Modern Combat Blackout: We have Call of Duty at home.

Let’s be fair.  Comparing Modern Combat Blackout to any games in the Call of Duty series is a massive disservice to MCB.  This is a Switch port of a mobile game from 2014 that can be had for $7.99 regularly and is currently on sale for $1.99.  It doesn’t have the budget or the massive development resources that Activision throws at their flagship series, and it doesn’t cost seventy bucks or eat up 200GB of your console’s precious SSD space.

In addition, it can be played completely offline – I was in “Airplane mode” the entire time – and doesn’t make you set up Yet Another Online Account, which are two huge points in its favor.

However, the easy joke was there so I jumped on it for an article title, and while a direct comparison is decidedly unfair, I think it’s reasonable to look at MCB as at least trying to hit the same audience as CoD.  It’s a gritty first-person military shooter with a plot line that’s all about terrorism and corrupt private military contractors and saving the world with the power of friendship guns.

I only played the campaign, but I understand there’s a multiplayer element to it as well.  I won’t talk about that because I am the last person in the world to have an educated opinion of a game’s multiplayer features.  Going back to CoD, I buy it more-or-less faithfully every year, play through the campaign and then never touch it again.

So.  Campaign mode it is.  MCB has six main campaign chapters (Really, one tutorial stage and five chapters), each of which is broken up into a handful of snack-size missions.  I don’t think any of the individual missions are more than ten minutes long, which is handy considering there are no checkpoints – die once and you’re starting from scratch.

The mission lengths are decidedly welcome if you need to replay any.  Each mission has three goals, and you’re rewarded one to three stars on mission completion.  Unlocking subsequent chapters requires earning a certain number of stars, so I would occasionally run through one to improve my rankings.

In addition to the stars at the end of the level, you get experience points and your weapons level up and new weapon customizations unlock and it is just a delightful burst of bars filling and lights flashing and then you have new bars to fill.  Really, it’s the best sort of positive feedback.  5/5, would fill bars again.

I did have one small bar-related issue which was entirely my fault, and that’s that when possible I really enjoy playing these sorts of games with different weapons and I didn’t use my primary rifle QUITE as much as I should have… and then I hit the last chapter, which in addition to requiring a certain number of stars and a certain player level also required me to have a “tier 4” weapon.  I had a single tier 3 and a variety of tier 2 weapons, so I had to go back and grind a bit.

In addition to story missions, every chapter has a number of “Spec Ops” missions, which are even smaller in scale than the story missions and tend to have a little more of a puzzle element to them.

My favorite of these was the “Breach” mission, which had you throwing a flash grenade into a room of enemies and then needing to decide which needed to die in which order so none of them could shoot you first, or set off a bomb, or kill a hostage, etc.  The room layouts and enemy types are randomized whenever you start a Breach mission, so there’s no way to memorize what’s going to come at you.

I was less enamored of Spec Ops missions that had you defending your team from a sniper’s perch, because the people you were defending were entirely too prone to walking into bullets.

Only one of these was truly awful, however, and at least it comes in the final chapter when you no longer need any more stars to unlock anything.

There’s another sniper-style Spec Ops mission which I really enjoyed, which was the “Assassinate” missions.  These present you with a bird’s-eye view of a half-dozen-or-so dudes walking around and you have 45 seconds to figure out which one is your target.

This mode also has a frankly reality-bending-but-who-cares mechanic where you get to control your bullet in flight after it leaves the barrel, which was super cool and reminded me of the arrows in Heavenly Sword.

This is the only time in 16 years that I’ve been reminded of Heavenly Sword.  Anyone else remember when that was supposed to be the PS3’s big system selling game?  No? Just me?  Moving on, then.

One campaign issue that may be more or less forgivable depending on how much you care about story in your gritty military shooters: the Switch version of the game only has half the ending.  In the original mobile game, you have a dramatic final showdown with the Bad Guy, kill said Bad Guy, and then get a post killing-the-Bad-Guy wrap-up where you get to learn the final fates of, well, everything.

The Switch version omits the wrap-up.  I mean, it was pretty clear that the right people got what was coming to them, but I had to go to Wikipedia to look it up.

One place the campaign stands out is in the environments.  You spend most of the game running around modern urban Japan, which is exceedingly rare for an FPS, and the developers put a fair degree of effort into dressing up the world to look like fairly seedy Tokyo back alleys.  There’s even a low-polygon Super Cub!

It’s a tiny detail but I loved stuff like the weathering on the label of these trash/recycling bins.

