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Category: Video Games

Single-Player Video Games That Have Seen Their Concurrent Player Count Grow

There’s an interesting website called SteamDB, which I’ve referenced once before, that contains an enormous wealth of information on video games released on Steam such as their price history, which games have seen a surge of players, a rating system that builds off of and is more accurate than on Steam itself etc. However, one of the most interesting pieces of information is a history of the concurrent player numbers for any particular game. Often games, particularly single-player ones, will see their greatest concurrent player count at the time of its release with slight bumps around the times when it goes on sale. However, I’ve noticed a few single-player video games that have seen their concurrent player count grow beyond what a simple sale could hope to achieve. Therefore, I thought it might be interesting to take a look at these examples.

1. Celeste

I recently mentioned how I was playing Celeste so it only makes sense that I begin with the game that gave me this topic in the first place. Celeste, an indie precision platformer, is a superb but very challenging game whose bonus levels such as the C-sides and Chapter 9 push your platforming skills to the absolute limit. Having found it a profound experience, both from a storytelling perspective and how brutal but well-designed its gameplay was, I was curious to see how it was performing. Imagine my surprise when I saw something that proved to be highly unusual, an example of a single-player video game that had seen its concurrent player count grow, something rare in the games industry. I would consider this accomplishment a clear sign of the quality of the game.

Observe how the number of Celeste players has continued to grow and grow!
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Xbox’s Struggle In Japan And Why I Want To See Them Succeed

I was perusing the Famitsu video game sales data the other day and saw something that genuinely shocked me. The Xbox Series release of a game had managed to chart in Japan’s top 10 video game sales of the week! To someone who might not be familiar with the state of Xbox in Japan, this might not seem surprising at all but, for those that are aware, it’s genuinely surprising! Therefore, I thought it might be interesting to discuss Xbox’s struggle in Japan and why I actually want to see them succeed there.

Let’s start with an overview of Xbox in Japan. The first Xbox console was released in Japan in February 2002 and it proved to be a perfect example of Microsoft’s ineptitude when it comes to the Japanese market. Besides poor marketing, the design of the console proved to be unpopular with Japanese consumers and, alongside a lack of games aimed at the Japanese market, the Xbox proved to be a poor seller, moving only about 450,000 units. It was clear that Microsoft recognised their failure as they made a concerted effort, by far and away the most they ever have, to break into the market with the Xbox 360. Along with a more aggressive marketing strategy, they also acquired exclusives that appealed to Japanese consumers such as Blue Dragon and Lost Odyssey from Hironobu Sakaguchi, the creator of Final Fantasy, Tales of Vesperia and Star Ocean: The Last Hope amongst others. This translated into the best sales that a Xbox console has ever had in Japan with lifetime sales of about 1.6 million units.

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Why I’m Beginning To Hate CG Video Game Trailers

Sony just held a PlayStation Showcase recently and it was generally considered to be quite disappointing. There’s a number of reasons for this from the focus on live-service games, the lack of exciting PC ports and how there were very few games that took us by surprise. However, one of the more disappointing aspects was the number of CG trailers present which left people confused and, sometimes, unsure what the game even is. Therefore, I thought I’d explain why I’m beginning to hate CG video game trailers while also examining why so many companies end up relying on them.

When I was much younger, I would be quite excited about many of the CG trailers that I saw whether they be for Blizzard Entertainment games, Final Fantasy etc. I knew that it didn’t represent what the game would actually be like but I didn’t mind. However, as I’ve grown older, the gameplay of games have become more and more important to me and now I look at CG video game trailers with confusion, hate and scepticism because, ultimately, it may tell us what the narrative may be but it generally tells us nothing of what the gameplay will be like.

