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Cake day: Jan 21, 2024

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Valve tried trackballs with the Steam Controller but ditched them for trackpads that emulate trackball physics. They found small ones felt bad but big ones were too bulky and heavy. Clearly they like that idea, since every controller-like thing they’ve designed since includes pads.


If you haven’t done so already, I suggest you start taking notes while playing the game. You’ll need to keep track of what you have to come back to a place for.


Have you ever read Flatland by Edwin Abbott Abbott? I did as a kid (nerd). Each group in literature class got to choose a novel to study and we picked Flatland. One day, two-dimensional creature A. Square gets a visit from a three-dimensional creature and gets a glimpse of a new dimension beyond his world's two. The novel ends something like this: > "So are there more dimensions beyond the third?" > > "Nah," said Sphere. ## Anyway, let's go golfing! Sphere was wrong and 4D Golf is the proof. I got it on the recent sale and just started it and it's just about what I expected. It's really a straightforward game. You play mini-golf, but the course spans the space of four dimensions instead of three. However, you, the player, are still a 3D creature and can only see a slice of the 4D space. That means the part of the challenge is just to figure out where you actually need to face to get the ball into the hole. ![A diagram and explanation of how a 2D creature would see the 3D world](https://sh.itjust.works/pictrs/image/d5c8781e-d8f9-4ed2-ac31-dd440394b890.jpeg) As a bit of aid, the game gives you several tools to help you visualize and navigate the course. You have the ability to spin around the 4th axis and you can see ghost images of what's perpendicular to you in the fourth axis so you get a better idea of what's around you. ![Other parts of the golf track appear as faint ghost images beside the physically visible track.](https://sh.itjust.works/pictrs/image/5189fefa-11b8-45b2-90bf-0f44d6e33004.jpeg) You can also switch to a "volume view", which lets you see and explore the floor plan of the level. Like how a floor plan is two-dimensional for a 3D area, it's three-dimensional in 4D, so you fly around with six degrees of freedom in the floor plan mode. ![An oddly smooth transition between the default view of the ground and the tunnel-like volume view](https://sh.itjust.works/pictrs/image/70cac348-1c96-4d6e-a88a-e5569c3e2860.webm) After playing a handful of levels, I think I've built up enough of an intuition to orient myself properly. I'm getting a hang of this internal mental shorthand of the level changing around the ball as it moves. The first few levels also deliver a quick tutorial on understanding 4D space, with the classic explanation for the topic. It starts by talking about how a 2D creature would perceive 3D space, then extends the analogy to a 3D creature in 4D space. It really is quick, so I'm not sure how helpful it could be for anyone who isn't already slightly familiar with 4D. ## I'm slightly familiar with 4D Yeah, Flatland got young me fascinated in this kind of funky geometry stuff. I was finding sites to learn about exotic geometries. Four dimensions was only the start. Well, I clearly wasn't the only person who was fascinated by this stuff. 4D Golf is essentially developer CodeParade's followup to their previous game, Hyperbolica, which was set in a three-dimensional world where the rules of geometry were different. Parallel lines never stayed parallel and five squares could share a corner, not four. I'm glad I get to enjoy multiple extremely nerdy geometry games. ## Bonus: discover more funky geometry-related stuff Novels * Flatland by Edwin Abbott Abbott — A. Square lives in a two-dimensional society and discovers the third dimension. It's in the public domain, so it's free to read online! * The Planiverse by A. K. Dewdney — A class in a computer lab accidentally makes contact with a two-dimensional universe. It's a more rational, "hard" take on how a two-dimensional universe would work. Online resources * <http://hi.gher.space/> — 2003-era site with an introduction to four-dimensional space and an exploration of how a world like that would work. * [Outside In AKA "turning a sphere inside out"](https://www.youtube.com/watch?v=wO61D9x6lNY) — An old-school YouTube upload of an even older-school animated presentation about math research on the topic. [Here's the 1996 official site!](http://www.geom.uiuc.edu/docs/outreach/oi/) * [Portals to Non-Euclidean Geometries](https://www.youtube.com/watch?v=yqUv2JO2BCs) — In this YouTube video, the host takes you through portals to spaces where the rules of geometry are weird and different. More games * Hyperbolica — By the same guy as 4D Golf. A light-hearted walking simulator in a world with hyperbolic geometry. * Miegakure — A 4D puzzle game that's been perpetually in development since like 2007. It still shows up on YouTube, at conferences, and in the solo dev's blog posts from time to time.
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I completed Psychonauts recently on my PC. There’s a Linux native version as well, and both it and the Windows+proton versions seemed to work… adequately. It’s pretty janky, which I mainly attribute to it being an old PC game.


