ZOZS!?

Welcome one and all to 2025! I wanted to give a state of the blog (AKA, a state of me) kind of update, as it’s been a while and I’ve had a lot on my mind regarding my gaming and related blog output lately.

First of all, looking back at my meager updates this year, it’s clear that I need to post more. A lot more. While I doubt I’ll ever return to my original plan of multiple updates a week talking in more granular detail about what I’m playing, I’d at least like to post a lot more. Embarrassingly, I’ve actually played several titles which haven’t made it to the blog quite yet. Even my game of year, Helldivers 2, hasn’t shown up yet. Most of those games are longer single players games that I haven’t quite finished yet, though. So, while not really a new one, my first goal is to finish those games and get some thoughts of them posted here. That’ll be my priority in the next couple of months.

Of course, posting a lot more also means playing a lot more. Now, in my defense, of the two big updates I posted in 2024, each covers multiple lengthy games – many of these games I played for tens of hours each, and altogether, I’d guess would be close to 1000 hours. That said, I’m still not satisfied with the amount of games I’ve played. In fact, my backlog has actually grown so large that I had to stop and document it properly, with a massive spreadsheet detailing individual games and priorities, as well as entire series that I want to play through and write about. Seeing it laid out in such a black and white way only reinforces that I need to make more of an effort to do more gaming. So, my second, to play more games in general.

Expanding My Horizons
“Expanding My Horizons”

Somewhat coincidentally, I have more motivation to play more. First, I’ve just built myself a new PC, and while I’ve not even migrated to it full time yet, it’s already breathed some life into some of my old favorites and had me planning to make PC gaming more of a priority this year. I’ll likely post a much more detailed article about this build soon – not because there’s anything all that exceptional about it, but I know from past conversations with friends and coworkers, hearing thoughts about how some part decisions, etc. were made can be helpful to others working on new builds. Selfishly, it can also be kind of useful to have my thoughts on my build detailed for future reference.

This might also be my year of the PlayStation. In addition to picking up a PS3 a couple of years ago to assist with replaying the Metal Gear series and some other exclusive titles I missed, as well as diving into PSP emulation with my G Cloud, I just picked up a PlayStation 5. Now, tempting exclusives aside, I had very little interest in a PlayStation 5, but when I saw the 30th Anniversary edition, I kind of fell in love. Unfortunately after months of monitoring retailer sites and eBay, I decided to take the L. You win, scalpers! Still, I’d already sold myself on the idea of getting a PS5, and at around the same time one of my friends ended up picking up a new PlayStation 5 Pro and offered me his old launch PS5. It took a while to get there, but finally resigned to never getting an Anniversary edition, I ended up getting a great deal on his PS5, monstrosity that it is. It should be noted that a lot of PlayStation 5 exclusives have now found their way to PC, but there are still some that haven’t, and a ton of PS4 exclusives (including remasters of older games) that I’d really love to play that haven’t either.

I feel like, between my PC, my Xboxes, and PS3 and PS5, and my G Cloud, there’s not a whole lot I’ll have to skip when attempting to cover game series in the coming years. Speaking of which, I’ve been delaying it for too long, but I’ll be diving into my Metal Gear / Metal Gear Solid retrospective very soon. While I hope to mix it up a bit by playing other games in between Metal Gear titles to avoid burnout, the Metal Gear games will be my next highest priority. I’m really looking forward to diving into the series.

That’s it for now. Happy New Year!

Surviving Survival Part 2

As I teased at the end of my original “Surviving Survival” article, Enshrouded was the next game on the menu. Seemingly along with a whole lot of others, previews of this game really caught my eye and I wasted no time jumping in by myself and exploring the world once it hit early access. While I liked what I played, I quickly decided to save it for a future cooperative playthrough, and it ended up being the next game my partner and I played after wrapping up Raft.

