Retro Ramblings

This is a new format for Retro Ramblings, but, conveniently, Retro Ramblings implies. . .fucking rambling. Buckle up buttercup, we've got some takes hot off the presses.

I think I’ve finally been able to use good words to describe a feeling I’ve had.

For as long as I can remember, people have been saying something along the lines of “Games are getting too easy, they're commoditizing gaming, lowest common denominator, etc.”. And y'all, yes, that's actually happening. But, like, that alone isn't actually. . .a problem? For me anyway. I'm all for accessibility. I mean, a11y ,yes, but also just “People getting to experience games”. These games are often stories and stories are meant to be shared. Someone being “not good enough” to finish a story is elitist. Period. And, also, sometimes that is okay.

But really, the thing that has bothered me about this isn't that things are getting easier. It's that the kind of hard that they are is often contrived. Mundane.

Many (probably most) older games have levels of difficulty that arise from the limitations of the environment they were created in: Technological limitations making it difficult to communicate lots of information that the player needs to Git Gud, digital game design infancy, etc. However and fortunately, game designers and developers knew this. And, since they knew this, they could apply game design to that problem and make that hardness part of the game instead of being an arbitrary slider a user can tweak. And so, difficulty in games had a certain. . .texture to them.

These days. . .well, the texture is mud. Clean, no sticks or anything. . .you know the kind of mud. A it's that mud that isn't. . .dirty, except that it's literally dirt. Ya know? Every “hard mode” in pretty much every (TRIPLE A, but this also applies to indies, sorry folks) is just “We added more health to the enemies and/or made them hit harder, so you just have to do the same thing but faster than you would otherwise.” And no, that's not the entire phenomenon. I'm having trouble describing this part, and it's the point of this post. Well, other than stalling the studying I should be doing for a certification test tomorrow.

I want to give an example. Pokemon

Back In My Day™, if you wanted a great mon, you had to work at it. You had to grind out IVs, find out what the IVs even were, and then once you'd hatched seventeen thousand ghastly eggs you had to then EV train that ghastly. You threw away three whole shinies in your pursuit of the perfect ghastly. It was toil. It sucked. It was not good game design, not by itself. Now, that toil was fine, if all you wanted to do was get a nice team of your favorite pokemon. You only had to do that process six times. But what if you wanted a team of, like, actually good pokemon? Dude you had to spend. . .weeks. Weeks. Just hatching eggs.

Then, lo, HeartGold and SoulSilver dropped. Gen 4 was already very solid in terms of grinding out pokemon. The IV problem was not solved, but at least the EV training part was effable. (If you don't know what those are, they're specific kinds of stats that you get in different ways. It's not important to the point. IVs take much longer to get right because they are. . .were practically impossible to monitor in the base game)

They'd eliminated a big part of the toil without changing the texture of the difficulty. It was still difficult to make a good team, but it wasn't nearly as difficult, and almost all the difficulty was something you applied skill to, not time. It took you time to design and develop your team, but as a whole, not mon-by-mon. However, HGSS fixed the other half of the equation. They made it so that even IVs can easily be locked in during the creation of single mons, and that was such a powerful pattern that people would train their pokemon in HGSS and then transfer over to D/P/Pt in order to play competitively.

It was now. . .EASY to make a competitive team. You had to know what you were doing, or follow a guide (I have feelings about how folks view these kinds of skills. . .that's another post), but the point was you could apply yourself and end up with better results.

. . .But you could also just play the fucking game. And you'd never know that these deep systems are there for more competitive players. You would never stumble upon a perfectly competitive team. You had to work for the extra stuff, but not for the game or the story. This lead to an AMAZING competitive scene (in my opinion, anyway). Put a very crass way, the FNGs were all just playing the game and the battle-hardened veterans were having the time of their lives building the teams they didn't have the time to do just a single game generation earlier. Now, of course, this was also basically the start of “real” competitive pokemon, in the sense that anyone in the world could play with anyone else in the world and thus we actually opened up a “real” competitive scene that wasn't restricted to Rich White Dudes Who Had Time And Money To Travel To Events (My gods, that describes SO MANY COMPETITIVE GAMES it's not even funny. . .).

After that, I kind of lost the thread a little. I bought X and Y but, like, I was a young adult who was fairly new to the workforce at the time. I didn't have time for pokemon, X or Y, and I didn't even have a 3DS, so I could only play it on my then-girlfriend's 3DS.

So I didn't play new pokemon games for many years. It wasn't until I finally got a switch and then Sword and Shield that I got back into pokemon and WOW. I loved Shield. Like, it was great, fun game, it was such a huge difference from the last games I played that it was shocking.

