And now, something completely different.

Screenshot

I was up in Canada a couple of weekends ago, and Tim Horton’s is running a collaboration with the Harry Potter franchise that includes some very tasty donuts and some rather tacky merch.  I ate a lot of the donuts and didn’t buy any of the merch.

If they’d had a T-shirt, I might have gone for one because the collab logo is kinda neat.

I mean, they did have T-shirts with the logo on them but they were employee-only things and I wasn’t going to mug a Canadian for their shirt.  That’s how you wind up tied to a tree with a syrup tap wedged in your sternum.

Nonetheless, it reminded me that I’d gotten Hogwarts Legacy as a free game from the Epic Games Store a little while back, and while I’ve never been the world’s number one Harry Potter fan I enjoyed the movies well enough that I thought I’d take a dive into the wizarding world.

I also looked at this as my opportunity to finally play one of the hundred+ free games I’ve gotten from the Epic Games Store.

This… didn’t work terrifically well.  I don’t have a system running Windows currently, so I play games either through CrossOver (on the Mac) or Proton (on Linux) and CrossOver is typically a bit hit-or-miss whereas Proton is typically rock solid.

I quickly came to find out that there is a massive caveat to that last one, which should include “as long as you’re playing Steam games” because trying to run something off the Epic store was a mess.  I’d either get no controller support, or the game wouldn’t run at all, or the game would run but crash after a few minutes, or cloud saves wouldn’t sync, or…

like I said, a mess.

It was fun during the moments it worked, though!  I rather appreciate their decision to set the thing a solid century before Harry wound up at the school as that lets them stick in a few familiar names in the forms of ancestors of book characters but not go too heavy on the fan service.  Really, the castle itself is the biggest source of that.  AND IT DELIVERS.  The staircases alone!

Oddly enough, the experience on CrossOver was completely plug and play.  Told it I wanted an Epic Games Launcher Bottle, let it set one up, pushed play and off I went.  But I wanted the ability to go between the Linux box hooked up to our TV in the living room and the MacBook Pro on my desk and, well,

Fanatical hooked me up.  And technically this was six bucks for the Digital Deluxe Edition so it comes with …a cool mount? and maybe some other cosmetics? I dunno.

Transferring the same from Epic to Steam was a matter of digging it out of AppData\local in one bottle and dropping it into AppData\local in a different bottle, so that at least was easy enough.

Anyway.  It’s a nice change from horror games.  I’m having a bit of trouble with the combat which is a little too twitchy for my liking, but I am playing on the third difficulty setting so if it gets too overwhelming I can take it down a notch or two.

 

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OK, let’s talk Cronos: The New Dawn.

The most important thing you need to know about Cronos is that it lets you find hidden cats in the world, and they go back to your base and you can pet them and have conversations with them.  Honestly, that alone is enough to put it above almost every other survival horror game I’ve played recently, but I wanted to ramble on about it a bit more because after I got over the initial learning cliff it turned out to be something rather special.

I’ve seen it compared to Dead Space, and this is a fair and obvious comparison.  Both games have you controlling rather hulking protagonists in armor with an impressive stomp move and Very Specific Instructions for dealing with the fleshy horrors that are trying to kill you, with these Very Specific Instructions scrawled in blood on a wall somewhere for you to read:

Only one of them has instructions written in Polish, mind you.  Now I’m wondering how Dead Space was localized.  Subtitles?  Different texture?  Not curious enough to look it up.

Side note, when I went to load up Dead Space to get that screenshot it happily found and loaded my save from 2009.  Seventeen years ago.  Regardless of whatever else you think about Microsoft they are leading the pack with regard to letting you play your old games.

Both of them are also very, for lack of a better word, goopy games.  Lots of ick factor.  If you don’t like ick factor, you are advised to steer clear.  Eviscerated bodies hanging from walls that are also somehow still alive and trying to eat you are a pretty common enemy and unless you are very good at checking corners before walking into a room or down a hallway you WILL eventually get grabbed and dragged into one of them.

In addition to Dead Space, Cronos had some features that reminded me of Prey (2006) and Singularity, both of which are pretty good games to crib from, and a couple of puzzles that made me really wonder whether the developers ever worked on hidden object games because boy I had to find a lot of fuses.

It definitely retains its own identity, though.  Not just because you can find cats, but because mechanics alone really don’t define how you experience a game like this.  It’s more about the mood, and there is a particular edge to the flavor of hopelessness in this specific post-apocalyptic future that I haven’t experienced before.  Things are bad, and it’s not entirely clear that anything you’re doing is really making them better, but you’re still pushing forward.

Mood aside, while the game can be very obscure when it comes to some basic mechanics, it is good at teaching you lessons during the moment to moment gameplay with occasional tests to see if you have been paying attention.

