Besides the library, the PS2 is the most successful video game console of all time in terms of number of units shipped, and it stayed on the market for over ten years, featured a DVD drive, and at one point was positioned by Sony not just as an entertainment appliance but as a personal computer, including their own official PS2 Linux distribution.
In a more perfect world, this would have:
(a) happened with a hypothetical hardware platform released after the PS2 but before the PS3, with specs lying in between the two: a smidge better than the former, but not quite as exotic as the latter (with its Cell CPU or the weird form factor; whereas the PS2's physical profile in comparison was perfect, whether in the original form or the Slim version), which could have:
(b) resulted in a sort of standardization in the industry like what happened to the IBM PC and its market of clones, with other vendors continuing to manufacture semi-compatible units even if/when Sony discontinued it themselves, periodically revving the platform (doubling the amount of memory here, providing a way to tap into higher clock speeds there) all while maintaining backwards compatibility such that you would be able to go out today and buy a brand new, $30 bargain-bin, commodity "PS2 clone" that can do basic computing tasks on it (in other words, not including the ability to run a modern Web browser or Electron apps), can play physical media, and supports all the original games and any other new games that explicitly target(ed) the same platform, or you could pay Steam Machine 2026 prices for the latest-gen "PS2" that retains native support for the original titles of the very first platform revision but unlocks also the ability to play those for every intermediate rev, too.
I would argue strongly that the weak hardware is why the PS2, and other old consoles, were so good, and that by improving the hardware you cannot replicate what they accomplished (which is why, indeed, newer consoles have never managed to be as iconic as older consoles). You can make an equally strong case that the Super Famicom is the best console of all time, with dozens of 10/10 games that stand the test of time. I think the limitations of the hardware played a pivotal role in both, as they demanded good stylistic decisions to create aesthetically appealing games with limited resources, and demanded a significant level of work into curating and optimizing the game design, because every aspect of the game consumed limited resources and therefore bad ideas had to be culled, leaving a well-polished remainder of the best ideas in a sort of Darwinian sense.
> (b) resulted in a sort of standardization in the industry like what happened to the IBM PC and its market of clones, with other vendors continuing to manufacture semi-compatible units
Unlike the PC market, the comprehensive list of "other vendors" is two entries long. Is it a more perfect world if Nintendo manufactures knockoff Playstations instead of its variety of unique consoles? I don't think so.
I do agree that sometimes limitations breed creativity, but that’s not the only thing that can make the magic work.
One thing retro games obviously don’t have is hindsight. Shovel Knight feels like the best NES games, but lacks crap like lives and continues, because it learned from later games like Dark Souls that you can make death punishing without making it un-fun. Hollow knight builds on my favorite games with a couple of decades of lessons on how to make platformers more interesting and less frustrating.
The good video games of today are 100% indie.
I love Super Mario Bros as much as the other guy, but a game like Celeste is objectively better in each and every aspect.
I’m a 90’s kid and I had a blast with my N64, gamecube, Wii …
But I’m also having a blast nowadays with :
- Outer Wilds (it’s forbidden to say what it is)
- RimWorld (colony builder)
- Satisfactory (time vacuum)
- Factorio (factory builder)
- A Hat In Time (3d platformer with a lot of love for the n64/gc but with its own character)
- Poi (same)
- Vampire Survivors (dopamine fountain)
- Tinykin (looks like Pikmin but actually the chilliest platformer I played : smooth, calm, beautiful, good design, good music)
- Pizza Tower (Wario Land with a pizza twist and a lot of love)
- Kathy Rain (point and click)
- Stanley Parable (idk what it is but it was fun)
- Evoland
- The Touryist (chill adventure)
- Super Meat Boy (hard platformer)
- Celeste (hard platformer but that loves you and encourages you)
- Hell Pie (3d platformer, ode to Conker Bad Fur Day)
- Stardew Valley
Etc …
There are a lot more but I can already say that each and every game of this list gave me at least as much pleasure as my childhood games.
That’s a period of 15 years. For an American, the NES released in 1985 and the PS2 released in 2000, also a period of 15 years. The fact that your “games of today” list is kind-of competing with four console generations itself is an indication that quality isn’t higher now, even with a considerably higher volume of releases.
Also only two of those games came out in the last 5 years, so things really aren’t looking great for modern games.
So for me, even for the oldest ones, they are still part of the same "era". What I mean by that is that if you buy any of the items in this list in 2026, it will not feel like it's an "old" game.
…I’m a liar, I guess.
And I do like Nintendo games.
I'm too slow to finish a game like Celeste but the soundtrack is an all timer. Lena Raine's music is fantastic.
Super Mario music is great too ... why do we have to tear one thing down to lift another up?
I find my enjoyment in select retro games and indies nowadays. When I find a game I really like that is not an indie, it is typically something that is explicitly not AAA (such as Octopath Traveler).
Hell, one of my all-time favorites is a indie I olayed a couple of years ago - Ender Lilies. It became the best Metroidvania ever for me, when I thought nothing would ever dethrone Castlevania Aria of Sorrow.
So yeah. If gaming has a future for me, it is with indies.
As a rule, strong feelings about issues do not emerge from deep understanding.
Hence why I find funny the remarks of "PC gaming" is growing, for my crowd it was always there since the 1990's.
If anything, with current prices, it's dying. I don't say this as a 'pc v console' flame. I'm saying that if you want your hobby to be widespread, sustainable and growing it needs to be accessible to a broke highschooler. PC gaming might be affordable to us tech workers, but it isn't to them, and that's a problem. Hell even console gaming has become very expensive in the last couple years. A ps5 is $500, which is reasonable for what you get, but the $70 games and $80 / yr PSN sub adds up.
So yeah, PC gaming is growing... back home in Europe it has always been the number one platform!
If that were the case, we would only really love the games we grew up with. I stayed at an air bnb that had a ps2. I sat down and played ace air combat; a game I'd never touched on a console I'd never had as a child, and I had a blast.
