RF Generation.  The Classic and Modern Gaming Databases.RF Generation.  The Classic and Modern Gaming Databases.

Posted on Oct 2nd 2015 at 12:00:00 PM by (Crabmaster2000)
Posted under Blog Quest, Staff Members, Employees, Hiring, Game Store, Video Games

[img width=700 height=206]https://farm9.staticflickr.com/8808/18226401432_7817d9640b_k.jpg[/img]


We've all heard that old chestnut at one point or another during our lives: "It takes a village to raise a Game Store". I've learned firsthand how true that is over the last couple years though.....


Continue reading Blog Quest: The Crew



Posted on Sep 2nd 2015 at 12:00:00 PM by (Crabmaster2000)
Posted under Game Quest, Blog Quest, Game Store, Moving, Business, Video Games, Reseller

[img width=700 height=206]https://farm9.staticflickr.com/8808/18226401432_7817d9640b_k.jpg[/img]


After a great showing at our local fan convention and nearly two years in our tiny downtown location, we were starting to feel more cramped than ever in our store. It had felt small very early on, but it was just getting worse and worse as we had more customers and product coming in. Especially, since we wanted to add tabletop games in a significant way and didn't have the space to do it properly. It was feeling more and more like it was time to start shopping around for a new home for Game Quest!


Continue reading Blog Quest - Location Scouting



Posted on Aug 25th 2015 at 12:00:00 PM by (singlebanana)
Posted under kids, video games, how to, getting started, introducing, family

[img width=700 height=537]http://i1029.photobucket.com/albums/y359/necrom99/RFGen%20Blog/2240AAC1-0CD7-49F0-B3DF-9685FEC07189_zpsaokoyqbp.jpg[/img]
The hook brings you ba-aaaaaaaaaaaaaaack.

One of the things I love most about RF Generation is the great diversity of members that I get to converse with on our forums.  Our members vary in gender, age, ethnicity, nationality, social beliefs, and especially in their game system/developer preference.  Even so, our community has always been the kind where difference of opinion is accepted and embraced, and is even used as a means for looking at video gaming in general in a different light.  As an older member of the site, I've always felt right at home reminiscing about classics with the rest of the "geezers" (like Duke, who is much older than me) and having great conversations with younger members regarding their gaming history.  Though many of us differ in age, there is one thing that many of us have in common.......kids.

At this point in my life, I have two young kids, ages four (a boy) and seven (a girl). Like some of you, I've always had this dream of sharing my collection with my kids and playing alongside them through the same games I grew up on.  Though some of you may not be at this point in your lives yet, but may be considering having kids, you've probably at least had the same thought at some point.  I'm by no means the perfect parent, and when it comes to getting my kids involved in gaming, I've had my share of failures and successes.  However, my kids have really gotten into gaming recently and are begging me every night to go up to the gameroom.  Honestly, it's f@*king awesome!  So, in the course of coming up with an article for the front page, I decided that reflecting on what methods in getting my kids interested in gaming worked for me, as well as what I could have done better to peak their interest, might be a good topic. Below are a few observations that may be helpful if you want to get your kids to enjoy gaming:


Continue reading What to Expect, When You're Expecting Your Kids to Be Gamers



Posted on Jul 2nd 2015 at 12:00:00 PM by (Crabmaster2000)
Posted under Blog Quest, Game Quest, Game Store, Video Games, Convention, Celebrities,

[img width=640 height=189]https://c1.staticflickr.com/9/8808/18226401432_5aac114362_z.jpg[/img]


A couple years ago my wife and I were fortunate enough to attend our first ever Fan Convention in Calgary, Alberta. I was very excited and prior to the event, I had my wife watch through a plethora of nerdy movies so that she would be well-versed on many of the attending celebrity guests. I knew it was something I'd enjoy, but I wasn't sure my wife would find enough to keep her entertained for the entire three days. Much to my delight, she seemed to enjoy herself as much as I did. From checking out the amazing cosplay, to taking in the often hilarious speaking panels, to meeting strange new people while waiting in line for autographs, and even embarrassing herself while speaking with her childhood crush, Sean Patrick Flanery (she was a big fan of Young Indiana Jones), we both had one of the best weekends we have ever spent together.

Much to our delight, we learned that our own city was scheduled to host a fan convention, aptly named Northern FanCon! This time though we had the unique option of attending as a vendor as opposed to a typical guest.


Continue reading Blog Quest: Un"Convention"al Appearance - Part I



Posted on Mar 25th 2015 at 04:00:00 AM by (SirPsycho)
Posted under debate, sealed games, video games, old, new, retro, modern

[img width=350 height=465]http://i.imgur.com/DOFBV7N.jpg[/img]
Psycho cracks a seal!

