Overseas Gaming Journal: Survival Guide
August 9th, 2010
When living overseas, we often have to make concessions for the comfort activities we enjoyed when at home. Maintaining our interest and hobbies is a way for us to re-connect with an identity that can sometimes feel suffocated by the new environment and its surrounding culture. Currently, I’m working abroad in China, so for me, playing video games is a way for me to temporarily relieve myself of my predetermined role as an outsider, a foreigner. Video games, as with long distance phone calls and family photos, are comfort food for the soul, and that’s pretty important. Maintaining a hobby like video games abroad is rather tricky though, so I’ve written a list of suggestions that may help others in their relocation overseas.
Bring a Portable Console
A no-brainer, huh? Personally, I chose to bring my original DS along since it can play both DS and GBA games and I have games on both console to complete. The carts are quite small, so the DS is a relatively low fuss option if you’re willing to drag the media itself overseas. I didn’t invest in a carry case for my gear (I play portable games at home), so snap-lock Glad bags have proven sufficient for storying my cartridges. The DSi has an online store for downloadable DSiWare games, so there’s incentive to bring the newer model overseas, if you’re not interested in GBA functionality. Whether the online store still works overseas I can’t say, so it may be a good idea to stock up on games prior to leaving.
The PSP is another option, but one which can be less favourable if you’re less willing to bust the firmware. The UMD discs are a tricky to cart around in comparison to the DS game cards and the open-faced system isn’t exactly portable-friendly. Fortunately, the PSP does allow you to install games onto the device, but with PSP games ranging from 500mbs to 1.6gb in size, the option isn’t so ideal for storing multiple games.
The PSPgo, on the other hand, is an ideal solution with its 16gb harddrive. Topped with PSN classics and PSP Minis and you’ve got yourself a handy travel companion without the need for excess baggage. There’s also travel software like the Passport to [Europe] series and Talkman [Asian and Europe].
In an email, Sony Australia believe that the Playstation Store should be accessible while in China (and thereby most countries), so long as there is no interference from the web filter (a VPN is an easy solution for the latter). I personally would recommend modding your PSP for back ups. However, tread carefully as modable PSP models are no longer in production and the majority of new PSPs floating around on eBay only support temporary modification in the flash memory which is extremely fiddly.
Your iPod/iPhone doubles as a Portable Games Console
The iPod is probably the most user-friendly device for playing games overseas. It’s ultra portable, games are cheap, but above all else, you can access any of the iTunes stores from any country in the world. If you already own an iPod or iPhone and have iTunes and a computer/a wireless connection for internet access, then there’s little reason for your life overseas to hinder your mobile gaming.
Laptop, rip isos, use steam, plain installs, patches
Like the iPod/iPhone, a laptop, even an older laptop, is a great way to stay in tune with gaming. My Macbook has a Windows XP partition which houses my Steam collection, games installed completely to the harddrive, isos of games which won’t run without the CD/DVD, games patched to run without a CD/DVD in the drive, files from Good Old Games, some emulators and games (my Amiga 500 video outputs are busted) and a hoist of indie games. All in all, I have roughly 30-40 games on my Windows partition, enough to last any one a long time.
For Steam, I recommend downloading your games at home and then setting the service to ‘offline mode’ just in case anyone at home decides to boot up Steam and you’re account is suspend etc.
Web Games
Maybe you haven’t considered it, but there are literally bazillions of online games which can be enjoyed at home or in an internet cafe. NewGrounds and Kongregate are great sites for free flash games. Given everything else I’ve set up over here, I don’t often play browser-based games, but that’s by no means an assertion that they’re not worth your investment.
VPN
Since I’m living in China I’ve decided to secure my connection and avoid the internet filter by purchasing a year long membership to a virtual private network service. Depending on the country you’re living in, content may be filtered by the government and a popular target for internet filtering are games websites. Not just news and information websites like Kombo, but Flash game websites, websites for independent developers and general downloading sites which offer video game content.
Accept the Indie Scene
When I am away from the home consoles I like to veg out on indie games, because they’re just so worth your time. Here’s a couple of links to get you started.
Conclusion
On my side of the fence, being away from home offers up the opportunity to try out games which might otherwise be forgotten when at home, and there’s something very rewarding about that. I’m not a big PC gamer and I’m not as invested in the indie scene as I’d like to be, so living abroad allows me to remedy these issue, and along with the comfort food games provide, there’s really no sacrifice to my gaming diet.