I also recently picked up fallout 1/2 for a couple bucks on steam, and while the controls and graphics weren't great, I still enjoyed the game even though I never touched it in childhood.
Realistically, there are a few games for the xbox / ps2 era where the graphics really have not aged well, but for the most part I am not a pixel snob, at all.
I’m not sure that’s true? Like, perhaps the preference might generalize from the several games one did play as a child to other games which are similar to the ones one played as a child, with the preference still being a result of which games one played as a child.
We simply don't have the same luxury with new games, they can be hit and miss, and reviews are untrustworthy.
The N64 had one of the smallest videogame libraries ever. It had less than 400 titles. How many of those were "Super great" vs how many were utter garbage?
The SNES had 1749!
The vast vast majority were slop.
A lot of the "great" ones are only really great in context, ie no preceding works to draw from and with the technological limits of the time.
Is Pilotwings good? As someone who grew up with similar age flight simulators but not pilot wings, it is extremely mediocre. Same for StarFox and StuntRaceFX even though both were dramatic at the time, but they do not hold up in the slightest. 12fps is not that fun.
>Games that are so good they define or reshape genres are few and far between nowadays.
Yes, this is called a new domain maturing. This is the expected outcome in all new domains. You pick all the low hanging fruit and explore most of the solution space.
Scroll through this list and tell me things were better back then
https://en.wikipedia.org/wiki/List_of_Super_Nintendo_Enterta...
I routinely revisit old games with a critical mind. It is an interesting thing to do.
I find that quite a few games I really loved as a kid are special because I played during a formative age, yes. Some are better left in the past.
But I find some that still manage to impress me to this day. They are not good only as a memory, they are just really good.
And a second counter is that my all-time favorite consoles are the SNES and the Switch. I have been gaming ever since the Atari 2600 days. The Switch was released well into my 30s. I have no nostalgia for it.
To expand on it, to not let the thread go to waste - I think there is value in nostalgia, we should not ignore our past, it makes who we are. But it is important to recognize when something is good only for nostalgia.
For example, I adore the original Phantasy Star. It was the first RPG I played and to this day I remember my absolute awe in exploring an open world. One of the first things I did there was to walk along a narrow path in between some mountains and the ocean, only to be slaughtered by a group of spiders way too strong for me. It was amazing. Getting out into the world, exploring caves, it felt like an adventure. And later getting into an starship and exploring other worlds. Alis Landale is to this day my spirit animal - When I am given the option to create a character I often make a girl with auburn hair and name her Alis.
I came back to this game twice in the past years - once playing it on Emulator with an improvement patch, another on the Switch re-release. I still had fun printing grid paper and drawing maps on my own, going into a 4 level cave to get to a cake shop, etc. But I recognize it is pure nostalgia. Recommending that game should only be done in a "if you want to see an early stage 8-bit RPG, you can do a lot worse than Phantasy Star". When I play a new RPG I am chasing the same rush my 8 year old self had when playing that for the first time.
On the opposite end of the spectrum, I have a lot of trouble nowadays to engage with modern "blockbuster" games, or triple-A if you want to call it that. Even darlings such as Elden Ring or BG3 failed to grab me. In current times, I do find my rush typically on Indies, or at most lower spec games when made by giant publishers. It is no coincidence that I still enjoy Nintendo games, I suppose.
Maybe I am just getting old and jaded lol.
I doubt it. These products might even be good, but they are not like their early ancestors in several significant ways that will have them relegated to the footnotes of history. Most importantly, they are difficult to distinguish from both their immediate predecessors and their immediate successors. I don't mean to say that people won't have treasured experiences from this time that they long for in 20 years, just that I doubt the console will play as significant of a role in the memory.
They didn't associate but then told me their own anecdotes with the Dreamcast. So my experience matches OPs, its the time/place more than the console.
I clearly remember plugging it to my TV with excitement and being greeted with gigabytes of mandatory updates. And then I discovered that you weren’t able to play the game from the disk and that you need to install it on the fucking hard drive !! And then I discovered that the disc reader was actually slower than my fiber connection which means it was faster to play a game from the online store than installing it from a real disk.
I think I had to wait for at least a full hour just to play my first game.
And on top of that the performance was actually not that good. 30fps everywhere, it was worse than the Nintendo games on Wii / GameCube which usually ran at 50/60fps.
I still own this shit but I never liked it. At least it was useful some month ago when I had to update my Xbox controller firmware (but since I didn’t power it on for years , I also had to wait for updates :) ).
if you spend some time on youtube and look at people too young to even have been around play through those games it just becomes evident very quickly how wrong that assessment is. There's an energy even among young audiences when they're playing games like Metal Gear Solid 1&2 for the first time that you hardly see for anything coming out today.
There was a level of artistic talent in that generation, also in animation of the time, that simply doesn't really have a parallel today and brushing it off as nostalgia has a lot to do with he inability of people to recognize that there's no linear progress in art. Talent can be lost, some periods are better than others, just having more cpu and gpu cycles available does not produce better art.
The fact that almost 30 years after games like MGS it's still Kojima and a lot of Japanese guys now with increasingly gray hair who end up getting a lot of awards and pushing the envelope that should tell you something.
That's not just games but entire modes of expressions and genres being invented. So successful the industry is still occupied with reproducing those franchises, not inventing new ones.
Animal Well was great, but it's also so exceptional now, like Expedition 33, that people frantically celebrate each AA title in an otherwise extremely bleak culture.
But what I see is also happening in parallel, is that the people nostalgic from the 90s era of video games are now 30 to 40, are now senior programmers and they are determined to create another batch of truly good games.
Sure the biggest studios have the biggest marketing budget but when you read a little about them, they are just all slowly dying. Most news about big old studios are about firing thousands of people, being bought by other corporations who will also fire people.
