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Audio&Games

Vitality

I watch CS games, still.

Vitality is a team with 30 straight wins. They just won 6 straight tournaments. It’s unreal.

Their ability to be unpredictable, taking crazy bets is off the charts. I mean, it’s truly incredible to see.

It feels like one of those teams that will only fail the second there’s a lineup change. Otherwise, well, they just destroy others left and right.

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Audio&Games

Reboot those games, please

Burning Rangers, 1998, Saturn

Why?

Firefighters+jetpacks is a great, great concept.

What happened with the original game?

It came out on the Saturn, which wasn’t doing so great at the time. The game didn’t get marketing support and the Dreamcast came out a few months later. It couldn’t be successful.

What to retain, what to redo?

Retain the music, impeccable funk-pop. Everything else can be improved upon. Much bigger levels, obviously. Special effects. I’d say, don’t base it on a futuristic story. I think it would be best to have it in an alternate contemporary setting. Maybe a mode where you need to strategically put out a fire to save as many items as you can, dollar wise. Old couch burns hard, don’t care. Brand new computer is close to flames and needs to be saved, etc.

An emphasis on wildfires would be great, trying to save nature would feel better than items inside buildings.

Ghost in the Shell, 1997, PlayStation

Why?

Spider robot that can climb walls, strafe, jump and shoot unlimited bullets. And can fire 6 homing missiles at a time. Never been done before, never been done really well after, if at all.

What happened with the original game?

It was well received! But a bit bland and limited by the PS1’s processing power at the time.

What to retain, what to redo?

Retain the music, fantastic techno that fits the cyberpunk setting just beautifully. Retain the settings and spider robot specs. Everything else can be improved upon. Bigger and more intricate levels. Better polish. Better scenario. Levels at sunset and at night. Wind. Rain. Not harder but more surprising would make it a hit.

Jumpin Flash!, 1995, PlayStation

Why?

Rabbit robot jumping on platforms in first-person. First 3D game to ever do that. The double and triple jump mechanic is super addictive.

What happened with the original game?

I think it did OK, but those were the early days of a new generation of consoles, so it was noisy. People didn’t know about it.

What to retain, what to redo?

The music, the hilarious, nonsensical setting should stay. The double and triple jump mechanic have to stay, obviously. Maybe a collab with Katamari Damacy would be great: a second player rolls things to become big and the first player uses that to jump higher? I don’t know, maybe not so fun. But yeah, better levels, bigger. Time limit has to go, that was lame. Levels based on real locations would be fun. Triple jump to reach the top of a hill in Rio. Caves. Maybe add an emphasis on saving humans? Jumping around to rescue skiers or something like that.

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Audio&Games

Antonov

Man, that is wild. A good friend of mine worked with Viktor back in the days.

There’s something extreme about someone dying at an early age when they have a job that mostly have them, their entire lives, in front of computers or going through books.

Physical jobs where folks die in their 50s, although sad, has some sense. Wear and tear. The idea that non-physical jobs will allow folks to live a longer life seems to be more and more untrue.

So many game folks dying in their 50s. I guess we’ll never acknowledge how stressful that field is, but I don’t recommend doing it if you want to have a healthy life.

Take Satoru Iwata.

Incredibly important person in the world of games. He’s the Wii and DS’s father but before that, he worked absolutely relentlessly as a programmer for HAL and Nintendo. I’m pretty sure his health deteriorated the second he started to be a programmer. He worked all the time, helped on countless, very hard problems. Passed at 55.

Game culture is reaching a wall. Its business doesn’t make any sense anymore and its heroes and icons die half-way through their lives.

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Audio&Games Me Myself&I

The Untold History of Japanese Game Developers

I’m finishing volume 3. Kind of speechless.

John the author went through hell and back four² times to get those books done, and I appreciate that. And you should too. Staggering amount of work, fascinating insights, emotions and discoveries. Oral history at its best!

Some thoughts:

  • Japanese gamedev really burned out in the late 90s with 3D and new consoles. The transition from 16-bit hardware to 32-bit decimated companies, individuals and brains.
  • Small teams (10ish) and short projects (less than a year) are best to make games because you get to be free to try things out, you get to work on multiple things and by the time you burn out, the game has to come out.
  • It’s staggering how much Hollywood inspired Japan at that time: The Thing, Star Wars, Alien, Blues Brothers, Cannonball, you name it. Meanwhile in Europe we were absorbing both continents; American movies and games, Japanese games and anime and our own. Crazy lore!
  • The ruthlessness of gamedev business from all the big players, from Nintendo, Sega, Konami, Square, etc. Stealing, suing, hiding.
  • The conflict between producing new games or keeping at making profitable sequels has always existed. Friction goes up: the more expensive game development is, the less you want to create a new IP. And the more you want to keep the sequel going. I think we hit a wall with Final Fantasy and its 16 titles (Square isn’t doing so well right now).
  • Which really highlights the 1985-1995 period as probably the most inventive in the history of computer games. Tons of “first” and polished concepts, some sequels but not like today.
  • The arcade machine. That thing that I would always look at anytime an adult would be dragging me into a bar in France. The arcade machine and its physical joystick, that you can abuse, it’s designed for. The physicality of playing games. Reading interviews of the creators of those games, is amazing.
  • I don’t really feel nostalgic, as I also remember well how much I wanted what is so basic now: access to most games from my couch. Using whichever controller I want.

