Monthly Archives: May 2020

Gut Check: Wildfire

Disclaimer: It should be noted that the author backed this game on Kickstarter during its initial crowdfunding period back in April of 2015.

There will never be a time that I don’t find complete and utter joy in a game that allows me to mercilessly mess with my enemies by scaring the living hell out of them. Wildfire is a game that allows me to do just that, layering in some awesome elemental powers and great stealth mechanics, while bizarrely asking me to be a pacifist and not burn dudes alive.

In Wildfire you play as a young villager who through some cosmic coincidence develops the ability to harness the power of the flame, just not necessarily in the way you’d think. Hurling an orb of fire at an enemy doesn’t result in their instantaneous combustion, instead it just scares them into running in the opposite direction regardless of if there’s any ground ahead of them or not. Instead of directly attacking your foes, you’ll be burning a lot of vegetation, bridges, vines, barrels and of course, yourself, in the early goings of the game.

Wildfire wants you to control the battlefield more than it wants you to engage in battle, encouraging you to use your powers to help you slip by or terrify your enemies rather than just transforming them into a pile of ash. I know this because every level has several bonus objectives to strive for, including clear times, platforming challenges, detection and of course, body count. Every level encourages you to not kill or be noticed by anyone, and should you comply you’ll be rewarded with an upgrade currency that allows you to power up your character in a few different ways.

I don’t love how the game heavily encourages that you don’t use your magic fire powers for murdering, and while it never outright stops you, Wildfire does make killing someone incredibly difficult. You’re not just going to launch a fireball at someone and watch them go up in flames, Wildfire instead opts for more of a sustained effect kind of damage. For instance, every character has a temperature gauge that once filled up, will start the burning process that will eventually kill them unless they throw themselves in a body of water. Just like your character has a chance to survive a magic incident, so do your enemies.

Despite that little wrinkle though, Wildfire is a blast to play because it’s constantly encouraging you to think outside of the box in almost every scenario it places you in. While Wildfire gives you control over fire, it doesn’t let you manifest flames out of thin air, requiring you to pull it from an existing source like a bonfire. From there you can launch a blast at some brush and watch it ignite, thus allowing you to pull more fire from there. It seems frustrating at first, but it makes sense when you recognize the puzzle-like nature of the level design and the objectives you’re given.

Like I mentioned in the intro, I really enjoy being able to mess with the enemies who are on patrol in the area and mentally torment them until they run screaming off of the nearest cliff. So far I’ve only been able to accomplish this by starting a fire at just the right place and time, but I assume there will be more ways to dispatch your enemies as you progress further in the game and upgrade your abilities. UPDATE: There totally are!

There are altars in every level depicting someone holding a bowl in their hands, and if you launch a fireball or any other element in there, you receive an upgrade point which you can spend to unlock new abilities for whichever element you donated. There is another currency that is tied to level objectives, rewarding you for completing the level in a certain amount of time, not reloading a checkpoint or not killing anyone. This currency allows you to upgrade how you interact with the checkpoints in the world, with the first upgrades being ones that refill your health when you touch it, and another that allows you to pull a flame from the checkpoint itself.

Wildfire is a really cool stealth game that let’s you play around with fire and how it interacts with the environment around you, which is what drew me to it in the first place. In my brief time with it I’ve enjoyed so much of the game, from its art style to its fire-bending mechanics. While I’m not too thrilled about how it really wants you to be a pacifist and not burn your enemies alive, I don’t hold that against the game. If anything, these restrictions have made me plan out my next few moves in order to send one of the guards screaming off a platform and into a pit of spikes.

Gut Check: Minecraft Dungeons

Minecraft Dungeons is an isometric, cooperative Diablo-esque action RPG that not only doesn’t do justice to the kinds of games it’s emulating, but to the Minecraft name itself. It isn’t some abhorrent mess that’s barely functional, however it is devoid of anything unique, interesting or exciting. It ultimately is a game that’s boiling down the mechanics of other games into their basest components while doing nothing with the Minecraft brand outside of rendering everything in voxels.