First Steps into Enshrouded's Embervale
“First Steps into Enshrouded’s Embervale”

Unfortunately, this is going to be a pretty quick synopsis, because she totally bounced off of this game. I shouldn’t have been surprised as Enshrouded tends to feel much more action RPG or action-adventure heavy than your typical “tree-puncher” game, while she’s particularly into the building and decorating, as well as the crafting and organizing aspects of these games, often leaving much of the combat, exploration, and gathering up to me. She also commented on how she wanted to play a game where building bases actually has a purpose. That is, in Enshrouded, like in so many survival games, your base is simply a place to store your stuff and do your crafting and, at least up to where we played, serves very little other purpose. She specifically mentioned preferring 7 Days to Die, in which it’s critical that your base also becomes a stronghold due to its “Blood Moon” events and the ever-present threat of wandering zombies.

In retrospect, I guess Enshrouded does feel a bit more like a hybrid between a very adventure-forward, RPG-light action RPG – something like the Fable series, for example – combined with a more stereotypical voxel-based, open world crafting/survival game. I mean, don’t get me wrong, that sounds utterly fantastic to me, but I suppose I’m still trying to figure out exactly what really grabs her about the genre. Still, she’s played through Breath of the Wild and similar games, so I thought she might still find a lot to like in Enshrouded. Sadly, after a couple of sessions, she pretty much lost all interest. Personally, I know that Enshrouded has had something like 4 major patches since I first picked it up in February, so I’m sure it’s only continuing to get more content and develop its already fairly polished systems, and I enjoyed the 10 or so hours I’ve put into it so far, so I think I’ll be going back to it at some point. Whether I go back by myself, with her, or with our larger co-op group, who knows?

A chaotic sprawl is practically unavoidable in late-game Satisfactory...
“A chaotic sprawl is practically unavoidable in late-game Satisfactory…”

Speaking of our larger group, after wrapping up Grounded, we decided to go for something a little different, and played through an entire run of Satisfactory. I’d never played Satisfactory, nor similar manufacturing focused games like Factorio, so this was all new to me. It’s perhaps a bit of a stretch to toss these types of games into the open world survival category, though there’s certainly a common lineage in my mind. That is, if Astroneer perfected the mindlessly enjoyable mining/gathering aspect of Minecraft’s survival mode, Satisfactory and its ilk are doing the same with late game large-scale crafting and automation, and personally, I fucking loved it!

Dropped onto a planet with practically nothing, the game generously drip feeds you your first string of goals, and soon you’ll have a base of operations and have extracted your first few types of resources. Very quickly, you’ll be installing automatic extractors and the means to power them, and automating getting those resources to your processing and manufacturing devices and/or storage containers… and that, well, that’s basically the whole game!

Satisfactory could very easily cut the umbilical right there and let you figure out how to move up the tech tree on your own, but instead it continues to push you forward via a series of milestones in which specific numbers of certain finished resources are shot up a space elevator in exchange for unlocking new recipes for new and upgraded machines and other gear to help you in your efforts to, of course, meet the next, even more demanding requirements. This progresses until the final couple of tiers have you manufacturing parts used to manufacture parts used to manufacture parts (and so on…) for end products that require multiple of sets of such complex components, turning your once humble factory footprint into a massive sprawl of extraction units, automated assembly, manufacturing machines, mazes of twisting conveyor belts, nuclear power plants belching waste, and delivery drones, trucks, and even trains darting about, blighting the once pristine landscape, while you keep focus on growing and especially optimizing every aspect of your operations.

Have ramps, will travel.
“Have ramps, will travel.”

There’s also an exploration component of the gameplay, as the players have to explore to seek out more and more natural resources as the demands increase, and find special power-ups hidden throughout the world to increase your output. There’s also a slightly more free-form research component to go along with the milestone system which ties directly into that. Playing cooperatively provides the benefit of letting one or two people go on these scouting runs while others continue to focus on meeting the manufacturing tasks at hand. Building utterly ridiculous transportation systems to bring materials (or even finished components) from extremely remote harvesting sites and exploring some treacherous new biome looking for more cleverly hidden Power Slugs were some of my favorite parts of the game, in fact.

We ended up completing Satisfactory not long before the 1.0 patch was released, which would have added finished versions of some exploration related systems we only had placeholders for, and would likely make the final milestone tier a little less insane than what we went through (which eventually saw us just leaving our server up for a few days while as, close to as large and fully automated as we could will ourselves to get it, we let our collective factory run for hours and hours on end.) Apart from a few annoying bugs (like the often incredibly janky Hypertubes) the game felt finished enough, but had we known it was coming, I think we’d all have preferred to wait until the game was actually finished to do this play through. As it is, I think we’ll be back at some point to see what the actual ending looks like, and what other new goodies the developers add between now and then. All told though, I really enjoyed Satisfactory.