Trying to finish Psychonauts after several years of playing it on and off



I recommend you avoid games with continuous movement early on. Moving with joystick feels very bad until you get your VR legs. Also get the Lab, Valve’s free VR minigame collection.



My gift for Christmas is sore arms from playing Beat Saber. It's a serious workout playing high-difficulty maps. That map shown in the head video is: * [Lights Camera Action](https://meganeko.bandcamp.com/track/lights-camera-action) * Artist: meganeko * [Map by Tacky](https://beatsaver.com/maps/10d15) I consider Beat Saber to be one part of the essentials pack of modern VR gaming. As a rhythm game fan, it's what got me hooked on VR, having played it at a VR arcade back when the HTC Vive was considered new. I visited that arcade multiple times and would spend my entire time slot playing Beat Saber. A few years later, I got a Valve Index and it's still one of my go-to games when I use it, alongside Half-Life: Alyx. ![Both sabers slashing down hard as mines approach](https://sh.itjust.works/pictrs/image/f4ea98b3-b745-4dde-b75d-8ca920bb96e6.jpeg) ## Water breaks! Beat Saber is obviously a physically intense game, so I make sure to stretch beforehand. I also take water breaks every few songs or I'll get too exhausted to play well. To help reduce fatigue, I move the rest of my body around with the beat so I'm not just standing still like a scarecrow. ## Modding! One great benefit of PC-powered VR is easy access to modding, and with Beat Saber, modding enables the ability to play community-made beatmaps, which are all I play. Interestingly, my preferences for music in rhythm games tends to be slightly different from my personal tastes. As a result, my collection of maps is very EDM-heavy since the strong beats feel fun to hit in-game. I also use a camera mod that shows a view on my monitor that's nicer for spectators and screen captures, which is why I have clips of my gameplay. I record with camera settings that roughly approximate what I see and my experience in the headset. ## So many maps! Over the past few years, I've collected a whole lot of maps. I've noticed that the maps I like to download and play fall into four categories: 1. Really fun movement and patterns 2. Music from another rhythm game (mainly osu!) 3. Music I own 4. Novelty (maps of stuff like ["half life 1 medkit type beat"](https://www.youtube.com/watch?v=qN5vhvZIBXE)) Here's an example of movement that I find particularly fun, on a map that I like to play a lot as a warmup. Both hands move independently while having a matching rhythm. * [Hoohah (VIP Edit)](https://www.youtube.com/watch?v=Ee7fEEMaPPA) * Artists: Fox Stevenson & Curbi * [Map by Ruckus](https://beatsaver.com/maps/216d) ![Hoohah (VIP Edit) gameplay](https://sh.itjust.works/pictrs/image/9e2f28a5-e0c8-4a51-99b0-aab745fd2c79.webm) Finally, here's a "Bandcamp special", a map I found just today by plugging in names from my music collection into search. Getting to play music I personally listen to is a treat. I think this would count as *extremely* active listening. * [CITRUS!](https://lianhua.bandcamp.com/track/citrus) * Artist: lianhua * [Map by adgato](https://beatsaver.com/maps/3e34d) ![CITRUS! gameplay](https://sh.itjust.works/pictrs/image/d710ebd1-debe-41f6-884f-6b01d35373fa.webm)
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This game is timeless. It was released in a time when the arena FPS was on its way out and server browsers were still the norm for PC online multiplayer, yet it has hardly aged.