I almost feel bad about pointing out that the characters on the trash bin on the right in this screenshot are written backwards.  The cigarette machine is good though!

Set dressing aside, graphics range from pretty impressive, like the lighting and texture work in this shot…

…or this cool corporate lobby:

…to less impressive, like this level that was mostly crates of various sizes…

…or this stack of cinderblocks.

Playing in handheld mode, it mostly all looked good in motion.  If I’d had it on a bigger screen I might have been more picky.

Anyway, with the exception of two entirely-optional levels and the bizarrely-truncated ending, I had a grand time with Modern Combat Blackout.  Would spend $1.99 to control bullets with my mind again.

Next I should probably find a game to play that involves cute anime girls that are also power tools, or something.  Wouldn’t want to get TOO enamored of normie games.

 

Posted in Switch, videogames | 1 Comment

She’s a ditzy schoolgirl. He’s a magical book. Together, they fight crime.

RemiLore is my fifth Switch game in a row, which is kind of an unusual streak.  Finishing Klonoa a few days ago led me to actually look at other games I own for the system, and it turned out I had quite a few and several of them were quite short and could be experienced in a few hours.

RemiLore continues that trend.  With occasional breaks to do things like eat lunch and feed the cat, I went from title screen to end credits in the space of, mmm, four hours?  five?  Not very long anyway.  That’s not a lot for a game with a $40 price tag, so hopefully I got it on sale.

Since I am super cheap, that’s almost certain.  I am very weak to cute girls with glasses, but not $40 weak.

Anyway, I’m not very well-versed in the ways of rogue and rogue-like games, so I’m not sure I’m qualified to say whether it’s a good one or a bad one, but it feels a little thin on content.  I think the appeal boils down to having a cute main character and some goofy humor, so let’s talk about that.

Like any good buddy comedy, you have a pair of characters who don’t necessarily LIKE each other but have to put up with each other because (reasons).  In this case, (reasons) are that Remi – the human of the duo – accidentally wakes up Lore – the book – and Lore panics and warps them both to another dimension.  I’ll let Remi sum up the plot from there:

Complicating her return home is the unfortunate presence of one pissed-off loli.

Choux – the girl on the right – has been stuck in this dimension for a very long time and sees Lore as her ride out and Remi as an unwelcome obstacle.  Fortunately they sit down and talk things out in a reasonable fashion and reach a compromise… oh, who am I kidding.  Choux has had a long time to build an army of murder robots and now they have someone to murder, so why let them go to waste?

The game is split into four worlds, with four acts each, each of which is further split into four combat rooms and some random side areas full of crates and bookshelves and all sorts of extremely breakable items.  When you break things or kill robots, desserts fly out which can be collected to buy character upgrades.

Oh, right, desserts.  More on that in a second.

At the end of every act, you’re scored on your performance, get between one and four chests to smash open for random loot, and then move on to the next act.

So, desserts.  RemiLore is not a terribly serious game, so rather than collecting gold or precious gems you are hovering up shortcakes and ice cream.  Many of the weapons you get are similarly silly and cute.

While you’re running around trying not to get murdered by robots and collecting desserts, Remi and Lore carry on a pretty constant stream of banter, mostly revolving around how much of an idiot the other is being at any given moment.

One of my two complaints with the game is that some of these exchanges repeat far too often.  My other complaint is that, since it’s a rogue-like game, dying comes with the penalty of (a) losing half your desserts and (b) being sent back to Act 1 of your current world.  Since I died twice fighting the boss of 1-4, I had to repeat the entirety of world 1 twice over.  I was giving myself permission to shelve the game if I died a third time, but fortunately I seemed to get gud, or at least get adequate, by my third time facing off with the guy.

Once I got over that hump, it was a pretty smooth run through the remainder of the game.  It popped up a nice summary screen and let me know that New Game+ was now available, followed by a cute ending credit scroll and some post-adventure musings from Remi.

Anyway, overall it wasn’t entirely my thing but I had a decent time with it.  Not enough to get me to jump into that NG+ right away, but knowing that it’s unlocked may bring me back when I have a couple of hours to kill.

 

 

Posted in Switch, videogames | Leave a comment

Eroge, hold the Ero.

Another day, another short Switch game.  This time, Qureate’s KukkuroDays, an all-ages (well, ESRB Teen) version of a decidedly NOT all-ages visual novel the publisher sells in an uncut version on Mangagamer and other purveyors of anime smut.

I’ll lead off by admitting that, for the most part, I’ve always kind of mentally filed all-ages versions of eroge in the same sort of category as decaffeinated coffee.  Sure, it sorta tastes the same but why would you drink it without the caffeine?