Today marks our first point v. counterpoint article where two of our bloggers will go head-to-head to debate one of collecting's hottest topics: the state of collecting sealed games. In the red corner we have the man with the plan, the author of this statement, the most handsome man in the history of the universe, SirPsycho! And in the blue corner, we have the second most handsome man in the same history, slackur!


Continue reading RF Generation Blogger Point v. Counterpoint #1: Sealed Video Games



Posted on Feb 2nd 2015 at 05:00:00 AM by (Crabmaster2000)
Posted under Game Quest, Game Store, Retail, City Council, Delegation, Politics, Second Hand, Pawn Broker, Video Games

So you've been operating your retro game store for a few months now and things are going better than you could have hoped. Customers are happy, new stock is getting traded in on a regular basis, bank account is moving in the right direction. Nothing can bring you down. Cue Bylaw Enforcement Officer..........



Continue reading Blog Quest: Getting Political - Part I



Posted on Apr 1st 2010 at 12:55:14 AM by (slackur)
Posted under General, Snatcher, Hideo Kojima, video games

I finally got a working copy of Snatcher on Sega CD this week (I've owned the import Playstation version for a long time but can't read Japanese) and went through it mostly in one sitting.

Wow.

It is quite remarkable, coming from someone who went through the entirety of American Metal Gear games first, to go back and see what is essentially the prototype CD-ROM narrative of Hideo's work.  Every major facet Hideo is known for is present in Snatcher, and since both the man's ideas and the technology were both so relatively new at the time, to go back and review it seems to almost distill what makes a Kojima project into its very essence. 

The heavy clash of anime and western influences.  The repeated fourth-wall breaks and humor.  The obsession with humanizing technology while showing the isolating effects.  The noir style.  The jazz overtones in the drama scenes.  The overcooked dialogue and emoting.  The crazy plotting and pacing.  The stretched out to ridiculousness monologues.  The romantic entanglements and hero worship.  Humanity needs a savior from outside of humanity mantras.  Tons of hidden or easy-to-miss easter eggs and secrets.  Walking robots. 

***MGS3 and Snatcher spoilers ahead alerts !!!***

Heck, huge chunks of Metal Gear Solid 3, my personal favorite of that series, seems lifted right out of Snatcher, including Cold War east-west tensions, genetic manipulation, father/son legacy issues with elements of patricide, secret government WMDs that fell into private hands, impossible resurrections, double agents, I could go on and on.  I was amazed over and over at the copied elements.

The technical elements were very similar in many ways as well.  Both Snatcher and every MGS title were known to push technological limits of the hardware at the time; while Snatcher doesn't expand the Sega CD into new territory like the MGS games did with Sony's hardware, the use of the then new CD storage was put to justified use. 

Snatcher has lots of voice-overs, CD-quality music, a rather lengthy story, and it's own in-game accessible historical database of game fiction to dig into.  It was one of the first Sega CD games that simply could not have been as engrossing on a cart.

It also has almost no gameplay.  And I love it for that.

What?

When I wrote earlier that I went though all the American Metal Gear games, that's true, from a certain point of view.  I myself completed MGS and over half of MGS2.  But the gameplay mechanics began to really frustrate me in 2, feeling overly complicated and unintuitive.  All the immersive factors in the world are lost to me when after four hours of play I still fumble with the controls.  I don't know exactly why.  But I played MSG 3 and 4 and felt the same way. 

Thankfully, my buddy Arkyst is a real MGS nut and doesn't have the same hang ups, so he took me through all of MGS 2,3, and 4 and even showed me all of the little tricks and secrets.  I love those games, I just can't play them well.

But Snatcher is a different animal all-together.  The closest it comes to a traditional video game is the arcade-like shooting scenes, where you use the d-pad and select a quadrant (the screen is divided into a 3 X 3 grid) and press a button to shoot.  They get fast-paced, but out of an eight hour experience there are perhaps around half a dozen times you do this (and few other times the game requires you to shoot once or twice.)

The rest of the gameplay is simply selecting from menus, using the look and investigate commands on the same selections of each area repeatedly.  It may sound boring, but it turns the experience into more of an interactive graphic novel, or better yet an electronic choose-your-own-adventure book.  The story is good enough (and the voice acting and writing tolerable enough) that you want to solve the mystery, and the game's universe consistent and well thought out enough that everything makes sense in the context of the well developed background.  Most things in Snatcher reach around to get full circle in a way that even good novels often miss the mark, not to mention the hack job that often passes for a video game narrative.

Unlike MGS 2 and up, I could play Snatcher, and it almost never got in the way.  That is, until the very end, in which the shooting sequence took a Mount Everest sized spike in difficulty that saw me getting out the Genesis Justifier light gun to get past, as the d-pad went from passable to yeah-right.  This end bit was admittedly a klaxon in a symphony.  There has to be a better way to ratchet up the tension at the end.

