Saturday, 27 May 2023

Dreamcast: Year Two by Andrew J Dickinson - Book Review

As the saying goes, good things come to those that wait, a refrain your humble scribe hopes is true when volumes two and three of From Vultures to Vampires eventually make their way into the hands of more than patient Kickstarter backers, but that's a tale for another time. Today, we're going to have a look at another long awaited publication that overshot its original estimated publication date by well over a year and a half. What went wrong?

Actually, it's more a case of what went right, as the editor/author of this project found himself Lost in a Cult (sorry, had to do it!), and that award-winning independent publishing group have gone from strength to strength since the very first volume of their journal, [lock-on]. Naturally, paid work should take precedence over a personal project (games, bills, eating, you know, the essentials of life), but Andrew was very conscientious in keeping backers updated as to why Year Two was delayed, and the end result does not disappoint.

Rocking in at over 180 pages (compared to the 110 of Year One), this A5 book is a monument to what is arguably the best second year software catalogue of any console. It's also a reminder that, whilst the games selection on the Dreamcast was a thing of beauty, the financials of Sega themselves were a bit of a nightmare, and by the end of the 128-bit wonder's sophomore year, Dreamcast production had finished. 

Featuring contributions by a number of names familiar to the retro scene, Dreamcast: Year Two begins with a walkthrough of that tumultuous year and a rather neat synergy with the five stages of grief. Then come the interviews: again, there are some familiar names and all have some interesting comments to make. A quartet of features take the reader to near the half way point before we get to the really fun stuff: the games.

If you look at the contents page above, you'll see many a famous Dreamcast titles in there, including two of my all time favourites: Metropolis Street Racer and Fur Fighters - honestly, the latter, despite its funky controls, is one of the best third person shooters ever made. The highlight is the piece on Spirit of Speed 1937, as well as an interview with the managing director of the studio responsible for the game. Widely regarded as terrible (some consider it one of the worst games ever made), its inclusion here is a lovely rebalancing, not putting it on a pedestal, but providing a re-appraisal that considers the good points the game has too. 

There are many screenshots included, as well as original artwork for some of the featured titles, interviews and the like. Production quality is high and, overall, this is a worthy follow up to Year One, and one can but hope that a Year Three Kickstarter is not too far away.

Speaking of Kickstarter, as a backer, there were also some more goodies too - postcards of the artwork, a couple of bookmarks, a sticker, and a DCY booklet centred on a period of gaming from 1998 to 2002. Five features and a round of of opinion pieces, this is a nice add on and well worth a read.

So there we are then - better late than never and definitely worth the wait, Dreamcast: Year Two continues the fine work in Year One and promises a cracking finale for Year Three - if only to see Headhunter get some more love - truly a classic of its time. You can follow the author on Twitter here and, although he may not have any further copies of Year Two for sale (he reckoned they'd be gone by the beginning of June), you never know, Lost in Cult might be persuaded to support a reprinted single volume once the series is complete... I mean, when you're Operations Director, you have to have some say, surely? ;-)

In any case, although much has been written about the Dreamcast and it's library over the years, this worthy tome adds yet further flavour to the machine's history and is highly recommended to all. Andrew and every single contributor to the book should be congratulated on a job very well done!

Saturday, 13 May 2023

Defending Rodinu - Volume 2 by Krzysztof Dabrowski - Book Review

Here we are with volume two of Defending Rodinu, this time continuing the story from 1961 to 1991, and this is where things get more interesting as technological and organisation developments both aid and hinder the air defence of the Soviet Union. 


The first chapter gives a run down of the PVO (Soviet Air Defence Force), its organisation and the surveillance, control and early warning systems it employed. Chapter two focuses on the developments in surface to air and anti-ballistic missile technology throughout the period covered - the amount of effort put into fielding highly advanced technology for the time is impressive, despite the obvious effects such spending would have on the wider Soviet economy - but that's a tale for another time. 


Chapter three covers the aircraft pushed into service and the various missile systems they used. As a military aviation enthusiast, I do like the design of early jets, and the range of Soviet machines do, at least for me, have a certain je ne sais quoi. From the svelte Sukhoi Su-11 to the more sedate looking Yakolev Yak-25, there are some striking looking aircraft here. The purposeful Yak-28 gets some love, as does the incomparable (and might fine) Tupolev Tu-128 - now that is how you build a long-range interceptor!