Minecraft Dungeons isn’t a bad game by any stretch, it’s just an incredibly bland one that might be made better with some friends. During my time with it I was confronted with just how lifeless the core gameplay is. You walk around a level that provides very few reasons to actually explore anything, hacking and slashing your way through hordes of classic Minecraft enemies using both melee and ranged weaponry.

There’s a ton of loot that drops in every level that have higher numbers and different effects on them, but they seem to lack any real visual diversity. I’ve picked up several swords and bows that all look the same, but do higher damage or have some enchantment on them that does an extra effect like a chance to replenish your arrows, or chain lighting between enemies and so on and so forth.

While I do think Minecraft Dungeons does some stuff with its lighting that makes the levels visually interesting, there seems to be very little reason to actually go exploring. You’ve got a waypoint pushing you forward, and in transit to that destination you can go down alternate pathways should you want to, but more often than not I was greeted with a big fat dead end with nary a treasure for my troubles. After a while I stopped hoping something cool would be waiting for me, and just started to power through the levels to see what else there was to experience.

It turns out that there really isn’t much going on in Minecraft Dungeons. As I progressed, I saw variations of old enemies who were now sporting armor, some familiar mobs from the base Minecraft game, and some villagers with axes that I assume are in Minecraft proper. Otherwise you spend most of your time navigating different corridors full of enemies, collecting emeralds which are your currency, and finding weapons and armor that were usually worse than what I already had equipped.

Between levels you’ll find yourself in your home base where you can buy random loot boxes with in-game currency and hopefully not get a dud of a weapon. Hopefully more things unlock as you progress, but I can’t say for certain. But in lieu of having some magic enchanter or mystic artificer or something, you can head into the menu and pick an enchantment for your weapons and armor. You also can break down the myriad of useless junk you’ve picked up along the way and apply that currency to other item upgrades. It’s a simple loop that’s very easy to understand, which I think was the point.

I suppose my biggest disappointments with Minecraft Dungeons lay with the fact that exploration has proven to have been a massive waste of time, and that the Minecraft DNA in the game is almost exclusively relegated to the visual style. I know this is an entirely different kind of game, but the fact that I can pick up a pick-axe and use it as a weapon, but not actually mine anything is wild. It seems like a slam dunk to offer some sort of crafting system in Minecraft Dungeons even if it would’ve been in place of the way you obtain new equipment that’s already included, which is finding or buying things.

I also genuinely find it frustrating that in regular Minecraft, you can’t walk 20 feet in any direction without finding something cool, but in Minecraft Dungeons there seems to be absolutely no reason to go off the beaten path. To me, the entire game just feels a complete misunderstanding of what people enjoy about the base Minecraft game itself. I get that this is supposed to be its own unique product, but I genuinely believe that injecting just a little more of that core DNA into Minecraft Dungeons would’ve gone a long way.

As it stands, Minecraft Dungeons is a perfectly fine albeit uninteresting game that you might be able to squeeze a few hours of fun out of with your friends. Sure it looks like Minecraft, it’s got those classic Minecraft enemies you love in it, but it doesn’t scratch any of the same itches that Minecraft does. While I do think the action is uninspired, it’s a solid foundation that’s worth building upon. Also, it’s easy to dismiss a lot of my criticisms by just calling this a “children’s game,” but I feel like that’s doing a disservice to children. Minecraft Dungeons feels like the first draft of a game that could be really interesting and fun, but in its current state, it’s only left me wanting for more.

Blog: Digging Up Diamonds – 05/27/20

There are few games that I can think of that have endured for so long while maintaining their popularity the way that Minecraft has.  The last time I played Minecraft was probably sometime during the Xbox 360 era, when it seemingly ballooned in popularity.  Yet here I am in 2020, playing this game that somehow feels familiar, but not too familiar.

Minecraft has been quietly updating and adding in features and mechanics steadily since its official release back in 2009, layering in new biomes, tools, items, enemies and more.  At first glance, everything appeared to be just as I remembered it, but then I explored some more and found so many things that probably were added years ago, but I just missed.  From villages, to temples, to flying enemies, and invading marauders, Minecraft changed so drastically in my eyes, which has made it an utter joy to experience.

