My PC Gaming Experience Thus Far as a Life-Long Console Gamer

For most of my life, I have actively avoided PC gaming. I was scarred by bad experiences in the early 90s such as that time when my underpowered 386 couldn’t run Doom at all. Furthermore, I didn’t have the resources to spend thousands on a rig capable of playing modern games.

I’m only in a position now where I can play on PC by virtue of my streaming hobby. Sorely in need of a PC capable of handling my streaming and video editing needs, it just so happens that a video production PC can double as a solid gaming PC.

A few months into my PC journey, here’s how things are going thus far.

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Learning How to Play PC Games with Keyboard & Mouse

“This is embarrassing.”

I’m at the very beginning of Cyberpunk 2077 and the game wants me to pick a dialogue choice. I click on the line I want to say. Nothing happens. I start to hit a bunch of buttons with no luck. How hard can it be to select a line of dialogue?

Turns out, all I had to do was press F, which is the main interact button in the game. It even says it on the screen, though it’s faded into the background a bit and I wasn’t sure that this prompt was trying to tell me to press F.

Despite having used a keyboard and mouse for pretty much my whole life, using it within the context of gaming has been an uphill climb.

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I Want to Main Ryu in Super Smash Bros. Ultimate But…

Coming into Super Smash Bros. Ultimate with a background in traditional fighting games has been quite the challenge. There are so many differences in the way that Smash plays compared to other fighting games that my mind and my hands have really struggled to translate my skills to this game. On paper, it seems like Ryu would be the perfect fit for me, as he retains most of his move set from the Street Fighter series. Without having to worry about what moves I’m pulling off or how to use them most effectively, I could just play and let my instincts do the rest.

Now that I’ve had a few days to play it, that isn’t the case at all. If anything, he’s actually one of the harder characters to play due to the way he controls.

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Game Design Talk: The Controls of Little Big Planet

It’s been a while since I wrote about Little Big Planet. Since I wrote my initial impressions, I have played a bit of it, but for the most part, I’ve actively avoided it.

For a game that I liked so much to start, things went sour pretty quickly. As I continued to play through the game, it became readily apparent to me that the controls and character physics were not designed to handle this type of action.

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I (Don’t) Like To Move It

Yesterday at the Game Developer Conference, Sony finally announced the name and some more details about their new motion controller. The controller (and sub-controller) are now known as the Playstation Move. I’m not going to go into details about how the thing works, or what games were just announced to support it, but I’ll be happy to direct you to places that have that type of information.

What I wanted to do is use this announcement as a jump-off point for my current perceptions of motion control. Back in 2006, I was all aboard the motion control train. With Nintendo – my favourite game company – backing this technology, there was nothing that could go wrong, right? Wrong.
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Lost In Translation

Over the weekend, I was out with my girlfriend on a date that partially consisted of a trip to the local…I’m hesitant to call it an “arcade”, cause it’s more of an amusement place with lots of arcade games in it. Semantics aside, they had a Street Fighter IV arcade machine there. This is significant because Capcom never made a North American arcade version, so this place actually imported a machine (not the one above, but something like it). I didn’t think this place in particular would do that, but there it was and I had to give it a go.