt;I finished the game in about 15 and half hours. Not too shabby, and there's more 
that I haven't done, like the Casino level.&lt;/p&gt;
&lt;p&gt;I will say that the mini-games for building Servbot stats are too strict. The 
Attack-building one isn't all that terrible, but it still depends on getting at 
least one pie and bazooka for the last level. I could barely manage the second 
series of levels in the food serving mini-game.&lt;/p&gt;
&lt;p&gt;Overall, I'm glad I played it despite the jank. The world of &lt;em&gt;Mega Man Legends&lt;/em&gt; 
has so much potential, I'm still sad about MML3...&lt;/p&gt;
&lt;h1&gt;October&lt;/h1&gt;
&lt;h2&gt;Becoming a Phantom Thief&lt;/h2&gt;
&lt;p&gt;The push for Playstation games continues! I picked up &lt;em&gt;Persona 5&lt;/em&gt; for the PS3 
back in 2018, played it to level 7, and never got around to picking it back up 
until this year. My girlfriend wanted to experience it with me, so most of our 
time this year was spent watching movies, or playing this game.&lt;/p&gt;
&lt;p&gt;It was a wonderful JRPG, telling a story that I think most people can relate to; 
of fighting injustice and fighting for those who can't fight for themselves. 
It's a game of self-discovery, reflection, and tenacity. It shocked, angered, 
surprised, intimidated, elated, and even tore at my heart.&lt;/p&gt;
&lt;p&gt;Across the game, you and your plucky gang of misfits face up to a sexual 
predator, con artist, blackmailer, gang leader, and even a malevolent god. Each 
stage of progression makes you feel closer to each of your teammates, not as 
sit-in avatars for mooks on a battlefield, but as somewhat believable and 
relatable characters. I feel like everyone who plays Persona 5 will find someone 
in its cast that they most closely resemble, be it in attitude, life 
circumstances, or personal challenges.&lt;/p&gt;
&lt;p&gt;It's not for the faint of heart, though. This game will trigger people who have 
been through trauma, if they aren't prepared to think about fictional characters 
going through things. Personally, I found it reasonable and found it to be a 
great opportunity to reflect on the feelings characters made me feel.&lt;/p&gt;
&lt;p&gt;Futaba in particular struck my heart to its core. To say that I relate to her 
life experience is an understatement. Without any spoilers, I think anyone with 
a troubled childhood will have trouble making it through her story arc with dry 
eyes.&lt;/p&gt;
&lt;p&gt;Not ashamed to admit I cried a few times. Only the truly great games will make 
me do that anyway. &lt;em&gt;Persona 5&lt;/em&gt; has left an unforgettable mark on me. When I get 
the time to percolate more thoughts, you can look forward to a review. A story 
that's over 100 hours long deserves more than a mention on a timely listicle.&lt;/p&gt;
&lt;h2&gt;Becoming a Real Cop&lt;/h2&gt;
&lt;p&gt;Not even a full day later, I wrapped up the end of &lt;em&gt;Resident Evil 2 Remake&lt;/em&gt; on 
Steam. Apparently, when I paused playing in 2019, I was only two bosses away 
from the end! It feels great to wrap up a long-standing game right after a 
really long game. It was a satisfying and atmospheric game that I'll come back 
to some day to play through as Claire.&lt;/p&gt;
&lt;h1&gt;December&lt;/h1&gt;
&lt;h2&gt;Becoming a Narita Boy&lt;/h2&gt;
&lt;p&gt;The next game I finished up was &lt;em&gt;Narita Boy&lt;/em&gt; for the Switch. It's a decent 
action-platformer with basic puzzles, but a wonderful story and great art 
direction. It tells the heartfelt story of a man's life and how he turned 
tragedy into a legacy for his son. Except, you're in a digital world on the 
verge of total ruin and you're tasked with saving it, with no context.&lt;/p&gt;
&lt;p&gt;I really enjoyed the storytelling in this one, and the graphics. Unfortunately, 
the gameplay isn't as tight as I'd prefer, enemies and mechanics are a little 
too simple, and you can't go back to get any of the four missable collectibles 
in the game. Your choices are "watch the missing memory on Youtube" or replay 
the game entirely for a single paragraph of text. I'm glad I didn't do a second 
playthrough for such a small reward, but the story itself was cool. It was a 
worthwhile game that has left an impression on me, which is the best kind of 
game purchase if you ask me.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;Sadly, I wasn't able to beat twelve games in 2024. However, we finished the 
&lt;em&gt;gargantuan&lt;/em&gt; Persona 5, which was one of the big JRPGs on the list. I also took 
the liberty to tally up my progress since blogging about 12-in-12:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;2021, 16 games;&lt;/li&gt;
&lt;li&gt;2022, 4 games;&lt;/li&gt;
&lt;li&gt;2023, 18 hames;&lt;/li&gt;
&lt;li&gt;2024, 11 games.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This puts my total at &lt;strong&gt;49 games over four years&lt;/strong&gt;. At one game per month, that 
puts me &lt;em&gt;one month ahead&lt;/em&gt; of my projected progress at this point! There are 
still many more games to beat. I can't stop now!&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="12-in-12"/></entry><entry><title>12-in-12, 2023 Edition</title><link href="https://zlg.space/blog/12-in-12-2023-edition.html" rel="alternate"/><published>2023-04-19T00:00:00-07:00</published><updated>2024-01-19T00:00:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2023-04-19:/blog/12-in-12-2023-edition.html</id><summary type="html">&lt;p&gt;What's up guys? It's time for yet another 12-in-12, the initiative to beat
&lt;strong&gt;twelve games in twelve months&lt;/strong&gt; and take out the backlog! Newbies to this
concept can check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;; then you'll get
what's up here. Also check out &lt;a href="https://zlg.space/blog/12-in-12-2022-edition.html"&gt;last year's 12-in-12&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;As always, here's the successful hit list for 2023:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Dark Souls [PS3]&lt;/li&gt;
&lt;li&gt;Marble it Up [Switch]&lt;/li&gt;
&lt;li&gt;FAST rmx [Switch]&lt;/li&gt;
&lt;li&gt;Zelda: Tears of the Kingdom [Switch]&lt;/li&gt;
&lt;li&gt;Terraria [Steam]&lt;/li&gt;
&lt;li&gt;TMNT: Shredder's Revenge [Switch]&lt;/li&gt;
&lt;li&gt;BIT.TRIP RUNNER [Steam/PC]&lt;/li&gt;
&lt;li&gt;Cogs [Steam/PC]&lt;/li&gt;
&lt;li&gt;Furi [Switch]&lt;/li&gt;
&lt;li&gt;Geometry Wars 3 [PS3]&lt;/li&gt;
&lt;li&gt;Symphony [Steam]&lt;/li&gt;
&lt;li&gt;Bloodstained: Ritual of the Night [Switch]&lt;/li&gt;
&lt;li&gt;Super Mario Bros. Wonder [Switch]&lt;/li&gt;
&lt;li&gt;Castlevania: Dracula X [SNES]&lt;/li&gt;
&lt;li&gt;TMNT: Tournament Fighters [NES]&lt;/li&gt;
&lt;li&gt;TMNT: Tournament Fighters [SNES]&lt;/li&gt;
&lt;li&gt;TMNT: Tournament Fighters [Genesis]&lt;/li&gt;
&lt;li&gt;TMNT 2: Back From the Sewers [GB]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;(yep, those TMNT games are each different!)&lt;/p&gt;
&lt;p&gt;That's a total of &lt;strong&gt;eighteen games beaten&lt;/strong&gt; this year! Huzzah!&lt;/p&gt;
</summary><content type="html">&lt;p&gt;What's up guys? It's time for yet another 12-in-12, the initiative to beat
&lt;strong&gt;twelve games in twelve months&lt;/strong&gt; and take out the backlog! Newbies to this
concept can check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;; then you'll get
what's up here. Also check out &lt;a href="https://zlg.space/blog/12-in-12-2022-edition.html"&gt;last year's 12-in-12&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;As always, here's the successful hit list for 2023:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Dark Souls [PS3]&lt;/li&gt;
&lt;li&gt;Marble it Up [Switch]&lt;/li&gt;
&lt;li&gt;FAST rmx [Switch]&lt;/li&gt;
&lt;li&gt;Zelda: Tears of the Kingdom [Switch]&lt;/li&gt;
&lt;li&gt;Terraria [Steam]&lt;/li&gt;
&lt;li&gt;TMNT: Shredder's Revenge [Switch]&lt;/li&gt;
&lt;li&gt;BIT.TRIP RUNNER [Steam/PC]&lt;/li&gt;
&lt;li&gt;Cogs [Steam/PC]&lt;/li&gt;
&lt;li&gt;Furi [Switch]&lt;/li&gt;
&lt;li&gt;Geometry Wars 3 [PS3]&lt;/li&gt;
&lt;li&gt;Symphony [Steam]&lt;/li&gt;
&lt;li&gt;Bloodstained: Ritual of the Night [Switch]&lt;/li&gt;
&lt;li&gt;Super Mario Bros. Wonder [Switch]&lt;/li&gt;
&lt;li&gt;Castlevania: Dracula X [SNES]&lt;/li&gt;
&lt;li&gt;TMNT: Tournament Fighters [NES]&lt;/li&gt;
&lt;li&gt;TMNT: Tournament Fighters [SNES]&lt;/li&gt;
&lt;li&gt;TMNT: Tournament Fighters [Genesis]&lt;/li&gt;
&lt;li&gt;TMNT 2: Back From the Sewers [GB]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;(yep, those TMNT games are each different!)&lt;/p&gt;
&lt;p&gt;That's a total of &lt;strong&gt;eighteen games beaten&lt;/strong&gt; this year! Huzzah!&lt;/p&gt;


&lt;h1&gt;April&lt;/h1&gt;
&lt;p&gt;I spent the first few months of the year dabbling in classics, but &lt;em&gt;Dark Souls&lt;/em&gt;
[PS3] had hung out in my backlog -- with an unfinished save -- since 2016! I
decided to push through it, while streaming, and it turned out to be a great
experience. I may come back to it some day, but I'm beginning to see flaws in
the structure of the Soulslike genre. I think a little more work could be put
into discoverability, but the art direction and world building is stellar. It
has absolutely earned its place as a classic and I'll never forget my first time
through.&lt;/p&gt;
&lt;p&gt;I also picked up &lt;em&gt;Marble it Up&lt;/em&gt; [Switch] in March and finished it in April, so
despite the drought in game progress since &lt;em&gt;Box Pusher&lt;/em&gt; in 2022, it feels good
to knock out a long-running, 100+ hour RPG. Those are the true phantoms of a
backlog, right?&lt;/p&gt;
&lt;p&gt;Toward the end of the month, I knocked out the last of the cups I needed to
finish in &lt;em&gt;FAST rmx&lt;/em&gt; on the Switch. It's a great racing game if you're looking
for edge-of-your-seat, white-knuckle driving! I got it years ago, but lacked the
grit to finish out the races (placing at least 3rd) until recently. I'll come
back to it from time to time, like I do most racing games that I hold onto.&lt;/p&gt;
&lt;h1&gt;June&lt;/h1&gt;
&lt;p&gt;After picking it up on release day in May, I finished &lt;em&gt;Zelda: Tears of the
Kingdom&lt;/em&gt; [Switch], a game I'd been anticipating for six years! There is a
whirlwind of thoughts in my head for this game, and it's definitely changed
how I view video games, and the Zelda series as a whole. I correctly predicted
that we're getting a third game: the plot lends itself to a continuation for
this pair of protagonists. I give it a year max before Nintendo announces work
on a third game. Overall, TotK was a wonderful romp, but a kind reminder that
I'm getting too old for certain genres that require huge blocks of time to get
anywhere in. There are still some sidequests and collections to complete, but
I've done all the shrines and exposed all the map, and most of the equipment is
found too. I hope the next Zelda leans less on device-building and open world
mechanics.&lt;/p&gt;
&lt;h1&gt;July&lt;/h1&gt;
&lt;p&gt;At the beginning of the month, my partner and I finished up &lt;em&gt;Terraria&lt;/em&gt; [Steam]!
We ended up cheesing through some parts using the Builder's Workshop, but
everything we skipped was essentially farming and repeating stuff we had already
done. We still beat bosses and crafted ingredients legitimately.&lt;/p&gt;
&lt;p&gt;Having beaten both &lt;em&gt;Terraria&lt;/em&gt; and &lt;em&gt;Minecraft&lt;/em&gt;, I'm solidly convinced that
sandboxes and crafting/survival games are not my cup of tea. They're two of the
most famous and popular games in the genre, and I'm walking away from them
rather disappointed in all the time I spent doing what amounts to busy work.&lt;/p&gt;
&lt;p&gt;In &lt;em&gt;Terraria&lt;/em&gt;, the primary way you discover the game is through the Guide NPC,
and later other NPCs, depending on the quest. Almost none of the game is clearly
conveyed to you, and it reeks of a game that has organically grown in scope
creep for ten years, just like Minecraft. You really can't make appreciable
progress in games like this without a wiki. Discoverability is a huge part of
games, especially for games with interacting systems or concurrent mechanics.&lt;/p&gt;
&lt;p&gt;Additionally, it's not enough to have one or two primary crafting stations. In
&lt;em&gt;Terraria&lt;/em&gt;, there are &lt;em&gt;dozens&lt;/em&gt; of them! If I were to redesign the game, it would
be in its progression. I'm totally cool with bosses being the gates for world
progress, but the crafting stations and whatnot would be a single crafting
station, and a single chest that has tabs/pages you can unlock or purchase. The
visual mess that you end up with by the endgame is overwhelming, even though you
know what everything's supposed to do.&lt;/p&gt;
&lt;p&gt;If I ever come back to &lt;em&gt;Terraria&lt;/em&gt;, it will be to build random creations, just
like &lt;em&gt;Minecraft&lt;/em&gt;. Sad to say, the genre has an extreme amount of work to do in
the accessibility and discoverability departments. I shouldn't need an online
resource to grok your game.&lt;/p&gt;
&lt;h1&gt;August&lt;/h1&gt;
&lt;p&gt;I had picked it up a few weeks prior, but once I got into &lt;em&gt;TMNT: Shredder's
Revenge&lt;/em&gt; [Switch], I couldn't put it down for a good few days! It's the
spiritual successor to &lt;em&gt;Turtles in Time&lt;/em&gt;, right down to a lot of the bosses! It
feels more complete, featuring bosses and enemies from both new and old TMNT,
though the focus is mostly on the old style. I like that you can finally play as
Master Splinter and April O'Neill; a first since &lt;em&gt;Tournament Fighters&lt;/em&gt;, on the
SNES!&lt;/p&gt;
&lt;p&gt;There is at least one unlockable character that I won't spoil, which is
nice, but it seems all additional content will be coming in DLC form. That's
disappointing, because I bought the game in physical form with the expectation
that a classic-styled sequel would have 100% of its content from launch day. The
release of the DLC gives me some trepidation about buying new Turtles games,
despite the quality gaming experience. I expected better from Dotemu,
considering that &lt;em&gt;Wonder Boy: The Dragon's Trap&lt;/em&gt; launched earlier in the
Switch's life and had 100% of its content on day one. What happened, guys?&lt;/p&gt;
&lt;h1&gt;September&lt;/h1&gt;
&lt;p&gt;This month, I targeted some older games in the backlog, starting with &lt;em&gt;BIT.TRIP
RUNNER&lt;/em&gt;, the first in the BIT.TRIP series.&lt;/p&gt;
&lt;p&gt;It was essentially a precursor to games like Harmoknight on the 3DS, but unlike
Harmoknight, RUNNER will bump you back to the beginning of the level if you hit
ANY obstacles! The variability in playing the game is mostly "how many of the
gold bars did you get?" You unlock bonus levels by completing the normal levels
while getting all of the gold bars.&lt;/p&gt;
&lt;p&gt;Also, despite being a rhythm game, I didn't feel much like I was interacting
with a beat or any particularly well-placed musical sounds. Mid-level
checkpoints would go a long way to improving the game's accessibility.&lt;/p&gt;
&lt;h2&gt;Machinations&lt;/h2&gt;
&lt;p&gt;Later in the month, I tackled &lt;em&gt;Cogs&lt;/em&gt;, a fun gear-based puzzle game that's also a
sliding tile and PipeDream clone, all in one! I had got it as part of a Humble
Bundle back in 2011 or so, and had barely played it. I was surprised at how well
I adapted to coming back to this. It's still worth booting up just to study the
puzzles a little. Glad to have come back to check it out. That said, I'm
definitely more of a Move guy than a Time guy. I enjoy how the Challenge modes
allow you to pick between time and moves as a way to challenge yourself and get
easier stars. After 300 stars, you can unlock the credits, which is a level!
It's one of the most complicated in the game, and it certainly tested my skill
in sliding tile puzzles. Much like &lt;em&gt;Box Pusher&lt;/em&gt; from last year, I think &lt;em&gt;Cogs&lt;/em&gt;
has burned me out on this style of game. It was a solid playthrough, but I'm
kind of over it.&lt;/p&gt;
&lt;h2&gt;Escaping a cosmic jail&lt;/h2&gt;
&lt;p&gt;Toward the end of the month, I finished out &lt;em&gt;Furi&lt;/em&gt; [Switch]. I had left off on
the third boss, then over the course of the past week, butted my head against
the wall of challenges that are this game's bosses.&lt;/p&gt;
&lt;p&gt;Overall, I believe the game is an interesting blend of bullet hell and
edge-of-your-seat reflex-oriented combat. Though every boss is meant to be an
immense challenge, only one of them felt unrealistically unfair and tedious: a
female sniper named The Burst.&lt;/p&gt;
&lt;p&gt;She begins the boss fight by hiding, and can shoot you from across the arena,
which is 3-4 screens wide and tall. This shot can take one of your three life
stocks &lt;em&gt;in a single hit&lt;/em&gt;. Living up to her name of Burst, this makes sense for
a super or something; as a primary attack, it's bonkers! Her game of keep-away
is what is most annoying, because the actual combat against her was fairly well
done. The hide and seek phases and one-shot kills are what make this boss fight
ridiculous. By contrast, the very next fight after her is more intense and
imposing, and yet he does less damage than her auto-lock one-shotter.&lt;/p&gt;
&lt;p&gt;As the credits rolled, I was blown away by the landscape in this peaceful realm.
