Saturday, 4 September 2021

Antisocial Networks: Fighting Game Lobbies And Isolation

"The scrolling shooter wasn't murdered. It was squeezed out of a market by fighting games' greater revenue potential. Why spend your money only to explode on a shooter's second stage when a single coin can carry you for hours so long as you keep winning fights? After all, you're the only Guile in your area who's worked out the double stun off jabs. It's not like anyone's going to know how to air throw you while standing..." - Some Clever Cat, 8/8/21

 The "King of the Hill" approach fighting games used to draw big money wasn't the sole reason they dominated the arcades. The arcade is a place of spectacle. If a machine blows feathers around with every turkey shot or flashes bright colourful lights with every beat of a 280bpm Speedcore dance track or provides gigantic buttons that make a satisfying clack with every tap it's trying to catch your attention. High quality, high stakes, risky play also attracts crowds. A single player stepping up to a challenge is exciting but it can become a stale story. Real people forming real rivalries over their play, only for newcomers to completely overturn the local balance of power with a single coin? That's a live soap opera performed for you live every time you walk into the venue.

With a single coin a player could become a character in a local scene's story. With enough skill,a main character. With a bit less and they're the pitiable fodder for a powerful villain. If they're a large enough jerk, they can be the bully a local hero thwarts on their way to the top. Even hanging around the machines in between sets is a role: that of the excited audience. The astonished commentator. Columns on fighting games can easily tell the tale of players as becoming Ryu or Son Goku but those who become the Krillins or Piccolos are as much a part of the tale.

The arcade was not solely the domain of fighting games; players can be as much or as little in the story as they desire. In between intense bouts of action a coin can always go into a shooter. A brawler. A weird challenge game like Bishi Bashi or Numan Athletics. Why not build up some cardio in a set of Dance Dance Revolution? Nor does a coin even need to be spent. If other players are also waiting for shots at a cab, why not talk to them? By standing near a machine, eyeing it off you've already established common ground to start speaking from.

Fighting games were created for and developed in powerfully social spaces. Even as regions are approaching decades away from their arcade birthplace, the broader fandom is still known as the FGC. The Fighting Game Community. Do we talk about the fans of Super Mario Bros. or Sonic The Hedgehog or even juggernauts like Counterstrike: Global Offensive or DotA 2 the same way? Those are fandoms first and communities second.

All this carries over in a post-arcade setting as well. Local offline meetups for fighting games have long outlasted the turn of the century LAN Party. Regional or National major open tournaments are practically conventions for fighting games. Over half the entrants will leave the tournament with zero competition wins so they need reasons to attend anyway. Creating art, contributing to broadcasts, meeting new players and learning new matchups are all incentives to attend. The tournament structure and big closing matches provide easy starting topics for conversation over more private meals shared together. I'm exhausted at the end of every month's Cheese League but after a 10pm round of Pepper Lunch with fellow organisers and the odd remaining attendee I know I can never stop this.

And then there's the worst part of modern fighting games. It's not the programming that all too often can't handle online latency properly. It's the entire matchmaking and lobby structure. It saps my will to ever play one of these games again.

I need to take a step back here. Many online computer games are built around degrees of transience to your time with other players. Gigantic PRESS X TO PLAY messages begin automated matchmaking. Currently popular games like Fall Guys, Fortnite and even most modern first person shooters drop a player into a pile of assorted others, algorithmically determined to have a similar skill level. Varying quantities of in-game emotes allow a quick greeting, a thankful message to the bus driver and maybe a laugh at a mishap or a dance to taunt a defeated opponent. For people who have experienced multiplayer computer games this way all their life, it's fine I suppose. I even enjoy slapping a few surprised Feylyne emoji when I play Monster Hunter myself.

Now think about this sort of experience when applied to a fighting game. Now reduce the player base a few thousand-fold. You are placed in a room of eight other players. The keyboard is too far away to reach with your arcade stick in the way. Console microphone support is still terrible to the point that using your voice is an identifiable category of Guy. Maybe you can kick a soccer ball around. After waiting for the previous match you couldn't spectate while your joining the room to end, you finally play a match.

