A glimpse inside GHG HQ

Since I enjoy checking out other folks’ gaming setups, I thought it might be fun to quickly show you where I sit to play games and write here at GHG. Most setups out there are so much more robust than mine, and it’s just really cool to see the pride and effort that goes into them. I used to be heavily into home audio and video, but as I’ve gotten older, I’ve downsized. Not sure what that’s all about, and chances are good I’ll get that urge again to go big.

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Anyway, this is my view throughout most of the day. I do everything on a single Dell U2711 27″ monitor, which can definitely be challenging, especially when you’re trying to play, type, research, and capture video all at once. Although I had issues with its on-screen display controls a few years ago, it’s easily one of the best monitors I’ve ever owned. Great color accuracy, and with a resolution of 2560 x 1440, PC gaming and image editing on it is great.

My mouse is a SteelSeries Sensei Raw, which my good friend from Phoenix recommended. Since I’m left-handed, finding good, ambidextrous mice can be tough, but this one’s perfect. Good feel, excellent tracking, and zero issues so far. It replaced a Razer Lachesis that started giving me trouble within a year, and I don’t see myself going back anytime soon. The mousepad is a SteelSeries QcK Mass, which is large — but not too large at 12.6″ x 11.2″ — and that hasn’t let me down either.

My keyboard is less interesting — a  standard Microsoft Ergonomic 4000 — but since I type far more than I game on my PC these days, it’s my preferred way to click away. I have a CM Storm QuickFire Pro keyboard with Cherry MX Red switches in storage, and that thing’s super-responsive and built like a tank, but I don’t like typing on it, and perhaps more importantly, my wife can’t stand the loud noise.

The speakers hiding behind the monitor stand are part of a compact Onkyo 2.1 system, but I game almost exclusively via headphones, so they don’t get much use. The mains are small, though, so they don’t get in the way and take up minimal desk real estate.

The wired 360 Controller on the right is what I use for most modern PC games, and it’s what I played all three Batman: Arkham games with earlier this year. I use mouse and keyboard for first-person games, but even with those, if a controller option is offered, I’ll generally pick that. I know, PC sacrilege!

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In terms of classic gaming, these are my weapons of choice.  Via import, Sega offers this great official Saturn-based USB controller, and it’s perfect for all of those old Sega games. The 6-button layout makes it a good choice for a lot of other fighting games as well, in case you don’t have a traditional joystick. I consider the Saturn directional pad one of the best ever made, so it’s nice being able to use it on PC.

While there is no official Nintendo USB controller, the Buffalo Classic USB Gamepad is about as close to perfect as you can get if you don’t have an adapter and want that Super Nintendo feel. The directional pad sits slightly higher than it does on an official controller, but everything’s responsive and very solid. I definitely recommend it over the more common Tomee knock-offs, which are cheap and of inconsistent quality.

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My console stack is pretty light, and only includes the PS3, Xbox 360, and Wii U. Nothing too exciting there. They all go through the Pioneer receiver below, and are then sent out to the Elgato Game Capture HD, where it’s split once again between the monitor and my PC for recording. Which reminds me: I still owe you a review of the Elgato. Soon, I promise!

So there you have it. It’s not the most luxurious setup in the world, but it gets the job done.

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My influences: Space Harrier

20140602_space_harrierI’ll never forget the first time I saw Space Harrier. It was at Disneyland’s Starcade in the mid-’80s. They were fortunate enough to have the deluxe sit-down version, too. The entire cabinet would tilt as you moved the flight stick around, a popular feature in a number of arcade games at the time, like Sega’s own Out Run and After Burner. I never would see that version in any other arcade after that, so looking back, I feel fortunate that I was able to play and experience it. More so than the cabinet, however, was the game itself.

The title screen alone was enough to capture my imagination with its huge spinning logo, one-eyed woolly mammoth, and beautiful-looking mecha. I was a huge Robotech nut as a kid, so how could I resist? I couldn’t. Even the sound the game made when you inserted a quarter or token was cool. That’s a small, but important detail that I really miss from modern gaming.

And then I pressed Start. Oh my goodness, those graphics! It absolutely blew my mind. Hardware sprite scaling wasn’t something we would see in home consoles until the Super Nintendo and Neo Geo in the early ’90s, and it was still a relatively new technology in arcade games. Using Sega’s Super Scaler technology, they took the concept of 3D gaming using 2D sprites to a whole new level. It represented a paradigm shift for me, establishing a very clear graphics capability line between arcade and home consoles, and altering my expectations from then on.

That was one of those moments where I figured playing an arcade-perfect port at home would never be possible. And I would be mostly correct for the better part of the next decade, until 32X and Saturn ports would finally make the impossible possible. It really shows just how advanced Sega’s arcade technology was back then.

However, that didn’t stop me from wanting the home Space Harrier experience ASAP. Back in junior high, several of my friends all generously chipped in and bought me the Sega Master System version for my birthday. I knew there was no way it would be as good as the arcade, but then again, I’m the one who thought Cobra Command was possible on it, so my hopes were still unrealistically high. After containing my excitement, I opened it up and turned it on…

20140602_shI was actually quite impressed with the title screen! It approximated the look of the arcade version, right down to the light glinting off the mecha’s gun, which was always one of my favorite details. It also had a new, majestic-sounding title screen song, which the arcade game lacked. So far, so good.