Discovering the true identity of The Stranger was crazy, and defeating the
mothership was a satisfying end to the saga for me. I &lt;em&gt;do&lt;/em&gt; wonder what would
have happened if I chose the other option, but that's what Youtube is for.&lt;/p&gt;
&lt;p&gt;This game sat around in my backlog for a solid five years. It's a relief to
bring it to rest. I might some day play through just so I can fight the rest of
the bosses. We'll see. The Burst is such a bitch that I really don't want to
fight her again.&lt;/p&gt;
&lt;h1&gt;October&lt;/h1&gt;
&lt;h2&gt;Angular Ownage&lt;/h2&gt;
&lt;p&gt;I'm on a roll at the end of the year now, aren't I? This month is off with a
bang with &lt;em&gt;Geometry Wars 3&lt;/em&gt; [PS3]! I bought this game very shortly after getting
a Playstation 3, back in 2015. I had played the OG at a friend's house on Xbox
back in 2009 or so, and had &lt;em&gt;Geometry Wars: Galaxies&lt;/em&gt; on both my DS and Wii
at some point, so the third entry in the series was a must-own, naturally.
Its gameplay is wonderful and the same it's always been, with the bonus of
drone behaviors you can upgrade that isn't as grueling as Galaxies, but just as
rewarding. I have to admit that I don't like the weird and warpy levels, because
they're zoomed in too much. The biggest issue I have with this game is the
frequency that enemies will end up spawning on top of you. The pillar of light
that appears before a spawn is super helpful, but perhaps not quite enough
warning. Overall, I'm still satisfied with this game even if it kicks my ass
from time to time.&lt;/p&gt;
&lt;h2&gt;Liberating My Music&lt;/h2&gt;
&lt;p&gt;The next target was &lt;em&gt;Symphony&lt;/em&gt; [Steam]! It's a Galaga-style shmup that is
similar to &lt;em&gt;Beat Hazard&lt;/em&gt; in that it analyzes your music and generates levels (in
this case, enemy patterns) to play to. There's a story involved, but it's really
just an excuse to play more levels.&lt;/p&gt;
&lt;p&gt;Overall I felt it was okay, but it's much easier to earn Kudos than it is to
acquire Inspiration, so I reached a point toward the end of the game's
progression where I would have to farm songs on lower difficulties to get more
dependable rates of inspiration. There are also rare items that I still haven't
unlocked yet, despite seeing many multiples of other items that, if bought,
cannot be converted into a resource, nor can kudos be exchanged for inspiration.
As a result, I ended up with millions of kudos, but lacking the inspiration (by
around 80%) to purchase all of the equipment upgrades that I wanted to.&lt;/p&gt;
&lt;p&gt;It was okay but I think I'm done with music games. Between Guitar Hero, Hatsune
Miku, Taiko Drum Master, Beat Hazard, and now Symphony, I've played so much of
the genre that I don't think there's much left to explore.&lt;/p&gt;
&lt;h2&gt;Déjà Vu of the Night&lt;/h2&gt;
&lt;p&gt;Later in the month, I struggled my way through &lt;em&gt;Bloodstained: Ritual of the
Night&lt;/em&gt; [Switch]. To be honest with you, as a backer of the game at the $100
tier, I am somewhat disappointed in the game. Not because it's bad, per se, but
because it has so many technical problems. I intend to write a more thorough
review when I've had some time to refine and reflect on my thoughts.&lt;/p&gt;
&lt;p&gt;I think this is one I'll be 100%ing, despite the difficulties that come with the
Switch version. The nostalgia is strong for me, and the smooth framerates and
responsiveness of &lt;em&gt;Symphony of the Night&lt;/em&gt; all through &lt;em&gt;Order of Ecclesia&lt;/em&gt; were
all fantastic! That's what lets me down the most about Bloodstained; Igarashi's
past games were all great in the technical department. His staff at Konami
must've had more experience or something.&lt;/p&gt;
&lt;p&gt;I may eventually pick Bloodstained up on Steam at a steep sale so I can
experience the "proper" version, but thus far I will probably not be getting
aboard another Igarashi project without some proof he has a capable and
dedicated team that can churn out a minimum of a solid 30 frames per second, and
no input problems. This is not an unreasonable standard, even back in the mid
2010s when it was being developed. Perhaps Inti Creates should've been
contracted for the main game instead of just the two &lt;em&gt;Curse of the Moon&lt;/em&gt; games.&lt;/p&gt;
&lt;p&gt;There are all sorts of other weird things that happen to me on Switch too, like
Great Swords auto-attacking a second time if you attack in the air with any buff
that increases attack speed. If you strike an enemy with the air attack, it
cannot hit with the attack that starts as soon as you land. This seems like a
design error; either the sword shouldn't auto-attack when you land, or it should
be able to hit both times.&lt;/p&gt;
&lt;p&gt;This marks the twelfth game beaten this year! Hell yeah!&lt;/p&gt;
&lt;h1&gt;November&lt;/h1&gt;
&lt;h2&gt;A Wond(er)ous Adventure&lt;/h2&gt;
&lt;p&gt;I received a copy of &lt;em&gt;Super Mario Bros. Wonder&lt;/em&gt; [Switch] for my birthday, and 
once I started playing it, I couldn't put it down. It was a blast the whole way. 
I ended up 100%ing it in around 15 hours. Like many other games, I want to give 
it the attention it deserves in its own review. It's a great game, though, so if 
you have a Switch, you owe it to yourself to try Modern Mario. It's great!&lt;/p&gt;
&lt;p&gt;Following that, Bloodstained's 100% completion wasn't too far away, so I 
finished that up just after 100%ing Mario! I've not felt like I was making 
progress like this in quite a while.&lt;/p&gt;
&lt;h2&gt;X Does NOT Mark the Spot&lt;/h2&gt;
&lt;p&gt;The next target in my continued onslaught is &lt;em&gt;Castlevania: Dracula X&lt;/em&gt;, part of 
the Advance Collection on Switch. After having played through it now, it's 
definitely not as good as &lt;em&gt;Rondo of Blood&lt;/em&gt;, and is straight confusing if you go 
from &lt;em&gt;Dracula X&lt;/em&gt; to &lt;em&gt;Symphony of the Night&lt;/em&gt;, due to the differences in story 
and, in some cases, total lack of certain characters or stages from &lt;em&gt;Rondo&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;The chief problem I have is the relationship between the clunky movement and the 
invulnerability from being hit. Too often in Dracula X, you get hit out of the 
air, only to get knocked into &lt;em&gt;another&lt;/em&gt; hit that you have no control of, and can 
sometimes be juggled, with little recourse available to you. This is because 
your only special move is a backflip, and the landing lag prevents you from 
doing any evasive maneuvers. Richer lacks his attacking dash, his slide (and its 
dash), he can't run or spin his whip, he can't angle the direction of his 
whip... Honestly one of the weaker entries in the series.&lt;/p&gt;
&lt;p&gt;That said, the music and graphics are both great. A mod of this game
with a double-tap dash and some better movement options would turn it
around completely. You can still have clunky movement without super-short
invulnerability times and overly aggressive AI. It feels like it was meant to be
an arcade game with its janky mechanics.&lt;/p&gt;
&lt;h2&gt;Not Quite Turtley Enough&lt;/h2&gt;
&lt;p&gt;I wanted to beat the &lt;em&gt;Tournament Fighters&lt;/em&gt; games from the TMNT collection. I was 
quite let down by the lack of techniques available for each character, and the 
utterly unfair CPU opponents that I was up against. There's not much room for 
juggling, parrying, reversing or blocking a grab, etc. I appreciate how 
different each of the NES, SNES, and Genesis versions are, but because they're 
so different, I feel each one is missing some depth that it would have if 
perhaps there was a more unified vision for the final product.&lt;/p&gt;
&lt;p&gt;They're okay for what they were, but definitely not a reason to buy the 
collection. All that's left for me on the collection now are the 2nd and 3rd 
GameBoy games, the latter of which I'm saving for last since it's a 
Metroidvania!&lt;/p&gt;
&lt;p&gt;I knocked out &lt;em&gt;TMNT 2: Back From the Sewers&lt;/em&gt; [GB] just in time for the end of 
the year!&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;That's it for 2023! I'll see you again in 2024!&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="12-in-12"/></entry><entry><title>A Look Back on 2022</title><link href="https://zlg.space/blog/a-look-back-on-2022.html" rel="alternate"/><published>2022-12-17T23:45:00-08:00</published><updated>2023-11-10T16:21:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2022-12-17:/blog/a-look-back-on-2022.html</id><summary type="html">&lt;p&gt;I've spent the past few weeks reflecting on the sort of content that tends to 
get posted this time of year: retrospectives. Opportunities to review the events 
of the year, look at what went well, what didn't, what we'll do in the future to 
be better. Even though companies and other bullshit are joining in the spirit, 
it's still important to give yourself moments to look back and self-assess your 
life. A new year is a new opportunity to improve. You don't &lt;em&gt;need&lt;/em&gt; a new year to 
justify it, but it feels right for some people. I kicked a nicotine habit 
cold-turkey with a New Year's resolution, back in 2005. It can be done.&lt;/p&gt;
&lt;p&gt;So, what was 2022 like? Let's try to exclude the grim politics and general state 
of the world. Life is rough right now. Some countries are at war. Some are 
dealing with radical extremists. Some are starving or struggling to stabilize 
their currencies. Others are fighting for basic rights of expression with 
clothing, or to keep their culture alive in the face of re-education camps. 
Let's &lt;em&gt;try&lt;/em&gt; to find the good stuff.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;I've spent the past few weeks reflecting on the sort of content that tends to 
get posted this time of year: retrospectives. Opportunities to review the events 
of the year, look at what went well, what didn't, what we'll do in the future to 
be better. Even though companies and other bullshit are joining in the spirit, 
it's still important to give yourself moments to look back and self-assess your 
life. A new year is a new opportunity to improve. You don't &lt;em&gt;need&lt;/em&gt; a new year to 
justify it, but it feels right for some people. I kicked a nicotine habit 
cold-turkey with a New Year's resolution, back in 2005. It can be done.&lt;/p&gt;
&lt;p&gt;So, what was 2022 like? Let's try to exclude the grim politics and general state 
of the world. Life is rough right now. Some countries are at war. Some are 
dealing with radical extremists. Some are starving or struggling to stabilize 
their currencies. Others are fighting for basic rights of expression with 
clothing, or to keep their culture alive in the face of re-education camps. 
Let's &lt;em&gt;try&lt;/em&gt; to find the good stuff.&lt;/p&gt;


&lt;h1&gt;How was it for others?&lt;/h1&gt;
&lt;p&gt;Let's start with what happened in general, that stands out to me. That generally 
means new developments in GNU/Linux or the video gaming world.&lt;/p&gt;
&lt;h2&gt;Libre Software&lt;/h2&gt;
&lt;p&gt;Sadly, I can't think of much that happened this year in libre software that was
notable. Maybe I'll come back and edit this before the end of the year.&lt;/p&gt;
&lt;h2&gt;Video Games&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;Elden Ring&lt;/em&gt; was released. I thought I'd be much more hyped about it. I ended up 
not getting it at all. I still have &lt;em&gt;Dark Souls&lt;/em&gt; 1 through 3, and Sekiro, to 
finish. I'm not thirsting for Soulslike content at all, lol.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Pokémon Legends: Arceus&lt;/em&gt; also came out this year, I believe? It almost had what 
it takes to get me to buy. &lt;em&gt;Scarlet&lt;/em&gt; and &lt;em&gt;Violet&lt;/em&gt; have technical issues and 
design flaws that prevent me from enjoying 9th gen as much as I'd like to, so I 
have avoided buying them as well.&lt;/p&gt;
&lt;p&gt;The only games I bought this year were either games that I already owned
(&lt;em&gt;Quake&lt;/em&gt; for Switch), replacements for the Switch that was stolen from me, or
&lt;em&gt;Narita Boy&lt;/em&gt;. I haven't played enough to give any solid opinions, but I love the
motif of the game so far.&lt;/p&gt;
&lt;h2&gt;Anime&lt;/h2&gt;
&lt;p&gt;In the latest season finale of &lt;em&gt;Pokémon&lt;/em&gt;, Ash Ketchum becomes the World
Coronation Monarch; the most accomplished and dominant trainer in the world!
With his dream achieved, The Pokémon Company is bringing Ash's story to a close
with 11 episodes set to air in Japan in mid January 2023. The new season has
already been teased, featuring two new protagonists. One of them has a hairpin
with a design resembling Ash's original hat design. There may be more to what's
going on.&lt;/p&gt;
&lt;p&gt;As someone who's not been watching the anime, I came back to it when I heard the
rumor that Ash might become world champion. To see the twerp I used to make fun
of for being a nublet in the 2nd season end up facing off against, and defeating
the most accomplished trainer &lt;em&gt;ever&lt;/em&gt; in Pokémon is quite impressive. Finally
giving Ash a proper send-off is almost like a milestone for the first generation
of Pokémon fans. All I could think at the end of the season was, "The kid
actually pulled it off!" I am filled with a sort of bittersweet happiness. For 
the first time in a while, I'm looking forward to anime content!&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The Dragon Prince&lt;/em&gt; got its next series, which I haven't started yet. &lt;em&gt;Cyberpunk 
2077: Edgerunners&lt;/em&gt; has been pretty intense and quite interesting, despite my 
total lack of knowledge of the series. I hope it's true to the source material.&lt;/p&gt;
&lt;p&gt;That about wraps up what hit my radar, outside of whatever real life events were 
happening.&lt;/p&gt;
&lt;h1&gt;My Life&lt;/h1&gt;
&lt;p&gt;Things were challenging for me. Near the end of 2021, I left a profitable job
that was sapping my energy and motivation. I ended up going into a part time
job for a while until getting back to full time work this year. This job isn't
really my cup of tea either, so I'm looking for more computer-oriented work.&lt;/p&gt;
&lt;p&gt;My partner was diagnosed as Celiac. The change has been very difficult for her 
due to her appreciation for baked goods, but also foods from different cultures. 
She has such a broad palate, and to see her health restrict her food choices 
has been challenging. She's been strong and diligent at checking ingredients, 
and I do what I can to help find or make safe food for her.&lt;/p&gt;
&lt;p&gt;A good friend of mine had to leave the state due to economic reasons. It sucked 
to see him leave, but we were lucky enough to be able to spend some quality time 
together before he had to go. I'll always remember our trip to Ocean Shores.&lt;/p&gt;
&lt;h2&gt;Projects&lt;/h2&gt;
&lt;p&gt;As always, it's been difficult to get enough free time to put something 
together that I can give a shit about. One such thing is an &lt;a href="https://www.lexaloffle.com/bbs/?tid=50210"&gt;anxiety meter in 
PICO-8&lt;/a&gt;! It took a decent amount of planning and experimentation, but 
it's a complete feature that looks and acts really well. With any luck, my work 
on core gameplay elements will come to a pause soon, and I can start churning 
out assets and get some level design going!&lt;/p&gt;
&lt;p&gt;If you're reading this, then the blog was relaunched, after being dormant for
&lt;em&gt;three years&lt;/em&gt;. Some content was still produced in the time the blog was absent,
but not anywhere it would get attention.&lt;/p&gt;
&lt;h2&gt;Gaming&lt;/h2&gt;
&lt;p&gt;The &lt;a href="https://zlg.space/blog/12-in-12-2022-edition.html"&gt;12-in-12 for this year&lt;/a&gt; doesn't look too hot, unless I can 
pull a game or two out of my ass in the next two weeks, haha. I did, however, 
knock out &lt;em&gt;Box Pusher&lt;/em&gt;, another long-standing entry in the backlog. It took 
nearly 6 months, so it took up a lot of time I could've spent on other games. 