The game’s first boss is a great example. To get to him, you need to navigate through an apartment building full of things that need to be set on fire to progress. You technically can do this by burning each obstacle and then retreating back to the nearest safe room for another flamethrower charge, but what you’re supposed to do is find the environmental object that you can shoot or punch to make it explode and clear the obstacle.

Then you get to the boss, and you’re warned in advance that he’s weak to fire.  You’ve just spent an entire sequence setting things on fire so you should be ready for this.

Again, you can come in with a flamethrower charge – or possibly more, if you’re willing to spend enough resources – but what you should be doing is looking around the apartment you fight him in to see all the things that will handily catch fire when shot or punched so you can use them against him.  During the fight, he even occasionally retreats to give you a chance to regroup and find the next hazard.

A later boss is a crowd control fight where you’re swarmed with fairly weak enemies that don’t present a ton of threat individually but that you will probably be overwhelmed by if you can’t figure out how to deal with the mob.  And, curiously, the level leading up to the boss has had a lot of little arenas full of lots of enemies to juggle.

Not all the bosses are so interesting. Some boil down to “kill them before they kill you” but even the less interesting ones have some interesting quiz questions for you to see if you’ve properly understood the situational uses of the game’s four basic weapon types, or whether you’ve gotten the hang of the game’s traversal mechanics.

tl;dr: I have seen a lot of different encounter designs over the years and the ones in Cronos felt absolutely top tier.

I don’t think it’s for everyone, because it IS on the difficult side and it DOES demand a lot of patience and seems to derive a sadistic glee in making sure that you always feel just a little short on resources, but if you can approach it on its own terms it is a heck of a ride.

 

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In which, I learn the value of giving up.

A few weeks back, I checked Cronos: The New Dawn out from the local library, without knowing much about it.  It looked like it would do nicely as a follow up to my Resident Evil binge from last year, and the nice thing about borrowing a game is that you can try it out and not feel too badly about dropping it if it doesn’t gel with you – after all, you didn’t pay for it.

And, yeah.  I dropped it pretty quickly despite digging the overall vibe of the game.  It’s a crazy atmospheric post-apocalyptic survival horror game, low on the narrative but heavy on the creepy environments , and that would normally be right in my wheelhouse, but the pressure it put me under was just a little too much.  I spent a lot of time scrounging for ammunition, which was in painfully short supply, and then it would just evaporate the next time something jumped out at me.  I decided it wasn’t my thing and quit.

After a little time to consider things, I resolved to start over on the game’s “easy” mode.  In “easy”, you do double damage to enemies while taking half damage from enemies.  That seemed to promise a pretty breezy experience.

It was not a breezy experience. I felt like I was having just as much trouble finding supplies on easy as I was on the normal difficulty, which made no sense at all.  Enemies soaked up fewer bullets before falling over, but I was still always short.

I gave up, ejected the disc, uninstalled the game and put it back in the box to be returned to the library.

…but…

Something didn’t feel right.  I looked at the trophy percentages for the game and read some reviews and while the consensus seemed to be that, yes, it’s a hard game, I had also dropped it before getting the first main story trophy.

That is a trophy with a 61% achievement rate.

I didn’t like the thought of giving up when so many other people had gotten further than me.

So, I found a Cronos discord and I posted something along the lines of “guys, what am I doing wrong?”, fully expecting to hear a chorus of “git gud, noob” as the response.

In contrast, I discovered that I had accidentally stumbled into one of the more helpful and healthy internet communities I’ve ever come into contact with, because what I got instead was pages and pages of “so the game doesn’t tell you this, BUT…”

I won’t go into details, because this isn’t really a guides sort of site, but the limited ammo the game gives you is intended to be a hint that there are a LOT of ways to get through encounters without specifically inserting Bullet A into Fleshy Horror B.  Not by running away from them, but by using environmental damage or by taking extra time to set up a charged shot that does more damage and stuns the enemy so you can get a couple of free melee swings in… that sort of thing.

Short version, the game went from “this is impossible!” to a really fun experience in finding out exactly how many resources  I REALLY needed to get from point A to point B and in making do with what I had at any given time.

I’ll probably write a separate post up talking more about the game’s setting and mechanics, but the real thing I got from it was a life lesson in how sometimes giving yourself permission to give up on something can lead to examining why you gave up on it and whether you might have just needed to ask for help.

 

 

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I tried to play a silly meme game, and wound up accidentally learning something.

So, X – or at least the feed served up to me by the Almighty Algorithm – has been buzzing about a very silly “jump rope roguelike” called Scarlet Skips recently. I think that’s partially because the concept of a game based around jumping rope is very silly and partially because it looks like it was developed by someone who has somewhat impure thoughts about Princess Daisy and decided to express them in the form of a game featuring a legally-distinct version of said princess.

