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Hugh Likes Video Games: Grindstone

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Grindstone
Developed by Capybara Games

Published by Apple

Played on Mac via Apple Arcade

The Skinny: Rise and grind in this monster-hunting, loot-collecting puzzle adventure!

For some people, hunting monsters is an adventure, but for Jorj, it’s a nine to five.
Grindstone is a delightful mix of puzzle and RPG with a whimsical hand-drawn art style. Think of Puyo-Puyo but with more barbarians. Jorj is a Stonegrinder. He mines precious, magical grindstones from the hordes of monsters infesting Grindstone Mountain, hoping to someday save up enough to take his family on vacation somewhere warm. Monsters appear in a grid, and Jorj can chain through monsters of the same color. Long-enough chains generate grindstones, which land on the map and allow Jorj to change colors, thus extending his chain and generating more grindstones. It’s a fun and addictive loop, and after each level, Jorj can return to the inn at the base of the mountain to refill his hearts, or use the grindstones and other loot that he gathers to upgrade gear such as swords, armor, and potions, which provide buffs or bonuses during levels.
The game is structured into well over 200 different levels, with side areas, and different sections of the mountain with their own unique enemies, hazards, and puzzle elements. There are also a variety of daily challenge modes. There’s plenty to do, and the loop of playing a few levels, returning to the inn to stock back up or unlock new gear, and head back out is effective and addicting. The game’s vapor-wave soundtrack is surprisingly relaxing, as well. I played the game on my Mac via Apple arcade and found that the touch controls using the trackpad were intuitive, and the game also had simple keyboard shortcuts. Grindstone also has controller support, but I found it to be less precise. Grindstone feels best with touch controls.
I played Grindstone on my Mac Pro as a part of Apple Arcade, and that version is also available for iPad and iPhone. The game is also available for purchase from the Steam and Epic stores, as well as consoles. This is one grind that is worth the time.

Hugh Likes Video Games: Balatro

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Balatro
Developed by LocalThunk

Published by Playstack

Played on Nintendo Switch

The Skinny: The House always wins. But let’s do another run, just to be sure.

Balatro is a deck-building rogue-like based around poker. But rather than present you with a simulation of opponents, the presentation is simplified down to core elements. The player presented with a hand of cards floating in a void, and are challenged to beat an escalating series of score challenges. But while Balatro uses the structure and hands of a poker deck, it feels a lot more like Fluxx.
While you are building poker hands to survive each round, the real goal of the game is to change the rules to suit your strategy. Between rounds, players go to a Scorched Earth-style shop screen, where they are offered a rotating selection of different options to change the rules and contents of their deck. Planet cards make poker hands more valuable, while Tarot and Celestial cards have a number of different wild effects. You can also add new cards with special abilities such as giving players bonus money or points. But the most important cards for sale are the Jokers. Jokers sit outside of the player’s deck and add different ongoing rules. They might buff the scores of certain suits or change the rules to allow players to skip cards when making straights, for example. There are over a hundred Jokers, and players unlock new ones by completing hidden objectives in each run.
Optimization is the core of the gameplay, by removing the opponent and focusing on making the best hand possible with the best rules possible, Balatro takes the core gameplay of deck-builders like Slay the Spire and distills them down to a potent core loop. By removing the action and exploration elements from games like Hades, the challenge changes from reaching a goal to making the numbers go up. And the thrill of watching those numbers rise as you struggle to stay ahead of the challenge curve is the beating heart of the game. The house might always win, but watching a successful combo turn a lowly pair into an unstoppable juggernaut is a pure hit of dopamine.


Balatro’s simple, pixel-based aesthetic reinforces the focused premise. You aren’t sitting at a perfectly recreated poker table with 4K graphics to discern between every fiber of the felt surface. There aren’t any lovingly modeled clay chips that clink realistically as you bet. The cards are all pixel graphics, floating in a multicolor void that looks like an old MP3 player visualizer. There’s even a faux-CRT line grid over the whole thing, selling the simplicity of the game. The music and sound effects get the job done and are agreeable enough, though the game almost expects you to play with a podcast or audiobook in your ear.
I played on the Nintendo Switch, and while the handheld version had some disability accommodations, such as high-contrast card mode, it doesn’t quite go far enough, and after even a short session, I felt a bit of eye strain. The text in the game is quite small, and there isn’t an option to enlarge it or change the font, making it difficult to read at times. This is so far a minor nitpick in an otherwise engaging and engrossing pick up and play game.


Balatro is available on PC, Nintendo Switch, Xbox and Playstation consoles. It’s a tasty little gem, that might eat up more of your time than you expect. But what’s the harm in just one more run?