The books came out 10 years ago. It’s great because a lot of those folks were thinking about the future of funding, smartphone games and all that. Lots of hope!

In 2024/2025, everything about the game industry is dire. 30-year-old small studios are on their last legs with no work. Big studios bleed money. Most publishers abuse their customers (dlc/loot box/season pass) who in turn abuse developers. And players know that spending thousands of hours in a grind fest is unhealthy. Machines are annoying update bots which are sometimes ready to let you play a game.

Thank you everyone involved to make this happen. This is invaluable.

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Audio&Games

PC Engine

I was reading about the PC-Engine, refreshing my memory. It’s incredible how everything went wrong internationally for NEC, a company born in 1899.

It’s the 1990s and most things are still local and national, but on the verge of getting international. In a way, the 90s business-wise were all about how to scale to the world. And it’s a daunting task.

NEC is very successful in Japan with its console. It’s well designed for the local-first Japanese market. NEC thinks about expanding worldwide. Everything goes wrong:

  • They change the name from PC-Engine to Turbografx-16, big mistake.
  • The console’s small size is a great feature in Japan, it’s not outside (though to this day I still can’t believe how small that console was).
  • The console only has one joypad port, which is kind of wild as competitors doing really well (Nintendo and Sega), have two ports since the mid 80s.
  • NEC is super conservative on the chip design which stiffens game development a lot while asking customers to buy add-ons.
  • 17 models were made. Imagine the costs. Meanwhile Sega and Nintendo had one 16-bit console for all markets, for 10 years. One casing, one design, just different A/V outputs.
  • Horrible marketing due to massive cultural differences I imagine. They tried to set up holdings to market their consoles better, it didn’t work.

Despite all those issues and the fact that the console was never successful outside of Japan, the PC Engine stays in most game aficionados’ minds as the future. As the “one day, I’ll have it and I’ll play CD-ROM games in your face.”

This still looks dope. Late 80s tech has tons of charm. When manufacturers could mold plastic as much as they wanted, when toxicity to the planet didn’t matter, when economies of scale were not tight, when it was still possible to design, build, and see what it does.

What it could have been.

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Audio&Games

Genie 2

Google releases a demo:

Genie 2: A large-scale foundation world model – Google DeepMind

Immediately, people are excited about the idea of creating video games from a prompt. And I’m like:

  • To do what? “Make money” by making video games?

  • Hoping that it gets viral?

  • Do you know that the game industry is crawling under worlds that require hundreds of hours of play?

  • Do you know that some of those worlds are far better than this and still don’t make money?

  • Do you know that they’re laying off at an unprecedented rate these days?

  • You want to compete to thousands of games thinking that your idea and Genie2 will make you “win”?

  • Why would I play your game if I can access the same tools and creating mine with a picture and a prompt?

  • Who’s going to actually pay you? People are suffocating under the weight of unlimited entertainment and you think that you can get their attention with your AI-powered quick game?

Please.

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Audio&Games

Ubidown

What’s ailing Ubisoft? | Opinion | GamesIndustry.biz

“It has a solid set of well-known and popular IPs – Assassin’s Creed, Prince of Persia, Tom Clancy, Far Cry, etc. – but it has consistently struggled in recent years to translate that into serious commercial success.”

Because those IPs are the same game over and over with a change of aesthetics. Strong IPs have memorable characters, settings. Those Ubi IPs are the definition of generic dude stuff. It’s a miracle they worked for so long. Probably due to questionable marketing and PR stuff.

Also there was over 10,000 new games in 2023 on Steam alone. It used to be a few hundreds.

Good luck with the future, y’all.

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Audio&Games

Valve

The Early Days of Valve from a Woman Inside | by Monica Harrington | Aug, 2024 | Medium

Fascinating read.

“I had another conversation with Microsoft execs about my role and the conflict with Valve, and again I was essentially told, “it’s fine, we’re OK, we like where you’re at, don’t worry.”

So. Wild. It was clear that Microsoft had something to do with Valve’s success but it actually was way more than I thought. And a bit sad how Valve did Windows 8 and its app store wrong while they’re indeed the de-facto game store. A bit of competition would have been great.

“All of this came from the collective Microsoft experience about working with OEMs and seeding product in mass quantities to spur user adoption.”

I often think about this experience with OEMs. That collaborative power where MS gets to stay at the top but works with everyone all the time? That’s huge, and that’s hard to maintain. But you get to learn, to change, to pivot and to stay on your toes I guess. Dictatorship is a lot easier.

“About a year earlier, I had worked with Gabe to set the audacious goal of Half-Life winning at least three of the top industry Game of the Year awards. We very consciously thought through what it would take, including breakthrough technology, a compelling new angle, and broad industry support. It was going to be especially tough for a game that some insiders initially dismissed as “Microsoft developers building on id’s technology.”

