This time in April marks a lot of Fire Emblem anniversaries. On April 20, 1990, the very first Fire Emblem game was released (in Japan). On April 25, 2003, the first FE game to cross the Pacific after the series got worldwide attention in Smash Bros was released (in Japan, again, it would not get wider releases until later that year).
And of course, in-universe, no doubt as an homage, the FE: Awakening heroine Lucina has April 20th as her birthday.
Four years ago on this day, Command: Modern Air/Naval Operations was released.
I’ve now been blogging for over a year now. Kind of hard to believe that I’ve made so many posts, but I’ve been wanting to do this for a very long time.
On this day one year ago, my first blog post at Baloogan Campaign was published. I’ve gotten into blogging a lot more since then, and the experience has been very good.
The blog post in question was about Command: Modern Air/Naval Operations, a game I enjoy immensely and which I have no shortage of things to say about. Since then, my blogging has ranged from other pop culture to Command itself.
So, the last update released as part of Payday 2’s Crimefest 2015 event has been installed, and now I can write my retrospective. This was an event that had a lot of drama and had a lot of flaws in its structure.
So, Overkill Software, the developers of Payday 2, released a “Road To Crimefest” event, with mystery clues unlocked by players completing long, repetitive challenges like playing a certain number of heists a large amount of times, or using a certain weapon to defeat so many enemies. The event ended on two stressful ones-a coordinated effort to get double the usual amount of players online at any one time, and a down-to-the-wire heist completion one finished on the last day of the event.
Then on the first day of the event itself, the reward was a Counter Strike: Global Offensive-style weapon skin market. To introduce an inevitably controversial new feature as the initial “reward” was not exactly the best move, and the reaction was immediate and angry. Overkill did make a large change in response to the initial criticism, allowing the “drills” that unlocked the “safes” holding the weapons skins to be received in in-game pickups rather than just being purchased.
But microtransaction controversy aside, I do think the whole “mystery reveal” combined with grinding challenges wasn’t the best setup even if it hadn’t started with such an awkward move as that. If one ran Rats a million times and found the reward was just a mask, a reaction of “That’s it?” would not be surprising. I think Overkill set expectations too high with the mystery, with the inevitable disappointment when the small-scale rewards were finally revealed.
With all that criticism, I still enjoyed the content. I basically shrugged at the microtransaction introduction, liked playing the new heists, and had fun with the masks. Payday 2 still remained the fun game I continue to enjoy, even if the event wasn’t the best-conceived.
Today, it has been two months since I started this blog. I’ve blogged about stuff I’ve talked about on Baloogan Campaign, and stuff I haven’t.
I’ve been happy blogging here (although always wishing, in true perfectionist style, that I’d done more), but longer-term, I want to move on to web-serial narrative fiction. The story, when written, will be on a separate blog. In the meantime, I will keep posting on everything from pocket battleships to pocket monsters.
Today is the 30th anniversary of Super Mario Brothers’ Japanese release.
The first version of that NES classic I played was the Game Boy Color port. When I played on consoles, I wasn’t much of a platformer gamer, but I still can recognize the amazing influence that game had.