kibasnowpaw
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  • Far Cry 3 Hides Its Mandatory Uplay Account Requirement in Microscopic Text

    I was examining the back of my physical PC copy of Far Cry 3, and I nearly missed one of the most important requirements printed on the entire box.

    The normal system requirements are placed inside a visible box near the top. They list the supported Windows versions, processor, RAM, graphics card, hard-drive space and internet connection.

    However, the following sentence is buried inside the microscopic copyright text at the bottom:

    “ACCESS AND A VALID UPLAY ACCOUNT ARE REQUIRED TO ACTIVATE THE GAME AFTER INSTALLATION.”

    C0-A05-C4-A-583-E-4136-A396-26-D8-BDBDA2-A1.jpg


    That is not a minor technical detail.

    It means the physical disc is not enough to install and use the game. The customer must also have internet access, create or use a Uplay account and depend on Ubisoft’s activation infrastructure. Without that external service, the disc is effectively just a piece of plastic containing files that Ubisoft will not allow you to use.

    The packaging displays a Uplay logo, but a logo is not the same as clearly telling the customer:

    INTERNET ACCESS AND A UPLAY ACCOUNT ARE MANDATORY FOR ACTIVATION.
    That warning should have been placed beside the system requirements in large, readable text. Instead, Ubisoft placed it among copyright notices, trademarks and legal information that most customers would never be expected to examine with a magnifying glass.

    This is particularly relevant to Linux users and people preserving older PC games. Wine and Proton can often keep old Windows games running long after their officially supported operating systems have disappeared. However, compatibility software cannot guarantee access to an abandoned authentication server, a broken launcher or an account system that the publisher may eventually discontinue.

    The game itself can survive for decades. Mandatory online activation may not.

    In Denmark, simply including something in small print does not automatically make the marketing acceptable. The Danish Consumer Ombudsman previously reported “Dyne-Larsen” to the police over advertising where an important limitation was presented in small text while the main advertisement gave customers a different impression:

    https://jyllands-posten.dk/indland/...-meldt-til-politiet-af-Forbrugerombudsmanden/

    That case does not automatically prove that Ubisoft’s packaging was illegal. However, it demonstrates the relevant principle: an essential restriction cannot necessarily be hidden in tiny writing and then defended with, “It was technically printed on the box.”

    The mandatory account requirement determines whether the product can be used at all. It should therefore have been one of the clearest statements on the packaging—not one of the hardest to find.

    This is one reason I strongly prefer genuinely DRM-free physical games. When I buy a game on disc, I expect the disc and activation key to provide lasting access. I should not need continuing permission from a remote account service to use a product sitting on my own shelf.

    Look at the photograph and judge it for yourself: is that an honest disclosure, or did Ubisoft deliberately place the requirement where almost nobody would notice it before buying the game?

    ZeroSpace Has Launched — Time to Enter the Orion Sector on Linux​

    A game I backed on Kickstarter has finally arrived.

    ZeroSpace has officially launched into Early Access on Steam, and I think this is what I am going to be playing for the next couple of days.

    I am not normally a major RTS player. It is not the genre I spend most of my gaming time on, and I am definitely not preparing to become the next intergalactic StarCraft champion. However, I do support independent games when I see an idea that catches my attention and looks like it deserves a chance.

    ZeroSpace was one of those projects.

    I backed it through Kickstarter at the Planetary Regent tier for $35, which included a Steam copy, digital wallpapers and access to the backer Discord. The entire campaign ended with 6,296 backers pledging $536,583 against an original $100,000 goal. That means it reached more than five times its initial target.

    Now the transmission has finally arrived:

    Hooray! New digital content is available for ZeroSpace.
    The key is claimed. The fleet is mobilising. Somewhere in the darkness of space, several billion fictional soldiers are about to discover that their commander is a Linux user who does not usually play RTS games.

    This can only end well.

    ZeroSpace is trying to combine traditional real-time strategy with a much heavier cinematic and RPG-focused structure. You still build bases, gather resources, train armies, research upgrades and send large numbers of units into situations from which very few of them will return.

    However, the campaign also includes branching decisions, heroes, dialogue, relationships and choices that can influence the story. The developers have compared parts of the campaign structure to games such as Mass Effect and Baldur’s Gate, rather than treating the story as nothing more than a loading screen between battles.

    The Early Access launch currently includes:

    • Campaign Act 1, containing 12 missions as Prefect Aster of the Protectorate.
    • Galactic War, with 10 cooperative missions connected through a persistent seasonal conflict.
    • Survival, where two players hold the line against endless waves of Grell.
    • Ranked 1v1 and 2v2 multiplayer.
    • Skirmish matches against players or AI, including free-for-all battles.
    • Four playable main factions: the Protectorate, Grell, Legion and Xol.
    • Six additional mercenary factions that can be mixed into an army.
    That is already a fairly large battlefield for an Early Access launch.

    The first Galactic War season runs from 20 July until 2 August, with players choosing between alliances and contributing influence through cooperative matches. The developers are also launching a competitive invitational featuring 12 established RTS players and a combined $13,000 prize pool.

    From the Linux side, this will also be an experiment.

    The listed system requirements currently mention Windows 10 and DirectX 11, with no native Linux version advertised. The minimum requirements include a four-core 3 GHz processor, 16 GB of RAM, an RTX 2060 Super or RX 5700, and approximately 50 GB of storage.

    So I will be throwing it into Proton and seeing whether the Orion Sector welcomes Linux commanders—or immediately fires every available orbital weapon at my compatibility layer.

    Either way, I backed this project because I liked the ambition behind it. Independent developers trying to revive and expand a difficult genre deserve attention, especially when they are attempting something more interesting than simply recreating a twenty-year-old RTS with newer graphics.

    I do not know yet whether ZeroSpace will turn me into an RTS fan.

    I do know that the game has finally escaped Kickstarter, crossed the Early Access frontier and landed in my Steam library.

    For the next couple of days, the physical PC game collection may have to defend itself.

    The Orion Sector is open.

    Linux command has entered the battlefield.


    I have been building an automatic disc launcher for my GOG offline installers

    I recently came across a video showing how to put GOG offline installers onto physical discs. I liked the idea, but I wanted to make something more complete, reusable and mostly automatic on Linux.

    Over the last couple of days, I have therefore been building my own game-disc launcher and ISO builder on Ubuntu.

    The main launcher is a Windows .exe compiled with NSIS on Linux. It can run normally on Windows or through Wine on Linux. The ISO is created with xorriso, so the entire building process is performed on Ubuntu.

    The system now scans the files inside my project folder and automatically builds the launcher based on what it finds.

    What it currently does

    • Detects the game title from the GOG Windows installer.
    • Falls back to creating a readable title from the installer filename.
    • Automatically uses a smaller font and two lines for long game titles.
    • Detects Windows .exe installers.
    • Detects Linux .sh installers.
    • Shows separate Windows and Linux installer buttons when both are available.
    • Uses the game cover as artwork in the launcher.
    • Analyses the cover and automatically creates a matching colour scheme.
    • Detects multiple PDF manuals.
    • Detects ZIP files, normal files and folders placed in the Extras folder.
    • Provides a bonus-content menu where files can be copied to the computer.
    • Copies ZIP archives without extracting or modifying them.
    • Automatically creates autorun.inf.
    • Names the ISO after the detected game.
    • Gives the mounted disc a matching volume label.
    • Creates a native Start_Linux.sh launcher when a Linux installer is included.