Link Out (7/6/09)
June 7th, 2009

G’day G’day. Another round up of links to chip away at your busy life. Not much pre-post commentary this time, other than that it seems that I’ve diverged from my one month cycle. If you’re getting too antsy, feel free to check out my delicious account.
Some of you might have caught word that I had a brief lunch with Daniel Purvis some weeks ago. Yeah, that’s true. He’s a good bloke and I’m surprised just how many topics we shared in agreeance. He wrote this convincing essay for one of his uni classes recently, really clean writing, he presents the argument well – ya know, the kind of quality writing you wouldn’t find here.
Block Check #1 and #2 – Critical Gaming
If you read other blogs around this sphere of ours, then I recommend taking a squiz at these posts to see if Richard has covered someone you read. He certainly squeezed out the weaknesses in my Metal Gear Solid 4 essay (which I confess to). A number of these show ponies endorse “critical discussion” of video games, but are they well versed in the art? Perhaps not, me thinks.
EXP Podcast #24: Cultured Gaming – Experience Points
You can probably imagine the selfish glee I took when I received an email by these two gents to inform me that they’d conducted a whole podcast about my ‘The Place of Games in Culture’ article on GameSetWatch. I think they handled it quite well too, you should definitely have a listen.
How To Be Me: Matt Chandronait, Area 5 Founder & Producer
My brother downloads the weekly exploits of ex-1UPers in their new show Co-Op. The show is similar to podcasting actually, in that you’re listening in on the conversation of others. It’s all about interesting dialogue and that’s what the team provide here. The game choices and guests are always well made, as too with the production values. This interview is with Matt Chandronait regarding the operations of the show.
Talking about 1UP, Scott Sharkey wrote this great feature compiling over a hundred quality indie titles worth checking out. I’m currently on hiatus from playing indie games since I’m in Australia and have a stack of bought games to drill through (this will change early next year when I go back to China though). There’s never a better time to savour the delights of indie games. The list features a number of standout titles as well as a few I’m unfamiliar with.
I’ve unsubscribed to this blog to maintain a tighter schedule as the bulk of Jason’s articles in fact say very little, which is unfortunate as he’s an intelligent writer. I just wish he’d stop trying to keep up with everyone else’s news and instead focus on what he can offer as an observer. He does this occasionally and they make for great reads. This short piece is a good example of that, even if he is liberally stealing from others.
Liberty City Lotto: I’m Rich! – PixelVixen707
Some rather amazing stats on the scratch cards in GTA: Chinatown Wars. PixelVixen also wrote a masterful interpretation of the story which is an essential read.
Smash Bros. Brawl Tutorial Videos – Sirlin.net
That critical-gaming dude Richard Terrell linked me to fantastic selection of tutorials for Super Smash Bros Brawl. Even if you only play for fun, it’s well worth watching the series.
Dinosaur Land On Parade – Press the Buttons
Nothing turns my nostalgic dial like artwork from the classic Mario titles. I’m am forever in debt to Matt Green for this one. Seriously, the artwork is super apt.
Majora’s Mask – Nintendo’s Fluke – 4cr
I’m including this link not because I think it’s a fantastic analysis of Majora’s Mask (it’s alright) but rather I hope that someone will attempt to understand the way Majora’s Mask creates it’s overpowering sense of dread as well as the implications within the social and cultural aspects of the game, and share this through writing.
I love desktop customization even though I’m rather terrible at it. I’ve been going to Gamewallpapers.com for a few years but unfortunately they lock away most of their good content. Desktop gaming is a good alternative for retro themed wallpapers.
Other assorted links
Sonic the Hedgehog 2 Genesis TV Spot
Too Human versus the enthusiast press: Video game journalists as mediators of commodity valu
Interview: Making Plans For Zeebo – GameSetWatch
How Final Fantasy Crystal Chronicles: Echoes of Time Breaks Language Barriers – Siliconera
Sony Computer to launch seven Indian games this year
King of Fighters XII Dot Graphics Gallery
Trilby: Art of Theft Critique
January 29th, 2009

This was written several months ago and was going to be featured somewhere else, but I changed my mind as I found it more suitable for this blog.