For one reason or another, my year's been spent playing games I've already 
beaten. &lt;em&gt;Risk of Rain 2&lt;/em&gt; is almost 100%ed; the gameplay challenges are all 
finished and all that's left is farming monster logs.&lt;/p&gt;
&lt;h1&gt;The Future&lt;/h1&gt;
&lt;p&gt;The future holds many things, depending on what you're looking at. For me, it's 
primarily the new &lt;em&gt;Zelda&lt;/em&gt; game, &lt;em&gt;Tears of the Kingdom&lt;/em&gt; in May. The new Pokémon 
episodes are coming in January for subbed, and the Mario movie is coming next 
year. I'm still on the fence on whether I'll watch it. Hollywood just doesn't do 
anything my style any more.&lt;/p&gt;
&lt;p&gt;Work has begun on VGStash-Tk, and I am experimenting with date-oriented fields 
for games in one's collection, to cut down on needless note taking within 
vgstash. As the software's only user (that I know of), I am solely guiding 
development, haha. &lt;a href="https://pypi.org/project/vgstash"&gt;Check out VGStash on PyPI&lt;/a&gt; if you haven't 
already. It's cross-platform and should work on a potato.&lt;/p&gt;
&lt;p&gt;That wraps up the major thoughts for me on this year. Overall, it was kinda 
shitty. Would not want to relive, haha. Here's hoping to a better and brighter 
2023.&lt;/p&gt;
&lt;p&gt;-z&lt;/p&gt;</content><category term="Life"/><category term="Life"/><category term="PICO-8"/><category term="Video Games"/><category term="Health"/><category term="Anime"/><category term="VGStash"/></entry><entry><title>Box Pusher » Level Data for Solvers</title><link href="https://zlg.space/blog/box-pusher-level-data-for-solvers.html" rel="alternate"/><published>2022-09-12T22:17:00-07:00</published><updated>2022-09-13T21:37:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2022-09-12:/blog/box-pusher-level-data-for-solvers.html</id><summary type="html">&lt;p&gt;Back in 2012, I bought this cute little game called &lt;em&gt;Box Pusher&lt;/em&gt; [DSi]. It
features gameplay from a 1982 game called &lt;a href="https://en.wikipedia.org/wiki/Sokoban"&gt;Sokoban&lt;/a&gt;. In Sokoban, you
are a warehouse worker and push boxes around an enclosed area onto target
squares. This is the entirety of its gameplay. Think of ye olden Zelda block
puzzle, on crack, and you get Sokoban. Box Pusher contains 250 levels worth
of this craziness, and features a level editor, in case that's not enough box
pushing for you. It was certainly enough for me. But, you don't have to do the
work needed to get some Box Pusher solutions; I did it for you!&lt;/p&gt;
&lt;p&gt;&lt;a href="https://files.zlg.space/s/jWYwyFSBMtXCaCi"&gt;Box Pusher » Level Data for Solvers&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Hook it up to a solver, and you're good to go! Putting this together was a
journey.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Back in 2012, I bought this cute little game called &lt;em&gt;Box Pusher&lt;/em&gt; [DSi]. It
features gameplay from a 1982 game called &lt;a href="https://en.wikipedia.org/wiki/Sokoban"&gt;Sokoban&lt;/a&gt;. In Sokoban, you
are a warehouse worker and push boxes around an enclosed area onto target
squares. This is the entirety of its gameplay. Think of ye olden Zelda block
puzzle, on crack, and you get Sokoban. Box Pusher contains 250 levels worth
of this craziness, and features a level editor, in case that's not enough box
pushing for you. It was certainly enough for me. But, you don't have to do the
work needed to get some Box Pusher solutions; I did it for you!&lt;/p&gt;
&lt;p&gt;&lt;a href="https://files.zlg.space/s/jWYwyFSBMtXCaCi"&gt;Box Pusher » Level Data for Solvers&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Hook it up to a solver, and you're good to go! Putting this together was a
journey.&lt;/p&gt;


&lt;p&gt;About halfway through the puzzles, I realized "I'm an adult and have other shit
I want to do. It'd be cool to beat this game, though." So I decided to make it
a little fun, and use Sokoban solvers. I used a combination of &lt;a href="https://www.sokoban-online.de/"&gt;JSoko&lt;/a&gt;,
&lt;a href="https://computerpuzzle.net/english/sokoban/ver740/index.html"&gt;takaken's Sokoban Solver&lt;/a&gt;, and &lt;a href="https://sourceforge.net/projects/sokobanyasc/"&gt;YASC Solver&lt;/a&gt; to get solutions. I
then used JSoko's optimizer to shorten those solutions. Between these tools and
a few strays that I was able to solve on my own, it only took raw determination
to see it through.&lt;/p&gt;
&lt;h1&gt;Building the Levels&lt;/h1&gt;
&lt;p&gt;The first part of this task was transcription. I started this project in March
of 2022. Due to the game's design of only allowing you to play 5 levels at a
time, I had to rely on the small level previews (and my phone camera's zoom) to
get level layouts ahead of where I was, or solve puzzles as I transcribed. It
was an arduous process, but Vim's &lt;code&gt;virtualedit&lt;/code&gt; setting was a huge time saver.
It allows you to move the cursor anywhere in the buffer, which is key to making
text-based diagram creation approachable.&lt;/p&gt;
&lt;p&gt;To make matters worse, my &lt;a href="http://typematrix.com"&gt;TypeMatrix&lt;/a&gt; Dvorak keyboard got a sticky key and
I was unsuccessful in reassembling it after I cleaned it, damaging the keyboard.
I tried everything I knew to do to keep the silicone/rubber membrane to stay in
place; even glue, but in the end, the key is permanently mushy. Unusable to me,
so I kept it around for parts. Being stuck back on a staggered, QWERTY keyboard
sucks, but I'm glad that the muscle memory is still there.&lt;/p&gt;
&lt;p&gt;Getting back to the game, I enjoyed the variety of skins and music, and the
camera options are cool, too. Ultimately, I feel like the game has way too
much content, and some puzzles are really similar. A better curated set of 100
puzzles would be more palatable, and a more realistic goal for someone to meet.
Perhaps that wasn't the goal in developing Box Pusher, though. If you are a
hardcore Sokoban player, Box Pusher has it in spades! As it turns out, I'm not
super into Sokoban.&lt;/p&gt;
&lt;h1&gt;Sharing the File and Looking Back&lt;/h1&gt;
&lt;p&gt;I appear to be the only person out there who's finished this game. I wasn't able
to find any guides, FAQs, solution lists, blog posts, &lt;em&gt;nothing&lt;/em&gt; to indicate
anyone else had played or beaten it. To remedy that, I'm sharing &lt;a href="https://files.zlg.space/s/jWYwyFSBMtXCaCi"&gt;a text file
containing level layouts for Box Pusher, in machine-readable form&lt;/a&gt;,
ready for use by all the major Sokoban solvers.&lt;/p&gt;
&lt;p&gt;Comments at the top of the file contain advice for usage, and certain levels are
commented where I had issue with the solvers. Level 225 and 232 are particularly
rough for solvers. None of the solvers that I ran against those levels produced
a result, even after 2 hours of running. I ended up following the solution shown
in-game by using a solution credit, recording it with my phone, and playing it
back at 0.25x speed so I could follow it. Publishing solutions would require me
to do 250 puzzles again, and that's just &lt;em&gt;not happening&lt;/em&gt;. I've seen enough
variations of UDLR to make my head spin.&lt;/p&gt;
&lt;p&gt;Despite the slog of completing the puzzles, I did appreciate the different
strategies required to solve the levels, and I got to learn about an entire
hobby group that uses automation not only just to solve levels, but to gain
knowledge of AI techniques and get programming practice. Some levels were solved
lightning fast in one solver, but timeout in another. It appears that Sokoban is
a game that requires an adaptable AI that relies on numerous algorithms to make
its choices, to get best results. Single algorithms can work, too, but it was
the variety in algorithms that helped me clear &lt;em&gt;Box Pusher&lt;/em&gt;'s levels.&lt;/p&gt;
&lt;h1&gt;Final Thoughts&lt;/h1&gt;
&lt;p&gt;I think parallel processing would improve the solvers that are the current
state of the art. The most I could get for a solver were 2 threads! I have a
6-core, 12-thread CPU. How much faster could I have solved these, if I had a few
cores assigned to a few algorithms, so they could all "compete"? Threading is a
hard thing to program correctly, so I understand why someone might want to keep
things simpler. Perhaps next-gen solvers will integrate parallel computing in
some way, to improve performance for modern hardware.&lt;/p&gt;
&lt;p&gt;Please enjoy using this file to solve Box Pusher levels! Big thanks to the 
hackers putting together solvers for the rest of us to use. My file would be 
useless without them.&lt;/p&gt;</content><category term="Projects"/><category term="Video Games"/><category term="Guides"/><category term="Nintendo DSi"/><category term="Sokoban"/></entry><entry><title>12-in-12, 2022 Edition</title><link href="https://zlg.space/blog/12-in-12-2022-edition.html" rel="alternate"/><published>2022-01-16T00:00:00-08:00</published><updated>2023-01-21T00:00:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2022-01-16:/blog/12-in-12-2022-edition.html</id><summary type="html">&lt;p&gt;Hello once again, and welcome to another year of 12-in-12, the initiative to
beat twelve games in twelve months and take out one's backlog! If you want a
history lesson, check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;; then you'll get
what's up here.&lt;/p&gt;
&lt;p&gt;Just as before, here's the successful hit list for 2022:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Dadish [Switch]&lt;/li&gt;
&lt;li&gt;A Short Hike [Switch]&lt;/li&gt;
&lt;li&gt;ToeJam &amp;amp; Earl [Genesis]&lt;/li&gt;
&lt;li&gt;Box Pusher [DSi]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That's it, unfortunately. Here's hoping for a better 2023! Read on for the 
details, as usual.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Hello once again, and welcome to another year of 12-in-12, the initiative to
beat twelve games in twelve months and take out one's backlog! If you want a
history lesson, check out &lt;a href="https://zlg.space/blog/12-in-12-2021-edition.html"&gt;my maiden post on the subject&lt;/a&gt;; then you'll get
what's up here.&lt;/p&gt;
&lt;p&gt;Just as before, here's the successful hit list for 2022:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Dadish [Switch]&lt;/li&gt;
&lt;li&gt;A Short Hike [Switch]&lt;/li&gt;
&lt;li&gt;ToeJam &amp;amp; Earl [Genesis]&lt;/li&gt;
&lt;li&gt;Box Pusher [DSi]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That's it, unfortunately. Here's hoping for a better 2023! Read on for the 
details, as usual.&lt;/p&gt;


&lt;h1&gt;January&lt;/h1&gt;
&lt;p&gt;I was bored one day and decided to fire up &lt;em&gt;Dadish&lt;/em&gt; [Switch], a cute platformer
about a radish, who's a dad (get it...?) gathering up his children who've run
off to play and gotten into trouble. The dialogue is silly and light-hearted,
and the art style is fairly clean, if a bit simple. The platforming mechanics
and bosses were somewhat disappointing for me, but I wasn't expecting a
masterpiece in the first place. I just learned it has a sequel, too, but I think
I've had my fill of it. It was still a fun little diversion, and I appreciate
that it wasn't 20-30 hours of collecting crap.&lt;/p&gt;
&lt;h1&gt;February&lt;/h1&gt;
&lt;p&gt;I played way too much Minecraft. Nothing of importance accomplished.&lt;/p&gt;
&lt;h1&gt;March&lt;/h1&gt;
&lt;p&gt;I couldn't resist picking up &lt;em&gt;A Short Hike&lt;/em&gt; [Switch] when it went on sale. I
love the art style, the humorous writing, and the general chill tone that the
game conveys. It lives up to its name, with roughly 4-5 hours of content to
cover. You can even speedrun it! Goodness. I beat it in like two days, but those
two days were quite lovely.&lt;/p&gt;
&lt;h1&gt;July&lt;/h1&gt;
&lt;p&gt;This month, my girlfriend and I finished our co-op playthrough of &lt;em&gt;ToeJam &amp;amp; 
Earl&lt;/em&gt; [Genesis] on the Genesis Classics Collection on Switch. We ended up using 
the savestates between levels, and sometimes rewound to better handle obstacles.&lt;/p&gt;
&lt;p&gt;I really dislike how many of the enemies just plain move faster than you. 
Dodging is not really a thing. Splitting up creates an animation, while 
re-uniting doesn't. Item mechanics while both characters are on-screen versus 
off-screen are somewhat interesting. It allows for better teamwork I guess. 
Overall, I feel like it's a game with better art than gameplay. Definitely a 
relic of the 1990s.&lt;/p&gt;
&lt;h1&gt;September&lt;/h1&gt;
&lt;p&gt;I finished a months-long project in tackling &lt;em&gt;Box Pusher&lt;/em&gt; [DSi]. It was a big
enough deal to &lt;a href="https://zlg.space/blog/box-pusher-level-data-for-solvers.html"&gt;write about it separately&lt;/a&gt;. Suffice to say, I will
not miss Sokoban, but I enjoyed the adventure in automated solvers.&lt;/p&gt;
&lt;h1&gt;Conclusion&lt;/h1&gt;
&lt;p&gt;Sadly, progress in my backlog basically stopped after September. &lt;em&gt;Box Pusher&lt;/em&gt; 
took so much out of me, I ended up playing classics the rest of the year. Here's 
hoping I can get more done in 2023!&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="12-in-12"/></entry><entry><title>Twelve Years of The After Years</title><link href="https://zlg.space/blog/twelve-years-of-the-after-years.html" rel="alternate"/><published>2021-10-23T00:00:00-07:00</published><updated>2021-10-23T00:00:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2021-10-23:/blog/twelve-years-of-the-after-years.html</id><summary type="html">&lt;p&gt;The year is 2009. Square Enix releases a digital sequel to the long-loved Final
Fantasy 4, titled "The After Years". It concerns the story of Ceodore -- the
son of FF4's protagonist, Cecil -- and &lt;em&gt;his&lt;/em&gt; journey in saving the world from
a mysterious moon that appears. The After Years pulls in all of the characters
from the prior game, extends character development and story for a lot of
characters, and introduces more; most of them simply the progeny of some main
character from the prior game. Fan bait!&lt;/p&gt;
&lt;p&gt;I had recently 100%ed Final Fantasy 4 Advance, back around 2008, so naturally
I bought its sequel! However, it was not quite what I expected. While the new
characters were welcome, a lot of the changes to gameplay negatively impacted
my experience for the entire game, despite my initial interest in them. This
article isn't a review, per se, but I will briefly discuss what I didn't like
about the game, to add context.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;The year is 2009. Square Enix releases a digital sequel to the long-loved Final
Fantasy 4, titled "The After Years". It concerns the story of Ceodore -- the
son of FF4's protagonist, Cecil -- and &lt;em&gt;his&lt;/em&gt; journey in saving the world from
a mysterious moon that appears. The After Years pulls in all of the characters
from the prior game, extends character development and story for a lot of
characters, and introduces more; most of them simply the progeny of some main
character from the prior game. Fan bait!&lt;/p&gt;
&lt;p&gt;I had recently 100%ed Final Fantasy 4 Advance, back around 2008, so naturally
I bought its sequel! However, it was not quite what I expected. While the new
characters were welcome, a lot of the changes to gameplay negatively impacted
my experience for the entire game, despite my initial interest in them. This
article isn't a review, per se, but I will briefly discuss what I didn't like
about the game, to add context.&lt;/p&gt;


&lt;p&gt;The Moon Phase system turns the game's various damage types into its own form of
Pokémon. Each phase makes one of the four types of damage stronger, and another
weaker. This idea &lt;em&gt;sounds&lt;/em&gt; cool on its surface, but changing the moon phase is
done only by resting via Tent or Cottage, sleeping in a bed, or waiting long
enough gameplay time for it to automatically advance. These mechanics turn the
system into something tedious and unnecessarily annoying, forcing you to pad
your inventory with Tents to have any sort of control over the phases.&lt;/p&gt;
&lt;p&gt;Co-operative moves, called Bands, are another mechanic that seems interesting at
first. The moves themselves are cool: they allow multiple characters to band
together and pull off things like a team-wide heal or buff, a unique magic
attack that neither character has on their own, etc. The catch is both
characters get their turns tied up to perform the move (reasonable!) and the
move itself takes about 3 times as long to cast as anything else. That
translates to a good 7-10 seconds you have two characters sitting like ducks.
You also don't know about what bands are available until you attempt to Band,
and choose the correct menu option on the second character. As a result, there
were a number of Bands I simply never acquired.&lt;/p&gt;
&lt;p&gt;Next, the encounter rate was frustratingly inconsistent. The After Years was
originally a mobile game, and sadly it shows. Most areas contain a higher
leveled enemy ready to swoop and murder a member or two of your party, almost as
if to add an arbitrary punishment to exploring. On a related note, the enemies
you run into tend to be MUCH faster than you. I experienced this throughout the
entire game, even after grinding at the end of the game.&lt;/p&gt;
&lt;p&gt;Lastly, there are a bunch of items across the 8 or so episodes that are
completely missable, and missing them blocks you from getting some of the best
equipment in the game later. Yes, optional content is optional, but permanently
missable things in an RPG leads to pointless replays.&lt;/p&gt;
&lt;p&gt;So, with the character of the game established, I played it off and on for the
first few years of having the game. Made it pretty far, about halfway through.
However, the mechanics were really agitating me, and I was frustrated. Final
Fantasy 4 was a great game; was I just not appreciating the design of its
sequel? The characters weren't as well written as the prior game, either, but
the story was still compelling enough to make me want to see the next scene.&lt;/p&gt;
&lt;p&gt;It sat there, unplayed, for a good 5-6 years. Whenever I thought about playing
it, I'd think about another classic JRPG I'd rather play, or a different game on
my backlog that felt more rewarding. When I came back to it, I played through
every episode until the last one, where it sat again for 1-2 years. I started
the end of the game some time last year, in 2020, and finished it yesterday,
2021-10-12.&lt;/p&gt;
&lt;p&gt;The After Years was a sort of "dark horse" game for my backlog. It's the game
that I had the most trouble coming back to and advancing. Don't get me wrong,
I've played through some bad games in the past, but none stayed in the backlog
for &lt;em&gt;twelve years&lt;/em&gt;. It's a ridiculous amount of time for a game to sit around
unbeaten. Your mileage may vary, but there's my take on it.&lt;/p&gt;
&lt;p&gt;Back in 2016, I started the vgstash project to manage my backlog; by that point
I had more money than I did time, so the collection of unfinished games began to
get bigger. The After Years was one of the first games to stick around long
enough to consider tracking. I made the software to practice programming, and
to optimizing my gaming time so I could catch up on my backlog.&lt;/p&gt;
&lt;p&gt;In a weird sense, The After Years will be a special game for me going forward.