Clips from what I’m playing 🏀 Cheesing co-op levels in Portal 2
Did you know you can throw objects in Portal 2? You pretty much use your player camera as a cannon to fling objects by letting go of them while moving your view. This is not intended, [so clever throws can just bypass or break some puzzles](https://www.youtube.com/watch?v=9NhfVHLl6uE). This quirk came up in a puzzle while playing co-op with a friend. We figured out a throw that would bypass the main part of the puzzle. I've played the co-op campaign multiple times, but this time I was playing it with a friend who hadn't. It took them a while to get used to thinking with four portals. I would hang back and let them take charge in solving the puzzles, since I'd obviously know how to solve them. Except… ![The exit door is locked by a laser that's high up. We'll need to block the laser, but a barrier obstructs easy access to it.](https://wiki.portal2.sr/images/2/2d/Map_mp_coop_tbeam_drill.jpg) This level, Funnel Drill, I didn't remember how to solve, so the two of us were stumped together. After some co-op thinking, we had roughly narrowed down the flow of the problem. We needed to pass an object through that barrier to block a laser with it. We played half-court basketball instead. ![I help my friend throw a ball through a portal in a weird way that breaks the level](https://sh.itjust.works/pictrs/image/08ceb342-a367-4436-8e48-f322d75a63be.webm) I had an exit portal facing the laser. As soon as the ball came out of it, I quickly sent out an excursion funnel right behind the ball, completely bypassing the need to carry it through the barrier. We probably could have figured out the puzzle in the time it took us to get a successful throw. ## Bonus video 🥏 I throw a disc like I'm playing ultimate with GLaDOS! It actually lands in the disc reader! ![After a few tries, I throw a giant computer disc into a disc reader.](https://sh.itjust.works/pictrs/image/2ed95cfe-cc4d-454e-8731-3bd5aaaf9bd8.webm)
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Petition to name A Short Hike the best open world game.

Bastion 👍

If you liked Pseudoregalia, why not try the other N64-style 3D platformer released in 2023 with a goat protagonist trapped in a dream, Corn Kidz 64? Yes, this is a particularly specific coincidence. It features great humour, extremely cartoony animation, and polished movement. It’s very much quality over quantity.

The obvious cameo happens if you get to the right place.


I also “completed” Dead Cells and went “yeah, that’s enough.”

Anyway, my games.

Completed games

  • Neon White
    • Run fast. Puts you in the speedrunning grindset. Corny anime plot. Unnecessary dating sim elements. The addictive gameplay carries it.
  • Slayers X: Terminal Aftermath: Vengance of the Slayer
    • Retro-style FPS with stylistic suck but still with lots of in-universe and IRL soul. Takes the piss out of edgy teen boy fantasies. This is an essential part of the Hypnospace Outlaw canon.
  • Gauntlet Slayer Edition
    • It’s Gauntlet but modern. Fun dungeon crawling online co-op with friends.

Games that aren’t reasonably completeable

  • Shotgun King
    • Chess but the only piece you have is a king with a shotgun. It was fun for a bit, but I quickly lost interest.
  • Sonic & All-Stars Racing Transformed
    • Kart racing. Cool maps that change over time. Less bullshit than Mario Kart. It has a hint of more “hardcore” racing mechanics, so it felt like I had more agency. It’s a 2013-era PC game with a surprising amount of jank to make work properly.

His pandemic project in 2021 was making 139 games!


