The 'official' Cohost for Gaming Hell, the retro game website with guts! Huge guts!!


OK so I guess I gotta have a final post. This is the one that stays at the top of my Cohost forever. What's the silliest thing I've ever drawn in MS Paint?

Perfect.

Anyway, thank you to everyone who's ever had a little chat on here. I got pretty comfy and I'm sad to see it go, but we will meet again, someday soon. Take care!

For now, where else to find me:

Gaming Hell
Public Twitter
Private Twitter (Probably mutuals only)
Bluesky
Twitch
Dreamwidth (Our Cohost replacement!)
Arcade Archives spreadsheet

End transmission.



iiotenki
@iiotenki

First, this isn't my final final post I'm going to run on here before the lockdown comes for us all. My inner writer would feel a little deflated if I left it at this, so I have one more sentimental post drafted that I'll run sometime within the next 24 hours or so. (I will also try to answer any remaining asks that get in before the deadline, but no promises! They will otherwise remain open until the shutdown, though, so speak now or forever hold your piece!) That said, I figured I should give those folks who are still here at least a bit more heads up about where you can find me next for the time being than the very last day of the site, so... here we are!

What am I doing next in general?

I'm still translating and localizing games from Japanese into English full-time! This year's been a bit of a bumpy one in terms of actual job steadiness, but things are finally beginning to mellow out and I've got some pretty exciting, beefy projects I hope to be able to eventually reveal within, let's say, the next 18 to 24 months. So even if I'm a little quieter in public at times, rest assured, I'm still toiling away in the Excel mines, bringing you the sorts of down to earth, genre-fluent localizations you've hopefully come to expect from me. (At least, I certainly do!)

In terms of my online activity beyond that, I'm... still figuring that out! To be quite honest, Cohost has weaned me off microblogging-style social media pretty much entirely. As it turns out, when you're a writer at heart, it gets old compacting your thoughts into bite-sized chunks purely out of obligation, or threading them when, maybe, just maybe you want to discuss something nuanced that takes a little more time and text to properly cover. I haven't entirely ruled out reemerging on one of the Twitter alternatives eventually because I really do cherish the community I've built up across my various accounts over the years and I love interacting with my regulars, both new and old! Even if I don't always talk to a lot of you, I genuinely do recognize a lot of you from your icons when I see you respond to myself and I will never, ever take for granted the fact that for over ten years now, so many of you have given me and my niche interests in Japanese game history the time of day. I want to keep that going somehow and will do my best to come up with a solution eventually that I'm comfortable with given the current climate elsewhere.

In short, I'm still going to be giving my job 110 percent and I'm still going to be advocating for Japanese games and their history in my own way, even if that advocacy may take some different shapes moving forward. I won't make any promises, but I've got some ambitions for how I want to spread the Good News about dating sims and the like and, y'know, I've got some people giving me their ear. Stay tuned. I might eventually pop up somewhere you least expect it. :eggbug-relieved:

Where can I be found next?

Okay, with that out of the way, let's get down to brass tacks and the brass tacks are... that because I was on semi-vacation in Tokyo for the last couple of weeks, I haven't had much time to hash out where I'm going to next. So, to make it simple, here are my current plans in three easy, digestible bullet points!

  • Blog! I've set up a Bear blog like a lot of other cool folks on here and it's got a cool domain: https://dateemups.com/! That's Date 'em Ups! As in the bit I'll never give up on! The shape and form of the blog is potentially subject to change; I really do eventually want something with proper community interaction and any suggestions on that end that won't be too burdensome in terms of moderations are highly welcome! But for the time being, it'll do just fine. It's got an RSS feed that I highly subscribe to and one of those cute little 88x31 buttons you can put on your own blog or site to link to it and network together like the old days! In terms of content, in the short term, I'll mainly be porting over the most pertinent longform posts from here so they have a permanent home, but will of course pepper in new stuff when I can. (And yes, I haven't forgotten about archiving the dating sim LPs. All in good time!)

  • Bluesky. Some of you have cheekily already figured this out, but yes, I've had a Bluesky account parked for some time. If you follow me, you can find it in my profile bio on here. To be absolutely clear, as of this writing, I do not intend to post there and it is entirely possible that I never will. You are welcome to follow it, but I will not make any promises whatsoever that I will do anything with it in the future and I will not, under any circumstance, respond to any public posts directed at that account while it remains in stasis, so please do not attempt to contact me that way. However, that being said, I know that some of you who don't already have any of my other contact info may want an easy way to get in touch privately, so, moving forward, I will try to keep an eye on any new followers and will follow back at my discretion. In practice, this will primarily apply to fellow localization, game dev, and media acquaintances. If I don't follow back, please don't take it personally! I probably like you just fine and am just being selective as a matter of organization!

