September 2, 2026

Zone of the Enders: The 2nd Runner Review: Since When Are Mechs This Stylish?

Story:

Set in the 2100's, humanity has branched out from Earth to colonize Mars and Jupiter's moons. Over time the relationship between the three degraded as Earth began to see itself as superior to the Martian people and exploited them for labor and resources. "Ender" became a derogatory term for anyone not born on Earth and growing tensions between the two eventually led to Mars forming their own military organization called "BAHRAM" (the ancient Persian name for Mars). Specially made mechanical suits called "Orbital Frames", piloted by people called "Runners", allowed Mars to hold their own against Earth's UNSF forces (United Nations Space Force). The cold war between BAHRAM and the UNSF blew up into full on war in the year 2172 when the UNSF took control of BAHRAM's production facility. BAHRAM managed to recapture one of their most powerful Orbital Frames called "Anubis", but a second frame called "Jehuty" went missing.

In the year 2174, two years after the events of the first Zone of the Enders, a new protagonist called Dingo Egret is working as a miner on Jupiter's moon Callisto when he discovers the Orbital Frame Jehuty hidden within an ice crevasse. Members from BAHRAM attempt to seize the frame, but Dingo pilots Jehuty in an attempt to protect his co-workers. The leader of BAHRAM, Ridley "Nohman" Hardiman, whom Dingo used to work for, demands that he return to the organization. Dingo refuses because Nohman gave an order that killed his entire squad six years ago. Nohman shoots Dingo in retaliation. A fellow frame runner and UNSF spy named Ken Marinaris, saves Dingo's life by connecting him directly into Jehuty to act as a life-support system. Unable to leave Jehuty without dying, Dingo is forced to help Marinaris stop Nohman and his Orbital Frame Anubis from conquering Mars.

Jehuty is named after Thoth, the ancient Egyptian god of knowledge and judgement. Anubis is named in a similar manner for the god of funerary rites and guide to the underworld. The mechs being named after Egyptian deities and the protagonists being named after animals has no deeper meaning, even though it feels as if it should.

For a PlayStation 2 game, the graphics hold up remarkably well thanks to its stylized visual presentation and cell-shaded aesthetics. The mechs were designed with the hardware limitations of the time in mind and so look really good standing still or in motion. I just cannot express enough how remarkably clean and polished they appear on modern hardware. The usual video sequences with in-game models are used for the cutscenes, alongside a couple of hand-drawn animations for the major story events and character conversations. The results suit the game quite well, although the animations weren't remastered, leading to them looking muddy and low-resolution next to the crisp 3D models.

Dingo is the stereotypical jaded former-soldier who bought into the war propaganda.

The mech designs are sleek and feel like something that was built for military use, so long as you ignore the prominent phallus they all have, including on the feminine ones. This is actually pretty typical of Hideo Kojima's games, which are known for their homoerotic undertones. The Second Runner also suffers from a common pitfall of Kojima's games in that it uses a lot jargon and tells more than it shows. The names and history of people, places, factions, weaponry, and battles are all thrown at the player in rapid-fire fashion. It is hard to keep up with, especially when you have no context for the the things the characters are saying. Most of the backstory and world history isn't even explained in-game because the series was originally conceived as a multi-media franchise. That obviously didn't pan out, so unless you go hunting for it, most of the context for what is happening in Second Runner and who you are fighting and why isn't adequately explained.

I initially thought the mechs were tight-fitting suits with "rule of cool" designs that couldn't possibly accommodate a human being. To my surprise, the humans pilot from a literal "cockpit" and the game is just really bad at conveying scale.

Most of the English voice cast, with a few exceptions, did very little voice acting before and after Second Runner. The quality ranges from passable to bad, which is pretty typical of the era due to the small budgets of the time and the voice actors often being given bad or confusing voice directions from non-native speakers. The dialogue doesn't always make sense colloquially in English either or was worded strangely, possibly due to a poor translation. For example, there is a part where Nohman says "it will be fun from now on", which sounds really weird in English. "Things are about to get interesting", is more natural sounding and is probably what was intended. The flow of conversations in general were jarring to listen to and hard to follow at times. It was like the characters were talking at each other, and the two halves of their conversation weren't adding up.