Sure, Expedition 33 feels like an outlier, but it’s just a game from ex Ubisoft employees. Ubisoft which is sadly also slowly dying.
Before there was “a sort of standardization in the industry” the comprehensive list of “PC vendors” was one entry long.
Years before that, there were several times there was “a sort of standardization in the industry”, both of which led to there being many vendors.
- the Altair bus. https://en.wikipedia.org/wiki/S-100_bus#IEEE-696_Standard: “In May 1978, George Morrow and Howard Fullmer published a "Proposed Standard for the S-100 Bus" noting that 150 vendors were already supplying products for the S-100 Bus”
- CP/M. https://en.wikipedia.org/wiki/CP/M#Derivatives: “CP/M eventually became the de facto standard and the dominant operating system for microcomputers, in combination with the S-100 bus computers. This computer platform was widely used in business through the late 1970s and into the mid-1980s.”
Still, I do find the SNES library, and 16bit games in general, quite astounding from a creative and artistic perspective, but not so much from a player’s perspective.
If you’re gonna go for quality SNES RPGs that show the console shining, you’d be better off with Terranigma, the Final Fantasy series, Tales of Phantasia, Chrono Trigger, etc, etc.
Most of them could just as easily be NES/SMS games with slightly tuned down graphics; they don’t push the SNES in any meaningful way. As mentioned, that’s an intentional decision and not intended as a slight.
[1] Although notably, they did release a demake of DQXI into a Super Famicom-style game!
Seiken Densetsu 3 is good too. Only released in Japan but got translated by fans to be played on emulators. Now part of Collection of Mana for Switch and officially remade in 3D for Switch, PS4, XBox and Windows named Trials of Mana.
Single player it was less fun than I remembered, multiplayer it was awful. SD3 is a beautiful game, and very overrated.
The PS2 in may ways was a great improvement on the PS1 however it was not easy to develop for and could do certain things very well, other things not so well. One example is the graphics due to the unusual architecture of the Emotion Engine (gpu). I think this forced the developers to consider what their games really required and where they wanted to spend the development effort, one of the key ingredients for good game design.
Additionally the release hype of the PS2 was quite big and the graphics that where achievable where very good at the time, so developers wanted to go through the development pains to create a game for this console.
Not to forget besides the mountain of great titles for the PS2 there is also a mountain of flopped games that faded into obscurity.
to avoid EU import taxes
Sony intended it to be the evolution of Playstation Yaroze, fostering indie development, instead people used it mostly to run emulators on the PS2, hence why the PS3 version lost access to accelerated hardware for graphics.
PS2 Linux had hardware acceleration, the only difference was that the OpenGL inspired API did not expose all the capabilities of a regular DevKit.
Community proved that the development effort wasn't worth it.
The XBox arcade and ID@XBox programs have also taken these lessons into account, which is why you only see everyone running emulators on rooted XBoxes, not the developer mode ones.
The market of IBM PC clones only happened because of an IBM mistake, that was never supposed to happen, and IBM tried with the PS2 / MCA to take their control back, but the Pandora box was already open, and Compaq was clever with the way they did reverse engineer the BIOS.
Wasn't it also among the cheapest DVD players on the market back then?
There were cheaper off-brand DVD players, of course.
You did have to buy a remote separately, though, unless you wanted to use the game controller (which had a cord).
So you don't dispute the thesis that the hypothetical general-purpose machine described in the comment would have needed to have been been better than the PS2?
(**Distributed computing is very cheat-y compared to a "real" supercomputer which has insane RDMA capabilities)
People were buying them just for this purpose. However, the consoles were sold at a discount because Sony expected users to buy games, controllers, etc. If someone bought a PS3 alone, without anything else then Sony lost money.
https://web.archive.org/web/20110106074158/http://psx-scene....
Then they sued him. There's a bunch of archived links on his Wikipedia page.
If all you needed to do was vector math, a dedicated vector processor with eight cores that are capable of running as fast as the extremely wide bus could feed them with data is the way to do it. You couldn't buy anything close to it's capabilities (for that specific task) for the money.
I remember the course we used them in being hard as hell, and the professor didn't really have any projects prepared that would really push the system.
2012 Macbook pros had up to 16gb, 2026 maxes out at 64gb. So 4x increase in 16 years. 1996 Mac desktop had 16MB of ram, so from 1996-2012 there was a 1000x increase.
We won't see gains like we did from the 80s-2000s again.
It's really fun to have useful hardware that's easy to program at the bare metal.
Maybe, perhaps phones will have the compute power... But not enough memory. If things continue the way they are, that is. Great for AI firms, they'll have their moat.
35 years later, burner phones regularly come with 4 GB of RAM these days. 3 order of magnitude difference, not taking into account miniaturization and speed improvements.
In another 35 years who knows what will happen. Yeah things can't improve at the same pace forever but I would be surprised if anyone back in 1990 could predict the level of technology you can get at every corner store today.
Maybe it's not that everyone gets an RTX 5090 in our pocket, but maybe it's that LLMs now can run on rpi. Realistically it's probably something in the middle.
Phones with 4gb ram is not feasible today because they wouldnt be able to run Android and phone home comfortably, even being a thin client requires running Android and react application on electron. 4gb is not good.
In 2040 phones will came out with the bare minimum to run Android, all the stupid Chinese apps Android distro pushes into consumers, and a react application on electron.
- Excite Bike (it’s in its own league) NES
- Punchout (good arcade fun) NES
- TMNT 4-P Coop Mame Version
- NBA Jam Mame Version
- Secret of Mana SNES
- Chronotrigger SNES
- Breath of Fire 2 SNES
- Mortal Kombat Series SEGA32X
- FF Tactics PS1
I know these can all be basically run in a browser at this point but even Switch or Dreamcast games were meh. N64/PS1/PS2/Xbox was peak and it’s been rehashed franchises ever since. Shame. The only innovative thing that has happened since storytelling died has been Battle Royale Looter Shooters.
