Tuesday, September 3, 2024

Beaten: Two Worlds (360)

 The summer of 2024 has been bittersweet for fans of the Xbox 360 as Microsoft has pulled the plug on the online store for the console, ending a long era of support for the legendary system. It had to happen but it’s still a bitter pill to swallow.

The sweet part is a wave of nostalgia across the internet as many gamers post videos and social media posts recollecting the glory days of the console. I’ve never stopped playing on my old XBox 360, which has survived the red ring of death, a lightning strike/power surge which took out its ethernet connector, and a hard drive upgrade. As of this writing, the disc drive door is scting fussy.

In addition to a wave of last-minute downloaded games arriving on my 360, my physical disc collection is once again growing thanks to a local mom and pop video game store near my office. One game that has languished in my 360 backlog for too long is Two Worlds, a full action RPG released in 2007 by Polish studio Reality Pump.

Oddly enough, I had played and finished Two Worlds 2 on the Playstation 3 back in 2011 but at the time dismissed the idea of going back and playing the first game as the reviews were pretty mediocre. It was a good, solid RPG too, if not quirky and a little “off” in a delightful way indicative of a non traditional game studio.

That right there is the rub of my love of games from this era. For every Grand Theft Auto IV or Elder Scrolls Oblivion, there were dozens of full-effort, packed with loads of content and story games released by studios trying their best, and sometimes failing.

Two Words was surprisingly stable, with only a few crashes during my play through. It’s really a sprawling open world RPG with good combat, lots of NPCs with quests, factions, and everything one could want. The graphics are what one would expect from the early XBox 360 days, but I found them good enough.

The voice actor who voices the player’s character was thankfully in this one too, as his snarky comments here and there were a source of amusement. 

As usual, I did not dig too deeply into the complexities of character development. Nor did I scour the map for every scrap of content; but rather I completed enough side quests to level up my character enough that, when the path opened up to the endgame, I was ready.

Two Worlds is a different enough, functional enough, and fun enough game to recommend to those with a taste for a unique studio’s take on the action RPG. Even though this game was lost in the crowd of XBox 360 releases back then, it can certainly stand out as a hidden gem in one’s 360 library to this day.



Thursday, August 29, 2024

Beaten: Farcry 6 (Series)

I'm currently sort of stuck on a few games and while taking a break from them, I decided to try Farcry 6 since it was there on XBox Game Pass for free. After several recent open world games bogging me down for months, I was thinking I would avoid them for awhile in favor of more focused, linear games.

What I wanted for the break was a game that I could play and make regular progress, feel some sense of accomplishment, and mostly have fun. So I took on Farcry 6 with the caveat that I would not necessarily care about beating it and just enjoy each little piece of it. If I got bored and abandoned it, that would be fine.

I hadn't read any reviews and only knew that that one actor who is showing up in almost every science fiction show was playing the bad guy. I know Farcry, and Ubisoft, its publisher, so I had expectations. I was surprised as I started playing that the game, while presenting a huge map, seemed smaller than recent Farcry and Assassin's Creed games I've played. It seemed even smaller when I found a helicopter and did some aerial reconnaissance, but also smaller in terms of side missions and optional collection quests.

Dare I say, Farcry 6 was optimized in some way to make a more approachable experience for those of us who don't want to dedicate 3-6 months of our playtime? Or was my own perception of it all altered by my attitude in approaching the game, by only going after bite-size pieces of content without the goal of beating the game present in my head.

I started, of course, with the tutorial island, and told myself if I wanted to keep going after that, I could. Once completed, there are three factions across the map to recruit for the overall revolution. I had enough fun in the tutorial to head to the first faction I choose.

There was nothing different here. The player is a part of a revolution against an evil dictator, who being backed by an evil foriegn corporate dude, is enslaving his own population to grow some weird cancer-fighting tobacco or something. The main story missions explain this situation really well, and the side missions are no longer cookie-cutter repeats but rather more focused "stories" usually relating to one of the NPCs encountered.

I've always loved the capture-bases-to-liberate-the-country model since Just Cause, and Farcry 6 delivers that. And since I had fun with that, and the characters, side missions, vehicles, I found myself picking at little pieces of the cake until six weeks later I had beaten the game and liberated the country.