    Reusable folder structure

    Code:
    GOG-DISC/
    ├── Artwork/
    │   └── cover.bmp
    │
    ├── Installer/
    │   ├── setup_game.exe
    │   ├── matching .bin files
    │   └── gog_game_installer.sh
    │
    ├── Manual/
    │   ├── manual.pdf
    │   └── reference-card.pdf
    │
    ├── Extras/
    │   ├── soundtrack.zip
    │   ├── wallpapers/
    │   ├── bonus-maps/
    │   └── patches/
    │
    ├── game.ico
    ├── autorun.inf
    ├── Start_Linux.sh
    └── GameMenu.exe

    After replacing the installer, cover, manuals and extras, I only need to run one command:

    Bash:
    python3 "$HOME/build_game_menu.py"

    The script then:

    1. Detects the game title.
    2. Finds the Windows and Linux installers.
    3. Analyses the cover colours.
    4. Compiles the customised NSIS launcher.
    5. Creates the Linux launcher when needed.
    6. Updates the AutoRun information.
    7. Creates an ISO named after the game.
    8. Sets a matching disc-volume label.

    Games I have tested so far

    • Empire Earth Gold Edition
    • Soldier of Fortune: Platinum Edition
    • Soldier of Fortune II: Double Helix – Gold Edition
    • Mina the Hollower

    Each launcher gets its own colour scheme based on the cover instead of using the same fixed design for every game.

    For example, the Soldier of Fortune launcher received dark brown and beige colours from its cover, while Mina the Hollower received a dark red theme.

    Windows and Linux installers on the same disc

    When both installer versions are present, the launcher displays:

    Code:
    [ WINDOWS INSTALLER ] [ LINUX INSTALLER ]
    [          BONUS CONTENT          ] [ Exit ]

    The Windows installer can be launched directly from the NSIS menu.

    The Linux side required a slightly different solution. The menu itself is a Windows program running through Wine, so it cannot reliably launch a native Linux shell script.

    When the Linux button is selected, the launcher explains that the user should close the Wine menu, open the mounted disc in Linux and run:

    Bash:
    bash ./Start_Linux.sh

    Using bash also works when the optical disc has been mounted with the noexec option.

    The Linux GOG installer can then read its data directly from the disc and install the game to a writable location on the hard drive.

    Bonus content system

    The launcher automatically counts the manuals and extra items found on the disc.

    The bonus-content page lists all detected items and allows the user to:

    • Copy one selected item.
    • Copy every manual and extra.
    • Choose a destination folder.
    • Copy folders recursively.
    • Keep ZIP files in their original form.

    By default, the files are copied somewhere similar to:

    Code:
    Documents/
    └── Game Title/
        └── Bonus Content/
            ├── Manuals/
            ├── Soundtrack/
            ├── Wallpapers/
            ├── Maps/
            └── Patches/

    I decided not to install extras directly into the game directory because mods, patches, manuals and soundtracks often require different locations.

    Physical-disc test

    I tested the full process by creating and burning a 662 MB Empire Earth ISO onto a CD-R with my ASUS BW-16D1H-U Blu-ray drive.

    The disc was written with:

    Bash:
    xorriso -as cdrecord \
      -v \
      dev=/dev/sr0 \
      speed=16c \
      -sao \
      -eject \
      "$HOME/Empire_Earth_Gold.iso"

    I then verified the burned disc against the ISO:

    Bash:
    sudo cmp \
      -n "$(stat -c%s "$HOME/Empire_Earth_Gold.iso")" \
      "$HOME/Empire_Earth_Gold.iso" \
      /dev/sr0 \
      && echo "Disc verified successfully"

    The verification completed successfully. The custom menu ran directly from the disc, and the original GOG installer launched and installed normally.

    Purpose of the project

    This is mainly a personal archival project for my legally purchased GOG games.

    I am not modifying or redistributing the GOG installers. The original installer files and matching BIN files remain unchanged. My custom launcher only detects and starts them.

    It started as a basic menu with one installation button, but it has gradually developed into an automatic system for creating customised physical GOG game discs entirely on Linux.

    image.png
    I Saw a Video About Making GOG Game Discs — So I Built My Own Better Version on Linux

    I recently came across a video showing how to create a custom installer for GOG games and burn it to a disc. My first thought was: I can make something better than that on Linux.

    After around 30 minutes of experimenting with NSIS, I had the basic design working and looking the way I wanted.

    The result is a custom disc menu that includes:

    • A separate design, cover image, title and description for each game.
    • A button that launches the original game installer.
    • Automatic detection of manuals and other bonus content.
    • A bonus-content menu where individual files can be selected and copied.
    • A “Copy All” option for copying everything at once.
    • ZIP files are copied without being extracted.
    • A default destination folder based on the game title.
    • A counter showing how many manuals and extra items were found.
    The main part I wanted was automation. I can replace the game installer, cover image, manuals and bonus files, then rebuild the disc menu without rewriting the program. It reads the new files and builds the menu around whatever is present.

    That means every game disc can have its own appearance and content, while the underlying code remains unchanged. I only need to prepare the folder for the game and run the build process.

    The game installation itself still uses the original installer, including its normal language-selection window. My menu simply acts as a cleaner front end for installing the game and accessing the archived extras.

    This is mainly for my personal physical PC game archive. I like having the installer, manuals and bonus files together on a properly organised disc instead of just storing an installer file in a random folder.


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    Yesterday I Bought 54 Physical PC Games for 440 DKK

    A second-hand-store trip turned into a full excavation of PC gaming history.



    Yesterday, 15 July 2026, I visited a second-hand shop called Loppen. I expected to look through a few shelves, perhaps find one or two interesting games, and then go home.

    Instead, I walked out carrying 54 physical PC games.

    The entire haul cost me approximately 440 Danish kroner.

    That is roughly:

    • €59 EUR
    • £50 GBP
    • $67 USD

    That works out at only around 8.15 DKK per game, or approximately:

    • €1.09 per game
    • £0.93 per game
    • $1.25 per game

    My back was not especially pleased with this decision, but the old gamer inside me certainly was.



    I Did Not Simply Buy Everything

    Loppen had many more games than the ones I brought home. I could probably have filled several more bags, but I am extremely selective when buying second-hand games.

    Cheap does not automatically mean worth owning.

    I have been gaming since the 1980s and, by my own count, have played around 8,000 games. After that many years, I have learned that there is no reason to fill my shelves with games I do not care about merely because they cost almost nothing.

    My normal limit is 10 DKK per game. Most of this haul cost either 5, 8 or 10 DKK per title.

    I generally refuse to go above 10 DKK unless it is something difficult to find or a game I specifically want.

    One exception in this haul was The Sims 2: University at 25 DKK.

    I would rather leave twenty games behind than buy twenty games that mean nothing to me.



    The Strategy, RPG and War-Game Pile

    This part of the haul alone felt like opening a time capsule from several different periods of PC gaming:

    • Anno 1602: Creation of a New World
    • Atlantis III
    • Battlefield 1942
    • Battlefield 2
    • Blitzkrieg Collection
    • Command & Conquer 3: Tiberium Wars
    • Codename: Panzers – Phase Two
    • The Elder Scrolls III: Morrowind
    • Emperor: Battle for Dune
    • Forgotten Realms: Neverwinter Nights – Shadow of Undrentide
    • Neverwinter Nights: Hordes of the Underdark
    • Railroad Tycoon 3
    • S.T.A.L.K.E.R.: Shadow of Chernobyl
    • Silent Hunter 4: Wolves of the Pacific
    • Warcraft III: Reign of Chaos
    • Warhammer: Mark of Chaos

    There are some proper pieces of PC gaming history in that group.

    Seeing Morrowind, Warcraft III, Battlefield 1942, S.T.A.L.K.E.R. and Emperor: Battle for Dune sitting together in a second-hand shop is the kind of thing that makes an old PC gamer stop and begin digging through every single case.

    These games came from a time when PC releases regularly arrived in large boxes or DVD cases, often with manuals, reference cards, multiple discs and enough installation problems to turn the player into an unpaid computer technician.



    Simulators, Sport and Management Games

    The management and simulation side of the pile included:

    • Circus Empire
    • Fly! II
    • Championship Manager: Season 03/04
    • Football Manager 2010
    • Football Manager 2012
    • Madden NFL 07
    • Pro Cycling Manager 2006
    • SimCity
    • SimFarm
    • Spore: Galactic Adventures
    • Total Club Manager 2004
    • Zoo Park Tycoon

    This is a wonderfully strange section of the collection.