*Cues Immigrant Song*
“*Cues Immigrant Song*”

After that, we decided to move back to more traditional territory, and headed to beautiful sunny grasslands and dark forests of Valheim. I talked a fair bit about Valheim in my first Surviving Survival post, though that playthrough was with a group of work friends rather than my normal weekly co-op group, so this was new territory for us. One of the other members of the group had played it before, though closer to its original early access release, and he and I dove right in with building a small village and exploring our surroundings. I think the other two members of our group, including my partner, struggled a little bit with the combat until we got a round or two of gear upgrades under our belts, but overall it seemed like everyone was getting to grips with the gameplay well enough.

Despite being ideally placed for the start of the game – that is, right on the sea and very close to big chunks of black forest and mountain biomes – the randomness of the map found us having to go on epic sea voyages to visit the swamps. Of course, we quickly established a forward base complete with a portal back to our village, but between that, and that biome’s less than friendly inhabitants (we were almost wiped by a Wraith at night more than once, and chased around the entire area by Abominations on several occasions) our group’s enjoyment of the game started to wane considerably, culminating in a group Sunken Crypt clear that went a little sideways, causing one of the party to need to make a seemingly impossible to solo corpse run multiple times, coming perilously close to resulting in a rage quit.

As with Enshrouded, it really wasn’t just the combat or the difficulty, but more something to do with the overall balance of combat, exploration, crafting, and base building (and I suppose how grindy all of the above feels, which can be a bit of an issue in Valheim) that didn’t sit quite well with my partner in particular. Specific complaints centered around the relatively unguided, sandboxy approach to game’s progression goals, and while I ultimately disagree, I can see where those complaints come from. I was disappointed, but it seems Valheim wasn’t quite the game for her either. Like Enshrouded, I would like to get back to Valheim again in the future, but it likely won’t be until the last big content patch is released, and perhaps even on a modded server as well.

Green Hell? This doesn't look so bad!
“Green Hell? This doesn’t look so bad!”

It’s ironic then, after just mentioning potential struggles with difficulty, that my partner chose Green Hell as our next duo game. She’s been interested in Green Hell, as well as the similarly themed and probably better known The Forest, for quite some time, and that whole time I’d been a little worried about how much of a brutal exercise in survival it might be, as gleaned from various reviews. It turns out that my concern was warranted. While it wasn’t quite as unbearably difficult as it sounded, we definitely found it falling more on the side of frustrating than fun.

In Green Hell the players are thrown into the middle of the Amazonian rainforest. As is typical with these games, you’ll need to gather material to build tools and structures, hunt, fish, and forage for food, and deal with the sometimes less than friend wildlife. In Green Hell, we can add some rather aggressive native tribesmen, both real and imagined, to the list too. What I mean by “imagined” is that native attacks are often one of the end results of the kind of cool sanity system the game employs. That is, certain actions and conditions affect your sanity, making it, along with food and hydration, one of the basic stats you’ll need to keep track of in this game’s simulated version of survival. I mean that literally too, as even imagined native attacks will kill you. In fact, rather a lot of things in Green Hell will kill you. Just about everything you do, from sustaining a minor injury to simply picking up a rock or a log, or hell, even just moving around the environment, can result in some sort of negative status effect which, if not addressed, mostly by means of crafted healing items, can lead to a very bad time.

At first we decided to play the campaign, which does a fair job of justifying why in the hell you’re in the Amazon in the first place, as well as making the Waraha Tribe more than just an lazy depiction of native stereotypes, but after struggling with navigating the campaign’s tasks while dealing with the constant distraction of basic survival for a session or two, we opted to start over in sandbox mode so we could have more opportunity to learn the mechanics without the added pressures of the campaign’s objectives. Early on, we were fortunate enough to locate an abandoned camp relatively close to a river, and started rebuilding it, making it our base of operations as we got to grips with the basics. Soon, we’d learned to get enough fresh water and nutritious food for it to no longer be a massive burden and developed tools to be more and more efficient at gathering. Even after this new level of progress, things like the aforementioned negative effects could still feel like an annoyance at best.