I had fun and did not feel overwhelmed and stressed or rushed to get to the ending. Oh there are some complaints that come to mind, but nothing stands out as game-breaking. It is 2024, so if I am carrying a rocket launcher and you're suddenly throwing me into a cutscene and it shows me holding a pistol, congratulations Ubisoft, you're several steps back from where games I've recently played from 2008 were.

So was Farcry 6 an optimized improvement on their open world design, or am I optimized to not get overwhelmed at giant open world games? I guess I'll find out the next time I take one on.





Sunday, July 28, 2024

Beaten: Little Kitty, Big City (Series)

 In recent years, I've been loving games that let one play as a regular animal and mess up human stuff, like Goat Simulator, Untitled Goose Game, and of course Stray. I think of that as my role in this world anyway (to mess up human stuff), so these games really appeal to my itchiness for anarchy.

Since Little Kitty, Big City was on XBox's Gamepass, and I needed something light to play while stuck in other games, I dove in and started checking it out and found myself enjoying it more that I had suspected. 

In terms of gaming habits, this year I’ve shifted from an absolute determination to finish each game one at a time, and instead, when I get stuck, move on to another game for a break. I'm currently stuck in Gears 5(One) and A Boy and His Blob Trouble on Bloblonia (NES), so after perusing the contents of Xbox Game Pass, I found Little Kitty, Big City and dove into it's cute, fun adventure.

The cat you play is living the good indoor cat life up in a highrise home, when sudden circumstances bring the kitty down to street level, with a quest to just get back up there again. The viewpoint is third person, with a fairly large few blocks of city making up the map. The graphics are colorful and simple, and the city looks great. 

Kitty's quest takes him around a few blocks with some things the kitty can jump up to, which is easy as a prompt appears onscreen when a jump is viable. At first I thought that this prompt made it too easy, and then I remembered that such jumps are instinctually easy for cats, so this was accurate.

There's lots of exploring to do, and little surprises along the way including encounters with other cats who help the kitty, and dogs that can be bribed with a bone to allow access to areas.

I don't have much else to say about Little Kitty, Big City except that it was a light, short, and fun game that was a nice break from the usual fare I play. It's not sophisticated like Stray, nor does it have as many things to do as Goat Simulator 3, but for the cost (free with Gamepass), it was just the break I needed.





Sunday, May 12, 2024

Beaten: Operation C (Game Boy)


 Oops I did it again.

Playing Operation C, the Game Boy entry into the Contra series on my shiny new Analogue Pocket, I was just hoping to see how far I could get. 

I’ve never beaten a Contra game before, but have fond memories of trying, especially those Contra 3: The Alien Wars co-op sessions I had in 1992 or 1993 with my friend Dave Frye.

The difference, as one can tell from recent articles I’ve written, is that the Analogue Pocket can create a save state anywhere when playing an old Game Boy, Game Boy Color, or Game Boy Advance cartridge. If the cartridge has its own save battery option, that still works too.

These games are still difficult, don’t get me wrong. The save state option merely eliminates the repetition of having to play through everything over and over again when attempting to get through a difficult part.

A game like Operation C has no built in cartridge save of the player’s progress, so when first all the players’ lives are gone, and then a limited number of continues are used up, it’s back to the beginning of the game, not just back to the beginning of the level or the boss fight.

Operation C is a great, five stage sampler of Contra, containing every bit of that game’s run-and-gun shooting action. The player starts with a rapid-firing machine gun that has unlimited ammunition, starts running and jumping to the right as waves of various enemies attack.

There’s no time limit, fortunately, but few places where one can stand still without endless respawning enemies running up from behind. Occasionally a power up will fly by with a big letter on it indicating what it does. “S” for upgrading the gun to a spread of bullets rather than a straight line, “F” for fire, and a few others.

“H” is for homing bullets that home in on enemies, curving their trajectory, and other than the save state was my key to victory in this game. I had the spreading fire first, then picked up the homing bullets, and then took care to not pick up another power up at any point after that.

In addition to scrolling and jumping right and sometimes up, some stages are viewed top-down and scroll up. This certainly adds to the variety, as does several mini-boss type of encounters scattered here and there. The boss fights are likewise challenging, but patterns exist in their attacks for players to discern.