Trust is a recurring theme throughout Second Runner. Ken needs Dingo to trust her, even though she has given him little reason to do so. The UNSF is wary of Dingo due to his Martian background and only trusts him after he earns the trust of Leo Stenbuck (the first game's protagonist). The music track that plays when the main villain appears for the first time is called "Not Trusting Peace" and upon his defeat in the final battle, "Trusting Peace" is what can be heard playing over the final scene. The very last line of dialogue uttered before the credits roll is "I trust you". It is said by Dingo, who is in a very vulnerable position, to Ken who has all the power in that moment, and it is the only time I felt any weight or emotion behind the theming. You knew that Ken was going to patch Dingo up properly this time and give him full autonomy; the bond and trust built up between those two felt earned. I appreciate that they tried to add some additional layers like this to the characters and the story, but most of the time it fell short. I never felt the same impact when it came to Dingo and Leo or the UNSF, nor the tensions between the rival nations and their tenuous alliances.

Gameplay:

The game is made up of linear, consecutive stages in which the player must defeat waves of enemies, among them robots, vehicles, and other Orbital Frame runners. The player has full omni-directional movement within the levels and can freely fly around or dash without having to worry about fuel. A weak long-range attack can be fired rapidly at distant targets or used to hit multiple 'locked' targets at once. Getting in close to an opponent will allow Jehuty to use a blade attack that can fling them away or into walls for extra damage. Standing still is risky, but allows Jehuty to build up a powerful 'blast' attack. Objects in the environment, or even enemies, can be grabbed and used as a weapon. The combat is fast, fluid, and flashy. You're constantly moving at high speeds, ducking out of enemy attack ranges, switching from long to short range attacks, and dodging incoming enemy missiles.

Each of the boss battles requires you to do something different; you can't just brute force your way through them. They force the player to switch up their techniques and engage with the gameplay mechanics in interesting ways. By defeating boss enemies, Jehuty will gain special "sub-weapons" that consume bars from a "Sub" guage. This guage is replenished through combat. Sub-weapons can target all enemies within a set range, blast through shields, and allow Jehuty to sneak up behind enemies. Only one sub-weapon can be equipped at a time, but you can swap them out freely. Jehuty levels up automatically by destroying enemies and when you die your experience carries over. There are no stats or special abilities tied to levels that the player needs to worry about managing. The player can fully repair Jehuty by collecting Metatron, and save their progress at the beginning of each stage.

Conclusion:

The Second Runner is easily one of the best mech games I have played. It is only 6 to 8 hours long, but it will never ask you to do the same thing for very long. You'll be chasing down a speeding train one minute and in the midst of a full on war the next. There is no padding, just a constant stream of new ideas and settings. You can play through it once and be done, or up the difficulty and replay for complete mastery. The camera and targeting system can be a bit fiddly at times and the controls can take a while to get used too, but despite its age Second Runner holds up remarkably well.

It's such a shame that Zone of the Enders was both born and killed during the PlayStation 2 era. It's everything that I expect a game about piloting a giant flying robot to be. Newer mech games, like Xenoblade Chronicles X, don't even come close to matching how good the controls and action in Second Runner feel. A third game, Zone of the Enders 3, was announced back in 2012 while still in the conceptual phase, but it got cancelled due to a lack of interest and disappointing sales numbers for the Zone of the Enders HD collection.

The physical "M∀RS" edition for the PlayStation 4 comes with holographic box art and an iron-on embroidered patch.

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August 16, 2026

Music to Level Up Your Day: Xenoblade Chronicles X (Part 2)

I don't know much about musical theory, nor am I a musically inclined person. However, I do love to listen to video game soundtracks. They can be a powerful listening experiences in their own right, or be as evocative as the scores composed for film. Each of these posts will feature a sampling of music tracks from a single game title, or series/franchise in some rare cases. A complete list of these can be found on the Video Game Music page.

Composer: Hiroyuki Sawano

Singers: Aimee Blackschleger, Cyua, Mika Kobayashi, mpi, Sayulee,

North American Release Date: December 4, 2015

In the year 2054, a galactic war forces humanity to flee Earth aboard spaceships dubbed "arks". After being pursued by extraterrestrials for two years, the "White Whale" ark makes a crash landing on the uncharted planet Mira. Several stasis pods are ejected during the crash, of which the protagonist Cross is one of the only survivors. Rescued by Elma, the leader of BLADE (Builders of the Legacy After the Destruction of Earth), Cross is inducted into the organization and eventually earns the right to pilot a mechanical suit called a "Skell".