It’s also not just me that’s been enamored by what Minecraft has become, as all of my friends and I have started a server together that someone always seems to be on.  Whether they’re bolstering our food supply, digging further into the uncharted caverns, building a wizard tower, or expanding our ever-growing compound, we’ve all found something about Minecraft that we tend to fawn over.

For me however, Minecraft has been a delightful reprieve from the misery of the real world, perfectly slotting into my regular rotation of games while allowing me the freedom to watch something in another monitor.  It’s the perfect game to “turn off your brain” with, while simultaneously providing a wide spectrum of engagement that facilitates absent-minded gaming as well as a more intense experience for those who seek it.

Don’t feel like dealing with the cavalcade of monsters trying to eat your bones every night?  Then consider taking the day to go fishing, or collecting wood.  Want to get spicy and test your mettle?  Well there’s a cavern full of monsters you could clear out if you feel so inclined.

Minecraft is a game that facilitates a lot of different play styles and can adjust to those variations in your mood in real time.  I know I’m not the first one out there to praise Minecraft for what it does right, but I’m just so surprised by how much I’ve fallen back in love with it lately.  Maybe that has to do with it being a really good game, or maybe it has to do with the fact that the real world is extraordinarily miserable these days, and just being able able to unwind and build your own city in peace has a particularly pleasant appeal.  Either way, I’m glad I found my way back to Minecraft, it’s been a joy to play not only by myself, but with my group of friends as well.

Cyberpunk 2077 and its Already Massive Fandom

Since its announcement and various gameplay reveals, I’ve noticed this low yet consistent stream of cosplay, projects and fan art surrounding the upcoming Cyberpunk 2077.  It’s not that it upsets me or anything like that, I just find it really strange that there’s this fandom that exists already around a game that won’t be released for some time.

I’m well aware that fandoms exist for literally everything as people are eager to celebrate their interests, but I’m finding it hard to make the connection with Cyberpunk 2077, especially because we know very little about it outside of its structure and aesthetic. It’s an open-world action RPG set in a cyberpunk dystopia, and aside from a few gameplay videos that are out there we have no other real indication of how this game will come together.

People seem to be confident in Cyberpunk 2077 and what it will shape up to be based on the legacy established by its developer, CD Projekt Red, makers of The Witcher series.  I can understand that logic considering how impressive The Witcher 3 was on its own, but it’s still strange to me how big this fandom has become for a game that’s just a date on a calendar so far.

I get that people are excited for the game and want to express that in whichever artistic avenue they see fit, and that’s genuinely great.  Honestly, the aesthetic that Cyberpunk 2077 is boasting is gorgeous and very much worthy of admiration and celebration, but for my money I’d want to actually get my hands on the game before I declare my fandom for it.  Clearly that’s just me, and I’m essentially acting like an old man who can’t understand why the kids these days are crazy about some genre of music.

I guess my ultimate fear with all the celebrations around Cyberpunk 2077 is my worry with every upcoming and very hyped game — what if it sucks?  I don’t want Cyberpunk 2077 to be bad, in fact I’d very much like it to be good, but that possibility is always looming above every piece of media that exists.  What if it’s bland and boring or even worse, what if it’s got some real problematic content in it?  All signs point to no on that last one, but you never know.

There’s also the distinct possibility that because this game was revealed back in 2012 and has delivered a slow drip of information over the past 8 years that I’m just hyper aware of it. I imagine this kind of thing is going to happen with games like The Elder Scrolls VI and Starfield, considering they’ve been officially announced for some time now and people are probably hungry for any information on it.

This whole thing sounds a lot more skeptical and cynical than I actually want it to, because I’m not trying to be out there telling people not to be excited about the game, but it just feels weird to me that so many people are all in on this thing they haven’t played yet. Be excited, do your artwork and cosplay till your heart’s content, but also be cautious. I’m hopeful that Cyberpunk 2077 will be a tremendous game that’s worthy of celebration, but maybe we see how it turns out first? Or do your thing, I’m not here to ‘yuck anybody’s yum,’ especially these days where happiness is in short supply.

Cancel the whole article!  I’ve decided to just mind my own business instead.  Have fun and be safe, that’s all that matters.

