<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.10.0">Jekyll</generator><link href="https://housemcbride.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://housemcbride.com/" rel="alternate" type="text/html" /><updated>2026-08-16T13:16:24+00:00</updated><id>https://housemcbride.com/feed.xml</id><title type="html">Brandon McBride</title><subtitle>A log of my interests and inspirations</subtitle><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><entry><title type="html">Games Used to be about Gameplay</title><link href="https://housemcbride.com/2026/08/16/Games-Used-to-be-about-Gameplay.html" rel="alternate" type="text/html" title="Games Used to be about Gameplay" /><published>2026-08-16T08:13:21+00:00</published><updated>2026-08-16T08:13:21+00:00</updated><id>https://housemcbride.com/2026/08/16/Games-Used-to-be-about-Gameplay</id><content type="html" xml:base="https://housemcbride.com/2026/08/16/Games-Used-to-be-about-Gameplay.html"><![CDATA[<p>In the middle of web-swinging between buildings, it hit me with a realization—one I’ve come to before—that a lot of these big-budget games are far too overdeveloped. I dropped Spider-Man down to a checkpoint I was following, and it smoothly transitioned into a cutscene where a bunch of bad guys were shooting at the police that had just shown up.</p>

<p>I’m Spider-Man. So I’m here to save the day.</p>

<p>After the cutscene, the camera slowly pans behind Spidey, giving me the cue that it’s now time to take control of the hero again. My thumbs are ready. I land a couple of punches, and then everything goes into hyper slow motion.</p>

<p>Oh… there’s a message in the middle of my screen telling me a button combo to press. But right now, I don’t want to perform the button combo. Isn’t the best part of gaming being able to discover new combos and features for yourself?</p>

<p>Well, it is for me at least.</p>

<p><img src="/images/Collision1.jpg" alt="Spider-Man" /></p>

<p>Whatever. I press the combo and keep going. Again, the action slows down and I get another prompt—this time telling me to dodge incoming bullets. But I already knew that because a little icon had already popped up with a clear, visible line showing that someone was about to shoot at me.</p>

<p>Why do I need a message notification for a design cue that’s already built into the game?</p>

<p>After pressing the circle button to dodge, I get a chance to stop the bad guys. Once I do, the game immediately cuts to another cutscene. After that, I know I need to web-sling to another location that’s pinpointed on the map. While I’m swinging at a good 120 MPH or so, I’m taking phone calls from Aunt May or talking to Yuri about strategies. It’s annoying after a while—noise, constant symbols to follow, and so on.</p>

<p>I finish the mission, beat old Willy Fisk, and find myself in cutscene number ten or so by now. Then come the puzzles—three in a row. After finishing them, it cuts to another cutscene, and I find myself absolutely bored with the game. I turn it off.</p>

<p>Video games—especially the big-budget PlayStation titles—are far too overdeveloped. The fun has been completely stripped out of these games, and it’s obvious I’m not the target demographic for this kind of experience.</p>

<p>These games feel like a blend of some gameplay and some cutscenes trying to be a hybrid movie-going experience. But all I really want to do is play the game.</p>

<p><img src="/images/re2.jpg" alt="Resident Evil 2" /></p>

<p>I’m reminded of older titles, or even games that throw you into a world and let the story develop through gameplay. Half-Life and Portal were really good at this. Almost every Souls game is well known for it.</p>

<p>These massive single-player games have gotten to a point where they sell you on flashy visuals and a movie-like experience, but the gameplay is lacking—or at best, mediocre. Sure, swinging from building to building in Spider-Man is an absolute blast. But the combat and overall gameplay don’t hold a candle to the traversal. It’s trying to be the Arkham series in fun, fluid combat, but it comes up short in my opinion.</p>

<p>Maybe it’s just that in my older years as a gamer, I enjoy more of what I was raised on. I remember when Metal Gear Solid originally released and how impactful its storytelling was. But to me, the story was always a complement to the immersive gameplay MGS gave us. Fast forward thirty years, and the gameplay feels secondary to the story. Traversing in Spider-Man feels like a separate game from the combat, which feels like a separate game from the annoying puzzles. Resident Evil always blended gameplay and puzzles together so well—it all felt cohesive, like a total package. Even the cutscenes, which were few and far between, felt like a nice break from the horror you’d been facing, only to introduce another new enemy or more horror ahead.</p>

<p>Cutscenes used to serve the gameplay.</p>

<p>That’s why I find myself—more and more—looking for older game experiences or new games that don’t cut away from the gameplay to tell the story. Some of the greatest games of all time were there to serve the gameplay first.</p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[In the middle of web-swinging between buildings, it hit me with a realization—one I’ve come to before—that a lot of these big-budget games are far too overdeveloped. I dropped Spider-Man down to a checkpoint I was following, and it smoothly transitioned into a cutscene where a bunch of bad guys were shooting at the police that had just shown up.]]></summary></entry><entry><title type="html">UO ARCHIVE MARTOO SAUL AND JENIN PINCE DEAD ON PACIFIC!!!!</title><link href="https://housemcbride.com/2026/08/01/UO-ARCHIVE-MARTOO-SAUL-AND-JENIN-PINCE-DEAD-ON-PACIFIC!!!!.html" rel="alternate" type="text/html" title="UO ARCHIVE MARTOO SAUL AND JENIN PINCE DEAD ON PACIFIC!!!!" /><published>2026-08-01T11:02:00+00:00</published><updated>2026-08-01T11:02:00+00:00</updated><id>https://housemcbride.com/2026/08/01/UO-ARCHIVE-MARTOO-SAUL-AND-JENIN-PINCE-DEAD-ON-PACIFIC!!!!</id><content type="html" xml:base="https://housemcbride.com/2026/08/01/UO-ARCHIVE-MARTOO-SAUL-AND-JENIN-PINCE-DEAD-ON-PACIFIC!!!!.html"><![CDATA[<p>Found this old UO story on Usenet that I wanted to share. The original date of the post is from December 4, 1998 2:00:00AM. Not sure how long these type of stories will stick around so I’m thinking about preserving them.</p>

<p><em>_brandon</em></p>

<p>https://groups.google.com/g/alt.games.ultima-online/c/JfZo7w27rWg?pli=1</p>

<p>MARTOO SAUL AND JENIN PINCE DEAD ON PACIFIC!!!! (Long)</p>

<p>Crow
Dec 4, 1998, 2:00:00 AM
to
Last night had started like many other for me. I had just logged on and went
to Skara Brae to pick up some supplies. An hour after I arrived at the
Shattered skull tavern though, the Town Crier started yelling that a
BlackRock Pentagram had been spotted west of Justice (this is the one i
wrote about earlier in my post-subject {Black Pentagram!??!?!?!}). Knowing
this couldn’t be good, cause i had just left Empath and aside from the
Minters and usual Monks i had been the only one there. I immediatley did the
sacred Eye-Sea-Que chants and asked a few friends to meet me there. But
being the adventurer that i am i had to see what was going on for myself
first. I recalled a few screens away from where i had found the pentagram
last week. As soon as i got within 3 Screens of it, my tracking went OFF (i
knew this was bad cause i’ve just started using Tracking and only have a 44
Skill in it.) There were Orcs, Evil Mages, and Ettins all over the place…
Enough to consume over 100 Bolts from me and still keep coming. I managed to
elude them though and made my way toward Empath. No sooner than i Arrived i
was met by the brave and noble warriors, Sand, Verbal Kint, Azmodan, and
Solinari. They were all being led by Lord Halstan Montil, he pleaded with
them to go fight, but they being Dungeoners knew not where the evil awaited.
I got there and told him i knew where it was, so we all set out….
Upon arriving close again we encountered the mage lords and all his orcy
friends… letting them take the orcs i ran to the pentagram. Martoo Saul
came out of hiding and jumped me immediately. Being weakened by the Orcs and
Having an ettin on me on top of that (and once again running low on bolts) i
was no match for him while i was alone…..</p>

<p>I started spamming OoOoOOOOo’s on the screen and my friends came running,
they all surrounded Saul and with the help of a few Ettins they easily
slayed Saul (Sand, i believe claimed the final blow). I got ressed and
recovered what was left of my stuff that the Ettin that helped Saul kill me
didn’t take. Realizing that quest could not yet be over (creatures just
kept coming, nothing too bad though just orcs) we started attacking the Wisp
of Darkness that had been on the pentagram since we arrived. By this time
more Yewbies had shown up at joined the fray…</p>