I had a perfect playthrough going on at the final boss fight, meaning I went into it with five extra lives. I failed to beat it with my first life and his homing bullets. Since the game at least puts the player back in the midst of the fight for their second and subsequent lives, I was able to burn through those extra lives to victory.

I can now cross “beat a Contra game” off of my videogame bucket list.



Sunday, May 5, 2024

Beaten: Teenage Mutant Ninja Turtles: Fall of the Foot Clan (Game Boy)


 Platformers have never been my strong suit, even when they reigned supreme during the 16-bit era.  While I tried and played many, there were few I finished. This was especially true on the Game Boy, where the hardware limitations could cause a blurring effect when the screen scrolls in some games.

Thus, my Game Boy collection has quite a few unfinished platformers, and I’ve been giving some of them another shot since getting the Analogue Pocket, as the clear screen, the save state option, and the end of any blurring issues with these types of games makes them shine in a new light.

Enter Teenage Mutant Ninja Turtles: Fall of the Foot Clan, a five-stage game featuring the famous reptilian heroes scrolling right to defeat an army of ninjas and other foes from the cartoon and comic. After failing to beat the very difficult NES TMNT game I must’ve been hoping the Game Boy game would be easier. 

I have no idea how far I got back then, but sliding the cartridge into the Analog Pocket, I dove in without much hope of getting anywhere new, but I was having fun so I pressed on. Soon, I was beating the first stage without using the save state feature, which gave me enough confidence to start a new playthrough and use the save state, just to see how far I could get.

Now, save states have not been a guarantee of success for me by any means - I still got stuck at very difficult parts of Castlevania on the NES mini and Splatterhouse on the Turbografx 16 mini - but they do remove the frustration of completely starting over upon death.

Thus, with TMNT: Fall of the Foot Clan, I locked into a pattern of slowly moving right until the next enemies spawned and attacked, killing them without taking damage, waiting until things settled down, and saving. 

With no time limit this made most of the game pretty easy, but there were boss fights at the end of every level to contend with as well. These were not particularly hard either, and saving right before them made it easier. Some I beat on the first try.

There were three small bonus mini-games I found during my travels which added variety to the experience, and those were mostly fun. I kept waiting for a spike in difficulty that never came.

Played as intended, this would be a fairly tough game, simply because there is no natural save option on the cartridge and each attempt would mean starting over. Oddly enough, the player can pick any level to play right at the start, but to get the ending one must play and beat them sequentially, I suspect.

I had fun beating this turtle sized platformer after owning it for 34 years. However, there is no way I’m trying that NES TMNT game again, thanks to the now legendary water level’ difficulty. 

A lot of these old platformers are difficult simply due to the need to start over every time. I’m too old now to hit those walls, but with the advent of save states, I can save a good playthrough in progress and take on new challenges as I encounter them.


Beaten: Mazes of Fate (GBA)

When thinking about what I wanted to write about Mazes of Fate, a Game Boy Advance dungeon crawler I'd recently beaten, I realized that the story of my acquisition and enjoyment of this game is the convergence of three of my gaming interests: portable adventure games, cleaning up at clearance sales when a device for playing them is done in the market, and unique game designs and developers.

Mazes of Fate is a portable adventure game, which early on for me was something I very much wanted to have. For the 1980s, all I had for that was the handheld Dungeons and Dragons released by Mattel. When the Game Boy showed up at the end of the decade, it was not long before full turn based RPGs followed, starting with Final Fantasy Legend. Since then the RPG has been a part of every major handheld console, and along with it the joy of having an adventure game that you can pick up and play anywhere, and of course save your progress. 

Shifting gears, there was a day in 1985 when, while in college, my friends and I stopped at a nearby Quality Farm & Fleet store for some other reason but saw a bin of Vectrex consoles and games all on a clearance sale. I sure did not have the money back then to clean up, but made a note that, when a game system goes down, to try to pick up as much in clearance sales when I can.

