Why did I play this?Why did I play this?

Posted on Jun 27th 2018 at 08:00:00 AM by (SirPsycho)
Posted under western jrpg, rpg, pc, science fiction, sci fi, turn based


Ion Storm was an interesting company. Its active presence on the market was relatively short, being founded in late 1996 and going belly up in early 2005. For being around nearly a decade there are only two games that most people think of when they hear the company's name. The overhyped and woefully underwhelming Daikatana from Ion Storm Dallas, including one of the most legendary and tasteless advertisements any game has ever had. On the flip side Ion Storm Austin produced the critically acclaimed instant classic Deus Ex. The company later produced a sequel to Deus Ex in 2003 and the third game in the Thief series in 2004, months before closure. Sandwiched between all of these was a game called Anachronox, releasing in 2001.


Continue reading Anachronox



Posted on May 26th 2018 at 08:00:00 AM by (SirPsycho)
Posted under old hat, media, controversy


This snapshot was taken on 24/05/2018

For years I have found myself moving away from the mainstream gaming press, and even reaching the point of outright ignoring it. I could not mention the last time I went to any of the mainstream gaming press sites just to browse and see what news is coming out. The only time I end up there is seemingly by accident, browsing a forum, board, or group dedicated to an individual game or series that then links to a news release pertaining to the topic. Upon reflection of my own browsing habits and years of history I found that this relative ignorance of what the mainstream gaming press is actually saying pre-dates plenty of the recent major controversies. I was already years deep into this willful ignorance when Gamer Gate started to blow up. The exact reasons I started these habits are long forgotten, but with some time passing and new developments of the day, as well as the effect it had on everybody's browsing habits, then there might be more reasons than ever to justify the abandonment of the mainstream critic.


Continue reading The Gaming Press Is Obsolete



Posted on Mar 24th 2018 at 08:00:00 AM by (SirPsycho)
Posted under Australia, nintendo, nes, snes, sega, genesis, game gear, gameboy, game boy


In the middle of the 1970s, there were small game development studios popping up all over the world. In Melbourne, Australia; in 1977, one of those companies was Beam Software. Their initial games were developed for the home computers of the early 1980s, and they scored a whopper of an early hit in 1982's The Hobbit. At the tail end of the 80s, they finally made the move into home console development for the NES. A couple early stinkers in the two Back to the Future games did not slow the company down, and they started to get contracts to port arcade games to the console. In the early 1990s, there was a shift in the company's audio staff which saw Gavan Anderson and Tania Smith working on music and audio, but Tania ended up leaving to go on a world tour, and she asked Marshall Parker to be her replacement. Marshall was already 38 years old when he joined Beam Software in 1990, making him one of the older composers even at that time.


Continue reading Composer Compendium: Marshall Parker



Posted on Feb 24th 2018 at 08:00:00 AM by (SirPsycho)
Posted under city management, dictator, island, tropical, caribbean


Source is CyberEagleWarrior on DeviantArt

One of the most beautiful aspects of gaming is the sheer magnitude of ideas that have been tried. At this point it would be rather difficult to find ideas for games that have not been at least attempted. The PC market is especially rich in these ideas, given its long history and how many games can be made that just do not work too well on consoles. Simulators are ones that are especially deep in this regard. Everything from goats to the insanity of dwarves in various styles of fortresses has been tried. Few of these simulators have the raw humor and character that the Tropico series has. Tropico is more of a hybrid type of game, where the bulk of the gameplay involves the city building aspect. There are plenty of tools for a more sadistic player to keep control of their communist island paradise. Management of a banana republic has, and maybe never will be, as fun as the Tropico series has made it.



Continue reading A Weekend Holiday in Beautiful Tropico



Posted on Jan 25th 2018 at 08:00:00 AM by (SirPsycho)
Posted under Space, open, trade, economy, pirate, politics


Freelancer is considered one of the last classic, open spacefaring games before the genre went dormant for roughly a decade. It was released in 2003 to critical fanfare and lackluster sales, which essentially killed any hopes for a sequel. It was developed as the sequel to Starlancer, but takes place far enough in the future that playing its predecessor is optional, since both stories are self-contained. The game's main features include a single-player story-based campaign, as well as a completely open multiplayer environment, thus staying true to the game's title.