Hiroyuki Sawano created the music based on selections provided by the game developer. Broad orchestral elements were made on a computer, but he was given free rein to add in smaller layers and elements where he saw fit. Music copyists were employed to create the scores for each individual instrument in order to save time.

The way | (Cutscene Song)

So nah, so fern | (Lao Character Theme) | X-BT3 (orchestral version)

Boukyaku Keikoku | (Oblivia Region Theme)

z5m20i12r04a28 (Z5 Mira) | (Planet Theme) | NOfCoTreIsLtUM (Noctilum Region version)

no1=CODENAMEZ | (Ganglion Invasion Theme) | In The Forest (Remix version)

no4=D91M | (Side Quest Theme) | aBOreSSs (Prog Ares Boss version)

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August 7, 2026

Rune Factory 3 Special Review: Pulling The Wool Over Everyone's Eyes

"Special" is a port and minimalist remaster of the original handheld title. Rune Factory 3 was the game to introduce many of the series staple gameplay systems and is when the Rune Factory series "finally got good" according to most fans. That said, the remaster retains some of the rough edges from those early days. The controls are slippery and finicky, causing Micah (protagonist) to hit the wrong field tiles. Other times if you aren't standing in the exact spot the game wants you to be in it will be impossible to collect resources from ore and stumps, even though visually, it looks like you should be able to.

Of the three games I have played (RF3, RF4, and RF5), this entry in the series has my favorite player home.

The colorful cast of characters are considered to be the most eccentric of any Rune Factory game and I love it. There is just something about Rune Factory's brand of 'quirky character' that suits their world. Sofia and Sherman for example, always say the opposite of what they mean. I thought for sure this 'quirk' would grate on my nerves after a while, but to the contrary I adapted surprisingly fast and began looking forward to every comical conversation their unusual speech patterns produced. The dungeons and story are shorter than Rune Factory 4, but that isn't necessarily a bad thing. It still has a respectable length full of worthwhile content, which I prefer over longer games that waste my time with filler. The shorter length also makes it a good entry point for people looking to get into the franchise because it establishes the core mechanics used in Rune Factory 4 and 5 without demanding a large time commitment.

Fulfilling requests from NPCs is one way to increase your bond with them but many requests lack clarity, such as Zaid's "Come See Me" request, in which I accidentally went down the wrong path because there was a fork in the road and I had no way of knowing which path to take. I then had to defeat all the enemies within a designated area without touching the portals used to cross a river or the area would reset. This requires using either a lily pad seed or specially made boots - which the request gave no indication I would need. Zaid also has to stay alive and there is no way to revive him with items. Other times the requests have you doing things like catching birds that look as if they are part of the background scenery. To catch them you will also need to use controls that are never used anywhere else and you likley won't know exist. It wastes a lot of real-world time on backtracking, looking up guides, and restarting quests which could've been avoided with some additional text.

RF3's main gimmick is the protagonist's ability to turn into a sheep, which I assumed would lead to some fun interactions, especially when the main obstacle to be overcome in the narrative is a divide between two races: univir and humans. The univir were banished from the human town of Sharance for reasons nobody remembers, and the leaders of both villages hate each other because that is just how it has always been. The player is never told what transpired to cause this whole debacle, but the townspeople are all for getting back together and do just that by throwing a party.

I know this is a game aimed at a younger audience, but I was kinda expecting there to be a little more substance to the conflict. Some kind of cultural misunderstanding, past trauma or incident that Micah would act as a mediator for. Instead there isn't any real tension or issue to resolve. The conflict is wholly artificial and easily mended. Micah being a half-race isn't even really incorporated into the story at all. It is made out to be a big secret that he has to keep, but then no one ever rejects him when they find out. To the contrary, he is always met with immediate acceptance and cuddles. One of the town's residents is actually a mermaid and another is a half-race like Micah, so it makes sense that a shapeshifting sheep wouldn't bother these people. I just hate that it's another artificial non-issue and a fun mechanic with wasted potential.

How someone can be a half-monster is never explained; I certainly hope a human didn't sleep with a sheep, or a bird in Raven's case. Marian mentions that shapeshifting is a thing powerful magic users can do. Could it be related to RF4's Guardian transformations or RF5's were-people?