    One moment you are operating a farm. The next you are managing a football club, running a circus, controlling a zoo, flying an aircraft or attempting to build an entire city without bankrupting it.

    Old PC gaming was never afraid of extremely specific ideas.

    Today, many large publishers chase the same fashionable genres. Older PC shelves could contain a submarine simulator, a cycling-management game, a city builder, a flight simulator and a collection of 25,000 Sudoku puzzles sitting directly beside one another.

    That variety is one of the things I miss.



    The Maxis and Sims Avalanche

    A very large part of this haul was devoted to Maxis and The Sims:

    • The Sims: Livin’ Large
    • The Sims: House Party
    • The Sims: Unleashed
    • The Sims 2
    • The Sims 2: Bon Voyage
    • The Sims 2: Celebration! Stuff
    • The Sims 2: Family Fun Stuff
    • The Sims 2: Nightlife
    • The Sims 2: Open for Business
    • The Sims 2: Seasons
    • The Sims 2: University
    • The Sims 3: En introduktion

    Together with SimCity, SimFarm and Spore: Galactic Adventures, this became a substantial Maxis-related haul.

    There is something slightly absurd about returning home with this many Sims expansions from one second-hand shopping trip.

    I did not plan to begin excavating an entire section of Maxis history, but apparently that was what the shelves had waiting for me.

    Physical Sims releases are also a good example of why cataloguing matters. There are base games, large expansions, smaller Stuff packs, different regional editions and cases that may contain the wrong disc.

    A box on a shelf can look complete until you open it and discover that half of the actual game is missing.



    Disney, Hugo, Racing and the Wonderfully Strange Leftovers

    The remaining games were an equally mixed collection:

    • Fætter Kanin til Premiere
    • 25,000 Sudoku Puzzles
    • Agent Hugo
    • Agent Hugo: Roborumblen
    • Asterix: The Gallic War
    • Disney’s Lilo & Stitch: Trouble in Paradise
    • Disney’s Meet the Robinsons
    • Need for Speed: Hot Pursuit 2
    • WALL-E

    That is the beauty of buying old PC games second-hand.

    A serious strategy game can be sitting beside a Disney platformer, a racing game, a Danish children’s title and enough Sudoku puzzles to keep someone occupied until the end of civilisation.

    Disney’s Meet the Robinsons was even catalogued as being in mint condition, despite costing only 5 DKK.



    The Less Glamorous Part of Collecting

    A large haul always looks impressive when everything is stacked together for a photograph.

    The reality is less glamorous.

    It means dust, fingerprints, scratched discs, cracked cases, water damage, missing manuals and occasionally discovering that somebody has placed the wrong game inside the box.

    A few of these games already have problems:

    • Command & Conquer 3: Tiberium Wars is missing a disc.
    • Football Manager 2012 is also missing a disc.
    • Emperor: Battle for Dune has damage to disc one.
    • The Sims 2: Celebration! Stuff has water damage.
    • WALL-E has severe scratches.
    • S.T.A.L.K.E.R.: Shadow of Chernobyl is a loose copy.
    • The base version of The Sims 2 is also a loose copy.

    That is why I am still cleaning, checking and cataloguing everything.

    The lists I have completed currently contain 49 entries, although I bought 54 games in total. The remaining games have not yet made it through the cleaning and cataloguing process.

    Every disc must be examined.

    Every case must be opened.

    Every multi-disc game must be checked to make sure all the discs are present and actually belong to that release.



    My New Collection Categories

    I have also started separating problematic games from my normal collection.

    Account Lock

    This category is for physical games that still require an online account, launcher or activation service.

    They may come on a disc, but the disc does not necessarily make the game independent.

    Genkøb — Buy Again

    This category is for copies that are missing an essential disc or are damaged badly enough that I eventually need to replace them with another copy.

    Af med — Get Rid Of

    This category is for duplicate or incomplete copies I no longer need after using parts from them to create one complete set.

    This prevents a damaged, incomplete or account-dependent release from silently sitting among the fully functional games as though everything is fine.



    Then Comes the Linux Battle

    After everything has been cleaned and organised, the next question is how many of these old games can still be made to run on Linux.

    Modern Linux gaming discussions normally concentrate on Steam and Proton.

    Physical PC games are a different type of challenge.

    They may involve:

    • Old 32-bit installers
    • Legacy DirectX components
    • Disc-based copy protection
    • Obsolete launchers
    • Missing video and audio codecs
    • Old configuration programs
    • Installers designed for versions of Windows that disappeared many years ago

    Some will probably work through Wine or Lutris with very little effort.

    Others will fight me every step of the way.

    That fight is part of the attraction.

    Installing an old retail PC game on a modern Linux system can become a form of digital archaeology.

    You are not merely pressing an install button.

    You are examining what the installer expects, what files it needs, what protection system it uses and which parts of its original software environment have vanished.



    Fifty-Four Pieces of PC Gaming History

    Not every game in this haul is rare.

    Not every copy is complete.

    Not every title will remain permanently in my collection.

    But for 440 DKK, I brought home 54 physical pieces of PC gaming history.

    Some are classics.

    Some are strange budget releases.

    Some are children’s games.

    Some are simulations that only the old PC market would have dared to publish.

    Some require repairs, replacement discs or a great deal of patience.

    That is what collecting means to me.

    It is not about buying everything in sight.

    It is about digging through hundreds of ordinary cases until something makes you stop.

    It is about preserving the games that deserve a place, documenting exactly what is inside each box and discovering whether software from twenty or thirty years ago can still be persuaded to live again on a modern Linux machine.

    Yesterday, I went to Loppen to look at a few games.

    I returned with 54 of them.

    A perfectly normal day for an old PC gamer.
    Rocketing-warp9
    Rocketing-warp9
    I'm somewhat shocked games are so cheap! Some of the ones online (ebay/whatnot) seem to sell for a lot more!
    kibasnowpaw
    kibasnowpaw
    It is definitely possible to find much higher prices online, but an online asking price is not necessarily the same as what a game actually sells for.

    I currently have around 290 physical PC games, and I have paid approximately 1,845 DKK in total for them. That is about €247, £211 or $282 altogether. It works out at an average of only 6.36 DKK per game roughly €0.85, £0.73 or $0.97 each.

    The most I have paid for a single game so far was 75 DKK about €10, £8.60 or $11.50 for Black & White 2. I only paid that much because it is difficult to find locally. Ordering it online could easily cost considerably more once shipping is added.

    I have also seen some rather unrealistic prices. One shop wanted 300 DKK around €40, £34 or $46 for an opened copy of Counter-Strike 1.5. Because the package had already been opened, I would treat the key as potentially used or already connected to an account unless proven otherwise. Simply being old does not automatically make a game valuable, and a seller listing something for a high price does not prove that anybody will actually buy it.

    The main reason my average is so low is that I set myself a normal maximum of 10 DKK per game about €1.34, £1.14 or $1.53 and I am willing to wait. I regularly search charity and church-run second-hand shops such as Røde Kors, Blå Kors, Kirkens Korshær, Dansk Folkehjælp and local church shops. Their priority is normally raising money for a good cause rather than researching the collector value of every old PC game.

    At several of these shops, I have paid only 1-3 DKK per game approximately €0.13 - €0.40, £0.11 - £0.34 or $0.15 - $0.46. Some normally charge 20 DKK around €2.68, £2.29 or $3.06 but I wait for their 50% DVD and CD sales, which often include PC games, and then buy them for 10 DKK.

    So it is mostly about patience, being stubborn enough to stick to a price limit, checking many different shops and being willing to travel around Denmark for the right deals. I leave far more games behind than I buy. That is why my collection has remained inexpensive despite now being close to 300 games.
    I was looking at an old page from Privat Computer PC, 20th year, issue 7, June 30th 2004, and it reminded me of something I think a lot of people forget when they talk about Linux today.