Never mind...
“Never mind…”

Funnily, I think I was the one who was more frustrated this time around. While I would usually get into the game, at least for the first couple of hours of a session, I didn’t look forward to the prospect of playing it again, and at some point all of the struggles and random-feeling deaths started to just feel absurd. She finally came around when, feeling like we had things around our camp reasonably figured out, we decided to venture out, knowing that we’d yet to encounter some of the resources that would be required to continue to tech-up. We quickly ran into new, even more challenging wildlife, and found ourselves having to run back to our base to lick our wounds. Even after over 20 hours of gameplay, we kind of felt like failures.

To be clear, I’m not calling Green Hell a bad game. In fact, I’d hazard to guess that a harsher take on the survival genre was one of Creepy Jar’s goals here. I do think, however, that overcoming some of these challenges felt less rewarding, not to mention more ephemeral, than many of its contemporaries, which, personally, just didn’t provide the dopamine hit I needed to flip the switch from the gameplay loop feeling like a chore to being entertaining. With this genre, that’s probably a thinner line for most of us than we might think. That all said, even after all of this, I’d still really like to go back to the campaign and try to complete it. Unfortunately, by the time we reached that point, my partner was fully ready to move on.

Sitting on the throne in Abiotic Factor more often means something very different.
“Sitting on the throne in Abiotic Factor more often means something very different.”

The next game our larger group played was Abiotic Factor. This was one I was entirely unfamiliar with, but everyone else seemed to think it looked fun. Personally, from the trailers I watched and the little bit I read, I really didn’t know what to expect. Scientists living in an underground bunker, having to craft new experimental devices to survive? I don’t know, I was getting some major Fallout and Silo vibes, though mixed with the primitive graphical style and odd mix of multiplayer scares and zaniness of Lethal Company. Okay…

Now that I’ve played it though, the premise of Abiotic Factor is easy enough to convey. You play as a random worker in a massive underground research facility that is researching… let’s just say, some very exotic things. You know, inter-dimensional portals and the new and lifeforms inhabiting them, that kind of thing. It’s your first day of work and, thanks to some impeccable timing, a major catastrophe occurs and you’re trapped inside as the facility goes into lock down. With almost everyone dead or evacuated and the facility in shambles, your objective is to survive long enough to find a way out. Now, if you’re getting Half Life vibes from this description, you’re right on the money. It seems like the first Half Life was a huge influence here, although, as implied by the comparison to Lethal Company, the whole thing is done in a decidedly less than serious way.

The writing is fun, from humorous voice lines to the fact that at times the size and scope of the facility almost feels more like parody than homage. This is also conveyed by some of the mechanics, like the fact that regular bathroom breaks, complete with a minigame to “ease the passage” are one of the survival elements you’ll need to manage. It’s also present in the graphics, which, particularly when it comes to human characters, border on being preposterous, which I’m fairly sure was intentional. For me, this quickly fell away, as the enemies and environments looked nice enough, and I found myself so immersed in the seriousness of the situation that we, as players, found ourselves in, that I forgot all about that aspect outside of the occasional moment of playful downtime back at our base.

A Defense Robot versus a Composer?! *Grabs popcorn*
“A Defense Robot versus a Composer?! *Grabs popcorn*”

Initially, the game had us exploring abandoned offices, looting anything we could find, tiptoeing around the alien creatures roaming the darkened facility corridors, and hiding for our lives wherever we could barricade ourselves in when night came. These early areas were fun, and definitely got us on the hook. From there, the temporary base we’d established was relocated to a better location and greatly expanded, and the breadcrumbs the narrative dropped for us to head to our next objectives were more than enough to keep us entertained. Despite these objectives quickly devolving into a treadmill of “Go here, no, sorry, go there instead!” like encounters, they led to some unexpected places, including some challenging navigational puzzles, very dangerous enemies, and some memorably tense and scary moments. Of those, Flathill, particularly the library, the damnable Hydroplant, and the deep-dive to the Neutrino Detector, immediately come to mind.