Chapters four and five cover polar and border intercepts, whilst chapter six proves that there is nothing new in this world as the Soviets dealt with many a balloon incursion long before it became fashionable to shoot down the things using an almost priceless F-22 and an expensive AIM-9X. 


Chapter seven is a more sombre read, taking on the subject of airline intercepts and, of course, covering the infamous shoot down of KAL Flight 007 in 1983. There were other intercepts, but none ended in the tragedy that engulfed that Korean Air Lines 747. 

Chapter eight is all about the defections that the service suffered, nine features the successful shoot downs of valid targets, whilst ten highlights possibly the most absurd missed interception of the Cold War, Mathias Rust's jolly boys day out to Moscow. It wasn't the only light aircraft shenanigans, as you'll find out here. The final chapter relates the closing period of the Cold War.


There are a couple of appendices: Commander of the PVO between 1945 and 1991, and a chronological list of the PVO's aerial victories, of which there were many more than I expected. 

As always with a Helion & Co publication, there are numerous photographs, maps and diagrams, all of which are high quality - taking into account the nature of the original imagery and its age, whilst the central artwork section has some lovely profiles of the aircraft featured within. For those who, in the best traditions of the Federal Network infomercials, want to know more, there is a cracking bibliography to investigate too. 

In the same vein as volume one, this is a well written, highly informative and interesting look at how the Soviet Union approached air defence through the Cold War. With plenty to read, look at and follow up on, they're a very worthy pair on the subject, and of much benefit to history fans and those who may wish to put something on the table. You can buy this (and the preceding volume) directly from Helion and Co here, as well as follow the publisher on Twitter here

Saturday, 6 May 2023

Debug magazine - Issue 1 Review

Whenever a new publication comes along in the computer/video games market, I like to give it the once over (click here to see past magazine posts). In another sign that the printed word is alive and well outside of the traditional newsagent market, Debug arrives with a laser-like focus on the world of Indie video games. 

An 80-page (including covers) high quality magazine, Debug is a timely reminder that over the last decade or so, the Indie developer scene has grown and matured into what is the most exciting and vibrant sector of the video games market. Not that I don't like big AAA titles, but the advent of the £70 RRP and, let's be honest, a very "corporate" approach to modern day blockbusters, has meant that I've found myself moving towards Indie and smaller scale developer titles for my gaming experiences. That, and I have neither time nor patience for anything like another generic Ubisoft-style collectathon. Or live service games for that matter. Hell, even Starfield, what should be another brilliant Bethesda RPG (and all that particular label entails) and due out later this year, is looking like a push simply because of the amount of spare time for gaming I don't have. Excuse me whilst I shake my fist at the sky and start shouting at the clouds, considering whether a future post about my thoughts on video games is in order, but I digress...

What you get for your £7.50 is a mix of previews, interviews, reviews and features, all aimed at informing you about the latest and greatest games from the Indie scene. Nothing upsetting the applecart as regards to games magazines content. There is, however, a definite style to the layout, which some might consider quite "busy", but actually makes great sense as articles have sections dedicated to a developer's previous releases, similar titles in a particular genre, fun facts, and second opinions where it comes to some of the reviews. I also like the footnote style presentation of specific screenshots. 

When it comes to the aforementioned reviews, sixteen games are covered, two of which I have reviewed in Fusion magazine - Lucy Dreaming and Atomic Heart, and I found the opinions expressed here to be fair and balanced. Having seen the score for Horace, I know what my next purchase is going to be. As for the previews and the developer interviews, many a promising title is coming up and it's great they get some coverage here. 

There is a nice balance between text and imagery, and the quality of the writing is as you'd expect considering the team behind issue one. In another word, excellent. Another nice touch is the inclusion of QR codes that will take readers to videos of many of the titles mentioned. 