    Many people say Linux is difficult because you sometimes have to install drivers, understand your hardware, use the terminal, fix permissions, read error messages, or search for the right solution. But for those of us who grew up with computers through the MS-DOS, Windows 3.x, Windows 95, Windows 98, Windows 2000, and Windows XP era, that kind of struggle was not unusual at all. That was just normal PC life.


    Back then, Windows was not this polished thing where everything just worked. You could install Windows and still have no sound, no proper graphics driver, no network, no modem, no printer, and sometimes not even the correct chipset drivers. Device Manager could be full of yellow question marks, and you had to figure out what the machine actually had inside it before you could even begin to fix it.


    One of the most ridiculous problems was when you needed to go online to download a driver, but the driver you needed was for the modem or network card. So Windows was basically telling you to use the internet to get the driver that would allow you to use the internet. I have been there many times. You had to use another computer, find the driver, save it to a floppy disk, burn it to a CD, put it on a USB stick, or later download it on a phone and move it over with a USB cable. And even then you just hoped Windows could read the device you copied it from.


    That was normal. That was not some strange advanced-user thing. If you had a PC in that era, you learned that computers were machines you had to understand a little. You learned what a graphics card was, what a sound card was, what a modem was, what DirectX was, what drivers were, and why the exact model number mattered. You learned by fighting with the machine until it finally worked.


    This is why I think the way some people talk about Linux is a little unfair. Linux today is not perfect, and yes, it can still be difficult depending on your hardware and what you want to do. But a lot of what people call “too hard” in Linux is very similar to what Windows users had to deal with for years. The difference is that many modern users only know Windows after it became much more automatic.


    If someone started using computers in the Windows 7, Windows 10, or Windows 11 era, I can understand why Linux feels strange. They are used to the system hiding most of the ugly parts. They are used to drivers being pulled from Windows Update, software being installed with one click, and hardware usually being detected automatically. But for people who lived through the older PC years, Linux does not feel like some alien world. In many ways it feels like the old PC world never fully disappeared.


    You still sometimes have to know what hardware you have. You still sometimes have to read documentation. You still sometimes have to search forums. You still sometimes have to fix something manually. That can be annoying, but it also means you are closer to the machine. You are not just clicking through a locked-down system and hoping the company behind it allows you to do what you want.


    The funny thing is that Windows used to teach people computers because it was messy. Today Windows hides the mess, while Linux still lets you see it. That is probably why Linux feels harder to some people. Not always because it is impossible, but because it expects the user to be involved in a way many people are no longer used to.


    For me, the old Windows era from MS-DOS to XP was a training ground. It taught patience, troubleshooting, drivers, file systems, boot disks, safe mode, command lines, and the pain of trying to get online when the modem driver was missing. So when people say Linux is difficult, I often think that yes, it can be, but old Windows was difficult too. People have just forgotten because they remember the nostalgia more than the problems.


    Linux today is not really the strange one. In some ways, Linux is just closer to what personal computing used to be: open, messy, powerful, sometimes frustrating, but also far more honest about what the computer is doing.


    And maybe that is why I respect it. Not because it is always easy, but because I remember when Windows was not easy either.

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    Rocketing-warp9
    Rocketing-warp9
    Even though I grew up in the 7-8.1-10 era, before I switched to a more unix-based setup (mOS and linux) I still remember me wrestling with windows XP often( Yes, I did use XP in 2019....) Old Drivers, trying to get wifi to work (even though there was no wifi hardware onboard.... What can I say? I was 9.) Twenty different drivers that were close but not the right one.. (even the modem drivers on 7-- same PC)

    "For me, the old Windows era from MS-DOS to XP was a training ground. It taught patience, troubleshooting, drivers, file systems, boot disks, safe mode, command lines, and the pain of trying to get online when the modem driver was missing. So when people say Linux is difficult, I often think that yes, it can be, but old Windows was difficult too. People have just forgotten because they remember the nostalgia more than the problems."

    I guess XP sort-of prepared me for the Jump I guess.
    Good way of thinking!
    T
    theLegionWithin
    oh yeah, I remember many times in the early 90s when I had to edit startup files to get enough free memory to run specific games. the best I was ever able to get was 631kb free conventional ram (I think I had 4mb ram at the time?). its been so long that I dont remember all of the details but it heavily relied on EMS and XMS.

    I've not had any real meaningful problems with linux at all in the ~18 months since I switched over from WinOS. especially with ai prompting, it's rather trivial to find what I'm looking for most of the time.
    I was looking through an old Danish CD-ROM magazine page from CD-ROM 3rd year, issue 11, covering the period from October 15 to November 11, 1998, and it hit me how different PC gaming and software culture used to be.


    This page is not just nostalgia. It is almost like a small time capsule from late 90s PC gaming.


    On the page you can see games like Railroad Tycoon 2, Caesar III, Get Medieval, Carmageddon 2, Superbike World Championship, and Speed Busters. These were the kinds of games that made PC gaming feel massive and varied. Strategy, racing, arcade action, medieval fantasy, simulations — all living side by side on one magazine CD.


    What really stands out to me is how much practical value these CD-ROMs had. This was not just a demo disc. It had tools, patches, fixes, walkthroughs, trainers, savegames, video clips, and extra files.


    Under the software section, there are things like:


    Netscape Communicator 4.05
    Netscape Navigator 4.05

    for Windows 95 and Windows 3.x


    That alone says a lot about the era. Netscape was still important. The browser war was alive. The internet still felt new, strange, exciting, and not yet fully controlled by a handful of giant platforms.


    The page also lists useful programs like DirectX 6.0 for Windows 95 and 98, GameSpy 1.52, ICQ, WinZip, Panda Antivirus, Apple QuickTime, and Microsoft Internet Explorer 4.0.


    That is such a late 90s software snapshot. You needed DirectX because games often required the newest version. You needed WinZip because files were everywhere in archives. You had ICQ for chatting. GameSpy was part of online multiplayer before everything became built directly into Steam, Discord, launchers, and modern matchmaking systems.


    Then there is the patch section, and this is where the old PC gaming feeling really comes back.


    The CD includes patches for games like:


    Blade Runner
    Descent 3dfx
    Extreme Assault
    Final Fantasy VII video fix
    Panzer Commander v1.2
    Quake II v3.19
    Rainbow Six v1.02a
    Sanitarium Level 2 Fix
    Seven Kingdoms: Ancient Adversaries
    Tonic Trouble savegame patch
    Unreal editor runtime files



    This is the kind of thing that reminds me how PC gaming worked back then. You did not always just click “update” and let a launcher do everything. Sometimes you had to get the patch from a magazine CD, a website, an FTP server, or a friend. A patch felt like an event. It could fix a broken level, improve compatibility, add 3dfx support, or simply make the game playable on your machine.


    There is also a “Secrets” section with walkthroughs, trainers, savegames, and cheats for games like Dune 2000, House of the Dead, Jazz Jackrabbit 2, MechCommander, Rage of Mages, X-Files, Need for Speed 3, Wargames, and others.


    Today, most of that would be scattered across websites, wikis, YouTube guides, mod pages, and old forum posts. Back then, it was all bundled together on a physical disc. You bought the magazine, took the CD-ROM home, put it into the drive, and suddenly you had a whole little world of gaming material to explore.


    The screenshots also say a lot.


    Railroad Tycoon 2 represents that older style of deep PC strategy and management gaming.
    Caesar III is classic city-building from an era where PC strategy games had a very distinct identity.
    Get Medieval shows that late 90s fantasy/action style.
    Carmageddon 2 is pure chaotic old-school PC attitude, from a time when games were allowed to be rough, violent, weird, and controversial.
    Superbike World Championship and Speed Busters show how racing games were also part of that PC CD-ROM culture.