Anyway, setting that unsolicited editorial aside, there are a fair number of decaffeinated eroge on the Switch and the Qureate ones show up pretty often in sales.

Eventually, curiosity got the better of me and I spent three or four hours reading through this one, a couple of minutes looking up a walkthrough after I got the Bad Ending, and another few minutes fast forwarding through the entire game so I could make the Correct Choices.

As an aside, the Bad Ending is super depressing and also very easy to get if you aren’t really careful about the branches you choose.  There are two “Good Endings” and the only difference between reaching either of them is a single choice very late in the game, so you can see one good ending, reload a safe and then watch the other one very easily.  Assuming you don’t mess up before that point.

So, what’s an eroge without the ero like?

Well, in this case, it’s one of those reverse isekai / magical girlfriend sorts of stories, where a cute girl from another world gets sucked into Modern Day Tokyo and naturally lands in the bedroom of a painfully Nice Guy who takes it upon himself to help her with her quest to return home and also does all of the cooking and is super supportive and so on.  Naturally she eventually falls for him etc etc.

Oh and she’s a magical knight and commander in the armed forces back where she comes from, and you have to love their uniforms.

There’s armor there.  Not much of it, but it’s armor.

Most of the story happens either in your tiny apartment or in Akihabara, since you live close to it and the gag is that everyone just assumes that your magical knight girlfriend is some sort of cosplayer.

Qureate also sticks ads for their other games in place of some very famous Akiba billboards.  It’s pretty fun if you’re familiar with the city.

Also, very early on in this game you need to go looking for an ancient magical grimoire and I enjoyed the fact that you find it at Book Off.  Honestly, that just makes sense.  It’s where I’d probably go, too.

And, finally, a gag where the magical knight from another dimension has to confront the Ultimate Evil that is the typical arcade crane game just makes this entire game for me.  I feel your anguish, magical knight.

I’m not certain this is quite a put-up-on-the-living-room-TV while your elderly parents are visiting sort of game, because it does have a fair number of inexplicably low camera angles.

There is absolutely zero nudity, however.

This game uses an animation system called E-mote, which I wasn’t previously familiar with.  It gives the character sprites a little bit of motion and some great facial expressions. It doesn’t seem to be quite as ambitious as Live2D, but it really brought the sprites to life.  No examples here because I forgot to capture a video.

While there is absolutely zero nudity in the Switch game, you can pretty easily spot the points at which the caffeine was taken away.

Funny, it just went to the end credits after this bit.  Not sure what reward you were about to get.  Probably some sort of commemorative plaque. Also I suppose this is a spoiler?  NEWS FLASH: YOU GET THE GIRL.

Snarky comments aside, generally there’s a fade out / fade in to the next scene which isn’t too jarring, and there was only one point where the fade was followed up by the main character commenting on something that was obviously discussed while the two of them were offstage, as it were.

Is it great art? No.  Is it a goofy rom-com worth a few hours of reading, with some good laughs to it? Yes.  Should you just buy the un-expurgated version from Mangagamer?  That’s up to you.  I thought it held its own even in this format.

I also have Qureate’s “TroubleDays” title, which is rated M and is presumably a little spicier without being TOO spicy.  That’s another “Suddenly, magical girlfriend!” where the magical girlfriend is a succubus, so cutting that one down to a T rating would probably have been considerably trickier.  I’ll let you know how that one turned out someday.

Posted in Switch, videogames, visual novels | 1 Comment

What Comes After: Light Depression, The Video Game

What Comes After is a short, atmospheric Switch game that follows a young woman who falls asleep on the last train of the night and wakes up to discover that the train has a second role – it carries the souls of the dead to “What Comes After”.

After some initial shock, however, she seems pretty OK with this.  She’s pretty much already given up on life and there are heavy hints that she was planning to buy a ticket for this particular train soon anyway.

You know, unless she has a fantastic and supernatural experience that convinces her that life is worth living.  That would be super handy.

It does kind of sit in the same sort of “is this really a game?” category that visual novels hang out in.  You have control over the character, and you walk through the train and need to press a button to talk to the various spirits – human, animal, or even plant – who are on their way to the afterlife, but that’s about it.  Once you’ve talked to enough of them, you get to see the story end.

And, hey, if you’re down for that ride, it’s a pretty unique little experience – and from Indonesia, which isn’t a country I associate with gaming (honorable mention: Dreadout).  Some of the translation could have used a second pass by an editor, and I would have liked the text to be just a LITTLE larger, but the dreamy art style carries it a long way.