Mechanically, the game is more or less your typical open world crafting/survival game, though some of the decisions in how those pieces are assembled make Abiotic Factor feel like a fresh take to me. New recipes are learned when acquiring new materials, and then researched via a simple minigame where the player attempts to deduce which other components are required to craft the item. This is used quite cleverly to advance the narrative – a new material and/or recipe is introduced which will then require the players to seek out the other required components, which leads to having to explore new areas which in turn means overcoming new puzzles and enemies. Of course, the more exotic the materials you encounter, the crazier some of the items our team of mad scientists can cobble together become – this is not a game where you spend ages progressing from wooden spears to bronze spears to iron spears. In fact, in some ways, the item progression feels a bit more horizontal. It’s not all perfect – ammo for guns is scarce, perhaps being one of the few things you’d ever need to grind, and unless you’ve purposely built your character to use them, shooting them isn’t a whole lot of fun either. Similarly, many of the other items you get along the way feel like they’re of questionable use, though I’m sure this improves considerably with subsequent playthroughs.

If your swimming pool yields unlimited fish it's time to call a pool cleaner.
“If your swimming pool yields unlimited fish it’s time to call a pool cleaner.”

Exploring is a big part of the gameplay. Thanks to being so in-step with the narrative, you’re always focusing on new parts of the sprawling facility. While travel time isn’t a huge issue (these areas are connected via a tram system to a central hub area) navigating some of these areas, between confusingly complex layouts and a less than generous in-game map, coupled with situationally respawning enemies can be, so it might make sense to build new, smaller bases in each area as you progress, leading to the more nomadic style of base-building that some other games in the genre, like Return to Moria, employ. For our playthrough, we ended up building our base so close to that central hub that we were able to just stick it out, making our excursions into other areas a major group event. It doesn’t seem like my partner, with her preference to hang back at base and work on building, crafting, and logistical matters, would be into this at all, but, thanks to an early agreement that we’d always try to stick close together when running missions, this really wasn’t an issue.

A lot of the other mechanics in the game are similar to other games in the genre too, of course. Besides your bathroom breaks, you need to manage your food and water, sleep/rest, and body temperature. The latter comes into play in some specific areas, where you may need to equip appropriate clothing to stay warm, or keep cool, but overall, none of these are too hard to manage. Food, for instance, feels like it is going to be a huge burden, but we quickly discovered how easy fishing was and, luckily, our base was situated right next to some water for extra convenience. Really, pretty much every challenge we ran into was soon met with some sort of solution to ease the burden, if not outright remove it. I’ve yet to play it myself, but I’ve seen many of the mechanics of this game compared to one of the early standouts of the genre, Project Zomboid, which it seems most people would consider high praise.

Hey Project Zomboid, we've got zombies too!
“Hey Project Zomboid, we’ve got zombies too!”

So, pretty much exceeding my expectations at every turn, the biggest negative about our experience with Abiotic Factor is actually how our playthrough ended. After struggling through the last area of the game, which definitely felt like a culmination of the gradual difficulty curve we’d felt up to then, the breadcrumbs just… stopped. You see, the game is still in early access, and not unlike Satisfactory, despite feeling reasonably polished the entire way through, simply wasn’t finished. The difference was that we knew we were reaching the end of Satisfactory, whereas Abiotic Factor just abruptly stops. We were left with no way forward and no conclusion to the story, our characters doomed to spend the rest of their lives trapped in the depths of the GATE Cascade Research Facility. That said, we definitely all enjoyed it enough to go back when there is more to do (one of our group, who plays a ton of games, even called it one of his games of the year) though I suspect we’ll be waiting for the game to exit early access before that happens.

That rounds up this game log, though naturally our group has already moved on, and we’re currently exploring the lush planet of Olympus in Icarus. Next time!

A few of these screenshots were swiped from the Steam Community, as I shamefully didn’t take enough good screenshots of my own. I need to get better at that. New Year’s Resolution?

Cloudbursting

I know it’s been ages since I’ve posted. I’ve been in a bit of a limbo when it comes to gaming for a while now, with several games I’ve been working through at a glacial pace that I really want to finish before moving on to anything new, all of which will be covered here once I complete them. For now though, let me tell you about a new toy of mine.