You lose the match. Back of the line.

Like I mentioned before, at a local meetup or an arcade you can do other things in this time. You can talk to people, play a different game or even grab some food. If you do these things in an online fighting game lobby, you might miss your chance to accept your next match. There's nobody to talk to meaningfully in the default systems. Sure you can use third party communication tools but that won't make you new friends through the process of playing in the lobby. All you have is a barebones menu system, a few emotes to play, a match to watch and your own thoughts to stew in.

Those thoughts are thinking about the loss that put you here. If it's only three players in the lobby you'll be stewing for three minutes. If it's eight, that's closer to twenty. Twenty minutes of processing the stages of grief as you lost. You lose your next match? That's another twenty, restarting the process all over. It's frustrating. It's tiring. It's miserable.

It's all the worst emotional aspects of fighting games with none of the positives.

I haven't written this to demand structural change to fighting game lobbies. There's certainly steps that can be taken to have the things be faster, more social or more uplifting. That doesn't resolve any of the current games with current forms of lobbies. Nor does it change my feelings about them.

I've been playing, competing and talking about fighting games for a long, long time. Yet I've felt a distance from a lot of the current scene for a few years. It's partly me aging, my priorities shifting. It's also because I just can't do the random matchmaking and large lobbies. The time:learning ratio is just not worthwhile when I have so much else going on in my life. To me, the online lobby isn't about community.

It's about atomisation.

Monday, 23 August 2021

Off The Cuff Thoughts On Rebuild Of Evangelion 4

 For reasons that'll be clear if you listen I decided to voice my initial thoughts on the movie with my voice. Listen here!

Sunday, 22 August 2021

Tuesday, 17 August 2021

In Which I Complain About Gloomhaven

Demon's Souls and Dark souls are two of my favourite games of the last ten-ish years of computer game releases. You trudge through a miserable husk of a world ravaged by monsters allowed to run amok after years of systemic abuse by the monarchies who claim to be in charge. Levels are often designed with devious traps (both terrain and often very funny enemy placements) and an oppressive tone no matter if the architecture is Medieval or Gothic styled. Almost every one of the scant humans willing to talk to you are grifters, liars or extremists. All punctuate their often cryptic conversations with unsettling laughs. Whether you're playing as a pragmatic ranged archer/spellcaster, a damage tanking warrior wielding a heavy weapon or abusing the invulnerability frames on a lightweight roll, there's plenty of room to find your own voice in the combat.

I've been in a game of Gloomhaven for a few months now. It's a grid-based tabletop RPG with a map that slowly fills with information as you complete combat instances. There's a miserable tone to all the flavour text and a sense that you're trying to make as many material gains in the fight as you can before you're out of your scant resources. I'm sure to plenty of people who enjoy From Software's various Souls games, Bloodborne and so on there's a lot to love in both games and they take to Gloomhaven with ease.

I do not care for Gloomhaven.

Monday, 16 August 2021

Running Out of Event Commitments

 Well, that's both Australian Speedrun Marathon 2021 and Shmup Slam 4 behind me. What's next for hot Gaming News from ol' Pichy?

Well for a start we have dates booked to run a national fighting game event in October. Sadly, the world has still ended so we're probably just going to run a bigger local tournament. This does give me two full days to propose whatever nonsense fighting games or weird versus games I feel like. Study up on your Dark Awake. Learn a shmup and show it off while there?

There's also an online exhibition during the period that was supposed to be the PAX Australia convention in Melbourne. Currently my list of speedruns I can demonstrate are:

 - Mr. Driller: Drill Land All Level 1 (get that runback!)

 - Fantasy Zone (Regular, Master System Bosses)
 - Castlevania: Harmony of Dissonance (Maxim Any%, Maxim All Bosses. Latter is cursed.)

 - Shippu Mahou Daisakusen/Kingdrom Grand Prix.