To be clear, I can’t entirely fault them.  I would consider Daisy the superior princess as well, though that may mostly be from learning most of my Mario lore from the 1993 live-action Super Mario Brothers movie.

But I digress.

Anyway, when I went to Steam to look this thing up to see if it there was a trailer, this is what I got just from clicking into the Search field:

Note that I hadn’t typed a single character and it was still at the top of the list of popular searches.  I suspect the author is currently enjoying a certain degree of financial success.

It doesn’t have a Mac version, but I use Crossover to run Windows-only Steam games on my MacBook.  I wouldn’t say outright that this betrays a certain masochistic streak, but I wouldn’t fault you for inferring this was the case, because when I ran the thing I got a very vexing error that I’m pretty sure would not have come up if I were running it under Windows as it was designed to:

For Google’s sake, I’ll just reproduce the text from that error message below:

The Following component(s) are required to run this program:

Microsoft Visual C++ 2015-2022 Redistributable (x64)

Now, Crossover lets me install the Visual C++ Redistributable into its bottles as needed, and I was pretty sure I didn’t need to but tried anyway.  That failed with an error saying that a newer version was already installed, which was no shock.

It turns out that certain Unreal Engine games do a check for dependencies when they launch, and they check for the presence of the redistributable files in a way that won’t work on Crossover.

The solution is to change the launch options in Steam to launch a different executable.  This may apply to other Unreal Engine games, so this may be helpful in the future as well.

This is the actual game executable, rather than the stub that Steam launches that does the dependency checks.  So if you legitimately are missing a dependency, then running this directly may turn out very poorly.

Also Steam seems to have trouble realizing that you’re running the game, so you may not get playtime tracking or achievements at first.

Nonetheless, it runs, and creating a file called “steam_appid.txt” containing the game’s app ID in the same directory as the ScarletSkips-Win64-Shipping.exe file seems to get playtime and achievement attribution working.  That app ID is 4513480, by the way.

There’s not much there once you do get it running, to be honest.  Scarlet – I assume her name is Scarlet, based on the title – is shown as someone having a really bad time of things in life until she notices an award she received in her younger years for jumping rope and sets off to the nearest park, rope in hand, to recapture the fires of her youth.

and it’s cute!  You stand in the little patch of bare ground in the park and press a button to jump. Birds fly around. There are cars passing by on the road in the background.  Scarlet bounces.  After enough successful jumps, you level up and can pick from a selection of power ups.

After enough of these, you start to straight-up defy the laws of physics with regards to how high humans can actually jump.  “Ignite Jump Rope” gives you flaming jump ropes, doubling your score but with certain risks, and there’s also an option to reinforce your rope (or ropes, plural) so a single misstep won’t end your game.

I’m told there’s an ending once you get high enough, but I don’t think I’m good enough to see it.  I have gotten to see a variety of failure animations, though, and those are almost worth the price of admission by themselves.

While your normal “game over” state is just a faceplant, you get a rather more shocking one if you have a mishap with a flaming jump rope.

I also loved the animation if you miss a jump but are saved by your reinforced rope.  Scarlet does a somewhat exaggerated looking around as if to check whether anyone saw that before continuing.

And that, barring the ending that I haven’t seen, is all there is to the game.  There’s very little there but it really does push the “wait, one more try” button in the back of the brain very well.

Oh, and I learned something about Crossover.  That’s really the value I take from the experience.

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Brave X Junction: In which, I play Blackjack for ten hours straight.

Yes, the “X” is part of the name.  I assume that it’s silent, like the X in Hunter X Hunter, Spy X Family or Highschool DXD.  I really do wonder where this style of naming came from, sometimes.  It’s not important for the sake of this post, though.

This is not a game I would normally have thought I’d enjoy, and it’s not one I had ever heard of until the Switch’s eShop dropped it in to the middle of my “recommended” list.  At Y1650 (or about 11 freedom bucks), I figured it was worth a try.

All that out of the way,  Brave X Junction is a very abbreviated JRPG with a really interesting take on combat – it’s Blackjack.  The card game you learned when you were in grade school.  Every fight consists of you trying to get as close as possible to 21 without going over, with your opponents doing the same… usually.  Sometimes they are capped at 19, so you have a considerable advantage, and sometimes they can go as high as 23 without busting which puts you in a much weaker position than you’d think.

Fortunately, you get to cheat.  You can save cards for later and shuffle them in and out of your hand, and do things like steal cards from your opponent’s hand or swap your cards for theirs.  There are all sorts of skills and powers that make the experience considerably more engaging than I expected going into it, and by default all of this is happening with a timer going – let the timer run out and you may find that you were halfway to your perfect hand but now you’re staring at a 13 or something and hoping the other guy busts out.