  • Twitter. My old handle is also viewable to followers in my profile. Exact same caveats as Bluesky apply and more. Under no circumstances do I plan to revive public posting on my Twitter account at this time and it officially continues to exist solely as a work DM inbox. If you don't have a Bluesky account, you may send a follow request there and if I recognize you from one of the above fields, chances are, I'll accept so that we can DM in the future if need be. Otherwise, the account will remain locked to everybody else, no exceptions. Again, nothing personal! Once things settle down, I will hopefully find a way to be a bit more publicly accessible again beyond the blog, but that's probably going to take some time, so sit tight!

TLDR

Follow my new blog! If I decide to officially open up shop on any other sites or services, that's where I'll announce it! And until I do, it's where you'll find me continuing to gush about dating sims and weird arcade boards I'm terrified of blowing up and all kinds of other fun stuff!

Thanks for everything, Cohost! Look out for that final blog post coming soon and either way, rest assured, this is by no means the last you'll see of me and I hope it's not the last I see of any of you, either! :eggbug-relieved:



morkitten
@morkitten

I've been having a good amount of fun with it!! I knew that it wasn't The Worst Game In The World and that its notoriety came from being such a big, confident release that was so clearly unfinished and rushed. And I also knew I was going to have some fun with it, especially with all the jank, but surprisingly, the unfinishedness of 2006 is not such a big slice of the fun!

It's honestly a pretty alright game all things considered, especially compared to Heroes or Shadow the Hedgehog, which are think are definitely less fun. It's clearly trying to iterate and put its best foot forward on a lot of ideas that were being played with by prior entries of the franchise, like trying to figure out how to create more depth with the combat, for instance.

I couldn't forgive it back then for its misguided tone and visual direction, but now I see it as growing pains of an early title of that generation. They were trying to figure out, as many other developers were, how would their game look in the new hardware, how to set it apart. Some games went with the horrid brown filters and lots of bloom, and Sonic went with a visual direction that unfortunately furthered the uncanny disparities of these cartoon animals next to things that were not... as cartoony. And obviously, they didn't have the time to get further acquainted with the new technology and figure out a better art direction. But now that we're far away from Sonic 2006 and I don't have to worry that Sonic is heading towards a direction that seemed to disregard everything that I loved about Sonic games, and can see it from a wider lens, I have more sympathy towards what the developers were trying to do.

If the game didn't look like it did, it's possible I wouldn't have had an issue with its tone and story at the time... It's possible I even would've had no issues with Princess Elise, even! I see what the dynamic they're going for is, which is kinda what Amy was in Sonic CD, they want a character that isn't a hero to be cared for and inspired by Sonic's heroism and character. A character that doesn't feel like they can do all the things that Sonic can do, who wishes had Sonic's carefreeness and strength, that loves Sonic for all that they feel they can't be. And then Sonic moves on, because he can't stay around, and Sonic going away helps them understand that they can embody these traits themself, and rely on their own strength as they move forward with their life.

But Sonic Team was, at the bare minimum, very misguided into not addressing the uncanniness inherent with Elise and Sonic together, in believing that Elise would instantly communicate that appeal, that the relationship between the two would be obvious and accepted quickly. And then not stopping at the adoration and letting her kiss him, while Amy's right there, unreciprocated, and donning all the appeal, acceptance and history to the character, while Elise has none of it, and worse, the uncanniness makes people have this image that she's a grown woman kissing something between a child and a pet animal.

But imagine this, imagine if Elise was highly stylized and looked cute and appealing next to Sonic, and looked younger, rather than an adult. Even if she was still a human and not an animal person (though the latter would certainly help). Imagine if she didn't get to kiss him and was just a crush that Sonic accepted but didn't reciprocate, like how a school teacher treats a student's crush - something they'll grow out of, but hoping to instill something positive in them, to be a good role model for them, until then. I think that's probably the kind of feeling the developers wanted people to have with Elise, and I think that would've worked okay.

And when it comes to the game itself… The stages are long but I don't feel as tired as I do with Sonic Heroes, for instance. The levels have a good amount of variety of things to do in them, and go through many different beats, which helps them feel not so tiringly long as in Heroes, for instance.

But ofc, stuff doesn't always work like the level design intends it to, which leads to some minor frustrations, but that's the keypoint here: All the frustrations I've felt with the game so far are weirdly minor, & I think this is why it's such a popular game to stream, it's like Baby's First Kusoge: It has the appeal of a Kusoge or a Bakage (weird shit and behaviors happening, getting killed for comical reasons) but without the enormous frustrations that comes with a lot of Kusoge - Sonic 2006 isn't a hard game or a very punishing one. Lose all your lives? You just re-do the level you were on. You don't even lose lives in the hub world! And most of the times you die that are "not your fault" are funny and fun, especially if you're passing the controller with a friend, or are doing it on stream.