I got to put that into practice when the Game Boy Advance was supplanted by the DS in the mid-2000s. Without much effort, I was able to pick up a lot of GBA games here and there (I even found an original Game Boy game still on a store shelf amid that search) and build a nice little library. While I was pretty much done with that by 2009, I nonetheless picked up Mazes of Fate after finding it cheap at a Half Price Books store in San Antonio, Texas.

I tested the game, of course, and played a few minutes, but put it down until my recent acquisition of an Analogue Pocket portable. This device, with its clear screen, great controls, and save state option, has brought forth a renaissance in my Game Boy/Color/Advance playing, even more so than the Game Boy Player for the Gamecube did back in the day. I now exist in a state of always having some old game I dismissed or didn't play much in the Analogue Pocket for portable fun at home, and sometimes at work on my lunch break.

While there were lots of RPGs for the Game Boy Advance, this one is unique for a lot of reasons. It was developed by Sabarasa, and Artgentinian studio, and published by Graffiti Entertainment in the US. According to Wikipedia, development took two and a half years and the game was released on December 12, 2006. Yes, this was well after the heydey of the Game Boy Advance and well into the DS's reign as the handheld to have.

Gameplay is typical fantasy RPG stuff, where the player chooses a template character or creates one of their own, and is later joined by up to two other NPC characters. When in town or the overworld, the view is forward-top-down style and the tiny player walks around before entering a building or a town. In the overworld, there are no random encounters and little to explore. Points of interest sometimes only open up after an encounter with an NPC somewhere where the NPC tells the player about it.

In dungeons or other areas, the view turns to first person with the top part of the screen the view ahead and the bottom part the three party members' health bars and such. Battles take place in real time, with players attacking, casting spells, or using an item. Enemies approach and attack at their own speed as well. What is odd that the player can get a few range attacks on a foe, back away, and continue to hit and run. My best archer and mage, however, did not seem to ever do enough damage at a distance to make that a great strategy, so I would soften them up a bit before engaging in melee attacks with my fighter. Perhaps a different character build and other skills would have made a difference.

There is a lot of skill customization for the characters as they level up, but I did not explore that too deeply. Lockpicking is definitely a must for at least one of the characters in the party, as chests often require a high number in this skill to get open, and the breakable lockpicks are expensive at first. There were weird skills, like "Celerity" that I probably did not grasp. For those looking for character skill depth, it is here but not necessary to comprehend fully to get through the game.

Death of one or two of the three party members during combat is not permanent, meaning that if one can heal the any of the others back to life, they can continue to fight. If all three fall in battle, though, the player will have to start back at the last save point. Saving is anywhere, so death and backtracking are only an issue if the player lets them be.

The artwork for the enemies is unique, with a sort of slightly exaggerated cartoony style. Enemy attacks during battle are often just a few frames that sometimes create a slow blur. In fact, combat suffers from substantial lag at times, but never to a point where it causes issues as long as the player is aware.

There are cool story elements along the way, a few side quests, a decent level of loot and special weapons and armor, and lots of hidden walls in the dungeons to explore. I know I did not find everything nor do every side quest, but I did have a good time playing Mazes of Fate. Experiencing the different design, storytelling, and graphics provided by a rare game developer from the southern hemisphere was unique and refreshing enough to get past some of the minor lag issues of the game. 

The convergence of my lifelong quest for portable RPGs, my desire to build game libraries for defunct systems, and to see what different game studios can come up with was truly a treat. Mazes of Fate is a unique Game Boy Advance RPG that's worth a try.







Monday, April 1, 2024

Beaten: Romancelvania (PS5)

 I love the Castlevania series enough to have played a lot of them (and given up on beating all of them except Simon's Quest) over the years. I've never been interested in dating simulation games at all.  However, I love attempts by game designers to make something new or mash up different videogame genres, so Romancelvania struck me as something unique and potentially fun.

The studio behind this one is The Deep End Games, whose previous title was Perception back in 2017. In one of the great untold videogame stories I have from the 2010s when I was not blogging, a very generous friend who knew of my love of videogames actually gifted me a Kickstarter access to the project. I participated in the game's development via email, where I helped nail down some story aspects. The game was alright, but seeing my name in the credits was something special.