Not rehashes. Original, phenomenal games covering damm near every genre and if there is a genre you're missing, I can find a modern game to match.
Do you actually engage with modern games?
The puzzle games in your list have no equal though. The NES is pretty light on puzzle / adventure games, though it did receive really nice ports of the MacVenture games (Deja Vu, Uninvited, Shadowgate) as well as Maniac Mansion, and it has a couple of unique ones with Nightshade and Solstice that blend in a bit of action while remaining primarily adventure games.
The NES and SNES had 1-3 frames of latency depending on the game.
I have a 12 year old Samsung LCD monitor that is advertised as 2.5ms
Even then, most VA/IPS/LED displays have something more like 20ms of latency in game mode due to slow LCD refresh rates. Controllers are also randomly delayed by 2.4GHz interference.
This 8bitdo Pro 2 on my desk has 18ms latency all the time. It actually kind of sucks and it's one of the faster wireless controllers.
But there are other sources of latency that stack.
- Shovel Knight
- Spelunky 1/2
- Rogue Legacy
- Cuphead
I think they’re the exception that proves the rule. There are fewer of them (noteworthy ones anyway, I’m sure there’s a long tail of obscure ones) than there were popular games of this kind on the original NES. I think Derek Yu’s release of UFO-50 is indicative of his similar need to scratch that itch!
And these are just ones that I've personally played.
Speedrunners use 1 frame tricks in more modern games as well. It is considered extremely hard even amongst the already insane speedrunning community, no matter whether the game is SMB, Odyssey, or anything recent.
It's not just games though. Computers have done the same thing [1]. Modern PCs are an order of magnitude slower, latency-wise, than an Apple II.
As a game dev, this is true. Old hardware input was very fast whereas today it’s software and it’s 50ms give or take. Add more milliseconds for your TV to refresh. It was common to see 150-250ms lag.
I’m as nostalgic as anyone, but games today are just so much better in every way.
I only see three games here less than five years old. The oldest is from three console generations ago. Do /you/ actually engage with modern games? Remember the time you’re comparing to had 5-year console generations. This is like someone on the release date of the PlayStation 3 saying that Sonic the Hedgehog 2 is a “modern game”.
If you want "modern", 5 years old maximum, then we have, for example:
Backpack Battles. Elden Ring(Nightreign). Tainted Grail. Monster Train 2. Escape from Duckov. Nine Sols. Hollow Knight Silksong. Black Myth Wukong. WH 40k Rogue Trader. WH 40k Space Marine 2. Spirit of the North 2. Patrick's Parabox. Stacklands. Balatro. Ender Lilies/Magnolia. Tunic. ANIMAL WELL. Dome Keeper. Inscryption. Reus 2. Astral Ascent.
I just had a scroll through my steam library and picked some games I really like/love that felt like they should be less than 5 years old. I've not double checked. This is what I meant by "etc. I could go on, and on, and...". I wasn't saying that cause I ran out of games to list.
The original commenter made a very clear claim: that the most recent "peak" system was the Xbox, which was discontinued in 2005, and that everything after that has been a rehash.
Only VR has come close recently, but that hasn't hit in the same way because it is still too expensive and cumbersome.
The first one was Team Fortress. Remember that? Still strong today as a ftp title TF2. The second one was a spec-ops style delta force mod (I can’t remember the name) but it gave the 3rd modder the idea that a modern setting could work. Counter-Strike was released as an early alpha on my forum and the rest was history.
I mention this because this was a tuning point from fixed function pipelines to programmable pipelines (shaders).
There was this awe of what we can do, what could be possible, and today’s modern games are a fulfillment of that. I feel this same sense of awe when it comes to some of these foundational models. It’s just incredible what they are capable of.
In reality, while AAA titles have been pumping out annual titles to keep shares high and pigs fat, there have been some wonderful indie titles, smaller budget games, that have made a significant impact on the games industry as a whole.
Outer Wilds, Disco Elysium, Dark Souls, and Return of Obra Dinn were among the mentioned titles. All of these games tell a story, each of this game does it in its own, magnificent way.
You act a bit like those kind of games are hard to find, but some of them are highly popularized best sellers that keep getting remasters (I don't mean remakes), and still find a huge audience in entirely new YouTube Let's-Plays alone.
Half-Life used the GoldSrc engine [0], based mostly on Quake 1 and also some parts of QuakeWorld and Quake 2
Yes, I have over 1,000 games in my Steam library going back to 1999. I engage in most games that make the top 500 and have so since I was a teenager making games myself.
I'm sorry to say, your nostalgia-colored-glasses are so strong, you're actually blinded by them. I grew up in the same gaming era as you (started around early to mid 90s, but the peak was later), and I too have fond memories. But there undeniably has been some magnificent progress in pretty much all aspects of gaming.
Somewhere between 2005 and 2010, I thought I had outgrown gaming, and that no game would have anything to offer to me anymore. But years later I learned that that was just because I was stuck thinking that JRPGs were the pinnacle of gaming, it turned out that I had grown out of those. Obviously your story will be different, but I bet there is some story to you somewhere.
Are they fun? Yes, they are designed to be addictive. So you spend money on pixels.
Outer Wilds, 1000xResist and What Remains of Edith Finch all moved me to tears. I still can't casually listen to the soundtracks of Outer Wilds or 1000x, as they simply evoke too many emotions.
Stop conflating Call of Duty and the like with "modern gaming".
You're jaded, and I feel sad for you.
I didn't know it took place in Indonesia though, that's very intriguing. It will probably be my next game of this ilk then, thank you!
And yeah, no stranger to To The Moon :P
Like the other commenter said - I hope I don't become jaded like this about video games, it still brings me joy to see how every new game twists the known formula a little bit more and in new and exciting ways, I believe there are several nieches where we haven't seen the game of that genre yet and I can't wait to see it emerge and how and who is going to do it.