Current works in progress include:

 - Metal Slug 7 (stages 5-7 are very tight routes to get what you need done)

 - ESP.Ra.De (Stage 4, man. Stage 4.)

- Fantasy Zone 2 DX

So Fantasy Zone 2 DX is a full remake of Fantasy Zone 2 for a modified build of the first game's Sega System 16 arcade board. It was developed by M2 while they were working on a PS2 collection of everything Fantasy Zone related and is the feature piece of that bundle. It's a radical reworking of FZ2's systems as it's intended to feel like the full arcade sequel Opa Opa never had.

The original Master System/Sega MkIII Fantasy Zone 2 has all the flourishes you expect from a console STG. Life bar instead of health, recovery items, three variations of every stage that must all be completed if you want the best ending. In comparison, the M2 reimagining is shorter, harsher and extremely cool. I'm still in the early stages of research and routing but it's going to be wild. There's risk/reward routes, secret item shops and a wider range of permanent upgrades that may make suicides less worthwhile than they are in the first game's boss rush.

I'm not sure how long it's going to take but I'm glad to say I finally have a new method of capturing the footage. My Open Source Scan Converter arrived.


TheseOSSC Retro Game Console HDMI-compatible Converter Kit for PS2 PS1 Xbox Segabeauties (what are you doing to my formatting, OSSC photo?) provide a lagless means of adapting analogue videos ignals to modern HD displays with far better scanline and dithering options than most HD ports of old games. They're pricey but the impact's been large so far. Take one of the roughest HD ports of a Cave game: the Muchi Muchi Pork and Pink Sweets bundle.

https://cdn.discordapp.com/attachments/302963764221968385/876811640778149888/IMG_20210816_222601_HDR.jpghttps://cdn.discordapp.com/attachments/634095047855308801/876795018982084628/IMG_20210816_212015_HDR.jpg 

Terrible as my photography may be, I think you can see there's a difference. The photo on the left with the smeared sprites and washed-out colours is actually the HDMI 1280 x 720 feed. The right is a 480p output using a component cable.

Since my rotating monitor is a picky old jerk, capturing all those 3:4 vertical shooters I love was a bit of a pest. I have to output using a DVI signal which means the OSSC can't transmit audio through the HDMI cable. I've got some jerry-rigged solutions for that so I'll be able to capture everything from Fantasy Zone 2 DX through to ESPGaluda.

We can of course merge the feed with my stream layout from June to create works of beauty.

https://cdn.discordapp.com/attachments/302963764221968385/876810301612372028/unknown.png 

 

Buckle up, gamers.

Friday, 13 August 2021

Watch Me At Shmup Slam 4!

 In the world of Showbiz there's no low you shouldn't stoop to. With that in mind, it's shameless self promotion time.

At 5am on Sunday (SA time) I will be attempting a world record in the 2020 shooter Demonizer!

Thursday, 12 August 2021

On The Big Reveal In Oddtaxi

If a text is worth paying attention to, I don't think spoilers are a concern. A well crafted story emotionally invests you to the point where you either forget or aren't thinking about a specific event coming in the future. An all-time classic will outright tell and remind you what's coming and you won't even care. I watch pro wrestling. You only need to doubt what you believe for two seconds to viscerally scream when it's delivered anyway.

Wednesday Post

 herehttps://twitter.com/Pichy_and_Pals/status/1425411398406868992?s=20https://twitter.com/Pichy_and_Pals/status/1425411398406868992?s=20https://twitter.com/Pichy_and_Pals/status/1425411398406868992?s=20https://twitter.com/Pichy_and_Pals/status/1425411398406868992?s=20

Tuesday, 10 August 2021

I translated the list of RTA In Japan In Summer

Japan's top speedrunning event is starting tomorrow so I've translated the games list. You can find the original here.