Blog: Graduation – 05/20/20

I’m gonna lay it out here upfront, this one isn’t about video games.  Instead, this blog is about me and and important milestone I thought I’d never hit, but finally did.

Years ago I started the slow and plodding process of making good on the fuck-ups of my past, and securing my degree.  It took a long time partly because of monetary restrictions, but more so because I was never a great student and a slower pace would allow me to focus on my classes better.  When I started the finish line seemed like a distant dream, but as of a week ago, I submitted my final assignment in my final class of my collegiate journey.

What came soon after was this feeling of dread and hopefulness, all twisted up in a conflux that made me sick to my stomach.  I’m relieved to be done with my schooling and to finally wield my long sought after degree, but I’m also terrified at what the future holds, especially during these turbulent and uncertain times.

Finding my path into a career would have been harrowing enough had the world not been overtaken by the COVID-19 pandemic, but now in the thick of it, I feel more uncertain about the way forward than ever before.

I worked for so long to get this stupid piece of paper that tells people I’m qualified to do what I want to do, but does it matter now?  I’m genuinely thrilled to finally be past this long and arduous chapter of my life, but I’m also terrified of what the next one even looks like.

I don’t know, I just needed get this all off of my chest.  I know a lot of people are going through a deluge of bullshit right now, and I know that my stuff doesn’t stack up, but it’s important for me.  I’m proud of myself yet scared of what’s to come.  Now if you’ll excuse me, I think I’m going to turn off my brain for a while.

The Master of Disaster: Fatigue – 12

During my time running various campaigns for my friends, I’ve experienced a bevy of highs and lows that have both energized and exhausted me to different extents.  Today we’re going to be talking about the latter and how if left unchecked, can wear you out pretty easily.

A little under two years ago I took the plunge and started running a campaign for my friends in D&D that went off the rails a few times, which ultimately led to me rebooting the campaign and home-brewing a story of my own.  It was exciting, terrifying, and a ton of work that would be piled atop the rest of my responsibilities and projects.  It wasn’t a bad thing by any stretch though, because I was already working on other things like finishing out my degree and working on this website.  I was firing on all cylinders from a motivation aspect.

But recently I handed in my final assignment of my last class which was a massive weight off of my shoulders.  The unintended side-effect of that however, was that all the fatigue and exhaustion that I had managed during these busier times finally caught up with me.  Almost the second after I hit the ‘submit’ button on my final, I felt like a truck hit me, and all I wanted to do was just relax.

Shortly after that, we convened online to play the latest session I had prepared for our Monster of the Week campaign, and once it ended I was thoroughly spent both physically and mentally.  I wrestled with the idea of writing our next session and pushing this narrative forward for my players, something that had up until now, had been a labor of love.  But I crumbled and ultimately had to pull the plug on the campaign and take a step back from that level of creative output that I was used to.

It wasn’t so much an issue of just running a game that had gotten to me, but the amount of extra work I had to do in order to make it all work that eventually got me.  From creating the lore of this world, to fleshing out the characters, making a compelling plot, building on the players past decisions, making maps, making music and so on and so forth, the weight of all of that had just gotten to be too much to handle.

I explained the situation to my players who were all really supportive and understanding of my situation.  After all, I had been doing this level of work for them for nearly two years, and they got that.  I also made it clear to them that I still did want to play D&D with them, I just couldn’t be the one running the show for a while.

So there I was, with a clear head and a chance to finally unwind for the first time in a while.  That’s when a different friend of mine reached out to me suddenly and expressed that his friends and him wanted to play D&D for the first time.  Part of me instinctively rejected this idea outright, but then other, much stupider part of me chimed in and rationalized doing this whole song and dance again by suggesting just using the starter campaign on this group.  I looked into it and discovered that the module on Roll20, like all of their D&D modules, was incredibly straightforward and easy to use, eliminating most, if not all extra work I’d have to do to make it work.

I still haven’t made a decision about it one way or another, because like I said earlier, I’m an idiot.  But there’s something tempting about introducing these new players to D&D the way I was introduced to it, by using the campaign the creators themselves suggest using.  I feel bad for even considering doing it at all because I had just told my group that running a campaign wasn’t something I could do for a while.  I think the reality of the situation is that I needed to take a break from running these home-brewed games that required so much of me, at least for a while.

