Total Playtime: Henry Rollins Pirate Accountant Simulator

Let's play Simulation Simulator

Total Playtime is a Patreon-supported podcast about videogames, hosted by Alice Bell, Jon Hicks, Brendan Caldwell and Nate Crowley. Jank has partnered with them and we'll be posting new episodes each week.

Once again we find ourselves in a situation where I, Alice, was not there to record this episode, but am here to write the description for it. I can call Jonty a big smelly poohead and there's nothing he can do about it! Haha! You should have come up with a Podcast Post Editing Simulator, Jonty. That's the theme this week: coming up with pastimes to make simulation games about, but which have not already been simulated by ambitious and fast-moving developers. It turns out there are a lot of sim games.

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Total Playtime: Henry Rollins Pirate Accountant Sim
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Nevertheless, the lads were able to come up with several concepts, as follows:

  • Philosophy Professor Simulator
  • Henry Rollins Pirate Accountant Simulator
  • Lin Manuel Miranda's Bin Man Hell Uganda
  • Left Wing Roid Monster Olympics (not the name Nate actually gave it but I feel mine is more evocative and not open to a lawsuit from Andy Samburg)

Resident Evil Requiem review

Meets the minimum requiements

Requiem wants to be all things to all Resident Evildoers. It is one half Victorian freak show and one half shotgun-toting facekicker. It wants to scare you and to psych you up, empower and disempower you with alternating waves of scares and action. It is both third-person Leon sim and first-person Grace 'em up. Yes, you can change the view of either character in the settings but I kept things default, if only to test the game's thesis - that being stuck in a girl's head is scary whereas watching a big man's muscles move is powerful. 

Like many a rotting zombie, it starts to fall apart in the bottom half. I had a good time, even if it sometimes felt like playing a videogame through glasses rose-tinted with indecision. This is a Resident Evil that seeks to please everybody, and you could argue it has done so. But there is a feeling like it has achieved this by hiding in the safe room of nostalgia and bursting out every few minutes with the biggest gun in its inventory - a dude who everyone already loves.

A zombie policeman smiles as he is pierced through the eye socket with a poker.
Eye don't want to use the obvious

Project TurboBlast's vehicles have wheels, but it's an antigrav racer in spirit

You know where you stand with a name like TurboBlast

It's difficult to find arcade racers where the handling isn't either mundane by dint of hewing too closely to ancient inspirations, or too fussy or difficult by dint of having been designed by sickos who are much better at these games than I am.

Project TurboBlast hits a sweet spot, judging by its demo, from its on-the-nose name to its F-Zero-on-wheels boost-happy racing style. "Don't blink," the announcer yells at the beginning of each final lap, and I don't think I did.

The music is great in this trailer, too.

Let me clarify "F-Zero-on-wheels". TurboBlast's tracks are wide, twisty, often suspended above an abyss, and covered in glowing boost pads, like every antigrav racer you've ever played including the likes of WipeOut. Your actual vehicles are on wheels, however, both cars or bikes, and you'll need to drift around every corner like in a Mario Kart or a Victory Heat Rally, one of the better arcade racers from recent years.

TurboBlast really is all about managing your turboblast. Aside from the boosts littered across the track, you have a slowly re-filling boost meter

Sprawl Zero wants to take the FPS back to 2005

Some of us never left

I'm not a big fan of using modern internet phrases when writing about games. You know what I mean: "Hollow Knight's vibes are immaculate" or "I'm Balatro pilled", that sort of thing. It dates your writing within about fifteen minutes, and it pales in comparison to the power of original language you chose yourself.

Anyway first-person shooter Sprawl Zero appears to be Ravenmaxxing.

"Y2K is back" says a loading bar at the start of the trailer, and then "Reloading 2005" just before the liquid drum-and-bass drops for a combat montage of catching bullets, bum-sliding, and throwing physics barrels at enemies. At several points the player punches a man so hard they burst. This is a game made by people who I'd bet have seen Ghost In The Shell, Akira and probably at least one OVA, and who have played not only Raven Software's Singularity, but probably also Ritual's Sin and Monolith's Shogo: Mobile Armor Division. They have probably seen The Matrix more times than they can count.