    The page even has a video section mentioning ECTS footage. That was another part of the old gaming world: getting small video clips from trade shows and previews on CD-ROMs because streaming video online was not realistic for most people yet. A short video on a disc could feel special.


    Looking at this now, it is hard not to compare it to modern gaming.


    Today everything is faster and more convenient, but also more disposable. Updates happen automatically. Games are tied to accounts. Launchers control access. Physical manuals are mostly gone. Demo discs are gone. Magazine CDs are gone. Even patches do not feel like something you collect or archive anymore.


    Back then, PC gaming felt more hands-on. You had to understand your system. You had to install drivers, DirectX, patches, sometimes even mess with compatibility. It could be annoying, but it also made you feel closer to the machine. You were not just consuming a product. You were maintaining your own little gaming ecosystem.


    This page is from 1998, but it shows a whole culture:


    physical media,
    offline access,
    patches you could keep,
    tools you could install,
    games you discovered by browsing a disc,
    and a feeling that PC gaming was something you explored instead of something that was simply delivered to you by a launcher.


    For me, this is why old CD-ROM magazines still matter. They are not just old paper and plastic. They are archives of how gaming and computing used to feel.


    A single page like this can bring back an entire era.


    The late 90s PC world was messy, unstable, experimental, and sometimes frustrating — but it had character. And when I look at something like this, I miss that character.


    18-D00884-B47-E-4-A0-A-9712-7-BF5-B8-E5-A7-E1.jpg
    Back With a Real Mic After About 4 Years Without One

    For around 4 years, maybe a bit more, I have mostly livestreamed without a proper microphone. I finally fixed that now.

    My old setup started back on 1 November 2016, when I bought an Audio-Technica AT2020 cardioid condenser microphone from Amazon UK. This was back when the UK was still part of the EU, so ordering from Amazon UK to Denmark was a lot less annoying than it became after Brexit.

    The AT2020 order cost me:

    £79.99 for the mic
    £19.99 postage and packing
    £99.98 total
    DKK 861.55 paid total

    Around the same time I also bought my first proper audio interface setup from Amazon UK:

    Focusrite Scarlett Solo 2nd Gen USB Audio Interface
    Neewer NW-35 boom arm / scissor arm stand
    Mudder double-layer pop filter

    That order cost:

    £109.18 item subtotal
    £6.94 postage and packing
    £116.12 total
    DKK 1,000.63 paid total

    So it was not random cheap gear. It was a real entry-level recording setup, and for a time it worked.

    But I never really liked the Focusrite Scarlett Solo 2nd Gen that much. About a year or two later, I got a Yamaha AG01 instead. I do not remember exactly where I bought the AG01 from, and I do not have the exact receipt in front of me, but from memory I think it was around 800 DKK or something close to that.

    The strange part is that I originally thought the Yamaha AG01 might have been the problem. I had opened it before, moved it around, had it in boxes, and it had not exactly been treated like museum gear. But after testing it now, it seems the Yamaha was probably not the real problem.

    The old AT2020 setup started giving me weird issues when I was livestreaming on Linux. Sometimes my voice would almost disappear and sound like it was underwater. There would still be a low hum or noise, so the mic was clearly “on”, but my voice was almost impossible to hear properly. I changed XLR cables a lot near the end, maybe once a year and later maybe even twice in one year, but the problem kept coming back.

    So I stopped trusting it.

    At some point I just threw the AT2020 out and never really got around to buying a new mic. After that I mostly just livestreamed without one.

    Now I finally got a new setup.

    Delivered 4 July 2026:

    SE ELECTRONICS V7 Black - Vocal Microphone
    NearStream ST20 Microphone Boom with 360° rotating swivel arm
    AA AUDIO ACCESSORY XLR Cable, 2 m, pack of 2, with Neutrik REAN connectors

    The new mic is different from the old AT2020. The AT2020 is a condenser microphone, which is more sensitive and can pick up more room noise, keyboard noise, breath and plosives. The sE V7 is a dynamic vocal microphone, which makes more sense for how I use it: gaming, livestreaming, talking close to the mic, and not yelling like a YouTube salesman.

    I tested the new setup with my Yamaha AG01 in a CS2 livestream, and it worked like a charm. No random underwater sound, no weird dropouts, no sudden dead mic. The only issue was that my voice was a bit too low compared to the game audio, but that is more about gain, game volume and how I talk. I am not a loud talker.

    Here is the test stream:


    There is also a Denmark/EU angle to all this. Back in 2016, buying from Amazon UK was still fairly normal for me because the UK was still inside the EU. A lot of audio gear prices people talk about online are also US or UK prices, but when you live in Denmark the real price is the final price after shipping, VAT, currency conversion and import rules. That is why I like keeping the real numbers from my own orders.

    For me, this was not about having studio gear for music. I just wanted something reliable for Linux gaming livestreams. I have been gaming for decades, I run Linux, and I just want my voice to be there when I talk over gameplay. The old setup became unreliable, so I gave up on it. The new sE V7 setup already feels like a better fit for what I actually do.
    My Ubuntu Server home network setup + testing a security camera

    I still find it a bit strange that I managed to build this setup, because I would still call myself limited when it comes to deep networking knowledge. But somehow I got it working, and I keep learning as I go.

    My server is not just a normal NAS or media box anymore. It is basically the main brain of my home network.

    It runs Ubuntu Server 26.04 LTS and handles several jobs:

    • Router
    • Firewall/NAT
    • Pi-hole DNS filtering
    • DHCP
    • Plex Media Server
    • Docker/services
    • Local storage
    • Backups/SFTP/rsync-style transfers
    • WireGuard/VPN-style access

    So instead of letting a normal ISP router handle everything, the Linux box is in control. My fiber/ONT box goes into the server, then the server goes out to my LAN/switch/Wi-Fi access point. Pi-hole controls DNS and DHCP, and the firewall decides what is allowed in or out.

    I try to keep the setup local-first and locked down. I do not want random services exposed to the internet unless there is a real reason. Plex is what I use for media. Jellyfin may be installed, but Plex is the active one. For remote access, I prefer a VPN-style setup instead of opening a bunch of ports.

    The next thing I want to test is a security camera.

    I have ordered one camera first, just as a test. If it works well, I may build a proper camera setup for the whole apartment. Not because I have had major problems. I have lived here for around 20 years and have never had a break-in. But for most of that time, there was usually someone in the apartment. The last few years I have lived alone, so having a camera system would give me a little extra peace of mind, especially when I am away.

    My plan is not to make the camera some cloud-connected mess if I can avoid it. The safer design I want is something like:

    • Camera on LAN
    • Server records video
    • Camera does not get open internet access unless needed
    • Remote viewing only through VPN/trusted access
    • No unnecessary port forwarding

    Basically, I want the camera to be part of the local network, not another random smart device talking to the internet all day.

    I know my setup is not a professional enterprise design. It is a self-built home server that grew over time. But it works, and the structure makes sense to me: Linux router/firewall first, Pi-hole for DNS/DHCP, Plex for media, storage for backups, and now maybe local camera recording.

    The main things I still want to improve are documentation and hardening:

    • Document all services and ports
    • Backup firewall, Pi-hole, and mount configs
    • Check what is listening on the network
    • Keep cameras isolated as much as possible
    • Avoid exposing admin panels to the internet
    • Make sure remote access is VPN-based

    It is rough and self-made, but that is also what I like about Linux. I did not buy a closed black box. I built something, broke parts of it, fixed parts of it, and learned from it.

    Now I just need to test if the camera side can be added without making the whole setup messy or unsafe.
    Age of Mythology on Linux – Gameplay Part 1, First Two Missions

    I recently got back to this game after someone mentioned it to me while I was playing Empire Earth. A few days later I found a physical copy in Kirppu, a second-hand store here in Denmark, for only 10 kr., which is roughly $1.45 USD / €1.34 EUR.

    At that price, I had to grab it.

