Thursday, September 10, 2020
Complete: Odyssey 2 Adventure Magazine Collection
Tuesday, September 8, 2020
Beaten: Deadly Premonition 2: A Blessing in Disguise (Switch)
Sometimes, a game's story, characters, and all-around quirkiness can help the player overlook technical issues and seemingly primitive graphics. There has never been a much better example of this than the two Deadly Premonition games.
The cult status of the first one, emerging in the years after its release, is testament to this."How did you know it had cult status?", one might ask, to which I answer "I saw a boardgame version of Deadly Premonition at a videogame trade show a few years ago." That's how you know a game has made it, just ask Zaxxon.
I downloaded Deadly Premonition Director's Cut for the Playstation 3 as a Playstation Plus free game at some point in the 2010s, sat on it awhile, then checked it out in 2016 and loved it. It's a silly masterpiece but a joy to play. Lots of it is original, some of it is derivative, but all of it is such a refreshing change from the giant studio cookie-cutter stuff (I'm looking at you Ubisoft) that I couldn't help but play, if just to see how wacky it was going to get.
When an unexpected sequel turned up on the Nintendo Switch this summer, I decided my enjoyment of the first game warranted a day one purchase. Plus, I'm sure the cult fame of the first one granted the team more development funding and therefore the second game would be a much more polished one.
Well, not so much, and the rageful internet panned the sequel's technical issues and other gliches, as it is rightful to do. Nonetheless, and once again, everything under the hood the game is running along fine in terms of story, character, setting, music, and style.
As the main character Francis York Morgan, you are tasked with solving murders in the small town of Le Carre, Louisana. There is a supernatural element to it as well, and in traditional Japanese norms, a bright and fiesty teenage girl sidekick. It's set in a relatively small open world which the player navigates by skateboard (fast travel is unlocked early on though).
Combat is fun enough with just one gun that uses rubber bullets - but I only counted 6 enemy types (3 natural and 3 supernatural) and 3 boss fights total. All of it was easy and not frustrating at all, which is good since the focus of the game is in interacting with the zany characters and solving the case.
Lots of side quests (kill 30 squirrels, gather ingredients for something. etc.) and some unique mini-games (stone skipping) add filler that is good, because sometimes you get stuck without much direction as to what to do. At one point, I was supposed to find 6 Anaconda Skins at "Park". I visited what I thought was the park, looking for anacondas and not finding them. Later, I realized that the skins were just more random loot lying around the park.
Crafting exists to use up all that random loot, but as usual, I did not dive in too deep. After some basic enhancements to my gun and physical stats, I really never found the crafting something I wanted to or needed to return to time and again.
The overarching story between both games comes to a head in a climactic and satisfying conclusion, wrapping up all the character threads and opening a small door for more Deadly Premonition. I hope a third game does show up in a decade or so, because the game's technical primitiveness is only forgivable by its charm, and I don't think that anyone's patience with those issues could be put aside for more frequent installments.
Deadly Premonition 2: A Blessing in Disguise is a fitting sequel and yet another triumph of substance and style over technical expertise and programming elegance. I'd recommend it only for gamers who still care about that difference and want something truly unique once in awhile.
Tuesday, August 18, 2020
Beaten in 2011
Here are all the games and DLC add-ons that I beat in 2011. I look at this list and wonder how I squeezed all of it in.
Highlights include doing sequential trilogies with Killzone and Gears of War, 2 whole Bethesda RPGs (including all of the DLC for Fallout 3), and the sheer joy of exploding blimps with artillery over occupied Paris in The Saboteur.
Full:
Singularity (PS3)
Heavy Rain (PS3)
Enslaved : Odyssey to the West (PS3)
The Saboteur (PS3)
Dead Space 2 (360)
Splinter Cell Conviction (360)
Bulletstorm (360)
Crysis 2 (PS3)
Fallout 3 (PS3)
Portal 2 (PS3)
Killzone (PS2)
Killzone 2 (PS3)
LA Noire (PS3)
Gears of War (360)
Infamous 2 (PS3)
Killzone 3 (PS3)
Duke Nukem Forever (PS3)
Two Worlds 2 (PS3)
Deus Ex : Human Revolution (PS3)
Dead Island (PS3)
Gears of War 2 (360)
Gears of War 3 (360)
Resistance 3 (PS3)
Rage (PS3)
Uncharted 3 (PS3)
The Elder Scrolls V : Skyrim (360)
Saints Row The Third (360)
F.E.A.R.(360)
Stacking (PS3)
Dead Nation (PS3)
Costume Quest (PS3)
Infamous : Festival of Blood (PS3)
DLC Packs:
Enslaved : Odyssey to the West - Pigsy's Perfect 10
Fable 3 - Understone
Fable 3 -Traitor's Keep
Fallout 3 - Operation Anchorage
Fallout 3 - Point Lookout
Fallout 3 - Broken Steel
Fallout 3 - The Pitt
Fallout 3 - Mothership Zeta
Mass Effect 2 - The Arrival
Assassin's Creed Brotherhood - The DaVinci Disappearance
Heavy Rain - The Taxidermist
LA Noire - The Consul's Car
LA Noire - The Naked City
LA Noire - Slip of the Tongue
LA Noire - Nicholson Electroplating
Gears of War 2 - Road to Ruin
Deus Ex : HR The Missing Link
Monday, July 13, 2020
Complete: Magnavox Odyssey 2 Software Library (North America)
Finished: Fall 2019 with Nimble Numbers NED!