Seriously, this was eye-strain city on the Switch screen.

As mentioned, you talk to a bunch of different spirits, most of whom already know that they’re dead and are perfectly cool with it.  One or two are angry, and there are a few with lasting regrets.  As a general rule, though, they think you’re a bit dumb for not realizing how good you have it, still being alive and all that.

Eventually you sit down with a cat for a bit, realize that you have stuff you still want to do in the real world, and wake up to do it.

Definitely the sort of experience to play through when you don’t mind feeling a little depressed, and the ending is happy enough that the overall emotional curve winds up positive.  I’m not sure I’d pay the seven bucks it normally goes for on the eShop, but the reason I wound up buying it myself was that I kept seeing it in the Deals section and eventually decided that it was worth the sale price of like half that.

 

Posted in Switch, videogames | Leave a comment

Food Girls. That’s it. That’s the title.

Playing two Switch games in a row is pretty unusual, but hanging out with Klonoa reminded me that I actually own the system and that it’s a pretty decent handheld.  Hence this post.

Today, I would like to talk about Food Girls, which was a super enjoyable visual novel / resource management game where you are set in the role of a business consultant and tasked with revitalizing a Taiwanese street market.  While there are a number of businesses and food stalls, you decide to focus on these three characters and their shops:

Left-to-right: Lulu, who runs a pork bowl shop and is hopelessly addicted to online games, Bubbles, who runs a Bubble Tea shop and is your standard-issue twin tail tsundere with no politeness filter, and Aurora who runs a fried chicken stall and is naive, friendly, and also stacked.

The subtitled names don’t match the Japanese names, but eh.  I won’t fuss.

Since I don’t speak more than three words of Mandarin, I’m happy to report that there is a Japanese dub and an English translation, which is perfectly tolerable with only the occasional glitchy translation.

There are a few side characters as well, most of whom are also cute girls.  There’s a token male character in the form of the street market president, but he’s almost completely absent from the storyline unless you spend a lot of time unlocking a sort of weird conspiracy subplot.

Sakura is probably my favorite of the side characters because she looks like an adorable helpless young thing and at the same time has connections to the mob that are never fully spelled out.  Plus she beats up a mob of thugs that are hired to intimidate you at one point.

The game is pretty simple.  You have 84 days to turn around the street market, you can perform up to 4 actions a day, and everything you do is in the service of either improving your relationship with one of the vendors, improving their popularity or improving the quality of the food.

During all of this, you also frequently have little interactions with the girls, and each has their own story that unlocks slowly as your relations improve.

For the record, I was a super fan of Bubbles.  I may just like violent girls.

Most days end with a side event where you might be tasked with helping the vendors deal with a belligerent drunk, feeding stray cats or simply watching helplessly as torrential rains ruin the day’s sales numbers, and you get a scorecard based on the market’s performance every 28 days, with a minimum score required to continue.  I never had trouble making the numbers, but the game does have a hard mode if you want more risk.

For replay value, the game has at least five endings.  Each girl has an “S-rank” ending, which is easy enough to get if you pick one and devote time to them.  I also found that there are entirely different “A-rank” endings on one of my playthroughs.  I think these are probably harder to get than the S-ranks.

Beyond the character-specific ones, there is the previously-mentioned conspiracy story which requires you to spend a lot of your day running investigations into the street market.  This takes away time from the market, so your numbers will take quite a hit, but once you finish this side plot the game ends with a happy enough you-saved-the-day sort of ending.

And then there’s the “Perfect Ending”, which is actually something of a feat to achieve.

Food Girls is based around multiple play-throughs, with certain items carrying over from route to route to make the next session easier.  Even after unlocking all of them, however, sticking the landing for the best ending takes a ton of planning and careful time management to pull off.  I was – figuratively – biting my nails through the last 20 or so days of my perfect ending run and didn’t actually lock in the victory conditions until day 82.  Since day 84 consists of the final evaluation, I really only cleared it with one day to spare.

I’m pretty new to resource management games like this, but the combination of management sim + visual novel segments + cute characters turned out to be a real winner.  Since you can fast forward through anything you’ve seen before, getting through it five times to see all of the endings wasn’t too arduous, and the close call I had on my perfect ending run meant that I got to watch the story conclusion and end credits with a serious sense of satisfaction.

While Food Girls didn’t get a Switch release in the West, you can import it physically or digitally, and it’s also available on Steam for PC and Mac for 20 bucks.  Strongly recommended if you want the digital equivalent of eating sugar by the spoonful.