    I have to be honest: I was never really a huge fan of Age of Mythology. I think I only played it a handful of times back in the day. But replaying it now on Linux made me appreciate where it sits in RTS history.

    The best way I can describe it is this:

    Age of Mythology feels like a transition game.

    It came out in 2002, developed by Ensemble Studios, the same studio behind Age of Empires. Visually, it feels like the period where RTS games were moving away from the older look of games like Empire Earth and toward a more polished 3D style. You can see that in the water, lighting, terrain, and unit models.

    But mechanically, it still feels very much like that older RTS generation.

    The sounds, pacing, resource gathering, unit control, and general flow still remind me a lot of Empire Earth and other early 2000s strategy games.

    That is what makes it interesting to revisit now.

    It is not my favorite RTS.

    It is not the game I personally connected with the most.

    But it is absolutely part of that golden RTS era where developers were still experimenting, still taking risks, and still trying to push the genre forward.

    This first video covers the opening missions, so it is more about getting back into the game, testing how it runs, and seeing how it feels today on Linux.

    For an old physical copy found cheap in a second-hand store, I think that is pretty cool.

    I got Crysis 2 working in wine disk version idk if that's how the game works or not but in dx11 then HD Texture Pack don't work but in dx9 then HD Texture Pack do work since i didn't read if it needed to be dx9 i chose dx11 over the HD Texture Pack

    Title: Today I bought 44 old PC games, and it reminded me why physical media still matters

    Today I went out hunting for old PC games and came home with 44 games for 181 DKK — about $28 / €24 / £21. That works out to around 4.11 DKK per game — about $0.63 / €0.55 / £0.48 each.

    Some were common filler, some were duplicates, some were kids’ games, some were sports games, and some were surprisingly good finds. The funny part is that two games that look like ordinary football-manager shelf junk jumped straight into the high-value part of my CLZ list: Championship Manager: Season 01/02 and Football Manager 2014. I paid 2 DKK — about $0.31 / €0.27 / £0.23 — for Championship Manager: Season 01/02, and 3 DKK — about $0.46 / €0.40 / £0.35 — for Football Manager 2014.

    Other finds included The Settlers VI: Rise of an Empire – The Eastern Realm for 2 DKK — about $0.31 / €0.27 / £0.23 — Hitman: Codename 47 for 1 DKK — about $0.15 / €0.13 / £0.12 — Alpha Protocol for 1 DKK — about $0.15 / €0.13 / £0.12 — Age of Mythology for 10 DKK — about $1.54 / €1.34 / £1.16 — Far Cry 3 for 5 DKK — about $0.77 / €0.67 / £0.58 — Stronghold Legends for 9 DKK — about $1.39 / €1.20 / £1.04 — Silent Hunter 5 for 3 DKK — about $0.46 / €0.40 / £0.35 — Ship Simulator 2008 for 3 DKK — about $0.46 / €0.40 / £0.35 — several The Sims expansions around 7 DKK each — about $1.08 / €0.94 / £0.81 — and World of Warcraft: Wrath of the Lich King in the cardboard box for 8 DKK — about $1.23 / €1.07 / £0.93.

    Some of them are not perfect. My Medal of Honor: Allied Assault copy is missing disc 1, so it is more of a donor copy for now. But for 2 DKK — about $0.31 / €0.27 / £0.23 — even that is useful if I later find a damaged copy with the missing disc.

    My physical PC game collection is getting large now, and I am putting real work into it. This is no longer just a random pile of old discs. I use CLZ to track condition, completeness, prices, stores, notes, and cover art. I am also slowly replacing bad covers with cleaned-up 1:1 versions based on the original cover, not AI redesigns. The point is not to make fake new covers. The point is to restore what is already there: crop it correctly, clean it, straighten it, remove glare or dirt, and make it useful as proper database artwork.

    This has become more than just collecting cheap old games for me.

    I have been gaming for more than 25 years. I grew up with older games, discs, manuals, boxes, weird installers, patches, config files, broken controls, and games that sometimes needed work before they behaved. I am also a Linux user, and that changes how you look at games. On Linux you get used to solving problems yourself. Proton, Wine, old launchers, community patches, widescreen fixes, no-CD patches for games you legally own, offline installers, backups, old hardware quirks — that is part of the culture. You do not just accept that something is dead because a launcher, DRM system, or publisher says so.

    That is why physical games and preservation matter more to me now than they did years ago.

    The modern industry keeps pushing players toward a future where we do not really own anything. Games are tied to accounts, launchers, remote activation, online services, disappearing DLC, expiring licenses, server shutdowns, subscriptions, and legal grey areas. Even normal game features like user-created files, imported music, mods, custom content, or old multiplayer support can become a licensing or policy problem later. The game stops being a game and becomes a permission slip.

    The whole Stop Killing Games discussion exists because of that problem. It is not about forcing publishers to support every game forever with new content and live-service updates. It is about the basic idea that if a game was sold to customers, it should not be deliberately made unplayable when the company decides it is done with it. The Ubisoft The Crew situation made that very clear. A paid game was shut down, it had no proper offline mode, and people who bought it were left with nothing useful. That is not preservation. That is a product being erased.

    Then you get the subscription logic: “get comfortable not owning your games.” No. I do not want to get comfortable with that. I do not want my library to become a temporary access list controlled by companies that can change terms, remove content, ban accounts, close servers, delist titles, or decide that a game is no longer worth keeping alive.

    This is why old physical PC games feel more honest to me, even when they are flawed.

    A disc is not magic. Physical media does not solve everything. Some old PC games still need activation. Some keys are used. Some discs are scratched. Some games need patches that are not on the disc. Some multiplayer modes are gone. Some games are broken on modern systems. Some boxes are damaged, some manuals are missing, and some copies are only useful as donor copies. But at least there is something real there: the disc, the manual, the case, the cover, the version, the history. You can document it. You can preserve it. You can try to make it run. You can keep it outside a corporate account system.

    As a Linux gamer, that matters. I do not collect only because of nostalgia. I collect because I do not trust the direction the industry is going.

    Modern AAA gaming is full of monetization, launchers, DRM, live-service design, battle passes, accounts, online-only systems, subscriptions, and “you own a license, not a product” language. We have seen this kind of market rot before in different forms. Back in the old console crash era, the market was flooded with low-effort junk and the trust between players and the industry broke down. Today it is more advanced, more digital, more polished, and more legally protected, but the feeling is similar: too much product, too little respect, and too many companies trying to control the customer after the sale.

    So yes, I am buying old PC games from thrift shops, flea markets, charity shops, and second-hand stores.

    I am documenting them.
    I am cleaning up the covers.
    I am tracking condition and missing discs.
    I am keeping physical copies where I can.
    I am preserving the kind of games that might otherwise end up in the trash.
    I am building a collection that still exists even if a publisher account disappears.

    Maybe the gaming industry will not collapse in my lifetime. Maybe it will just keep getting worse slowly. Maybe laws will change. Maybe movements like Stop Killing Games will force publishers to provide offline modes, private server tools, or real end-of-life patches. I hope so.

    But I am not going to sit around and wait for the industry to decide whether I am allowed to keep my games.

    For me, physical PC collecting is not just nostalgia. It is a small personal answer to a bigger problem: games should be preserved, not erased. And if modern publishers want us to get comfortable not owning games, then I am going the other way.

    I am getting more comfortable owning what I can.
    fox i hate SecuROM why do Crysis Warhaed have that worst thing ever made and it did nothing to stop it i mean i can get a crack that ignore it so what was the point in the first place
    Turning my Canon HF G70 into one of the most expensive webcams I will probably ever use

    In my Dead Space stream, I started using my Canon HF G70 as a webcam.

    Stream example:

    And yes, this is one of those setups that is both stupid and practical at the same time.

    I bought the Canon HF G70 about two years ago, around 2024, and I have barely used it. I honestly kind of regret buying it. Not because it is a useless camera, but because I never really liked the recording quality enough for the kind of videos I wanted to make with it.

