owsf2000: (default)
You know, as I was cleaning out some boxes I found a couple of oooold Nintendo Power issues I have kicking around. I didn't get these particular issues back in the day - I got them at a used book store a year or two ago. However, back in the day I -did- have copies of these issues along with probably 48+ more. I had kept a subscription with them during most of highschool starting with the Mega Man 2 issue.

The two I have here in front of me is Vol 45 (Cover includes Pugsley's Scavenger Hunt) and Vol 17 - The Nintendo Power Strategy Guide for Final Fantasy 1. It kind of brings back a lot of memories of reading these things and others like it.

I kept the subscription up until it was well into the SNES era I think. At that point it seemed to lose part of it's charm for me. They had changed the format a few times and the newer copies just seemed to be missing something so eventually I just let the subscription lapse and never bothered to renew. It might have been the artwork in the earlier issues - something they tended to do to augment the more pixelated nature of the NES and Gameboy. Although also I never played quite as large a variety of SNES games.

Should try to get back to that used bookstore (it's out of town) at some point later this year or next to see if there's any other issues hanging around. I think the issues I picked up were some of the earliest ones they had available however... then again they had a bunch of other old video game magazines I probably wouldn't mind picking up a copy of...

7800basic

Jan. 24th, 2015 08:17 pm
owsf2000: (default)
As a follow up to the last post, I'm actually working on stuff! :P

Last year I tried to do a screen builder on the 7800 using assembly. I almost got it working. But not quite. I don't know if the issue was with something I did or if it was just the emulator not doing things perfectly. Either way, this time around I'm going to try to use the 7800basic compiler developed by RevEng on Atari Age.

Since the 19th, I've more or less got a good idea of the style the game will take and started a list of the various usable items you can find in the game. So from here, before I got any further I started tinkering with 7800basic itself.

The installer .bat file, which really doesn't do anything beyond set up the path to the program itself, failed to run on my comp. Apparently need Vista or later for some functionality it has. But no problem! The readme file explains how to set them manually for the older folks. Once I got that done, I tested it by trying to compile some of the sample programs. Works!

Also, while it's still a ways off yet before I'll need this, I downloaded and installed the Tiled program, which is used for making 2d tile maps for games. It's not 7800-specific, in fact it's intended more for PC games in general. So long as the maps made keep to the limitations of the 7800, I can make maps with it and import them into the game rom at compile time. It'll open and read the file for me and set stuff up then I can just use it as needed.

Either way, the installation worked. And I can run the program - I had to check that in particular because there are some programs I use to use on older computers that instantly reboot this computer. X_X

Anyway, Tiled works. 7800basic works. Project looks like it's off to a good start, but I still have to learn the syntax of 7800basic - it's similar to regular Basic but it's obviously not the same. It has it's own limitations, special commands for working configuring the game parameters (rom size, pcb configuration/assumptions (does it have onboard ram, etc)).

Some of what I'm reading is very promising and looks like it might be extremely useful. And while I want to avoid it if at all possible, you can add inline assembly code in the games as well. There are routines for handling the pause button, software collision detection, saving/restoring/clearing the screen, and several methods of interacting with the sound. Either using the TIA sounds in the console itself or making use of a pokey chip on the cartridge. I hope this gets expanded support whenever the XM module is released since that will have a pokey plus another chip - a YM2151 or something similar.

I am on the preorder for a XM module. So I have no problems with trying to write this game to work on that. But we'll see.

A couple of things I need to get my hands on however will include a ram cartridge so I can test roms on real hardware instead of relying on emulators, and perhaps a new 7800. My 7800 is a bit beat up, but I'd like to get a later model - one of those without the expansion port.

Trying to save up cash either way, so I'll see about getting at least a ram cart by the summer. The second 7800 is more optional.

I also have an AtariVox unit that can be used for this. It's basically a game save module for the Atari 2600, but it works just fine in the 7800. Could use that for save games, as I think 7800basic supports it.

Either way, I'm already working past my Feb 1st deadline. Moving on to getting comfy using 7800basic, and attempting to modify the sample programs to see how things change, I'll probably try to make my own graphics file and get that to compile with one of the samples.
owsf2000: (default)
Ok, I've been out of the loop of doing most anything related to my game/art/music/whatever projects since probably 2010. At first minecraft was eating up a lot of time, and lately it is again admittedly as I work on The Industrial Complex on Pseudo World. (Formally known as the Guardian Farm)

But after noticing half of January has already slipped by, I'm going to try to step up my game for my projects.