For a game that requires little more than for you to stay awake and occasionally solve an obtuse puzzle for 98% of the time, you are suddenly expected to have cat-like reflexes for the rest of the 2% of gameplay.  Imagine getting through a Zelda game, reaching Ganon, and suddenly you have to play through a Battletoads 3rd stage hyperbike scene with no recourse in order to see the ending.  That's comparatively what Snatcher pulled, and while I finished it, it was jarring.

Nonetheless, overall it was a refreshing experience, and now I desperately want to go through the spiritual-successor follow up, Policenauts.  Unfortunately that never made it over here in the States, and I'm not sure I'm brave enough to try a patch method.  Ah, who am I kidding.  One day I'll try.

Snatcher was a great experience that made me briefly re-evaluate what a game is, and somewhat surprised me (even more so than the MGS games) into remembering that for all the critics of cut-scenes over gameplay, everyone's understanding of interactivity is a little different.  I enjoyed 'playing' Snatcher more than the MGS games not because it controlled better, but because the 'gameplay' fit like a glove for the format (until the very end) and I could sit back and enjoy it instead of being hampered by gameplay choices that I might not overcome.  I doubt I'd have ever experienced the rest of the MGS saga if it weren't for Arkyst (I put many, many hours into MGS 4, I really tried) and it would be a shame if that happened to Snatcher as well.

So, even though it is still pricey, I HIGHLY recommend Snatcher if:

a) you are a Hideo Kojima fan and want to see how much his early stuff fits in with the rest

b) you like Blade Runner (of which the story is 85% derivative of)

c) you are a fan of Cyber Punk and Sci-Fi

d) you enjoy the type of gameplay found in the likes of Hotel Dusk, Sherlock Holmes Consulting Detective, and the Carmen Sandiego series

e) you want to see a game that really needed an M rating for violence, blood and gore (if only for a few scenes)

f) you are collecting Sega CD games and want something to flush the taste of 'Lawnmower Man' down

g) you want to see an inventive and eclectic puzzle design (seriously, the Oleen puzzle was nifty after you recheck your inventory and know what it wants, but the extra letter at the end of the real answer made it a bit too unnecessarily abstract for me.)

h) you want to see a club in a video game that contains people dressed up like the Contra guys, Goeman, Dracula, Simon Belmont, and Sparkster (that scene was so cool!)

i) Dude, you should number lists if they're gonna hit 'I'

j) Seriously, you made it to 'J'?



But enough talk.  Have at you!








(Yes, I know the difference between Hideo and IGA.  But both the title and end references are from Konami and the title fit.  Hush.)



Posted on Mar 18th 2009 at 02:33:22 AM by (TraderJake)
Posted under Random, Drinking, St Pattys Day, Video Games

Well, today is St. Patrick's Day. It's a lovely day, really, and regardless of if you're Irish or not it is a fantastic excuse to get drunk, provided of course you're of the legal age. We at RF Generation want you to know that underage drinking is bad, and if you do it beware the consequences. Anyways, hit the jump if you want to delve further into my aside.


Continue reading It's St. Patrick's Day. Why not some Games with Your Drinks?



Posted on Jan 6th 2009 at 04:15:26 AM by (NESman93)
Posted under Atari 2600, video games, Atari, 2600, classic gaming, review


Back in the 1970s, in a time when video games began to increase in popularity after the success of games such as Pong, companies, such as Atari and Magnavox released home versions of the game. Then, Atari's engineers designed a way to play video games at home via cartridges, making it possible for home gamers to own one system, but play many different games. Finally, in October 1977, Atari released the Atari Video Computer System, or Atari 2600. The system didnt become an instant success until around 1978, when Atari gained the rights to the game Space Invaders, and ported it to the 2600, becoming the world's first ever ported arcade game.

Now, like many of you on the site, along with me, consider the Atari 2600 to be one of your favorite video game systems. Many of you may remember the hours you spent in front of your tv playing favorites such as Missile Command, Asteroids, Pitfall!, Berzerk, Combat, Centipede, and Ms. Pac-Man.

Looking at the system, you see that the system is very simple, despite the number of switches on it. Originally, the first run of Video Computer Systems came from the Sunnyvale, California plant with black plastic, a woodgrain front, and six switches. The weight of the system and the number of switches on the front, the early run of the systems became known as the "Heavy Sixer."  As time went on, Atari continued to downsize the system. Some revisions were a 6 switch with less weight (Light Sixer), woodgrain front with 4 switches (4 switch woody), and an all-black 4 switch model (the Darth Vader model).

Another good point of the system was the controller. It remains today as one of the simplest controllers for a video game system. The controller is simply a joystick and one button. The other controllers made for the system are the paddle controllers and the driving controller. The paddle controller is a simple spinning knob made for pong and breakout style games. The driving controller was the same as the paddle controller, but the paddle is a continuous 360 degree spin. On top of this, literally hundreds of third party controllers were designed and released for the system.