Pokemon Sword/Shield PokePark Wii: Pikachu's Adventure Inmost Cuphead Demon Heroes LOVE 2: kuso Super Cable Boy Donut County 10 Seconds Away Man Returns Dragon Quest 8 Atelier Sophie DX Hyrule Warriors Age of Calamity motherfucking DEATH CRIMSON Air Hockey pepsiman

 Viewtiful Joe Poenotopia:Awakening Metal Slug 5 Tales of Destiny (PS2) Crash Bandicoot 4 Zelda: LttP Kirby Star Allies Kirby: Planet Robobo MAJOR WII baseball Mario Tennis Advance wild animal racing Fight Crab Age of Empires 3 Deathsmiles Megablacklabel Trials of Mana (Remake) Bullet Witch (remember Bullet Witch? I do) Astro's Playroom Sekiro Indivisible Fatal Frame Zero Bloodstained: Curse of the Moon 2

Megaman 4 Gunvolt X The Out Of Gunvolt Demon's Crest (hell yeah) Golf It! Wild Guns (SNES) Mister Driller: Drill Land (oh hey it's that run that died on me) Hard-working UFO Dr. Robotnik's Mean Bean Machine Some Yugioh 5D's game Mario Kart 64 (all glitches legal!) Tokyo Xtreme Racer 3 Galactic Storm (superplay not speedrun) Touhou 15: Legacy of Lunatic Kingdom Touhou: Scarlet Curiosity Hollow Knight Cyber Shadow Super Mario Galaxy 2 Sonic Adventure 2 Resident Evil (Original) Fouresident Evil 

Fire Emblem: Path of Radiance Deathstate Hanaby the Witch Ape Escape 3 Burning Rangers Rapid Angel Adventure Island 3 The Great Battle 2: Last Fighter Twin The Mysterious Murasame Castle Ore no Ryouri Donkey Kong '94 devil dice XI Battle Garegga (Kamui going for world record) DDR Supernova Shin Hokkaido 4000km Momotaro Densetsu (Switch) Ring Fit Adventure 

 

That's it for today. 

Monday, 9 August 2021

A New Noah Caldwell-Gervais Vid Just Went Up

 Noah Caldwell-Gervais is a video essayist who writes longform pieces looking at computer games holistically. They're thoughtful, insightful and a positive example of strong media literacy. Sometimes, such as in his piece on several Star Wars games he brings in a broader critique of theory such as Joseph Campbell's Hero With A Thousand Faces at the same time. If you've met me in person and heard me blather on about something for an hour or two with little provocation, it's that but American.

Noah's audio editing sucks. The bitrate's all over the place. The mid-range frequencies are too loud. The mostly inconsequential B-roll footage that plays over his narration has inconsistent levels. You can hear every mouse click from his pressing "record" or "stop" in what is presumably Audacity. He never cuts out coughs.

I'm not bringingt his up as a criticism or to bring him down a peg. It's actually what inspires me the most about his work. Nobody's perfect and nobody has mastered every skill. Skills take time. Time to learn skills often requires money. Bills need to be paid. There's so many limits to achieving perfection in a field.

The free and easy access we have to media from all sorts of producers often disguises just how much goes into making things. Slick, expensive documentaries, serials and propaganda produced by for-profit companies with fully paid actors, editors and set constructors sit next to abandoned podcasts. As an amateur there's always a pressure to make a single, perfect text that will be a breakout moment.

Audiences don't care about perfection. For somebody who knows nothing about audio editing, script writing, video editing or even how to capture game footage, all that matters is if a text informs, inspires or simply entertains. If a travelling stoner can leave me excited to listen to 8 hours of Resident Evil discussion, I should be able to finish one of the 20 or so large drafts I have floating in this site's cache.

Sunday, 8 August 2021

Mushihimesama Or "How I Learned To Stop Worrying And Love The Bugs"

 On February 6th 1991, the scrolling shooter (STG, shmup), one of the oldest genres of computer game died. It's been in denial but the fatal blow was struck on that day. Much like how early arcade games like Pong, Space Invaders and Donkey Kong forever dethroned pinball as the primary appeal of game arcades, so too did Street Fighter 2: The World Warrior kill the scrolling shooter.