Overall, I can find nothing to criticise about the first issue of Debug. It is about time the Indie scene had a dedicated outlet and an independent physical magazine feels a great fit. The back cover promises issue 2 on 07.07.23 and yep, I'll be there for that one. Hopefully for many more issues too, as I genuinely believe there is still a place in the world for the printed word, and this issue is an excellent start for the title. If you like the look or content of Debug, check out their website here, and you can follow them on Twitter here

Saturday, 29 April 2023

Revolution: The Quest for Game Development Greatness by Tony Warriner - Book Review

I'm not doing it. I refuse, point blank, to begin this review with that line. Nope, not going to happen. What? Really? Oh, ok then, since you asked nicely. "Paris in the fall..."

Alongside Barrington Pheloung's classic composition, thus begins one of the finest point and click adventures ever created. In this engaging, revealing and heartfelt volume, Tony Warriner (with the support of Martin Mulrooney) details how he found himself as a co-founder of Revolution Software, as well as the trials and tribulations of working in the videogames industry as it matured from bedroom coders to increasingly larger teams. There are corporate shenanigans ahoy along the way as the small British studio managed to stay the course almost despite, rather than because of, the support of larger publishers. 

Written in an easy going style, there is a lot of detail as to the daily workings of a development studio, as well as a fine line in humour sprinkled throughout (minstrels and Ferrari's!). Individuals are treat fairly, even during the most difficult of circumstances, and the author accepts blame where he was at fault, as well as evenly pointing out where mistakes were made. This is evident by the lovely foreword from Charles Cecil - the context of which becomes clear as you read through the book. Where things get technical, the explanations are easily understood and nothing is left unexplained. 

There is also a great line of cynicism working its way through the text (which is a common thread in many a memoir of the industry), and the behaviours of the corporate layers of publishers gets short shrift as you realise all the team ever wanted to do was create a great gaming/artistic experience - and yes, gentle reader, videogames are art. We've had this discussion already and it's not up for review!

Speaking of art, the book, over its 630 pages, is crammed with artwork, concept drawings, diagrams and photographs. For fans of specific Revolution titles or just the studio in general, there is much to enjoy here. 

As for the topics covered, I particularly liked the chapters focusing not only on the fan favourite Broken Sword series, but also on In Cold Blood, a mis-understood title upon release (got to love marketing people), as well as Tony's involvement in developing for the Gizmondo console - I did order one, then got cold feet just before the company collapsed. It was also enlightening to discover more about the Kickstarter process for Broken Sword 5. 

What comes across clearly here is the author's passion for creating games and being involved in videogame development, as well as an historical taste for chicken, red wine and Silk Cut. Hey it was the 90's, that's how games development rolled back then! 

Revolution: The Quest for Game Development Greatness is a warm and illuminating tale of videogame creation in the UK, told with a personal touch that brings the successes and failures vividly to life. However, it is more than just a memoir or a history of Revolution Software. It is also a searing critique of an industry that has grown over the years yet not necessarily matured - the rise of "the publisher" from small scale outfit to multi-national corporate entity, and of a financial and stockholder focus that threatened then (and continues to do so to this day across the industry) to kill the very geese that lay the golden eggs. As such, it also sounds a note of caution, a message to those who wish to work in the industry, especially for a mainstream publisher-supported (or owned) developer. No matter how good you are, how brilliant your work is, or how talented the team is in which you belong, money and inter/intra-company politics will always talk. 

Yet, so as not to end on a negative note, this book is also a guide. A encouraging observation that, despite the changes over the past thirty years, there are now, more than ever, avenues for those who wish to push themselves in to the industry, opportunities to create and release titles that can demonstrate skill, dedication and artistry. The author puts forward some sage advice, born from years of experience, advice that any would be indie-developer (for Indies are growing segment of the market - next week's post will be my review of Debug magazine, a publication centred purely on said scene), would be wise to take note of.

You can pick up a copy of Revolution here, as well as follow Tony on Twitter here, and Martin here

P.S. Upon finishing this excellent tome, I realised that the memories dredged up by it were leading me back into the adventures of George and Nicole. Be it on the Gameboy Advance, Nintendo DS, PC, PlayStation, PS2 or Switch (the versions I have to hand across the five titles), I set my mind that I would start at the very beginning (a very good place to start), and once again hear that timeless opening: 

"Paris in the fall..."