    So instead of letting an expensive camera sit there doing nothing, I decided to use it for something.

    A webcam.

    A very, very expensive webcam.

    I paid around 6,666 DKK for it when I bought it, which is roughly €891.82 / $1,034.32. Today I have seen it around 7,490 DKK, which is roughly €1,002.06 / $1,162.18.

    So yes. If we are going to be dramatic about it, this is probably one of the most expensive webcams a normal person can accidentally end up using.

    But the annoying part is that, as a webcam, it actually makes sense.

    The video quality is much better than a normal cheap webcam. It is a real camcorder, not a tiny plastic webcam pretending to be a camera. It has proper optics, better control, better image handling, and it simply looks more serious than a basic webcam.

    One big reason the Canon HF G70 still makes sense for streaming is the autofocus.

    It has face detection / face tracking autofocus, so when I am sitting in front of it, it should detect my face and keep focus on me instead of drifting to the background. That matters when gaming, because I am not sitting like a statue. I move, lean back, look at the screen, react to the game, and sometimes probably look like the Ishimura itself is draining my soul.

    A normal cheap webcam can easily look soft, flat, noisy, or just generally bad. With the G70, the picture side is much more solid. It can keep my face in focus, and that means the camera can actually behave like a high-end webcam.

    So the video side is not really the problem.

    The problem is sound.

    The Canon can send video over USB-C as a webcam/UVC device, and that part works. But in my setup, USB-C only gives me the video. I do not get usable microphone sound from the camera through USB.

    So the picture works.

    The sound does not.

    Because of course it cannot just be simple.

    This means I had to build a workaround, because I still wanted to use the camera’s built-in microphone somehow. The camera has a headphone output, so my test setup is:

    Canon HF G70 built-in microphone
    → camera headphone output
    → 3.5 mm jack male-to-male cable
    → Yamaha AG06/AG03 mixer input
    → Yamaha mixer sends audio over USB
    → PC / OBS / stream

    So instead of the camera sending audio through USB-C directly, I am taking the camera’s audio from the headphone jack and routing it into the Yamaha mixer. Then the mixer acts as the USB audio interface and sends the signal to the PC.

    It is very “Linux gamer with too much old hardware and not enough sleep,” but technically it should work.

    The video path is simple:

    Canon HF G70
    → USB-C
    → PC

    The audio path is the cursed one:

    Canon HF G70 built-in mic
    → headphone out
    → 3.5 mm jack cable
    → Yamaha AG06/AG03
    → USB
    → PC

    The Yamaha mixer is made for streaming and audio-interface work, so that part makes sense. It can take audio sources, mix them, and send them to the PC over USB. So the Canon handles the video, and the Yamaha handles the audio.

    The main downside is obvious: the built-in camera mic is still a built-in camera mic.

    It is not close to my mouth. It is about an arm’s length away from my face. So the sound is going to have some room tone. It will pick up more of the room, keyboard, chair, game audio leakage, and general background space than a real close microphone would.

    That is not really the camera’s fault. That is just physics. The farther the microphone is from your mouth, the more room you hear. A mic close to your face will almost always sound better for voice than a mic sitting on a camera across the desk.

    So yes, the sound will probably be more roomy.

    But if it works, it is still better than nothing.

    The real test will not be whether it works in a silent local recording. The real test is whether it still sounds usable when game audio is under it, especially in a game like Dead Space, where the sound design is full of vents, metal, monsters, whispers, machinery, alarms, and general psychological damage.

    That is where bad microphone audio can drown fast.

    I did some basic testing, and so far it seems usable. The question is how well it holds up during an actual stream when the game audio is running and I am talking over it.

    If the sound is acceptable, I can live with it for now.

    Because the other option is buying a new microphone, and I am not really in the mood to spend 500–800 DKK on that right now. That is around €66.89–€107.03 / $77.58–$124.13.

    A small camera-mounted or clip-on mic could be around 149 DKK, roughly €19.93 / $23.12, and that might already improve the sound if placed better. A more serious mic around 700 DKK, roughly €93.65 / $108.61, would probably sound better, especially if it is more directional and has some kind of windscreen or filter.

    But even then, distance still matters.

    If the mic stays on the camera, it is still an arm’s length away. A better mic pointed at me would help, but it will not magically behave like a proper close microphone near my mouth.

    So this is where I am right now:

    I have an expensive Canon HF G70 that I regret buying for normal recording.
    I do not like letting expensive hardware sit unused.
    As a webcam, the video side actually makes sense.
    It has proper camcorder image quality, face tracking / face detection autofocus, and should keep my face in focus while I stream.
    USB-C gives me video, but not proper mic audio in my setup.
    The workaround is routing the camera’s headphone output into the Yamaha mixer.
    The Yamaha sends the audio to the PC over USB.
    The audio may sound roomy, but it may be good enough for now.

    And honestly, that is very much my kind of setup.

    Not clean.
    Not perfect.
    Not “professional studio polished.”

    Just a gamer trying to make the hardware he already owns actually do something useful.

    If it was not around 4 in the morning and I did not have to be up again in a few hours, I probably would have tested it properly right now with local recordings, game sound, voice testing, OBS levels, and all the usual “just one more setting” nonsense.

    But I also know myself.

    That is exactly how you go from “I will just test this for 10 minutes” to “why is the sun coming up and why am I still adjusting audio filters?”

    So the real test will probably be in the next episode.

    If it works, then my Canon HF G70 becomes my absurdly expensive webcam.

    If it does not, then I am back in the endless technical swamp of Linux streaming, audio routing, camera workarounds, mixer settings, and asking myself why I keep doing this to my own brain.

    But for now, the plan is simple:

    Use the Canon for video.
    Use the face tracking so my face stays in focus.
    Use the Yamaha mixer for audio.
    Accept that the built-in mic may sound a little roomy.
    Avoid buying another mic unless I really have to.
    And keep streaming.

    Because at the end of the day, the setup does not have to be perfect.

    It just has to work well enough that I can play games, talk, and not sound like I am broadcasting from the bottom of the USG Ishimura’s ventilation system.
    I started a new run of the original Dead Space from 2008, playing the physical disc version I picked up second-hand for 5 Danish kroner. That is roughly €0.67 or $0.78.

    So yes, less than one euro for one of the best sci-fi horror games ever made.

    I have completed Dead Space somewhere around 10 times already across different platforms and versions, so this is not really a blind run or a “can I beat it?” run. I already know this ship. I already know the vents. I already know the mistake of shooting the body instead of the limbs. I already know the Ishimura does not welcome anyone politely.

    This run is mostly for two reasons:

    First, I want to test that my physical disc copy actually works properly.

    Second, I want to mark the game as completed in my CLZ collection. I am trying to actually go through the games I own instead of just letting them sit there forever as another unfinished pile in the backlog abyss.

    And honestly, Dead Space is one of those games that deserves to be completed again.

    The episode starts with Nicole’s message to Isaac. It is the perfect opening for this kind of game: personal, broken, and already full of dread. She is sorry, everything is falling apart, and Isaac is watching the message again and again because he clearly still cares about her. Then the Kellion arrives at the USG Ishimura, and right away the game starts building that heavy atmosphere.

    The Ishimura is just sitting there dark.

    No proper running lights.
    No response.
    No normal communications.
    A massive planet-cracker ship that should have around a thousand people on board, but nobody is answering.

    That is classic Dead Space. It does not need to scream at you immediately. It just shows you a dead ship and lets your brain do the rest.

    Then the docking goes wrong. The guidance system is damaged, the Kellion gets dragged in, they hit the Ishimura, and suddenly this “routine repair job” is already turning into survival. The port booster is gone, comms are down, autopilot is gone, and the crew is stuck with a ship that is clearly not just having technical issues.

    Once Isaac and the others get inside, the Ishimura feels wrong instantly.