Posted in Switch, videogames, visual novels | Leave a comment

Two Decades with Gaming’s Best Boy.

To be clear, it’s this guy:

And I’ll let one of his sidekicks sum up why:

…because it’s easier than actually putting my own thoughts into words, and honestly I could probably ask an AI to write up an article gushing about the Klonoa series and it would do ten times the job I’ll ever do.

But, to try: He’s just the most relentlessly positive and cheerful mascot in gaming, and his games are genuinely joyful to play.  Most of them – I’ll ignore the spin-off JRPG and beach volleyball games – are puzzle platformers where the enemies are also the prime way to navigate through the hazards.  Almost every move Klonoa makes involves getting pixels away from being hurt by something, grabbing it before it can actually hit him, and then using it to  jump higher or break an obstacle.

I am very, very, very bad at puzzle platformers, and this is why it’s taken me nearly two decades to play through the mere five games in the series.

The first Klonoa game was a PS1 game, and it was one of those that came out in a very limited print run, disappeared from store shelves, and then was only available for scalper prices – which was, ironically, better marketing for the game then anything the publisher did.  It at least made me aware of the game, even if I couldn’t afford to play it.

In mid 2004, I got a Game Boy Advance when Nintendo released their Peak Nostalgia NES-themed model.  It was only a few months before the release of the Nintendo DS, and GBA games were already pretty cheap so I owned quite a few, and the system itself was tiny and the perfect way to get some slacking in during the work day.  I should probably apologize to my employers of the era because frankly they subsidized hours of GBA playing while I was technically on the clock.

Anyway.  One of those games played on my employer’s time was Klonoa 2: Dream Champ Tournament, and it was the first Klonoa game I managed to finish.  Since it was actually the FIFTH game in the series, it was probably a bad place to start but, eh.

I eventually found a used copy of Klonoa: Empire of Dreams and played that as well, but much later.

After the GBA games were released, Namco actually published a Wii remake of the original Playstation game, and I snapped that up and had a blast with it.   That was 2009.

And then I tried Klonoa 2: Lunatea’s Veil.  And it did not go well.

See, my typical way of covering for my absolute lack of skill when it comes to platform games is simply to repeat earlier levels over and over again until I have stored up enough lives to brute force my way through the levels that are actually difficult.

You can’t do this in Klonoa 2.  It was released during the era when games had to be hard enough that they couldn’t be completed during a rental period.  You can pick up extra lives by gathering 100 gems floating around the levels, and there are occasional 1UP items you can pick up, but they don’t respawn when you replay a level.  If you go back to the Klonoa 2 equivalent of World 1-1 after clearing it, there are no new gems to collect.

There is a level, not very far into the game, where you have to navigate a series of platforming challenges while being chased by a murderous death robot.  If it catches you, you start over.  Once you run out of lives, you can continue, but you start over at the beginning of the level with three lives.

I bounced off this level VERY hard, and eventually gave up.  I don’t often give up on a game I’m really enjoying because of a single difficulty spike, but this one just broke me.

In 2017 (I did say “much later”) I played Klonoa: Empire of Dreams and then the Wonderswan-exclusive Klonoa: Moonlight Museum.  Neither of those were nearly as bad, though I remember I did have to resort to some save scumming on Empire of Dreams.

It was also my first and only exposure to the Wonderswan hardware, which was a neat piece of tech for its day even if it dearly needed a 3.5mm headphone jack.

So, at this point I’d played through 4 of the 5 “mainline” Klonoa games and was just kind of resigned to, but annoyed by, the idea that I’d never finish Lunatea’s Veil.  I even considered emulating it to take advantage of save states, but had to give up on this because it was one of the few games you couldn’t play on the PS2 emulators of the time.

Then Namco (now Bandai-Namco) released a remastered version of both Playstation games, and I thought about it again.   It had been years since rental periods were a concern for publishers, so maybe they’d made it a little easier?  But since I have moved completely over to digital purchases, I didn’t want to buy it and find out that it was just as frustrating and then have the icon permanently mocking me in my Switch library.

So I broke down, and bought a physical copy.  The idea was, if it was the same level of pain I could at least sell it.

(And, technically, I am a little lax on my no-physical-games rule when it comes to Switch.  I have about a dozen, mostly Japanese imports and of course Ring Fit Adventure.)