Not because it was particularly well designed. It's not. (sorry, Matrix
Software. This one was just a miss.) It's special because it was one of the
stubborn games in my backlog. It motivated me to write code to solve my own
problem. It helped me see &lt;em&gt;why&lt;/em&gt; I was having a backlog problem, and &lt;em&gt;how&lt;/em&gt; to
solve it. Now that it's beaten, I can also say it gave me more patience. Not
only for beating a game, but the greater lesson of waiting to buy a game until
you have the space in your life for it.&lt;/p&gt;
&lt;p&gt;Great deals happen all the time, even as much as 80%, and it happens on a yearly
cycle. Since mainstream gaming is going digital (much to my dismay), the need
to have a game right when it comes out is moot. Most games are published in
unfinished form these days, and even if they are complete and just get DLC,
there's always a "Definitive Edition" a few years later.&lt;/p&gt;
&lt;p&gt;This lines up very closely to the "Patient Gamers" ideology of waiting to buy
games so you don't get burned by preordering or other &lt;abbr title="Fear Of Missing Out"&gt;FOMO&lt;/abbr&gt; tactics. The idea
is, if the game is good then people will talk about it, and eventually it will
go on sale or even become good if it was released unfinished. It's a wise way to
purchase in the chaotic world of games publishing.&lt;/p&gt;
&lt;p&gt;In the twelve years since starting The After Years, I went through some of my
own character growth and struggles, just as Cecil and the gang did. I started
and ended a relationship, injured my back, reconnected with my dad, met and
moved in with my current SO, became more active in libre software, lost my dad
and cat, moved in with the SO's parents, endured the loss of her father with her
family, and now today... one step closer to a clear backlog, and relieved to be
done with such a long, flawed game that I wanted to like but ultimately didn't.&lt;/p&gt;
&lt;p&gt;The lesson to learn from all of this is twofold: (a) don't buy games you aren't
sure you'll like, especially if they're digital, and (b) it's okay to remove a
game from your collection if you don't enjoy playing it. I chose to stick it out
through The After Years because I really wanted to know the story and finish the
game legitimately, but pride isn't exactly a good reason. :) At some point, you
have to be conservative with your use of time or you'll feel like the time you
&lt;em&gt;do&lt;/em&gt; spend gaming is wasted. Games are entertainment, and you're supposed to
have fun.&lt;/p&gt;
&lt;p&gt;What games have taken &lt;em&gt;you&lt;/em&gt; forever to beat? I'd love to hear about other games
people have had trouble finishing. Hit me up at &lt;a href="&amp;#109;&amp;#97;&amp;#105;&amp;#108;&amp;#116;&amp;#111;&amp;#58;&amp;#122;&amp;#108;&amp;#103;&amp;#43;&amp;#98;&amp;#97;&amp;#99;&amp;#107;&amp;#108;&amp;#111;&amp;#103;&amp;#64;&amp;#122;&amp;#108;&amp;#103;&amp;#46;&amp;#115;&amp;#112;&amp;#97;&amp;#99;&amp;#101;"&gt;&amp;#122;&amp;#108;&amp;#103;&amp;#43;&amp;#98;&amp;#97;&amp;#99;&amp;#107;&amp;#108;&amp;#111;&amp;#103;&amp;#64;&amp;#122;&amp;#108;&amp;#103;&amp;#46;&amp;#115;&amp;#112;&amp;#97;&amp;#99;&amp;#101;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;-z&lt;/p&gt;</content><category term="Video Games"/><category term="Final Fantasy"/><category term="Backlogs"/><category term="Video Games"/><category term="Wii"/></entry><entry><title>12-in-12, 2021 Edition</title><link href="https://zlg.space/blog/12-in-12-2021-edition.html" rel="alternate"/><published>2021-01-08T00:00:00-08:00</published><updated>2026-01-30T21:13:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2021-01-08:/blog/12-in-12-2021-edition.html</id><summary type="html">&lt;p&gt;Welcome to ZLG's quest to beat twelve games in 2021! My backlog has exploded to
over 100 games, so it's time to burn through it!&lt;/p&gt;
&lt;h1&gt;A Brief History of 12-in-12&lt;/h1&gt;
&lt;p&gt;&lt;a href="https://old.reddit.com/r/12in12/"&gt;/r/12in12&lt;/a&gt; was started on Reddit in 2018 to help people get through the list
of games they want to beat, i.e. &lt;em&gt;a backlog&lt;/em&gt;. I discovered it shortly after
it was created, and have participated independently ever since. It's a good
initiative for people to motivate and encourage each other to play through and
enjoy their games more.&lt;/p&gt;
&lt;p&gt;In 2023, the subreddit was shut down in protest of Reddit, Inc. charging for
bulk access to their API. The original community was effectively killed. In late
2025, it was reopened by a random person claiming moderator status. The quality 
of the new community remains yet to be seen as of early 2026.&lt;/p&gt;
&lt;p&gt;Some people choose 12 games to beat and try to stick to it, while people like me
just try to focus on beating games &lt;em&gt;at all&lt;/em&gt; and, if you hit 12, awesome! If not,
that's fine, too. It's about putting in time to play and enjoying what you paid
for.&lt;/p&gt;
&lt;h1&gt;My 12-in-12&lt;/h1&gt;
&lt;p&gt;With that out of the way in my maiden post on the subject...&lt;/p&gt;
&lt;p&gt;Here's the successful hit list for this year:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Painkiller: Hell &amp;amp; Damnation [Steam]&lt;/li&gt;
&lt;li&gt;Super Hexagon [Steam]&lt;/li&gt;
&lt;li&gt;Koi-Koi Japan [Steam]&lt;/li&gt;
&lt;li&gt;The Legend of Zelda: The Wind Waker HD [WiiU]&lt;/li&gt;
&lt;li&gt;Unravel TWO [Switch]&lt;/li&gt;
&lt;li&gt;Minecraft [Switch]&lt;/li&gt;
&lt;li&gt;Mighty Gunvolt Burst [Switch]&lt;/li&gt;
&lt;li&gt;Final Fantasy 4: The After Years [Wii]&lt;/li&gt;
&lt;li&gt;Strikey Sisters [Switch]&lt;/li&gt;
&lt;li&gt;Golf Peaks [Switch]&lt;/li&gt;
&lt;li&gt;Hatsune Miku: Project Diva MegaMix [Switch]&lt;/li&gt;
&lt;li&gt;Metroid Dread [Switch]&lt;/li&gt;
&lt;li&gt;Risk of Rain 2 [Switch]&lt;/li&gt;
&lt;li&gt;Street Fighter [ARC]&lt;/li&gt;
&lt;li&gt;Street Fighter II [ARC]&lt;/li&gt;
&lt;li&gt;Hammerwatch [Switch]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;For a whopping SIXTEEN games beaten in 2021!&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Welcome to ZLG's quest to beat twelve games in 2021! My backlog has exploded to
over 100 games, so it's time to burn through it!&lt;/p&gt;
&lt;h1&gt;A Brief History of 12-in-12&lt;/h1&gt;
&lt;p&gt;&lt;a href="https://old.reddit.com/r/12in12/"&gt;/r/12in12&lt;/a&gt; was started on Reddit in 2018 to help people get through the list
of games they want to beat, i.e. &lt;em&gt;a backlog&lt;/em&gt;. I discovered it shortly after
it was created, and have participated independently ever since. It's a good
initiative for people to motivate and encourage each other to play through and
enjoy their games more.&lt;/p&gt;
&lt;p&gt;In 2023, the subreddit was shut down in protest of Reddit, Inc. charging for
bulk access to their API. The original community was effectively killed. In late
2025, it was reopened by a random person claiming moderator status. The quality 
of the new community remains yet to be seen as of early 2026.&lt;/p&gt;
&lt;p&gt;Some people choose 12 games to beat and try to stick to it, while people like me
just try to focus on beating games &lt;em&gt;at all&lt;/em&gt; and, if you hit 12, awesome! If not,
that's fine, too. It's about putting in time to play and enjoying what you paid
for.&lt;/p&gt;
&lt;h1&gt;My 12-in-12&lt;/h1&gt;
&lt;p&gt;With that out of the way in my maiden post on the subject...&lt;/p&gt;
&lt;p&gt;Here's the successful hit list for this year:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Painkiller: Hell &amp;amp; Damnation [Steam]&lt;/li&gt;
&lt;li&gt;Super Hexagon [Steam]&lt;/li&gt;
&lt;li&gt;Koi-Koi Japan [Steam]&lt;/li&gt;
&lt;li&gt;The Legend of Zelda: The Wind Waker HD [WiiU]&lt;/li&gt;
&lt;li&gt;Unravel TWO [Switch]&lt;/li&gt;
&lt;li&gt;Minecraft [Switch]&lt;/li&gt;
&lt;li&gt;Mighty Gunvolt Burst [Switch]&lt;/li&gt;
&lt;li&gt;Final Fantasy 4: The After Years [Wii]&lt;/li&gt;
&lt;li&gt;Strikey Sisters [Switch]&lt;/li&gt;
&lt;li&gt;Golf Peaks [Switch]&lt;/li&gt;
&lt;li&gt;Hatsune Miku: Project Diva MegaMix [Switch]&lt;/li&gt;
&lt;li&gt;Metroid Dread [Switch]&lt;/li&gt;
&lt;li&gt;Risk of Rain 2 [Switch]&lt;/li&gt;
&lt;li&gt;Street Fighter [ARC]&lt;/li&gt;
&lt;li&gt;Street Fighter II [ARC]&lt;/li&gt;
&lt;li&gt;Hammerwatch [Switch]&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;For a whopping SIXTEEN games beaten in 2021!&lt;/p&gt;


&lt;h2&gt;January&lt;/h2&gt;
&lt;p&gt;My chosen game was &lt;em&gt;The Legend of Zelda: The Wind Waker HD&lt;/em&gt; [WiiU].&lt;/p&gt;
&lt;p&gt;Unfortunately, I did not beat it. Maybe I'll catch it in a month where I beat a
game easily.&lt;/p&gt;
&lt;h2&gt;February&lt;/h2&gt;
&lt;p&gt;No game was chosen, but I ended up beating &lt;em&gt;Painkiller: Hell &amp;amp; Damnation&lt;/em&gt;!
It's a game that a friend and I had gotten in a Humble Bundle once upon
a time. It has pretty wicked art and music direction, and pretty good shooting
mechanics. You tend to get caught on the geometry really easily, though, so it's
not mechanically refined enough to get me to come back. It was a decent romp,
but not something that'll be staying on the hard drive. Still good for the price
I paid.&lt;/p&gt;
&lt;h2&gt;March&lt;/h2&gt;
&lt;p&gt;I realized I had beaten &lt;em&gt;Super Hexagon&lt;/em&gt; already, and had the hyper levels
unlocked. Nice.&lt;/p&gt;
&lt;p&gt;I defeated every contestant in &lt;em&gt;Koi-Koi Japan&lt;/em&gt;'s Postcard mode, marking it as
beaten! I'm beginning to get a more intuitive feel for hanafuda now, though it's
still easy for me to mix up the flower species. Koi-Koi is fun!&lt;/p&gt;
&lt;p&gt;&lt;em&gt;-- I forget this file exists --&lt;/em&gt;&lt;/p&gt;
&lt;h2&gt;August&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;The Legend of Zelda: The Wind Waker HD&lt;/em&gt; [WiiU] is finally beaten! I went
through the whole damn game without the red sail, though, because after I got
the piece of heart from the night-time auction, I thought that was it for the
rewards. Whoops.&lt;/p&gt;
&lt;h2&gt;September&lt;/h2&gt;
&lt;p&gt;This month, I left a job that was killing me slowly with stress and switched to
part time for a while. It was much needed rest.&lt;/p&gt;
&lt;p&gt;My girlfriend and I played through &lt;em&gt;Unravel TWO&lt;/em&gt;, a cute co-op game about two
yarn people and their search to relight a lighthouse. It follows the story of
two children and their escape from various dangerous situations, but it's told
visually. It was a decent game, but I ended up carrying us (players can merge)
in the last level.&lt;/p&gt;
&lt;h2&gt;October&lt;/h2&gt;
&lt;p&gt;I had first played this on PC, back in 2011, but I picked up &lt;em&gt;Minecraft&lt;/em&gt;
[Switch] back in February and played it off and on. By June, I wanted to
actually &lt;em&gt;beat the game&lt;/em&gt;, so I set out to learn how to get to The End. The game
is so much different today compared to what it used to be. I really wish they'd
finish up development, but it doesn't look to be stopping yet.&lt;/p&gt;
&lt;p&gt;Only a few days later, I finished up &lt;em&gt;Mighty Gunvolt Burst&lt;/em&gt; [Switch]! I was
literally two levels away from the end of the game when I left off back in 2017
or whenever it was...&lt;/p&gt;
&lt;p&gt;The mother lode happened this month too: &lt;em&gt;Final Fantasy 4: The After Years&lt;/em&gt;
[Wii] could be considered the "dark horse" of my backlog; it sat unbeaten for 12
years! It was such a pain to finish that &lt;a href="https://zlg.space/blog/twelve-years-of-the-after-years.html"&gt;I wrote about it&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Next up is &lt;em&gt;Strikey Sisters&lt;/em&gt; [Switch], a cheesy Breakout clone with magic,
enemies, and bosses. It even has co-op! My girlfriend tried it but didn't care
for it. It was surprisingly shorter than I anticipated, but it seems about the
right length for a Breakout clone. If they make a sequel, I'd like to see the
voice acting toned down and some more control options, like dashes, shield/parry
buttons, or being able to move forward and backwards. Still, a fun distraction!&lt;/p&gt;
&lt;p&gt;At the end of the month, I pulled &lt;em&gt;Golf Peaks&lt;/em&gt; [Switch] out of my butt. It's a
cute puzzle game about getting a golf ball into a hole. The catch? You have a
limited number of moves that tell you how the ball will move, and you need to
use the correct combination to complete the level. It feels pretty Zen.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;-- I remember this file exists and fill in the details. --&lt;/em&gt;&lt;/p&gt;
&lt;h2&gt;November&lt;/h2&gt;
&lt;p&gt;I've spent a little less time on games this month so far, but I managed to
finish playing through all the songs in &lt;em&gt;Hatsune Miku: Project Diva MegaMix&lt;/em&gt;
[Switch]! It's hard to pin down when you've really "beaten" a rhythm game, so I
set the goal of unlocking and completing every song. Seems legit.&lt;/p&gt;
&lt;p&gt;I cleaned out the CPU heatsink on my desktop machine, and now temps are safe
enough to game with, so I can catch up on some games while I wait on hardware
prices to lower. :)&lt;/p&gt;
&lt;p&gt;I beat &lt;em&gt;Metroid Dread&lt;/em&gt; [Switch] in the middle of the month. It was a fantastic
experience, and I look forward to clearing Hard Mode and learning how to
speedrun it.&lt;/p&gt;
&lt;p&gt;Next up is &lt;em&gt;Risk of Rain 2&lt;/em&gt; [Switch], which I cleared with a friend, but ended
up carrying at the end. Hopoo Games really outdid themselves in the jump to 3-D,
but part of me feels like the resources provided by Gearbox were a big part of
its success. Regardless, RoR2 has gotten a spot among my favorite third person
shooters ever, and I'm nowhere near done with it!&lt;/p&gt;
&lt;p&gt;Toward the end of the month, I was able to play some &lt;em&gt;Diablo II: Resurrected&lt;/em&gt;
[Bnet] and finished it, but I beat the original as well, so it doesn't really
count. :P&lt;/p&gt;
&lt;p&gt;At the end of the month, I gnashed my teeth through &lt;em&gt;Street Fighter&lt;/em&gt; [ARC]. I
must say that the mechanic of not performing a special move until the button is
released is one of the clunkiest and least fun control schemes I've ever had to
deal with. The utterly unfair AI that can kill you in 3 hits is also
problematic. The fact that it was popular enough to get sequels is surprising,
because plenty of other games from that time were playable &lt;em&gt;AND&lt;/em&gt; fun.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Street Fighter II&lt;/em&gt; [ARC] was much closer to what we know as traditional
fighters. However, some characters like Vega have way too many abilities
compared to the rest of the cast, and M. Bison himself has crazy hitboxes. I
played as Ryu, and he feels like playing Mario or Pichu in Smash Bros. Just...
incredibly small hitboxes. I ended up playing footsies to get in, but there
wasn't much to punish with.&lt;/p&gt;
&lt;p&gt;In beating these games, I'm realizing that I don't like fighting games as
a genre. Even with rather simple inputs, the game's difficulty comes from
consistency in executing your moves and imbalanced fighters or movesets; NOT
from genuinely good AI or strong mechanics. Movement and defensive options suck.
Throws are inconsistent to execute, and the SF 30th Anniversary version doesn't
show OR tell you how to do a throw. This leads the player to getting bodied
repeatedly, until they take advantage of spacing and use their longest move to
get in, and MAYBE pull off a nice combo.&lt;/p&gt;
&lt;p&gt;I plan to beat 3rd Strike and the Alphas, too, but so far this series makes me
glad I got into fighting games with Smash Bros and Soul Calibur. In both of
those games, you have actual movement options, actual defensive options, and a
clear system of what beats what. It's a shame the cool characters of Street
Fighter are limited to such a clunky genre...&lt;/p&gt;
&lt;h2&gt;December&lt;/h2&gt;
&lt;p&gt;It turns out I was most of the way done with &lt;em&gt;Hammerwatch&lt;/em&gt; [Switch], though I
got the bad ending because I didn't have all of the bridge planks! Oops. A bad
ending is still an ending! It was fun and I look forward to trying the other
characters and modes.&lt;/p&gt;
&lt;p&gt;Hammerwatch was the last game beaten for 2021! See you in 2022!&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="12-in-12"/></entry><entry><title>Gaming Data and Update Treadmills</title><link href="https://zlg.space/blog/gaming-data-and-update-treadmills.html" rel="alternate"/><published>2020-01-04T00:00:00-08:00</published><updated>2022-12-11T00:00:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2020-01-04:/blog/gaming-data-and-update-treadmills.html</id><summary type="html">&lt;p&gt;Nintendo recently launched a &lt;a href="https://switch.nintendo.com/year-in-review/"&gt;year-in-review tool on their site&lt;/a&gt; that will
show you your play statistics in 2019. Some may see this as a cool little
feature, but this is exactly what I saw happening when I came home with my
Switch on day one and realized it showed my play time over the network.&lt;/p&gt;
&lt;p&gt;This is similar to how &lt;a href="https://www.adweek.com/creativity/spotify-crunches-user-data-fun-ways-new-global-outdoor-ad-campaign-174826/"&gt;Spotify has used some of their gathered data to create
meme billboards to drum up interest.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;At the bottom of the page are buttons you can use to get fun little images for
your stats. So, I guess badges to feel proud of being a commercial data faucet.