<p>Once we attacked the wisp the Creatures became more and more fierce, being
the tactical geniouses that we are however us archers focused on the wisp
(which had virtually 1000 HPs and Infinite Mana {This is not joke, we were
all either Master or Grandmaster Archers and it took FOREVER to even begin
to damage it spells seemed useless and any summonings were immediately
dispelled, it seemed to love Mass Curses and Flamestrikes as it’s offense}).
Just as we think we have the Wisp where we want it the largest and most
deadly attack comes Blood Elementals, Poison Elementals, Lich Lords, Orgre
Lords, Hell Hounds, and More Orc Mages and Ettins than you can ever imagine.
Also about this time the Wisp had left its Posistion on the pentagram, it
quickly went back and was healed by about 30% this turned out to be the last
of the wave of monsters tho and the wisp was surrounded and slain after they
were soundly defeated.</p>

<p>Upond defeat the pentagram disappeared and a pure black chest appeared. it’s
weight was 1200 Stones Inside were 4 Bags and a small wooden chest. I know
not the contents of the bags for the lesser moraled persons got there before
the people that had been fighting all night even had a chance to see what
was there.</p>

<p>The wooden chest was locked and Halstan informed us that the Key should have
been on the Wisp of Darkness’s corpse…we searched high and low but now key
was to be found. As a matter of fact someone had initially took of with the
wooden box; they didn’t make it far though because it weighed 1200 Stones.
And Halstan discovered a way to make it float out of their pack into his
(heh). After we couldn’t find the key, i mentioned the Pentagram in Destard,
he agreed that it could be of some use. I had to recall back to Empath first
to re-equip myself before i would be any help at all in any kind of fight.
When i got to Destard i couldn’t find Halstan for the first few minutes. I
then saw him with the Original group of Sand, Verbal Kint, and Solinari
(Azmodan had Apparently had to log off). I asked if anyone had a Sextant and
upon recieving one i started looking for the Coordinates which had been
reported to me. They managed to find the other Piece of Blackrock before i
could though (I never said i could use the damn sextant good). And a fierce
battle once again took place, from what I could tell this one was just
undead however (no Bloods, Poisons, or Ogre Lords) and was more easily
defeated. I missed this fray because i had became seperated with the group.</p>

<p>Jenin Pince was at the Destard location and once again had a Wisp of
Darkness with him. This wisp seemed easier to defeat according to the
warriors that fought it. And Jenin was laid to rest by Verbal Kint. Upon
defeat the Pentagram changed into a black chest. Inside the chest was the 4
Bags and a smaller wooden chest. This time however the key was recovered by
Verbal…..</p>

<p>Sadly along this time is when the Immaturity of UO started to show it’s ugly
head. A thief by the name of Puffy began harrasing the crowd. Even though we
killed him several times for his actions. After that when VK opened the
chest someone made off with the piece of Black Rock (we know who you are,
and your time is coming….)</p>

<p>After the defeats at Destard and Justice the FOA had nothing else left for
us this night (morning actually, we had all began the quest around Midnight
and it was now 3 AM CST) We escorted Halstan back to Empath Abbey, and
slowly one by one the group of Yewbies that pulled together when evil reared
it’s ugly head began to disburse…..</p>

<p>Crow
Yewbie and damn proud of it.</p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[Found this old UO story on Usenet that I wanted to share. The original date of the post is from December 4, 1998 2:00:00AM. Not sure how long these type of stories will stick around so I’m thinking about preserving them.]]></summary></entry><entry><title type="html">Passion Will Prevail</title><link href="https://housemcbride.com/2026/05/10/passion-will-prevail.html" rel="alternate" type="text/html" title="Passion Will Prevail" /><published>2026-05-10T10:27:00+00:00</published><updated>2026-05-10T10:27:00+00:00</updated><id>https://housemcbride.com/2026/05/10/passion-will-prevail</id><content type="html" xml:base="https://housemcbride.com/2026/05/10/passion-will-prevail.html"><![CDATA[<p>Lately it feels like society (at least the corner of it I see online) is looking backward more than ever. People are craving a simpler time, one that was less digitally connected, less optimized, less… everything. 
My blog has been saying for the past year that things peaked somewhere in the 80s, 90s, and early 2000s, and it seems like that sentiment is spreading. 
More and more folks are reaching the same conclusion.</p>

<p>Just last week I came across someone in the Ultima Online community who has spent the last decade reverse-engineering the original demo of UO that shipped on the Second Age disc.
He opened up a test shard so people could finally play the game the way it was truly intended. As someone still subbed to UO today, I can say with total confidence: yeah, it really did feel and play better back then.
The systems were simpler, more intuitive. Everything just clicked. Even the classic client felt snappier and more responsive than the one we have now.</p>

<p>But one of the most fascinating parts was seeing the ecology system that was promised but never made it into the final game. The code was still sitting there in the demo and now it was fully developed and implimented into the code.
Wolves would actually hunt rabbits and could thin out entire populations. If players came through and cleared the wolves, the rabbits would bounce back and flourish. Birds could pick up items and carry them off to distant locations.
It was this living, breathing world—or at least the foundation of one.</p>

<p>That’s always been my take on Ultima Online: it was ahead of its time in 1997, and in a lot of ways, it still is today. The fact that the community is the one finally 
bringing those old dreams to life just proves it.</p>

<p>It got me thinking bigger though. EverQuest Legends is launching this summer, promising a closer experience to the 1999 original while letting people actually play solo if they want. 
Difficulty can be adjusted too. A bunch of other quality-of-life changes are coming, but honestly a lot of it flies over my head since I never lived through original EQ in its prime. 
Still, it’s part of this bigger wave.</p>

<p>Old games are getting remastered, re-released in HD, or rebuilt from the ground up. We’re in this strange moment where everything points to the truth a lot of companies still won’t admit out loud: 
the old experiences were often just better. They had soul, pacing, and mystery that modern design has largely abandoned. UO doesn’t have the same dev team or resources it once did, 
but I love that the community is stepping up—going back to the roots and finally implementing features that were cut decades ago.</p>

<p>Hell, even World of Warcraft is teasing some kind of Classic+ experience. And Diablo 2 is still getting new content 26 years later. 
Meanwhile, the newest MMOs coming out like Pantheon: Rise of the Fallen and Monster &amp; Memories are leaning hard into that classic, 
hardcore feel.</p>

<p>You know what? I’m okay with all of it. Actually, I’m more than okay; I’m excited. There’s something really healthy about this shift. 
We don’t need massive corporate teams chasing endless engagement metrics. We just need smaller groups of extremely passionate and talented developers who want to build the kind of game they’d actually love to play themselves.</p>

<p>That’s where the magic has always lived anyway. We’ll see where all of this goes and there’s no guarantee that this trend will continue, but there’s
something to say about gamers flooding back to an old experience. Especially the gamers that never experienced these old titles but somehow
know deep down that this is exactly the experience they’ve been missing out on.</p>

<p>Passion will prevail.</p>

<p>Check out the UO Shard if you’re intersted: https://uo.serpent-isle.com/</p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[Lately it feels like society (at least the corner of it I see online) is looking backward more than ever. People are craving a simpler time, one that was less digitally connected, less optimized, less… everything. My blog has been saying for the past year that things peaked somewhere in the 80s, 90s, and early 2000s, and it seems like that sentiment is spreading. More and more folks are reaching the same conclusion.]]></summary></entry><entry><title type="html">The Days We Took for Granted</title><link href="https://housemcbride.com/2026/03/08/the-days-we-took-for-granted.html" rel="alternate" type="text/html" title="The Days We Took for Granted" /><published>2026-03-08T10:09:00+00:00</published><updated>2026-03-08T10:09:00+00:00</updated><id>https://housemcbride.com/2026/03/08/the-days-we-took-for-granted</id><content type="html" xml:base="https://housemcbride.com/2026/03/08/the-days-we-took-for-granted.html"><![CDATA[<p><a href="https://www.youtube.com/watch?v=bFPPi1SQzWU">RE2 Secure Place</a></p>

<p>I close my eyes. It’s 1998.</p>

<p>My family just spent a few hours in the car traveling to our cousin’s house. It’s warm outside, summer vacation. We’re going to spend a few nights here hanging out with family. We get out of the car and see our cousin at his doorstep with my aunt. The excitement is unbearable, we can’t wait to do nothing but be kids for the entire weekend.</p>

<p>We step inside their house and one of the first things I see is that my cousin has a newly purchased PlayStation hooked up to their TV. Being a Nintendo 64 kid, I was intrigued because I knew the games on PlayStation were a bit more mature. He let me go through his games to check out what he has. We’re all big into video games. I asked if he had any of the Resident Evil games that I’ve recently heard about in some gaming magazine. He shook his head. We all go off through the rest of the house, rough housing and being kids. Later that night we were going to order pizza and someone suggested we stop by Blockbuster to rent a movie. My ears perked up!</p>

<p>In excitement I asked if we could rent a game. All of the adults said that’s fine. My brother, cousin and I all looked at each other without speaking a word. At that moment we all knew without saying which game we were going to pick up.</p>