It turned out that, yes, the remake is VERY different from the unforgiving original:

And maybe even a little TOO easy.  The “Easy” mode not only gives you unlimited lives – which is good – but also makes it so you can take 15 hits before losing a life, compared to three hits in the Normal mode.  I played through the first couple of levels like this and was starting to feel a little sheepish about it, then tested it and found that it was a toggle.  You can swap difficulties after any level, meaning that I could restart in Normal mode, play up to the level that stymied me years before (Volkan Inferno), go back to Easy mode, brute force my way through it after many many deaths and then go back to Normal mode to keep going.

It turned out that, barring Volkan Inferno, the game really isn’t that bad!  I was able to get through the majority of levels after that point only losing 1 or 2 lives per level, though I did have one more difficulty spike waiting for me when I hit the Kingdom of Sorrow level.

This is pretty late in the level.  I’d started the level with something like 45 lives saved, and I still had 37 when I got to this point.  This single platforming challenge was the biggest contributor to losing a total of 17 lives clearing this level.

Fortunately, this is followed by a relatively easy level, and then the final boss.

At this point, I’ll quote the highest-rated Klonoa 2 guide on gamefaqs here:

“Well, this is it. The big end-boss. Kinda disappointing, wasn’t as tough as I hoped he was. However, I’m sure he’ll offer a challenge that hasn’t played a ton of games like myself. Good luck.”

In total, the “kinda disappointing” end boss ate 22 of those carefully-conserved lives.  I hesitate to consider what a less-disappointing boss would have done to me.  Also, my hat’s off to you, Mr. or Ms. Raging_DemonTEN.

Anyway, it’s done now and I feel a sense of deep satisfaction.  I’m glad this got the chance to live again through a remake, though apparently it sold about as well as any Klonoa game ever does so we are unlikely to see any future entries in the series ever.

A bittersweet ending for gaming’s Best Boy.

 

 

Posted in Switch, videogames | Leave a comment

Moar Diarblo!

Getting this out of the way first: Diablo 3 marks the second time ever that I have finished a game and then immediately played it a second time, with the first being Fatal Frame 2: Crimson Butterfly.  That’s pretty high praise, so you may assume that I liked D3 quite a bit – particularly since I had to buy the game a second time to do it!

Fortunately, buying the “comes with everything” Diablo III: Reaper of Souls – Ultimate Evil Edition version was only $19.79 on PSN thanks to the current Spring sale.  If I’d had to drop the full sixty bucks it usually costs, you wouldn’t be reading this article right now.

Getting some basics out of the way, just in case someone finds this blog post in the future and is curious how the save transfer process goes when you are transferring your Diablo 3 characters from the PS3 game to the PS4 game running on a PS5 – it’s pretty simple and Just Works, at least as of May of 2023.  I updated Diablo 3 on the PS3, chose More > Export Save from the main menu, then purchased and downloaded Diablo III on my PS5.  When I launched that for the first time, it asked me if I wanted to import the save, and after doing that my character from the PS3 version was ready to roll.

I do have my PSN account linked to Battle.net, and I suspect that is mandatory. I am NOT, however, a current PS+ subscriber.  So this doesn’t seem to use the PS+ cloud saves to transfer data.

And, while it’s probably not a shock that the PS4 version looks better than the PS3 version, I wasn’t properly prepared for the quality jump.  The PS3 version runs at sub-HD resolutions while the PS4 version runs at a full 4k / 60 fps.  Apparently there is some dynamic resolution if you’re running it on a PS4 Pro but the PS5 can brute force its way past the scaling.

So on a PS5 you get something like 13x the number of pixels and there is scarcely a jagged edge in sight.

Bringing your character over doesn’t bring over story progression, however, and since my goal in moving to the updated version was, at least in part, because I wanted to unlock the Whimsyshire level of D3… well, I had to play through most of the game again.  Specifically I had to get nearly to the end of Act 3 before I could get into the dungeon that dropped the last component needed to make the Staff of Herding.  This is reputedly a 5% drop off a rare spawn in a specific dungeon and takes a lot of time or a lot of luck and…

…well, I am happy to report it only took me three tries.  I’m not sure how I would have felt after ten attempts, or twenty.

Whimsyshire was put in the game as something of a middle finger pointed towards a certain group of Very Online People who were offended by early screenshots of Diablo 3, and that is, admittedly, part of why I wanted to play it myself.

Turning pink unicorns into bloody chunks of pink unicorn also made me grin like a maniac in a way that should probably have me on a list somewhere, assuming I’m not already on the list.

Anyway.  Unlocking Whimsyshire took me very nearly to the end of Act 3, and getting there was VERY quick considering I’d imported an end-game character so it seemed appropriate to push on.