Planning works, folks. Visualizing is massive. I remember Half-Life, the Doom “mod” and how the game that shipped was really good and really different from anything at that time. That first grenade that lands at your feet, OMG. Iykyk

“I’m also proud of the work I did while recognizing that my biggest contributions to Valve’s business went largely unnoticed and unrecognized within the industry. Part of that was due to the bro culture of the software business, part of it was that I receded to support my husband in a partnership where he was effectively the lesser partner, and part of it was that women, especially in tech, often seem to disappear when the story gets told.”

This is always the reality, and a sad one. In the world of music for instance, it’s ridiculous the number of women who managed, cured, helped, protected and cared for dudes who would go on having superstar careers. And wouldn’t have had anything without those women.

TL;DR: collaboration works and women are dope and deserve more.

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Audio&Games

Video games

I’m basically off of them. For most of my life, I thought about games daily. From their cultural impact to the gazillion questions spawned by game development. Not anymore. It’s a big personal shift.

Today I see a “Press R2” or “Press triangle for strong attack” or “Press up arrow for potions” in a YouTube video or in front of me and I feel like heading out to touch grass.

I see a “4/18” orb counter and I’m sick. Another skill tree, some crafting? Fuck my life. Opening crates sure, it’s not like I haven’t done that 48 trillion times since 2000.

War, tentacles, gore and cute overload. OK. I am so bored as hell. Sound design stays the same as it was 15-20 years ago. Slashing bodies doesn’t need to make a different noise, fair enough.

Another abandoned city because game development still can’t do fully alive cities well. So instead of inventing a completely different world without buildings, let’s just make one that used to be alive. But! Something something happened. So unheard of and edgy!

The me-too paradigm exhausts me. The second a game is popular, 300 copycats show up within a year. The second exhausting thing is “let’s combine two very popular things” and we end up with Call of Duty meets Stardew Valley where you can raise zombies and nuke your friend’s garden. It’s just weak brainstorms.

LOL but also what are we doing?

Looking at game culture from the side now, it’s wild how hidden it is. Very few people talk about playing games. Very few play in public! Games are huge and don’t exist at all, simultaneously. Or when the culture does exist in the news, it’s about groomer streamers and silly games like that checkbox one. Ugh.

This is after 40+ years of game culture. A joke! Yeah. I don’t know man.

Games don’t teach much if anything if we want to be honest. They are making folks busy for hundreds of hours for no other benefit than humming that menu melody for the rest of their lives. I’m less and less OK with that.

Gamification has ruined so many things. Another tool for coercion, distraction and control as the article says.

Meanwhile inside the industry, layoffs, acquisitions and mergers bring pain x100 left and right. Another small team of folks who worked at that big studio for 20 years and believes that their ideas and a $1M VC check are enough to sustain themselves (narrator: probably 100% not).

And of course, video games are still mostly about sequels ad nauseam. I think another Tomb Raider is in the work? What the fuck.

Watching Wukong or Star Wars Outlaws, the latest big releases which are not sequels, I’m amazed at the amount of work. The incremental progress on everything (lighting is clearly near perfect today), fluid dynamics getting there, the accumulated knowledge at Ubi (25 years of open world system design), or Unreal 5 in its full glory, it shows and it’s impressive. At the same time it all feels so predictable, pointless, corny (listen to games without watching them and you’ll understand) and unnecessary to spend a hundred bucks to check waypoints, do pew-pew behind a wall and open crates as if –again– we hadn’t done that for decades already.

Having said all that, I could play some Counter-Strike with homies and talk shit all evening right now. It would be fun. I don’t know when I’ll be able to gather 10 folks with similar CS skills around a table or two.

Maybe never. Perhaps that’s a good thing.

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Audio&Games

Left CS

Counter Strike, the 25-year-old game which allowed folks to play with a left hand on-screen since 1999, received a massive update last fall in which the left hand option was gone.

What on motherfucking earth is this?

The developers of the game that aims for realism, the game that added legs to the models (probably for a possible future VR version, more realistic), more realistic physics, lighting and more precision in movement and ballistic, said “in our minds, no one is left-handed in the real world”.

As a left-handed person who has always played the game with a left-handed model and who was looking forward to Counter Strike 2, I’m so confused.

After players complained for 7 months, it’s been back since April. Except for the Molotov Cocktail, which for some reason stays a right-hand only weapon. What the fuuuck?

As to why Valve would do something this ill-prepared, my guess is some game director bullshit insisting that players experience the world and maps the same way, thus optimizing everything for right-handed folks. And perhaps because of that, some corners on some maps are more advantageous to lefties. Or it could be that shadows being calculated from one point of view only, changing the model on characters doesn’t properly work with pre-baked environment. Or some technical issue in that vein.

Anyway, CS2’s launch has been a disaster (replacing a game people bought with a free-to-play one that’s missing tons of features is BAD) and this contributed to it.

Another software-as-as-service abusive relationship. I know shipping games is hard but disdain is not good for growth.