 The generous friend kept getting emails from The Deep End Games after its release which led her to also Kickstart their next game, and thus did I receive Romancelvania for free. I did not participate in the development on this one, though.  I tried it briefly after its release, but only recently picked it up again and played it to completion.

The premise is simple: One hundred years ago Dracula was defeated and his castle left in ruins, and his girlfriend dumped him on top of that. The Grim Reaper, tired of the downturn in damned souls coming to him via Drac, strips Drac of most of his powers and forces him to participate in a modern reality dating TV show, where he must select a new mate so he gets over the ex and starts killing again.

The gameplay is classic 2D side scrolling, jumping, combat, and exploration. Drac controls pretty well in combat and jumping, maybe not as tight as Castlevania but functionally fine. The combat is well handled, with a menu wheel to assign weapons and items to the controller keys. I kept the whip on the square button and the spear on the circle button most of the time. Certain enemies are vulnerable to certain weapons, so it's important to upgrade them all when you can.

So the gameplay is good, but the enemies are gloriously silly and cool. One starts out in Drac's Castle with some standard skeletons and bats and such, but once Drac's out in the world they get a little weird, in a good way. The bosses are unique as well, and require a little strategy to figure out how best to damage them. I found the difficulty of the game overall to be relatively easy, with the caveat that I explored most areas thoroughly as I went along, and backtracked to most of them twice after getting upgrades to access previously unreachable areas.

Drac gains experience and personally levels up, but also unlocks upgrades for his weapons in a unique way - by raising his relationship level with the various contestants. I've got to say that the cast of potential mates was thoroughly developed and written for maximum hilarity. They're all interesting, funny, and sometimes poignant. For players looking for replayability, I'd wager that every ending for each cast member offers something different.

Drac has conversations with them, goes on side quests for them, gifts them endlessly as exploration reveals gift items as loot here and there. There are romantic scenes he encounters in the world that allow him to invite a cast member on a date. He usually ends up helping the relationship but can cause a faux pas as well. Maybe next time, dude, don't take the mermaid queen to the seafood restaurant where she might know someone on the menu.

The world is well-developed, too. Starting from Dracula's Castle (rebuilt as a part of the show's production) to the nearby woods, the map expands as the story progresses, even opening up another map in what seemed like a later part of the game. There are save points only in this game, and most save points are also fast travel spots. Oddly enough, this is the only way to view the world map. It all works though, and is not that hard to adapt to. Only once did I get glitched into the environment and had to load my last save and recover some distance. The game is fun so it was no big deal.

I guess my experience with Romancelvania was one of exceeded expectations in both gameplay and story. The combat was good, the characters fun, the story had some depth, and it lasted longer than I had expected. I thought Romancelvania was going to be a little lowbrow, but it was classy and cool.

Monday, March 4, 2024

Beaten: Advance Wars (GBA)

Back in the 1980s, I had tried a few strategy games on the Commodore 64 from legendary developer Strategic Simulations Incorporated, who absolutely defined the genre in those years. These games were incredibly complex, often involving additional maps and charts to supplement what was shown on the screen.

Imperium Galactum was one I had tried, a game of space colonization and conquest, and damn did I suck at it. By the time I had figured out just how to get my first colony established, the computer-controlled enemies were already showing up with their armadas and wiping it out. 

A simpler game from Electronic Arts came later called Lords of Conquest (again on the Commodore 64), with lighter resource management and pared-down complexity that made it, as wine aficionados say, “approachable “. I loved it and beat it in a few weeks. 

However, it was Military Madness on the Turbografx 16, my 1991 game of the year, that really sent me. While real-time strategy games were just emerging back then, I preferred turn-based strategy as I needed time to think. Military Madness was turn-based, relatively simple to start and grasp, and grew in complexity as the player battled through map after map.

Years later I read rave reviews for both Advance Wars 2: Black Hole Rising and the Game Boy Advance SP, and once I understood that it was a portable game like Military Madness, I pulled the trigger and purchased both. I was not disappointed, and played the game until I got stuck on the final battle. It was so good it became my 2003 game of the year.

I was also searching for the game’s predecessor, Advance Wars, which was out of print by then. I eventually found it at a record store of all places, and preferring to play game series in order, started that campaign and got pretty far.