Completing the remainder of Act 3, then Act 4 to finish out where the PS3 game had ended, and then Act 5 which was the “Reaper of Souls” expansion took only a few hours and left me feeling very satisfied.  I don’t play many games where you feel like an unstoppable absolute badass at the end of the story, and this definitely scratched that itch.

Posted in ps3, PS4, PS5, videogames | Leave a comment

Diarblo

It’s been nearly sixteen years since the last time I tried playing any games in the “Diablo” series, and my attempt back in 2007 to get into the first game ended pretty abruptly.  I couldn’t get on with the controls and even for the time the graphics were pretty dated.

To be 100% clear here, I realize that many people hold the Diablo “mouse click to do everything” controls near and dear to their hearts, and while your ways baffle and disturb me I’m not going to try to talk you out of it.  You’re slightly better than people who invert the Y-axis for first-person games, at least.

Now that I’ve managed to insult probably half the people who will ever see this, let’s move on to roughly 2018, when I decided that I was going to give “Destiny” a try.  By this time, Activision really wanted everyone to be playing Destiny 2 and I had to go out to an actual store to buy a physical copy of the original game… which was easily found in the “$5, or 4 for $10” bin at the nearest GameStop.

The other games I picked out of the bin included the original release of Diablo III for PS3, since I’d heard that the controls on console were much easier to deal with.

5 years after THAT, well.

I figured I’d give it a go.

To be clear, this is probably the worst possible way to play this game.  The PS3 and Xbox 360 were very much on their last legs in 2013, and Diablo III plays in a sub-HD resolution that euphemistically “targets 60 fps”.

It ain’t pretty.

Oh, and neither are any of my screenshots.  The PS3 didn’t have a built-in screenshot feature and when I tried to hook it up to a capture card I discovered that it has HDCP permanently turned on.  All pictures, therefore, are literal screenshots.

Anyway, while I understand that the campaign mode is somewhat dismissed as a glorified tutorial, I started up a character and spent the next few days turning low polygon demons into glorious piles of color coded loot drops.

And I will admit, this game makes the experience of Making The Numbers Go Up a very pleasant experience.  You get to put your new drops up against your old gear and say things like “well it’s 3 more intelligence but do I really want to lose that 4% crit damage?”

Some choices are easier than others, of course.  Also the vocabulary in this game!  Like, I am an AD&D kid from the 1970s so I am perfectly comfortable with the odd glaive-guisarme, but what the HECK is a “poignard” ?

I suspect someone, possibly many someones at Blizzard go to a lot of ren faires.  I would say something like “I’m not judging” but that would be a lie.

One of the best touches of the whole loot thing is the times you get an orange legendary-quality item and you get to hold down a button while the game “identifies” it and the anticipation builds and builds and then you find that you have looted magical fart pants.

LEGENDARY magical fart pants.

Sadly D3 does not have any sort of cosmetic item appearance change option, like WoW’s Transmog feature.  My demon-vanquishing wizard went through most of the game looking like this, or worse:

It’s probably a good thing that most of the action is extremely zoomed out.

As a side note, I usually play as melee-heavy tanky sorts of characters in any RPG, since spell casters are traditionally sort of glass cannons and I am bad about not getting hit.  I was pleasantly surprised to find that the game lets you recruit a companion, in my case the very tanky and also healy Templar character, and he did a fine job of keeping monsters from eating my face while I turned them into ash.

My only regret is that the PS3 version of the game never got the patch that increased the spawn rate of the rare monster that drops the rare drop that lets you get into the Secret Rainbow Pony Level.  I think there’s a way to transfer your characters from PS3 to PS4, however, so I suspect my $2.50 purchase is about to turn into $22.50 overall.

For now though, this is like only the third or fourth game I’ve finished this year and it’s nice to actually see some end credits roll.

Posted in ps3, videogames | Leave a comment

OK. macOS Live Text is pretty mental.

So, recently I have been trying to “cloudify” pretty much everything I can.  The idea is that the computer hardware I’m using is secondary to the data present, and I should be able to go to any device I own and have access to the same, well, STUFF.

I am, of course, keeping local backups because I’m not 100% an idiot.

One of the things that I was most reluctant to move over to cloud-based storage was my music library.  I tried Apple’s “iTunes Match” service several years ago, and it wasn’t exactly perfect at the time with quite a few mismatched songs.

In 2023 it seems better about song matching.  I checked all of the songs I could remember it messing up previously and they were all OK this time.