A few months back I got the itch to start looking at handheld PCs. I have a friend with a Legion Go and at least a couple with Steam Decks. In reality, I probably have very little actual use for one, and I have a history of regrettable purchases related to handheld consoles and the like. I simply don’t play them. Still, it was a fun hole to fall into: consuming innumerable videos, Reddit threads, and Steam Community posts on the subject, and spinning off into unexpected areas, like the vast array of cheap yet impressive emulation focused handhelds that have flooded the market in recent years. In the end, despite the numerous advantages of the Windows based handhelds, given the price, my 20 years of investment in Steam as a platform, store, and community, and various other (mostly minor) quality of life things, I was fairly settled on the Steam Deck OLED.

That said, the one thing that kept coming up was the other platform, store, and community I’ve invested heavily in over the years – Xbox. While I consider myself a PC gamer first and foremost, I also do a ton of console gaming as a means to get away from my PC for a while, relaxing on my couch in front of a nice, big TV. I mostly reserve console gaming for single player games, with more traditional PC genres like FPSes and strategy games, and lets not forget MMOs and other online games, being played on PC. That said, when it comes to my (massive) backlog, I intend to play a great deal of those games on Xbox. I already own many of them, for one, but I also somehow still hold the tiniest flickering flame of the once great torch I carried for building up my Xbox achievement score. One obvious solution was streaming from my Xbox to my Steam Deck over my local network. Could it be done? Well, absolutely! There are third party apps that can do it quite well, apparently.

Playing Halo Infinite on My Stoop
“Playing Halo Infinite on My Stoop”

The more I thought about it, the more this became one of the most likely ways I’d use my Steam Deck and, frankly, it seemed a little overbuilt (and overpriced) for that purpose alone. I’d also read about how Xbox games wouldn’t use the full screen due to the Stream Deck’s odd 1280×800 resolution which got me thinking that the ideal would be a handheld with a 1080p screen so that The Xbox Series X (or PS5, for that matter) could stream to it full screen in their most commonly used resolution.

That’s when I ran into the Logitech G Cloud. Now, I’ve heard of this thing before. I’m sure it was mentioned on at least one of the gaming podcasts I regularly listen to because of their supposed partnership with Microsoft for the G Cloud to be something of an Xbox competitor to Sony’s first party solution to this problem, the PlayStation Portal. I’m not sure that’s quite how it ended up, but the more I learned about it, the more interested I became. Here’s a quick rundown:

  • Built and supported by Logitech, who are far more experienced with hardware and much more reputable than the majority of players in the space, outside of the major ones like Asus, Lenovo, and Valve, of course. Accordingly, it feels relatively high quality when it comes to build and materials.
  • The controls are quite good. The layout closely resembles the standard Xbox controller. The analog sticks are decent, the buttons and triggers feel good, it has a subtle but fully functional rumble, etc. Input lag is close to non-existent too. About the only complaints I’ve heard is that the D-pad leaves a bit to be desired, not being great at registering diagonals, and some people hate the deadzones in the analog sticks.
  • Additionally, the whole thing is very ergonomic. Most every reviewer mentioned how good it feels to hold. It’s also really light, which is an advantage none of the big boys have. You could definitely hold this thing above your head while laying in bed without giving yourself an unplanned arm workout, and that is one of the use cases I had in mind.
  • Another point of comparison that is often brought up is battery life, and the battery life of the G Cloud, being basically a glorified Android tablet, and one that is mostly streaming rather than running games locally, is stellar.
  • Being an Android device, it has a lot of flexibility in terms of available apps, customization, etc. Of course, Logitech provides a custom interface which simplifies and consolifies the whole thing somewhat too. One of the most likely use cases for a device like this, outside of streaming, is loading it up with emulators, and there’s quite a few available for Android. This thing might not be the most powerful handheld by any means, but it’s enough to emulate most consoles up to PS2 quite well.
  • As mentioned, while it’s not OLED, the screen is quite nice. 1080p native, relatively large at 7”, vibrant. It can also get bright enough to allow you to play outside on a sunny day.
  • The biggest negative is perhaps the price, which is typically $300. Given the price of handhelds, and Sony’s Portal being only $200, I think that’s a little high given its capabilities and intended use. That said, it regularly goes on sale for $250 or less, and finding them used is fairly easy as well.

