It isn't really hitting me yet how close to the end of the year we are. It's doubtful I'll get around to half the remaining games on my Shame pile, let alone the dozen or so new games this year that I intended to play. I guess that's the nature of the modern video game industry, where we're frequently spoiled for choice. To quote Ray Smuckles speaking German he picked up from adult movies: It is a problem I enjoy. Nevertheless, towards the end of the month in lieu of the usual Octurbo antics (an upcoming Wiki Project involves more of the PC Engine, so I'll give it its annual and probably undeserved due then), I'm considering joining a few of my GiantBombblogger contemporaries on this site in a concerted effort to alleviate my backlog, ticking off a bunch of Steam Indies at the very least. Probably won't be a daily thing, unlike May Madness/Mastery, but it wouldn't hurt to make some space for whatever I end up buying myself for my birthday at the end of this month.
Speaking of which, I've decided to postpone the purchase of a new console. Christmas seems the more likely option, given the much-anticipated releases of Just Cause 3 and Fallout 4 sitting between the end of this month and December 25th, not to mention the reduced console bundles that tend show up in the holiday season; I hear the PS4 might be getting a price drop in Europe any day now. I might just get in on Super Mario Maker while the iron's still lukewarm and save the rest of my gift card reserves for a PS4/XB1 and a few choice games to go with it.
But that's all modern-day business. Who wants to read about new video games? Here's a hot Atari ST banger from 1992:
Wizkid
As with Kid Gloves, another game with a youthful title, Sensible Software's Wizkid meant a lot to me and my development as a video game-playing person in that it taught me that games could be utter bullshit sometimes, but in a constructive way. Unlike Kid Gloves, which taught me the importance of perseverance and memorization in games where I'd often be flying by the seat of my big boy pants, Wizkid imparted to me the importance of game design that will continue to keep people guessing.
It's a lost art in this era of online walkthroughs and the near total demise of the graphic adventure game genre after it frequently expended a player's patience with nonsense they would never think to try in a million years, but we'll still see games like Fez and this recent Destiny: Taken King reboot engendering discussions in hushed tones about the myriad secrets folk are still uncovering. I've seen a lot of reviews of Undertale that basically boil down to "I don't want to say too much about anything that happens because it might spoil the surprise, but you should probably play this". This is generally how I felt about Wizkid at the time, though I was not party to any big community conversation about its bizarre non-sequitur gameplay: I had to figure that shit out from trial and error.
Wizkid is the sequel to Wizball, which pretty much pushed it to the top of my wishlist before learning anything else about it. It's entirely dissimilar, however, beyond the fact that you spend most of the game controlling a floating green head through a series of stages with peculiar backdrops. Rather than being a dual-directional horizontal shoot 'em up in the style of Defender, Wizkid is a little more like an inverse Breakout: there is no paddle, you are the ball and the blocks are there to be dislodged and thrown at enemies. Eliminating every wave of enemy without exhausting all the available blocks allows you to move onto the next screen. I've fully capped the tutorial below, so it'll make more sense then. What won't make sense is the rest of the game, but I'll hopefully be able to convey the twisted genius of Wizkid in a handful of screenshots. Nothing is ever as it seems, and that's probably why it's one of my favorite games for the system.
While I love its colorful shell and evil core to pieces, Wizkid is definitely the sort of game that wouldn't fly in this day and age. It relies too much on the moon logic and randumb humor that the Indie market is already starting to drive into the ground with over-saturation. Yet, the game has the same essence of player-fuckery that I've observed (and enjoyed) with the rivalries caused by Super Mario Maker levels and their frequently and deliberately unfair traps, trials and tribulations. Dan Ryckert (with a little help from the GB community) and Patrick Klepek especially seem to be locked into this mutual downward spiral into madness, and I couldn't be more entertained by the results. The spirit of Wizkid's interactive whimsical vexations will live on for as long as there are jerkwads in the world with enough motivation to create their own.