Curiously missing from the page are links to download the raw data used to come
up with the numbers, options to NOT track play statistics, or options to delete
the data they've presented. Even after disabling my adblocking and tracking
protection, the download links for the images didn't work.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Nintendo recently launched a &lt;a href="https://switch.nintendo.com/year-in-review/"&gt;year-in-review tool on their site&lt;/a&gt; that will
show you your play statistics in 2019. Some may see this as a cool little
feature, but this is exactly what I saw happening when I came home with my
Switch on day one and realized it showed my play time over the network.&lt;/p&gt;
&lt;p&gt;This is similar to how &lt;a href="https://www.adweek.com/creativity/spotify-crunches-user-data-fun-ways-new-global-outdoor-ad-campaign-174826/"&gt;Spotify has used some of their gathered data to create
meme billboards to drum up interest.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;At the bottom of the page are buttons you can use to get fun little images for
your stats. So, I guess badges to feel proud of being a commercial data faucet.
Curiously missing from the page are links to download the raw data used to come
up with the numbers, options to NOT track play statistics, or options to delete
the data they've presented. Even after disabling my adblocking and tracking
protection, the download links for the images didn't work.&lt;/p&gt;


&lt;h1&gt;Nintendo's game save analytics&lt;/h1&gt;
&lt;p&gt;&lt;a href="https://old.reddit.com/r/Games/comments/741npk/zelda_breath_of_the_wilds_development_process/"&gt;Nintendo officials have confirmed their use of analytics, especially in The
Legend of Zelda: Breath of the Wild.&lt;/a&gt; During its first year, Nintendo
released two DLC packs, the first of which enabled what's called "Hero's Path
Mode". It allows you to press X on the map to have a complete history of your
path through Hyrule, complete with warps and even deaths.&lt;/p&gt;
&lt;p&gt;In order for the DLC to have this information to show on launch, it had to
be gathered from the very beginning of the game. This means that the DLC was
meant to be a base part of the game, players paid extra to receive this, &lt;em&gt;and&lt;/em&gt;
their data was used to create a heat map of Hyrule so Nintendo could attempt to
measure the effectiveness of their game design. There's no way to receive a copy
of this data from your Switch, or even via Nintendo. There's no option to turn
this off, and with Cloud Saves enabled it ensures Nintendo gets a copy of your
save.&lt;/p&gt;
&lt;p&gt;On one hand, this can show some neat little numbers and give you a mild dopamine
hit. Hero's Path absolutely solves the problem of knowing where you've been and
where you haven't -- up to 200 hours or so of gameplay. But is it worth handing
over the details of your playing, and the technical dependencies that need to be
in place in order to carry such schemes out? Couldn't the game have been a
little more explicit in what you've done so the player didn't need assistive
technology to poorly solve a technically simple problem? It's technically
impressive, sure, but the privacy implications are worrisome.&lt;/p&gt;
&lt;h1&gt;Why an update treadmill?&lt;/h1&gt;
&lt;p&gt;Perhaps I'm old-fashioned by modern standards, but I generally don't like these
games that launch unfinished and go through many iterations before they become a
high quality game. It's a hassle, waiting to get what you paid for.&lt;/p&gt;
&lt;p&gt;As a player, it's another piece of software to babysit. If it has any online
component, you'll have little choice but to play the latest version. If you
haven't played in a while, you'll have to wait for it to download and install
the update before you can play. Meanwhile, you pop in a GameBoy Advance
cartridge and it boots the ROM immediately. The "time to gameplay" (TTG) is
embarrassing on modern platforms.&lt;/p&gt;
&lt;p&gt;When you finally do play, the game has probably changed or it has new bugs.
Menus are different, strategies that worked before are less effective or removed
altogether, there's usually brand new content to chew through, and so on. This
design is deliberate.&lt;/p&gt;
&lt;h1&gt;Rent-seeking and Planned Obsolescence&lt;/h1&gt;
&lt;p&gt;Throughout the games industry is a collective dislike for the second-hand
market. There's been continuous push in the industry to digital distribution and
DRM, to snuff out collectors and other second-hand markets where they aren't
getting a piece of the pie. Some platforms like Stadia want to eliminate the
idea of game ownership entirely. However, in doing so the lasting value of their
games diminishes. The game I played on launch day is different a year later.&lt;/p&gt;
&lt;p&gt;Sometimes, games that are legitimately paid for will stop working. &lt;a href="https://www.gamerevolution.com/news/621017-drm-securom-tron-evolution-unplayable-activation"&gt;Disney
failed to renew their SecuROM subscription, thereby retroactively bricking
&lt;em&gt;Tron: Evolution&lt;/em&gt; for PC.&lt;/a&gt; These are legitimate copies being disabled long
after the transaction has been negotiated. This should be considered fraud.&lt;/p&gt;
&lt;p&gt;The goal of industry in doing this is to follow the greater trend going on in
markets -- that of rent-seeking. Instead of paying once for a game and bringing
it home to play, you now have DLC, micro-transactions, and the Big Fish for
them: online subscriptions. They want to put players on a proverbial money
treadmill in order to continue playing their games, to get them to think of
games as a service instead of a product.&lt;/p&gt;
&lt;p&gt;Subscriptions are an effective way to bring in revenue because people tend to
leave them on auto-pay or care too much about playing with their friends to let
the subscription lapse. However, it devalues the product and turns entertainment
into a monthly budgeting decision instead of an a la carte purchase. "Have we
paid the monthly Xbox bill? Our Disney+ is due soon and the PSN bill's coming
around too." Sure, you can argue that realistically any family dealing with so
many bills &lt;em&gt;would&lt;/em&gt; do auto-pay, but what happens when one of those companies
with a direct line to your bank account takes too much? They and the bank or
credit union will both drag their feet in getting that money back to you. Data
breaches are a thing, too; what will &lt;em&gt;someone else&lt;/em&gt;, attacking your bank or
game "service" provider, gets access to your account? This is a marked increase
in risk, just to play a game.&lt;/p&gt;
&lt;p&gt;I don't want to add another bill to my budget in order to play games. I don't
want my playing to be spied on so companies can treat art like science and
optimize design for addiction. Video games are interactive art, and they deserve
better than the surveillance technology being peddled as innovative game
features. As I often say, business corrupts every endeavor it touches and robs
it of its humanity and splendor. After gaming hit the mainstream with the rise
of the Wii and mobile phones, it was only a matter of time before the market
became a shithole. I've been talking about it for years and here it is.&lt;/p&gt;
&lt;p&gt;Without ways to opt out of data mining, receive a copy of the data &lt;em&gt;I&lt;/em&gt; generated
(i.e. the fruit of my labor or activity; as the one who generated the data, I
deserve to be the owner of it, as intellectual property), or delete the data
that's being kept, I feel that I am treated like a resource to exploit instead
of a customer who values their product and is rewarding them for a job well
done. I do not want to participate in such a market. The games that are sold
are not held to any release standards, the games change and morph as the game's
design is democratized, and the update treadmills render physical games moot.&lt;/p&gt;
&lt;p&gt;Where are the game makers who care about getting release right? Where are the
game makers who hire game testers and focus groups instead of the shameless
cash-grab that is Early Access? When a publisher can apply some release
standards and show some understanding of the player experience, I might buy more
again.&lt;/p&gt;
&lt;p&gt;In the mean time, if I want a stable gaming experience I need to wait until a
game stops receiving updates before I make a decision on it, or wait for the
inevitable DeFiNiTiVe VeRsIoN. I've been burned too many times by updates that
prevented me from playing at all, or with my partner, and I have too little time
to waste on troubleshooting it. It sucks, but you do what you gotta.&lt;/p&gt;
&lt;h1&gt;Some Demographic Info from Yours Truly&lt;/h1&gt;
&lt;p&gt;Here are some facts that Nintendo might find &lt;em&gt;actually&lt;/em&gt; relevant:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;I am in my 30s, one of your biggest and most spendy audiences.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;I grew up playing and more or less stuck with you, and have bought your games
  for younger family members. I am an influential person in my social circles
  when it comes to games, and my advice changes purchasing decisions.&lt;/p&gt;
&lt;ol start="2"&gt;
&lt;li&gt;
&lt;p&gt;I made more money in 2019 than any other year in my adult life.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;I spent the least money on games in 2019 than I have since the last time I
   was unemployed.&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Kinda proud of that, actually. :)&lt;/p&gt;
&lt;ol start="4"&gt;
&lt;li&gt;From your own stats, I only played 300 hours of games throughout the year.
   That's down from 2017 and 2018.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Excusing the obvious full-time employment, my play-time has indeed gone down,
  even compared to past times where I had FTE.&lt;/p&gt;
&lt;ol start="5"&gt;
&lt;li&gt;I didn't buy a single digital game full price, and I looked for physical
   first.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;I waited until I received gift cards and then waited on a sale. Digital simply
  doesn't provide lasting value and I can't trust that it won't be remotely
  disabled later on. A binary on digital storage is not worth $60. It costs
  nearly nothing to distribute digitally, and prices should show that.&lt;/p&gt;
&lt;p&gt;I was forced to buy some games digitally due to artificial scarcity in the
  physical market. With over 50 million Switches sold since launch, I'm sure
  you can negotiate with your cartridge manufacturer on wholesale pricing for
  publishers. Dark Souls Remastered would have been a good buy if Bandai-Namco
  hadn't cheaped out on cartridges. Mega Man X Collection 1 and 2 should've
  been on a single cartridge instead of one cartridge and a download. Same for
  Resident Evil: Revelations 1 and 2. Same for Crash Bandicoot N-Sane Trilogy
  and Spyro Re-ignited Trilogy. We're looking at over $200 in games by three
  different companies that I probably would have bought, but I didn't because of
  the insistence on devaluing my purchase and delivering a poor experience.&lt;/p&gt;
&lt;p&gt;And I'm just &lt;em&gt;one&lt;/em&gt; person. How many others felt the same way after word got
  out? How many other games fall into this same trap, when high-profile studios
  are given free passes on it? It sets an uncomfortable norm.&lt;/p&gt;
&lt;p&gt;Deliver a high quality, as-the-developers-intended Day-1 experience on a
  physical medium that doesn't need patches to be complete and you will get my
  business. I don't ask for anything except some pride in your work and respect
  for my resources. I'm tired of babysitting games, phoning home, data
  aggregation, and so on.&lt;/p&gt;
&lt;p&gt;Continual game patching doesn't tell me that you're working on the game. It
  tells me that you didn't get it right on release due to some shitty
  decision-making and I, the player, get to deal with the result of the
  developer-publisher dysfunctional relationship: a cartridge that is worthless
  and a game that isn't finished. I'm not going to reward that garbage, and
  you shouldn't, either.&lt;/p&gt;
&lt;ol start="6"&gt;
&lt;li&gt;I don't preorder any more since you're allowing publishers to release
   unfinished games at full price.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;I cannot stand games that are not complete without some tag-along digital
  download for the rest of the game. This has happened since the WiiU days.
  Because of this, I cannot be sure that the pre-ordered game will be complete
  with only its cartridge. Digital games, by contrast, are not scarce at all
  and pre-purchasing increases bandwidth usage near launch, meaning that a
  pre-ordered digital game might not be usable and playable until after the
  initial wave of pre-orders and/or downloads. "Pre-loading" is a thing, but
  it's a band-aid that poses some ethical questions: should it be legal for a
  company to sell you a piece of software that is locked prior to a certain
  date? If they can lock it prior to a date, they can lock it &lt;em&gt;after&lt;/em&gt; a date,
  too. Should it be legal for a company to be able to disable access to your
  legitimate purchases, years after purchase? Should the concept of an
  invalidated purchase without refund be allowed in society?&lt;/p&gt;
&lt;p&gt;I do not think any of those should be legal. They reward behavior that
  disrespects and insults legitimate transactions, and it damages trust in the
  market, thereby risking a retread of the Crash of 1983.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;Am I out of touch, or is the market and play experience really just worse?
People that I've spoken with about the topic in person seem to agree that games
used to be released in better shape and it was nicer to not need updates. Let me
know what you think.&lt;/p&gt;</content><category term="Video Games"/><category term="Analytics"/><category term="Video Games"/></entry><entry><title>Tidy</title><link href="https://zlg.space/blog/tidy.html" rel="alternate"/><published>2019-11-26T05:14:00-08:00</published><updated>2019-11-26T05:14:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2019-11-26:/blog/tidy.html</id><summary type="html">&lt;p&gt;My physical possessions are a little more tidy now. The shed has been prepped
for the winter, everything of mine that's important is indoors and has a place.
I bought a new hard drive a while ago to expand Windows to 2 TB. Sadly, Windows
doesn't like being cloned. It's been quite a battle but it more or less runs
correctly. If it goes to shit again, I'll wipe it before I reinstall. At any
rate, Windows is setup and ready to be used if anything happens to my other OSes
or I want to game. That's a major source of anxiety crossed off the list.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;My physical possessions are a little more tidy now. The shed has been prepped
for the winter, everything of mine that's important is indoors and has a place.
I bought a new hard drive a while ago to expand Windows to 2 TB. Sadly, Windows
doesn't like being cloned. It's been quite a battle but it more or less runs
correctly. If it goes to shit again, I'll wipe it before I reinstall. At any
rate, Windows is setup and ready to be used if anything happens to my other OSes
or I want to game. That's a major source of anxiety crossed off the list.&lt;/p&gt;


&lt;p&gt;I sold a bunch of games and systems. It was less than what I wanted, but I
considered the opportunity cost of selling 20+ games and 4 systems. I took out
the most valuable game for myself, since they were offering less than half of
what it was worth. My thirties are teaching me to pick and choose my battles.
This one game can fetch almost as much as what I got for the rest of it, so I
can at least get around half of what the whole collection was worth once I've
sold the valuable one. So, I have a fatter wallet and less clutter. That's nice.&lt;/p&gt;
&lt;p&gt;The decision making of various computer-oriented organizations continues
to depress me. From the .org domains being sold to for-profit interests to
the corporate incursion of Linux land to the hit pieces, astroturfing, and
misinformation campaigns of the media, etc. It just sucks. Humans create so many
problems for themselves.&lt;/p&gt;
&lt;p&gt;I'm researching ways to run GNU/Linux without Red Hat software in the userland.
dbus is a particularly difficult target to get rid of; I can't even launch CUPS
without dbus! I found a patch to remove the accessibility bridge from GTK+3;
once I verify it's working I hope to adapt it for the last release of GTK+2.
That'll get an entire toolkit off the teat. KISS Linux is an interesting project
along the same lines as what I've been doing, but I'm waiting to see how its
author makes decisions in software as it progresses. For now, my efforts will be
focused on reverting my Gentoo installation to something sane and reading LFS so
I can set up a new environment. I'm getting sick of the drama and churn in Linux
so I may pursue other OSes.&lt;/p&gt;
&lt;p&gt;I find myself becoming less interested in video games, mostly due to my emotions
while playing them or the value proposition changing when we consider day-one
game patching, piecemeal DLC, Early Access, Free-to-Play, digital exclusives,
etc. If games go to a format where I cannot ever have a physical copy, I
will probably stop playing (new) games. Emotionally, I don't like playing
against others in Smash Bros. Whether I win or lose, someone's walking away
disappointed, and I don't like that. I don't want to spread bad vibes with my
gameplay.&lt;/p&gt;
&lt;p&gt;I'm learning how to make better use of closures for game states in &lt;a href="https://lexaloffle.com/pico-8.php"&gt;PICO-8&lt;/a&gt;.
Animation and coroutine management are my next learning targets. Then, I want
to do text boxes with flowing text. PICO-8 is fun, but I've also installed
&lt;a href="https://love2d.org/"&gt;LÖVE2D&lt;/a&gt; so I can make games with fewer restrictions. Being the change I
want to see, and whatnot.&lt;/p&gt;
&lt;p&gt;Overall, the theme of the past few days has been reducing any and all stress in
my life so I can focus on things I care about. My anxiety remains, but I'm at
least directing it toward something.&lt;/p&gt;
&lt;p&gt;Now to remove a bunch of games from my vgstash...&lt;/p&gt;
&lt;p&gt;-z&lt;/p&gt;</content><category term="Life"/><category term="Life"/><category term="Health"/><category term="GNU/Linux"/><category term="Video Games"/></entry><entry><title>Teaching Without Tutorials</title><link href="https://zlg.space/blog/teaching-without-tutorials.html" rel="alternate"/><published>2018-01-11T00:00:00-08:00</published><updated>2018-01-11T00:00:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2018-01-11:/blog/teaching-without-tutorials.html</id><summary type="html">&lt;p&gt;Video games that teach without tuturials are superior and do more to engage 
and/or inspire the player. The first hour of a video game is often the most 
important; it's where the player learns how to interact with the machine, 
explore the rules and mechanics, and form an understanding of the game world. 
Games that effectively communicate this lead to a better-informed player that 
isn't slowed down or interrupted by verbose tutorials. The flow of the game 
remains smooth, and the player feels a sense of accomplishment or skill because 
they figured it out on their own, with the design of the game as their guide.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Video games that teach without tuturials are superior and do more to engage 
and/or inspire the player. The first hour of a video game is often the most 
important; it's where the player learns how to interact with the machine, 
explore the rules and mechanics, and form an understanding of the game world. 
Games that effectively communicate this lead to a better-informed player that 
isn't slowed down or interrupted by verbose tutorials. The flow of the game 
remains smooth, and the player feels a sense of accomplishment or skill because 
they figured it out on their own, with the design of the game as their guide.&lt;/p&gt;


&lt;p&gt;Despite games being far more advanced today, many of them rely on clunky
tutorials to communicate the intricacies of their mechanics. Sometimes this is
necessary, like the optional tutorials in Fire Emblem that teach you the finer
points of the weapon triangle or other mechanics. Other games really hold your
hand and guide you through each major mechanic as you come across it, like Kirby
Superstar or The Legend of Zelda: Ocarina of Time. Sometimes, this process isn't
bad. A lot of games let you skip it, but some stick to it and don't let the
player out.&lt;/p&gt;
&lt;p&gt;There are other games out there that don't bother with a tutorial at all, but 
still communicate the rules of their world and provide a sufficient level of 
freedom for the player to learn. This aspect is one of the core parts of game 
design; if the player is waiting on text or some side-show tutorial before they 
can play the game, then it's what I call a game's "lead time". Games like Golden 
Sun try to integrate this with the game, by throwing some real gameplay and 
combat into it. Some complain that this makes speedrunning a pain and lowers a 
game's replay value. Indeed, most Golden Sun players will tell you they'd rather 
skip the hour-long lead time, straight to leaving Vale for the first time and 
meeting Flint. That's where the real game begins, after all.&lt;/p&gt;
&lt;p&gt;Golden Sun is just one example. The Legend of Zelda's later entries are known
for their protracted lead time. A Link to the Past was the first in the series
to provide a tutorial level (the first Hyrule Castle sequence), which was
directly tied into the story and mostly stayed out of the way. However, the game
didn't keep track of whether or not you'd seen an item before. Even at the end
of A Link to the Past, a chest with 3 bombs in it will tell you how to use them.