Ben “Yahtzee” Croshaw is most famous for playing the role of court jester in this industry void of influential game critics with his remarkably popular video segment Zero Punctuation on The Escapist. Trilby: Art of Theft (a freeware adventure title) showcases Croshaw’s natural aptitude to solid game design and clever writing.
You play the role of Trilby, a sophisticated cat burglar versed in the ‘art of theft’. While Trilby is sharper than most, he’s not yet professional, a point which aches at his perfectionist nature. Trilby’s concern over his imperfections provide the means to connect the protagonist (and his character) to the experience at hand.
Preluding each heist is a narrative scene featuring a block of scrolling text in which Trilby prescribes his thoughts of the events layed before him. The text is sort of like a mini-blog that allows the player to get a feel for current Trilby’s woes and worries. This brief insight is interesting not only because it acts as a free ride for Croshaw to display his fine writing skills but also to build understanding between Trilby’s character and the player. This works well in two ways. Firstly, it acts as a driver to encourage the player to be endeavorous with each heist – just as Trilby’s personality exerts – and secondly to justify the game’s difficulty which is steep enough to fall in line with Trilby’s continually high aspirations.
Heists are presented in a two-dimensional doll’s house perspective, allowing the player to see into each room of the building or complex. Throughout each heist is a series of obstacles for the player to crawl through. The obstacles are smaller chunks of gameplay wrapped into the stealth thematic which together constitute the gameplay. Their simple forms and native structure make them flexible set pieces for the environments.

The layout of each area often presents several interweaving, multi-branched passages for the player to traverse. Much like any thief on the late night prowl, you’ll need to understand your environment and plan the best course of entry before leaping into the exercise. While there are some routes obviously more difficult – and usually shorter – than others, quite often there is enough flexibility that you’ll be choosing routes based on personal preferences. The difficulty of each route depends on the obstacles presented. You may find that taking on guards is easier than dodging lasers and so forth. As such you need to have an awareness of where your in-game strengths lie, an attribute which likens itself to the process of assessing and then selecting the most risk averse path. Much like the mindset of a real professional burglar.
The next attribute of theft that Trilby sinks into is observation. Observation is obviously needed in the planning stages, but even more so before the execution. In the same way that a thief sits in the shadows, watching and waiting for the right time to strike you’ll need to do the same. The game complements cat-burglar-like patience and observation with its fundamental mechanics. You can hide in low light, cling to the walls in shadows and in emergencies stick to the ceiling for a limited time in bright light. Each of these options mean that a hiding place is never too far away, allowing you to duck out for a quick second to observe movement patterns of laser, guards, flashing lights before jumping back into play. You’ll need to do this quite frequently as well, which reinforces the importance of stealth.
There are additional techniques which can be bought between heists in exchange for loot as well as existing techniques and attributes. There is quite a diverse make up of options available and all prove useful with no real excess. It is one of the small ways that makes Trilby varied, despite being a largely linear game.
Finally we have execution. Strategy and observation can only get you so far, in reality it’s all up to the execution. That is coming from out of the shadows and making the move to the next progressive area. The game imposes a few restrictions which can be loosened (again, in exchange for loot) such as a limit on alerts and taser uses. The taser (attached to the end of Trilby’s umbrella) stuns enemies for the course of the entire heist and is a safety measure for when they spot you and reach for the alert.
As mentioned Trilby enjoys quite a diverse skill set and even when the scope of techniques begin to tire, the game is sure to throw in new distractions to spice things up. Lock picking is a good example of this, safes and the odd door require the player to jump into a small microgame in which you feed a wire through the key hole.
Trilby’s greatest asset is its ability to place you in the role of the protagonist. The gameplay constituents and the way they click together, all act as building blocks for these exercises of strategy, observation and execution, related to the discipline, and art of theft. Trilby’s characterization then layers on top providing stimulation to the player within the environment. When you fail at a heist, you begin to think just like Trilby as the game’s well executed formation of the core principles of theft (strategy, observation, execution) guilt your failure. It’s all very well thought out and designed, and is one of the more developed independent titles I have played.
You may also be interested in reading this review of the title written by L.B. Jeffries of Pop Matters.

















