OUYA (2013-2015)

“The Little Box Inside This Box Has Big Dreams.”

“There would be no OUYA without you.”
OUYAwesome art by @puttinginpocket.

On May 22nd, 2019, the announcement was made that the OUYA’s online services would be shut down in just a month’s time thereafter.[1] For a platform relying entirely on digital downloads to populate [and authenticate] its library of games, this spelled the death knell for a piece of hardware which had already spent the past four years in a state of dormancy and disrepair. In the minds of many, the only “surprise” element to this short-notice shutdown was the fact that it hadn’t already happened sooner. The cessation of service for OUYA serves as the predictable punchline to what had become an inside gag within the games industry — the expected ending of a stage play tragedy. In a word: “Inevitable.”

But the OUYA didn’t debut on the scene as an immediately doomed endeavor. Far from it; its beginnings are that of one of the most successful Kickstarter projects of all time, and its expected impact on the games business was to be immense. An attached tagline dared consumers to dream: “What if you could press a button, and reset the entire video game industry?” But of course, that dream would quickly be dashed, along with any other hopes for it as a sustainable fourth competitor in the ongoing console wars. Instead, the questions we’re left to ask ourselves are where it all went wrong, and if anything could’ve been done to avoid this unfortunate fate?

In this article, we’ll be seeking to answer these questions and more, as we provide a history of the life and times of the ill-fated console known as the OUYA. In tracking its development from a bragworthy beginning to a whimpering end, we aim to pinpoint the fatal flaws made along the way. But we’re not just here to fixate on the negatives: Where it’s due, credit will be given to the ideas that made the OUYA such a promising prospect in the first place, and to the handful of success stories it helped hatch. For as easy as it may be to mock the ultimately failed business venture, you can’t say it wasn’t without its merits, or that its original intentions were entirely ignoble. With all that well in mind: It’s time to bring the OUYA to ya’.

Special thanks to a fellow Cassidy (@madlobotanist), who kindly provided the OUYA used to gain the necessary first-hand experience for this article! She also confided in me that she’s “weirdly attached” to the accompanying controller for it, which… hey, y’know what? Don’t put up with anyone telling you any differently. You keep fighting for what you believe in, you hear?

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Yaroze a Day #02

AMATEUR WARS: SPECIAL EDITION | ANDA | AOZORA | APEX |
THE APPOINTED STATION | ARENA | ARENA 1

Welcome all to the second installment in our new feature, “Yaroze a Day!” In this series, we’re attempting to cover the complete catalogue of games compiled in the unofficial “Net Yaroze Collection 2014,” and giving each of them brief explorations and reviews. I’m still aiming to keep this up on a weekly basis, with seven games being discussed per article — as if doing one for each day of the week, you dig? In this week’s update, we’ll still be working our way through more titles beginning with the letter “A,” seeing as we’re doing all this in alphanumerical order.

For those of you who haven’t already read our primer on the subject of the hardware and introduction to this series; you can find it here, and get better acquainted with the scope and goals of this feature. There’s also our debut edition of the feature to be read, wherein we cover our first set of seven games; for those of you who don’t wanna miss a single game. With all that out of the way, please to enjoy this week’s assortment of oddities and obscurities!

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Yaroze a Day #01

3D DRAGON PASER | 3D FIGHTING TRIAL | 3D GAMING ENGINE | 4 OTHELLO | ADVENTURE GAME | AIRBOB | ALIEN LOOTER

Hello and welcome to the first proper installment in our new feature, “Yaroze a Day!” In this series, we’ll be covering the catalogue of games compiled in the unofficial “Net Yaroze Collection 2014,” and giving each individual entry a brief exploration and review. We’ll be attempting to keep this up on a weekly basis, with seven games being discussed per article. As we’ll be going in alphabetical order and starting from the top; this first installment will serve to cover the entries beginning with numerical characters, before moving into the first few titles beginning with the letter “A.”

For those of you who haven’t already read our primer on the subject of the hardware and introduction to this series; you can find it here, and get better acquainted with the scope and goals of this feature. Otherwise, you’re obviously free to continue reading this article, and discover the amateur-developed games within!