<p>We get home from our Blockbuster trip, with Resident Evil 2 in hand. It’s dark outside now. The adults went off to watch a movie and the three of us rushed to my cousin’s PlayStation. We put the first disc into the PlayStation and before we knew it we were met with a cutscene that none of our eyes could believe. We all took turns navigating Leon through the streets of Raccoon City. We die almost immediately. We’re all terrified, truly. At one point my cousin decided he didn’t want to play anymore because of the zombie crashing through the window in the gun shop. Eventually my brother and I made it through the streets and found ourselves in the police station. Fighting the horrors is really taking it out of us. We’re honestly too young for this game. But it’s so amazing. We’re hooked.</p>

<p>At one point I felt the sense of dread wash over me and wanted to call it a night. We made it to a room underneath the stairs and as soon as we opened the door a calm and haunting melody started to play. I felt… safe. My brother and I just kind of stared at the TV in the dark room. Its glow showed two faces exhausted from the horror. This is our first horror game. We explore the room and let the music play out as it calms us down. We save our game and decide to call it a night and went back to some rough housing with some Nerf guns. We don’t touch the game for the rest of the weekend.</p>

<p>I open my eyes and it’s 2026. All of those memories are still so fresh inside my mind. However, I no longer have those summer nights at my cousin’s house. My cousin and I haven’t talked since my grandma passed almost a decade ago and the family gatherings have faded into quiet. I will forever remember this great game as it once was.</p>

<p>Resident Evil 2 is the reason I begged for a PlayStation. Gaming has changed and games don’t carry the same raw impact they once did. But for some reason Resident Evil still feels the same. My character is standing in a safe room in Resident Evil Requiem with this same haunting melody playing and all of these memories come rushing back. Twenty-eight years I’ve been running from zombies or plagued monstrosities. Life has changed, but the way I feel about Resident Evil has not, a beacon in gaming. I miss those old days of being a kid, sitting in front of an old CRT with my brother and cousin. I wish for a moment we could go back to those days, the days we took for granted.</p>

<p><img src="/images/mebrocousins.jpeg" alt="Me, My Brother and Our Cousins" /></p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[RE2 Secure Place]]></summary></entry><entry><title type="html">Kagi Small Web</title><link href="https://housemcbride.com/2026/03/02/kagi-small-web.html" rel="alternate" type="text/html" title="Kagi Small Web" /><published>2026-03-02T15:01:00+00:00</published><updated>2026-03-02T15:01:00+00:00</updated><id>https://housemcbride.com/2026/03/02/kagi-small-web</id><content type="html" xml:base="https://housemcbride.com/2026/03/02/kagi-small-web.html"><![CDATA[<p>As you all know, I’m a sucker for the older web. If you were there, you know what I mean…
Recently I signed up for a free trial of Kagi search. So far it’s been great. I’ve figured out how to curate my own web experience. I can block certain sites and bump others higher in the results. It’s opened up a whole new way for me to browse the web. Now it’s more fun finding smaller sites that actually specialize in whatever I’m searching for, instead of some robotic algorithm shoving ads in my face.</p>

<p>Down with Google</p>

<p>I’ve also learned Kagi has this Small Web feature that highlights stuff from independent, lesser-known sites. It’s basically a curated collection of personal blogs and smaller websites (you can’t be Apple.com and get in, obviously). They surface recent posts from real people sharing their takes, no corporate BS.</p>

<p>Check it out. Kagi’s quickly becoming my favorite way to rediscover how awesome the web can be.</p>

<p>Let’s bring real web surfing back to the internet.</p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[As you all know, I’m a sucker for the older web. If you were there, you know what I mean… Recently I signed up for a free trial of Kagi search. So far it’s been great. I’ve figured out how to curate my own web experience. I can block certain sites and bump others higher in the results. It’s opened up a whole new way for me to browse the web. Now it’s more fun finding smaller sites that actually specialize in whatever I’m searching for, instead of some robotic algorithm shoving ads in my face.]]></summary></entry><entry><title type="html">1999 - A Time To Call Our Own</title><link href="https://housemcbride.com/2026/02/07/1999-a-time-to-call-our-own.html" rel="alternate" type="text/html" title="1999 - A Time To Call Our Own" /><published>2026-02-07T15:01:00+00:00</published><updated>2026-02-07T15:01:00+00:00</updated><id>https://housemcbride.com/2026/02/07/1999-a-time-to-call-our-own</id><content type="html" xml:base="https://housemcbride.com/2026/02/07/1999-a-time-to-call-our-own.html"><![CDATA[<p><a href="/audio/STONES2_midi.mp3">stones2.mid</a></p>

<p>I close my eyes.</p>

<p>It’s 1999.</p>

<p>The internet is still this wild, uncharted frontier, and online gaming? That’s for the lucky few with the right setup. I stumble home from Pizza Hut after a Friday night stuffed with personal pan pizzas and Pepsi, the neon sign in the arcade still buzzing in my head. I plop down at my brand-new computer; a beast with a 266MHz CPU that feels like the future. I plug in the phone line, and the dial-up screech erupts: that glorious, agonizing symphony of beeps, hisses, and static. ICQ chimes in the background, but I ignore it for the moment. Britannia await.</p>

<p>The UO client loads. The wooden chest creaks open on screen, that haunting lute melody swells, and suddenly I’m in. Britannia unfolds before me, pixelated and alive. I don’t get it all yet; the skills, the macros, the endless grind. But I know this: friends wait near Minoc, and enemies lurk in the shadows and caves. I’m a miner, fresh from the mountains east of Minoc, my backpack bulging with raw ore. It’s heavy, clinking with every step. I sprint north past Mt. Kendall, heart pounding. One wrong turn, one PK spotting me, and it’s all gone. Poof. Back to square one.</p>

<p>I spot my buddy’s house, that cozy single wooden house. There he is, his character in full bone armor like some death knight from the stories we swap at school. We chat in the overhead text: “Dude, biology test sucked.” “Latin was worse. Weekend’s ours now let’s pwn Britannia.”</p>

<p>He’s got my back. We dash the last stretch to my place, a humble shack tucked in the woods just north of town. Footsteps behind us? PKs on the prowl, red names glowing like demons. We dive through the door, slam it shut, chests heaving. Safe. For now.</p>

<p>Inside, we unload the ore into the forge. Sparks fly as I smelt, the hammer clanging like thunder. We plan the night: hit the dungeons, hunt liches in Destard, maybe steal a rare from Vesper if we’re bold. Laughter echoes in the chat box. No voice, no Discord; just pure, unfiltered text and imagination. Hours melt away. Dawn creeps in my window, but in-game, the moons rise over the mountains.</p>

<p>I open my eyes. It’s 2026 now. Those memories hit like a fresh respawn sharp, vivid, irreplaceable. I still have the old discs somewhere in a box. But that house near Minoc? Decayed and no long exists. My old friend? We haven’t talked in over 20 years. Napa Valley’s a ghost shard: empty streets, silent guards, the wind howling through abandoned taverns. Player run villages sit in a ghostly silence.</p>

<p>I will forever remember Ultima Online as it once was. A world where every login felt like magic. A time to call our own.</p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[stones2.mid]]></summary></entry><entry><title type="html">A Neon Sign in the Winter</title><link href="https://housemcbride.com/2025/10/25/a-neon-sign-in-the-winter.html" rel="alternate" type="text/html" title="A Neon Sign in the Winter" /><published>2025-10-25T20:41:00+00:00</published><updated>2025-10-25T20:41:00+00:00</updated><id>https://housemcbride.com/2025/10/25/a-neon-sign-in-the-winter</id><content type="html" xml:base="https://housemcbride.com/2025/10/25/a-neon-sign-in-the-winter.html"><![CDATA[<p>There used to be a simple time when you’d plug a cartridge into a console and instantly be playing. No loading screens. No updates. Just action the moment you hit start.
Nintendo and Sega paved the way for what would become the era of PlayStation, an age of story-driven, graphically intense games. But before the first PlayStation took over living rooms, there was an era of early 3D magic in our house with the Nintendo 64.</p>

<p>When I close my eyes, it’s 1996.
Friday night after school. My brother and I had just stepped off the bus and started our three-quarter-mile walk home through the woods. It was always quiet there. You could hear the little critters scurrying through the leaves, the wind pushing through the trees like a soft whisper guiding us home. When we finally reached the house, Mom would be waiting in the driveway, cleaning up, greeting us with that warm “hello” and a hug that reminded you that you were home.
A little later, Dad would pull in, honking his horn as he celebrated the end of another work week. It was Friday night, and Friday nights were ritual. A family tradition. We always went out to eat together, usually Pizza Hut or Pasta House.</p>