I've tried coding on the 2600, and that's been... a mixed success. Certainly Maze Realms functions, but it's a far cry from what I wanted it to become, and the code has gotten to the point where if I attempt to change anything I just create bugs rather than fix any. So that's on the shelf still.

On the Atari 7800, I attempted working on some display building routines to help code out the confusing aspects of the MARIA chip (The gpu of the system so to speak) but I didn't really get as far as I wanted. I got it to the point of displaying a sprite on the screen, but whether a part of my code or an emulator bug distorted the graphic a bit - until I moved it around some. Attempts to fix that were like the 2600, resulted in more bugs. So I gave up on it again.

Now, lately there's been someone that's written "7800basic". Essentially a basic-like compiler for making 7800 games. It lets you code in a syntax close to Basic while including some 7800 specific things naturally and some helper routines. This has the benefit of also coding out all the confusing Display List and Display List List garbage of the gpu.

Sooo... I've decided to try to learn this 7800basic. I've browsed over the system commands and it looks like it'll mostly be easy to understand. And as a bonus I can do my sprite sets in paint programs like Paintshop Pro that I own - just have to save the files as pngs with a few conditions on palette size and x/y dimensions. And it'll encode them for the game's screen modes on it's own!

It even has a sound/music driver I can use, I just have to make the actual sound data to add to the game and do some organization to it. Overall this looks like it should free me up to concentrate more on the game itself than wrestling with the underlying hardware.

The 7800 is comparable to the NES in terms of power for those who don't know. It has different strengths and weaknesses however. There are games you can do on the 7800 that look like shit on the NES, or are simply not possible on the NES (without insane horrible flicker)

My goal is to try to make a simple old-school JRPG for the 7800, since it pretty much as none of those in it's library to date. It'll probably be comparable to some degree Dragon Warrior in complexity although I'm not going to be using it as a standard to design by. Basically I mean it'll probably end up as a one-hero adventure. No party members, etc. Possibly.

The first step and deadline I'm setting for myself is February 1st - iron out the basic game play. IE: How the battles will work, main stats, how the player will level up, maybe even the general story of it.

At this point it'll all be wish-list kind of stuff, but so long as the XM Module gets released this spring as promised, I'll probably aim the game to run on that. All the XM module does is add ram, sound chips, and high score saving to the 7800 - things that have been always possible to add to it's cartridges (It's not like a 32X adapter on the Sega Genesis that adds new CPUs etc) The module has been delayed and delayed for the last... 4 years. >_> But the latest delivery promise is spring 2015.

I'll also need to get a ram cart at some point so I can run my test builds on actual hardware. Maybe a better 7800 as well while I'm at it. Mine is kinda beat up, and I question the state of it's RF adapter at times.

Long story short (Too late!) I'm going to try to stay on track with this. Devote an hour or two a day at the very least working on it in some capacity. I'm tucking away some money out of every paycheck as well so I can invest in some new hardware and a ram cart. I've already paid for the XM back in 2010 so that's not an issue beyond it actually being completed.

Wish me luck, I'm likely going to need it. ^_^
owsf2000: (default)
Apparently as of October 1st, the company responsible for the Atelier and Ar Tonelico series (Of which Ar Nosurge is a part of) is officially no more. They were bought out by Koei Tecmo back in 2011 iirc and they are now officially absorbed. That is to say that the Gust studio is now a direct part of KT.

I guess that buy-them-up-and-absorb-the-IP thing happens in Japan as well. Oh well, Gust was officially added to my boycott list at this point anyway, so I'll just transfer Koei Tecmo to the boycott list by association.

Gust I decided to add to it over Nosurge - although I don't think I've bothered with many Gust games since Ar Tonelico 3 which I STILL haven't played far enough to get to Phase 2. (Because I hate the horrid battle system implementation.) In Nosurge there's a bunch of bugs in the game and a further issue if you apply the patch prior to installing the actual game. The catch of course is that the patch is offered prior to the required install.

KT I have no problem adding to the list because they've likely been the guiding hand over the DLC whoring over the last few years, and with respect to Ar Nosurge, they apparently made the decision to remove a secret boss in the game. That secret boss is what unlocks your ability to change costumes as you earn them in the Soulspace (Essentially an implementation of the cosmosphere of Ar Tonelico).

But they left the tab in the status screen where you're able to change the costumes. Complete with it saying "Change Costume" as the purpose of the menu. With the boss gone, you can never unlock it in the NA release. I have no idea why they would do this. At all. If I see a paid unlock DLC for it later, I'm sure I'll rage over it.