I have a feeling you haven’t played those games otherwise you’d see the similarities.
Yes, I am ABSOLUTELY looking at the mechanics of the game. I’m also looking for innovation. Take something someone tried (maybe it was a big part of their design) and make a full blown out version of it. Pushing the genre in either a new direction or opening one up. Outer wilds did neither. Not to say it wasn’t a good game. That’s not at all what I’m saying. I’m saying outside of those that played it, it will be forgotten. It changed nothing. It came, it endeared, it left.
I'd finished a playthrough of RDR2 in 2022 and thought I was done with gaming forever, that nothing would ever be able to touch that level of experience again. I stopped playing for months, completely having lost interest.
Then I discovered Outer Wilds, went in completely blind, played in VR, and had one of the most engaging experiences of my life. It's a true gamer's game.
Did my review not tell you that I had?
Calling outer wilds or Clair Obscur "not innovative" just tells me you haven't played these games from start to finish, and I don't mean any offence saying this. Unless you mean just mechanically?
lol
There are countless already classic modern story driven games which pushing the boundaries of video games forward.
I know nostalgia is a very strong drug and I also love the games I grew up with in the 90s but it's pure ignorance to say that 1, "storytelling died" 2, no innovation happened in video games in modern times (whatever that even means)
If you're looking for deep narrative from AAA games, then the best you'll find are games like Cyberpunk 2077 - which have some decent writing in between all the action. But if you want something that'll really scratch a strong narrative itch, you gotta go deep on indies. That's where all the experimentation is happening.
You might also just be getting more genre savvy with age. When you're a kid, story beats are mind blowing. But most narratives - especially in games - tack pretty close to classic hero arcs. Once you've seen 100 of them you can often predict the entire narrative arc once you've seen the end of the first act. In other words, it might not be that games have gotten worse. It might just be that you've gotten better at understanding classic narrative structures, so it takes more to surprise you.
Don’t get me wrong. I love games. Obviously. I just see, as you said, 300+ games being released weekly and have really no desire to pursue them. I’ll occasionally jump on the bandwagon of steams top 100 but I don’t feel connected to the games I play anymore. I still play them. It’s good entertainment. I don’t care about buying battle passes, season passes, trinkets, cosmetics, DLC content, etc. If the game is good, sell the game.
Be honest- you guessed the plot of Claire Obscure before you got to Act 3? Or the plot of Death Stranding 1 & 2 before you finished them?
What kind of games have you played since 2018? Because yeah, there is a lot of predictable cookie cutter AAA games out there, sure. But each year there are games which are surprising in their storytelling, same as somehow there are still new and surprising films despite film being much older than gaming. Not to mention books.
By Act 2 the story was already falling apart. The game just leaves you feeling depressed. I guess since you felt something that makes it GOTY.
Ok, so you haven't played it then. I mean just say so, instead of making things up?
But that's literally not what the game is, which is why I'm asking why are you making up the fact about playing it? It sounds like a quick judgement based on a trailer or watching a 30 minute analysis video on YouTube.
What other games have awful writing according to you? Out of curiosity. Or is it just anything written after 2018?
Maybe a better question is - what do you mean when you say "good" or "bad" writing in games?
It’s just not a good game.
You can have a good game and a shit story (see Gears of War, Halo). You can have a good game and an epic story (see Witcher 3, Guild Wars 2, Red Dead Redemptions). You can even have a bad game with a good story (L.A. Noire, Batman Arkham series).
What makes a game good: Are the controls intuitive? Is the world believable? Interactivity? Grounded in realism but doesn’t need to be. If there’s a story, does the story unfold or am I just playing the “living action” version of the book? If it unfolds, does it do so linearly from level to level or does it do it naturally, filling in gaps of a bigger picture?
There’s nuance in each. I generally agree with consensus on what’s good vs bad but where I differ is in the storytelling. As a long time DM, it pains me to walk through a story from chapter 1 till end in a linear fashion. This is why I dislike Diablo style games even though it’s super fun and we all love a loot piñata. It’s just such a shitty story and so linear. “Stay a while and listen…” “I’ve heard you say this 1000x grandpa!”
... Yes? I mean, the games are not that subtle. Lore dump, sly smile, more game, repeat.
- Any one of the 194_ games
- Legend of Zelda: A Link To The Past
- Super Mario World
- Final Fantasy VI, VII, IX
- Chrono Trigger (agree)
- Street Fighter 2 Championship Edition
- Metal Gear Solid 1-3, MGS: Peace Walker
But I think there's been good stuff since.
- The Super Mario Galaxy games
- Super Monkey Ball
- MGS4, MGS5
- Witcher 3
- The Bioshock games
- Minecraft-- probably the game with the most replay value of anything of all time.
I don't know what will stand the test of time. I don't want to play any of these games now, since I've burnt them out, but at some point I'll likely want to play them again...
- Undertale
- Bravely Default
- The Octopath games
- Dispatch
- AstroBot
- Clair Obscur
Most of my buddies at the time would come over, have a beer, immediately hang it on the boat-coozy cup holders (the ones that gyro) and go to town shoulder to shoulder playing SF2. The cup holders gyro would prevent the beers from spilling as the arcade cabinet rocked back and forth from two grown men having a virtual fist fight. Best times.
* Roguelites have proliferated: Hades is the most obvious example, but there are a variety of sub-genres at this point.
* Vampire Survivors (itself a roguelite) spawned survivors-likes. Megabonk is currently pretty popular.
* Slay the Spire kicked off a wave of strategy roguelites.
* There are "cozy" games like Unpacking.
* I don't recall survival games like Subnautica or Don't Starve being much of a thing in the PS2 era.
* There are automation games like Factorio and Satisfactory.
* Casual mobile games are _huge_.
