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UFO 50 is a good collection, but many games have confusing, artificial flaws, and I'm not seeing a positive gap in quality compared to the good retro games I'm used to, and I play 90% retro games at least.
I expected a collection of games like Ninpek or Seaside Drive or Campanella 1/3, meaning short simple arcade games (but good), and I was surprised to also discover excellent big games like Mini & Max (or Vainger to some extent) that are hurt by button limitations, but also many weird games that don't seem to know what they want to be (Porgy), and flat out mediocre games (Big Bell Race, Planet Zoldath).
Volgarr claims to be an arcade throwback, but in reality it's a die & retro precision platformer like Super Meat Boy or 1001 Spikes. It's really good if you're into that. The sequel is more classic design.
BTW, by default it can be played with two buttons (plus the menu button), but you can disable down+B and up+X combinations to play with four buttons, and it's much better that way, like in Shovel Knight. I wish UFO 50 did this for some games (Mini & Max, Vainger).
English isn't my first langage, but in general translations aren't ideal, so I play in English by default. I got confused when the game used the plural to talk about an individual, and then I remembered this pronoun thing. It's completely misplaced and weird, but whatever: if developers can be anachronistic for this, they can be anachronistic for a gravity switch dedicated button, please.
People have weirdly started acting like it's a new, scary thing but, nope; it predates the first school in England by a couple hundred years, and has been commonplace the whole time. I can completely understand it seeming a bit odd if coming from a language that either doesn't have none-gendered pronouns; a lot of English people have the same the other way, when trying to learn a language where gender is an inherent part of all nouns, like German.
You are correct that few, if any, console games from that era used it, due to a lack of awareness of and representation for non-binary human characters at the time, so yeah, anachronistic, but definitely a worthwhile change. That's rather different from breaking the two-button rule they've followed for the whole set of games, though.
I see they break the "1980" context for this but not for gameplay. It makes no sense whatsoever.
Intellivision had 16 buttons in 1979, BTW, likewise Colecovision, there were Atari 2600 optional controllers with extra buttons, 8-bit computers had the keyboard, even NES had the start and select buttons which were used in some games during gameplay (select for Metroid, start for Punch-Out). If you design games that need more than two buttons, make up a fictional console with more than two buttons.
Let's make up an optional LX controller with SNES layout, and give me good gameplay and not clunky combinations. No NES game felt this awkward. Shovel Knight or Volgarr give the 4 button option. Just do it.
O...K? I've been reading, and living, English for decades, and I assure you it's entirely common. Like, your experience is yours, not denying what you've read, but singular they has been around in English literature since at least Shakespeare; you can go read "A Comedy Of Errors" or... umm... "The word that Steam will filter Of Lucrece", right now, and it'll be there. Same with Jane Austen's "Sense and Sensibility", and "Pride & Prejudice"; it's been there the whole time. And, I promise you, it's been in common spoken parlance for as long as I've been alive.
This isn't pedantism (something which, admittedly, I'm not shy of) it's just... a basic fact. I don't know how you haven't encountered it before. I don't know what else to tell you.
I get it, but... they didn't do that. The console limitations came first, not the individual game designs; as such, Porgy was designed for a 2-button controller, and so that design doesn't include a map feature (because it would require a third button, which they do not have). I understand you'd like a map, I'm not even necessarily disagreeing on whether it would've been nice to have (I'm a pro-in-game-map kinda guy), but breaking that constraint for just this game isn't about anachronism, it's just about consistency with their self-imposed design limitations. If you want a map, you'd need to suggest a way to do that that's within that limitation.
..OK, how about this: A good few single-player games from this era had secrets that could be accessed by a second player hitting buttons on their controller. What if they did that with this, as a nod to it? Player 2 holds down both fire buttons, and you get a map display, at the cost of some fuel? Or, what if there were in-game objects you can interact with in some way that gives you a sonar view of the area around you, like in Ecco the Dolphin?
I'd argue that quite a few of ROM hacks would have a hard time to work as a cartridge, though not all of them, and they generally are using, as a source, games that were outstanding exceptions of their generation, which does help a lot. Computer games are way more flexible, but once again cannot apply to console environment. Regarding the NES era, in the end, very few neo-retro games have been properly ported on a cartridge (also because it's expensive).
That being said, I'm not pretending UFO 50 is perfect or doesn't have any flaw, I'd probably find several design areas I would think differently from the devs, but I didn't find major obstacles to my enjoyment in the end, or it's more accurate to say that I tend to find ways to overcome them in most cases and that I maybe consider this to be part of the design - perhaps I'm wrong about this. Porgy didn't end up being a big issue to me, once I had decided a strategy to tackle it and it had turned out it worked.