<p>That night, it was Pasta House inside the mall. I ordered my usual toasted ravioli. The place was alive, crowds of people everywhere, laughter echoing through the open halls, and not a single person staring down at a phone. Everyone was present. Everyone was alive. The fountains roared, coins glimmered under the surface, and every store was bustling. This was normal. This was life.</p>

<p>When we left the mall, Mom &amp; Dad drove us through the suburbs and we passed a small local video game store, one of those hidden gems that felt different from every other one. The moment we stepped inside, the warm glow of CRTs lit up the room. I looked up at a TV mounted high in the corner and froze.
Mario. In full 3D. Running through a world that looked impossibly alive, colors bursting like neon signs against winter snow. My jaw hung open. It was the Nintendo 64 I’d only heard whispers about. I remember thinking, this is the future. Even the strange M-shaped controller felt like it came from another world.</p>

<p>That night, when we got home and fired up our old Sega Genesis, I remember feeling like I was playing something ancient. My brother and I played Gunstar Heroes, but all I could think about was what 3D worlds awaited us someday.</p>

<p>Fast forward to Christmas morning, 1996.
We woke to find notes taped to our bedroom doors, messages from Santa, giving us clues that led us from room to room in a scavenger hunt through the house. Eventually, after what felt like forever, we found ourselves downstairs. At the end of the hallway, in our family room, the same glowing colors I’d seen in that game store filled the room. Mario. Running. Jumping. Laughing. In 3D.
I looked at my brother in disbelief as he dropped to the floor pretending to faint. We were ecstatic. The future of gaming had arrived, and it was sitting in our living room.</p>

<p>Now, nearly thirty years later, I’m sitting beside that same Nintendo 64.
It’s loaded with Super Mario 64, and beside it, a small stack of cartridges, each one holding memories that feel more like living snapshots of another lifetime. Every game has its own mood, its own era of my life tied to it. I flip through them and it’s like flipping through time itself, smells, sounds, feelings, all still there.
Even the save files are like fossils, time trials and scores that haven’t changed in decades. My brother’s old record in Wave Race still taunts me: 1 minute, 21 seconds. I can’t beat it. I text him, “How the hell were we so good as kids?” He just laughs and says, “Lol I don’t know, man.”</p>

<p>The Nintendo 64 was my first 3D console. But just a few years later, we’d discover the magic of the PlayStation.
I still remember seeing Resident Evil 2 for the first time at my cousin’s house on his small CRT. It terrified and amazed me. The atmosphere, the sound, the realism, it was beyond anything I’d ever seen. So once again, we begged our parents for another console. “You already have a Nintendo,” they said. But we persisted, and eventually, we got our PlayStation.</p>

<p><img src="/images/re2.jpg" alt="Resident Evil 2" /></p>

<p>Within the next year, I bought my first console with my own money, the PlayStation 2. I still remember being number 93 in line at Babbage’s to reserve it. I put down $100 and slowly paid it off over the next year. When release day came, my dad surprised me by picking it up while I was at school.
I came home to that big blue box sitting in my room, the same feeling all over again, like stepping into the future. My first game was Dead or Alive 2: Hardcore, which I’d fallen in love with from a demo disc in PlayStation Magazine.</p>

<p>From there, the years blurred together. PS3, PS4, PS5. Each one carrying that same DNA of those early days.
They’ve never quite hit the same way as the PS1 or PS2 did, but they still carry that familiar spark, a reminder of when games were made with heart, when they felt like passion projects instead of products.</p>

<p>Now, here I am, surrounded by my old consoles. My N64, PlayStation, PS2, Sega Genesis, and even my Wii. The Xbox 360 would’ve been there too, but after three consoles and three red rings of death, that chapter ended for me. Great games, but Kinect and all that, that’s where Xbox lost me.</p>

<p>So what does this all mean? Maybe nothing. Maybe everything.
All I know is that I’m going back, back to my retro collection, to the games I missed or never finished. Recently, I’ve been playing Banjo-Kazooie for the first time, one I skipped as a kid. And even now, it’s pure magic. You can feel the love those developers had. You can feel the soul in every detail.</p>

<p>And as I open my eyes, it’s 2025 again.
I’m playing games that are three decades old, my CRT glowing like a time portal back to those woods, back to my old house, back to the crowded malls, the video game shops, and the family dinners.
Back to that kid who stared up at Mario in 3D, eyes wide open, heart full of wonder, and a dream of what games could someday become. Glowing bright in my mind, like a neon sign in the winter.</p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[There used to be a simple time when you’d plug a cartridge into a console and instantly be playing. No loading screens. No updates. Just action the moment you hit start. Nintendo and Sega paved the way for what would become the era of PlayStation, an age of story-driven, graphically intense games. But before the first PlayStation took over living rooms, there was an era of early 3D magic in our house with the Nintendo 64.]]></summary></entry><entry><title type="html">The Internet Used to be a Room</title><link href="https://housemcbride.com/2025/06/08/the-internet-used-to-be-a-room.html" rel="alternate" type="text/html" title="The Internet Used to be a Room" /><published>2025-06-08T17:18:00+00:00</published><updated>2025-06-08T17:18:00+00:00</updated><id>https://housemcbride.com/2025/06/08/the-internet-used-to-be-a-room</id><content type="html" xml:base="https://housemcbride.com/2025/06/08/the-internet-used-to-be-a-room.html"><![CDATA[<p>Remember when seeing someone online felt almost unbelievable? Maybe some of you don’t remember a time before being connected to someone electronically. There was something surreal about it—just knowing someone else was out there, dialed in, probably sitting in a dimly lit room like you, listening to the hum of their computer fan and the screech of the modem. Back then, the internet wasn’t something you carried in your pocket. It lived in a room. It had a location. You had to physically go there.</p>

<p>And when you were done, you left. You logged off. You stepped away from it. The internet didn’t follow you around all day, poking at your attention span and draining your time. You actually looked forward to getting back online. It felt like something special. Something new. Sites had a beginning and an end. There was no infinite scroll, no algorithm feeding you content you didn’t ask for. You visited a site, read what was there, maybe clicked a few links, and that was it. It was quieter. And it was better.</p>

<p>I can’t be the only one who feels this way. Right?</p>

<p>Recently, I came across <a href="https://www.cameronsworld.net">Cameron’s World</a>, and man… it hit me hard. It’s this beautifully weird and nostalgic collage built from old Geocities websites. You click through it and suddenly you’re back in the late ’90s. Dancing GIFs, rainbow fonts, awkward layouts that make no sense—but somehow they feel more alive than anything online today. They weren’t polished or professional. They weren’t trying to optimize traffic or build a brand. They just existed because someone wanted them to exist.</p>

<p>Each page feels like a ghost. Not in a creepy way, but in the kind of way that stirs something deep in your chest. Dead email addresses. Broken guestbooks. Passion projects frozen in time. It’s like wandering through an abandoned digital neighborhood, one where every house had its own weird personality. These sites weren’t part of some bigger platform. They were little islands built by regular people who were just excited to share something.</p>

<p>Everything now feels sterile. Cold. Like it was designed by a committee instead of someone with a real voice.</p>

<p>Lately, I’ve been trying to break away from that always-on rhythm. I’ve made a conscious effort to stop grabbing for my phone to explore the web or communicate. Instead, I open my laptop. It sounds simple, but it really makes a difference. Typing with ten fingers instead of two thumbs slows everything down in a good way. It feels more intentional. More like the old days, where you sat down at a computer to use the internet, not just kill time with it.</p>

<p>I think about <em>Ultima Online</em> a lot when I’m in that headspace, just because how legendary it felt at the time (and still does to some extent when it comes to what you can achieve in a game). Logging in back then didn’t feel like booting up a game. It felt like dialing into another reality. And the moment you saw another player walk across the screen? Unreal. Just knowing that somewhere, someone else was sitting at their computer, living their own little life inside the same world as you—it honestly felt like science fiction. You weren’t just playing. You were connected.</p>

<p><a href="/audio/dialup.mp3">DialUp.mp3</a></p>

<p>Today, we take that for granted. We expect it. Every app or online game we open has thousands or millions of people on it, all the time. There’s no wonder in it anymore. But back then, that connection felt rare. Special. It was like discovering a secret tunnel and realizing someone else had found it too. It didn’t just make the world feel big—it made it feel alive.</p>

<p>Back to UO: Seeing a stranger ride by on a horse, or walk out of the Minoc mines, or wander into the same tavern you were in? It fired up your imagination instantly. Were they a blacksmith heading home for the night? A thief stalking you through the trees? A friend you hadn’t met yet? Or were they just about to kill you and loot everything you owned? You never knew—and that unpredictability is exactly what made it magic.</p>

<p>It felt like being part of a niche little universe, filled with people who got it. People who were just as obsessed with this weird online world as you were. It wasn’t just something to do. It wasn’t a time killer. It was a commitment. You planned your evening around it. You logged on with purpose. And every interaction felt like a story waiting to happen.</p>