I Haven't Gone To Bed Yet So It's Still Saturday

 I streamed and talked about some games and some design things on Saturday so that's the post.

https://www.twitch.tv/videos/1110868233

Friday, 6 August 2021

Quick Thoughts At Work On School Rumble

 Remember School Rumble? That comedy comic and TV show about unrequited love from the early 00s? I never found it very funny. Not even on a rewatch a while back. Was it 2019? 2020? Time is an illusion anyway.

Thursday, 5 August 2021

早く俳句

Night returns, no calm.

Raindrop percussion tonight.

Tempo for writing.

 

No pen, quill or ink.

Fingers hammer cheap plastic

Lightning fuels the screen.

 

 Keys halt their clatter

Weariness muffles the words

Maintain the schedule

 

Time washes away

Mountains of dreams, ideas, hope.

Another dud post.



Wednesday, 4 August 2021

Four Days in and I'm Already Contracting Columnist Brain Worms

A spectre is haunting my brain - the spectre of Columnism. All the powers of good writing have entered into a holy alliance to exorcise this spectre: tweets and theory, short stories and discourse, French New Wave Cinema and German Expressionism.

Tuesday, 3 August 2021

zzzzzzzz

 Apologies for Monday's vapid assessment of the duck. The role of Ego in the works of Chuck Jones is obviously Porky Pig.

Monday, 2 August 2021

I Bought A Bamboo Toothbrush On The Way To Work This Morning

 I'm not an expert in ecologically sound policy. Hell, I'm barely a linguist, media analyst or philosopher and I've actually studied those topics. It still seems like a sound argument to me that we need to use bamboo in more material goods. It's sturdy, grows fast and makes a cool "donk" sound if you run water through until the log drops.

I needed a new toothbrush for use after rushed breakfasts on the way to work and one made of bamboo was the cheapest option at the supermarket. This is a noble individual purchase which will surely reverse climate change.

Let's talk about the mouthfeel.

Sunday, 1 August 2021

Blaugust 2021 Day One: Six Fanagraphs

 On an artist's quiet day on social media they might whip out one of these templates for inspiration. Melissa Capriglione @ con prep on Twitter: "Give me six characters from  popular media to draw! (You're welcome to repost this and ask your  followers to give you something to draw too!

My original plan for today's post is going up tomorrow so I just asked from friends to give me names for me to create word paintings with! Here's a previous example:

Image

Images loaded with text and wonky Google blog sites don't go well together so I'll just write regular paragraphs this time.

Wednesday, 13 January 2021

The 2020 Pichy And Pals Computer Game Awards!

 2020 was a remarkably good year for me. There's not many who can say that but I wound up with employment, therapy, a new bicycle and a whole bunch of wacky online performances. Not much writing but we'll be rectifying that this year. Let's dish out some awards for games I played that year!


The Ooze (1995) Award For Most Nostalgic Toxicity: Command & Conquer: Red Alert 2

I began 2020 with an itch to play every Westwood Command & Conquer entry. The remasters of the first and Red Alert were on the horizon so I wanted to look at them in their original contexts. Turns out the first two are great, Red Alert 2 / Yuri's Revenge is better than I remembered and Tiberian Sun had almost none of the quality of life UX improvements I remembered it introducing. Those were all from RA2.

What was even more fun was installing access to custom servers and playing some multiplayer again. 1v1 is still an early-mid game macro-heavy tankfest. That's great! The sheer speed you have to make decisions at while managing your platoons means a game rarely takes more than ten minutes to play. You rush in, get your head knocked off, shake your opponent's hand (figuratively; this is still pandemic conditions) and begin it all again. The time consumed could be compared to a fighting game but the emphasis on timing attacks and denials reminds me more of Puyo Puyo.

Team matches are a whole different affair. Sure the Soviets are rushing to tanks and making use of their initially more efficient economy but the Allies are purely a tech unit faction. When you've got teams backing you up it's a whole lot easier to defend against blitzkriegs. This actually makes the Allied options stronger in teams. As soon as a player has a single battle fortress loaded up with Guardian GIs the flow of battle rapidly changes. Soviets don't really have methods to snipe down a single anti-everything box of rockets. Matches still take like 20 minutes at most. Great fun and you should play with me some time.