Later games push lead time out even further, with Skyward Sword's lead time
being the highest (even if you skip cutscenes).&lt;/p&gt;
&lt;p&gt;The reader can probably come up with a few games they've played that held their 
hand too much. But which games integrate their mechanics and design so well that 
the tutorial is invisible or seamless? What sets them apart, and how can game 
designers tackle this age-old design problem?&lt;/p&gt;
&lt;h1&gt;Case Study 1: Mega Man&lt;/h1&gt;
&lt;p&gt;Mega Man 2 is one of the toughest and beloved games in the series. Despite its 
trial-and-error gameplay with regard to obstacles, the mechanics themselves are 
communicated rather well. The first time you come across the disappearing 
blocks, there is a solid floor underneath you so you can learn what you need to 
do: observe the pattern of blocks, and carefully time your jumps accordingly.&lt;/p&gt;
&lt;p&gt;In Gyro Man's stage (Mega Man 5), you are introduced to a flying enemy that
drops when you walk under it, and blocks that fall when you jump on them.
However, they're introduced individually, and in a safe manner, first. Later
in the stage, the enemies and dropping blocks appear together, and the two
simple situations you played through are combined into a more complex gameplay
situation. This is very similar to the "multiplicative gameplay" approach of
The Legend of Zelda: Breath of the Wild, where multiple gameplay mechanics are
combined to create emergent complexity.&lt;/p&gt;
&lt;p&gt;This is explored in the first Mega Man, as well, with Elec Man's stage. You 
literally cannot leave the first screen until you understand how the 
floor-zooming enemies work and successfully jump up to the ladder. With no other 
obstacles on this screen, it allows the player to experiment, where they'll 
learn that the enemies move faster when Mega Man is at the same elevation, and 
they can be stopped by shooting them; all without some trite textbox or 
voice-over telling them how to push a button or use their eyes.&lt;/p&gt;
&lt;h1&gt;Case Study 2: Mega Man X&lt;/h1&gt;
&lt;p&gt;This fan favorite has a design muscle of its own to flex! &lt;a href="https://www.youtube.com/watch?v=8FpigqfcvlM" title="warning: language and volume"&gt;Egoraptor's
Sequelitis&lt;/a&gt;, though over-the-top, is spot-on with the analysis of gameplay.
The first level teaches you everything you need to know about the game to excel:
walking, jumping, wall-jumping, enemy weak points, and what a scripted loss
looks like (hint: no enemy life bar or hint of progress). It also gives you a
goal: to become as powerful as Zero.&lt;/p&gt;
&lt;p&gt;MMX's intrigue goes a little further, too, by playing on your intuition: &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Boomerang Cutter will slice off Launch Octopus's tentacles and Flame Mammoth's 
  trunk;&lt;/li&gt;
&lt;li&gt;Chill Penguin is weak to fire;&lt;/li&gt;
&lt;li&gt;Homing Missile can hit Boomer Kuwanger even if he's invisible;&lt;/li&gt;
&lt;li&gt;Armored Armadillo's metal armor can be shed by shocking him;&lt;/li&gt;
&lt;li&gt;Spark Mandrill is completely frozen if you hit him with ice.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;In short, the game world is believable because it conveys its rules subtly and 
builds on intuition that you've already built around the physical world. This 
forms a more solid connection between the game and the player.&lt;/p&gt;
&lt;h1&gt;Case Study 3: Super Mario Bros.&lt;/h1&gt;
&lt;p&gt;Senior Nintendo designer Shigeru Miyamoto needs no introduction. His Donkey Kong
game put Nintendo squarely into the video game business, and Super Mario Bros
-- alongside the NES -- are attributed as single-handedly reviving the industry
after the Crash of 1983. Though the company's practices have been a little &lt;em&gt;too&lt;/em&gt;
shrewd at times, it's hard to deny that their focus on quality and licensing
improved game design and restored consumer faith in the industry, leading to the
games of today.&lt;/p&gt;
&lt;p&gt;Miyamoto and other senior designers have confirmed &lt;a href="https://www.youtube.com/watch?v=zRGRJRUWafY"&gt;the first level of Super
Mario Bros was actually the last level completed&lt;/a&gt;; The iconic first level
covers all but two mechanics in the game (ascending vines and warping). In
an interview, Miyamoto details how the blocks were designed in a way to
practically force the player to get the first mushroom, so they can understand
that mushrooms help Mario. Likewise, the Goomba teaches the player that Mario's
primary way to attack is by jumping onto enemies. The "?" blocks teach the
player that there are goodies hidden away in them. Later, the player learns
that the A button must be held to get a longer jump, how fire flowers and stars
work, the existence of hidden blocks, and how running jumps can help Mario cross
chasms.&lt;/p&gt;
&lt;p&gt;In terms of game design, the first level is truly a work of art, covering every 
major mechanic of the game without a hint of tutorial. The enemies present are 
mostly Goombas, and one learns very quickly how to dispatch them, so the level 
doesn't feel threatening to new players. The bright blue background was also a 
large departure from arcade games at the time, which used mostly black 
backgrounds. This lighter color makes the game appear more vibrant and inviting. 
Each part of SMB's first level has a purpose, and it's that sort of game design 
that creates the perfect "tutorial level"; the player doesn't realize that 
they're being taught. They're too busy enjoying the game. :)&lt;/p&gt;
&lt;h1&gt;Case Study 4: Super Metroid&lt;/h1&gt;
&lt;p&gt;Oh the volumes I could write on this game's design. Made by Deer Force (later 
known as Intelligent Systems, creators of Fire Emblem, Paper Mario, and others), 
Super Metroid is oozing with solid game design. The lead-up to Samus's landing 
on Zebes is, in effect, a minor playground. There are no enemies, and there's 
enough platform navigation to get the player used to jumping. During the 
sequence with Ridley, Samus can't actually die; Ridley triggers the escape 
sequence when Samus hits 29 energy or less. This gives the player an opportunity 
to understand what combat is like without dealing with the frustration of 
reloading a save continuously just to get to "the real game".&lt;/p&gt;
&lt;p&gt;Once Samus lands on planet Zebes, the average player will likely go to the
right, where they encounter a wall of blocks in their way. This teaches players
who've only played platformers that they don't have to go to the right all the
time.&lt;/p&gt;
&lt;p&gt;Later, the player encounters narrow tunnels that Samus can't (yet) fit into and
magenta doors that won't open. These aspects teach the player that they must
find power-ups so they can explore more of the planet and gain firepower. In the
sequence leading up to the Morph Ball and Morph Ball Bombs, the player learns
the value of power-ups and ammo conservation; two mechanics that are central to
early-game Metroid. When they come back up to Crateria and the Space Pirates are
present, the place they traversed is now covered in enemies, teaching them that
the actions or events in one area can influence another. This is important to
understand what must be done when the player reaches the Wrecked Ship.&lt;/p&gt;
&lt;p&gt;Super Metroid continues to teach new mechanics by exposing the player to them as
a part of exploration. Nothing is really "staged" except the first room after a
power-up, such as the Grappling Beam; the player must figure out how to use it
(or be good at wall-jumping) to advance.&lt;/p&gt;
&lt;p&gt;Speaking of wall-jumps, Super Metroid also teaches the player through wildlife; 
in two key points, there are Etecoons (small monkey-like beings) and a Dachora 
(large ostrich-like bird) that move around near Samus and show her a move. This 
is where the game actively shows the player what they should be doing without taking 
control of the game from the player. An observant player will learn how those 
mechanics work, which will lead them to more power-ups and ammo.&lt;/p&gt;
&lt;p&gt;These lessons continue throughout the game, with different colored doors,
one-way gates, super-heated rooms, breakable blocks that look like normal
blocks, hollow blocks that Samus can walk through, and so on. For much of these
mechanics, the game presents at least one or two situations where the player
won't (easily) die from making a mistake.&lt;/p&gt;
&lt;p&gt;One exception is something I think is expected; when Samus picks up an item, the
game displays a brief one-liner of how to use that item. It's displayed during
the item-get jingle, so the "tutorial" is more a part of the interface instead a
part of the gameplay itself.&lt;/p&gt;
&lt;h1&gt;Case Study 5: Demon's Souls&lt;/h1&gt;
&lt;p&gt;The Souls series is a brutally fair series of games made by From 
Software. They are often set in a low-fantasy setting, with extremely classic 
gameplay conventions to complement it.&lt;/p&gt;
&lt;p&gt;The game teaches the player entirely through optional text messages strewn about 
the game world. If playing online, a player can read the messages of others; 
some of which are misleading and lead to certain death.&lt;/p&gt;
&lt;p&gt;The tutorial level is really just another stage. There's nothing special to it 
aside from the sparse enemies. Highly skilled players can fight the boss at the 
end and get some extra Souls (the game's currency), which is useful toward 
getting early level ups.&lt;/p&gt;
&lt;p&gt;The rest of the game's details are communicated through conversations with NPCs 
or item descriptions. The mechanics themselves are deceptively simple: you have 
a standard and strong attack that you can use with either hand; a parry; magic; 
and some basic dodging. That's pretty much it. The rest comes from the challenge 
of reading your enemy and being aware of your surroundings.&lt;/p&gt;
&lt;p&gt;The series even takes it a step further (at least, on PS3). There isn't a real 
pause button in the game, so the player must always be careful of where they 
leave their controller, since the shoulder buttons are the attack buttons. In a 
sense, the developers influence the player's actions by forcing them to treat 
the controller itself as a weapon; if you accidentally hit or kill an NPC, it 
saves the game at the time of their death and there's no way to undo it!&lt;/p&gt;
&lt;p&gt;Some may find the Souls games to be lacking in high-quality design. For a
hardcore gamer who's after a game that won't hold their hand, the Souls series
is a stern, fair grandpa waiting for you to git gud. It expects you to figure
out the world around you by checking out your inventory and talking to people.&lt;/p&gt;
&lt;p&gt;In Demon's Souls at least, after felling the first demon, you can explore the
other 5 regions of the game. This is a huge deal, because it allows an intrepid
(or suicidal) player to venture out to get the good gear, like the Talisman
of God in world 4-1 (important for casting healing spells, aka "miracles").
Designing things in an open, discoverable way encourages the player to find new
pathways through the game, and new strategies for other classes. All without
explicitly teaching you anything except the basic controls, which never have to 
be examined!&lt;/p&gt;
&lt;h1&gt;Closing&lt;/h1&gt;
&lt;p&gt;The above list is just a sample of games that do a great job of teaching the
player without an overt tutorial. Beneath these mechanics, I think there are a
few key concepts to take away from analyzing these games:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Use the game world as an interface for learning;&lt;/li&gt;
&lt;li&gt;If you must include a tutorial, make it optional and engaging;&lt;/li&gt;
&lt;li&gt;Limit the player in creative ways to influence their actions, so they learn
  the mechanics you need them to in order to present tougher challenges later;&lt;/li&gt;
&lt;li&gt;Don't be afraid to hide a mechanic or two and leave hints -- show rather than 
  tell;&lt;/li&gt;
&lt;li&gt;Leverage the player's existing understanding of the world and surprise them 
  with their own intuition. Implement mechanics that make sense intuitively.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Thanks for reading! If you'd like to send feedback please e-mail me, or reply
on your own phlog or website! I'd love to read about more games that teach the
player with creative design.&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="Game Design"/></entry><entry><title>RPGs are for story? Since when?</title><link href="https://zlg.space/blog/rpgs-are-for-story-since-when.html" rel="alternate"/><published>2016-08-06T00:00:00-07:00</published><updated>2019-08-08T00:00:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2016-08-06:/blog/rpgs-are-for-story-since-when.html</id><summary type="html">&lt;p&gt;Across the Internet and even in person, I find a lot of people claiming that 
RPGs are meant to be story-heavy and that's the main draw. Part of me wonders 
where that idea came from.&lt;/p&gt;
&lt;p&gt;The original RPG could be considered Dungeons &amp;amp; Dragons or any similar
paper-and-pencil games where you adopt a persona and go on an adventure, with
a DM at the reins to guide you and your friends along. The core of those games
is not story, however; it's about &lt;em&gt;interacting with your friends&lt;/em&gt; in a made-up
world. The story, while being in the lime-light, is nothing compared to the
feeling of cooperating with your friends and vanquishing foes or telling
ridiculous stories because your bard is drunk as shit.&lt;/p&gt;
&lt;p&gt;D&amp;amp;D and other paper-and-pencil RPGs have a huge focus on the battle system. Each 
race has strengths and weaknesses. Ditto for classes. Each class has skills, 
which have use inside and outside of battle. There are feats. If the game was 
not meant to have a deep level of combat or world interaction, none of that 
would be there! You'd just toss a few dice to decide damage and trade blows with 
no-name mooks.&lt;/p&gt;
&lt;p&gt;Even the &lt;em&gt;original&lt;/em&gt; RPGs had battle systems, with depth and intrigue.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Across the Internet and even in person, I find a lot of people claiming that 
RPGs are meant to be story-heavy and that's the main draw. Part of me wonders 
where that idea came from.&lt;/p&gt;
&lt;p&gt;The original RPG could be considered Dungeons &amp;amp; Dragons or any similar
paper-and-pencil games where you adopt a persona and go on an adventure, with
a DM at the reins to guide you and your friends along. The core of those games
is not story, however; it's about &lt;em&gt;interacting with your friends&lt;/em&gt; in a made-up
world. The story, while being in the lime-light, is nothing compared to the
feeling of cooperating with your friends and vanquishing foes or telling
ridiculous stories because your bard is drunk as shit.&lt;/p&gt;
&lt;p&gt;D&amp;amp;D and other paper-and-pencil RPGs have a huge focus on the battle system. Each 
race has strengths and weaknesses. Ditto for classes. Each class has skills, 
which have use inside and outside of battle. There are feats. If the game was 
not meant to have a deep level of combat or world interaction, none of that 
would be there! You'd just toss a few dice to decide damage and trade blows with 
no-name mooks.&lt;/p&gt;
&lt;p&gt;Even the &lt;em&gt;original&lt;/em&gt; RPGs had battle systems, with depth and intrigue.&lt;/p&gt;


&lt;p&gt;So let's spin this and put it into the intended medium (video games).&lt;/p&gt;
&lt;p&gt;Some of the first RPGs, while possessing plenty of story, had a lot of combat
to fill up the game with things to do. Fetch quests and puzzles also added to
the longevity. The story helped compel you to go further, but most of the games
that became renowned (The Elder Scrolls, Ultima, Final Fantasy, Dragon Quest,
etc) did so because their combat was fun and the world was interesting. In a
traditional turn-based RPG, you're going to be spending a good portion of your
time in combat. In series such as Golden Sun, there's plenty of story -- some
even complain at the amount of dialogue -- but mostly you're exploring, solving
puzzles, customizing your party, diving into dungeons, and fighting monsters.&lt;/p&gt;
&lt;p&gt;This misconception of "RPG == story-heavy" is flat-out wrong. Some games such as
Crystalis are rather light on story. Castlevania 2 is another example. Zelda 2
as well. Others, like The Elder Scrolls, can go either way because there is tons
of story, but most of it's optional. The few games that are mostly story-based
have super-easy gameplay, or they're reclassified as another genre, ranging from
interactive fiction to point-and-click adventure to puzzle.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;I think people need to really sit down and ask themselves how important the 
story is to RPGs as a genre. A quality RPG won't need a story to be fun.&lt;/p&gt;
&lt;p&gt;If one wants story, they should play a visual novel, point-and-click adventure,
or text adventure. MUSHs are a good place to do role-playing that is expected to
be in-universe, while MUDs are for the battle- or adventure-oriented. Some even
have PvP aspects, which is a nice touch.&lt;/p&gt;</content><category term="Video Games"/><category term="RPG"/><category term="Video Games"/></entry><entry><title>Say hello to vgstash!</title><link href="https://zlg.space/blog/say-hello-to-vgstash.html" rel="alternate"/><published>2016-05-22T22:27:00-07:00</published><updated>2025-09-25T00:46:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2016-05-22:/blog/say-hello-to-vgstash.html</id><summary type="html">&lt;p&gt;Today, I'm announcing the release of &lt;a href="https://git.zlg.space/vgstash"&gt;&lt;code&gt;vgstash&lt;/code&gt;&lt;/a&gt;, a command line program
that keeps track of your game collection and progress in a small SQLite
database. I'm happy to finally bring this to fruition. The story of its
inception follows.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Today, I'm announcing the release of &lt;a href="https://git.zlg.space/vgstash"&gt;&lt;code&gt;vgstash&lt;/code&gt;&lt;/a&gt;, a command line program
that keeps track of your game collection and progress in a small SQLite
database. I'm happy to finally bring this to fruition. The story of its
inception follows.&lt;/p&gt;


&lt;h1&gt;Inspiration&lt;/h1&gt;
&lt;p&gt;I was having a conversation on IRC about Python, lamenting my lack of project
ideas to learn the language better. During the conversation, I mentioned a game
manager I wanted to make, but I was hesitant to begin working on it until I
was sure I'd accounted for all semantic use cases. One person said, "What's
important to you about this tool?" That was the tipping point that got the ol'
gears turning. Why did I have this idea in the first place?&lt;/p&gt;
&lt;p&gt;I wanted a good way to manage my games without relying on an outside entity. Did
I care about it being a website? Not really; the mechanism didn't matter too
much to me as long as it worked. Did I really care if other people used it? Was
I interested in launching a website, building interest and engaging with the
public about it? Not really; socialization's never been my strong point, and I
wasn't ready for the consequences of gaining popularity: expectations, feature
requests, and considerable time to refine it.&lt;/p&gt;
&lt;p&gt;However, I strongly believe in the mantra of libre software: scratching your own
itch. So I identified the itch ("I need a game manager") and felt Python was a
great fit for it, since it comes with an SQLite3 module out of the box, a good
argument parsing module, and lots of options for data serialization. At that
point, the hard work was already done for me: &lt;em&gt;scope&lt;/em&gt;.&lt;/p&gt;
&lt;h1&gt;Implementation&lt;/h1&gt;
&lt;p&gt;Determining the scope of your project is important. It allows you to form
opinions on the data format it should rely on, which will help forge the path
for your implementation. This distinction is important; many programmers
approach it from a skeleton, a design document, or ad hoc. Some projects work
really well for that. Projects that deal with data storage and manipulation
(that is, most of them) should care very much about their data format. If you
nail the format, the rest of the code pretty much writes itself.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;vgstash&lt;/code&gt;'s data format is as simple as I could make it without losing important