<p>These days, most online spaces feel like bus stations. People just passing through, eyes down (quite literally now with phones), killing time. But back then? It was a village. A messy, dangerous, strangely beautiful village full of people you’d never meet in real life—but somehow still knew.</p>

<p>That sense of wonder is hard to come by now. We’ve become so numb to it.</p>

<p>Back to the old web: Back then, someone might’ve made a whole site about their favorite band, or their cat, or some bizarre theory they believed in. It didn’t matter how strange or personal it was. The point was that it felt human. The web felt unpredictable, messy, and fun. You never knew what you’d stumble across, and that was the best part.</p>

<p>Now it’s all about metrics. Follower counts. Brand deals. Engagement. Everything looks the same, sounds the same, and scrolls the same.</p>

<p>I miss when the web was weird.</p>

<p>Sites like Cameron’s World are a reminder of what we’ve left behind. A version of the internet that was handcrafted. Built with care, even if it was clunky and chaotic. It wasn’t perfect, but it was real.</p>

<p>So yeah, this blog entry is basically a love letter. To that old internet. The one that lived in a room. The one you could walk away from. The one that made you feel like you were discovering something, not being spoon-fed everything.</p>

<p>The internet that so many of us fell in love with back in the 90’s.</p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[Remember when seeing someone online felt almost unbelievable? Maybe some of you don’t remember a time before being connected to someone electronically. There was something surreal about it—just knowing someone else was out there, dialed in, probably sitting in a dimly lit room like you, listening to the hum of their computer fan and the screech of the modem. Back then, the internet wasn’t something you carried in your pocket. It lived in a room. It had a location. You had to physically go there.]]></summary></entry><entry><title type="html">The Forest is Calling and I Must Go</title><link href="https://housemcbride.com/2025/03/22/the-forest-is-calling-and-i-must-go.html" rel="alternate" type="text/html" title="The Forest is Calling and I Must Go" /><published>2025-03-22T11:02:00+00:00</published><updated>2025-03-22T11:02:00+00:00</updated><id>https://housemcbride.com/2025/03/22/the-forest-is-calling-and-i-must-go</id><content type="html" xml:base="https://housemcbride.com/2025/03/22/the-forest-is-calling-and-i-must-go.html"><![CDATA[<p>My childhood unfolded in the tender embrace of a forest, where trees were not just scenery but steadfast companions, guardians of a world that felt like a living heartbeat. Summer days glowed with an endless expanse of green, the sunlight spilling through the canopy in a mesmerizing interplay of light and shadow that danced across the weathered siding of our house. The wind wove its way through the leaves, their rustling a soft, ceaseless symphony that hummed with life, a lullaby of peace that wrapped around me. Fall arrived with a crisp stillness, the air thick with the earthy scent of a forest easing into dormancy—moss and fallen needles mingling with the faint tang of decay. I’d listen to the scamper of squirrels and deer rustling through the crackling leaves, gathering their stores for the cold ahead. Winter draped the woods in a heavy blanket of snow, transforming the branches into glistening sculptures, a silent wonderland that sparkled under the muted sun. Then spring would erupt, coaxing the forest awake with birdsong and budding leaves, the cycle turning once more. It was a small, perfect world — just me, my family, our house, and the trees that cradled us. Living there felt fulfilling, a quiet joy I didn’t fully grasp at the time, though even then I knew it was special. The forest was my sanctuary, a place where I felt tethered to the world, its rhythms pulsing through me — something I took for granted, assuming it would always be there. As any child would assume.</p>

<p>Those memories linger like a living thing inside me: the sharp fragrance of pine and damp soil, the whisper of branches swaying in the breeze, the vivid beauty that colored every season with its own distinct brushstroke. But in the fall of 2003, I turned away from that sanctuary. University called, its promise of a future dangling before me, and I leapt at it with a restless hunger, for it was the next thing. I swapped the forest for a new landscape of concrete towers and the clamor of unfamiliar voices — a jarring, exhilarating shift. Dormitory life was a wild whirlwind: loud neighbors banging on walls, music blaring at all hours, all of us crammed into a concrete box where every window revealed a patchwork of sparse grass and towering buildings. Sidewalks stretched in every direction, leading to more structures, more noise—a jungle of gray that dwarfed the slivers of nature clinging to the edges. The university thrummed with wild energy, and I threw myself into it, swept up in late-night parties and the intoxicating freedom of being untethered. Yet that thrill couldn’t last forever. Soon, the 18-year-old me had to have a conversation with other 18-year-old me, a serious one. My future rested on these years, on finding a way to focus and succeed. So I tried — sometimes stumbling, sometimes steadying myself — but always pushing forward.</p>

<p>In the summers, when the students emptied out, a familiar quiet would settle over the campus, echoing the calm of the woods I’d known. Buildings stood silent, the air still, but something was missing — a depth, a soul that the forest had once given me. It wasn’t until 2006 that I left the raucous dorms for my first apartment near campus, sharing thin walls with three others in a building buzzing with the lives of 80 or 100 more souls, all of us orbiting the same chaotic center. But in the summers of those years, the silence came back as almost the entire university shut down, students scattering home. We stayed, wandering the quiet concrete scape—empty streets and still buildings stretching out like a ghost town. That silent remedy, stark and strange against the gray, would tug at me again, a faint pull I couldn’t yet name.</p>

<p>I forgot to mention that in 2004, my family left our forest home of 20 years for a house in a tidy development nearby. It felt like progress — a step forward into a new chapter — and I didn’t realize then that I was leaving behind a piece of myself, a moment in the woods that would never return. Those forest faded further into the past, a distant echo growing fainter with each year.</p>

<p>After university, my girlfriend — later my wife — and I ventured deeper into city life, chasing the next chapter. We landed in another apartment, swallowed by the concrete grip of a bustling urban sprawl, the roar of a nearby highway our constant companion. It was more of the same — roads and buildings stretching out, a small city life with only a whisper of wilderness in the occasional tree-lined street. Towering structures loomed, and the hum of traffic replaced the rustle of leaves — a soundtrack I learned to live with for decades now. Somewhere in those years, a pull I couldn’t name — unrecognizable at the time — began tugging at me, faint but persistent. Years later, married and eager to put down roots, we found a lot in a subdivision — a modest plot backing to a narrow ribbon of that old life, a thin sliver of trees that hinted at wilderness until you looked closer and saw the rooftops peeking through. We built our house there, raising our family in a sea of developments where roofs and homes stretch as far as the eye can see, each one pressed against the next in an endless grid for miles and miles. That sliver of woods in our backyard offers a fleeting glimpse of green, but it’s hemmed in by more houses, more lives — a fragile echo of the forest I once knew. Our city is a vast mosaic of asphalt and shingles, a world so far removed from the forest of my youth that now it honestly feels like another lifetime. Yet that tug lingered, a quiet ache for something wilder, something lost.</p>

<p>For over a decade now, we’ve lived here, carving out a life I genuinely treasure—full of laughter, milestones, and the quiet joys of raising our kids. Our house sits close to a major highway, and the sound of traffic is a constant companion — always there, a low roar that never fades. But somewhere in these two decades away from the woods, that subtle longing began to stir more insistently. It started as a faint itch, a fleeting thought, but it’s grown into something deeper—a pull, a whisper from the trees I once knew so intimately. Lately, the forest has started speaking to me more clearly. On weekends, we’ve taken to hiking in wooded areas nearby, the crunch of leaves underfoot and the scent of pine stirring something dormant in me. I’ve watched our kids race through playgrounds nestled near groves of trees, their laughter mingling with the rustle of branches, and felt a flicker of that old connection — faint but familiar. We’ve even begun looking at properties in those areas, walking wooded lots where the air feels alive, and each time, I’m struck by how it echoes the sanctuary of my childhood. That pull is no longer just a whisper; it’s a voice, steady and clear. I find myself yearning to stand among the trees again, to feel the cool shade of their branches overhead, to hear their rustling voices weaving through the silence. I crave the stillness of that world, the way it breathes with scents of cedar and earth, unburdened by the weight of concrete and noise.</p>

<p>It’s been over 20 years since I last felt that connection, since the forest was my home, my refuge. For two decades, I’ve done my best to make friends with the concrete, the structures, and the hum of highways — adapting to their rhythm, building a life within their bounds. But now, I long to reconnect with the living, with the trees that pulse with a heartbeat I once knew. Their call grows louder — a deep, steady summons that tugs at my soul, refusing to be ignored. The woods wait for me, patient and timeless, as they always have. I left them to chase a future, but they never left me. And so, after all this time, I must go — back to the sanctuary that shaped me, back to the trees that have been calling me home.</p>