Ultimately, the treadmill of productivity that I was on up until now worked because I wasn’t thinking about how exhausting it all was, it was just part of my weekly routine.  But once that routine got disrupted by the quarantine, and once more by finishing up school, I was unable to keep up that mental pace.  A new DM has risen to take my place in our core group and I’m excited to just play D&D again for the first time in a while, but I’m also genuinely intrigued by the idea of introducing a new batch of people to role-playing games, as long as I don’t have to work too hard to do it.

If you’re looking for some sort of sage advice or piece of wisdom you can glean from all of this, I suppose I’d want to impart upon you the idea that it’s okay to step back and let those batteries recharge.  If you aren’t excited about the game you’re running your players through, they’ll feel that too, and I’d rather not disenfranchise them to the idea of playing a campaign of mine again, and instead just end it graciously.

Blog: Look at This Stupid Thing – 05/13/20

We’ve entered the part of quarantine where the packages I ordered at the beginning of April are finally showing up, and it’s been a really fun experience honestly.  A few days back I finally got my Hori Split Pad Pro in the mail, and while I think it’s perfectly fine and functional, golly does it look stupid as hell.

Back in April, my Nintendo Switch Joy-Con controllers started to fall victim to the infamous “drift” problem, specifically on the left stick.  Maybe it was happening earlier than that, but I hadn’t really been playing much of my Switch before Animal Crossing: New Horizons released.

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At first I’d notice my little villager would start taking very slow walks towards the bottom of the screen, something that was annoying but not game breaking.  Then I found myself running from a tarantula, when my villager decided to stop running and just stand still and accept his fate.

This was unacceptable.

So I ordered the Hori Split Pad Pro because it was on sale, and I finally got it.  It’s doing the trick despite missing features like HD Rumble and the ability to work wirelessly, but it’s infinitely better than the budget “pro” controller I bought off Amazon months ago.  The face buttons feel good, while the analog sticks have a weirdly grainy texture to them which is strange.  Other than that, it’s got back paddles that I’ll never use, but I’m satisfied with my purchase overall.

It’s going to be a while before I can actually pick up real, official Nintendo Joy-Con remotes, but I’m okay with waiting because I’m not playing anything that requires the Joy-Con specific functionalities.  And while I appreciate the size of the Hori Split Pad Pro and how it feels better in my bearlike paws, it just looks so fucking stupid on the Switch.

Skatebored

Maybe it’s just me, but I feel like it’s been way too long since we’ve have a good skateboarding game, with 2010’s Skate 3 being the last game worth playing.  Since then, there’s only been one notable release in the form of Tony Hawk’s Pro Skater 5, a game that even if it wasn’t absolutely dreadful, was no longer the kind of skateboarding game I’m looking for.

When the Tony Hawk series of games was good, those games were all about racking up points, completing absurd objectives, and defying the laws of physics every time you ramped off of anything.  No one really managed to be a real competitor until 2007, when the first Skate game was released.  As the Skate series gained more traction with it’s more realistic gameplay, the Tony Hawk series started to decline both in popularity and quality.

Session.

But it wasn’t until very recently, when two early access skateboarding games hit the market, positioned to be the next big thing in the apparently defunct skateboarding genre.  These games are Session and Skater XL, two games that are striving to take the elements people loved about the Skate series, and build upon it.  The problem is, I’m finding that both of these options are way more than I was looking for from a skateboarding game.

Both Session and Skater XL unquestionably are striving to give players more control over their actions in an attempt to provide the most realistic skateboarding games ever.  That’s definitely a good strategy, considering over the past 20 years or so, we’ve seen that change happen, so this just seems like the logical next step.  Plenty of people are looking for this level of realism and simulation, but I find it’s just too much to deal with.

Skater XL

The simplicity of Skate was brilliant.  With your right analog stick you did everything from ollies, to flip tricks, manuals and grinds, while your left stick was general navigation.  There were other modifiers as well to allow for other tricks and abilities, but the core conceit was that with your two analog sticks, you could basically do everything.  It wasn’t too simple, but wasn’t too complex.  To me, it was the perfect balance I was looking for in a skateboarding game.