However, I didn’t beat it. Since then, I’ve also picked up Advance Wars Dual Strike and Advance Wars Days of Ruin on the Nintendo DS, increasing my Advance Wars backlog to four games.

Fast forward to this decade and my decision to tackle at least one “unfinished business” game each year, and my choice this year was that first Advance Wars on the Game Boy Advance. I started about a month ago, working my way through the campaign one battle at a time in between sessions of Dead Island 2 and while I awaited my new Analogue Pocket.

With Dead Island 2 in my rear view mirror, the Analogue Pocket in my hand, and some free time opened up while visiting family in San Antonio this week, I fully engaged in Advance Wars at last, hopeful that I could finally win this war. 

Wisely, I did not continue my previous attempt and started over. Advance Wars does an amazing job of training the player right from the start and slowly introducing new elements in each subsequent battle. The first few fights use land units, with air and naval units showing up later, as well as factories used to create new units.

There’s a lighthearted feel to the game even though war is hell, with a variety of characters involved. The player takes on the role of an adviser to these characters, who are each commanding officers that have individual bonus abilities that slowly build up during battle.

One CO can use this ability to repair damaged units, one can get a boost to damage, and so forth. Once all these characters are introduced, the player can choose between them at the start of each round, which can be an important strategic decision but not a game breaker if one chooses the wrong one.

As stated in my extensive introduction and backstory above, Advance Wars is a turn based game where the player takes a turn and then the computer takes a turn and so on. Tanks move forward to attack, infantry can capture cities, artillery can move or fire, and submarines can sneak around the seas stalking prey.

Capturing cities is important to fund the factories one captures to create new units. However, factories only create land units, and later in the game one must capture airports and naval bases to create those types of units. Like Military Madness, each new element introduced makes the game incrementally more complex, but never overwhelmingly so.

The story plays out as the characters show up and talk at the beginning and end of each battle, slowly revealing a shadowy threat behind all the chaos between the various factions or nations, leading up to the big, final battle.

There did seem to be a huge uptick in difficulty for the last few battles. Whereas the first three quarters of the game seemed to have maps that took me half an hour to an hour to win, the rest were much longer. 

For these tough contests, it became necessary to play a few rounds to see how the enemy deploys and start over knowing how best to respond. I should have done that for the final battle, but after a rough start I just kept going, grinding through a brutal stalemate until I could turn the tide. 


It made that victory much more satisfying even though I got a “C” grade. 

There is much more gameplay than just the campaign on that tiny cartridge, with a link cable versus mode and map designer, among other options. This game is a complete package.

Good news if anyone is interested in the first two games in the series is that they have been remastered and released on the Nintendo Switch. I’ll probably stick to the original again when I get around to my unfinished business with Advance Wars 2 at some point. 


Sunday, March 3, 2024

An Age Undreamed Of

A few weeks ago I got some good financial news at work on Friday, was feeling a little giddy and buzzed from White Russians at a local bar on a frozen Saturday morning around sunrise, and pulled the trigger and ordered a device called an Analogue Pocket. It is a modern device that plays Game Boy, Game Boy Color, and Game Boy Advance cartridges and boy was it expensive.

Weighing against the collection of aging Game Boy hardware my wife and I’ve accumulated was the perfectly playable collection of timeless software we own for those devices, so I’ve been on the fence about the Analogue Pocket for awhile. Which was fine, as it was scarce at first and it’s always good to wait for the reviews to hit.

The consensus was positive that it was a great design and the games looked amazing. Here is the cutting edge tech behind it:

Pocket is built with one Altera Cyclone V FPGA and one Cyclone 10. This implementation is to support 3rd party FPGA development accessing the Cyclone V.  

I’m so old I have no idea what that is. Field Programmable Gate Array? I’m confused because one “Cyclone” is a V and another is a 10. Either use Roman numerals or don’t.  All I understand is that it’s not an emulator running on a Raspberry Pi, its a “core” that thinks it’s a Game Boy or something.

It arrived about a week later, and I confess I tracked it all the way from California on a FedEx truck. I fired it up right out of the box and quickly realized that I did not do my research. It did not come with a micro SD memory card, which is needed to create save anywhere states, so I could not do that right away. I also need to somehow get the latest firmware update onto an SD card and bring it over, but that can wait as the unit is ok without the update to do what I wanted - play old games better.