(You can turn the timer off, but you get fewer rewards from combat if you do.  I liked having the timer on, myself.)

I should actually correct myself  a bit on that last part.  The game has three playable characters that are unlocked over the course of the initial couple of dungeons:

You have the Fighter, who is very much a tanky character that can block attacks and has lots of hit points and generally muscles through things.  She’s who you start with, and if you want a little lower stress experience I think she’s pretty good.

And despite what you might think, she’s very protected, with the power of God and bikini armor on her side.

The Magician is the glass cannon and one of the best examples of that I can remember.  Her play style actually encourages trying to get the opponent to go over their limit and bust out, while having a low scoring hand herself.  Since damage calculated at the end of a turn is partially based on the difference between your two hands, you can either hit something very very hard or you can get crushed – there’s little middle ground.

Also she has one of those character introductions that really brings home the low budget translation on offer.

Finally, the Thief.

Did I mention that the translation was a little dodgy?

Like, to the point of quotability sometimes?

Anyway, she has a lot of skills revolving around chipping away at the enemy’s health while manipulating your hand and theirs and trying not to be physically present when the other guy attacks.  I’m not usually a fan of this play style but when you combine it with the timer it makes for a surprising amount of tension.

Sometimes you don’t dodge in time though.

Finally, she’s the token glasses girl and has an outfit you might conceivably see someone wearing in public.  All around positives for the character.

While there’s not much depth to character customization, you can collect playing cards that increase your hit points or give you new skills.  These come more or less naturally while playing and I had almost all of them before unlocking the final dungeon.  You have a lot more going on with the equipment system.

You get a weapon and an accessory, and both can have multiple skills slotted.  I was fond of this combination of skills that let me get double damage if I won the initial hand of a combat and that let me “win” a tie condition – meaning that if both me and the other guy had a hand of 20, for example, I’d get a hit in.

The combination of the opening-round double damage and the occasional double damage (and flashy animation!) from drawing a blackjack makes for some very, very satisfying big numbers, as an aside.

The point is, it’s not super complicated!  There aren’t a ton of stats to keep track of or a complex skill tree to debate over where points are placed.  It’s just enough to keep the loop of fight-monster-play-blackjack fresh.

Dungeons, likewise just the necessary:

Every floor of a dungeon is a bunch of spaces, each with their own encounter.  There are traps (sometimes you can luck out and not trigger them), treasures, and enemy squares.

Some of the treasure squares are also enemy squares.  If you see two or three treasures in a row, at least one will probably be a Mimic.

Major points for the bit where you open a chest with a potion in it and just immediately use the potion if your inventory is too full to pick up more potions.

More rarely, you’ll run into a merchant who will sell you gear you can’t get in town and offer you the option to buy healing items at exaggerated prices.  You can’t exactly complain that this isn’t made very clear by the merchant’s name, however.

There’s no way to spend just one coin, and I am sad to lose out on the meme potential here.

While there is some post-game content that unlocks after you defeat the Demon King – oh, right, that’s your goal, defeat the Demon King, not a whole lot more to say there, I don’t think I’ll dive into it.  It seems mostly there to make for a few very grindy trophies and I am playing this on the Switch which has no trophy support.  Kind of glad about that.

The game’s credits came with one final surprise…

…and this is how I learned that there is a Kenichi Sonoda who is a game producer in addition to the legendary character designer.

This isn’t the first time I’ve played a game where the combat was… quite this unusual.  Puzzle Quest had you playing Bejeweled against giant rats, and I vaguely remember a PC Engine RPG where all of the fights were mahjong battles.  I didn’t wind up enjoying either of those, though, because the fights were just very long and tedious affairs.  It turns out that, at least for me, having to do very simple mental math with a timer ticking down is just the right sort of thing to tickle my brain.

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So nice, we remastered it twice?

Twice may not be right?  There’s an argument to be made that Halo: Campaign Evolved is actually the third remaster of the Xbox original, but I’m going to choose to think of the version from the Master Chief collection as just a port of the Xbox 360 version.

Anyway.  I’ve bought basically the same game four times.  Let’s not explore that too closely. Usually it’s been for cheap.  This wasn’t, because I wanted to play it near release date and because I wanted a disc version and those are probably going to become scarcer and scarcer as we get closer to the all-digital future.

It was, at least, cheaper than your normal new release.  That’s been a bit of a theme this year – I’ve played through the Fatal Frame II remake, and the Black Flag remake, and now this, and all three of them have been ten to twenty bucks less than the full price we’ve been trained to accept.