Session and Skater XL however, take things way too far for my simple mind.  Each analog stick controls a foot, your triggers are how you lean while skating, and perform reverts and spins.  It doesn’t sound like too much on paper, but in practice I find myself trying to turn and instead popping up into the air like an idiot.  Turning with the triggers doesn’t ever feel good, and the simple act of performing an ollie never felt natural, instead feeling more like dumb luck that I was able to do it on command.  The idea that you pull one stick down and push the other up to mimic the actual motion of the feet sounds good, but I’ve never found it more than cumbersome.

Skate 3

To me, the Skate series nailed the balance between an arcade skateboarding game, and a simulation of the sport itself.  It’s also why I’m incapable of mustering up any excitement for either Session or Skater XL, because I know I’ll end up getting frustrated while playing it.

Clearly this is just me complaining though, because both Session and Skater XL are currently rated “Very Positive” on Steam, with people mostly complaining about bugs on their respective forums.  This kind of intense simulation is clearly what people were looking for out of a new skateboarding game, but I can’t seem to get onboard with them… pun intended.

 

Gut Check: Streets of Rage 4

Streets of Rage 4 nails everything you would hope for out of a sequel to one of the greatest brawler franchises in history.  It retains all of the chaotic action of it’s predecessors, while paying tribute and modernizing the unique aesthetics the series was known for.  That dedication to honoring the roots of the franchise is a double-edged sword however, highlighting both the good and bad the genre has to offer.

It’s been 26 years since the last release in the Streets of Rage series, which is long enough that it would’ve been a fair assumption to assume the series dead.  Yet here we are in 2020, face to face with a sequel that was met with heavy skepticism when it was revealed.  Despite all of the side-eyeing and cynicism that I did when I heard about Streets of Rage 4, I’m very happy to report I was wrong.

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Streets of Rage 4 follows the grand tradition of “light touch” storytelling, by dropping you into a crime ridden city, with only seconds worth of story to propel you forward.  But if you’re coming to Streets of Rage 4 for the rich lore, maybe it’s time to refocus your efforts on something else.

The first thing that jumps out to you is how wonderfully crafted Streets of Rage 4 is.  As you might expect for a series that lived on the Sega Genesis, the original series boasted beautiful pixel art that stood out among it’s competition.  Streets of Rage 4 retains the visual chops the series was known for, by modernizing it in a pseudo-comic book style that really works.  Characters all have thick outlines surrounding them, while the backgrounds are meticulously rendered to give you a sense of place in the world.  What I’m trying to say is that the art is really good.

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The other half of that presentation that I really enjoy is the new soundtrack.  By taking old tracks and remixing them, along with creating new music from scratch, Streets of Rage 4 boasts a synth-heavy, aggressive and driving score that keeps the intensity up in the most face-punchingly conducive way possible.

But while aesthetics are an important aspect of any game, the real question has to be about the gameplay itself.  It’s here that I’ve got great news for the people who love brawlers, and less good news for those of you who maybe weren’t wild about their brutal difficulty spikes.  Streets of Rage 4 is a game that were it made in the 90’s, would fit in just fine.

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In Streets of Rage 4 you’ve got a standard attack that strings into a combo, you’ve got the ability to grab enemies if you walk into them, and you’ve got your bevy of weapons that you can pick up and use before they break.  There’s also the inclusion of special moves that are fairly rare to come by in any given level, but when used, can release something of a super move that behaves differently based on what character you are.  There is more in terms of combat as well, like back attacks, health draining attacks, and more that you can weave into your arsenal.

The thing that frustrated me when I was a kid and still frustrates me to this day is still present in Streets of Rage 4, and that’s any sort of defensive option.  It’s frustrating to me to have to lumber out of the way on the z-axis to dodge certain attacks when some sort of block, dodge or parry would be so much more satisfying.  I know that this is inherently counter to the DNA of the series, but every time I get hit by an attack I try to maneuver out of the way of, I’m reminded how nice a defensive option would be.