Friday, 21 April 2023

Clipped Claws by Boris Kretzinger - Book Review

The Atari Jaguar was the last throw of the dice for Atari v3.0. You know, the one the Tramiel's ran for a decade or so, scoring hugely well with the original ST and then slowly screwing it up as the competition, and computer market itself, changed. Returning to Atari's (v2.0 - the Warner year's, as opposed to v1.0 - the Nolan years) gaming roots, the '64-bit" Jaguar (calm down, we all know it's not that simple!) launched with high hopes and tragic prospects. For the first time, combining freely available information along with interviews, chats and conversations from over forty individuals with links to the machine, Boris Kretzinger has written the story of the Jag. In this self-published (and free) pdf, the question is though, has he "done the math?"

Version 3 of Atari was always a contradictory creation. Never cash rich, it had at least a fighting spirit that certainly kept fans (and a few wavering converts) happy as it tackled the new 16-bit computer market. If you ever get a chance to read Karl Morris' excellent "We Love Atari" duo (especially the second volume), or Jamie Lendino's sublime "Faster Than Light", you'll know exactly why Tramiel and sons failed. Further evidence is amply provided in this publication.

What Mr Kretzinger has done is investigate, research and compile a variety of sources to give a highly detailed, blow by blow account (and conclusion) of what happened when Atari tried to re-enter the home console market after blowing several years worth of effort and cash with increasingly re-hashed computer products, combined with some absolutely bone-headed business decisions. 

Searing as it is deep, the narrative here covers everything you need to know, from press interviews (I do recall the Edge ones from the time and still have pdf copies of the magazines now), to the recollections of those who coded, sold or just enjoyed the games on the more-powerful than you'd think box.

Some of the tales presented here have more than a hint of tragedy about them: the sales figures for some of the most well-received/well-remembered titles are dire, as is the emphasis on spending money where it would do no good (VR anyone?), but you, gentle reader, also have to remember that this was the company that mostly sat on the ST with little or no improvements (aside from announcing kit that never appeared), as well as the one that screwed their US dealership connections into the dust.

Overall, this is a well written book. Maybe another editing pass to correct the odd typo, but nothing else stands out, leaving Clipped Claws as the must-read single volume on the Atari Jaguar, as well as a highly informative look at Atari themselves as the company slid towards the abyss. The abundance of footnotes is also greatly appreciated for further reading. I can also add that, if the author ever thinks of getting a physical copy published, I'd be more than happy to buy it.

You can pick up a copy of Clipped Claws from the Internet Archive here, and I would recommend the pdf version over any other, purely based on my reading experience. You can also follow the author on Twitter here.

Sunday, 16 April 2023

A Selective History of 'Bad' Video Games by Michael Greenhut - Book Review

Bad video games have been a favourite topic of writers since the very beginning of the industry. I have reviewed a couple of books focusing on the subject here and here, but one of the things that quickly becomes apparent is that, outside of the usual suspects (E.T. is always up there, even though Howard Scott Warshaw's excellent memoir - reviewed here - dispels the myths surrounding that particular title), it's usually with a UK focus. Sure, E.T. is an easy target, but it does the subject good if a different insight is offered, and this is where the White Owl-published volume from Michael Greenhut comes in.

It is the subtitle that defines the focus of the book: Unfulfilled Potential, Interesting Mistakes and Downright Clunkers. That variety is comforting, as unlike the Ashen pair, this isn't just an excuse to give a few games a good kicking, deserved or not. Nope, there is definitely some constructive criticism offered and this book is all the better for it. But what games did a kid from the Bronx play?

Atari, that's what, and the usual suspect is the first title covered. Of course E.T. has to be mentioned, because in the psyche of video game history, it is an "accepted" fact that this game nearly killed the industry. Greenhut knows better (and has possibly read HSW's book), and offers some much kinder words about the maligned film tie-in than you may expect. That approach works time and time again as the likes of Cosmic Ark, Tron Solar Sailor and Tax Avoiders (really!) are given an airing. 

Just a reader of the contents.

The NES comes under some scrutiny next, and despite that wonderful Nintendo Seal of Quality (now there's a gimmick and a half), the grey box of wonders held court to the likes of Dragon's Lair, Back to the Future 2/3 and Teenage Mutant Ninja Turtles (obviously the US didn't care about the violence associated with the word 'ninja" back then. We got "Hero Turtles" instead - that had been long forgotten by the time ITV started broadcasting Ninja Warrior UK!).