features. Nailing down this narrowed scope was almost liberating. My idea of
a game manager went from a grandiose Gordian knot of complexity to a command
line tool that plays nicely with others. &lt;sup id="fnref:1"&gt;&lt;a class="footnote-ref" href="#fn:1"&gt;1&lt;/a&gt;&lt;/sup&gt; Because of this, I got a number
of features for free: simple searching (thanks to &lt;code&gt;grep&lt;/code&gt;), text manipulation
(&lt;code&gt;awk&lt;/code&gt;, &lt;code&gt;cut&lt;/code&gt;, and friends), and data serialization (pyyaml). This cut the
amount of time necessary to write the program, and it still supports everything
I aimed for. This simplicity assists in code maintenance; vgstash is nowhere
near complete or "correct", but it's important to do 80% of the job decently
than obsess over 100% perfection. Releasing a project and gaining attention
gives it momentum, and an incentive to continue development.&lt;/p&gt;
&lt;h1&gt;Usage&lt;/h1&gt;
&lt;p&gt;The documentation is still a bit rough for now. It works a lot like &lt;code&gt;git&lt;/code&gt; in
some ways. Here's a scenario (output is after a &lt;code&gt;&amp;gt;&lt;/code&gt;):&lt;/p&gt;
&lt;div class="highlight"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;&lt;span class="c1"&gt;# I just picked up a game, let&amp;#39;s add it to my collection!&lt;/span&gt;
&lt;span class="c1"&gt;# It&amp;#39;s Dark Souls for the PS3&lt;/span&gt;
&lt;span class="c1"&gt;# I own it now, but I&amp;#39;ve never played it so it&amp;#39;s [f]resh.&lt;/span&gt;
&lt;span class="hll"&gt;$&lt;span class="w"&gt; &lt;/span&gt;vgstash&lt;span class="w"&gt; &lt;/span&gt;add&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="s2"&gt;&amp;quot;Dark Souls&amp;quot;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;PS3&lt;span class="w"&gt; &lt;/span&gt;y&lt;span class="w"&gt; &lt;/span&gt;f
&lt;/span&gt;&lt;span class="c1"&gt;# &amp;gt; Added Dark Souls for PS3. You own it and it&amp;#39;s fresh.&lt;/span&gt;

&lt;span class="c1"&gt;# Show me a list of my games!&lt;/span&gt;
&lt;span class="hll"&gt;$&lt;span class="w"&gt; &lt;/span&gt;vgstash&lt;span class="w"&gt; &lt;/span&gt;list
&lt;/span&gt;
&lt;span class="c1"&gt;# Okay I got a nice table, which ones have I beaten?&lt;/span&gt;
&lt;span class="hll"&gt;$&lt;span class="w"&gt; &lt;/span&gt;vgstash&lt;span class="w"&gt; &lt;/span&gt;list&lt;span class="w"&gt; &lt;/span&gt;beaten
&lt;/span&gt;
&lt;span class="c1"&gt;# Nice, nice. Well, I just beat Dark Souls. What now?&lt;/span&gt;
&lt;span class="hll"&gt;$&lt;span class="w"&gt; &lt;/span&gt;vgstash&lt;span class="w"&gt; &lt;/span&gt;list&lt;span class="w"&gt; &lt;/span&gt;-r&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="p"&gt;|&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;grep&lt;span class="w"&gt; &lt;/span&gt;-i&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="s2"&gt;&amp;quot;Dark Souls&amp;quot;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="p"&gt;|&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;cut&lt;span class="w"&gt; &lt;/span&gt;-d&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="s1"&gt;&amp;#39;|&amp;#39;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;-f&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt;
&lt;/span&gt;&lt;span class="c1"&gt;# &amp;gt; 45&lt;/span&gt;

&lt;span class="c1"&gt;# That gave me the game&amp;#39;s ID... Let&amp;#39;s update it&lt;/span&gt;
&lt;span class="hll"&gt;$&lt;span class="w"&gt; &lt;/span&gt;vgstash&lt;span class="w"&gt; &lt;/span&gt;update&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="m"&gt;45&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;progress&lt;span class="w"&gt; &lt;/span&gt;b
&lt;/span&gt;&lt;span class="c1"&gt;# &amp;gt; Dark Souls on PS3 is now marked beaten.&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;p&gt;You may notice that updating is a two-step process. You have to know the ID of
the game in order to update it. That's a ripe case for automation. vgstash was
designed to allow for that. In fact, I wrote a tentative shell script (found in
the repository) that will help you interactively update a game. Just give it an
argument to pass to &lt;code&gt;grep&lt;/code&gt; and it takes care of the rest.&lt;/p&gt;
&lt;h1&gt;Philosophy&lt;/h1&gt;
&lt;p&gt;Command line programs often use similar interfaces, and play nicely with piping.
Piping allows the user to bring out the full capability of the *nix environment
by treating programs as filters for text streams. It means programs are smaller
and more dedicated to a task. vgstash just stores your game collection and gives
you a set of commands to work with it. Other features (searching, interactively
updating, fancy interfaces, etc) should be handled by other programs, so users
can build and/or use scripting to their advantage. This phenomenon is known as
the UNIX philosophy:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;"Do one thing, and do it well."&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;That said, vgstash and any helper scripts in question are considered
experimental quality, so treat them accordingly.&lt;/p&gt;
&lt;p&gt;I'm extremely happy to have built this tool and hope that others find it useful,
too. Patches, comments, and suggestions are welcome.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2022-09-04 UPDATE:&lt;/strong&gt; VGStash's CLI syntax has changed somewhat since the
announcement, and is available via PyPI! Visit the &lt;a href="https://pypi.org/project/vgstash"&gt;VGStash PyPI Project
Page&lt;/a&gt; for the latest release information.&lt;/p&gt;
&lt;p&gt;I have done some rudimentary testing on Windows and it appears to work in a
Command Prompt on Windows 7. I am in need of Windows-based testers, for cmd.eme,
PowerShell, MinGW, and/or WSL2. OS X users shouldn't have any issues interfacing
with VGStash, as long as pip's install path is somewhere in &lt;code&gt;$PATH&lt;/code&gt;.&lt;/p&gt;
&lt;div class="footnote"&gt;
&lt;hr&gt;
&lt;ol&gt;
&lt;li id="fn:1"&gt;
&lt;p&gt;Well, ideally anyway. :)&amp;#160;&lt;a class="footnote-backref" href="#fnref:1" title="Jump back to footnote 1 in the text"&gt;&amp;#8617;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;</content><category term="Software"/><category term="Python"/><category term="Video Games"/><category term="Command Line"/><category term="SQLite"/></entry><entry><title>Can Digital Distribution and Game Ownership Coexist?</title><link href="https://zlg.space/blog/can-digital-distribution-and-game-ownership-coexist.html" rel="alternate"/><published>2013-04-24T11:49:00-07:00</published><updated>2017-04-27T01:38:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2013-04-24:/blog/can-digital-distribution-and-game-ownership-coexist.html</id><summary type="html">&lt;p&gt;In the past decade, the video game industry has introduced three things that 
change the way consumers interact with publishers and distributors to get access 
to the content they consume. Each of these brings with them a wave of change 
that, to many people that are part of the "old school" generation, encroach on 
various aspects of consumer rights and are turning games into services instead 
of objects that you can buy copies of. The three things that have brought this 
change are downloadable content, digital distribution, and &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt;.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;In the past decade, the video game industry has introduced three things that 
change the way consumers interact with publishers and distributors to get access 
to the content they consume. Each of these brings with them a wave of change 
that, to many people that are part of the "old school" generation, encroach on 
various aspects of consumer rights and are turning games into services instead 
of objects that you can buy copies of. The three things that have brought this 
change are downloadable content, digital distribution, and &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt;.&lt;/p&gt;


&lt;h1&gt;Downloadable Content: the new, diluted "expansion pack"&lt;/h1&gt;
&lt;p&gt;Downloadable content (&lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;) began as a way to supplement disc-based games with 
hard-drive bound content that added new things to the game. In essence, &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; 
began as expansion packs to existing games. Oftentimes, they were additional 
chapters in the single player portion of a game, or additional maps and 
character skins for the multiplayer portion of a game. They were often priced 
competitively ($3-10 USD on average), and were not available on the game disc 
itself. This allowed avid fans of games to get additional content and show their 
support for the game with smaller transactions over time, creating a trickle in 
profit for the developer and publisher. Because the content wasn't on the disc, 
it allowed developers time to create more &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; that was better made.&lt;/p&gt;
&lt;p&gt;Today, a good portion of video games are released with the &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; already on the 
game disc, but locked away unless you pay the additional fee associated with it. 
So instead of getting access to all the information on the disc at a premium $60 
price tag, the gamer who wants access to this must pay $60 to get the disc and 
then an additional $5-20 to access the rest of the information on the disc (the 
full game). This is a dishonest and greedy way to do business, and an attempt to 
nickel-and-dime the consumer.&lt;/p&gt;
&lt;p&gt;Prior to the advent of &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;, most additional content was found on PC games, and
they released tons of content on a brand new game disc. In essence, it was a
full game's worth of content, for about half the price of the original game. It
was a great bargain, and many gamers clamored for such expansions, because they
brought depth and replayability to their favorite games. Most &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; in today's era
does not fit that description. Instead, they're small additions that do very
little to add to the gameplay and should have been part of the final product. At
worst, the &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; is already on the disc and gamers are charged an additional
fee to get access. Despite the logistics issue of manufacturing the discs and
distributing them, expansion packs from the 1990s and 2000s were a better deal
and enriched the value of a game by at least an order of magnitude compared to
modern &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;.&lt;/p&gt;
&lt;p&gt;Today's developers should take a page out of history's playbook and not be
afraid to spend a long time on large, slightly more pricey &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; that, for
example, brings an entirely new storyline to their game, or expands the skill
system, or adds characters that enrich the game world. Games that did the
expansion pack system properly are games like &lt;em&gt;Diablo 2&lt;/em&gt;, &lt;em&gt;Neverwinter Nights&lt;/em&gt;,
&lt;em&gt;Dungeon Siege&lt;/em&gt;, and &lt;em&gt;Half-Life&lt;/em&gt;, among many many others. A modern, upcoming
example of good &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; is &lt;em&gt;New Super Luigi U&lt;/em&gt;, which remixes every single level
in the game and tunes it specifically for Luigi, effectively doubling the size
of the game. If a developer that's criticized for being "behind the times" is 
creating &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; that adds so much value to their games, is it unreasonable to 
expect "the big guns" to add real, lasting value to theirs?&lt;/p&gt;
&lt;h1&gt;Digital Distribution: convenient or subvertive?&lt;/h1&gt;
&lt;p&gt;Digital distribution is a way that consumers can get access to a game 
immediately by downloading the game data instead of purchasing a disc. It brings 
a great deal of convenience to consumers by alleviating the need to go to the 
store and buy a disc, then maintain the disc and keep it clean. However, it also 
brings a few disadvantages: you can't lend it to a friend, play it on another 
person's machine (depending on the platform), or sell it to someone when you've 
lost interest in it years later.&lt;/p&gt;
&lt;p&gt;These limitations of digital distribution aren't found everywhere. &lt;a href="https://gog.com"&gt;Good Old 
Games.com&lt;/a&gt; distributes games that don't have any restrictions on what you 
can do with them. You can archive your own copy of it or even lend a copy to a 
friend. &lt;a href="https://humblebundle.com"&gt;Humble Bundle&lt;/a&gt; offers a similar service, but even these great 
examples fail to offer a means to sell your games to a friend. There's more to 
this than just digital distribution, though.&lt;/p&gt;
&lt;h1&gt;Digital Rights Management: "you don't own anything!"&lt;/h1&gt;
&lt;p&gt;&lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; is a system of protecting game content from being copied and shared, to 
secure profit for the publisher. In the 1990s and early 2000s, &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; was mostly 
algorithm-based and did a fairly good job at protecting the games without 
inconveniencing gamers or encroaching on the right to sell their copy. When you 
wanted to sell your game, you simply included the authentication key along with 
it, so your friend could prove the legitimacy of the copy as well. This system 
found itself prone to abuse due to the poor algorithms that were chosen to 
generate and authenticate keys, so publishers moved to systems that were more 
invasive, and lawyers began drafting EULAs that limited the purchase of the game 
copy to simply a "license to play" that could be revoked by the publisher &lt;em&gt;at 
any time, for any reason&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;This shift in the industry made it clear that publishers did not care about the 
&lt;a href="https://en.wikipedia.org/wiki/First_sale_doctrine"&gt;first-sale doctrine&lt;/a&gt;, or the troubles that legitimate consumers would face 
as &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; became more restrictive and cumbersome, while piracy remained at a 
constant level. Many publishers claimed that piracy was to blame for lower sales 
numbers, despite a changing economic climate and a change in the way gamers felt 
about systems that did not consider them legitimate customers without proof.&lt;/p&gt;
&lt;p&gt;In a stroke of irony, piracy may have increased for some games because pirates 
were able to crack the &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; in some games and provide a less buggy or faster 
version of the games, unencumbered by the &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt;. Even some legitimate owners 
turned to pirated copies of the games they owned because the &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; systems 
disabled their legitimate key, or arbitrary limitations (such as the number of 
times the game can be installed) were reached. Despite their desire to support 
the developer and publisher, the &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; systems betrayed their purchase and refused 
them access to the game, so they turned to piracy to get an unencumbered 
experience.&lt;/p&gt;
&lt;p&gt;Due to this change in legalities, some game developers attempted to limit the 
reselling of their games by including single-use codes with the game, designed 
to be validated and installed only once. In their eyes, it ensured that only one 
person would be able to enjoy a single copy and, if their friends wanted to 
borrow it, they had to instead buy a copy. For various reasons, this resulted in 
either lower sales or higher rates of piracy since it stifles the social aspect 
of gaming.&lt;/p&gt;
&lt;h1&gt;All together now!&lt;/h1&gt;
&lt;p&gt;Today, we have &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;, digital distribution, and &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; all tied together in complete 
systems, such as Microsoft's Xbox Live, Sony's Playstation Network, Nintendo's 
eShop, EA's Origin, and Valve's Steam. Each brings with it a set of limitations 
and encumberments that are designed to protect the &lt;del&gt;greed&lt;/del&gt;
&lt;ins&gt;assets&lt;/ins&gt; of the publisher, while limiting the rights of the customer.
Some of these platforms, such as Steam, do things fairly well for a &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; scheme:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Steam allows you to play offline; you only need to be online to purchase and
  install the game.&lt;/li&gt;
&lt;li&gt;Steam ties all purchases to your account, so if you lose your game data, you
  can simply login, connect, and redownload it&lt;/li&gt;
&lt;li&gt;Steam adds value to their platform with a social network, game save backups,
  and periodic sales&lt;/li&gt;
&lt;li&gt;Steam allows you to purchase a game as a gift and give it to another user.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The one key thing missing from this feature set that would make Steam (or other
platforms) a great choice is allowing people to transfer or sell their copy to
another person. As it currently stands, every platform has something wrong with
it in the way it treats its users. Digital distribution is a great idea, but is
limited by technology that enables the greed of publishers. If these platforms
allowed people to sell or transfer games to others, it would create a virtual
equivalent to the real world and go a long way to respect consumers and foster a
sense of trust, while still protecting developer assets from being stolen. Why
Valve hasn't taken advantage of this opportunity is beyond me. Perhaps the
corporate interest of greed and money has blinded them to the civil side of
their platform.&lt;/p&gt;
&lt;h1&gt;Conclusion&lt;/h1&gt;
&lt;p&gt;At the end of the day, the technology behind &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;, &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt;, and digital distribution
is here to stay. However, there are many things left to iron out before these
platforms are a suitable analog to owning a physical copy of a game. Until
these platforms mature and begin respecting consumer rights, they will prevent
themselves from captivating the entire "old school" market that got them where
they are today. Gamers that have been playing since the 1970s to the 1990s
understand the social value that game ownership has, and we took advantage
of these things before the Internet became ubiquitous. Word of mouth and
try-before-you-buy are incredible ways to increase sales and spread the image
of great games. If game publishers continue to step on the toes of gamers by
limiting what they can do with their games and nickel-and-dime them to death
with &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;, we will simply exit the market or turn to independent developers, who
are breathing new life into the industry at a fraction of the cost.&lt;/p&gt;
&lt;p&gt;As for me, I own 4 Humble Indie Bundles and look forward to more high-quality,
independently developed games that I can share with others and purchase without 
breaking the piggy bank. While I have a Steam account, I have no plans to invest 
a significant amount of money until I have the right to sell or transfer 
ownership to another Steam user.&lt;/p&gt;</content><category term="Video Games"/><category term="DRM"/><category term="DLC"/><category term="Video Games"/><category term="Ownership"/></entry><entry><title>Solar 2 Review</title><link href="https://zlg.space/blog/solar-2-review.html" rel="alternate"/><published>2013-04-07T14:42:07-07:00</published><updated>2013-04-07T14:42:07-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2013-04-07:/blog/solar-2-review.html</id><summary type="html">&lt;p&gt;Solar 2 is an open world, macro-physical, sandbox simulation game. Its premise is 
short and sweet: &lt;em&gt;You are a meager asteroid in the infinity of space. Become the 
biggest and best thing in the universe!&lt;/em&gt; Developed primarily by independent 
developer &lt;a href="http://murudai.com/"&gt;Jay Watts&lt;/a&gt;, Solar 2 is a game that is relaxing, with a tense 
undertone that a more self-aware gamer may philosophize about. If you like to 
kick back and enjoy a relaxing game with neat visuals, Solar 2 is a fine choice. 