I went into it kind of dreading the back half of the campaign, because it really does drag in places in the original version, and I strongly approve of most of the revamped level design in the remake.  The Library could maybe have stood to be a little bit longer, because you really don’t have a lot of time with 343 Guilty Spark in this version and his cheery and rather unhinged commentary is something I wouldn’t have minded more of, but I am probably the only person to say “you know what Halo needed? Just a little more time in The Library” ever.

Speaking of levels, I realized on this run that I never remember “Truth and Reconciliation”, probably because it has the misfortune to fall between the intro levels and “The Silent Cartographer”.  That’s just my mind doing it a serious disservice, because it’s really good.  It’s pretty linear compared to later levels where you have a lot more freedom in how you get from point A to point B, but I like the way you double back into areas and see them from new perspectives and has some of the best combat arenas.

One thing I didn’t really explore during my sessions was the sheer number of options you have for how you want to approach the game.  The options philosophy is decidedly a  “have it your way” sort of thing and is unexpectedly transparent.  Like, usually you start a game and you’ve got “Easy”, “Medium”, “Hard” and “Masochistic” without much insight into what each one does.  Halo makes it clear which numbers are going up and down with each setting.

You can also set a ton of options about how the world is presented to you, doing things like customizing which HUD elements you want, hiding the highlights over dropped enemy weapons, or turning off waypoints.

I could see long time fans turning off all the visual noise for maximum immersion, and I think that would be a great way to experience it,  just blowing things up to that sublime Halo music and listening to grunts and their endless litany of complaints, taunts, and panic.

I wouldn’t QUITE characterize Halo as an amazing soundtrack that happens to have a game attached to it, but it’s close.

Final thought on the campaign before I move on, though:  This was very weird to see in the end credits.  I hope the XBOX team can pull off a miracle with the Helix, because a future with only one relevant high end console is not a particularly bright future.

One of the big draws of the package, because “play the same game again just prettier” only goes so far, is a neat 3 hour campaign where you get to see John-117 and Johnson hanging out, cracking jokes and shooting lots and lots of Covenant.  I’m not sure where this fits into the overall continuity or if it was designed to patch a gap or something, but that doesn’t matter.  It’s a buddy cop movie and I like me some buddy cop movies.

The designers also took the opportunity to load up the bonus missions with all kinds of things from later games, since naturally they would be very out of place in the main campaign.  So you get to fight a lot of Brutes and you get to play with a few different weapons, like this Needle Rifle that I did not remember from any previous game but which I absolutely fell in love with.  Apparently it was only seen in Halo: Reach.

Come to think of it, wasn’t the SMG new to Halo 2?  It shows up in the regular Halo campaign in this release.  Maybe they figured they could slip that one in.  They slipped in health regeneration, after all.

Also, even though it’s set on a Covenant ship, the level designers found an excuse to give you the option to use all your favorite UNSC weapons in the bonus missions.  There’s even a story justification for it, which I will not spoil here.

Regardless of whether or not it is a Big Dang Lore Drop, I really enjoyed it and am also glad that it wasn’t shoehorned into the original campaign.  It means that I can go back and just play it again by itself someday.

I’ve been putting off dealing with some Life Stuff so I should probably take a short break from binging new games for a while, but it’s been a nice routine to just get off work, hang out with my wife for a bit, eat dinner and then settle into a comfy chair with controller in hand.

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“My 9 Games” and what they say

Stumbled across an interesting site today, “My 9 Games”, which is a site where you go and choose the 9 most influential video games in your life.  I’d seen the output from it on X a bunch of times but hadn’t ever clicked through to find out that I could set my own up before.

This isn’t intended to be a list of your 9 favorites, but rather ones that affected you most, so mine skews a little old.  These aren’t in any particular order.

Let’s break it down!

Everquest (1999): This is probably third most influential if I had to pick an order.  Actually if we look at the top three we should probably read it right to left.

You know, I’m just not going to order these at all.

Anyway.  I don’t want to think about the number of hours I sank into Everquest, and then World of Warcraft, Everquest II, TERA, Final Fantasy XIV, Rift, Dark age of Camelot, Lord of the Rings Online… but I do have fond memories of the people I met in them.

The fact that this is still online and still getting new content drops 27 years later says a lot about it as well.  While I’ve moved away from it, there are a lot of people who still love its take on the MMO treadmill.

Ms. Pac-Man (1982): As a young lad, I was consumed by Pac-Man Fever… and then I moved to a small town with no Pac-Man machine but that did have a Ms. Pac-Man machine, and at first I didn’t want to play it because you had to play as a girl.  I got over that, though it did take a while, and soon realized that it was much more fun than the Mr. version.  Call it a very young and very small step towards being a slightly better person.