But I played through it. And I beat it. Fast. Easily. Of course I beat it fast and easily, I thought to myself, I used to pretend I was good at pokemon! But like. . .something didn't feel right.

Now I am not going to sit here and review a pokemon game that came out several years ago now. However, I will say: ALL of the toil is gone. All of it.

If you want a kickass team of perfect IV mons to compete with the best of the best, you didn't have to do anything. You could change IVs, EVs, get basically any pokemon you wanted almost anywhere, you were getting mystery gifts and mystery trades and. . .just, all of the toil was gone.

That toil that is now gone is that texture I was talking about from HGSS. The toil in HGSS had a purpose. It was a skill gate, and one which was completely fair. It wasn't a time gate anymore, like in previous generations. There was no monetary gate; you just needed the game, and the DS was never expensive (listen, comparatively. I recognize we're talking about the first-worldiest of first world problems here, you don't need to point that out to me. This parenthetical should go without saying but for some reason it never does!).

This is one example, but it's one that's near and dear to my heart. It seems like the only way game companies can add difficulty these days, what with ever ballooning scope and shorter-than-ever time crunches, is either by making the damned health bar bigger, or giving up, making the game online- and multiplayer-only, and relying on the fact that some people will be better than others to provide said others with a challenge. Looking at you. . .all FPS games published in the last twenty years. (nah, there's been some recent innovation. . .almost all of it changing how multiplayer works)

It's lazy. It's irresponsible; frankly, it is likely a pretty big factor behind predatory practices like loot boxes that artificially inflate play time. And, worst of all, it's just not good game design. I know game designers today are better than game designers from when I was a kid, and that's largely because a lot of the game designers of games I played as a kid are still practicing today. They've defnitely learned a thing or two.

Anyway. ..so that's the Ted Talk. I don't think this is news to anyone. It's just a framing I don't think I've heard anyone talk about. IANAGD (Game Developer), so take all that with a grain of salt.

And don't worry, I'll get back to the game-specific ramblings soon.

As always, if you wanna yell at me for my opinions, you're welcome to do so on Mastodon.

💡This series is not spoiler free. Like at all. This is not “b4ux1t3 reviews games”. I'll be talking about things that strike me as interesting, going all the way through the game. While I'm not going to lay the story out as I go, it's inevitable that story points will bleed through. I will endeavor to leave spoilers “below the fold”, so to speak, but you have been warned. ;)

I had a PlayStation as a kid. I don't remember when we got it, but it was after the N64. We only had it a few years before the PS2 came out, and we only had a couple games for it. That's a long way to say I never played this game growing up, and in fact hadn't even heard of it until I saw the gameplay on one retro YouTube channel or another.

The PlayStation is known for one thing above all else: Chunky, flickering 3D geometry. Sure, there were a few big names in the 2D space (Chrono Trigger, e.g.), but I think a lot of people, myself thoroughly included, remember it for the advancements in 3D. Silent Hill, Metal Gear Solid, Twisted Metal. . .those are the games I think back to. I don't think we owned a single 2D PS1 game.

That's okay, though. I'm making up for my lack of culture now, thirty years later.


In my last post, I said that I won't be doing a review, but I will say right now: If you like action RPG games with intentional, thought-provoking combat, you'll like this game. There are some modern conveniences that would be “nice to have”, but the combat loop here is great. They tried to hide the fact that this is “just” an action RPG with a bunch of randomization and a little bit of player-lead, literal world building, but at the end of t he day you're playing through the same few stories, with the world map laid out a bit differently every time. This is not a bad thing. It just is what it is.

Anyway, time to talk about the thing that made me want to start this blog post:

Just Look At It

Look at this art.

Pixel-art interior of a wooden tavern in Legend of Mana, featuring warm golden lighting from a stone fireplace, candle-lit tables, wooden stairs, and rugs. A young character in a pink outfit stands near a table, surrounded by chairs and furniture. The scene depicts a cozy, rustic town setting typical of the game's early areas, rendered in the 16-bit style of PlayStation-era RPGs.

I went in here to stop an elf from doing bad things to this poor barmaid. Or, you know, so I assumed. Turns out it was all misunderstanding, and the dude is just a massive jerk, not a creep. But it's okay because he was upset about missing his. . .sister? I dunno. Whatever. Not the point. This place is throwaway for me so far. There's no one in here, and as such I have no reason to walk around. But, walk around I did.

16-bit pixel-art interior of a two-story wooden tavern in Legend of Mana. A character in a pink outfit stands on a balcony overlooking a lower level with a bar counter, tables, and stairs. Warm golden lighting from hanging lamps and candles illuminates wooden beams, stone flooring, and rustic furniture. The scene depicts the game's early town setting, rendered in PlayStation-era RPG style with detailed textures and soft lighting.