* There are more experimental games, sometimes in established genres, like Inscription, Undertale, or Baba Is You.
Not to mention that new games in existing genres can be great. Hollow Knight is a good example. Metroidvanias were established by the SNES and PS1 era, but Hollow Knight really upped the stakes.
I'm sure I'm forgetting things and people will have some criticism, but I really don't believe games have stagnated in general.
I know it's easy to feel that this is people chasing trends, but I've really come to appreciate roguelites over many of the PS2 era games because they give me real progression in a single play session, but also, that single play session is discardable.
As an adult this is a very compelling proposition.
In the PS2 era, while you can find some early roguelite-like-things, you tended to have either the games that have no interesting progression (arcade-like) and the you would just play the game, or you had very long scale games like JRPGs that slowly trickle out the progression but are also multi-dozen-hour games. Compressing the progression into something that happens in a small number of hours, yet eliminates the "I'm 50 hours into this game that I stopped 2 years ago, do I want to pick it back up if I've forgotten everything?" has been very useful to me.
This has been a fairly significant change in gaming for me. I still have some investment into the higher end JRPGs but the "roguelite" pattern across all sorts of genres has been wonderful overall. I don't even think of it as a genre anymore; it's a design tool, like 'turn based versus real time'.
For reference in case anyone "@" me on that cause rose-tinted glasses make people blind:
No one remembers using Animate Dead (a third-level priest spell with no summon limit) to summon a skeletal warrior and walking them up to the enemy's camp/ambush? Enemy wizards proceed to waste EVERY memorized spell on a f###ing summon - and half the spells are charm/control spells that are completely ineffective against undead anyway. Isn't intelligence supposed to be the prime ability score of a wizard? :)
It's a complex game and I don't mind that whatsoever. With games I like I generally tread a careful path to not accidentally break it too badly (though there's also intended ways to break the game, like sacrificing Gale to BOOOAL and having the world blow up in three long rests, or destroying an important book in Gauntlet of Shar). Crashes have been few.
Also, without the wiki I wouldn't have enjoyed my first playthrough thus far as much as I do as it's really easy to miss things. Kinda intrigued by BG1/2 now.
BG2 in particular is fantastic. Highly recommend them.
> Be it stupid companions walking into danger
Oooo boy - you're gonna love the pathfinding in BG especially with 6 people in your party in tight corridors. /s
Recently, I have played through Faxanadu, Dragon Warrior, Blaster Master, and am now working through Fire Emblem (translated from Japanese).
As a grown adult, nothing can recreate the feeling of exploring a new game as a child/teen. Especially during the 80s/90s, where gaming as a whole was new and rapidly-evolving.
But revisiting old favourites for the nostalgia can still be enjoyable.
What really happens when talking about retro games is that people remember the remarkable stuff. There were plenty of shitty games back then, they are just rightly forgotten.
Dreamcast’s only hit was Crazy Taxi.
The weird yet cool games Roommania, Segaga, Seaman
Of course many of these games got ported over later on the other consoles or had sequels release on system after the Dreamcast's demise
When someone says Crazy Taxi was the only hit I can only assume they haven’t played much at all, or is using some weird sales metric, by which all games were terrible on the DC because of how terrible SEGA did marketing.
I was a kid when ps1/n64 came out so I also have a lot of nostalgia about that era of gaming.
However…
There are a ton of great games out there from this era. Hell, the Uncharted series and Expedition 33 will get you 100-200 hours of excellent gameplay, Elden ring is another 200. Lies of P is a fantastic game, 50-100 more. The star wars Legos and star wars Harry Potter games are a lot of fun to play with kids, and Breath of the Wild/Tears of the Kingdom are the Zelda games we wanted on n64 as a kid, I love those games. And they’re not a rehash, at all.
There’s a lot of fun things out there to play if you poke around. Your local library might surprise you with the collection for completely free games you can borrow. Modern games even.
I agree there are many games and tons of hours of content available. That is never my issue. There’s lot of games. Games I play. I see the same mechanics in all of them. Some of them because there’s no better way to do it given our current input scheme, others, because they did it. As my kids are now grown, I no longer play kids games like Lego or Zelda (although I do recommend you play them, they are fun) but my argument about peak gaming was that we were still pushing the boundaries of what was possible, hardware wise even. Today, it’s more standardized, polished, refined, as we developed PBR rendering pipelines to recreate realism. My hill I’ll die on is that after that era, it’s been mostly rehashed franchises and game design we have seen before. Yes we have new stories, new graphics, new characters, but you’re still “kill X monsters” or “loot X from Y” style task rabbits. I am jaded because I know we can do better, it’s just the people who hold the purse won’t let us.
We have pushed technology but we have been limited in how far we can push narratives and reality. This gap is closing though. As for storytelling, there are some great stories out there, some predictable ones as well. The freedom of choice in games like Last of Us and Tell Tale Series helped push that a little further but we are still constrained to a linear timeline of events like it’s a movie or a book. Even games where it makes no sense to have it, has it as a way to tracking your level, or progress, or what areas you can visit.
Some stories should be told linearly. Some stories shouldn’t be. There was a time when you were given just enough narrative to understand the world you were in, but nothing more. Your story was your own making.
You should _really_ check out Elden Ring. If you're not playing with a notebook (and you're not looking anything up) you're doing it wrong. No quest ledger, no waypoints. Shit, the story is mostly up to interpretation. It is literally the game you're describing above.
For MAME I recommend trying Pang and Super Buster Bros
My Android phone is more powerful than the four PCs I owned during the 1990 - 2002, 386SX - P75 - P166 - Athlon XP, all CPU, GPU, RAM and disk space added together.
Its fine with Fedora, but Windows 11 is terrible.
They aren't to blame, management is.
Software engineers are hired to be the expert in their field. If you don't learn your craft, managers aren't going to do it for you.