Shining Force (1992): This wasn’t exactly my first JRPG, but it is the one that made me actually start to like the genre.  More importantly, this (maybe Shining Force II?) was the first game that I played together with my now-wife, and after three decades of genuinely good times together I think this one can’t be beaten as most influential.

Idol Janshi Suchie-Pai Special (1995): I think anyone who spends a few minutes going through the archives here will realize that I am a generally decent person but also a little bit of a degenerate, and this game probably started me down that path AND forced me to learn mahjong.

Sonic the Hedgehog (1991): My family never owned any of the Atari/Coleco/Mattel consoles when I was very young, and the first things I owned that could play games were all computers – a Vic 20, Atari 130XE and a hand-scrabbled-together PC XT clone.  I knew that the NES existed but considered it a pretty shallow thing and saw no reason to buy a console when computer games existed.

Seeing Sonic playing on a TV at the local Software, Etc absolutely broke me of that and I have owned just about everything with a gamepad and/or a screen since.

Doom II (1994):  Oddly, not the original Doom.  I didn’t feel comfortable sending money away to iD for the rest of the game back when it was distributed as Shareware, but Doom II could be bought in a store.  Also I was working a boring midnight to 8 shift at work with very little work to do and no oversight so I spent hours and hours of my employer’s time blasting through this.

Dark Souls (2011): Technically I would not have tried this without having played Demon’s Souls, but while I liked that to a surprising extent, this was the game that taught me a lot about patience and getting satisfaction out of doing something that I hadn’t considered possible.

It also made me realize that labeling something as too hard for myself without even trying it was a horrible habit to have and a trap that I was very prone to falling in to.

Genshin Impact (2020): “Wait, this is a phone game? Well, I’ll play it but I don’t expect much” and six years later I’m eagerly anticipating every story drop and logging in for at least a few minutes daily to get the drip feed of resources and keep building out my army of virtual waifus.

I like it when numbers go up and having like 70 characters who all need levels and equipment and skills and friendship means that there are always numbers to go up.

We will not discuss my lifetime spend on this as we are all friends here, but it’s probably more than I should have spent while also not excessive when you look at it on a per-hour-played basis.

Finally, Skyrim (2011).  It’s a very normie game and also ridiculously popular, which is the point.  It made me break out of a kind of hipster attitude and accept that some things that are popular are popular because they are good.  This, Dark Souls, and Ms. Pac-Man are all games that are on this list because they made me examine myself and realize that I needed to change.

Look, some people read self-help books.  Whatever works for you.

It’s also one of those games that is basically a template for modern open world games, and I think that so many new games are modeled after it that you’re doing yourself a disservice trying to get into them without trying Skyrim first.  Kind of like the way that 25 years after Halo launched with the original Xbox you can still pick up the vast majority of first-person shooters and your Halo muscle memory will get you through the basic controls, trying to play through the Skyrim main story and winding up getting distracted by a million side quests will prepare you for an innumerable number of newer titles.

Anyway, that’s my “nine”, and if you want the chance to think about this for yourself you can find the site here.

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Talking to a Raspberry Pi 3B Over Serial For Fun and… Profit?

It has only taken me 19 years, 5 months, and 18 days since creating a blog titled “Baud Attitude” before I finally wrote something that justified the horrible pun contained therein.

For anyone that did not come of nerd age during the years of the BBS, “baud” is a measurement of speed in serial communications, so the higher the baud rate your modem could handle the faster your connection was.  Technically “baud” isn’t correct for any speed above 300 baud, but nobody ever cared about the distinction unless you were a crazy pedant.

For the sake of decency, we will not explore the question of whether I personally am one of these crazy pedants.

I think we all know the answer to that one.

Moving on!  Some weeks ago, one of the people I follow on X because they post nerdy things posted a question of what they could do with a Raspberry Pi that wasn’t displaying any image when connected to a monitor, and I asked whether they could connect to it over a serial port.  See, way back in the days when dinosaurs walked the earth, a “terminal” wasn’t a program you ran on your computer.  A “terminal” was a piece of hardware that contained a keyboard and monitor and no local processing power of its own.  You connected a terminal to a serial port on a Unix system or other computer and interacted with the computer that way.

I used to own a couple of terminals.  It’s been a very long time.  I was looking for pictures of one online, but when I started googling “Wyse amber crt terminals” I started being hit with massive waves of nostalgia and an urge to start projects I should not start.  So, I will not post a picture.  Just imagine an old CRT monitor with a clunky beige keyboard in front of it.

This suggestion was not useful.  In fact, it was met with a certain degree of confusion because it turns out that nobody under a certain age has ever connected anything to a serial port.  So I apologized and moved on.  I don’t know whether he ever did get his Pi working again.

BUT IT GOT ME THINKING.

