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Cake day: July 5th, 2023

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  • If you or anyone else is interested in playing more, I recommend:

    • Silent Hill 2: Restless Dreams (aka Director’s Cut). Not a continuation of the story of the first game, but a separate story in the same universe. Generally agreed to take everything good from the first game and improve upon it. The “Restless Dreams” version has a substantial extra scenario which adds some backstory and lore, but should probably be played only after completing the main game.
    • Silent Hill 3. This one does continue the story of the first game, somewhat. To be honest I remember enjoying it but not much in terms of particulars.
    • Silent Hill 4: The Room. Started out as a separate game unrelated to the Silent Hill mythos, but was rewritten to become an SH game during development. This sounds like it might be a terrible cash-in, but it really is a perfect fit for the SH universe. IMO almost as strong as SH2.
    • Silent Hill: 0rigins. A PSP game set as a prequel to the first game. A little light on story, and with some odd combat mechanics, but I still found it very enjoyable. I played the later PS2 port.
    • Silent Hill: Shattered Memories. A “reimagining” of the story from the first game. It plays and feels very different to the previous games, but I still enjoyed it quite a lot.
    • Silent Hill: Orphan. A series of point-and-click adventures for Java-enabled mobile phones from the 2000s. Totally different mechanics from the mainline games, but they do the atmosphere and story well if you don’t mind the slower pace of point-and-click. They run on some J2ME emulators.
    • Silent Hill: Alchemilla. A free fan-game centered on the Alchemilla Hospital, but also including several other locations. First-person view with many puzzles and no combat. Very polished and really nails the atmosphere.

    I played a little of Silent Hill: Homecoming but got tired of it about 1/3 of the way through (I guess). I also bought Silent Hill: Downpour but gave up on that even more quickly. I don’t recommend either of them. Things introduced in the earlier games for specific psychological reasons related to the plot - especially sexy monster nurses and Pyramid Head - tend to be regurgitated in the later games for no real reason other than “Silent Hill”, which removes their impact completely.








  • I tried it somehow back in the day (it might’ve been in a store) and it was absolutely amazing. Noticeably more polygons and higher frame rate than SuperFX games. The price was crazy, though. IIRC in Australia it was close to twice the price of an average Mega Drive game (like 1.7 or 1.8 times). As a kid that was way too much for me, especially for what was (aside from the 3D graphics) a very ordinary racing game (not really my taste even in the best case).

    Several years ago I picked up a copy in Japan for just 100 yen. I didn’t particularly want the game per se, but knowing some of the history that OP outlined, I couldn’t pass it up at that price! However, even with retro game prices shooting up in recent years, the price of Virtua Racing for MD doesn’t seem to have ballooned as much as many other games, at least in Japan.


  • People are writing a lot of things that I agree with, but I want to chime in with two points.

    The first, which one or two other commenters have touched on, is that in 2024 we have approximately 50 years of content already in existence. There’s no need to limit ourselves to what’s been released in the last 12 months. Classic books, music, plays, and movies stay popular for decades or centuries. Why feel shamed out of playing old games by 12-year-olds and the megacorps?

    The second thing is, yes, try indie games, and IMO the best place to find them is for PCs on itch.io. Forget 95% of what’s marketed as “indie” on consoles.


  • Did you read all the way to the end of the article? I did.

    At the very bottom of the piece, I found that the author had already expressed what I wanted to say quite well:

    In my humble opinion, here’s the key takeaway: just write your own fucking constructors! You see all that nonsense? Almost completely avoidable if you had just written your own fucking constructors. Don’t let the compiler figure it out for you. You’re the one in control here.

    The joke here isn’t C++. The joke is people who expect C++ to be as warm, fuzzy, and forgiving as JavaScript.




  • Unfortunately I think that Sega themselves weren’t the only group lacking confidence in the Dreamcast. In fact, I feel like they put up a valiant fight, with marketing and first-party titles.

    Critics and consumers all had an extremely “wait and see” attitude that I think took the theoretical advantage of the incredibly early launch and turned it into a huge liability. People didn’t want to commit to buying their next console without seeing what the other offers were going to be. So Sega had to work hard for about two years to keep the real and actually available Dreamcast positioned high in the market while their competitors had the luxury of showing jaw-dropping demos of “potential” hardware (i.e. “Here is some video produced on $50,000 graphics workstation hardware that is made by the same company that’s currently in talks to produce our GPU.”)

    Third-party publishers also didn’t want to put any serious budget toward producing games for the Dreamcast, because they didn’t want to gamble real money on the install base increasing. This resulted in several low-effort PS1 ports that made very little use of the Dreamcast hardware, which in turn lowered consumer opinion of the console. When some of these games were later ported to PS2 as “upgraded” or “enhanced” versions, that only further entrenched the poor image of the Dreamcast.

    I have owned all four major consoles of that generation since they were still having new games published for them. And if I had to choose only one console to keep from that group, it’d be the PlayStation 2, because of the game library. It’s huge and varied. I have literally hundreds of games for it, while I only have a few dozen games for the others. But looking at the average quality of the graphics and sound in the games for those systems, I’d also rank the PS2 in last place, even behind the DC.

    Sony was a massive juggernaut in the console gaming market at the time. The PlayStation 1 had taken the worldwide market by storm, and become the defacto standard console. It’s easy to forget that the console launches for this generation were unusually spaced out over a four year period, and Sony was the company best positioned to turn that to their favour. People weren’t going to buy a DC without seeing the PS2, but once they did, many were happy to buy a PS2 without waiting for Nintendo or Microsoft to release their consoles. The added ability to play DVDs at exactly the time when that market was hitting its stride (and more affordably than many dedicated DVD players) absolutely boosted their sales in a big way. Nintendo’s GameCube didn’t do that, and by the time the original X-Box came to market, it wasn’t nearly as much of a consideration.



  • Problem is, you could pirate every single game on dreamcast. Just get a legit copy of the game (renting, buying and returning, borrow from a friend), and have a CD burner.

    Then you could make a 1:1 copy of the game in roughly an hour.

    You make it sound trivial. While Sega left a security hole open for games to be loaded from a regular CD, the official games were released on GD-ROMs, a dual-layer CD with a 1.2 GB capacity.

    So first off, you couldn’t read them completely in a regular CD-ROM or even DVD-ROM drive. (I’m not counting the “swap” method because it’s failure-prone and involves partially dismantling the drive and fiddling with it during operation.) You had to connect your console to a computer and use some custom software to read the GD-ROM on the console, and send the data over.

    Once you had the data, you then had the problem of trying to fit a potentially 1.2 GB GD-ROM image onto a regular CD-ROM. A handful of games were actually small enough to fit already, and 80-minute and 99-minute CD-Rs would work in the DC and could store larger games. But for many games, crackers had to modify the game files to make them fit.

    Often they would just strip all the music first, because that was an easy way to save a decent amount of space. Then if that wasn’t enough, they would start stripping video files, and/or re-encoding audio and textures at lower fidelity.

    Burning a CD-R from a downloaded file was easy, but ripping the original discs and converting them to a burnable image generally was not.