Ideally new hires would be mentored by senior engineers who understand performance, and who can teach new hires how to write (and ship) good, performant software. But unfortunately that doesn't happen anywhere near as often as it should.
Previous to that director, I built stuff in python for 5 years under a different director.
Of course I am spoiled by Dolphin and their meticulous work, and the leap in N64 emulation, and PS3 emulation is way farther than I thought it could ever be.
But PCSX2 is mediocre. It reports the vast majority of the library in "green" emulation state, but that usually means there are glaring issues that someone is choosing to overlook, like shadows that are broken.
The Ace Combat games for example are all broken with the hardware accelerated renderer. Things run like garbage in the software renderer for a lot of games. Multiplayer functionality is spotty and hard to set up and poorly documented.
The state of emulation of that console generation is not up to snuff, save for Dolphin. It's still very much in the "Shut up, it works fine for Super Mario 64 so it works" mindset it seems.
This is true even of official emulators! The Xbox emulator that ran on the Xbox 360 has many games that are "officially supported" with serious issues. Forza Motorsport 1 has weird slowdowns on key tracks. I understand the serious hardware difficulties but I still wish emulation accuracy was an option.
We live in interesting times
Apparently now iphone allows it. Eventually Apple gives features that are standard elsewhere. Veblen goods...
In a lot of ways, emulators are the perfect problem for vision/LLMs. It's like all those web browser projects popping up on HN. You have a very well define problem with existing reference test cases. It's not going to be fun for Nintendo's lawyers in future when everybody can crowdfund an emulator by simply running a VLM against a screen recording of gameplay (barring non deterministic éléments).
They can't oppress the software engineering masses any longer through lawfare.
Too bad the dev is a very emotionally unstable person that abandoned his port, despite his big talent.
Since they were able to port the interpreter over they have been able to start rapidly start porting over these titles even with a small volunteer team.
2. https://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp
However that approach will probably suit the least-ambitious PC-ports to PS2 (by studios that didn’t appreciate the difference) - rather as an ST emulator was a short cut to run the simplest Amiga games.
Back in the day, I wrote a simulator for the PS2’s vector units because Sony did not furnish any debugger for them. A month after I got it working, a Sony 2nd party studio made their VU debugger available to everyone… Anyway…
The good news is that the VU processors are actually quite simple as far as processors go. Powerful. Complicated to use. But, not complicated to specify.
This is made much simpler by the fact that the only documentation Sony provided was written by the Japanese hardware engineers. It laid out the bit-by-bit details of the instruction set. And, the bitwise inputs, outputs, delays and side effects of each instruction.
No guidance on how to use it. But, awesome docs for writing a simulator (or recompiler).
I thought the point of the Futamura projection was that there was actually partial evaluation happening, i.e. you take a real interpreter and specialize it in some automated fashion. That's what makes it interesting.
But I could well be wrong about the naming. It doesn't really matter what it's called if we're all clear about what's actually happening.
As a movie geek I'm personally offended when someone says "oh, it's from 2017, it's an old movie!", or "I don't want to see anything from 90s, yuck" - and that's pretty common.
Of course, "Nosferatu, eine Symphonie des Grauens" is not for everyone, but I firmly believe that you can watch the new Dune and Lawrence of Arabia back to back and have similarly enjoyable time.
Fallout 1 and 2 are miles ahead of Fallout 3 (mostly due to uncanny valley phenomenon). Sure, the medium has changed a lot and modern consumers are used to more streamlined experience - my favorite example is the endless stream of Baldurs Gate "modern reimplementations" or rehashes, like Pilars of Eterniety that were too close to the original source, and then, suddenly, someone came up with Divinity, basically a Baldurs clone but with modern UI and QoL improvements.
But consoles are different.
This can truly be a window for the next generation to look back in the past.
Now I feel old. I was thinking you might say 1960 or something.
He also never watched Lock, Stock and 2 Smoking Barrels.
And Half-life is just something-something-let-me-check.
Oh, well...
Won't it be very difficult for the recompilation process or the dev to recognise when these are being relied on and to match the key behaviour?
Or is the idea to pull out the basics of the game structure in a form that runs on modern hardware, then the dev fleshes out the missing parts.
Edit: After some reading on the github page, it seems they are translating it to c++ instead of using llvm directly, but the original idea still holds. They aren't decompiling it to c++ that looks like original source code, it more like they're converting it to c++ that emulates the processor and gets statically compiled.
So it's not really just a drop and go replacement like it sounds like it'd be, but it has so far enabled the recompilation of multiple n64 games. This seems like an extension into the ps2 space.
Side note: The ps2 is a 32bit console with a 64bit alu (and some 128bit simd)[1]. So a lot of the weird tricks from the 8bit days weren't really used here. Not that there aren't weird tricks, just things like using undocumented instructions and racing the beam are less prevalent. I could be wrong here, I was growing up at this time not making games. All of this is just from research I've done in the past. Someone feel free to correct me if I'm wrong.
[1] https://en.wikipedia.org/wiki/PlayStation_2_technical_specif...
Folks have been optimizing SuperMario64 to run much faster on actual N64 hardware. And, there is a project that has ported it to run on the PlayStation 1. That’s much weaker hardware that has no hope of emulating the N64.
Because Nint€ndo or $ony (and others game companies) have a big problem, their old games are awesome and if the people can play these games, then the people will be happy and will not need new games or new sagas.
Because the problem is not the people playing old games, the real problem is the people will not pay for new games
And we know that these companies have army of lawyers (and "envelopes" to distribute among politicians) to change the laws and make illegal something that is not illegal.
Note that this "recompilation" and the "decompilation" projects like the famous Super Mario 64 one are almost orthogonal approaches in a way that the article failed to understand; this approach turns the assembly into C++ macros and then compiles the C++ (so basically using the C++ compiler as a macro re-assembler / emulation recompiler in a very weird way). The famous Super Mario 64 decompilation (and openrct and so on) use the output from an actual decompiler which attempts to reconstruct C from assembly, and then modify that code accordingly (basically, converting the game's object code back into some semblance of its source code, which this approach does NOT do).