There’s just one problem, and it only affected 17 songs in my library, but it was an annoyance:

A number of songs I bought from the Japanese iTunes Store, mostly between 2007 and 2010, were copy protected AND didn’t exist on the iTunes Store server any more.  So it was both unable to upload the songs (because copy protection) and couldn’t match them to song masters in Apple’s library (because expired licenses maybe?).

So I couldn’t get these into iTunes Match.  I did a little searching and found that the universally-agreed-upon solution was very low-tech and consisted of burning them to a CD and then re-importing them.  Obviously there’s a generational loss there, but I’m getting older and my ears aren’t getting any better.

Burning them to a CD was easy enough, after I rummaged through some boxes in my garage and found a single 80-minute CD-R blank.  The Mac I use for the Japanese iTunes Store is a 2009 MacBook Pro that actually has an optical drive in it, and I was able to hook up an external optical to my M1 Mac mini to import the music.

Naturally, iTunes had no idea what the track names or artists were, etc, and I was not looking forward to manually entering all this information.

Now.  Apple introduced a feature back in macOS Monterey called “Live Text” which lets you copy and paste text out of pictures.  I knew this was a thing, and I’ve even occasionally used it.  But how good WAS it, really?

Well.

I took a screenshot of the CD burn screen on the MacBook.

I copied this screenshot over to the other Mac.

I moused over the kanji.

I hit command-C and command-V into the artist field, and it pasted as “避坂大河(釘宮理恵),※枝実乃梨(堀江由衣)& 川崎亜美(喜多村英梨)”

So, I’ve been using computers for over 40 years and there have been very few times when I have had my mind absolutely blown by something they can do that I thought was impossible.  The first time I can really remember that happening was the first time I saw Wolf3d in motion, and it has remained a high water mark despite being a 30-year-old memory.

But this, THIS is black magic of the highest order.

Also it made filling out all the metadata on these tracks extremely easy, and I am happy to report that I now have access to all of these via iTunes Match.

Posted in mac | Leave a comment

In which, I am stalked by a gadget.

I recently realized I had a number of devices that supported WiFi 6, and did not have a WiFi 6 access point. Naturally, THIS COULD NOT STAND.

I bought this:

It’s a UniFi Access Point U6 LR,  and it’s obviously not in its final location at this point, but I needed to hook it up and test it.

The “LR” stands for Long Range, which means that I may be able to cover the entire house with a single access point, and also means that it requires a 30W PoE injector rather than the 15W PoE injectors I had already so I needed to spend even more money and then wait for the new one to arrive.

Fortunately, that didn’t take TOO long and the UniFi controller picked the new AP up as soon as it was connected to Ethernet, applied a firmware update and then adopted it into my network.

That’s when I looked at the list of WiFi clients, got vaguely annoyed that MOST of them were simply showing up as MAC addresses, and started trying to track them down and give them friendly names. This wasn’t a serious problem when it came to phones and computers, and even game systems make their MAC address reasonably easy to find. It got trickier when I was trying to label Google Nest speakers, but I eventually labeled all of those, and my Geeni smart plugs, and the TV…

…but there were still two devices showing up, identified only by their MAC address. To make things more frustrating, while MAC addresses are SUPPOSED to be registered to vendors, these ones weren’t coming up in any of my searches.

Moreover, both of them were connecting as WiFi 4 devices, which I thought meant that they were pretty old, but I changed my WiFi password not too long ago and that should have disconnected any older devices.

I fumed a bit and started turning things on to see if they were using a WiFi connection in standby. Still couldn’t find it. On the plus side, if and when I turn on either of our Vitas they now have friendly names assigned.

I even started unplugging things to see if I could get either device to disappear. No joy. I was starting to consider turning off circuits at the breaker panel.

I took a second look at the devices. One of them was staying resolutely connected to a single AP, but the other was roaming like crazy, switching between all three of my APs, almost as if

as if it were following me

I looked at my wrist. I looked at the UniFi controller. I turned off WiFi on my WATCH. Mystery Device #1 disappeared from the console. My wife was sitting in the living room reading something, and had beeen doing that for some time. I asked her to turn off WiFi on HER watch and Mystery Device #2 immediately disappeared as well.

So, I’m not going to say that was time particularly well-spent but now I will be able to look at the admin page for my Ubiquiti devices and know what every one of them is.  That’s something!

Also, Apple: please register the MAC addresses used by your watches with one of the applicable governing bodies.  When you get a spare minute.  Thanks.

 

Posted in gadgets, iOS | Leave a comment