I've began by testing it with two games: Wizards & Warriors X Fortress of Fear for the Game Boy, and Advance Wars for the Game Boy Advance. My eyes melted as the screen lit up and the title screen appeared for Wizards and Warriors X, a game I love but found to be much harder than its NES counterparts. 

One of the Analogue Pocket's features is the selection of screens one can select, reflecting the Game Boy’s history of hardware. Right out of the box, it was set to the standard, original Game Boy:


Even though it’s green it’s crisp and clean. But the Analogue GB option is even better:

Other options include Original GBP (Game Boy Pocket), Original GBP Light, and Pinball Neon Matrix, which makes everything red. Similar modes exist and show up when one inserts a Game Boy Color or Game Boy Advance cartridge.

The aforementioned Wizards & Warriors X Fortress of Fear is a very tough Game Boy game that I had never gotten that far in. That was not just a difficult gameplay thing holding me back, but also the technical limitations of the hardware that made side-scrolling blur a lot. That issue is completely gone with the Analogue Pocket.

In fact, I made it farther in my first session with the game than I ever had before. Once I had the micro SD card inserted, I was able to create a save state, allowing me to save anywhere. One simply presses the “Analogue” button and holds up on the d-pad to create it instantly without pausing, and Analogue-down to load it. So far I’ve made it to level 3.0, but hold no illusions that I’ll ever actually beat it.

I mainly got the Pocket to play the Game Boy Advance classic Advance Wars, where I was able to use the cartridge’s built-in saves in conjunction with the save state feature to ease my playthrough. I’ll do a full write-up on that once I (hopefully) beat it.

There was a time in the late 1980s and early 1990s where I wondered if I was the only one who not only cared about game preservation but also saw the value of playing old games. That concern was resolved when I discovered the classic Digital Press newsletter, and by the end of the decade, the internet.

Decades later, the nineties kids have grown up and become become collectors themselves, and hobbyists have gotten more advanced than any generation that has come before.

The rewards of this are homebrew games and controllers for retro systems, modders taking old hardware and installing better screens and buttons, and the Analogue Pocket, which I’ve been calling the Rolls Royce of Game Boy hardware. 

I never conceived in my many hours of wondering how I would continue to play these games when the hardware or screens no longer worked that such a thing as the Analogue Pocket would become available.

For video gamers, this is truly an age undreamed of.

 


Beaten: Dead Island 2 (PS5)

 When Left 4 Dead hit it the fall of 2008, I enjoyed it but asked if someone would take this multiplayer, short level gameplay and make a standard single-player campaign type of game out of it, and in 2011 Techland delivered on that quite well with Dead Island. While a little rough around the edges in terms of glitchiness and framerate, it was a full and fun experience. They quickly followed up with Dead Island Riptide and promised a Dead Island 2 in 2015.

Eight years and two Dying Lights later, we finally got that sequel, and I was very much there for it after my recent and depressing playthrough of The Last of Us Part II. Dead Island 2 is a game that lets the player have shameless fun with the zombie apocalypse, and everything that made the game great two console generations ago is present in this new game, looking, loading, and playing better than ever.

This time it takes place not on an island, but in Los Angeles, which in an innovative bit of storytelling has not just suffered a zombie outbreak and quarantine, but a devastating earthquake as well.  Because it's the 2020s and everything is worse I guess. Streets are torn up, buildings partly collapsed, and wildfires rage in the hills by the big HOLLYWOOD sign.

The same wacky but light crafting is back, allowing the player to upgrade melee and ranged weapons with elemental damage types, like making a sword do caustic damage. There are skill levels to raise and lots of extra “curveball” perks like throwing stars and pipe bombs to get. These perks slowly recharge over time so it’s important to use them strategically, but once the perk is unlocked the player essentially has it available. One does not use up crafting resources for them.

The story is good too, with only the legendary Sam B. coming back, not as a playable character but as an NPC, which was fine. At the end of the campaign though, there are some serious loose ends in the story, signaling that the door is wide open for a pretty cool sequel. Which, hopefully, we won’t have to wait until 2036 to play.