I haven't logged into Steam for several days now. All my gaming recently has been rRootage, which I recently rediscovered after looking around on Flathub for unrelated software. ![Dodging a dense swarm of triangular bullets in level 8R, boss 5](https://sh.itjust.works/pictrs/image/0b26335f-9d2a-443f-b037-f8bbdabb8778.jpeg) This is an old favourite of mine. Years ago in high school, I snuck it onto some computers and later saw it on others, so people were definitely copying it around. rRootage is a bullet hell with all the extra stuff ripped out. Yeah, that's just about all there is to say about it. There are no minor enemies. Each level is a rush of five bosses. Each difficulty, from 1 to 9 then 0, has three hand-crafted levels, plus a fourth where the bullet barrages are created randomly using a genetic algorithm! All my footage here is captured from my attempts on difficulty 8. It features four game modes. There's a "normal" mode plus three modes with mechanics inspired by other shoot-em-up titles: Giga Wing, Psyvariar, and Ikaruga. Some bosses are so dense with bullets that the game actually starts slowing down. It even seems to me that the game is balanced around this. You get more time to figure out how to navigate a field packed with bullets and your ship moves slower, which lets you nudge around safely. It was originally released in 2003 by [Kenta Cho (aka ABA Games)](https://www.asahi-net.or.jp/~cs8k-cyu/), who has made a name for himself making shmups and quirky minigames. A few years ago, he updated it, and more recently, [someone ported it to Switch](http://victor.madtriangles.com/code%20experiment/2021/10/07/rrootage-port.html). He also created a markup language called BulletML for describing bullet barrages, which has appeared in some of his other games as well as in games by others. ## Getting the game rRootage costs nothing. [The official page](https://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html) offers Windows downloads. Some Linux distributions offer a package, and if yours doesn't, [you can get the Flatpak](https://flathub.org/apps/com.abagames.rRootage). (It's also free software released with the 2-clause BSD license, so you're free to mess around with its 2003-era C++ codebase, which features an obsolete version of SDL. Good luck building it from source.) ## Bonus video This is me somehow making it through a relentlessly fast bullet pattern on pure instinct. ![Narrowly dodging through rows of speedy bullets](https://sh.itjust.works/pictrs/image/c1f8e0f0-2349-479b-b462-2a0d538638f5.webm)
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I wishlisted PVKK from seeing its earlier trailer. I’m also aware that Buckshot Roulette is well-received but haven’t played it myself.



rRootage

Legendary bullet hell from 2003. Thank you Kenta Cho


With hindsight, I view this generation of the Pokémon series as an awkward transition to 3D. It’s pretty apparent in the graphics and UI that Diamond/Pearl/Platinum are essentially upgraded GBA games. 3D effects occur only sparingly, and I remember the backpack UI bizarrely having an iPod-style scroll wheel on the touchscreen.

The following generation got more adventurous with the 3D and started using the DS touchscreen more effectively. The “sprite puppet” effect in Black/White looked janky as heck but I honestly loved it anyway. The character sprites in Cassette Beasts worked similarly, which I guess is another reason I liked that game.

Also, man, the pacing of battle animations and UI is so slow in this generation.


Path of Exile has you clearing out the entire pantheon. Then the main campaign is over and you begin the post-game part, which is what actually matters.


We are always allowed to admire oddly hi-fi graphics. I love shaking the vodka bottles in Half-Life Alyx. The liquid inside waves and bubbles and if you hold it up to a light source, the light glows through!


My build for Settlers league was the most fun map blaster I’ve ever made. I made a melee witch (occultist) with Viper Strike that could one-shot entire packs and some map bosses! Just running up to a pack and slapping it and running off.

It was absolute garbage at bossing, though. The survivability was softcore/10.


I played the demo during Next Fest. I found it fun. It reminds me of games like (1) Keep Talking and (2) Papers Please.


My friend kept pestering me to try the game in 2009. The first thing I did in Alpha was die in overworld lava.


This is hardly news. Path of Exile has server queues at the start of every major launch. I think it’ll be great news if absolutely nothing goes wrong with the launch.




I’m not familiar with the games you mentioned, so I went to check them out. And look what we have on the Steam store page!

Reviews

“It shares some of the feeling of Her Story, albeit featuring today’s technology and with less of a focus on the crime angle. But it has the same small moments of revelation, all of which come together to form a story in its own neat yet meandering way.” Rock Paper Shotgun

Guess that means you have to play it now.


I left my computer to go out with friends to have wings. I was thinking about the puzzle I left behind on the trip there. I was trying to draw the patterns on my phone while we waited. This game gets into your head.


Her Story is a detective game that starts with you sitting at a computer, not even knowing what mystery you’re supposed to investigate. You have to search through the computer’s database for police interview footage to figure that out. Then you have to figure out the answer to the mystery you think you need to solve. The interview clips have a lot of details for you to track and link together. I had to make a big chunky note for this game and even had to implement a system to keep track of the likelihood of the statements.