As the 80s came around, more arcade games made more possibilities of ports for the 2600. Unfortunately, these were also the years when the 2 worst 2600 games were released. First off was the 2600 port of Pac-Man. The biggest problem with the game was the fact that it looked nothing like the original arcade game. This was because of the fact that when Todd Frye, programmer in charge of the game, presented the prototype, Atari released the prototype. Millions bought the game and were extremely disappointed. The other game is the infamous E.T. The Extra-Terrestrial. The game was so bad that the 5 million unsold copies were buried in the New Mexico desert.

In the mid 1980s, fierce competition came from companies such as Nintendo, causing people to begin to abandon the 2600. At this time, Atari redesigned the 2600 as the new Atari 2600 (called the Atari 2600 Jr.), with a new "The Fun Is Back" campaign. This boosted sales of the 2600 for a few years. Finally, Atari discontinued the Atari 2600 in around 1992

As you can see from this review, the Atari 2600 has had a very long and exciting history. As of late, popularity of the 2600 has exploded, and fandom of the system is alive and well. Recently, homebrewers have began creating and releasing brand new Atari 2600 games, via Atariage. http://www.atariage.com/store/  (link to the atariage store)

Even though I wasn't even born when the system was out, it has become one of my highest rated video game systems. This one deserves a perfect 10/10.



Posted on Nov 27th 2008 at 01:04:15 PM by (NESman93)
Posted under Sega Genesis, video games, Sega, Genesis, classic gaming, review

 In 1989, at a time when the NES was increasing even more in popularity, Sega, who already had some popularity in the United States with the 8-Bit Master System, and Arcade games such as Altered Beast and After Burner II, released a video game console that was meant to take on Nintendo's NES, the Genesis, which became one of the greatest 16-Bit consoles of all time.

 At the time of it's release, Sega's main success was in the arcades, and overseas in the UK, where the Master System was extremely popular. On October 29, 1988, Sega release the MegaDrive in Japan. About a year later, on August 14, 1989, Sega release the Genesis in the United States. Sega pushed the Genesis on American consumers with the classic "Genesis does what Nintendon't" commercials. Those who paid the money for the system got the system, controllers, hookups, and the arcade port of Altered Beast. Many of the games released at launch were arcade ports and sports games. These include: Strider, Pat Riley Basketball, James "Buster" Douglas K.O. Boxing, and Michael Jackson's Moonwalker. The graphics of the system made people question why they were still playing on the old 8-Bit NES. Some kept their Nintendo's, and some took the leap into the 16-Bit era. Early in the Genesis' lifetime, Sega released a peripheral for the system called the Sega Power Base Converter. This peripheral slid into the cartridge port of the system an allowed the user to insert Sega Master System games into the converter, giving it backwards compatibility with practically all Master System games, and game Cards.

 As the years went on, the Genesis saw some fierce competition coming from Nintendo, with their Super Nintendo Entertainment System, and NEC's TurboGrafx-16. Sega held on, however, and gained even greater popularity with the release of the game Sonic the Hedgehog. Sonic was, as most today know, a blue, bad ass, in-your-face hedgehog, and was much more fierce when compared to Nintendo's little Italian plumber, Mario. Also, Sega was able to beat out Nintendo with one fighting game, Mortal Kombat. While the Genesis version of the game didn't look as good or sound as good as the SNES version, the Genesis version had full blood, and no censored fatalities.

 As the Genesis passed into the 32-Bit era, Sega tried to keep up with the graphics of the more advanced systems. They began to push the games to their graphical limits, and even released a couple of add-ons to make the system more powerful. The first of the two was the Sega Mega CD, released in Japan in 1991, and released in the United States in 1992 as the Sega CD. As the name states, this add-on was a disc drive that attached to either the bottom of the model 1 Genesis or on the side of the model 2. The add-on also enabled the Genesis to play audio CDs. Most of the games on the Sega CD were crappy FMV (full motion video) games. Some of the better ones, however, were Sonic CD, Snatcher, The Terminator, and Mortal Kombat. Mortal Kombat on the Sega CD featured the same Genesis graphics, but arcade sounds, speech, and music. Later on, in 1994, Sega released the Sega 32X, which was inserted into the cartridge port of the Genesis, could play all of the regular 16-Bit games, and also had its own line of 32-Bit games such as Mortal Kombat II, Knuckle's Chaotix, Star Wars Arcade, Doom, and Virtua Fighter. These add-ons are infamous for their low amounts of killer titles, and extremely high prices at launch.

 In closing, Sega made their greatest benchmark on the video game industry with the Genesis, and many gamers of today swear by the old Blast Processor. This system gets a 8/10.


                                                                                                                                                                                                                                               
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