I would think that emulation of the original game as closely as possible would be the gold standard of preservation, and native ports would be a cool alternative. As described in the article, native ports are typically not faithful reproductions but enhanced to use the latest hardware.
pcsx2 is pretty good today in terms of running games (there is a single digit list of games it does not run), but it's far from accurate to the hardware.
Porting to current systems via recompilation is cool, but it has very little to do with preservation.
EDIT here's potentially a better link: https://www.gregorygaines.com/blog/emulating-ps2-floating-po...
https://github.com/ran-j/PS2Recomp/blob/91678d19778891b4df85...
#define FPU_ADD_S(a, b) ((float)(a) + (float)(b))
(etc)But if you wanted to handle it, you'd presumably macro expand the floating point operations to something that matches the PS2 fpu (or comes closer).
[0] https://dolphin-emu.org/blog/2021/11/13/dolphin-progress-rep...
A lot of titles don't actually need it and work fine with standard IEEE floating point.
My best guess is that for them it's not worth the hassle or any possibility of a negative result in court as long as people have to jump through some hoops by providing an original, and for the projects that don't do that, you have very straightforward easy infringement cases without even getting into the decomp stuff. Though really even ROMs seem to be tacitly tolerated to some extent lately. Maybe there's an attitude that keeping people involved with the franchise is worth it, again so long as it doesn't become too easy.
They actually used an open source Playstation emulator when they released the "Playstation Classic" in 2018.
Fortunately, a Debug build of this game was found on a dev unit (somehow), and that build does _not_ have crazy optimizations in place (Link-time Optimization) that make this feat impossible.
I am not somebody that is deep on low level assembly, but I love this game (and Rock Band 3 which uses the same engine), and I was curious to see how far I could get by building AI tools to help with this. A project of this magnitude is ... a gargantuan task. Maybe 50k hours of human effort? Could be 100k? Hard to say.
Anyway, I've been able to make significant progress by building tools for Claude Code to use and just letting Haiku rip. Honestly, it blows me away. Here is an example that is 100% decompiled now (they compile to the exact same code as in the binary the devs shipped).
https://github.com/freeqaz/dc3-decomp/blob/test-objdiff-work...
My branch has added over 1k functions now and worked on them[0]. Some is slop, but I wrote a skill that's been able to get the code quite decent with another pass. I even implemented vmx128 (custom 360-specific CPU instructions) into Ghidra and m2c to allow it to decompile more code. Blows my mind that this is possible with just hours of effort now!
Anybody else played with this?
0: https://github.com/freeqaz/dc3-decomp/tree/test-objdiff-work...
The latter means that even in the absence of a JIT, you would need to achieve 100% code coverage (akin to unit testing or fuzzing) to perform static recompilation, otherwise you need to compile code at runtime at which point you're back to state of the art emulation with a JIT. The only real downside of JITs is the added latency similar to the lag induced by shader compilation, but this could be addressed by having a smart code cache instead. That code cache realistically only needs to store a trace of potential starting locations, then the JIT can compile the code before starting the game.
Many games are written in a high level language (like C...) which doesn't give you easy access to self modifying code. (even higher level languages like python do, but they are not compiled and so not part of this discussion). Likewise, jumping to arbitrary code is limited to function calls for most programmers.
Many games just run on a game engine, and the game engine is something we can port or rewrite to other systems and then enable running the game.
Be careful of the above: most games don't become popular. It is likely the "big ticket games" people are most interested in emulating had the development budget and need to take advantage of the hardware in the hard ways. That is the small minority of exceptions are the ones we care about the most.
Emulation actually got easier after around the PS2 era because hardware got a little closer to commodity and console makers realized they would need to emulate their own consoles in the future and banned things like self-modifying code as policy (AFAIK, the PowerPC code segment on both PS3 and Xbox 360 is mapped read only; although I think SPE code could technically self-modify I'm not sure this was widespread)
The fundamental challenges in this style of recompilation are mostly offset jump tables and virtual dispatch / function pointer passing; this is usually handled with some kind of static analysis fixup pass to deal with jump tables and some kind of function boundary detection + symbol table to deal with virtual dispatch.
Otherwise, yeah, a normal emulator JIT basically points a recompiler at each jump target encountered at runtime, which avoids the static analysis problem. AFAIK translating small basic blocks and not the largest reachable set is actually desirable since you want frequent "stopping points" to support pausing, evaluating interrupts, save states, that kind of stuff, which you'd normally lose with a static recompiler.
The PS2 is one of the most deeply cursed game console architectures (VU1 -> GS pipeline, VU1 microcode, use of the PS1 processor as IOP, etc) so it will be interesting to see how far this gets.
Games on PS2 were C or C++ with some VU code (asm or some specialized hll) for most parts, often Lua(due to low memory usage) or similar scripting added for minor parts with bindings to native C/C++ functions.
"Normal" self-modifying code went out of favour a few years earlier in the early-mid 90s, and was perhaps more useful on CPU's like the 6502s or X86's that had few registers so adjusting constants directly into inner-loops was useful (The PS2 MIPS cpu has plenty of registers, so no need for that).
However by the mid/late 90s CPU's like the PPro already added penalties for self-modifying code so it was already frowned on, also PS2 era games already often ran with PC-versions side-by-side so you didn't want more than needed platform dependencies.
Most PS2 performance tuning we did was around resources/memory, VU and helped by DMA-chains.
Self modifying code might've been used for copy-protection but that's another issue.
2 out of 4 links in the article are messed up, that's mind boggling... On a tech blog!
Is that how far deep we've sunk to assert it wasn't written by AI?
Those who can, do (and sometimes become teachers when they get older). Those who can’t become journalists.