There's a break in this list of gaming goodness to highlight the start of the SNES era, where we're quickly shown the delights of Ballz (Oh, do grow up!) and the first Streetfighter, definitely a case of the sequel far surpassing the original. Rise of the Robots is a very familiar title to UK gamers of the period, being both lauded in previews and, with the exception of some very dubious shenanigans, almost terrible reviews from the UK gaming press.

For the rest of the book, the author's love of role playing games shines through, although there's still some action-orientated "gems" such as Shaq Fu and Bubsy 3D to savour. Indeed. There are plenty of screenshots throughout and the captions of some are truly inspired. 

This was a very enjoyable book to read, the author's voice coming through loud and clear, as is his knowledge and deft opinion of the games featured. To write about forty plus games and not descend into a generic "They were just a little bit poo" levels of commentary is a rare ability, and the wrap up at the end is a lovely little summary of where he thinks things go wrong. From past reading and my own QA experience (albeit not in the video games industry), I can agree with many of them. The awards ceremony appendix is a nice touch, whilst the other sources of interest and work cited sections give the reader plenty to follow up on. 

It does get more exciting than a QR code, honest ;-)

A Selective History of 'Bad' Video Games is another brilliant White Owl publication and one that should appear on many gamer's shelves just to add a bit of balance to the field. Michael Greenhut is to be commended for writing an excellent, and slightly different, tome on the subject, and I look forward to his future work. You can buy a copy direct from the publisher's website here, or from the usual online and physical bookshops (like this one spotted in Waterstones Newcastle upon Tyne). You can also check out the author's website here, and his Twitter account here.

Saturday, 8 April 2023

Ada Lovelace: The World's First Computer Programmer by Beverley Adams - Book Review

You may, gentle reader, be aware of Ada Lovelace, or what she was known for, but even though I knew of her and vaguely appreciated her legacy, that knowledge was pretty shallow. When I saw this tome being advertised in the coming soon section of Pen and Sword's website, I decided to remedy that issue.

A slim hardback, you may think that the brevity of this tome denotes a lack of substance. It does not. What we get here is a highly detailed and well-researched telling of not only Ada's life, but also of her origins - as aptly noted by the author, you cannot talk about Ada and her life without knowing fully the story of her parents, the most famous of which was Lord Byron. In reading this book, you'll find out a lot more about Lady Byron and, well, yes, there is a lot to learn.

The first third of the book gives us the background on the Byron family and Ada's parents. To say that there was controversy back in the day would be a mild understatement. Hell, some aspects would be completely outrageous now! The middle third describes Ada's childhood, her upbringing and contains a focus on her work with Charles Babbage, most importantly, Note G, whose importance cannot be understated. The final third details her marriage, parenthood and her decline, aided by an addiction to gambling, before finally succumbing to cancer at too young an age.

I often joke with my good lady that if I'm feeling too happy, I'll watch something like Jane Eyre to bring me down, as there is nothing like a simple tale of 19th Century folk to sort out a good mood. The real world events of Ada's life, her circumstances and the actions of the people around her (especially her mother), make the efforts of the Bronte sisters seem like a BBC Radio 4 light comedy. Both engrossing and horrific in turn, it is both a testament to Ada herself for achieving what she did, and a cautious note to those who might deny her legacy because of her actions (and most notably) reactions to those around her. 

Ada Lovelace is rightly remembered for her mathematical genius and her accomplishments as a woman in the early Victorian-era. However, it is the story of her heritage and her life after Note G, that provide ample evidence that although the lady was an outlier of her time, the societal behaviour and expectation of Pre-and Early Victorian England meant that she could never truly escape the Byron connection. 

Beverley Adams has written a compelling and very readable account of Ada Lovelace's life and times, and one that should be read by those with an interest in the very founding of computer science (for to know the person is to know their work). It also highlights an important woman whose abilities were doubted at the time and whose achievements are recognised today, and who should stand as an example to others as to what they can achieve. 

You can purchase this book directly from the publisher's website here or from the usual online and physical book stores. You can also follow the author on Twitter here