Hugh Likes Non-Fiction: Video Game of the Year

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Video Game of the Year

Written by Jordan Minor
I
llustrated by Wren McDonald

Design by Heesang Lee

Published by Abrams Image


The Skinny: 40 years of Video Game History, no controller required.

As a medium, Video Games are very recent and still developing their full potential. Jordan Minor’s new collection of short personal essays, Video Game of the Year, follows them from their earliest cultural impact, the breakout (heh) hit Pong through the market crash of the ’80s, the console wars of the ’90s, the rise mobile phone phenomenon Pokemon Go, and right up to the present. Using one particular title per year as an exemplar, Minor presents a compelling history of the video game industry and hobby. He doesn’t merely catalog his favorite games like a long-form listicle, but by thoughtfully presenting games in order, delivers a narrative of the medium’s development from crude novelty to complex narrative format and cultural powerhouse.
Minor’s writing, accompanied by short inclusions from writers and professionals throughout the gaming industry, is a love letter to the medium, but doesn’t shy away from the darker portions of that history. His chapter on Minecraft highlights both its impact and its creator’s darker history. The chapter on Depression Quest considers games’ unique ability to consider difficult subject matter via interactivity and the ugly reaction and lingering cultural damage of Gamergate. While the chapters are brief, Video Game of the Year is an excellent overview of the history of the medium, and captures both its highs and lows. I wish that Jordan had included a bibliography, or a section suggesting further reading for more specific topics on gaming history for new readers, such as Masters of Doom, Game Over, or Fight, Magic, Items.
The book is formatted as a coffee table book more than a reference or standard non-fiction book. It features wonderful and eye-catching illustrations by artist Wren McDonald, who does not get enough credit for their contributions to the book. Each chapter opens with an image of players gathered on couches in front of a TV or leaning over monitors, with an iconic shot of the game on the screen. The Video in video games is as important as the interactivity, and these illustrations do just as much work as the writing in showing the importance of the selected games, what they mean and why their inclusion in Minor’s list matters
While the illustrations are great, some of the other design choices are a bit harder on the eye. The back cover copy is printed in a rainbow font on a black background, making it difficult for me to read. The style is repeated for the book’s foreword, which was also frustrating. The interior design is broken up into multiple columns on a page, like a print newspaper. I found this choice was also distracting, but none of these choices were enough to make me set the book down.
Video Game of the Year is a smart, stylish look at the history of video games as a medium. It features a number of tiny glimpses, like facets in a jewel, of a grand and often fractious art movement, hobby, and industry. While it doesn’t dig quite as deep as it could into its many topics, it is a fascinating read, and a great first step for readers curious about how gaming got its start.

Hugh’s On Twitch!

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Hey Everybody! I just wanted to make a little announcement here that I’m streaming on Twitch! While I’m still finding my feet on the platform, you can catch me three days a week at Twitch.TV/Hatchingphoenix!

As a fiction writer, the thing I’ve always loved about video games is the unique ways they deliver a narrative. I’m fascinated by the way games can tell stories. Not just through visuals or dialogue, but through gameplay and sometimes subtler means. The genre has grown from pixelated ping-pong simulations and rescuing the princess to high-definition epics with casts of thousands. I love both the little and the big stories that games can tell, and that is the focus of my Twitch channel.

On Mondays, at 2 PM I play Indie games. Many of these games came from last year’s Itch.IO Bundle for Racial Justice and Equality, which supported worthy causes and features many games that use unique mechanics to tell interesting stories that I can’t wait to dive into.

On Tuesdays and Thursdays at 4 PM, I play RPGs. From 8-bit classics to the latest releases, I’m playing through and examining how these create an experience. And I’m starting with the game that launched a genre, Dragon Warrior. Called Dragon Quest when it was originally released in Japan, this Nintendo Entertainment System cart was the first of its kind. I remember watching my neighbor play it as a child and thinking for the first time that games could be something deeper and grander than I had previously imagined.

So please join me as I undertake epic quests and uncover hidden gems.

Twitch.TV/Hatchingphoenix

Podcast: NP B6 – Social Distance Gaming

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Skyping with Treize

Hello listeners!
This week, Jason, Jurd, and Hugh hang out and discuss what video games they’ve been playing while stuck inside social distancing!

Click HERE to listen online!

Visit NostalgiaPilots.com for show notes, links, and more episodes!