I’d suggest TechDweeb’s video on the G Cloud for a better summary. The fact that a dude who probably literally owns every handheld available is so enthusiastic about this thing speaks volumes.

So, I got one! Being an iPhone and iPad user for ages now, it was a bit of a mindfuck setting up a new Android device, but beyond that, it was easy to get going. I tested out Microsoft’s Xbox streaming app, which worked fine, though it only runs at 720p. I also tested out Microsoft’s Cloud Gaming app, which worked far better than I’d have expected, despite also having a similar 720p limitation. Now, I honestly don’t have that much interest in cloud streaming, but given how well it works, I could see myself using it if I were on a relaxing vacation where I had a lot of downtime, assuming I had a good WiFi connection and an even better Internet connection, of course.

Finally, I bought myself XBXPlay from the Google Play store which is a third party take on the normal Xbox streaming app, but supports 1080p and has a lot more options for tweaking your experience. It works incredibly well. While it’s a bit of a bummer I had to go to a third party for a superior solution, I have no complaints. I can now play Xbox Series X (and all of the previous Xbox One, Xbox 360, and Xbox games it supports) while my SO is tying our main TV, in my bed when I just need to relax, or outside on my porch on a nice day. With the Xbox’s remote startup and shutdown, I could also open some ports in my firewall and stream remotely too, if I wanted to. Very cool.

Now, I haven’t dabbled with PC streaming at all yet, but in theory I should be able to get similar performance by using Steam Link or perhaps better yet, Moonlight + Sunshine. The truth is that I don’t have the same use-cases for PC streaming. Generally, if I want to play a PC game I just go on my PC, which is rarely tied up. I don’t play a lot of PC games using a controller; if I’m super compelled to use one, I’m probably just going to play the console version of the game. I’m sure one of these days I’ll have some reason to diving into it. I’d imagine getting an MMORPG to work on this thing could be fun, for instance.

Metal Gear Ac!d, anyone?
“Metal Gear Ac!d, anyone?”

To expand a tiny bit on the subject of it being an Android device, as mentioned, it’s powerful enough for a lot of emulation, but it’s not up to the task of anything super intensive, like more demanding PS2, GameCube, or Vita games and beyond. It’s also not going to be able to smoothly play later, more demanding Android native games. Now, given this thing’s widescreen format combined with its apparently lacking d-pad, I can’t see myself emulating a lot of 8-bit and 16-bit classics on it either, even though it’s otherwise totally up to the task.

There’s a sweet spot that I found incredibly intriguing though – the Sony PlayStation Portable. The PSP had a 16:9 widescreen display and it had an analog stick (the infamous “nub”) as its main input, so it seems like a perfect match for the G Cloud. The G Cloud is also powerful enough to emulate it using the awesome Android PSP emulator, PPSSPP, being able to 4x upscale most games to its 1080p native resolution. I went from not being aware of or all that interested in many PSP games, to spending days on end cramming a 64 GB SD card with almost its entire library of games, and let me tell you, the PSP had a ton of interesting ports and genuine exclusives, especially to someone who has very little experience with the PlayStation ecosystem like me. Now, I honestly don’t know when I’ll actually get around to playing any PSP games, but this does at least mean I’ll be adding Metal Gear Acid and Acid 2, along with MGS: Portable Ops to my upcoming Metal Gear retrospective playthrough.

In conclusion, success! My original Xbox local streaming use-case seems to have been thoroughly satisfied, and the bonus use-case of opening up a whole new world of games with a high quality PSP emulation experience is also a total win. That said, I should mention that there are indeed other competitors in this space (Android handhelds with similar form factors) such as the Ayn Odin and Odin 2, the Anbernic RG556, and the Retroid Pocket RP4. Some of them are much cheaper, and some of them even more expensive, but more powerful. While I’m happy with my G Cloud for now, this is a space I’m going to keep an eye on for the future… you know, unless I just end up buying a Steam Deck. 😉