No one could understand what Concord was from the CG trailer alone!
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My Growing Frustration With Sony And Their PC Releases

I last wrote an article covering Sony and their strategy regarding PC games back in November, 2022, called “What Sony Need To Do To Correct Their PC Strategy.” I had hoped that Sony, unlikely as it were, might come across the article or, more likely, might independently come up with my suggestions themselves. However, my patience with their incompetence is wearing thin so I thought it worth sharing my growing frustration with Sony and the PC releases of their games.

Back when I first learned that Sony was going to be releasing their games on PC about three years ago, I was quite excited. About a year later, I even wrote, having learned that Jim Ryan had said that a “whole slate” of games were coming to PC, an article covering Sony games that I’d love to see a PC release. So a good question to ask at this point is how many of the games I listed have come to PC? The answer, sadly, is zero. Sure, I mentioned Ratchet & Clank in my article but I was specifically talking about the classic games rather than the latest entry which was announced recently. That’s not to say that Sony hasn’t released games for PC, they’ve actually released quite a few at this point. In terms of their first-party offerings they’ve released Horizon Zero Dawn, Days Gone, God of War (2018), Marvel’s Spider-Man Remastered, Uncharted: Legacy of Thieves Collection, Sackboy: A Big Adventure, Marvel’s Spider-Man: Miles Morales, Returnal and The Last of Us Part 1. While all respectable in their own way, none of these games have fulfilled my excitement from when I first heard about Sony’s porting effort.

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How I Believe JRPG Turn-Based Combat Can Be Reformed

The release of Honkai: Star Rail recently has reopened discussion about turn-based combat in video games, an area that I’m particularly interested in. As I’ve discussed before, I generally prefer turn-based JRPGs over action-based ones but that doesn’t mean that I can’t see some of the arguments that have made as being legitimate. As someone who has spent a strong portion of their life playing turn-based JRPGs, I thought I’d share how I believe JRPG turn-based combat can be reformed.

I’m going to start by clarifying that my thoughts are going to be specifically on true turn-based combat systems. I adore the Active Time Battle system of many Final Fantasy games and I also have great admiration for the combat system of the Grandia games but the incorporation of real-time elements results in the systems, while still being predominantly turn-based, becoming a hybrid and also opens too many possibilities up to list here. Therefore, I’m going to stick to turn-based combat systems that don’t incorporate any real-time elements seen in games such as Dragon Quest, Megami Tensei, the Legend of Heroes etc.

A battle screen from Final Fantasy IV
As much as I love turn-based combat systems, I can see room for improvement.
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The Monster-Taming Video Game Genre Needs More Competition

Every genre needs a catalyst to be considered separate. There may be some that fit the genre released beforehand but the genre itself will become defined by the catalyst that popularised it. This very much applies to the monster-taming video game genre but I think there’s a problem for the genre currently. More than 27 years after its debut, Pokémon has near complete domination of this subgenre. This is a terrible situation to be in and so I thought I’d explain why I believe the monster-taming video game genre needs more competition.

Let’s start with a brief history of the monster-taming genre. Contrary to what some might think, Pokémon was not the establisher of the genre instead merely serving to popularise monster-taming. Prior to Pokémon, a franchise called “Megami Tensei” established monster-taming as the player would have to negotiate with demons and mythological characters to have them join the team where they could be improved by fusing them. The fifth Dragon Quest game “Hand of the Heavenly Bride” also features the ability to have monsters join your team but also included the ability to level them up by earning experience in battle. However, it was Pokémon, released in 1996, that ended up becoming a gigantic success to the point where Pokémon has become the highest-grossing media franchise in history!

The cover for the first Megami Tensei game, “Digital Devil Story: Megami Tensei”.
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What I Think Of Review Bombing And Video Games

I was on Twitter recently when I saw news that the new DLC for Horizon Forbidden West, Horizon Forbidden West: Burning Shores, was getting review bombed on Metacritic, to the point that Metacritic is going to now be more strict when moderating user reviews in the future. The reason for the review bombing of Burning Shores seems silly to me as I have mentioned that I often play female characters in video games and I tend to choose a female partner if I engage with the romance in the game. However, I do think it’s worth sharing my thoughts on review bombing and the impact it can have, both positive and negative, on video games.