Sadly, the scene is mostly Gamers with a heavy emphasis on that capital G. Homophobia, racial slurs, furious kickbans for not already  knowing the secret community rules for how you're meant to play certain maps. Everything that was there in 2002 is still there today. What's most interesting about all this bigotry is that it's exactly the same as it was in 2002. Not just that it's toxic; the language hasn't changed at all. This game was released in a time when Something Awful had only just implemented its $10 subscription fee. 4chan and its even more nazi offspring were still a year away. The Web was firmly still in 1.0. The sheer speed of modern communication obscures this but the way we talk has changed to much. That includes hatred. It's remarkable how a scene can manage to become so insular that even its insults resist the march of time.

The Guilty Gear AC+R Finally Has Rollbacks Award For Best Fighting Game With Functioning Netcode: Maiden & Spell

Killer Instinct Seasons 2 and 3 designer Adam "Keits" Hart remarked a few weeks ago that the fighting game genre has fossilised. It's got all the adrenaline rushes of lightning chess, combat sports and gambling rolled into one for sure but there's very few games questioning or challenging the base layout of Street Fighter 2 at the moment. There's plenty of examples throughout the years (Psychic Force 2012, Astra Superstars, Hopeless Masquerade, Divekick, Nidhogg, SNK Heroines: Tag Team Frenzy) but very few of late.

Well, except for Maiden & Spell. In many ways it's the game you'd expect Senko no Ronde or Acceleration of Suguri to be. Both of those titles look like a head to head shmup but are both far closer to Virtual On in actual play. They also both have systems that dominate the play in a way that separates them from both shmups and fighters. Senko is about timing attacks and managing when you will use your BOSS mode. AoS is about the risk-reward that the dash system kicks in. Maiden & Spell has very few movement options besides your standard 8 directions. It has no meters to manage beyond your character-specific defensive tool's cooldown. It's a game about either whittling down your opponent like a player character in a shmup or laying out a nightmare barrage your opponent runs into. Both can feel incredibly oppressive and exhilarating.

In a period where it's like pulling teeth to get even the expensive licensed games by obscenely rich mobage publishers to follow best practice for online experiernces, Maiden has them beat. I can play this game with people across the world and all I have to worry about is the occasional rollback making my death animation look really funny. Play this game.

The Granblue Versus Award For Best Fighting Game Without Functioning Netcode: Touhou Spell Bobble

It's Taito's Puzzle Bobble! It's a Touhou fangame! It's built towards competitive play! It's... a rhythm game as well? Touhou Spell Bobble is my brand of weird ambitious hipster computer gaming through and through. The win state isn't when a player's field covers past the death line; it's the player with the highest score at timeout. This allows the various selection of modern Touhou fan arrangements and ZUNTATA interpretations to play all the way through. It also means you have to be smart about how you time your offense. If you feel yourself too hard after KOing an opponent for big points, their revenge bonus can kill you right back.

I'm still getting a handle of what to expect from high level players and how to handle those locally better than me so I'll probably write about this game again in a year when I've got more data. Sadly there is absolutely no netplay for this game at all. A tragedy for a game that has Taito prices released in a year where local meetups were a dangerous endeavour.

 The Cyberpunk 2077 Award For Most Time I Spent On A Single Game: Sega Ages Fantasy Zone (Switch

I'm slowly expanding my repertoire of speedrun games. It's a way to maintaing that fighting game thirst for self-improvement without needing to attend illegal meetings - let alone organise them! The culture around how they are presented at broadcasted events also scratches a level of artistic performance for me. I may have exhausted wonky philosophical rambles' potential with Castlevania: Harmony of Dissonance but I'm sure other ideas for how to present a game in a way that's informative, entertaining and uplifting will arise.

As a moment of self validation: here's my first Fantasy Zone speedrun in the middle of the year.