You can go upstairs. And upstairs is so “on-limits” that the singular NPC in here will also go up the stairs. I'm not in some throw-away room where some story plays out before I move on to the next nondescript room to have yet more exposition layered on me. I'm in a quaint, homey tavern that's just experiencing a midday lull in customers.

Admitting It To Myself

I suffered for many years under a single delusional way of thinking: better graphics means better game. In the PS1 era, I was a kid. To me, I barely understood the difference between 3D and 2D other than the 2D games looked like cartoons (for KIDS, yuck) and the 3D games looked like they were grown-ups, and I badly wanted to be a grown-up.

This way of thinking followed me for far too many years. And it's not even like I didn't get exposed to the beauty that is 2D art and video games. Many of my friends tried to get me to play Chrono Trigger, and I just kept saying “It's not my thing, man”. Sure, I did play the original Final Fantasy games on the GBA, and I had a decent enough time of it. But that was mostly a curiosity, relegated, again, to the “lesser” handheld console.

Editor's note: One of these days I should probably pick those games up again and see what I missed in my naive “get to the end of the game” playthroughs.

Put another way, I was an idiot. Even after I grew up a little, and started getting really into indie games with the Xbox 360, I didn't think to start looking back at games I might have dismissed as a kid. I'd happily play new old games, ones I hadn't heard of as a kid. But the ones that I'd already dismissed as a kid felt like I wouldn't like them. “Yeah it's just not my thing.”

With Fresh Eyes

The sheer amount of care that is put into this game is staggering. Look at this little area, zoomed in a little:

Close-up pixel-art view of a wooden tavern bar in Legend of Mana, featuring a curved counter with bottles, stools, and warm golden lighting from a hanging lamp. The scene highlights detailed textures and soft illumination typical of PlayStation-era RPGs, capturing the game's early town setting. This cropped section focuses on the bar area, emphasizing the rustic, cozy atmosphere of the tavern interior.

Unlike the copy-pasted bottles and forks and whatnot that pervade 3D games of all generations, every one of these objects has to be hand-drawn into the background here. The little hallway going into the back of the establishment, with the door that, to my modern eye, says “Bathroom's that way”.

This level of detail is everywhere in this game.

Don't Hear the Words I'm Not Saying

There is a certain subset of folks who are passionate about games, in particular retro and/or indie games, who decry 3D as some kind of anti-pattern. I've heard people who I generally respect say things like “Well look how well Mario 64 has aged compared to Super Mario World”. 3D is not a bad thing, and it's just as possible to make 3D games that stand up to the scrutiny that time brings. I haven't switched from “3D is for adults and 2D is for babies” to “2D is for adults and 3D is for babies”.

Games are art. Not all art needs to be for all people; this is a thing that the indie community understands implicitly. It is also a thing that the large publishers and studios seem to have largely forgotten.

But, y'all, all of my favorite games, as of today, are 2D. ;)

What's Next?

I don't even know what format this blog post was in. I basically just blabbered about how pretty the pixel art is. Next post, I think I want to talk about the combat, but I'm still terrible at it, so I want to let the game teach me as I go.


I'm thinking that the actual format for this blog will basically be “Here's a bunch of stream of consciousness ramblings about specific aspects of the game that occur to me while I'm playing” with a mega post at the end of a game where I summarize and rehash what I've found, hopefully coming to some kind of meaningful conclusion.

I've decided to start another new blog. Because you know, I've done so great at maintaining the old ones. Ahem.

I've been a gamer my whole life. Starting with the Commodore 64 at my grandparents' house, to when we got our Nintendo [1], to the years of PC Master Race BS [2], to today, where I spend most of my gaming hours curating lists of old games and updating things on the Xbox.

Wait, what?

You're familiar with this. I know you. You bought every Humble Bundle that ever looked somewhat interesting, dumped every game you ever owned [3] into Retroarch. You pay for the Xbox Game Passes, the Playstation Onlines, the Nintendo Onlines. You have all the games you can possibly want. All the games you ever wanted. Late stage Capitalism has been a mixed bag [4], but easily the best part is that you, as a gamer, have access to pretty much anything you've ever wanted to play, and it's dirt cheap. Look, you can play the PlayStation's Tony Hawk's Pro Skater for free on The Internet Archive straight from your browser.

And yet, when you find those little, thirty-minute chunks, one of a couple things happens:

  1. Your emulator doesn't work, because you haven't touched it for longer than a week and we all know that Retroarch gets jealous.
  2. The cool new game you've been meaning to play [5] needs a required update which weighs in at an astonishing 27GB before you can play it. Download time: 4 hours.
  3. You boot up a game. Play it for a few minutes. Realize it's just not what you were yearning for. You scroll through an interminable list of games. You select nothing, and then sigh and put your controller away when you realize you're going to be late for that thing.
  4. You pull out your pocket super computer, which has more power than every game console you ever owned as a kid, and start doomscrolling.

