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Category: Video Games

The Best VR Games I’ve Played

I’ve always had a fascination with VR and I believe that this new form of video games has an incredible amount of potential. Having owned an Oculus Quest 2 (or is it a Meta Quest 2 now?) for a little over a year, I thought it would be worth taking a look at some of the best VR games I’ve played. However, I should warn you that I’m no expert when it comes to VR games, I’m still missing many essential games such as Half-Life: Alyx and Beat Saber but I still think my current opinion is worth sharing.

The first two games I want to touch on are Budget Cuts and Budget Cuts 2. I’ve already touched on Budget Cuts before when I spoke about stealth video games but I have never discussed its sequel. The Budget Cuts games see you sneaking through its various levels, avoiding enemies, sometimes dispatching them with your limited arsenal and figuring out how to progress. While initially frustrating as I missed several basic mechanics, I’ve grown to really admire these two games for their humour, surprisingly excellent movement and open level design.

A promo image for the VR stealth game Budget Cuts.
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The Surprising Popularity Of Alice In Wonderland In Japan

I was recently listening to Dev Game Club, a podcast I’ve mentioned before, where they were discussing Kingdom Hearts, a game that I recall playing extensively during my childhood. While a lot of their discussion was quite fascinating to hear, I was particularly fascinated by their confusion over the first three Disney worlds you travel to. Considering the game came out in 2002, Tarzan (1999) and Hercules (1997) make sense but they were confused by the presence of Alice in Wonderland (1951) as one of the first worlds. One of them brought up the possibility that Disney’s Alice in Wonderland might be more popular in Japan than in the West. Thinking back, I do recall seeing numerous references to Alice in Wonderland in Japanese media. Therefore, I thought it might be interesting to take a look at the surprising popularity of Alice in Wonderland in Japan.

First off, let’s discuss the release of the original novel in Japan. I’ve found conflicting information on when the first Japanese edition of Alice’s Adventures in Wonderland was released with one source stating that it was first released in 1899 while another states that it was 1910. Regardless of when it was first released, it has continued to see numerous Japanese translations over the years.

A Japanese edition of Alice’s Adventures in Wonderland.
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The Strange But Necessary Cloud Gaming On Switch

With the announcement that the Kingdom Hearts series is coming to Switch via cloud gaming, now seems to be a good time to discuss the development of cloud gaming on the Switch, how it is strange, messy and technically insufficient but also why it’s necessary.

Let’s start by discussing the Switch in the modern day. First off, there is absolutely no doubt that the Switch has been a successful console. It recently surpassed the lifetime sales of the Nintendo Wii as well as the first PlayStation console, continues to outsell all modern consoles combined on a weekly basis and has been a strong vehicle for the incredibly strong sales figures of nearly all of Nintendo’s games. However, it is a relatively weak system that saw numerous games struggle to be ported in the eighth generation of consoles, let alone games developed for the ninth generation. Cloud gaming theoretically allows the Switch to run games that its hardware couldn’t run natively. However, there are a few problems presented by this solution.

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My Thoughts On The Astonishing Microsoft Purchase Of Activision-Blizzard

On the 18th of January, I was finishing up some work just before I had my lunch and I saw an article pop up on Twitter. It was from PC Gamer and the headline was “Microsoft to acquire Activision Blizzard for $68.7 billion“. I remember simply being stunned. I couldn’t process it as my first thought was to check if it was April 1st. Upon a little further research, it became evident that this wasn’t a joke or a prank, this was really happening. Given this, I thought it worth sharing my thoughts on the astonishing Microsoft purchase of Activision-Blizzard.

I should first explain why I was so surprised. A week prior to this news, I saw the information that Take-Two Interactive was acquiring Zynga in, at the time, the largest video game purchase in history at $12.7 billion. Given that this record had been set recently at a comparatively mere $12.7 billion, I couldn’t believe how quickly it was beaten by nearly five and a half times the price.

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Graphics: Easily The Most Overrated Aspect Of Video Games

As you might expect from a fan of FromSoftware and of the Dark Souls series, I am really looking forward to the upcoming Elden Ring and have been keeping my eye on any news articles that mention the game. An article caught my eye recently where Hidetaka Miyazaki stated that his graphics team were feeling pressure due to the recent release of the Demon’s Souls remake. However, the statement that I really took away from the article was where he said “Graphical fidelity is not something we put as the top priority”. This sentence felt like a breath of fresh air in a games industry obsessed with graphics and made me think about the fact that, in my opinion, this aspect is easily the most overrated when it comes to video games.

Now don’t get me wrong. I really do love to see games with beautiful graphics. However, I’ve come to realise that games with a non-realistic art-style are generally more appealing to me and hold up better over time. Additionally, a problem that many AAA game developers and publishers are struggling with are the rising costs of developing video games. Video game budgets, in the AAA gaming industry, have skyrocketed and this is due to a combination of higher graphic fidelity along with an increase in marketing costs.

Hidetaka Miyazaki’s view on graphics is very different to many other AAA developers.
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What Are Video Game Engines And Why They’re Interesting

There’s a lot of discussion these days about the development of video games and one of the areas that I find most interesting has to be video game engines. These are such intrinsic and essential parts of video game development that can often shape the strengths and limitations of a video game and I think it’s important that we take a look at what these engines are, how they add or subtract from a video game and a concern of mine when it comes to a lack of competition.