 

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Hugh Likes Video Games: Night in the Woods

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Night in the Woods
Created by Infinite Fall
Published by Finji
Played on Nintendo Switch

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The Skinny: A brilliantly designed existential horror game

Night in the Woods is a game that struck very close to home for me. It is about a girl who returns to her dying hill town after dropping out of college and discovers that the home she left has changed. And there’s something in the woods at night…
An indie game that was originally published thanks to a 2012 Kickstarter, NitW has the most effective and well-crafted atmospheres I’ve seen in a long time. And considering that this is a 2-D point and click adventure game with some light platforming elements staring cartoon animals, that is really saying something. But the visuals are so on-point in this game, and they are propped up by witty, charming dialog that is the most natural I’ve seen in a long time. If you can’t fall in love with Mae, Gregg, Angus and Bea by the end of their adventure, I’m not sure you have a heart.
The mechanics of the world reinforce this. Following the story, most of the player’s decisions involve choosing which characters to follow, and talking to everyone. There are a lot of dialog options, and while they don’t seem to effect the story much, they do a great job of revealing character, and lead to so many rewarding character moments, they are worth replaying for them alone. The platforming in this game also feels really good, and walking around on the power lines feels transgressive in a way that reinforces character, and leads to lots of cool exploration and interaction moments, like finding hidden musicians and secret rooms. Going too much further into this game will ruin it, but let me suffice to say that everything in this game works together in a way that makes it more than the sum of its parts.
One of the reasons that his game struck me so profoundly, in addition to the fact that the writing is excellent, the art is eye-catching and endearing, and the mechanics just feel good, is that this is a story that happened to me. Not the mysterious disappearances and hostile forces bits, but I didn’t do so well my first year of college, and had to return to my own rustbelt hometown after a year away.
Mae’s reasons for leaving college and coming home aren’t made fully explicit until the end of the game, but I already understood them, because her experience was so similar to mine. I never hit anyone with a bat, but I felt so many of the same things she did, and playing this game gave me a bit of catharsis for those old wounds.
Night in the Woods is less a horror game than an existential horror game, and you can find it on Steam and the usual consoles. These versions also include Longest Night and Lost Constellation, two microgames the team made as Kickstarter bonuses and to test game elements. The whole package is wonderful, and this game is well worth your timeand attention. And Gregg rulz, OK?

Podcast: Nostalgia Pilots Bonus 02

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Bonus Episode 2: Gundam Versus

Hugh and Jason take a break from regular Nostalgia Pilots duties to discuss the latest PS4 Gundam offering: Gundam Versus! Get their reviews, impressions, and what they felt was missing in the game. Hint: it’s a horse piloting a horse mobile suit.

Podcast: Nostalgia Pilots Bonus 01

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Left alone in the Nostalgia Pilots studio, Hugh and Jason boot up 1996’s “Gundam Wing: Endless Duel” fighting game for the Super Famicom! (Super Nintendo.)

Journey back to the era of Street Fighter II clones as they review this punishing, technical fighter.

Plus, do you remember Surge?

Click HERE to listen online!

Thanks for listening to this podcast! Visit NostalgiaPilots.com for more episodes! You can also support Hugh on Patreon for more cool stuff! Visit Jason at the Talk Nerdy 2 Me Podcast HERE!

Podcast: Nutty Bites 93: Vintage Video Games

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Nutty, Tek, and Hugh sit down and talk about the great video games of yesteryear.

Click HERE to listen online.

This podcast originally appeared  at Nimlas.org on December 30, 2016.

Thanks for listening!

Hugh Likes Music: Chronicles of Time

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Chronicles of Time
Various Artists
ChroniclesofTime.net

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I’m one of those writers that writes to music.  I prefer atmospheric,  instrumental pieces that catch the ear but also fade into the background, and one of my favorite sub-genres to pick from is video game soundtracks.
Which is why this year’s “Chronicles of Time” has been getting heavy rotation on my writing playlist.  This massive collaboration consists of eighty-one tracks drawn from artists and bands all over the nerd-core and O C remix communities.  A love letter to Yasunori Mitsuda’s soundtrack to the SNES classic “Chrono Trigger,” it spans five discs, a spectrum of genres, and every piece of music in the game.
And the collaborators have brought their A-material.  Tracks from artists like Carless, Mustin, Super Guitar Bros, and XPRTNovice bring an eclectic but polished sound to the collection.  The stylistically diverse covers and remixes bring everything from heavy metal to jazz guitar to dance-club remixes and hip hop to the masterful compositions.
The album is available at chroniclesoftime.net as well as iTunes and Google Play.  All proceeds benefit Doctors Without Borders.  Chronicles of Time is a treat to listen to, and makes great writing music.  I heartily recommend it.