It turns out that the Raspberry Pi does have a serial port hidden in the GPIO pins, and I found a couple of pages (page1) (page2) talking about how to set up a connection and a $10 cable on the Adafruit website that was a USB-to-Serial cable designed for this specific task.

With shipping it was closer to $17, but I will forgive them that.  Technically I could have put more stuff into my cart to qualify for free shipping, but can we talk for a moment about how dangerous that site is to browse?

The cable arrived this week, and it’s something of a personal record that it only took me two days before I took it out of the mailer, plugged it in, and set about trying to make things work.

This isn’t a super involved process.  You need a network connection to the Raspberry Pi (or you can edit a config file on the SD card directly, but this didn’t work for me), you need a power supply for the Raspberry Pi (Here provided via a USB-C-to-Micro-B cable to my laptop) and you need the Adafruit cable.  You also need terminal emulation software on whatever computer you will be using to make the connection, and while it wasn’t installed by default for me, a simple

pacman -Syu && pacman -S screen

was all I needed to get it installed.

To enable terminal emulation on the Pi, I strongly recommend just sshing into the Pi, running raspi-config and enabling the Serial Port under “Interface Options”.  You’re supposed to be able to edit a file under /boot but even after doing so I could not make it work.

Once I sorted this out and rebooted the Pi, I was greeted with a glorious sight:

OK, probably not super glorious.  But it was a success!

I did have some twitchiness working with the Pi over serial to start with.  It seemed to drop a lot of the characters I was typing.  Initially I blamed this on the power from the laptop not being enough for the Pi, but then I fiddled with the connections to the GPIO pins and the problem went away.  So I think I hadn’t pushed the connectors in far enough.

It’s wild to me, by the way, that the connection to the Pi is at 115200 baud with NO HARDWARE HANDSHAKING.  Like, back in the Long-Ago Times it was understood that you could not reliably work over 2400 baud without RTS/CTS handshaking on the serial line.

There was only one remaining annoyance, which was that the official Raspberry Pi case does not allow GPIO access with the case closed.

So it was off to Makerworld for a very simple case to solve the issue and then just a matter of waiting an hour for my A1 to stop making noise and smells.

I used orange because (a) I had a lot of orange filament remaining on a 1 kg spool I bought a few months ago and haven’t had many uses for and (b) I think a bright orange case on a gadget makes it look cool and especially hacky.

It came out pretty well, though it’s a little less clean if I have the requisite cables attached.

The creator of this case has made a “v2” and “v3” version of the case that look even better and allow you to screw the lid down instead of relying on a friction fit, but I didn’t see those when I was grabbing the first case that looked good and clicking “send to printer”.

One last link, because I had a couple of tweaks I wanted to make to the terminal connection after I got it established.  This site has some suggestions on using screen for the connection to your Pi that I appreciated.

What I’d like to find next is a terminal emulator for iPadOS.  That would let me turn this thing into a small companion device for an iPad while I’m out and about.  You can do this natively on a Raspberry Pi 4 or newer, since those switched from micro USB to USB-C, but I haven’t wanted to buy an entirely new Pi just to try that.  I’d also kinda like a way to avoid stress on the GPIO connection because it feels pretty flimsy.

Anyway, there we go.  Finally, an article about a serial connection on a blog whose name itself is a pun on modem speeds.  It didn’t even take twenty years.

Posted in gadgets, linux | Leave a comment

This feels wrong.

This is, I think, my fourth time playing through the original Halo campaign – though in a variety of ways over the years.  There was a run-through of the original back in 2007, then I used the “Anniversary” remake as the send-off game for my Xbox 360 in 2015.  I thought that was pretty appropriate.

Then, in 2018 I decided I was going to immerse myself in Deep Halo Lore and went through a months-long process of reading all the Halo Novels and playing all of the Halo games again before starting Halo 5, this time using the Master Chief Collection on what was probably an Xbox One X by that point.

I can’t remember very much of it, and I think the experience was a bit ruined because it still didn’t give me much background for Halo 5 because a lot of the story was locked behind some weird mission mode. So I should probably never do anything like that again.

When Halo Infinite came out, I didn’t feel like putting myself through the process again, so I just played it.  I quite liked it, as an aside.

Now I’m starting Halo: Campaign Evolved, and…

well, it’s Halo.  It’s prettier, and I understand they have made some tweaks to later levels that I am looking forward to, but it’s still mostly the same game so far, just played using a DualSense this time.

It really does bring home the reason I decided to become a filthy console peasant again, though.  I booted it and had the option of “performance mode” or “quality mode” and then some toggles for Motion Blur, Screen Shake, Chromatic Aberration and Film Grain.  I did not need to decide between four different kinds of hair and agonize over which one was going to give me the Best Hair Experience.