<p>Hello woods!</p>

<p><img src="/images/woods.jpg" alt="Lot" /></p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[My childhood unfolded in the tender embrace of a forest, where trees were not just scenery but steadfast companions, guardians of a world that felt like a living heartbeat. Summer days glowed with an endless expanse of green, the sunlight spilling through the canopy in a mesmerizing interplay of light and shadow that danced across the weathered siding of our house. The wind wove its way through the leaves, their rustling a soft, ceaseless symphony that hummed with life, a lullaby of peace that wrapped around me. Fall arrived with a crisp stillness, the air thick with the earthy scent of a forest easing into dormancy—moss and fallen needles mingling with the faint tang of decay. I’d listen to the scamper of squirrels and deer rustling through the crackling leaves, gathering their stores for the cold ahead. Winter draped the woods in a heavy blanket of snow, transforming the branches into glistening sculptures, a silent wonderland that sparkled under the muted sun. Then spring would erupt, coaxing the forest awake with birdsong and budding leaves, the cycle turning once more. It was a small, perfect world — just me, my family, our house, and the trees that cradled us. Living there felt fulfilling, a quiet joy I didn’t fully grasp at the time, though even then I knew it was special. The forest was my sanctuary, a place where I felt tethered to the world, its rhythms pulsing through me — something I took for granted, assuming it would always be there. As any child would assume.]]></summary></entry><entry><title type="html">A Kids Dream Flickering in the Dark</title><link href="https://housemcbride.com/2025/03/15/a-kids-dream-flickering-in-the-dark.html" rel="alternate" type="text/html" title="A Kids Dream Flickering in the Dark" /><published>2025-03-15T10:22:00+00:00</published><updated>2025-03-15T10:22:00+00:00</updated><id>https://housemcbride.com/2025/03/15/a-kids-dream-flickering-in-the-dark</id><content type="html" xml:base="https://housemcbride.com/2025/03/15/a-kids-dream-flickering-in-the-dark.html"><![CDATA[<p>It’s a strange truth that the wonderful niche hobbies in life eventually get snatched up by corporate hands, hollowed out and leeched dry once someone figures out how to turn a profit. Gaming’s been my escape, my passion, since the days when calling yourself a “gamer” was a secret you guarded like a hidden treasure. Back then, you didn’t shout it from the rooftops, not if you wanted to dodge the sideways looks at school or keep your spot in the “normal” crowd. Fast forward to 2025, and it’s a different story almost everyone’s picked up a controller, tapped a mobile screen, or clicked through a PC game at some point. But in the late ‘80s and into the ‘90s, it wasn’t like that. We gamers were a rare breed, a little underground tribe. When we stumbled across each other, it was like finding family an instant spark, a shared language. Still, we kept it quiet, tucking our love for pixelated worlds into the shadows if we wanted to fit in.</p>

<p>I’m glad that old stigma’s mostly faded away. At 40, I’ve watched this industry grow up from its scrappy, humble beginnings, and I’ve got a front-row seat to its highs and lows. When I first stepped into gaming, it was clawing its way back from a brutal crash…a dark time saved by the one and only Nintendo, that Japanese giant that lit the way. I’ll always carry a torch for Nintendo deep in my heart. Back then, it was the gold standard, the beacon that showed us what games could be. Even now, in 2025, when so many titles feel like rushed corporate cash grabs, Nintendo still holds that shine…like a childhood hero that never lets you down. That matters more than I can say.</p>

<p>But I’m wandering off course here, lost in the glow of those early days. What I really wanted to sit down and write about today isn’t Nintendo…it’s a game that crashed into my life like a meteor in 1997. I was late to the party, didn’t catch it until 1999, but it was still young, still buzzing with possibility. That game was Ultima Online (UO). It cracked open two whole genres I’d never touched before: the Massively Multiplayer Online Role-Playing Game (MMORPG) and the Role-Playing Game (RPG). Before UO, I was a console kid through and through. My brother and I had a treasure trove of systems…NES, Genesis, N64, PlayStation…and we loved every second of it. We’d hunker down for hours, splitting the screen on classics like GoldenEye, Perfect Dark, any Sonic title we could get our hands on, Mortal Kombat, you name it. We even had a clunky family computer with a handful of games, but it was a slog…too slow, no sound card, so the demons in Doom died in eerie silence. Then our parents changed the game entirely: they got us our own machine, a Toshiba Satellite Pro 480CDT, just for us. It was a brick by today’s standards thick, heavy, a real beast, but it had everything the family desktop did and more. Intel Pentium MMX 233MHz, a 12-inch screen, 32MB of RAM, a 3.8GB hard drive, a SoundBlaster 16 Pro, and the holy grail: a 56k modem to hook us up to the internet.</p>

<p><img src="/images/toshiba.jpg" alt="Toshiba Laptop" /></p>

<p>That modem was our ticket to something bigger. We’d had the laptop a year or two when I started wondering what it could really do with games. I remember one night, walking back and forth in our hallway, talking to my best friend on the phone - back when that was our only lifeline, long before Discord or any of that. He’d called me from his house’s second line because his main one was tied up, and over the crackly connection, I caught these faint, strange sounds…clicks, clangs, murmurs. “What are you playing?” I asked. “Ultima Online,” he said, casual as anything. Naturally, I prodded him: “What do you do in it?” And then he unleashed this flood of possibilities that left me reeling. He talked about sneaking up to someone, peeking into their bag, and swiping their stuff without them noticing; poisoning a loaf of bread and handing it off to some poor sap; wandering the wilds to fight monsters, gather resources, craft weapons, build a house, stash your loot. It just kept going. To me, games had always been simple; you jumped on bad guys like in Mario or Sonic, shot them in Doom or GoldenEye, fought them in Mortal Kombat, or raced them. But then he dropped the bombshell: every single character in UO was a real person. I figured he meant a handful of players, like the 2-to-8-player matches I was used to. I couldn’t wrap my head around it thousands of people, all in one living, breathing world.</p>

<p>I was hooked before I even touched it. The next day at school, he slipped me his demo disc, and that night I raced home to load it up. But the demo? It was a letdown. It wasn’t online…just a flat, offline slice of the game with graphics that felt rough even back then. I wandered around the town of Ocllo, chatting up stiff NPCs, until some wizard sent me on a checklist quest: gather stuff, forge a glass sword, slay a dragon terrorizing the place. I did it, killed the dragon, and that was that. The next day, I handed the disc back to my friend, unimpressed. “That’s not the real game,” he insisted. I didn’t get it…every demo I’d ever played was a perfect little taste of what was coming. This just felt like a dud. Months later, though, we were back on the phone, and he was still lost in UO. I could hear it…the clatter of swords, the hum of that world…and it tugged at me again. He made me a deal: he had an extra account I could try. The next day, he brought the disc back, and after an agonizing hour of patching over our creaky 56k modem, I hit the login screen. That famous UO login screen.</p>

<p><img src="/images/uo_login.jpg" alt="UO Login Screen" /></p>

<p>It was like stepping into a dream. I spawned in a town teeming with life…hundreds of people, real people, milling around, chatting, trading, role-playing like it was second nature. I’m sure my mouth hung open, a kid staring at something impossible. I stumbled through the crowd, lagging hard thanks to the dial-up and all those players packed in one spot, until I spotted a stray cat. My friend had said you could do anything, so I tested it…I attacked the cat with my sword in hand. The pitiful yowls echoed through the speakers, and my brother came barreling in, wide-eyed. “What is that?” he demanded. “Ultima Online,” I said, grinning, and I told him every figure on the screen was a real person, from somewhere out there in the world. We just stood there, soaking it in, two kids dumbfounded by this living, breathing place. Everything my friend had rambled about snapped into focus. I was done for …completely, utterly hooked. I remember double-clicking the sword…or maybe it was a dagger…clutched in my character’s hands, just to poke around and figure out what this strange, boundless game would let me do. A little prompt popped up, nudging me to pick something to use the blade on, and my eyes darted across the screen. Naturally, they landed on that poor pixelated cat I’d just taken down moments before, its tiny sprite lying still on the ground. I clicked it, half-expecting nothing much, and then…bam…I’d skinned it. Right there in the corpse were scraps of meat and a hide, just waiting for me to scoop them up. I must’ve sat there blinking at the screen, a kid floored by the sheer wildness of it all. Even now, in 2025, I can’t think of another MMORPG that lets you reach out and touch the world like that…every little thing alive with possibility, every interaction a surprise. UO didn’t just give you a game; it handed you a living, breathing place where even a dead cat could turn into a story. This is a game where the world continues on, even when you’re not playing. A persistant world ever changing just like the real world before and after life. A truly virtual world.</p>

