yeah i’ve played enough of it to have a good idea of what to expect so… i don’t remember why i left it in there… it belongs in the peg mission list instead!
I mean, it’s compelling trash, definitely, just not action.
yeah it goes in the same pile as something like resonance of fate (or end of eternity, if you wanna get really confusing)
bunked out ps3 gunpeg
bunked out ps3 gunpreg
hybrid heaven?
Hybrid Heaven rocks, I think.
fffffuuuuuuck how did i forget a name like that thank u forever
anyway based on the hour or so i played of that a while back it’s probably not going on the compelling trash action list but it’s going on some kinda list!
the button-map option that allows for square to be attack automatically remaps dodge to… right trigger.
my poor fingies.
I’m playing SHINONIMUSHA dawn of dreams (that’s the Japanese version) you can go into options and turn it to english text and subtitles but you have to do it every time you start the game. This is not the first PS2 game I’ve encountered this but I can’t remember others off hand.
The combat is square square triangle. The third stage might go on until the third age from what I can tell. Maybe I’ve always been in this brown nondescript town. I have a girl partner ninja but cannot figure out how to switch to her to solve non-puzzles. There is a map so I can figure out which part of this tesseract I am in.
You after many bad stages get to switch characters occasionally. Shin Onimusha Dawn of Dreams remains compelling, but it might be the most incompetent Capcom action game. The stages are cramped, in the majority being a brown medieval Japan of no remark. They go on for ages. I looked at a walkthrough and the air went out of my lungs when I saw there was 2/3rd of game left. This is a 20 hour action game.
The bosses are the worst I’ve ever see Capcom do? There was one where this giant spider with a single spiked testicle ran down a corridor and your only chance to attack if is when it would shove the ball into the ground and then cause light eruptions and if you were lucky those light eruptions were not around the spider. But also you could just get stun locked and watch all your health dissappear. There is retry, but you retry at what ever sorry state you walked into the room with.
There is this samurai fight where he could decide to combo you, knock you down, then area of effecf attack you while you were knocked down, then just stab you and finish you off instantly. Like an NES game the only hope is I caught him in a corner and chipped away at his life.
If they messed up the damage values even further for this game’s western release I’d cry. They are never in your favor. The triangle attack takes precious Magic energy and you so desperately hope it will save you from grinding against an enemy for 3-4 minutes to wittle their health.
I have to stop playing. And yet…
Okay, so teen me was right. I was so psyched to play it and each hour made me feel sadder than the last. You should play Shinobi instead.
nightmare creatures: Games you’ve played today: Fourteen by Kazuo Umezz - #1002 by dogs
follow-up for the heads:
didn’t have access to the n64 tonight (it is being used to play ffii aka ffiv which is good and righteous) so i played more nightmare creatures emulated on ps1 and lol this is actually a markedly different game from the n64 version, enough that i might retract my recommendation to preference the ps1 version.
kalisto (a pretty weird company if ur interested) clearly made the psx version first then the n64 one after (and the pc version in the middle which i didn’t expect… dude what there’s a (java, presumably) mobile version hahaha) because the psx one is missing a whole bunch of stuff that the n64 version has, like:
- introducing different attack combos over time (which i think is still happening in the psx version, it just doesn’t tell you that you’ve unlocked a new combo… ??? bizarre decision) and there are also definitely combos that aren’t present cos i remember the inputs and they don’t do shit. also the window for performing combos is unpleasantly tight on the ps1. it’s still pretty tight on the n64 but it’s hand-hurtingly fast on ps1.
- a map! (it’s very cute, it looks like doom)
- difficulty options (also the difficulty in the psx version is wayyy higher than in the n64 version: enemies are tougher and faster and harder to spam to death (sometimes they just ignore stun-lock and frame-one attack you in the middle of a combo) and your adrenaline meter (lol) ticks down wayyyy faster than on the n64) like reducing enemy health and eliminating the adrenaline meter which i didn’t explain in the previous post: basically it’s a timer that ticks down as long as you’re out of combat, and when it reaches zero you start losing health… for.. lore reasons. you can replenish it by killin dudes. it was not a problem when i played on n64 but i died like 3 times from it in the psx version.
- the ability to remap controls!.. wait did i imagine that… i don’t remember who cares the default ones are good
also i think the n64 one like, cuts a couple levels in half or something (like splits one level into two), it definitely felt differently paced. and a bunch of nasty platforming challenges aren’t present in it (probably for the best).
anyway kinda weird and annoying cos i was hoping that i could confidently point to the correct version but they’re all kinda compromised. i think i still like the n64 one the best.
what a cool game.
Lost Planet
Within a few seconds of starting this the phrase “owns bones” and @drastic_bb’s description of Capcom’s “swag game engine” both entered my head.
A numerical life meter in the thousands is ticking down from the instant you start controlling the game after the opening cutscene abruptly ends. If only it were an unformatted floating point number being printed to the screen in the default blurry Unity UI (like the cum meter from increpare’s game worst guest).
You have a grappling hook that you can freely target on the level geometry, and when you get reeled in to your destination the game applies a little physics thrust upwards so you can maneuver your landing. (“Did you make that Batman-style grappling system?” “Sure did boss, real fuckin sloppy just like you asked.”)
I like the huge roly poly enemies with glowing weak points on their tails. Only played this for an hour but it has been a no-bullshit action game so far. I couldn’t figure out what button to press to swap weapons so having to creatively rely on grenades whenever I ran out of ammo added a nice extra challenge.
Not a great screenshot sorry but these swarms of little flying guys were mesmerising, and they don’t seem particularly bothered by your presence you so you can just run past them.
Was it only the first game that had a celeb as the face model? I recall it was a Kpop star maybe?
I didn’t know this! Searching around it looks like Capcom were doing this a lot, but Onimusha used celebrity face models before Lost Planet. Don’t know if it was the first though.
Oh I meant first game as in I think they dropped using celeb appearances for the later Lost Planet games. Onimusha 3 legendarily had Jean Reno and that Japanese actor that I only remember as a One Piece admiral