Conclusion:

Rune Factory 3 is a good entry point into the series because it is of a reasonable length and establishes the core gameplay systems that appear in future Rune Factory titles. Like most games in the series it is wholesome and inoffensive. The story and characters aren't ground breaking but they are interesting and entertaining enough to make the time you spend with them feel worthwhile.

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July 27, 2026

Art On The Box: What Digital Took From Us

When selecting a game you can easily look up whatever you want, whenever you want, thanks to that little phone in your pocket: reviews, trailers, online plot summaries. But in the past that wasn't an option. In the store it was the art on the box that would catch your eye, lure you over, and expose you to something you probably didn't know existed. The art, the back of the box, and the manual inside may be the only information you got about the game before deciding to play it. Those boxes could contain imagery so eye-catching that it was an art piece in its own right and something you would be proud to have in your home.

But that all changed with the switch to digital. Online marketplaces and streaming services use small thumbnails with a simple portrait; almost background imagery - an afterthought. The logo often takes up half the space. Sometimes the thumbnail is only the logo. Their purpose is to make scrolling more convenient and clean looking, but we lost something along the way. Even the few games that still get a physical release today seem to not even be trying with their covers. Instead of creative layouts with original pieces created by an actual artist, most just feature a close-up of the protagonist staring off into the distance or a generic guy holding a gun. Where has the passion and creativity gone? To prove my point I want to showcase a few game boxes that hold up to this day.

Castlevania

Created by Ayami Kojima, the cover for Symphony of the Night features ornate candelabras in the foreground and Dracula's castle in background, suggesting an old, sophisticated evil at work. The style and texture seen around the edges implies the viewer is looking at an oil painting. The man, Alucard, appears to have unshakable resolve in his demeanor as he stands with his sword positioned to pierce the castle's visage. In Lament of Innocence, Leon looks mournfully skyward - a lone bright figure surrounded by an encroaching darkness. The Castlevania series as a whole consistently hits with it's box art. Other pieces shown include: Curse of Darkness and Dracula X Chronicles.

Final Fantasy X

The protagonist, Tidus, stands half-submerged in water with the island 'Besaid' close by in the background. Just past that, the ghostly structure of Zanarkand can vaguely be seen against the blue sky. It is easy to dismiss as any old building obscured by distance and mist. It is a piece of art that looks beautiful to the casual viewer, but takes on a deeper meaning after playing the game. Zanarkand is a phantom of the past - a place that no longer exists, displayed in the same plane of existence as Besaid; an allusion to Tidus being a displaced Zanarkian, washed ashore in Besaid on the waves of time. His half submerged body hints at him being 'between worlds' and in a place unnatural to him.

Ico

Styled after the painting "Tropic of Cancer" by Ramsès Younan; Ico was not afraid to stray away from what was considered normal at the time to try something new and different. The vast landscape, sky, and architecture looming over the two tiny figures emphasizes how isolated and alone they are. The whole thing has a dreamlike quality, and gives the impression that these two may be the only living souls left in this world.

Katamari Damacy

This quirky little game had an equally unorthodox box cover. A peaceful, pastoral scene of grazing cows is contrasted by an entire city being rolled up into a gigantic ball in the background. It shouldn't work, but it somehow does, which is appropriate for a game all about sticking disparate things together.

Metal Gear Solid 2: Sons of Liberty

Drawn by Yōji Shinkawa, red (actually more of an orange on the cover) was the color used for Solid Snake, before the switch. The red / white striping is an allusion to the "Rebellious Stripes" flag that was created by the Sons of Liberty to protest British taxation in America. The game's plot similarly involves rebellious individuals and world-changing events. Shinkawa's sketches of a leading character in inks, executed with brushy calligraphy pencils in a single supporting color, made the series stand out on store shelves. Other pieces shown include: Metal Gear Solid 3: Snake Eater.

Resident Evil 4

The European cover art is quite striking despite its simplicity. A rich red sky is sliced through by the thin, black forms of trees, giving the cover an ominous horror-movie vibe.

Secret of Mana

Dense forested scenes can be tricky for artists to paint due to all the green against green. It takes a practiced hand to get all the plants to read clearly in the image without blending together, and the box art for Secret of Mana pulls that off masterfully. Every inch is jam packed with textures and complexity. The game's major characters are dwarfed, tucked away in the corner and insignificant when compared to the grand tree at the center and the dense vegetation that surrounds them. You're eye is more likley to be drawn to the pink birds's in flight rather than the human characters on the ground, further emphasizing the theme's of the game. The entire piece is one meant to inspire awe at the grandeur of nature.