Nonetheless I agree with your take on buttons, I think it ended up hurting the design to have such a low limitation, that even NES didn't have (4 buttons in the end). Some games are definitely "filler", while not being exactly bad, they reflect that some projects were very small sometimes - like, a bigger Planet Zoldath would be too ambitious for its year and it seems "experimental", and Big Bell Race was (in lore) designed to be given with the console (or Camouflage, that was just a short adaptation of a story for kids).
Lastly I've been brutal with Volgarr but I'm half kidding, it's good, but I regret a very small number of decisions in designn, mainly in the latter levels, because it's meant to be a game where your moves are carefully thought out then executed, and random moving enemies with infinite respawn totally goes against that design. That's probably my only grief with the game.
Bottom line: I play tons of recent retro games, and I never met games that struggle that much with their limitations. It makes no sense.
As for the binary thing: NOBODY used a neutral pronoun to designate the hero of a video game or any other story before 5 years ago. Even now, it's still marginal. Stop being silly.
And why not, if it's the intention of the author. Except it comes out of nowhere, and kind of shatters the "BUT IT WAS THE 1980s" excuse in other areas. Many games in the collection don't fit 1980 game design anyway, and nobody cares.
Frisk from Undertale, 9 years ago?
Testament from Guilty Gear, 26 years ago?
The Knight from Hollow Knight, 7 years ago?
Faris from Final Fantasy V, 32 years ago? (Arguably gender-queer rather than strictly non-binary, admittedly).
Nights from Nights into Dreams, 28 years ago?
Never mind every none-human character; classic games are full of playable heroic robots, aliens, and sentient vehicles of every kind that don't fit into the gender binary. I'm not up for trawling through classic manuals looking for examples, but it's very silly to claim that every single videogame hero (let alone heroes from all stories) from before 2019 was a "he" or "she", no exceptions; that's pure revisionist history. And, of course, if we extend this beyond just the explicitly heroic main characters, well, the sky's the limit.
It's also well worth considering that, especially in the 80s, games often just didn't really have much of a characterisation to speak of. Even in the manuals, which was often the only writing the game had past "Player One Start", "Game Over" and "You Win", it was very common to not use any pronouns to refer to the characters... Because they often wrote everything directed at the player. "You have 3 lives, you can press up to enter doors, you have to kill the evil emperor"... ironically, usually referring solely to the player in none-gendered terms. That it was usually "you" and not "they" was a matter of first- vs third-person writing.
This is going to be my last reply on the matter. I appreciate that this is apparently not something you've ever encountered or (at least ever noticed), but this has always been here, it's just apparently fallen into your blind spot. Whether you want to acknowledge that is up to you.
Right, I'm off to Play Ultima III, from 1983. I think I'll play an Other-gendered Bobbit Druid; I wonder if that's the first game to let you explicitly choose a non-binary gender in a game? Probably not. Take care!
Once I got that it was easy enough to finish. Liked it before and after that point
Overall, though, the game seems fairly tedious to me as the OP is suggesting. Having to repeat sections of the map gets incredibly tedious because you didn't plan out your fuel well, or because you made a wrong turn and suddenly realized that you went a way that you already cleared. I've gotten to 43% of the game cleared, have no idea where the flashlight ability is, and have decided to move on, because I got all the fun out of Porgy that I'm going to get without pulling my hair out or looking up a walkthrough.
That's great to hear, but it doesn't help me since I have no idea where you would find upgrades that open up those extra equipment slots. And honestly, I've lost the desire to go back and play Porgy further. I feel like one of those extra slots should have been available much sooner to make the game more fun. (You'll probably tell me next that it *is* available early on, that I missed some little hidden spot in an alcove near the surface. :) If that's true, it would have been nice if the in-game character said something back at the base that we need to look for that next).
Also only being able to carry 4 items at max isn't enough when trying to 100% items, since you need the light to travel through 3rd area, you need the radar to find all the hidden stuff, then there are only 2 slots for items. Do you get more fuel? The armor? Well, you pretty much need drill and exploding shots as minimum to reach most places...
Additionally the difficulty doesn't really scale, the endboss is much easier than some of the early game bosses (like the shark).
Still a good game imo, but especially the few fuel drops got really annoying... and those teleporting fish, I hate them!
Thanks, I appreciate the tip. However, I killed the octopus and still can only hold two items at a time. I can't even come close to beating any of the other bosses that I've come across.