It's like "Hi there, look what we cut out."

I think I'm going to have to write up a more detailed list of devs and publishers I don't want to buy games from.

*addition*

BTW, from what I gather, the reason Gust was bought out by KT was so that KT could do some social gaming projects with the Atelier series. So I suppose you could blame casual gaming trends for this.
owsf2000: (default)
Seriously, it's starting to make me wonder.

Game Publishers and Developers cry all the time about how expensive it is to develop AAA titles (Even if they give F results) but.. why?

Many of the changes we've seen over the last decade to the video game industry has been geared towards removing a finished product from gamers hands at Launch Day. But we're still paying full price for it, and in fact the actual price has gone up. I use to expect new games to be 49.99 to 59.99. Lately I've been seeing quite a few 69.99 for anything that's been advertised.

All the changes have been geared towards increasing the price, getting the game out faster, and getting paid sooner, and more often.

Kick Starter - This funding mechanism, which isn't exactly new in and of itself, has certainly gotten more popular lately. It lets the developers get paid, potentially before they even start working on the game. This comes complete with all the risks of failure and outright betrayal by the developers failing to either finish the project or decided they didn't need to actually honor promises made to backers. But it's the first payday for the Developers. The only people that lose out are the gamers that support them if the project goes south, or as indicated, when the game delivered isn't what was promised.

In short, Devs can now get paid (without taking "loans" from publishers) before they even start their actual job.

Early Access - This new fad, started probably by Minecraft, essentially lets the developer get paid during development. Basically with the buggy, feature-incomplete state of the game, gamers are allowed to pay for the privilege to play the game early. In some cases that early access can cost several times the cost of the actual final game. When Mojang did this, they did this the right way. At first it was free to play the game. Then when it started getting features, the alpha version had a small 10 dollar charge. Then later the beta version had a slightly higher cost of 15-20 dollars. Then the final game is as it is now. (20-30 depending on what platform you're buying it on.)

Somehow developers saw Mojang's success story and thought the system would work equally well if they just inverted the early access costs, with the cost slowly decreasing towards the cost of the final product instead of increasing up to it. Either way, this means that devs nowadays get paid during the development of the game - despite that they likely have the game fully financed if they did a proper Kickstarter campaign. Furthermore, this is basically them removing one big cost of development, having to hire people to actively betatest the game to find and report bugs, and turning that cost into a revenue stream. Gamers are now -paying- the developer for the chance to do the beta testing for free! Not that the developer often listens to all the feedback they get.

So next we're reaching the actual Launch Day. When the game is suppose to be finished and released in all it's glory! With bug patches and DLC options available to devs, they can now ship their product earlier and earlier than they use to. They also don't have to worry about the shoddy work done by their paying volunteer betatesters, as the game can be released as a roach hotel and completely unplayable with relatively little in the way of risk. As is often the case the company turns around, offers some sort of misguided apology then distracts the masses with a free game or two. At this point the company doesn't really care as they already have your money from the Day 1 sales. (And these are the largest sales the game generally receives, particularly if it was highly anticipated due to the marketing hype.)

This could be avoided of course by not buying on Day 1. But to counter that, developers have started using DLC as a means to secure pre-orders. Essentially by axing out content that would have otherwise been in the game, sometimes important parts of said game in the eyes of the fans of the game. Project Diva F 2nd also did this by axing off a couple of songs from the Live Stage mode unless you've pre-ordered. To my knowledge those songs aren't even available as DLC currently for those of us who didn't pre-order.

They do this to help force people rush to buy the game without knowing if it's even payable.

So now we have devs are paid in advance before starting work. Getting paid again all throughout the development process, as often as they desire - they just have to sell new rounds of beta. Selling their game months to probably a year earlier than they would have been able to in the past thanks to the ability to patch out crappy workmanship, and ensuring that they still make a lot of sales on day 1 with the use of hacking out parts of the game that actually get done as incentives to buy it at all.

That's not enough however!

Now they can sell the game with fewer and fewer features at launch because they can ALWAYS add content later on via paid (or free) DLC. Isn't that great that after spending 50-70 dollars on your brand new game, you're given the option to spend an extra sum of money that can easily reach HUNDREDS OF THOUSANDS OF DOLLARS if you want the actual full experience. Yes, Train Simulator is an extreme example with literally thousands of dollars of addon content. But a LOT of games released by NIS America often have up to 100-200 dollars of DLC content. And for game franchises that they've had prior to the introduction to DLC, you quickly notice the kinds of things that they're charging extra for are things that use to just be included in the game as hidden unlockables for gamers to find. Why find it when you can be charged for it eh?