One way the game broke from genre conventions was that it focused on mouse-based movement and combat, instead of the joystick design that had been a staple of PC gaming until the mouse essentially replaced it. During the golden age of open space simulators, a joystick was basically a requirement, and part of the reason was that a mouse was not yet a completely standard piece of equipment. By the time Freelancer was released, the roles had reversed, with the joystick becoming an accessory, and every computer essentially requiring a mouse to operate the base user interface.


Continue reading Freelancer



Posted on Dec 24th 2017 at 08:00:00 AM by (SirPsycho)
Posted under Turn Based RPG, rpg, ps3, ps4, playstation, atlus, sega


There are rare moments in gaming history where a game releases and shows that it is truly possible to learn lessons from a well designed video game and apply them to the real world. For most of us the first lessons that come to mind might be critical thinking skills from having to think abstractly to solve a puzzle, twitch reflexes from high octane action games, or the obvious social benefits of a good online community. [i[Persona 5[/i] is something different, and represents a far more difficult pill and series of lessons for many around the world to swallow. Persona 5 is an important game, not because its the best selling in Atlus' history and could represent a small first step in a larger paradigm shift for turn-based role playing game design, but because it is one of the most down to earth reflections of the corruption that can penetrate and permeate a society from the highest levels down to the lowest. It's the same type of importance one might give to say, the first Deus Ex for calling out many of the problems of society, governance, and the very real world of false flag operations and conspiracy that existed in the late 1990's while that game was being developed and is still continuing to this day.



Continue reading Persona 5



Posted on Sep 23rd 2017 at 08:00:00 AM by (SirPsycho)
Posted under Editorial, rpg, action, console, replay


As the storage size of digital media has increased, so too has the size of the video games that are played. Game worlds used to be quite tiny, and the length of games came from other areas of difficulty meant to make it hard to explore those worlds. Enemies were difficult and frequent; statistical balance was brutal. It would take players hours to get the right equipment, enough money, and high enough stats to be able to properly progress. Games have been expanded in many ways for decades.

The idea of playing through a game twice or more is quite old by now, with the earliest examples coming from some mid-80s hits and classics such as Ghosts 'n Goblins, The Legend of Zelda, and Digital Devil Story: Megami Tensei. The rewards for this choice are varied, the true ending for Ghosts 'n Goblins, or an extra challenge in Zelda and Megami Tensei. It was only later when this idea was not only popularized, but received a name that has stuck with gamers for over two decades and counting now. Chrono Trigger rewarded players for multiple trips through its world by offering a variety of different endings that could be achieved by beating the final boss in any number of different ways and almost anywhere during the story.



Continue reading Old Game -



Posted on Aug 26th 2017 at 08:00:00 AM by (SirPsycho)
Posted under evolution, rpg, pc, open world, history, theory, editorial


As video games become an aging hobby, it becomes more difficult to grasp the beginning of its tale, or the history and growth of it in general. This does not just mean its actual history, but also its dominant theories of design. For example, when many gamers talk of role playing games, only two dominant styles are generally brought up: The consolized Japanese designed role playing games, and the historically more mechanically complex and open, Western designed role playing games. Despite the fact that these two schools of design are considered different enough to be easily categorized, they share a common ancestor in tabletop games, specifically Dungeons and Dragons. While Dungeons and Dragons has been around since the 1970's, it has evolved and is almost unrecognizable in comparison to its earliest version, as the company that originally created the game went bankrupt, was bought out, and its creator has passed away.



Continue reading The Great Western RPG Schism?



Posted on Jul 25th 2017 at 08:00:00 AM by (SirPsycho)
Posted under world building, analysis, playstation, rpg, konami, ps2


Since the beginning of role playing games, many details have been taken into account by everyone from the top tier game designers down to the dungeon or game master building their first campaign. However, few details are thought about as much as the design of the world the players inhabit. For most gamers, it is nothing more than passing scenery made to make you stop and enjoy the beauty before you move two steps forward and completely forget about it.

In modern video gaming, there are a few different kinds of world designs at play. Most Japanese developed RPGs, from the beginning to this day, are the world spanning epics. No stone is left unturned on these worlds as many are developed without the idea of direct sequels in mind. The juggernauts of Final Fantasy and Dragon Quest almost always take place in a completely new world with linearity in mind. Dragon Quest I and II are notable exceptions to this, where the world of the first game is revealed to be just one small part of the full world that is revealed to the player in Dragon Quest II. This is the idea that Suikoden takes, as it will likely never will reveal the full world in one game.