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While I truly believe Streets of Rage 4 would have been better for including some sort of defense, my other criticism is a little flimsier in nature.  I think it would’ve been nice if there was some sort of progression or lite RPG mechanics sprinkled over the game.  It isn’t a deal breaker by any stretch, but I wouldn’t have minded being able to learn new moves or upgrade some stats.  Like I said, I can live without this stuff, but I think it could have been a neat inclusion.

Streets of Rage 4 boasts a few other modes and gameplay options like level modifiers that make your experience a little easier if you need it, online cooperative play, and a few others that I’ve yet to dig into.  There’s also a gallery of Streets of Rage art and other extras you can unlock, such as the ability to take the pixelated versions of characters from previous entries, and play as them.

The brawler genre itself may have faded from the forefront of gaming, but Streets of Rage 4 is a fantastic return to form.  While some of the rougher edges of the genre have been sanded down and smoothed out, the core of these games is retained and ever present.  If the brawler genre is something you love, Streets of Rage 4 is the game for you.  If the genre wasn’t your cup of tea, Streets of Rage 4 is a really good game that probably won’t change how you feel about brawlers.

 

Blog: Pump Up the Jams – 05/06/20

With all the free time I’ve had lately, I found myself listening to more and more music.  Whether it’s just leaving Spotify open while I work, or purposefully seeking out some tunes, it’s been more present in my life lately than it has in years.  With that said, I’d like to share a little bit of what I’ve been listening to recently.


SIMMER – HAYLEY WILLIAMS

You might already know who Hayley Williams is from her time being the lead singer of the Paramore, a band that Wikipedia surprisingly lists as still active.  Now, I was never a big Paramore fan, but I have to hand it to Williams for making such a good song.  Aside from some weird lyrics sprinkled throughout, I have nothing but positive things to say about Simmer.


YANKEE AND THE BRAVE – RUN THE JEWELS

If you haven’t heard of Run The Jewels (RTJ) before, I encourage you to check out some of their back catalog because it does a great job of expressing just how consistently good this duo is at making great songs.  Yankee and the Brave was the first single to be revealed to the public from their upcoming fourth album.  It’s a phenomenal tease for what’s to come and I can’t stop listening to it.


JUST DROPPED IN – KENNY ROGERS

So this isn’t a new song by any measure, nor is it the first time I’ve heard it.  But with Kenny Rogers tragically passing away earlier this year, I found myself returning to what arguably is my favorite of his songs.  It’s a really strange sound that somehow feels like some mixture of psychedelic rock and country that just hits me hard.  Rest in peace Mr. Rogers, and thanks for the good jams.


SEQUESTERED IN MEMPHIS – THE HOLD STEADY

If you were going to build a quarantine playlist, I’d argue that you should consider putting Sequestered in Memphis on it, because it’s a really fun song despite its subject matter.  The main hook of the song is what really grabbed me when I first heard it and if you’re anything like me, it might do the same for you.


I AM ELECTRIC – HEAVEN’S BASEMENT

Sometimes you’re in the mood for something a little heavier, a little angrier and faster.  Might I suggest I Am Electric, a song that’s excellent for practicing your punches and kicks to.  The song may have come out in 2013, but it recently found its way back onto my playlist due to it being just so powerful.


SAY SO – DOJA CAT

Like many of you, I had never heard of Doja Cat before, nor would I consider myself a fan of hers.  That being said however, I am a fan of this song and its funky, disco-like rhythms.  That’s really all I can say about why I enjoy this song, but here’s a bonus fact for you: Doja Cat released a song once called “Mooo!” which is perhaps one of the strangest, yet not unpleasant, songs I’ve ever heard.  It’s also perhaps the greatest music video I’ve ever seen.

Here it is!


RUNNING UP THAT HILL – PLACEBO

A lot of people have expressed to me mixed reactions about Placebo over the years which is understandable.  The main singer has one of those voices you’re either onboard with or not.  Luckily I am, which is why I can safely enjoy this cover of Kate Bush’s Running Up That Hill, which is also one of those rare occasions where I enjoy the cover more than the original.


I don’t really know the proper way to close out a post like this, so pardon the inevitable fumbling of this outro.  But that’s what I’ve been listening to lately.  What about you guys?  Got anything good for my ears?