And here's me doing the same category at the end while in excruciating pain and having only woken up ten minutes prior:


And that's how it wound up my most-played game at just over 200 hours.

This Game Hurt Me And Not In The Kink Way I Like: Arknights

Having spent several years playing Fate/Grand Order I was convinced to go into a second mobile game. Arknights is a tower defense game where everyone's a gay catgirl in a post-cyberpunk/apocalyptic world. Every "turret" being a unique character with increasing deploy costs based on rarity means that even a rich player with an optimised roster has to think strategically.

Tragically, it's a mobile game. All the tight level design and improving writing is undermined by the need to consume both your wallet and your spare time. Need to level up units quickly to have strategic variety. Need strategic variety to deal with the endless onslaught of events. Need to micromanage your factories to give the supplies needed to level units up. Need to produce the correct crafting materials to make your skills function. Need to allocate 20 minutes for each Annihilation fight so you can gain the optimal amount of free gambling resource. The level of thought that goes into making every part of a mobile game intersect with everything else so you never have enough of what you need or the time to acquire it is genius.

Lots of mobile games use all their disguised hamster wheels to keep you so busy you don't notice how little joy or self-expression the game allows. That's not the case with Arknights. If it were a complete package sold at a retail price where you could play through levels, unlock characters and experiment with high challenge extra levels I would rave about it all day. Instead it denies you interesting gameplay for two months, loads it all into a two week event and demands you stop doing anything else you enjoy in life for a brief moment of fleeting fun. Cruel.

Did I mention the anarchist catgirl with a chainsaw? I will never see her again now I've quit.

 I Guess This Game's My Brand Now Award: Darius Cozmic Collection

 In these bleak times where fascists can storm a powerful nation's capitol and my own nation's arguing about cheese branding, M2 keep providing glimpses of what a world that cares can be. Not in particularly revolutionary ways mind you. This isn't a company out trying to agitate for workers owning the means of production or abolishing unjust hierarchies; they're just a bunch of old nerds preserving old computer games. Yet even that is a small glimpse of what a world that's interested in art and history can be. One where long-redundant skills and knowledge sets are preserved and handed down to future generations so we understand our past. Let it inform our view of the present. Give us the tools to build what comes next.

While not as absurdly feature-rich as M2's ports of Battle Garegga or ESP Ra.De, the Cozmic Collection still understands the little things in preserving the context of games. Make hidden information visible so players can understand why things happen. Give access to all versions released of a game so players can see how it changed over time, how people across the world may have experienced a game differently and come to your own decision about which interpretation of the game is the most enjoyable.

This set also contains Darius Gaiden which is now part of my daily meditations. OGR's weird synth and dissonant tones set to a backdrop of wild colours and nasty fish ships calms me in a way few computer games do. I can just sit back, blow some stuff up, hum to music and walk away from the typical tragic Taito endings refreshed and capable of facing another day.

I still spent twice the play time of everything in this on Fantasy Zone. Chasing that speedrun world record sure lit a fire under me, huh.

RPG Of The Year: Sakuna: Of Rice & Ruin

It's made by two people and its intricate rice-crop-quality-as-character-sheet-level systems are an emotional rollercoaster. Play this game.

Adventure Game Of The Year: 13 Sentinels - Aegis Drift

No game deserves the title of "Adventure Game" for 2020 quite the way 13 Sentinels does. When I say "Adventure" I mean in the same way that Myst, The Secret of Monkey Island, Quest For Glory and Hypnospace Outlaw are all kinda the same genre despite playing nothing like each other. I'm not much of one for hiding information about spoilers. If a text is worth recommending to people then it should be able to engage you even if you know what's going to happen. Capturing you and placing you in moments in time is a key part of a work's pathos. Even so, I think it's worth saying very little about 13 Sentinels until someone has played it just because it's so good at making you think about what the hell computer games even are. How much gameplay does one actually need? When the more gamey gameplay emerges, do you even want it based on previous narrative pacing?

It also has piloted robots.

Game Of The Year: F**k Me Royally!! Horny Magical Princess

Hell yeah girl, you go get some.