I'm not going to sit here and judge you because all I did was describe my weekend. Every weekend. Every evening. It was never this difficult as a kid, yadda yadda, we've all had this thought.

The Backlog

There's a lot of discourse around “the backlog”. And while some view the backlog as an existential failure of us as gamers, there are very real psychological phenomena around these behaviors. Everything from analysis paralysis to commitment avoidance to false progress.

But we're not going to talk about any of that. We know that the problem is that we just have too many games, and back when we were kid we had, like, one game. No, instead we're going to talk about what I intend to do for myself about it.


I have a lot of hobbies that I actually spend quite a bit of time on [6], where I don't have this issue. Crochet is a good one; generally, I will sit down and crochet something if I want to crochet something. Ham radio is another one. If I want to do something with a radio, it's usually a specific thing I do, like packet radio or chatting on the repeater or whatever.

But when it comes to the simple act of playing a game? Why is it that, even though I definitely want to play something, I never want to play anything?

Because I'm not invested.

Becoming Invested.

No, Brandon, go away, not that one

In crochet, I have to work on whatever project I'm working on; I only have one project bag, and it can only hold so many projects [7]. Similarly, while ham radio is a varied hobby, it really requires you to use specific pieces of kit that you can only have a few of.

With games, the only thing I've ever invested time into is. . .well, curating my games collection. I have lists of games I want to play [8], I have multiple systems with games installed on them [9].

There is so much around gaming, in particular retro gaming, that it is trivial to waste literally hours doing things that suspiciously feel like work without ever picking up a game. And hey look, if I pick up a game, and waste time on it because I didn't like it, well, that's just a waste of time. But obviously if I'm spending my time figuring out which games are the good ones to play, that'll lead to more “playing good games” in the nebulous future, right?!

Wrong.

So here's how I'm going to solve this problem, for me:

I'm going to blog about it.

b4ux1t3, b4ux1t3, you sneakily linked a paper about how sharing that you're doing things leads to a decreased likelihood that you will actually do them.

Aha! Caught that, did you? Well, I'll put it this way: Telling you about the thing is the thing.

I'm going to write up. . .reviews? Thoughts? Walkthroughs? for retro video games, right here on this blog. This won't actually have a prescribed format, at first anyway. I was just struck while [10] sitting down to play Legend of Mana on the PS1 just how great the pixel work was. Like, the Playstation is known for chunky 3D characters and FMV cutscenes, but I think a lot of folks would be surprised by the sheer non-playstation-one-ness of the 2D titles for that console. I was running around through a bar in the game and was struck by just how hand-drawn it felt.

I do this for all of my hobbies. I keep extensive notes on TTRPG campaigns and crochet projects I'm working on. And I even used to do it for games back when that was a thing you needed to do [11].

So I want to talk about things like that. Not reviews, necessarily, not “game design showcases” or whatever. Just. . .the stuff that occurs to me while playing these games. The only way to do that is to. . .oh, right, play games.

There will be typoes, there will be run-on sentences. There will be a dearth of em-dashes. But there will be real, genuine reactions to games that you've probably played of, or at least, like, wanted to play. Or have heard of.

What this is not

This will not be a hidden gems playlist. I am not going to schlep through three thousand GameBoy Advance games to find ones you might have missed. I have a job, and kids, and stuff.

This is not a New Years Resolution. It's just a thing I think I wanna do.

This is not a big deal. Lots of people do this, in their head, as they just play video games, and don't even suffer from the issues I've described. I'm just a little bit special and my aged, ADHD brain needs a little accessibility aid to keep the focus.

I'm just going to pick a game, play it through to completion [12], and write about it along the way.

Sound good?

Good.

In case you couldn't tell, the first game will be Legend of Mana for the PlayStation. :)


Footnotes

[1] That was all you called the NES, because there wasn't anything else at the time; it was just “A Nintendo”

[2] so very much World of Warcraft

[3] which is somehow all of them?

[4] to put it. . .mildly

[5] which made the game awards this year and you now realize has been in your library, untouched, for a year

[6] I mean, accounting for “being a parent” and “having a full time job”

[7] it's a large bag

[8] hey look, making a list about games makes me feel like I did something, neat, now I an do something not game-related

[9] ah, yes, Xbox Game Pass, what an excellent abstract investment that will allow me to view and download every game I've ever wanted to play from the last few years

[10] finally

[11] Gosh, Morrowind feels a lot smaller now that I can just look up where that quest giver is on the wiki

[12] let's say we'll use the “any% glitchless-ish” rules of completion