It all began here for me as on Christmas morning of 1981, the Atari 2600 I had asked for ended up being a Magnavox Odyssey 2, I suspect thanks to a shady salesman at the O’Neils store at the Richland Mall in Mansfield. As I always say, I made the best of it and thankfully Odyssey cranked out a lot of great titles before the crash of 1983.
As a teen with negligible income, I was at my folks mercy in terms of software acquisition for it, getting new releases for good grades and birthdays, and for larger chores. It worked out well as new Odyssey 2 releases were months apart. I managed to pick up a few older games as well when they became discounted. Christmas of 1982 brought my last big roundup of Odyssey 2 games, as well as the Voice, the add-on voice synthesis peripheral.
By early 1983, the Odyssey 2 was at least fifth place in the market, but the last few games were stellar, including Killer Bees and a port of Demon Attack. As the great crash of 1983 took hold and consoles went down, I managed to talk mom and dad into a computer with the Commodore VIC 20, and the Odyssey 2 started gathering dust. In the fall of 1984 I picked up one last discount game in Volleyball and considered my collection done at that point.
Pictured above is my first inventory of any video game system, with prices. Some of the games - Freedom Fighters, Pick Axe Pete, and K.C’s Krazy Chase - were release day prices. I moved on to the Commodore 64 for the rest of the 1980s and at the beginning of the 1990s I had started picking up older games at the same stores I was buying new games.
In addition, those early eighties consoles started popping up in flea markets and thrift stores and I was cleaning up. In an age before eBay, where few of us were thinking to preserve the games of yesteryear, I had my run of a major metropolitan area for years. Additional Odyssey 2 games were certainly picked up then, along with extra consoles and controllers.
In the early 2000s I turned to eBay to pick off a few rare Odyssey 2 games I had missed. Atlantis was the only other third party release for the Odyssey 2, again by Imagic. Power Lords, the last Odyssey 2 game from Magnavox/NAP , was a weird tie in to a comic book/toy line or something. I also picked up a few amazing homebrew titles during this decade as that scene exploded, but they are outside the scope of this collection.
Of course the Odyssey 2 survived the Purge I did on eBay around 2007-2008, and in 2019 I decided to track down the relatively cheap remaining titles to round out the set. It didn’t take long as none of them were very rare, but it took a while to find SID the Spellbinder and Nimble Numbers NED with the extra documents they contained.
Thirty eight years after obtaining my first piece of video game software ever, I have completed my first complete collection of every commercially released title for a system. Say what you will about Odyssey, they fought hard in the face of Atari’s market dominance, with inferior hardware and virtually no third party support.
You never forget your first love, and I’m glad I’ve held onto mine, and completed the software library for it. Decades from now I hope to still be playing U.F.O. or getting my retired friends to sit down for a session of Quest for the Rings. The Magnavox Odyssey 2 was my first video game system, and if it ends up being my last one, I’d be okay with that.
Tuesday, July 7, 2020
Beaten: Ys Book 2 - Ancient Ys Vanished - The Final Chapter (Turbografx 16 CD via Turbografx 16 Mini)
Saturday, June 6, 2020
Beaten: Ys Book 1 - Ancient Ys Vanished (Turbografx 16 CD via Turbografx 16 Mini)

Pictured above is my stunning defeat of the villainous Dark Fact, a final boss whose name is as silly as his attacks are deadly, and whose end signifies the end of Book 1 of this legendary Japanese action RPG series. Originally released in 1987 for some obscure Japanese computer I've never heard of, this epic remake arrived in 1990 for the Turbografx 16 CD with both Book 1 and Book 2 (Ancient Ys Vanished - The Final Chapter).
Man, I wanted to play it back then. But even a bachelor's budget can only go so far and there was a lot of hardware to get in the early 1990s. I passed on the very expensive CD Rom drive for the Turbografx 16, as there were not many titles beyond Ys for it that I wanted to try. Hey, I had a TurboExpress though, and that was money well spent.
It's a strange early entry into the action RPG field where a lot of the norms get twisted a little. You're not allowed to use any items such as a healing potion during a boss fight, for example. Most unique and at first just bizarre is the combat where you simply bump into monsters to do damage. Just equip your best gear and run right into them, no button presses required. There is some nuance involved, as making your collision with the enemy head on can be less effective than hitting it at a corner or from an angle. It's hard to define in words and it definitely takes a minute to get used to but once the player gets the feel for it, it's like if Robotron didn't have guns and instead you chest bumped the robots. And you're in a dungeon.