All of which is excellent. We've had several years now of "boomer shooter" renaissance, with developers trying to recreate the Id

Payphone Go is good old-fashioned internet nonsense

Gotta phone 'em all

One of the many things that the social media age has robbed from us is an abundance of daft play-ish projects, invariably cooked up by some developer in San Francisco, of the sort that used to be announced on Boing Boing and written about in Wired magazine. Back in the early 2000s such things came along with pleasing regularity, in part because they were rationed out through blog posts and magazine articles rather than dropped into the firehose of social media.

Nowadays San Francisco is the global source for dead-eyed AI boosterism, Cory Doctrow is posting through it on social media with everybody else, and Wired is focused on documenting contemporary warfare and the rise of the surveillance state. It was more fun when all this was Flickr and Feedburner, which is one of the foundational beliefs that lead us to launch Jank in the first place.

This is why I was delighted to come across Payphone Go. Its origin is pure early-2000s SF nonsense: somebody realised that there's a public record of the 2,203 payphones still remaining in California, and has built a natty and totally superfluous tool which enables you to "claim" each

Resident Evil Requiem’s big text splashes explained

NAMES AND LOCATIONS IN A SANS SERIF FONT

The big font splashes in Resident Evil Requiem are so cool and stylistic! Many might mistake these pseudo-title cards for a stylish flourish that looks neat but remains utterly meaningless as a scene-setting device when you can already see exactly what the giant text is declaring – but you’d be missing the true brilliance of these stylish, cool, aesthetically booming words. Big spoilers in this discussion.

First of all, plastering big all-caps text onto the screen is a great, impactful way to introduce new characters, fresh to the Resident Evil series, like FBI agent Grace Wrenwood.

But it works even for characters we know and love, like former cop and successful car salesman Leon Rhodes Hill.

Oh, wait, no. I see the confusion now. He’s Leon Scott Kennedy. She’s Grace Ashcroft, not Wrenwood. Excuse me. I misunderstood the format. Once you get it, it’s very simple and effective. Clearly it goes:

FIRSTNAME
PLACE

That’s okay, now that we know the format, we can continue to meet new characters like…

Oh, no, wait. I see the new confusion. Elbridge is not a person. That’s okay, the title cards don’t need to be

The Lie-In

Our weekly roundup of links worth reading

Good morning, videogames. I've been frantically laying track in front of a moving train for too long, and today is the day that changes. Today is the day I plan ahead, get things in order, and build myself a less hectic week. That or I spend too long in bed reading and then spend the rest of the day playing videogames. Hm.

Nicole Carpenter spoke to the creators of Hidden Folks for The Verge and considered the microgenre of "searching" games (their term) that have followed in its wake, including the gorgeous Lost And Found Co. which released this week.

What makes a good hidden object game, both de Jongh and Lee agree, is playtesting. You can have a great art style, clever sounds, and a nice story, but if the game doesn’t work well, it won’t click with players. “It took us years, and it was just trial and error,” Lee said. “Someone who makes a level has a very hard time understanding how difficult or easy it might be for someone else. You just have to keep workshopping and testing.” Playtesting is what made Hidden Folks so satisfying to play. De Jongh said it’s

Jank Mail: Capcom, Highguard and an unplayable classic

This week in PC gaming

Another week draws to a close, which means another collection of articles appeared on this fine website. Graham expressed the history of PC gaming in two delivery games, told his son The Parable Of Molyneux and stayed up late coding a dark mode for the website. I got a Warhammer expert to retcon kawaii Space Marines into the Warhammer 40k canon, and Brendy listed the best salesman in PC games, motivated by his disdain for Leon Kennedy’s James Bond-ass product placement. On Total Playtime we chatted a bit about the Next Fest demos we'd played, none of which cracked the top ten so our hipster status endures.

Beyond these delicately yellow-tinted walls, there was some good game news: Marathon is doing well, Slay The Spire 2 is doing amazingly, Resident Evil 9 is doing even better and is also a PC game now, because Capcom is increasingly a PC publisher. Chun-Li, welcome to the resistance. In bad game news Highguard threw in the towel and is shutting down, although the remains of the dev team crunched out a final update for the sendoff. When the lights go out it will have lasted 46 days in

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