If you want more point and click adventures, try the Submachine series, which was originally in Flash but now remastered as a ten-game compilation called Submachine: Legacy. The developer trained as an architect, so you get to admire intricate, hand-drawn architecture porn. It starts off as a typical 00s Flash room escape, until you realize it was all a… hallucination. You realize that you’re actually going to explore a vast, utterly lonely underground world as you try to track down the only person who seems to know how to get out. Teleportation and parallel universe travel come up a lot in the series, so keeping notes will be useful. Incredible dark ambient soundtrack, too.


About that blood. Valve forgot to remove it before submitting the game for age ratings, and despite multiple updates over the years, they’ve never bothered to address this. Also, I wish Portal 2 had hard-mode remix chambers like 1 did.


I’ll suggest Vertigo 2 as a worthy followup.

It really impressed me with its detail and scope as a mainly solo effort, by a developer who worked at Valve for a while. It’s a big, cinematic shooting adventure, like Half-Life, so the game calls itself a half-like! There are cool bosses, memorable characters, and wildly varied environments. The story is pretty much a flipped Half-Life: you’re the alien who got teleported in after a big science disaster and you’re fighting your way back home. Compared to Alyx, which takes places around a handful of city blocks, Vertigo 2 throws you around a much larger-scale setting, so it’s more like the Half-Life 2 kind of linear gallery of wild shit.


In the years since I finished Antichamber, my opinion of it has cooled somewhat with hindsight. The early game and some of the mid-game are full of dazzling, logic-defying spectacles, which is what draws you in, but the magic fades later on and you get a lot of puzzles with the block gun until the ending. The teaching style mostly works.


I hate the name “immersive sim”. What is being “simmed”? Why is it immerisve? Isn’t Halo immersive? I was immersed AF. And it’s simming at least as much stuff as Dishonored, I assure you. It’s such a dumb name, just words mashed together. Ditto for “character action game”. Unless your action game features exclusively rocks, it’s “character action”, that means nothing.

Genre names also annoy me. But there’s no authority to define a taxonomy of gameplay styles, so the vocabulary is built informally. I likewise dislike MOBA, metroidvania, roguelike, and soulslike. In the end, we just need the right sequences of letters to accurately represent the gameplay.

In the case of immersive sim, I believe it came from Warren Spector trying to portray how Deus Ex was different from pure action, RPG, and stealth games.


More action and environmental storytelling:

  • If you want to play more Portal, try community-made campaigns! I recommend in particular Portal: Revolution, a prequel to Portal 2 that features a few new mechanics, and Portal Stories: Mel, which has basically no new mechanics but turns up the difficulty by making you combine mechanics in clever ways.
  • Bastion — Action RPG with a rich story and lush art. A humble narrator tells the story of a place literally torn apart by war, and you play the kid trying to rebuild. This was the debut game from Supergiant Games, which later made Hades.
  • Tunic — Mysterious, exploration-focused adventure. A little guy in a green tunic picks up a sword and goes on an adventure, but the game is in an unknown language and you only have a few pages of the manual. It’s like a metroidvania but your progress is based on knowledge.

More “genre pushers”:

  • Puzzle games
    • Mosa Lina — It calls itself “a hostile interpretation of the immersive sim”. It’s an aggressively random puzzle platformer where the levels are random and the tools you have to solve them are also random. Mosa Lina is a puzzle game that wants you to be clever, not smart.
    • Viewfinder — First-person “photography” puzzles. The featured mechanic has a “wow” factor that rivals Portal’s: Take a picture of the level, then hold up the photo and click to copy the photo back into the level. The plot is pretty meh, but like the original Portal, it’s pretty damn short.
    • Baba is You — Push blocks and break rules. Blocks with words written on them define the rules of the game: Baba is you, wall is stop, flag is win. The rules themselves are puzzle pieces. If you can’t solve the puzzle, change the rules!
  • Inscryption — You find an old, abandoned video game and load it up. It’s an atmospheric, spooky card game, hiding layers of secrets for you to discover. The less you know before starting the game, the better your experience will be. You want one-of-a-kind experiences? This is one of them.
  • The Stanley Parable — Comedy walking simulator. You enter a room with two doors in front of you. The narrator says, “Stanley entered the door on his left.” What will you do? The Stanley Parable has many endings and it questions what video game narratives are really for.