Also weird is that instead of the standard 8 or so dungeons of equal proportion, Ys Book 1 has a small outdoor area with two towns, and three dungeons total, the last one being 25 levels tall. Also, there is very little warning that once you go into that 25 level final dungeon, you cannot go back to the villages again.
There are a few items and better gear to get, and the dungeons present labyrinthine layouts and puzzles to move forward. In my playthrough I hit a dead end after beating the penultimate boss fight and had to backtrack way down the tower to find an item to move forward.. Take the whole package together with the beautiful CD soundtrack and cutscenes, and the fact that this came out in 1990, and Ys Book 1 makes for a rewarding and exciting videogame experience even in 2020.
I have to wonder what other undiscovered treasures are hidden in the vast unknown library of 1980s Japanese computer software. As Apple, Atari, Commodore and others battled in the North America and European markets, it appears as if a number of computer models in Japan were getting software like this while I was playing Sword of Kadash on my Commodore 64.
Ys Book 1 ends and a gorgeous CD cutscene drops the player right into Book 2. With all levels intact, but no gear nor items it seems. Just the six books I gathered throughout Book 1. Onward I go.
Tuesday, June 2, 2020
Complete: Electronic Games Magazine Collection
Finished: Late 2019 All issues
Few moments in my personal video game history were as pivotal as picking up the second issue that early 1982 day after school. One of the my neighborhood cohorts showed us his copy and within minutes we were on our ten speed bikes racing toward the newsstands. Long before the internet a small town of 13,000 could support three newsstands, and that's on top of every grocery store, drug store, department store, and convenience store selling magazines too.
Videogaming was a thing. A hobby or pastime that gets big enough to get a magazine has by some sort of metric made it and as I turned the pages I began to understand what a much bigger world it was. From handhelds to consoles to the vast unknown of computer gaming it was all masterfully covered by the now legendary journalists Bill Kunkel, Joyce Worley, and Arnie Katz. In that second issue they establish review standards and journalistic integrity that only makes their comprehensive coverage of the field so amazing.
I missed one or two issues over the years but in 1985 the run ended shortly after transforming to Computer Entertainment, which was the launching point for my Commodore 64 collection. Consoles were done, and videogame magazines were gone with them. Over the years I referenced them from time to time as I built my retrogame collection.
I eBayed them during the Purge ahead of my wedding, not seeing much reason to keep them around without the games. A few years later I began to regret it, and finally in the summer of 2019 I decided to see if I could round them up. How hard would it be to complete, I wondered.
It took about four months without much effort, but some amount of cash. I consider them essential research materials if I continue to ramble online about it well into my sunset years.
Sunday, May 31, 2020
Ys-ing Into the Turbografx 16 Mini
Sunday, May 24, 2020
Beaten: A Boy and His Blob: The Rescue of Princess Blobette (Game Boy)
The player controls Boy, who is accompanied by Blob, a fiesty AI companion that will just murder you at times for not paying attention to the game design, dammit. No, serously, when you enter a new room, Blob will follow, and if you're stopped at the edge of a cliff or some "what's it even for" stamping machine, he will push you ahead to your death.
And that's what the real puzzle of this game is - figuring out the mechanics and rules so you can navigate to the intended puzzles. Boy goes from zero to a hundred with just more than the slightest urging of the D-pad, and making short steps to be in just the right place involves micro-tapping the direction and hoping you don't start sprinting - which by the way ends in sliding, to add distance to your already-overshot attempt to put yourself on just the right pixel.
The brilliance of the game design really shines when you figure out what jellybean to feed Blob at what spot. Different flavors get different results, and learning how to use them to overcome obstacles is a blast. There's not a plethora of these moments in the game, but they are a treat. Most of the gameplay will be figuring out how to trampoline up to ledges and high places in caverns to collect treasures and other items.
Admittedly, I beat the game but did not play for a perfect run, where I also collect all of the treasures. If I ever decide to try that, though, I know where they all are thanks to this map I made:
Earlier this year I had my "Play games from every era of gaming going forward, you're getting old" epiphany, so I went waaaay back to William Crowther's Colossal Cave Adventure, the first text adventure. While playing, I mapped it out in the very primitive MS Paint, but in spite of the frustration and limitations of that program, I had as much fun mapping the game as I did playing it.
I've always been a map nerd, and in the early days of gaming players were on their own with that one. There was little to no room back then for the program itself to map it all for you, so it was graph paper, pages of notes, and meticulous exploration of complex and devious dungeons. I still have a vast set of file folders with maps and notes from that era, and recently broke out my folder for The Bard's Tale: Tales of the Unknown to test it against the remaster released on the XBox One. The maps still held up!
So, when I decided to take on A Boy and His Blob: The Rescue of Princess Blobette, I broke out a much better program than MS Paint known as AutoCAD. The same program I use at work to create shop drawings for clients turned out to be a great videogame mapping program.
Again, I enjoyed that nerdy mapping buzz as much as the game itself. While I won't do it or even need to do it with every game I play, once in awhile I can scratch that old itch, as much a part of my personal videogame history as the games themselves.