<p><img src="/images/uo3.jpg" alt="Ultima Online Community" /></p>

<p>There was a hitch, though: UO wasn’t free. It was $10 a month, and we were kids with no cash to our names. How do you convince your parents to not only buy a game but keep shelling out $10 every 30 days to let you play it? We begged, we bargained, we probably promised to mow the lawn for a decade. Somehow, they caved…but we had to wait until the school year wrapped up. So, come late May 2000, we tore off to Best Buy, found a stack of Ultima Online: The Second Age boxes on the shelf, and grabbed one. We ripped it open right there in the car…manual, map of Britannia, the whole deal. It was our first big-box PC purchase, not just some cartridge or disc, and it felt monumental. I still have that box, 25 years later, perched on my shelf like a relic. The pages are worn thin, the map’s edges frayed, but every time I crack it open, I’m right back there…a kid with stars in his eyes, holding something that promised a whole new world.</p>

<p>That summer of 2000, we burned through our dial-up minutes like it was our job. Our parents must’ve been ready to pull their hair out…no one could call the house with the line tied up all day…but we didn’t care. UO was worth it. The stories from that game could fill a book, and I’ll get to them someday, but those first couple of years are burned into my soul…some of the best gaming memories I’ve got. We got banned by August of 2000–it was probably for our own good, but as you know kids don’t give up that easy. We found ways to sneak back in: free player-run shards, friend’s account, even roping a buddy’s grandma into paying the sub. We kept playing, and here we are in 2025, still logging in, still chasing that old magic.</p>

<p><img src="/images/slimshady1.jpg" alt="The only screenshots of my actual character from 2000" /></p>

<p>Above - and below - you’ll see a few of the only surviving screenshots of my character, “Slim Shady,” snapped just before our household got the banhammer from Ultima Online and my character wiped from frustration and lack of understanding I would return to the game. The name shows as ‘Cora” because I was using a disguise kit to sneak up on the now hidden player to snoop and steal. It’s frozen in time…August of 2000, a fleeting moment from that wild summer when the game owned us. Back then, I didn’t think to save every second of it; I was too busy living in Britannia, too caught up in the chaos and wonder to hit “print screen.” But others in our little community…they were the archivists, the ones with the foresight. Thousands of images, little shards of our shared past, got captured by folks who loved UO as much as I did. Around 2021, those pictures resurfaced, uploaded for all of us to sift through, share, and get lost in again. I remember scrolling through them, heart pounding, hoping to spot a familiar face from those dial-up days. And then, there he was…Slim Shady, staring back at me, a pixelated ghost from a life that feels a million miles away now. Luck smiled on me that day; I made the cut, a tiny piece of my story preserved among the flood of memories. It’s bittersweet, viewing that screenshot…like finding an old photo tucked in a drawer, a reminder of a time when every login felt like stepping into something limitless. What was a game mechanic of snooping and looting, became a friendly snapshot of life and community. Breaking out into popular songs of the time being a reminder of how alive the game felt and community driven. The early days of the online community was a rather social experience. Oh and just a heads up. At the time I was a young teenage boy, obviously inspired by hip-hop artists. So excuse the colorful lyrics!</p>

<p><img src="/images/slimshady2.jpg" alt="The only screenshots of my actual character from 2000" />
<img src="/images/slimshady3.jpg" alt="The only screenshots of my actual character from 2000" />
<img src="/images/slimshady4.jpg" alt="The only screenshots of my actual character from 2000" />
<img src="/images/slimshady5.jpg" alt="The only screenshots of my actual character from 2000" />
<img src="/images/slimshady6.jpg" alt="The only screenshots of my actual character from 2000" />
<img src="/images/slimshady7.jpg" alt="The only screenshots of my actual character from 2000" />
<img src="/images/slimshady8.jpg" alt="The only screenshots of my actual character from 2000" />
<img src="/images/slimshady9.jpg" alt="The only screenshots of my actual character from 2000" />
<img src="/images/slimshady10.jpg" alt="The only screenshots of my actual character from 2000" /></p>

<p>When our house finally upgraded to DSL, UO turned into something we could share. No more fighting over the modem…we were always connected, and it was glorious. We both started saving up for new machines. I snagged a 2001 Dell Inspiron 8200…technically for The Elder Scrolls III: Morrowind, but let’s be real, most of my hours went to UO.</p>

<p><img src="/images/dell8200.jpg" alt="Dell Inspiron 8200" /></p>

<p>My brother got a Dell laptop too, and soon we were posted up in my room, late into the night, screens glowing side by side. We’d roam Britannia together, fending off in-game murderers, laughing and yelling as we went. Those MIDI tunes…those lonely, distant melodies…are carved into my brain. They take me back to those nights, just two brothers being brothers, living in a world that felt like ours alone.</p>

<p><a href="/audio/swamp2.mp3">Swamp.mp3</a></p>

<p>That summer of 2000, when I wasn’t glued to UO, I was lost in my head, daydreaming about it. I’d imagine MMORPGs where you could tend houses, mow lawns, trim bushes, look after pets…all in a modern twist on that wild freedom. I didn’t know then that UO’s magic was a one-of-a-kind thing. When EverQuest rolled in, it shifted the whole genre…more structured, more guided, less “do whatever you want.” That’s why UO still stands out, why it’s still kicking in 2025. No UO 2 ever came, no modern sandbox to match that old dream. Instead, we got polished clones of the EverQuest formula, and they just didn’t hit the same for us UO diehards. So, my brother and I still fire it up, playing like it’s 1999 all over again, chasing that first rush.</p>

<p><img src="/images/uo1.jpg" alt="UO" /></p>

<p>This post’s sprawled out longer than I meant it to, but UO left a mark on me I can’t shake. It sparked this hunger for online worlds, sent me chasing that same wide-eyed wonder I felt back then. I’ve been at it for decades now, always waiting for the next big thing to recapture it. Big MMORPGs have come and gone…shiny, successful ones…but none ever hit me like UO. I know my brother feels the same, and so do a lot of us who were there in the dial-up days, when the internet was still this wild, uncharted frontier. No game, no online experience, ever came close to that impact.</p>

<p>I still catch myself daydreaming about UO…not what it could be now, but what it was. Going back to it these days, the spark’s dimmer, and it’s not the game’s fault. It’s us. The internet’s everywhere now, in our pockets, and that raw, innocent awe we had back then? It’s faded. New shards pop up, built by dedicated fans, but the things that made UO jaw-dropping…the hanging out, the trading, the role-playing…they’re mostly gone. People don’t linger anymore. They rush to max out skills, snag a house, grind for loot, like it’s a checklist instead of a world to live in. For me, UO was always about that shared life, those human connections in a virtual space. Back then, seeing someone online felt like a miracle…now it’s just Tuesday. Everyone’s so used to it, they’re less social, more mechanical, racing to the endgame. When I think back to those early days, I can’t help but ache for how much more alive the internet felt then, how much bigger it seemed compared to the polished, predictable hum of today.</p>

<p><img src="/images/uo4.jpg" alt="2024" /></p>

<p>Still, I wander Britannia almost every weekend. I visit the old spots…player towns that used to buzz with chatter and clinking mugs, now quiet as graves. Houses still stand after 25 years, candles flickering in empty inns by the sea. Once, these were havens…places where role-players swapped tales, where we’d band together to fend off murderers crashing the party. Now, they’re just echoes, ghost towns of memory. When “swamp_a.mid” drifts through the speakers, I’ll stand in one of those abandoned spots, staring at the silence, and it hits me hard. The inn’s still there, the seaside still laps at the shore, the candles still burn…but the people who made it alive, they’re long gone. It’s just me and the music, a kid’s dream flickering in the dark.</p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[It’s a strange truth that the wonderful niche hobbies in life eventually get snatched up by corporate hands, hollowed out and leeched dry once someone figures out how to turn a profit. Gaming’s been my escape, my passion, since the days when calling yourself a “gamer” was a secret you guarded like a hidden treasure. Back then, you didn’t shout it from the rooftops, not if you wanted to dodge the sideways looks at school or keep your spot in the “normal” crowd. Fast forward to 2025, and it’s a different story almost everyone’s picked up a controller, tapped a mobile screen, or clicked through a PC game at some point. But in the late ‘80s and into the ‘90s, it wasn’t like that. We gamers were a rare breed, a little underground tribe. When we stumbled across each other, it was like finding family an instant spark, a shared language. Still, we kept it quiet, tucking our love for pixelated worlds into the shadows if we wanted to fit in.]]></summary></entry><entry><title type="html">Full Steam Ahead (20 Year Anniversary)</title><link href="https://housemcbride.com/2025/03/11/full-steam-ahead.html" rel="alternate" type="text/html" title="Full Steam Ahead (20 Year Anniversary)" /><published>2025-03-11T00:00:00+00:00</published><updated>2025-03-11T00:00:00+00:00</updated><id>https://housemcbride.com/2025/03/11/full-steam-ahead</id><content type="html" xml:base="https://housemcbride.com/2025/03/11/full-steam-ahead.html"><![CDATA[<p>Today dawns with a quiet weight for me, a milestone <em>20 years</em> in the crafting. On March 11, 2005, I plunged into a journey that reshaped how I live and breathe video games. That was the day the haunting streets of City 17 unfolded before me in Half-Life 2, a game that still claims a top spot in my heart. The oppressive air, the gravity gun’s hum, the visuals and story that somehow hold up—it gripped me tight and never let go. Yet, as much as I could linger on Half-Life 2’s brilliance, that’s not what I’m here to honor. It’s Steam, the unassuming companion that tagged along. Back in 2005, Steam was no titan—just a scrappy little gatekeeper, ensuring your big-box PC game was legit and slipping Valve patches through without forcing you to trawl the internet’s shadier corners.</p>