Understandably, review bombing is a relatively recent phenomenon that has come into being with the rise in the internet and the ability for people to leave their own reviews for products. Review bombing can apply to any product or service that allows people to review it and its purpose is to artificially adjust the rating. There are some examples of review bombing being used to improve the score of a product or service but the overwhelming majority of review bombings attempt to drive down the score. It’s also important to note that these review bombs are typically unrelated to the quality of the product or service itself but are due to other factors such as politics, societal issues, the actions of the developers etc.

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What Are Espers And Their Prevalence In Japanese Media

When exploring Japanese media such as anime, manga and video games, you’re quite likely to come across a term that is infrequently used in the West, “Esper”. It’s a word that is actually quite easy to understand but, due to our lack of familiarity with the term, many can still be quite confused. Therefore, I thought it might be interesting to take a look at what espers are and their prevalence in Japanese media.

Let’s start with what an esper is. An esper refers to someone who has ESP (Extrasensory Perception), hence the first three letters in the word esper. ESP refers to any ability to obtain information outside of the five senses with examples including telepathy, clairvoyance, precognition etc. Note that the term only refers to the ability to receive information, not the ability to affect the world around such as telekinesis, levitation, astral projection etc. However, as we are going to see, espers in Japanese media are not restricted by this and are often depicted as being capable of exerting force using their psychic abilities.

Tetsuo from Akira is one of the more notable espers in Japanese media.
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Why Nightdive Studios Is Important In The Video Game Industry

I was recently perusing video game news and came across an article that said that Atari is acquiring Nightdive Studios. Hearing this news has left a mixed feeling in me since, on one hand, becoming part of Atari might help to assuage my current criticisms of Nightdive Studios but, on the other hand, there is a very real risk that what makes Nightdive Studios so unique could become undone. Given this information, I thought I’d explain why I believe Nightdive Studios is important in the video game industry, what I think about their releases and some of the concerns I have.

Let’s start with the history of Nightdive Studios. The company was founded by Stephen Kick and Alix Kick in 2012 with the express goal of “Bringing lost and forgotten gaming treasures back from the depths“. As for why they set up the company, while on holiday in Central America, Stephen Kick discovered that his copy of System Shock 2 wouldn’t work with his laptop. After attempting to find a new online copy, he learned that there was no legal way to acquire System Shock 2. Upon research, he learned that the rights to System Shock had ended up at an insurance company called “Meadowbrook Insurance” and contacted them. Meadowbrook Insurance was keen to see the games rereleased and the success after release encouraged Stephen and Alix Kick to continue releasing games that are no longer available.

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An Overview Of The Castlevania Franchise

Castlevania was a franchise that I’d heard about quite a bit for many years but that I didn’t actually get around to playing until the end of 2021 with the Castlevania Anniversary Collection. While I haven’t played anywhere near as much of the Castlevania games as I would’ve liked, I’ve found myself becoming more and more fascinated and hungry to play more Castlevania games. Therefore, I thought it might be interesting to do an overview of the Castlevania franchise by going through the games, their history and the impact that they’ve had.

As you might expect, there’s no better place to start than the game that started it all, Castlevania. Initially released for the Family Computer Disk System as Akumajō Dracula, literally translated as Demon Castle Dracula, in 1986, the game ended up getting an international release for the Nintendo Entertainment System (NES) which saw the game receive strong financial and critical success. Castlevania follows Simon Belmont as he traverses Dracula’s castle with the intent to slay him. The game itself is a platformer where the player traverses stages filled with enemies before facing a boss which, upon defeating, allows them to progress to the next stages. Simon Belmont’s primary weapon is a whip which can receive upgrades to its range and damage and he can also collect and use sub-weapons such as throwing daggers, crosses, axes, holy water and a watch that can stop time for most enemies.

The cover of the NES release of Castlevania.
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