Shadow of the Beast

The unique art style of Roger Dean, which commonly features floating rocks, twisted trees, and strange creatures, lends itself well to space themes and anything meant to feel "alien" or "otherworldly". So fitting in fact, that well known filmmaker James Cameron, has stolen Dean's art for use in his Avatar films without giving Dean any credit. Fortunately Dean was commissioned and paid for his work on Shadow of the Beast, as well as many other video game covers. It may not always be clear what we're looking at or what is happening in his alien imagery, but they never fail to fascinate the imagination. Other pieces shown include: Barbarian and Ork.

Ishar: Legend of the Fortress

Mark Harrison's art commonly features soft colors, high hills, and low perspectives to create scenes that make the viewer feel small compared to the grand scale of the environment that surrounds them. Other pieces shown include: Ishar 2: Messengers of Doom.

Starship Titanic

As the cover would imply, the game is set aboard the titular 'Starship Titanic', which hosts an AI capable of omniversal-scale data processing, allowing it to account for everything that could possibly go wrong; a supposed "unsinkable ship". The art-deco inspired spaceship (which contrasts with the real Titanic's neoclassical style) was designed by the Argentine artist Oscar Chichoni. The ship stands prominent in the image with an almost spotlight-like light on it. However an encroaching storm lurks in the background.

Zone of the Enders

Created by Yoji Shinkawa, who also served as the lead mechanical designer for the ZOE franchise, the box art features his stylized ink-and-brush technique with watercolor gradients. The limited color palette of deep reds, blacks, and blues are arranged in a striking combination. The main figure is cast almost entirely in red, a color associated with fortuity (Eastern cultures), violence and danger (Western cultures). The long wavelength of red in the visible light spectrum commands the viewer's attention. At the figure's back is a spattering of blues, a color used to indicate confidence and infinite spaces. Black, a color associated with power and the unknown, creeps throughout every part of the image.

July 4, 2026

Don't Kill The Disc Sony: The "No Disc, No Buy" Movement

What This Is About:

On July 1, 2026, Sony announced they will be ending production of new physical discs for all PlayStation 5 games starting January 2028. All new game releases after this date will be digital only, either as a direct download from their storefront or as a download code sold inside of a plastic box (which expires after a set number of days). At the same time Sony announced the closure of their digital storefronts for the PlayStation 3 and PlayStation Vita, as well as the deletion of over five hundred purchased movies from their customer's libraries (for a second time). No one was offered refunds or store credit of any kind.

Had these movies been physical DVDs and Blu-rays it would have been illegal for Sony to take them, but because they were digital goods, as far as the law is concerned, it wasn't a crime. A disc is something you own - at least until it degrades (which I have yet to happen). You can lend it to a friend, trade it for other games, resell it on the second-hand market, gift it to someone, collect it, or pass it down to your kids. A digital game is a license - you are renting the game essentially and it can be revoked at any time for any reason. In certain regions the PlayStation's terms of service (section 21.2) actually allows Sony to delete a customer's account, along with all purchases, after 3 years of inactivity. In July of 2026, Xbox (Sony's competitor) deleted the account of Joshua Kane due to it being "compromised", eliminating thousands of dollars worth of digital games. Despite being acknowledged as the rightful account owner by the company, Joshua Kane was not offered reimbursement of any kind.

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Some people say that an all digital future was inevitable so we should all just accept it and move on; which is a really shortsighted and quite frankly defeatist stance to take. In this hypothetical all digital future, what will the libraries look like? How will people, especially low income families, access that media? How many pieces of media will be removed, lost, altered, or have public access revoked forever? It quite frankly sounds dystopian to me and is certainly not something we can or should "just accept". It is easy to be dismissive when the issue doesn't impact you or isn't something you care about. But the argument that physical media is dead just isn't true. I can and still do read books printed on paper. I can walk into most retailers and buy new movies on DVD or Blu-ray. I can still buy new CDs and vinyl records of all things (which have seen a revival). So why not video games? The last few years have actually seen a "Physical Media Resurgence" among the younger generations that was born out of subscription fatigue, ownership concerns, rising costs, and anemoia - the desire to experience things from a time period they never got to enjoy.