The audio in the game is bonkers. Distant footsteps or floor creaking can really get you.


There are high-polish VR shooters, like Half-Life Alyx, Boneworks, and Vertigo 2, which obviously care about where your hands and other body parts are. Boneworks attempts melee combat, but it’s pretty janky. In Half-Life Alyx, you use your hands to rummage around junk to find resources. In Vertigo 2, if you get hit by arrows or thrown spears, you have to pull them out of your body, and there’s a section where you steer a boat.




Does Half-Life 2 count? I played it years ago but fully replayed it over a couple of days to hear the new developer commentary. I never thought Valve would get around to making one for Half-Life 2, so I’m glad they did.


Path of Exile is one of those games where you never stop learning new things and the ceiling is always higher than you think it is.




I got my Steam Controller the day they were released and still use it. The stick has never drifted, though I also prefer to use the left pad for most “left stick” purposes. The real problem I’m having with the stick is that the rubbery coating on top is rubbing off, which is kind of gross and makes it harder than it should be to use it for an extended time. Good thing pads never drift! The rough texture of the pads has stayed remarkably well; no smooth and shiny spots.

Mine also has the usual things after almost a decade of use. The A button feels a little soft and the right trigger sounds a bit clangy. The body is plastic faces screwed together. It’s a tiny bit creaky but remarkably sturdy, with no flex spots other than the back keys, which are pressed with the flexible parts of the battery cover.

Overall, it’s lasted me a good long while and I expect it to go longer. I even bought a backup from someone after they were discontinued.


I recommend it, but in response to the first part of your comment, I guess it depends on what parts of Pokémon you dislike.

Mechanically, I see the combat as more matured and nuanced. Battles are almost always 2v2. It uses a board game-inspired system where you pay action points to use a move; you gain 2 each turn, plus a bonus one when you hit with type advantage. The type system has interesting interactions: advantaged moves apply status effects, which give you setups for comboing moves together, instead of nuking opponents with double damage. For example, lightning ⇒ earth turns the target into glass, then metal ⇒ glass spreads damaging shards onto the battlefield. The game cuts down the grinding as well, with your character gaining levels instead of your monster tapes, so you can get to using a new tape with no catch-up grind at all. Stickers are a powerful evolution of the move system. You can freely move stickers around and they can appear with rare mods, ARPG-style, that customize how the sticker works. As an equivalent of Pokémon abilities are passive stickers, which trigger with certain conditions, which let you “program” a tape. There’s also an impressively robust fusion system that comes with an interesting strategic tradeoff: you get bigger stats in a fusion with your partner but lose action economy.

The game’s plot is a fresh one that breaks the standard formula of creature collectors. There’s a side quest that makes a nod to the usual “gym leader series”, but the plot is focused on discovering the mysteries of the island you’re stuck on and finding a way home. There’s a memorable and surprising cast of characters and a clear anti-capitalist message (you fight vampire landlords). I like the worldbuilding, too. It avoids the usual uncomfortable questions surrounding creature collectors, like notably the whole capturing and fighting part — you record images of monsters to tape and transform into them instead.

I find the monster designs imaginative and distinct. The roster is must less focused on elemental animals and more on folklore and cryptids, which ties into the overall plot of the game. The boss designs are also really cool, but that’s a spoiler.

Also, there are mods.


There might be reasons you still won’t like Cassette Beasts. The combat is still turn-based. The post-game is pretty thin, though I suppose this update is expanding that. You have to collect crafting materials to trade with NPCs for stuff, but only a few materials are scarce enough to care about. The game is pretty easy on the default difficulty, but there are settings to make it harder.





Bonus: it also seems that the episodes have been rolled into the base game. [Full details of the anniversary update.](https://www.half-life.com/en/halflife2/20th) ![](https://sh.itjust.works/pictrs/image/081b1c88-44a2-4e4f-b394-4d4f9024014e.jpeg)
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https://dadako.itch.io/bad-pixels The developer occasionally uploads clips of the game.
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