Gamers that always need missions or goals may not appreciate Solar 2 since its 
mission selection is small and due to being a one-mechanic game, lacks depth in 
its basic interaction. It makes up for it with its application of physics and 
concept, however. And who doesn't like an endless virtual universe!?&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Solar 2 is an open world, macro-physical, sandbox simulation game. Its premise is 
short and sweet: &lt;em&gt;You are a meager asteroid in the infinity of space. Become the 
biggest and best thing in the universe!&lt;/em&gt; Developed primarily by independent 
developer &lt;a href="http://murudai.com/"&gt;Jay Watts&lt;/a&gt;, Solar 2 is a game that is relaxing, with a tense 
undertone that a more self-aware gamer may philosophize about. If you like to 
kick back and enjoy a relaxing game with neat visuals, Solar 2 is a fine choice. 
Gamers that always need missions or goals may not appreciate Solar 2 since its 
mission selection is small and due to being a one-mechanic game, lacks depth in 
its basic interaction. It makes up for it with its application of physics and 
concept, however. And who doesn't like an endless virtual universe!?&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Solar 2's graphics are simple and functional. Beyond that, what else can you 
really add to the look of asteroids, planets, and stars that won't disrupt the 
accuracy of the gameplay? Space itself is, well, black and spacey, with colors of 
distant nebulae and stars scattered about so you feel like you're in space. 
Stars glow like they should, and protective shields look the way you'd expect. 
Ships look pretty cool, but they're a bit small. This probably isn't true on a 
lower resolution display (I play in 1080p), but for the larger ones it can be a 
problem. Otherwise, I have no complaints.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;The sound in Solar 2 was created by &lt;a href="http://flavors.me/jpneufeld"&gt;JP Neufeld&lt;/a&gt; and Matt Wiesen of 
&lt;a href="http://www.symphonyofspecters.com/"&gt;Symphony of Specters&lt;/a&gt;. The sound effects fit their environment very well. 
When planets collide there's a dull "poof", spaceships have puny "pew-pew-pew", 
and asteroids colliding sounds... like rocks. The music is what makes Solar 2 so 
relaxing. It's decidedly ambient, with hints of instrumental thrown in for 
effect. There's a specific track that plays during a certain mission, however, 
that's amazing. I was disappointed to find that the track in question — Mind 
Over Metal — was not included as part of the OST that came with the Humble Indie 
Bundle it was released as part of. It's a shame because it's a great track and 
should be the fanfare/credits song of the game. Long story short, Solar 2's 
sound is appropriate and mellow.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;I wouldn't consider Solar 2 a difficult game unless you're not too good at 
tracking multiple objects at once. Even then, it's fairly forgiving and since 
it's a sandbox game, recovering from failure doesn't take a long time. It's 
perfect for casual play.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;Ah! The meat and potatoes! Well, more like the appetizer. Solar 2 doesn't have 
much gameplay to speak of. That doesn't make it a bad game, but rather a simple 
one that's meant to just simply be enjoyed, with no pressure. You start "life" 
out as a measly little asteroid. By running into other asteroids, you add to 
your Mass, helpfully displayed on the HUD. After a certain point, you gain 
enough Mass to become a planet. Now you can draw asteroids into your orbit and 
absorb multiple asteroids at once. You'll advance from there to a life planet, 
and then finally a star. As a star, you can bring planets into your orbit, which 
can then be improved by their absorption of asteroids. Your star can then absorb 
the planets, and become bigger. Repeat ad nauseum to become bigger, badder, and 
more impressive.&lt;/p&gt;
&lt;p&gt;There are a handful of Story missions and Challenge missions you can opt to 
complete. They're mostly concerned with the nuances of gameplay and testing your 
general skill. The difficulty ramps up in the Challenge missions, but it's still 
nothing that will take you weeks. I earned all the Steam achievements in the 
span of 17 hours of playing, and 10 of that was spent screwing around. :)&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;What's a "story"? There's so little that I can't even consider it a story. But 
that's cool. It means you get to make up your own as you play in the universal 
sandbox. Some games just don't need a story, and Solar 2 is one of them.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Solar 2 is a macro-scale game with a dead-simple premise: Become the biggest,
baddest thing in the universe! With a relaxing soundtrack and simple, accessible
goals, Solar 2 somehow makes destroying entire solar systems relaxing. It's
almost like interactive meditation. It's perfect for short bursts or moderate 
stints of relaxing, but with such a simple premise, it may leave some gamers 
thirsting for a deeper game. Despite being a huge "core gamer", I thoroughly 
enjoy Solar 2. Take that how you will.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Solar 2 is available from a variety of commercial sources and was part of the 
Humble Android Bundle 5.&lt;/em&gt;&lt;/p&gt;
&lt;h1&gt;Screenshots&lt;/h1&gt;
&lt;p&gt;&lt;img alt="Life as a humble planet" src="https://zlg.space/blog/images/reviews/solar2-humble-planet.png"&gt;&lt;br&gt;
&lt;img alt="A medium-sized star system" src="https://zlg.space/blog/images/reviews/solar2-medium-system.png"&gt;&lt;br&gt;
&lt;img alt="An extremely large star system" src="https://zlg.space/blog/images/reviews/solar2-giant-system.png"&gt;&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Windows, OS X, GNU/Linux, Android&lt;br&gt;
&lt;strong&gt;Release Date:&lt;/strong&gt; 2011-06-17&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Sandbox, Casual&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; Jay Watts of &lt;a href="http://murudai.com/"&gt;Murudai&lt;/a&gt;&lt;/p&gt;</content><category term="Reviews"/><category term="Video Games"/><category term="Reviews"/><category term="Sandbox Game"/></entry><entry><title>Metroid Zero Mission » Zebes Map</title><link href="https://zlg.space/blog/metroid-zero-mission-zebes-map.html" rel="alternate"/><published>2012-11-14T06:26:41-08:00</published><updated>2022-12-12T21:25:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-11-14:/blog/metroid-zero-mission-zebes-map.html</id><content type="html">&lt;p&gt;I recently got into the speedrunning scene and decided that my first serious
speedrunning game would be &lt;em&gt;Metroid Zero Mission&lt;/em&gt;. One of the most important
aspects of speedrunning Metroid games is planning your route through the game.
Logically, it's important to have an accurate and useful map, often more
informative than the in-game map. Years ago, I made a simple map for &lt;abbr title="Metroid Zero Mission"&gt;MZM&lt;/abbr&gt; that
was designed to be printed and display the expansions, nothing more.&lt;/p&gt;
&lt;p&gt;Revisiting it with a new goal for route planning in mind, I present to you the
map of Zebes for &lt;abbr title="Metroid Zero Mission"&gt;MZM&lt;/abbr&gt;.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://files.zlg.space/s/rozPPcMrnzz4k9k"&gt;Metroid Zero Mission » Zebes Map&lt;/a&gt; (864 × 1216 pixels, 84 KB)&lt;/p&gt;
&lt;p&gt;The entire image was self-made except for the Creative Commons license indicator
in the bottom right. The only information it's lacking are indicators for which
power-ups you need to get past certain areas. To be honest, if I added that
information the resolution would be doubled, easily. I have also omitted boss
icons (for now), since all speedrunners know where the bosses are. :)&lt;/p&gt;
&lt;p&gt;If you want to distribute it, I don't mind as long as the file is unaltered and
I'm informed of where it was posted. It's cool to see where it ends up!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2022-12-12 UPDATE:&lt;/strong&gt; The text that I made for this map ended up inspiring the 
styling of the 'ZLG' logo! &lt;a href="https://zlg.space/blog/handcrafted-svg.html"&gt;Check out my post on the 
subject.&lt;/a&gt;&lt;/p&gt;</content><category term="Projects"/><category term="GameBoy Advance"/><category term="Guides"/><category term="Metroid"/><category term="Pixel Art"/><category term="Video Games"/></entry><entry><title>Dustforce Review</title><link href="https://zlg.space/blog/dustforce-review.html" rel="alternate"/><published>2012-11-08T13:58:15-08:00</published><updated>2012-11-08T13:58:15-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-11-08:/blog/dustforce-review.html</id><summary type="html">&lt;p&gt;Developed by Hitbox Team, Dustforce is an interesting mix of technical input, 
platforming, and speed. You play as one of four janitors whose job is to clean 
up the game world and bring cleanliness back. As an old-school gamer, this game 
still makes me giddy and excited when I play it. If you enjoy technical games 
that require a lot of skill, high difficulty, and are a perfectionist, Dustforce 
is a great fit for you. Steer clear if you lack patience!&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Developed by Hitbox Team, Dustforce is an interesting mix of technical input, 
platforming, and speed. You play as one of four janitors whose job is to clean 
up the game world and bring cleanliness back. As an old-school gamer, this game 
still makes me giddy and excited when I play it. If you enjoy technical games 
that require a lot of skill, high difficulty, and are a perfectionist, Dustforce 
is a great fit for you. Steer clear if you lack patience!&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;The graphics in Dustforce are best described as light and airy. Most colors are 
low-saturation and shading is softer, leading the game to take on a sort of 
clay-ish look. The form of the graphics themselves looks as if they were made 
with a vector art application. Long story short, the art style is interesting 
and suits the game's atmosphere. Where it lacks in detail it makes up for in 
personality. Additionally, it runs at a crisp 60 frames per second, so it feels 
very smooth.&lt;/p&gt;
&lt;p&gt;If I had to lodge a complaint, it would be the dust/leaf/grime/triangle 
particles that scatter when you sweep them up. In the later levels, it can 
obscure your character from view and make it difficult to make precise 
movements. That's rather minor, however, and may simply be a reflection of my 
own optic shortcomings.&lt;/p&gt;
&lt;h1&gt;Sound&lt;/h1&gt;
&lt;p&gt;Ambient but engaging, out-of-the-way and yet comfortably catchy... It's so hard 
to describe just what this game's music is like. Terence Lee, AKA Lifeformed 
made the music for Dustforce. Without a doubt, he's created one of the best 
video game soundtracks of 2012. &lt;em&gt;Electric Relic&lt;/em&gt; features a strong bass-line and 
good synth strings, while &lt;em&gt;It's Not Supposed to Be Snowing&lt;/em&gt; takes on a more 
melodic, almost somber approach. Then there's &lt;em&gt;Sepia Tone Laboratory&lt;/em&gt;, which 
brings the strings to the front with an almost hip-hop beat that makes the game 
feel underground. Despite the general tone of the music feeling sort of 
simplistic and out-of-the-way, there's a surprising level of understanding for 
what makes catchy or immersive sound.&lt;/p&gt;
&lt;p&gt;My only complaint is that there isn't more of this music!&lt;/p&gt;
&lt;p&gt;The sound effects match the game effortlessly, and as I've covered in prior 
reviews, sound effects that don't stand out are good sound effects. One can hear 
character footsteps, each sweep of the broom, high-energy stomping when falling 
from tall heights, and an intense slap when you strike enemies. All is as it
should be in the sound effect department.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;If you're new to platformers or video games in general, you'll want to steer 
clear of Dustforce. While the early levels are unassuming and friendly, the game 
quickly takes off the kid gloves and throws you into levels that demand tight 
maneuvers, spot-on timing, and intimate knowledge of the game's mechanics. It's 
the kind of game that old hands like me revel in learning the nuances of.&lt;/p&gt;
&lt;p&gt;Gamers with high levels of patience or manual dexterity will take to Dustforce 
pretty well. Others will grow frustrated of not nailing the S ranks and stop 
playing. This game is not for the faint of heart.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;Playing Dustforce is rather straightforward despite its depth. You can use the 
keyboard or a PC controller. I opted to use a PS3 controller and emulated an 
Xbox360 controller with DS3Tool. On Gentoo GNU/Linux, I use the &lt;code&gt;uinput&lt;/code&gt; kernel 
module. Regardless of the human interface, Dustforce's controls are simple.
You have your directions, jump, attack, strong attack, and dash. You can
activate a special move by hitting both attack buttons at the same time, too.
That's it. The game works within these confines very well.&lt;/p&gt;
&lt;p&gt;Most platformers give you simple characters that improve over time. Not so in 
Dustforce. The improvement comes from you, the player! Your character has 
everything they need to finish a level, even with a perfect score. It's up to 
you to pull it off. You'll need to master running up walls, wall-jumping, using 
your broom in strategic locations, and combating enemies all while maintaining 
a combo meter, which keeps track of how much dust you've accumulated. Once 
you've swept 100 dust up, you can use your special move to eliminate all dust 
within a large radius of your character. Learning the most advantageous times to 
use this move is what separates novices and masters.&lt;/p&gt;
&lt;p&gt;At the end of each level (and there are over 50), you'll be judged according to 
completion (how much dust you got), Finesse (how long you kept your combo), and 
time. The game features leaderboards, so if you sign up for an account (or go 
through Steam), you can see how you rank among others who play Dustforce. If 
you're aiming to get the best times, beware! It takes a ton of practice to get 
anywhere close to the times on the leaderboards. I've managed to make it to the 
top 10 on a level, but it took me a few hours of practice to do it.&lt;/p&gt;
&lt;p&gt;For each level that you get S rankings on, you'll get progress toward a key, 
which you can use to unlock other levels. Easy levels are available right off 
the bat, while the intermediate levels are unlocked with silver keys and hard 
levels are unlocked with golden keys. In order to reach the last set of levels 
(which are all unlocked), you must get an S rank in Finesse and Completion (a 
double S) on every level. Attaining that is no small feat. The developers 
realized this, and created the last set of levels, each referring to a digital 
unit of measure proceeded by "Difficult". These levels are incredibly difficult, 
and only the most dedicated (or insane) players will attain SS rank on them.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Dustforce is a game that satiates the classic gamer's thirst for difficulty, 
nuance, and solid level design. It's really a &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard"&gt;Nintendo Hard&lt;/a&gt; game 
prettied up with modern graphics and polish. New gamers or gamers that lack 
patience will not enjoy Dustforce beyond a handful of levels into the game, when 
the game starts to push back and demand more from the player.&lt;/p&gt;
&lt;p&gt;In short, I feel that Dustforce is a contender for Independent Game of the Year 
2012. Between its great music, stylish graphics, and refreshing difficulty, I 
believe it embodies exactly what the video game industry needs.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Dustforce was available as part of the Humble Indie Bundle 6 and can be 
purchased on Steam.&lt;/em&gt;&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Windows, OS X, GNU/Linux&lt;br&gt;
&lt;strong&gt;Release Date:&lt;/strong&gt; 2012-01-17&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Technical Platformer&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; &lt;a href="http://hitboxteam.com"&gt;Hitbox Team&lt;/a&gt;&lt;/p&gt;</content><category term="Reviews"/><category term="Video Games"/><category term="Reviews"/><category term="Technical Platformer"/></entry><entry><title>Izuna: Legend of the Unemployed Ninja » Advanced Gameplay Guide</title><link href="https://zlg.space/blog/izuna-legend-of-the-unemployed-ninja-advanced-gameplay-guide.html" rel="alternate"/><published>2012-09-23T18:15:45-07:00</published><updated>2022-07-28T19:36:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-09-23:/blog/izuna-legend-of-the-unemployed-ninja-advanced-gameplay-guide.html</id><content type="html">&lt;p&gt;&lt;em&gt;Izuna: Legend of the Unemployed Ninja&lt;/em&gt; is a fun roguelike produced by Success 
and published by Atlus. Like most roguelikes, &lt;em&gt;Izuna&lt;/em&gt; is tough and comes with 
its own system of advancement. At first glance, it's not clear how to improve 
one's equipment. A friend and I sat down and tried to locate some more specific 
information on the game, and came up empty-handed. In typical fashion, I 
proposed that we figure it out and make our findings available to others. The 
result is this guide!&lt;/p&gt;
&lt;p&gt;&lt;a href="https://files.zlg.space/s/qoecAi8GQtpFFFG"&gt;Izuna: Legend of the Unemployed Ninja » Advanced Gameplay Guide&lt;/a&gt;, 
version 1.2 — updated 2011-10-15.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2022-07-28 UPDATE:&lt;/strong&gt; I'm quite proud of this guide, and fondly remember the 
time I spent with said friend.&lt;/p&gt;</content><category term="Projects"/><category term="Nintendo DS"/><category term="Guides"/><category term="Video Games"/></entry><entry><title>Mario Kart DS » Game Mechanics Guide</title><link href="https://zlg.space/blog/mario-kart-ds-game-mechanics-guide.html" rel="alternate"/><published>2012-09-23T18:11:25-07:00</published><updated>2012-09-23T18:11:25-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-09-23:/blog/mario-kart-ds-game-mechanics-guide.html</id><content type="html">&lt;p&gt;When &lt;em&gt;Mario Kart DS&lt;/em&gt; was released in 2005, I was impressed by the amount of 
detail in each kart's stats. As I began playing more seriously and taking part 
in Nintendo's first global online game, it was clear to me that there was more 
than meets the eye and somebody needed to cover it. Thus, the Game Mechanics 
Guide was born. It enjoyed some mild popularity on GameFAQs and Neoseeker while 
I was a part of those communities.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://files.zlg.space/s/Jz8B422rammCyaJ"&gt;Mario Kart DS » Game Mechanics Guide&lt;/a&gt;, version 1.7 — updated 
2011-10-15.&lt;/p&gt;</content><category term="Projects"/><category term="Nintendo DS"/><category term="Guides"/><category term="Mario Kart"/><category term="Video Games"/></entry></feed>