All the ways in which it is clearly unfinished are amusing and obvious, without feeling like torture. For someone who hasn't ever played a Sonic game, esp in 3D, it could be that it's way more frustrating, as they're still figuring out a lot of the language and inherent troubles with the "genre" of "3D Sonic", which it is a pretty unique kind of game that doesn't quite exist outside of the franchise, so it could be that part of its huge Bad Game legacy comes from the pains of people who are still figuring out "how to play a Sonic game" exponentially compounded with fighting the jank of 2006.

Once you understand that, you also understand why there are so many Sonic fans who "defend 2006", who say it would've been "a great game" if it was properly polished. I looked down on people who said that, but now having played it, I completely understand where fans like that are coming from - There have been several levels that I hadn't really died or ran into big issues with, because I've played Sonic games a lot before. But if I didn't instinctively know what the level wanted out of me in split-second decisions, it's possible I would've eaten dirt and ran into huge jank while I was at it. A lot of Sonic fans probably have a much smoother experience playing the game and can see the intent of the game more clearly. And, you know, a fan did make an excellent argument as to "how good" Sonic 2006 could've been with more polish: An argentinian dev known as ChaosX remade a lot of the game in Unity, adding a bunch of new features, fixes and improvements, and it's a really fun game as a result!

Honestly, what really, truly brings Sonic 2006 down besides the obvious fact that it's a rushed and unfinished game, why people don't feel comfortable calling it an "Adventure 3", is that 2006 lacks the qualities that truly elevate the first two Adventure games. After all, it's not like those games don't have their shares of jank and misguided decisions, even if there's less of it than here. What elevates SA1 and 2 is that they have big, cool moments with characters people love, they have Live and Learn and Open Your Heart, they have an attitude and energy to them that's so captivating. Sonic 2006 doesn't quite have that, as much as it's trying to make you remember the Adventure games as you play it.

SA1 establishes all the characters' personalities, it has Tails learning to be self-reliant, Knuckles learning his past, the entire plot with Gamma, SA2 has Sonic saying his final words to Tails and Amy, it has Rouge and her dynamic with Knuckles and Shadow, it has allll the Shadow stuff, and Sonic's rivalry with him. Sonic 2006 has a lot of returning characters, but they don't get to do much, or have big moments that develop them further. All that it has are the new characters, so it really is a game for if you're a big fan of Elise, Silver or Mephiles, I guess.

Sonic 2006 is just a bit too sterile, and doesn't capture that energy that makes Adventure 1 and 2 so well-liked. It's a game that can be funny on purpose, but that's mostly on the wacky NPCs. Oh yeah, did I tell you about Soleanna? It's a pretty fun hub world, and through its people and missions, they really want to impart the feel that Soleanna is a character all of its own, with its history and culture, and throughout the game, I did get a little bit endeared and cozy by it, which is exactly what a hub world should be like. At least the New and Old cities, the Forest area is just very barren and without purpose.


morkitten
@morkitten

The story is a mess, it feels like they didn't have the time to go back and revise and have ends meet well, and that they had to cut scenes that would help expand and explain things better, especially on Silver's story. Silver and Sonic talk to each other near the end of their stories as if they had talked more about what their goals are and how they converge, but they don't. In that same scene, Blaze just sits there with nothing to do because she needs to be there so they explain how she's back in the future with Silver. What the heck even is Solaris or its flame, what's its nature? They don't have an explanation as to why Mephiles needed Silver to kill Sonic when it seems like he could just do it himself and save the trouble of trying to manipulate people to no avail. The explanations for why Blaze has to be the one to seal Iblis and why Elise's the only one who can revive Sonic are really hurried and nonsensical - like I get it, these things come first and the explanation comes later, it's more important that it needs to be this character because it's the "correct" end of their emotional journey, but the problem is that the journey also isn't all there either. Also Eggman's role in the story is extremely odd, because he really doesn't get to do much of anything or be a presence other than kidnapping Elise, and without time travel intervention, it seems that he'd... die? Because of an unspecified malfunction with his own ship?

The whole last episode feels like trying to do the Adventure 2 finale but much worse. It's a mess to play and it leaves a really sour taste on your mouth. But, I will keep defending that, other than some localized dips like that, the game parts of 2006 are really not that bad, it's actually pretty decent, and I get to say that having played the PS3 version on real hardware, with the terrible slowdowns and performance issues that the 360 version did not have! Silver is mostly pretty OK fun to play with, even if that fun amounts to just chucking stuff around with a heavy amount of auto-aiming, but hey, chucking stuff is fun! Plus Shadow is basically just Sonic with some vehicles, so even when you're playing as other characters, the game doesn't dip down in quality as drastically, as, say, when you're having fun with Sonic in Adventure 1 but then you switch to Big, or in Adventure 2, switching from the speed stages to the mech stages or treasure hunting stages (pick which one you dislike the most). Yeah you get sick of the combat and the same enemies over and over by the end of doing all three campaigns, but by that time, you're done with 2006. You aren't doing the DLCs or getting all Medals or whatever unless there's a sickness in you that you need to heal.