Continue reading Summer of Suikoden: A Treatise on World Design



Posted on Jun 23rd 2017 at 08:00:00 AM by (SirPsycho)
Posted under stereo, thrift store, switch, accessory, accessories,


The previous year, 2016, was one of my greatest when it came to finds I took home from the local thrift stores. While my actual game finds were few, far between, and not too exciting, the various accessories I found to improve the experience of actually playing the games more than made up for it. So, I will walk you through both my luck, my thoughts, and my process when it came to building a better battlestation. First, I will give the highlights of these finds before moving onto set up and other pieces you'll need.



Continue reading Accessorize: Fortify The Ramparts



Posted on May 24th 2017 at 08:00:00 AM by (SirPsycho)
Posted under PC, review, strategy, simulator


RimWorld is an early access game developed by Ludeon Studios that has been available for purchase since 2013. Updates are steady, if a bit slow at times. It is the winner of multiple Indie Game of the Year awards for 2016, despite being in early access alpha, so there has to be something to this unfinished game, right? While I'm sure most by now have long been turned away from the idea of early access, there are still exceptions where games have plenty of content.  Whether or not the content is polished or finished is another question. For Rimworld, each implementation of new features with every major update are actually functional, if a bit buggy for a few days post-release. RimWorld is in many ways easier to digest than Dwarf Fortress, and while Dwarf Fortress' simplistic graphics, archaic UI, high learning curve, and incredible depth are bound to turn off most would be players, RimWorld's simplistic art style at least adds flavor and something to look at.


Continue reading RimWorld



Posted on Apr 26th 2017 at 08:00:00 AM by (SirPsycho)
Posted under Modern, fantasy, opinion


In the overall timeline of video games, it is quite easy to see a long list of games for a handful of settings. While games have a massively different way of being played its the background setting that can pull players in at a much more deeper level. With games many settings which were once limited to a niche genre of pulp fiction are able to become massive ideas and intellectual properties. Being able to visualize your favorite type of setting is powerful for many gamers. They will chase that feeling down. It could go all the way to the extent of enjoying an otherwise mediocre game, and blinding yourself to its flaws.



Continue reading The Allure of Modern Fantasy



Posted on Mar 22nd 2017 at 08:00:00 AM by (SirPsycho)
Posted under Music, konami, arcade, squaresoft, final fantasy, black mages, nobuo uematsu


Kenichiro Fukui is a composer that few likely know off the top of their head. He began his career as a member of the Konami Kukeiha Club in 1990 under the moniker "Funiki Fukui". The first game he worked on was Sunset Riders in 1991, but he only did the sound effects for the game. His first full composition job was Konami's light gun arcade game Lethal Enforcers. He worked on a few more arcade games at Konami, including 1992's GI Joe with Tsutomi Ogura and 1993's Violent Storm with Seiichi Fukami.


Continue reading Composer Compendium: Kenichiro Fukui



Posted on Feb 24th 2017 at 08:00:00 AM by (SirPsycho)
Posted under lose, fail



pic from mitchellhperkins.blogspot.com

Video games have the ability to draw from the full range of emotions and reactions from the human mind, and can still be considered good even while focusing on drawing out such reactions as frustration and annoyance into its core design. It feels good for the mind to overcome a challenge, so the feeling of relief that comes after the period of high challenge feels all the more sweet. There are a variety of ways to accomplish this, whether building the game from the ground up to be in this way, or to give a robust set of free form tools that allow for a unique experience with each new map. Horror games and games designed to be tense, difficult experiences can easily feel like they're drawing from the natural curiosity of humans to see what lies behind the next door.



Continue reading How to Make Failure Fun



Posted on Jan 27th 2017 at 08:00:00 AM by (SirPsycho)
Posted under nintendo, tose, ds, platform, mario, peach, casual


Nintendo is well known as the master of the platformer. Their style and characters have become ubiquitous throughout gaming. The company's own mascot Mario has inspired spinoffs on top of his own core platforming series, and Super Princess Peach is one such example. It was developed for Nintendo's DS by Tose, and feels like a crossover between regular Mario mechanics mixed with those of Yoshi's Island. The game also includes quite a few enemies from the Yoshi's Island spinoff series, which begs the question of how close this game's setting of Vibe Island is to the island that baby Mario and Luigi were dropped on as babies. The game was released in Japan in 2005, with international release the following year.



Continue reading Super Princess Peach


                                                                                                                                                                                                                                               
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