For the record: I left motion blur on but turned off the other three.  The shaking during the Pillar of Autumn segment was giving me motion sickness and I think Halo looks best with a cleaner picture but there was something about the camera movement when I was turning that made me want a touch of blur effect.

Chromatic Aberration and Film Grain have their place in games – Alien: Isolation is one very obvious example of one where I feel they work – but Halo should be shiny and clean.  I feel this quite strongly.

I do hope Forza Horizon 6 also still manages a PS5 release.  The XBOX team seems to have realized that exclusives are good for a platform, and I genuinely hope they can turn their fortune around and give Sony a LITTLE competition in the market, but I’m going to be a little selfish there.

Oh, and for the record:  As hard as I tried, I could not find a single power socket on the Pillar of Autumn, and I certainly can’t judge any power sockets I might run across on the Halo itself by Earth standards.  So there will be no nit-picking of that this time.

Posted in PS5, videogames | Leave a comment

I got self discovery all up ins, yo.

Not a typical post today, which may not be a bad thing since my typical posts feature screenshots of electrical outlets and the back sides of random computers in whichever Call of Duty or Resident Evil or whatever I’ve just played.

If that’s more your thing, come back later and there will be another one of those.  Though I think I may start the Remastered Halo next and I’m pretty sure there won’t be any electrical outlets to make fun of in that one.

Rest assured that I will look for them.

Rather I wanted to take a minute to ramble about the fun time I’m having navigating the “behavioral health” system which is a lovely name for it.  Kudos to whoever came up with that one.

Several months back, my wife noticed that I was not dealing with the challenges of a new job very well.  Which is, really, putting it mildly.  I was basically signing off every day in a state of stress that bordered on panic because I had so many things to do and at the end of the day I didn’t feel like I’d finished any of them.

So, because I’m a modern guy I decided I would talk to a professional and see if they had any advice.  That’s what you’re supposed to do these days.

And that professional was like, “uh, I’m not qualified to diagnose this but gosh you are checking all the boxes for ADHD.  Let me send you to someone who is.”

And the second professional confirmed her suspicions and we have been talking about coping strategies for it and trying a bunch of meds that are supposed to help me focus.  None of them have been great.  Some of them make me throw up more than others.  I don’t like those ones.  I’m not sure if the one I’m on now is helping or not but I feel awful when it wears off so it’s probably good while it’s working.  I’m scheduled to try a higher dose next and maybe that will be even better.

I’m not actually sure I remember what I was like before I started trying all the meds.

At one point he casually commented “hey, have you ever been evaluated for autism?” and I was like, “no, I haven’t but I’m pretty sure that’s not me” and he sort of let it slide and told me that regardless of what the answer was it probably didn’t matter because I was a dude in his 50s and this is the sort of thing that they really want to figure out early in life so they can put you in the right schools or whatever.

But in addition to the meds, which I’m not sure are great, he sent me to a counselor who was actually great.  We did 8 sessions where he just let me complain about things and gave me some gentle suggestions.  It is seriously amazing to have someone to talk to who will just let you talk and not interrupt.  I try to remember not to feel guilty about this because it costs a couple hundred bucks a session and I had better get to talk without getting interrupted.

After about six of those sessions, he casually drops a “hey, do you have any reactions to textures that other people don’t seem to have?” and after like a half hour of me telling him about how paper feels he ALSO asks if I’ve ever been evaluated for autism.

So that has been interesting because suddenly I am looking at weird stuff I have done all my life and it has explanations.

Some of it has cutesy Gen Z names, which I hate.

I am not “stimming”.

I am pointing at the things you can’t see so they know I know they’re there and won’t come closer.

There is a difference.

But it turns out that things like my reaction to paper textures, or the way I can’t remember / can’t picture faces, or my tendency to pick up random objects and spin them are all common autism things.  And this has been really kind of a bombshell.  Like, it doesn’t make me any less of a spaz but after over fifty years I know the source of my spaz nature.

I think it also explains a lot of why I fell so in love with Japan.  It’s a culture with a lot of rules, and those rules are written down for tourists so you know which side of the escalator to stand on, and how to use chopsticks and how to do things so you don’t cause too much meiwaku* for everyone around you.

* Translator’s note: meiwaku means “hassle”

Or in other words, having grown up being very oblivious to societal norms and needing to understand them by trial and error and making a lot of mistakes along the way, it’s really nice to experience a culture that comes with an instruction book.

Anyway.  That may have gotten a bit serious. Let me lighten things up by explaining the single most annoying thing about this, which is that whenever I have spoken to a real life friend and explained, “hey I have mental behavioral health professionals who are telling me these things about me, isn’t that just so weird and random…?”

NOT A SINGLE ONE HAS EXPRESSED ANY SURPRISE.

Posted in random | Leave a comment