Then I started playing it, and that’s when disappointment set in. I mean, it wasn’t bad and I still played it endlessly for weeks on end, but when so much of Space Harrier‘s appeal is in its visuals, it’s easy to be let down. When you stop and think about what they achieved, however, on hardware that was never designed to do this, Sega pulled off a small miracle. It might not be as fast or pretty as the arcade original, but it still plays, looks, and sounds good in its own right.

One of the things that made the Master System version stand out was the exclusive final boss, Haya Oh. The first time I got to it, I was so surprised, because I was expecting the lackluster “The End” from the arcade game. In addition to it having an intense and memorable music track, it provided a good challenge and was a nice example of developers adding extras to the home versions. It also had a surprisingly lengthy epilogue hinting at a sequel, so that obviously got my attention. That sequel came in the form of 1988’s Space Harrier 3-D, but I never did play it because I didn’t have the SegaScope 3-D Glasses. I remember wanting them bad — real bad — but I think it was the limited game library for it that never made me ask for them.

As the Sega Genesis’ release date drew near in late-’89, so did that of Space Harrier II. With the Genesis being a 16-bit videogame console, and early signs looking terrific with strong entries like Ghouls’n Ghosts and Thunder Force II, I wondered if this would be the era for my beloved Space Harrier to come home in all its glory. Even though the review of it in EGM was very average, I still wanted to give it the benefit of the doubt.

20140602_sh2_titleOh, how wrong I was. Not only did it have an absolutely awful and generic title screen — seriously, what is that? — but the music was a complete downgrade except for the main theme, which was OK, but hardly came close to the classic original. Most disappointingly, the visuals seemed even choppier than the Master System version. The sprites were nice and big, and the scrolling playfield now shifted perspective, but the objects scaled poorly, and the artwork overall was very generic.

This was not what I was expecting out of Sega’s brand-new console, and it goes down as one of the most disappointing games on the Genesis for me. It would be another 6 years before I would reunite with the series, this time on the infamous Genesis 32X add-on.

20140602_sh_32xDespite its lackluster software lineup and hideous design, I bought a used 32X in late-’95, and it came with the only two games I would ever play on it: Space Harrier and After Burner.

Although the 32X version of Space Harrier suffers from some frame drops when there’s a lot going on, it’s one of the better ports. It controls well, and for all intents and purposes, looks and sounds exactly like the arcade version. I just couldn’t stand the 32X itself, and after only a few weeks with it, I sold it.

As I mentioned earlier, an even better version of Space Harrier would be released shortly thereafter in ’96 for the Sega Saturn under their Sega Ages label, and that’s the one I still have. At long last, what I consider to be an arcade-perfect version of one of my favorite arcade games now exists, looking and playing beautifully at home. I would spend additional money to buy the Saturn Mission Stick for an even closer approximation of the arcade experience. It was glorious, taking me back to that fateful day at Disneyland.

When I think about it, the reasons why Space Harrier was such a big influence on me seem superficial. It first and foremost came down to the graphics. For a game that’s pushing nearly 30 years in age, it still looks fantastic to me. It was really unique at the time to be playing a shooting game where you were flying forward, with enemies and obstacles coming at you at breakneck speeds. It has a terrific sense of style, with bright colors, individual stage names, amazing sound, a wide variety of enemies and bosses, and rewarding twitch gameplay. Successfully navigating one of its accelerated stages is still a tremendous rush.

It might be a one-trick pony, but it does that one trick exceptionally well. Perhaps one day I will own that elusive sit-down cabinet, too.

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Progress Report: Persona 4 Golden and Social Links

Ever since starting over on Very Easy, I’ve been flying through this game. I’m about 45 hours in, and it feels like I’m already heading into its final act. The funny thing is, I really do prefer playing it this way, even though it doesn’t provide much of a challenge. You get more money than you can spend, and most of your characters will be hitting level 99 by November. Additionally, if your party gets wiped out in battle, you can just continue from where you left off with full health and magic, making almost all recovery skills and items unnecessary.

So, why do I think this is fun? It’s because P4G is at its best when you’re not in dungeons. I mean, the dungeons here are good, and they’re more varied than Tartarus in Persona 3, but I still find them repetitive, especially if you go back for the harder bosses and the numerous fetch quests.

I’m definitely more in my element with the Social Link system, which fleshes out the stories between the main protagonist, his friends, and his family. I remember falling in love with this aspect of Japanese simulation games on the Sega Saturn when I played Sakura Taisen back in 1996. Its grid-based strategy parts were fun, but the interactions with the other characters was what made it a classic for me. And what an intro, right?

The Social Links in Persona 3 were excellent, and they’re great here as well. I sometimes feel overwhelmed by the sheer number of characters that you can build Social Links with, and even at this late point in the game, I’m gaining and working on new ones. This keeps things pretty fresh and your options open, especially if you’re like me and clear out dungeons right away, giving yourself weeks of free time in the game.

The scenario writers have done a really nice job not only making the main character story arcs interesting and meaningful, but giving the supporting cast three dimensions as well. There are times where I will find myself skipping over opportunities to advance my party member links in order to see where the story will go for people out on the fringes. Their struggles and personalities are warm, honest, and emotionally rewarding.

As I head towards P4G‘s finale, I’m already thinking about the links I will not have maxed out, the quests left undone, and trophies uncollected. Yes, there’s always New Game+, but a part of me wishes I could see everything in one shot.

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