But wait wait wait! Why wait until the DLC is completed to charge for it? That's way too much to expect when the devs can be paid before they even lift a finger on THAT as well. Enter the Season Passes and "Clubs". Basically paying for access to DLC that won't be released right away, but rolled out over a length of time. For instance the "Costume Club" of Project Diva F 2nd. For a mere 69.99, you can get over 40 new modules for Miku and her friends! But wait, they're not all done yet, and they'll be rolled out over the next 6 months. We'll also forget the base game cost 49.99. Their Song Club is almost as bad, giving only 10 or so new songs to play, for a cost of 29.99. They're not all done yet either.

So in summary: Devs get paid before they start working. Get paid while they're working. Can release the game much sooner in a buggy state which they aren't required to fix unless they care about selling a second game. Can ensure people won't wait to see what the game's like when it's released since they EXPECT bugs nowadays by axing out further content to prompt pre-orders. And they can get paid for finishing the game (DLC) before even starting in on the actual DLC.

Where the fuck is the "risk" they keep bitching about. The money is handed over to them before a product is ever delivered.
owsf2000: (default)
This.

There's a 20 GIGABYTE content patch for the new Halo master chief collection due out next month. This is content, not bug patches. (I have a hard time deciding which would be worse...)

Apparently 45GB on the 50GB Blu-ray disc is filled, so they have to offer the rest as a patch. I don't know how they plan on implementing this exactly but the way they do it will show their intentions. It's a pretty shitty thing to do when all they needed was to add a second blu-ray disc in the box. You know, like they use to do with previous systems.

If they're just offering the patch to anyone for free, given it would need the physical game to work anyway, then they're being cheap. Painfully cheap. It seems all xbone and ps4 games need to be installed to be played anyway, so that second blu-ray would be all content - no reuse of code like you'd get with previous generations with multi-disc formats.

Oh I could certainly make a comment about required installation and how the consoles ship with just 500gb harddrives and the like, when a single game can run up to 70GBs for an install... but maybe another day. :P

If they're offering it for free, but still requires a one-time DLC coupon to start it - then they're doing it as extra DRM against pirates AND as an attack on the LEGAL second hand market.

If they're offering it for sale, but with a DLC coupon for first-time buyers, they're doing the above but trying to make a profit at the same time.

This isn't DLC. Their rationalization for doing this is because they simply ran out of room on the disc. There's nothing to feel "entitled" about having - it's part of what the base game was suppose to be. We'll see what their real intentions are for this when we start seeing games come out with "content patches" that would have easily fit on the blu-ray with the rest of the game.

Not to Buy

Oct. 14th, 2014 08:27 pm
owsf2000: (default)
So the PSN store has updated for Tuesday and the verdict is in from the last post.

Fairy Fencer F's DLC is now standing at 11 items. 6 free, 5 paid I believe.

Tears to Tiara II is finally listed. I believe it was 6 items. Mostly bonus characters from the Aquaplus universe.

In all cases, it's things that either shouldn't have existed in the first place, or are things that use to be free hidden things in a game.

Tears to Tiara II shows me not to buy a game before it's listed, period.

Fairy Fencer F shows me not to buy a game FOR AT LEAST 3 MONTHS AFTER RELEASE. To watch them drip out the DLC each week.

Looks like they've indeed learned to hide DLC as much as possible to avoid lost sales. This means I can't properly determine if a game is worth buying or not on launch day.

As a result, I will never again, EVER, buy a game at launch. Minimum of 3 months before I buy something, and if I still see DLC increasing near that 3 month mark - as I will follow their progress for the games I'm interested in until the DLC makes me lose interest - then I'll add additional months onto the wait time.

Being JRPGs, these things get small runs usually. If I can't find a physical copy at an acceptable price at the end of the wait time, they've still lost a sale.

Atlus is now on the shitlist due to Fairy Fencer F btw. They can join NIS America on the list with all the others over DLC whoring.

This being said, while Ar Nosurge will be waiting until after Christmas as a result of this, that game is still only at 1 DLC item. Not sure what I think about that as I'll have to re-read what the content of that DLC is, but at least it's a good sign compared to the BS the other two games have demonstrated.

sigh.

I liked Atlus too...
owsf2000: (default)
I have to admit I'm a little softer on DLC than I use to be. Don't get me wrong, I haven't accepted it. I still roll my eyes at it and I still get pissed at it. I also still make purchase decisions based on it.