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An Introduction to “Yaroze a Day”

For as long as the market for video games has existed, there have been folk interested in breaking into the business. But this compulsion to contribute to the medium was once tempered by means of access to the necessary tools and training; held closely as “trade secrets” by hardware manufacturers, or made prohibitively expensive to those not already established in the industry. The solution for some was to simply turn to the home computer ecosystem, where access was widely open and welcoming. Others still chose to overcome obstacles on consoles by developing and publishing games outside of the licensing system, effectively producing bootleg and pirate software. And then there were those fortunate few who could afford to overcome the hurdles set in place by the console manufacturers, and pay to get their mitts on proper software development kits. With an SDK in hand, the world of games creation software was your oyster.

But not just anyone could get their hands on a development kit for any given console, though. As mentioned earlier, some were just too costly for the standard enthusiast. Other hardware manufacturers required some amount of “credentials” on the part of would-be developers before they might even consider handing over their toolkits. In these ways, many a creative individual had their game ideas stymied or stifled, in service of the best-laid plans by hardware producers to keep the market from being flooded. This was until one brave manufacturer decided to take the plunge, and offer interested individuals a consumer-grade SDK for their current console offering. In June of 1996, Sony began to sell a product by the name of “Net Yaroze,” allowing amateur developers to experiment with none other than the PlayStation’s hardware.

The years that followed saw a small boon to independent game development, and a proliferation of homebrew PlayStation software. But with only the occasional spilling over of these niche creations into the mainstream consciousness – typically in the form of the odd appearance on a magazine demo disc – the Net Yaroze community existed in relative obscurity for a roughly eight-year run. In spite of this imposed isolation, the impact the toolkit would have on the lives of some of its members could be measured for years to come — with a small handful of titles being developed into full-on retail products, and several developers going on to fully pursue careers in the games industry.

In this article, we’ll be providing a brief overview of the Net Yaroze’s history, serving as a prelude to a series wherein we’ll be reviewing a range of available software from its user-created library. Before we begin that process of powering through 300+ titles; I feel it’s important to understand the intended application and limitations of the toolkit at hand, so as to appreciate what these amateur developers were made to work with. In the coming months, we may come to mock some of the more ill-advised / incomplete entries to the Net Yaroze software catalogue. But as we remind ourselves of the state of independent games development in the mid-90s and the hurdles that came with it, we’ll have to bear one of the platform’s unofficial taglines firmly in mind: “If you can build a better game…”

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ClayFighter 63⅓

“So You Wanna Be a Clay Fighter, Huh?”

“Playland has become Clayland.”
Inclayible art by @peachyfiend97.

Oh, ClayFighter. My sweet little clay, clay fighter. Of all the fighting game franchises launched during the genre’s boom in the 1990’s, it was certainly one of them. Hoping to stand out from the crowd by parodying the perceived self-seriousness of other, more popular offerings; the end result was a series of games which banked on style over substance, and which would ultimately fail to establish a significant fan following for it. Its lasting legacy is largely centered around unfavorable retrospectives and unforeseen rarity: Criticisms of its highly problematic comedy, contention over cut content and convoluted controls, and scarce cartridge supplies now trading for thousands in cash.

Of course, this wasn’t always the common perception of the series. There was a time where ClayFighter was rated as a underdog contender — a dark horse in the competition for fighting game supremacy. Each new entry brought new hope with it that they might finally be the one to break through. Until inevitably, there was no more fight left in the franchise, and the long-fought bout was declared a loss. The final effort on the part of the ill-fated competitor would be recorded as a whiffed one-two punch: ClayFighter 63⅓ for the Nintendo 64, and its subsequent “update” in the form of ClayFighter: Sculptor’s Cut. Our focus for today’s article will primarily be on the former, though the follow-up will certainly play a role in our story as well. I should also note that today’s article is another in our line of Patreon requests; suggested and sponsored courtesy of @RobertNaytor.

The road leading to ClayFighter’s N64 debut is a winding, rocky one. We’ll be attempting to quickly track the franchise’s full journey from the fourth generation of consoles into the fifth, complete with struggles to change console manufacturer allegiances. Failing repeatedly in that endeavor and having been forced to settle for Nintendo’s hardware offering, a full examination of the resulting game should follow. And from there, we’ll deal with the matter of its final follow-up, and the unrealized attempts at a resurrection thereafter. Keep your minds open and your hands moist, folks: This one might get a little messy.

EDITOR’S NOTE: It must be noted that several of the playable characters who appear in the ClayFighter franchise serve as depictions of – to put it bluntly – crude racial stereotypes. Unavoidably, there will be images and descriptions of these characters in the course of this article. To establish my own personal sentiment up front; I find these characters / caricatures to be pretty abhorrent, and will be criticizing them thusly.

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