    The ship’s welcome system still talks like everything is normal, explaining the Ishimura’s history and its planet-cracking record, while the actual ship is empty, damaged, and clearly falling apart. That contrast is one of the things I love about the original game. The corporate voice keeps pretending everything is fine while the walls are basically breathing death.

    Then the quarantine hits.

    The first real Necromorph encounter still works even after all these years. You are not a soldier. Isaac is an engineer. The game does not hand you a normal shooter power fantasy. It teaches you very quickly that panic-shooting the body is a waste. You cut off limbs. You dismember them. That was the rule in 2008, and it is still the rule now.

    The stream also had the usual slightly cursed subtitle/transcript moment where “shoot the limbs” became “shoot the nips,” which is very much not the correct tactical advice, but it did make me laugh. The actual rule is simple: cut them apart.

    Most of this first episode is the opening Ishimura setup and the tram repair section. Isaac has to get the tram system working again while Hammond and Kendra argue, panic, and try to keep the mission from collapsing completely. The game sends you after the data board, introduces stasis, shows the vents as the enemy’s highway system, and keeps reminding you that the crew is gone but not really gone.

    The tram repair section is still a good early-game design. It teaches movement, map use, stasis, limb damage, locked doors, elevators, maintenance rooms, and how the Ishimura works as a connected space. It is not just random corridors. It feels like a real industrial ship where every system is half-broken and everything is trying to kill you.

    After the tram comes back online, the game gives you one of those classic horror moments: you think maybe things are stabilizing, then the Kellion gets destroyed. The shuttle was the way off the ship, and then it is gone. That changes the entire situation.

    At that point, it is not “repair the ship and leave.”

    It is “you are trapped here.”

    Then the episode moves into the medical deck. The captain, Benjamin Mathius, is listed as deceased, and Isaac has to get his rig so Kendra can access the locked command systems. That section pushes the horror more into body horror and madness. Medical logs talk about the colony, the Marker, Unitology, hallucinations, depression, insomnia, violence, paranoia, and people transforming into something else.

    That is where Dead Space becomes more than just “monsters in space.”

    It is not only the Necromorphs. It is the entire collapse around them. Religion, science, corporate greed, mining, the Marker, the colony, the ship, the crew, the doctors, the captain, all of it gets tangled together. The Ishimura is not just infected physically. It is mentally and spiritually rotten by the time Isaac gets there.

    The episode also goes through the thermite and shock pad objective, zero-g sections, kinesis, medical storage, and the morgue. You get more logs, more screams, more signs that Nicole was there, and more evidence that whatever happened started on the colony after they found the Marker.

    By the end of the episode, Isaac gets the captain’s rig codes, the executive lockdown is lifted, and Hammond finds out the bigger problem: the ship’s engines are offline and the Ishimura’s orbit is decaying.

    So the first part ends with the game basically saying:

    Congratulations. You survived the introduction.

    Now the ship itself is dying.

    That is why I still respect Dead Space so much. Even after completing it many times, the pacing still works. The opening gives you the personal hook with Nicole, the mystery of the Ishimura, the first Necromorph attack, the repair objective, the loss of the escape shuttle, the medical horror, the Marker hints, and then the bigger ship-wide crisis.

    It is a very clean first act.

    And playing it from the disc version makes it feel even better to me. No modern live-service nonsense. No battle pass. No giant storefront shoved in my face. Just a physical game, installed and played because I own the copy and wanted to see if it still works.

    That is the kind of old-school PC gaming I still care about.

    A 5 kr disc.
    A broken mining ship.
    An engineer with bad luck.
    A dead crew crawling through the vents.
    And one more run through the Ishimura so I can mark the game completed in CLZ properly.

    I already know what waits in the dark.

    But the Ishimura still deserves the respect of being finished again.

    Horse & Pony: Riding School — an educational horse game that Linux did not want to forgive

    I streamed more of Horse & Pony: Riding School, and I think I am stopping here for now.

    Streams:

    This game is originally part of the Swedish Häst & Ponny series. The original title is Häst & Ponny: Ridskolan, released around 2007, developed by Upside Studios AB and published by PAN Vision. It is not really a normal arcade-style horse game. It is closer to an educational riding-school game made for people who want to learn about horses, horse care, and basic riding theory.

    That is actually the strongest part of the game.

    It feels less like “ride around and be cute” and more like a horse-theory test. In some parts it almost feels like taking a driving test, just with horses. The game asks you questions about horse care, riding, tack, stable work, and how things are supposed to be done. If you get too many answers wrong, you fail that section and have to try again. You also get horseshoes that work like lifelines/help points, so the game does try to support beginners instead of just punishing them.

    If someone is new to horse riding, or young and dreaming about owning a horse, I can actually see the value in this game. It goes over a lot of basic information, and it even has a built-in wiki/encyclopedia-style section where you can read about horse-related topics and how things work.

    As someone who is trained as a zookeeper and has taken care of horses before, I still got some of the questions wrong. But most of the time, when I slowed down and actually thought about it, I knew the answer.

    One example is mounting a horse.

    In real-world riding, you are normally taught to mount from the horse’s left side. That is the traditional “near side.” You put your left foot in the left stirrup and then swing your right leg over the horse. You also normally dismount to the left. Part of the reason is consistency: it is easier for both rider and horse when the same routine is used, especially for beginners and riding-school horses.

    If you think about most riding videos, riding-school lessons, or basic horse-handling instruction, you usually see people mounting from the left. That is not random. It is standard beginner practice.

    The mistake I made was answering too fast. I said you use the right leg when stepping onto the horse, but that is not correct in the normal beginner-school method. You use the left foot in the left stirrup, then swing the right leg over. I knew that. I just answered before I let my brain catch up.

    And that is honestly what makes the game interesting. It does not just test whether you like horses. It tests whether you actually know the little practical details. Which side do you mount from? What do you do first? What equipment matters? How should you treat the horse? It is basic, but it is real basic knowledge.

    So as an educational horse game, I respect it.

    But as a Linux experience?

    It is a mess.

    I ran it through a Wine/Proton-style environment, and it was not stable for me. I do not know if the problem is missing old Windows components, DirectX behavior, old system calls, timing issues, file paths, codec problems, or just weak game code that Wine exposes more clearly. I cannot prove exactly what is wrong.

    What I can say is that it does not behave well on my Linux setup.

    Sometimes I had to go in and out of an area several times before a trigger worked. Sometimes the game crashed randomly. Sometimes I had to run around or jump around an area just to make something activate. Some horse interactions worked early on and then later stopped working properly. I tried messing with save files and other small fixes, but nothing really solved the core problem.

    I got about 50% through the game, and that is where I am stopping.

    Not because I think the game is worthless. Actually, I think the game has a decent idea behind it. But there is a point where Linux tinkering stops being fun and starts becoming mental damage.

    I do not mind fixing old games. I use Linux. I am used to Wine, Proton, old DirectX issues, broken launchers, old installers, missing files, and weird compatibility problems. Sometimes getting an old game running is part of the fun.

    But this one feels different.

    This does not feel like a clean technical challenge. It feels like the game is fighting me every few minutes. It becomes less “let us preserve and play an old PC game” and more “how much frustration can one wolf take before he throws the saddle into the sun?”

    So my conclusion is mixed.

    As a horse-care/riding-school game: surprisingly good for beginners.
    As a theory-test style educational game: actually interesting.
    As someone with real animal-care background: it got enough real-world basics right that I had to respect it.
    As a Linux/Wine game: unstable enough that I am done around halfway through.

    If you are on Windows and you like horses, horse riding, or educational horse games, I could actually recommend giving it a try. Especially if you are a beginner or someone who wants a game that teaches more than just “press button to ride horse.”

    But on Linux, at least in my case, it was rough.

    I wanted to finish it, but sometimes you have to know when to stop before a broken old PC game turns into a full psychological endurance test.

    So I am calling it here.

    The horse won.

    Linux did not.
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