<p>I stepped into Steam that year and soon picked up one of its earliest oddities—a quirky indie called Rag Doll Kung Fu, with its floppy physics and goofy martial arts charm. Back then, Steam’s purpose was lean: deliver updates, check your key, call it a day. No sprawling digital shelves, no wishlists taunting me with games I’ll never play. Looking back across two decades, it’s staggering how that humble spark ignited something visionary—a platform that didn’t just shift PC gaming but rewrote the rules of the industry.</p>

<p>Steam hasn’t merely grown; it’s become a beacon, a rare defender of gamers and developers in a world too often tangled in corporate greed. I’ve watched hulking companies charge in, wallets open, promises loud, caring more for profit margins than the players or the creators who fuel this art. Over 20 years, I’ve seen a trail of Steam challengers—EA, Ubisoft, Epic, Amazon—rise and falter, while GOG offers something unique, whispering greatness through game preservation. But the rest? They miss the pulse: Steam’s built for gamers, by gamers. It’s not a sterile money trap; it’s a love letter to the craft, penned by people who dream of a better industry.</p>

<p>I cherish my Nintendo and older PlayStation consoles—few things rival a Mario Kart night with the kids, a trek through Hyrule’s wilds, the Mushroom Kingdom or sneaky along as Solid Snake. But as I’ve grown, in years and as a gamer, the cracks have sharpened into view. They preach “for the players,” yet I stumble over locked gardens, inflated prices, and policies that feel like a slow drip of coins from my pocket. Steam’s not without flaws, but it pulses with soul. So, on this quiet 20-year mark—since I first clicked “install” on my clunky Dell E501—I’m pausing to reflect on what Steam means, not just to PC gaming, but to the sprawling tapestry of this industry. It’s one of the last strongholds still swinging for us.</p>

<p>Years back, I rambled to my then-uninterested girlfriend—now my wife—about how Valve topped my list of gaming heroes. Two decades on, that truth still echoes. They’ve got this knack for nailing it, even if they dawdle along the way. Once, I’d have hoisted Blizzard up beside them—two titans of my youth. But Blizzard’s tumble stings, from worlds I’d vanish into to a mess of missteps that broke gamers’ trust, mine included. Valve stands firm. They don’t flood us with releases like Nintendo, PlayStation, or Blizzard once did, but when they unveil something—Half-Life: Alyx, Portal 2, Counter-Strike 2—it’s a thunderbolt. The industry holds its breath, because Valve doesn’t just craft games; they forge moments.</p>

<p>I’m eager for Steam’s next 20 years—the twists, the bold leaps, the storms it’ll weather. It’s been a wild ride, and I’ve got a feeling the brightest chapters lie ahead.</p>

<p><img src="/images/steam_20_years.jpg" alt="20 Years of Steam" /></p>

<p>Full Steam ahead.</p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[Today dawns with a quiet weight for me, a milestone 20 years in the crafting. On March 11, 2005, I plunged into a journey that reshaped how I live and breathe video games. That was the day the haunting streets of City 17 unfolded before me in Half-Life 2, a game that still claims a top spot in my heart. The oppressive air, the gravity gun’s hum, the visuals and story that somehow hold up—it gripped me tight and never let go. Yet, as much as I could linger on Half-Life 2’s brilliance, that’s not what I’m here to honor. It’s Steam, the unassuming companion that tagged along. Back in 2005, Steam was no titan—just a scrappy little gatekeeper, ensuring your big-box PC game was legit and slipping Valve patches through without forcing you to trawl the internet’s shadier corners.]]></summary></entry><entry><title type="html">Why is that?</title><link href="https://housemcbride.com/2025/03/10/why-is-that.html" rel="alternate" type="text/html" title="Why is that?" /><published>2025-03-10T12:23:00+00:00</published><updated>2025-03-10T12:23:00+00:00</updated><id>https://housemcbride.com/2025/03/10/why-is-that</id><content type="html" xml:base="https://housemcbride.com/2025/03/10/why-is-that.html"><![CDATA[<p>When the sun emerges and the winter clouds part, something inside me awakens, urging me to soak in as much of its warmth as I can. Yet, on a Monday like today, I’m tethered indoors, tending to client requests. It’s a tension I’ve often pondered—how life can feel so full of contradictions. I’m a self-proclaimed tech enthusiast, but I find myself drawn more to older technologies than the latest innovations. The outdoors soothe me, grounding me in the world around me, yet I love sinking into the comfort of video games indoors. My phone, which I rely on daily for countless tasks, is the piece of tech I resent most.</p>

<p>Why is that?</p>

<p>Recently, I picked up a Sony Handycam from 1998—the TRV-99, one of the last Hi8 cameras Sony made before going fully digital. The reasoning behind it is as paradoxical as the rest of my quirks: I crave a deeper connection with my technology. I miss the era when devices had a singular purpose—a DSLR for photos, a camcorder for video. Using this vintage camera, I’ve found myself recording more long-form videos of my family, which was the whole point of this experiment. Looking back at footage from my own childhood, I’ve realized that 90s tech captures a certain nostalgic haze. Our memories of the past aren’t razor-sharp; they’re soft, unfocused, a little blurry around the edges. The old Handycam delivers exactly that—a wistful window into yesterday. I want my kids to have that same gift when they’re older, not just the crisp, clinical precision of phone footage. They’ll have plenty of that already. What I’m after is the kind of sprawling, unpolished recordings that defined the 90s and early 2000s—a truer snapshot of life as it was, not the curated highlight reels we craft for social media today. Have you ever noticed that when shooting video on your phone that it’s usually no more than 45 seconds long?</p>

<p>Why is that?</p>

<p><img src="/images/ScreenShot 2025-03-10 at 14.53.45@2x.png" alt="Vintage Camera Vibes" /></p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[When the sun emerges and the winter clouds part, something inside me awakens, urging me to soak in as much of its warmth as I can. Yet, on a Monday like today, I’m tethered indoors, tending to client requests. It’s a tension I’ve often pondered—how life can feel so full of contradictions. I’m a self-proclaimed tech enthusiast, but I find myself drawn more to older technologies than the latest innovations. The outdoors soothe me, grounding me in the world around me, yet I love sinking into the comfort of video games indoors. My phone, which I rely on daily for countless tasks, is the piece of tech I resent most.]]></summary></entry><entry><title type="html">New Beginnings</title><link href="https://housemcbride.com/2025/03/09/new-beginnings.html" rel="alternate" type="text/html" title="New Beginnings" /><published>2025-03-09T22:32:00+00:00</published><updated>2025-03-09T22:32:00+00:00</updated><id>https://housemcbride.com/2025/03/09/new-beginnings</id><content type="html" xml:base="https://housemcbride.com/2025/03/09/new-beginnings.html"><![CDATA[<p>Welcome to my small piece of real-estate on the internet. This site is an ongoing, ever-changing log of my interests and inspirations. I imagine it as a digital garden—sometimes pruned, sometimes overgrown, but always reflecting where I am in life.
For years, I’ve wanted a space to share my thoughts without the noise of social media. Here, I’ll write about what excites me: life, photography, video games, family, and the occasional wild idea. This first post marks the start of that journey. Expect more soon—maybe a rant about about modern technology.
Thanks for stopping by. Stick around if you’re curious.</p>

<p><em>_brandon</em></p>]]></content><author><name>Brandon McBride</name><email>hello@housemcbride.com</email></author><summary type="html"><![CDATA[Welcome to my small piece of real-estate on the internet. This site is an ongoing, ever-changing log of my interests and inspirations. I imagine it as a digital garden—sometimes pruned, sometimes overgrown, but always reflecting where I am in life. For years, I’ve wanted a space to share my thoughts without the noise of social media. Here, I’ll write about what excites me: life, photography, video games, family, and the occasional wild idea. This first post marks the start of that journey. Expect more soon—maybe a rant about about modern technology. Thanks for stopping by. Stick around if you’re curious.]]></summary></entry></feed>