There are video game titles that have never been ported or re-released in any form. The only way to access them is through physical media. Three unique gaming experiences of the PlayStation 3 era for me - Lair, Folklore and Afrika, can only be played (legally) with a physical copy as of 2026. An ongoing movement called, Stop Killing Games, was formed specifically to try and preserve games after so many digital-only titles went the way of the dodo and left paying customers "holding the bag".

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I am not opposed to digital games. Digital games are great for convenience and people without a lot of space to dedicate to physical media. But I am against digital being the only option. Over 100 countries do not have access to the PlayStation Network (Sony's storefront); among them are Greenland, the Philippines, the whole of Africa, and certain European countries like Belarus. The only way these regions can access PlayStation games is through a physical copy. Many Americans (roughly one-third) lack internet that can handle 100+ GB game downloads and updates due to the "digital divide" - rural areas with poor cable infrastructure, one or no internet providers, and high internet costs. Physical games not only provide these communities with access but oftentimes cost less than their digital versions. Many game shops (both big name brands and mom & pop shops) rely on the second-hand market. In low income communities children would 'swap games' so even if they didn't have a lot of money to spend on luxuries like video games, everyone still got to experience something new. Sony themselves actually advocated for this exact thing once-upon-a-time during the PlayStation 4 era.

Why Is Sony Doing This?

The cold hard truth is that Sony doesn't care about anything other than their bottomline. They don't care about their customers, game preservation, poor communities, a lack of access, or mom & pop shops closing down. This move away from physical media was motivated purely by greed. The PlayStation 5 is part of the first console generation to offer a choice between a model with a 'disc drive' or a cheaper all 'digital' model. 82% of all PlayStation 5 consoles sold had a disc drive, implying that most of Sony's customer base had at least some interest in physical media. According to released data, a quarter of PlayStation owners still bought physical media as of 2025, and that data may be skewed when you consider some games are only available as a digital version and this data does not include sales from the second-hand market. The data also lumps all microtransactions and DLC purchases under 'digital'. In the case of Sony's first-party titles, many actually sold better physically than digitally; Spider-Man (2018) for example, had a physical-to-digital split of 66% to 34%. God of War Ragnarök had a split of 76% to 24%. With their first-party titles Sony takes a 30% cut of physical sales, leaving the rest to the retailer. With digital sales, Sony gets to keep 100% of the money. Sony shipped 70 million game discs in 2025 and made less than $1 billion dollars. They sold 248 million digital goods that same year and made $7 billion dollars. Even if the physical supporters don't budge, the digital sales will be enough to more than make up for it. Sony has already converted some of their disc factories into micro-optics labs, which manufacture essential components for environmentally destructive AI data centers. For years Sony has slowly and deliberating been under-producing discs in order to push physical buyers into digital purchases. This can be observed with new releases such as Resident Evil Requiem and Pragmata, which quickly sold out at retailers worldwide.

The digital-only PlayStaion 6 will be releasing in 2028 with an estimated price tag of $1,000. Sony ending physical media now is their way of trying to shuffle everyone into a "walled garden" marketplace where they will have full control of game prices, availability and ownership. Nintendo already has this to some degree and it is why their $80 games never go on sale. Sony is currently being hit with multiple class-action lawsuits from the Netherlands, United Kingdom, California, Portugal, and Mexico due to their marketplace now constituting an illegal monopoly without physical media to offer a competing price point. Sony also has a long history with inadequate security and frequent customer account hacks, such as the infamous 2011 PSN Hack, and more recently, an ex-IGN editor and high-profile podcaster, Colin Moriarty, who has over $20,000 worth of digital PlayStation games, lost his account this year despite having two-factor authentication. Due to his past employment he was able to exercise his connections at Sony to get his account back, but in Colin's own words this was "absolutely not a privilege many other people have." PlayStation notoriously has a terrible refund policy, engages in dynamic pricing, and has been chasing live-service trends with games nobody wants, among them the infamous Concord, which failed so spectacularly it was given a place in the Museum of Failure. And Sony is pushing this all-digital future of theirs at a time when digital storage prices are skyrocketing. Sony has become the very thing they once mocked Microsoft (Xbox) for.

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What Can Be Done?