Let’s start with the history of video game engines and the purpose that they serve. By the 1980s, video games had become significantly more complicated than they had been in previous decades. This meant that, rather than developing the tools needed to develop games on a game by game basis, some developers began to reuse development tools between games in order to more efficiently develop games. A notable example of this would be the 1985 classic “Super Mario Bros.” which reused the game engine that was developed for Excitebike, a game which had been previously released in 1984, in order to achieve the acceleration of Mario’s runs. However, one of the biggest shifts in the history of video game engines occurred with the release of the 1993 first-shooter classic “Doom”. The engine was very impressive from a technological perspective and many other developers became interested in using it themselves for their own games. As time went on, companies began to make more and more use of engines such as id Tech, Unreal Engine, etc. by buying a license to use the engine in order to develop games more quickly and efficiently. Thus, a new market emerged where some developers would develop game engines with the intention of licensing them out to other developers.

The cover for the 1993 Doom.
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The Stupid Strategies of Square Enix Continue To Surprise Me

I want to start off by saying that I adore Square Enix. Squaresoft, one of the predecessors to Square Enix, created my favourite game of all time in the form of Final Fantasy IX. Beyond that, they’ve contributed greatly to my passion for gaming with series such as Dragon Quest, Kingdom Hearts, Star Ocean and many others. However, as the years have passed, my enthusiasm for Square Enix has waned to the point now where I now view their products with scepticism. This is due to the many stupid strategies that Square Enix continue to follow, to the point now where they often surprise me. Taking all this into account, I thought I should write my current thoughts on Square Enix and why my passion for them has faded.

Probably the first time that I seriously began questioning Square Enix’s strategies was when Life is Strange 2 was announced. I had really enjoyed the first game, even though I had a few problems with its concept of choice, and was really looking forward to seeing how they could build upon the franchise. However, I was immediately taken aback by the pricing. The first game had been perfectly priced at €19.99 and I truly believe that this price tag contributed greatly to the incredible sales that it managed to reach. However, Life is Strange 2 was priced at €39.99, double the price of the original game! I couldn’t believe it and, while I don’t know how well it ultimately sold since Square Enix have never announced the sales figures, it felt like Life is Strange 2 didn’t come anyway near the cultural impact that the original managed to achieve. I was hoping that Square Enix might have learned their lesson but then they announce Life is Strange: True Colors, the third main game in the series, at a price tag of €59.99. I was stunned, I couldn’t believe that they had decided to raise the price tag even further and it felt to me that Square Enix were simply trying to milk the series for all it’s worth.

Life is Strange: True Colors is triple the price of the original game!
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The History Of One Of The Greatest Game Developers, FromSoftware

I’ve recently started playing Sekiro: Shadows Die Twice, the latest game released by FromSoftware, and, after a steep learning curve, I’ve been blown away by how incredible Sekiro is. I had doubts when I heard that Sekiro wasn’t an RPG like their Dark Souls series but I’ve been truly astounded by it’s quality and how fun it is. This, along with the hype for the upcoming Elden Ring, made me think that it might be interesting to take a look at the history of FromSoftware, a company that I consider to be one of the greatest game developers of all time!

For a company that took the gaming world by storm in the past 15 years, it might surprise you to learn that FromSoftware was originally founded in 1986 to develop software for businesses! Eventually, FromSoftware shifted to video game development and released their first game in 1994 for the PlayStation, King’s Field. A first-person RPG, King’s Field would go on to have three sequels and featured many mechanics that would go on to define their later games such as difficulty, exploration and abstract storytelling.

The cover for King’s Field, FromSoftware’s first video game.
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Why I Love To Be Able To See Concept Art

There are a wide variety of extras that I love to get along with the media that I enjoy. From commentaries to behind the scenes information to appendixes, there is so much extra content that I love to see included with releases. However, an area that I would love to see more from would be concept art, an extra that I would consider to be highly underrated.

First, let’s discuss what concept art is. Concept art is artwork that is produced for a wide variety of creative mediums such as animation, graphic novels, video games, live-action media etc. These concept art will develop ideas for characters, settings, technology etc. and will tend to go through several iterations as feedback, both creative and practical, is received. Concept art can be used for a variety of purposes from advertising to refining the product itself to even seeking funding from investors.

Original concept art for Darth Maul which is drastically different to how he would later appear in the Star Wars franchise.
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Games for Windows Live And Its Cursed Legacy

I recently saw an article from PC Gamer that Fallout 3 had patched out Games for Windows Live on Steam. While not significant news for many, I would imagine many people these days don’t even know what Games for Windows Live was, it not only reminded me of the existence of Games for Windows Live but the many problems that its cursed legacy continues to produce in modern PC gaming.

I should first begin by explaining what Games for Windows Live was. Back in 2006, Microsoft launched a brand called “Games for Windows“, an initiative to regulate PC games more similarly to the console market and to increase accessibility. Examples of features that were included as part of this branding were easy installation, compatibility with 64-bit operating systems, supporting a wide variety of resolutions, support for Xbox controllers etc. Additionally, games that passed these criteria and were accepted into the program had Games for Windows branding across the top of their case in order to differentiate them from PC games that weren’t Games for Windows.

Observe the Games for Windows branding across the top of the box.
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