However it seems consoles have realized there are people out there like me. They no longer advertise on the back of the package, particularly with Sony with how they use to standardize it's advertisement in the top right corner of the back cover. This becomes a bit more of a pain for me to verify if something is designed to be a DLC whore or not.

I won't get up in arms overall if there's just a couple little things cut out as DLC. This of course depends on the type of DLC which I really should do a rant about on my website...

But then you get into games that end up having more paid DLC than the entire cost of the base game - sometimes to the tune of several hundred dollars. Those in particular I stay the hell away from.

I do my homework before purchasing now. Originally all I needed to do was check the back cover. If there was going to be DLC, it was generally known before the game was released and it ended up with a notice on the cover. If it didn't say DLC there, it was typically safe to buy.

But I guess they noticed lots of games were being left on the shelf due to that "feature" being interpreted by people like me as a WARNING instead. So they apparently removed it.

Now I have to check PSN (or Live, but I so rarely buy 360 games anymore...) to see what kind of DLC is out. Before the DLC was so early you'd be able to check it in the store on launch day and see all the Day 0 DLC for it. So I'd make the decision to buy on Wednesday assuming any copies remained at the store.

I buy a lot of small run JRPGs so there are times when the stores in town will have 1-3 copies and that's it. So the odds of them being gone the next day were always a possibility.

JRPGs are usually out in Japan up to a year or two before they get translated and released in North America. So seeing the DLC available on launch isn't too surprising. It's in fact more surprising to see DLC show up later than that!

And here's where I get to my issue. Fairy Fencer F was released a couple weeks ago. I bought it on a Wednesday after checking the store for DLC like I usually do. I saw 2 free items for the game. Both of them item-starter kits. I look at these as "Oh shit, we made the game a little too hard to start off with, let's give them something to start them off." Basically a band-aid for a failure in game balancing during debug/testing.

Ok, that's all they have? So I bought it. I played through it. Seemed a bit short to me. It said 40hrs, and I actually spent closer to 60 I guess, but I did a lot of grinding too. How much grinding? Enough such that I don't know what the game over screen looks like. I have never lost, or run away from, a battle. Including bosses, of which for some of the bosses I kicked the crap out of. Which is why those tropes I mentioned in an earlier post iirc erked me so much.

While checking on PSN for a new jrpg I heard was released today, Tears to Tiara II, I didn't find anything about the game at all. I'll assume it'll be added to PSN after 5pm. I went ahead and bought it anyway since it had a free mini-art book >_> and the company that released it isn't currently on my conditional boycott list. We'll soon see if they end up on the list if this shows up as having shitloads of DLC.

What I did find on PSN however, was that Fairy Fencer F now suddenly had a total of SIX DLC items. 4 free, 2 paid. (Total of about 3-4 bucks on the DLC, but both are completely insane. One gives you a free bonus fairy, the other is nothing more than a level limiter unlock. It basically lets you gain an extra 300 levels if you're willing to grind, and it gives you a bonus dungeon to go through with those hyped up levels. Basically, a level they should have included in the game, and an artificial level lock is imposed on the base game.)

So... maybe I'm being too generous and lax with these companies. I'll certainly be watching to see how the Fairy Fencer F DLC progresses each and every week from now on. Because it looks like what they've learned from us anti-DLC people is that we seem to be not buying the game because they're showing us too much DLC at once. Rather than... you know, us having a problem with there being useless, pointless DLC in the first place.

I'm thinking I'm soon going to be abandoning day 0 purchases entirely. This of course means I'll likely not have a chance to buy most of the games I like to play since they get small runs to begin with. I'll just wait 4-6 months then check the DLC at that point and then check if Amazon still has copies for sale. If it's full of DLC or Amazon is out of stock, guess I'll be out of luck. Oh well. Life will go on and I'll still have something to play anyhow.

On other notes, in addition to all this I saw two other games that I'll probably want to pick up soon. One is a collectors edition of a jrpg that I can't remember the name of offhand. I'll have to see if I can research about that. But another is a jrpg called "Ar nosurge" that was released a few weeks ago. There's apparently already no copies left in town, assuming there was more than 1 copy in town to begin with. As the "Ar" might indicate, it's got something to do with Ar Tonelico. From what I've read it's apparently a prequel to the series although it's a sequel to a vita game that never got released out of japan. I don't think I'd buy that original vita game however since it looks like it was released as a per-chapter DLC thing. (Apparently the way such games as Strongbad's game was released, only with like twice as many chapters) I may have to get that game via Amazon, but until I order it I'll be keeping an eye on the DLC issue. Currently just 1 item.