1. Be vocal and let Sony know you want physical media as an option. Sign a petition, talk about it or contact Sony directly. The outcry after their announcement was already so severe that Sony had to step away from social media for a week and their marketing has been disrupted. Do not let the pressure off. Even non-gaming chains like KFC and Domino's pizza have joined in to openly mock Sony, with jokes such as "at least Domino's has more options than Sony has exclusives" making the rounds. Some game developers, such as Billy Basso (maker of Animal Well) are considering skipping Sony platforms in the future as a form of protest.

2. Take part in the 7-day blackout protest. Starting at 7:00 PM local time from 23rd August to 30th August, participants will not login, purchase or play any games on Sony's platforms. Words are good and all, but we need to actually demonstrate to Sony that it isn't just talk. We will close our wallets. A week may not seem like much, but it is a significant enough loss, especially to their daily active user count, to create instability in Sony's numbers which investors hate to see.

UPDATE: The day before the blackout, Sony sent out unsolicited emails reminding their customer base that "digital games are licensed to you, not sold."

3. Stop updating your console. Older firmware versions contain unpatched vulnerabilities that allow you to install custom software or backup games you legally purchased in ways that go beyond what the manufacturer currently permits. To do this go to "Settings", "System", "System Software", then "System Software Updates and Settings". Toggle off "Update Files Automatically" and "Install Update Files Automatically". The non-profit FULU organization has also put out a $35k bounty to anyone that can jailbreak PS5 firmware version 13.42 or newer.

4. Delete your wishlist. Remove your payment details from Sony's network, and disable your PlayStation's connection to the internet. These are all data metrics tracked by Sony. Every time you login with an internet connection you are registered as a "Monthly Active User" (MAU) which is used by the company to gauge the overall health and engagement of their hardware ecosystem. Wishlist data not only tracks what games the PlayStation userbase is interested in, but also how long those games sit in the wishlist before purchase. Sony uses this data to charge different people different prices for the same game, even when those people live in the same region or household. It is a practice called "Surveillance Pricing" and is used by companies to squeeze the most money from individual people based on their spending habits.

5. Cancel your PlayStation Plus subscription. Loot Box Gaming specifically is urging people to cancel their PlayStation Plus subscriptions in protest. The subscription price keeps increasing and Sony has confirmed that more price hikes are planned in the future. Let Sony know how you feel with your wallet. It wasn't an accident that Sony announced the end of physical media on the first of the month. They knew their profits would take a hit and they're hoping to recover from the backlash before their next investor call in November; they may even try to use Grand Theft Auto VI sales to mask their losses.

UPDATE: Sony has started offering deep discounts to try and retain people quitting the platform. The CEO also dumped his Sony stocks in an act of (alleged) insider trading.

6. Do not buy anything digital from Sony. This includes games, DLC, micro-transactions, and in-game currency. Aside from canceling your PlayStation Plus subscription, this is the next best thing to get Sony's attention. If you're a digital-only person, buy games on non-Sony consoles or PC instead of PlayStation. Unlike Sony's marketplace, the PC is an open-platform with a bigger game selection, better prices and deals, more storefronts to choose from (Steam, GOG, Epic, itch.io), and a better refund policy. If you can't afford a PC, a jailbroken PlayStation 4 or PlayStation 5 can run Steam. Worst case, Frank Cifaldi of the historical video game preservation institution has argued in favor of piracy due to Sony "failing to offer a meaningful alternative".

7. Buy physical copies of games to show Sony there is demand, or if you want to cut Sony out completely, support your local library or second-hand game shop. The Nintendo Switch 2 (a competitor) also still supports physical media to some degree, and the ModRetro or Evercade offers full physical support for retro titles.

* Does It Play? is a great website for verifying which physical games are playable offline, have partial data, or require patches.

Show support to one of the many limited run companies. Some even release games for retro hardware:

It's ironic that one of the company's responsible for the creation of CDs, DVDs, and Blu-rays is now leading the charge to kill them off. Like many other game collector's and physical media enthusiasts I will no longer be supporting Sony past the PlayStation 5, unless they reverse their decision; and even if they do, my trust in them has been irreparably shattered. I want no part in the future they're trying to push, even if it means I have to stick to retro gaming for the foreseeable future. If there is a silver lining to be found in this whole debacle, it is that wide-spread media (and hopefully government) attention has been brought to the need for new and better consumer protections on digital goods. This year Chinese courts ruled that digital goods have economic value and can be inherited. It's a precedent I hope to see replicated elsewhere.