Ok, adding the "rants" tag now. :P
owsf2000: (default)
So, I picked up Akiba's Trip for the PS3 the other day since xseed generally does bring good games over from Japan, many I'm sure wouldn't make it over otherwise. Xseed has also been fairly kind regarding DLC Whoring overall - at least with the games I've purchased.

However, they did something I generally don't remember seeing done for video games thus far. Keeping in mind that I don't play many AAA big budget titles (of which this isn't anyway) I don't know if this has become common or not already.

But the first thing that you're shown when you start up Akiba's Trip... is an anti-piracy warning. You know, that retarded ineffective thing done in front of every single movie that gets released.

Why is it ineffective?

It's because you're showing it TO THE WRONG FUCKING PEOPLE.

I bought the game. You think I need to be told this shit? You think I appreciate being assumed that I need to be told this shit despite buying your fucking game? Well let's just say this has pissed me off. I always get pissed off on this shit with movies, but luckily I rarely bother to watch any movies to begin with and I find it EXTREMELY easy to avoid watching new movies for years - plenty of time for me to forget about how annoying those things are - only to be reminded the next time I buy a 10 dollar DVD/Blu-ray combo at Wal-mart (Latest one was the Amazing Spiderman! Ain't buying any more Sony produced movies for a while as a result of some bullshit preview tactics.)

To cut to the chase, despite otherwise enjoying xseed games, I think I'm going to pass on any more of their games for the next year or two unless I happen to find it EXTREMELY cheap and/or secondhand. IE: No more impulse launch day purchases from me. That's what your anti-piracy nagging has earned you. I don't care what kind of explanation they try to justify this, it won't make a lick of difference. They're shit-listed til probably 2016. Anti-piracy warnings have never done a thing to stop piracy. Ever. I can't make them stop being retarded, but I -can- stop buying their games.

No, I won't miss out on any games I avoid buying over this. I have hundreds in the collection waiting to be played - many still factory sealed.

Preorders

May. 22nd, 2014 03:09 pm
owsf2000: (default)
As a sign that preorders have gotten a bit out of control,I submit this as exhibit A.

I wonder if they had to add 10 million to the cost of production just to organize the preorders. :p

I'm fine with preordering and have no problem with the standard types of different packages - standard edition, limited edition, eventual game-of-the-year or greatest hits editions... but this is just kinda overboard.

*edit*

Aaaaand html tag fixed on the link. :P
owsf2000: (default)
So yeah, I'm completely unimpressed by the Xbox One. This tosses any remaining hope for Microsoft to sell me on the thing down the gutter. It joins the Wii U, which is completely benign compared to what Microsoft plans on doing.

However, I don't compare two turds and insist on eating the one that looks a little cleaner.

Waiting on Sony's official reveal/promo for the PS4 although everything I've heard about it so far is unimpressive or just as offensive. So I'm not expecting to have my wallet open to the video game industry much longer. "Modern" video game industry that is.

Granted, I want out of this industry already so it's an uphill battle for them to sell me on it to begin with. But that's besides the point. It's their own fault it's an upward battle for them to begin with, given I utterly hate most of the business choices they've made in the later half of this generation.
owsf2000: (default)
This is rather telling:

http://www.backloggery.com/memorycard.php?user=owsf2000


It's a summary page for games bought/etc in my collection over the last few years. Particularly on the right side where it groups categories together by year.

You can ignore 2010. I'm pretty sure that was me adding my collection into the backloggery. From 2011 onwards however it's probably pretty accurate.

It seems the console market really is dying for me. Despite what the 2013 list shows, there's only 1 real game for it this year. That being Ni No Kuni. I got the 360 this year which had 2 games come free with it. Other games are cheap downloads for 40 dollars worth of prepaid cards on it and a few dirt cheap bargain bin games or liquidation sales. Last year I think it was just about nothing but those kinds of sales.

And honestly I can't think of any game in the pipe that I'd definitely want to buy. There have been a lot of games over the last couple of years that I would have normally bought last generation but was left at the store simply over my general DLC boycott. Yes, Ni No Kuni has DLC as well apparently - I should check to see what kind of crap they hacked out of it at some point. I'll leave a rant or review regarding that in a future post. Luckily it's been entertaining so far that I'm not too concerned about it. We'll see if that changes depending on what they've done for DLC.

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