I can provide my double patched iso that did a few things to even out the experience.
played some doom 2 voxel doom on the crt on a sourceport i looked up called woof⌠itâs a good experience, I think i was inspired to play it by having recently watched a bunch of the âalienâ movies and looking at videos of the âalien trilogyâ doom-like ps1 shooter⌠i like the voxel doom mod, i think itâs a lot of fun⌠i have played through all the ultimate doom episodes in like âchocolate doomâ or something like that several years ago, it was a great experience⌠these games are pretty good lol i feel like doom and doom 2 and quake are still peak id software⌠ive never played wolf 3d but i know that one has fans too and iâm obviously a fan of the like repeating texture dungeon maze tunnel shooter genre (which is also related to the ps1 and ps2 era fromsoft output in some ways imo) in general. itâs nice to play fps games where youâre like âbattling monstersâ
need to take some pics of various forms of doom on crtâŚ
Sure, Iâd be interested in checking it out.
On a similar note Xenoblade Chronicles X. I am 10 hours into the game, somehow. (Depression?) you just, play the game. The game reminds you as much if you just play it stuff happens.
Iâve taken to watching only a 3rd of every cutscene. Every line is delivered at the same speed, Kingdom Hearts style. It is infuriating. Each line this perfect capsule to itself. Then the alien, Tatsu, starts talking and I immediately yell âshut the fuck upâ and skip the scene. I donât care about any of the characters. I found out the girl genius is 13. Stop it Japan.
The world is extremely impressive. Not since Star Fox Adventures has a video game reminded me of so many other video games. Crackdown, Deadly Premonition, Kingdon Hearts, Horizon, Monster Hunter, all MMOs.
I really canât tell if I enjoy it or I am just wasting my time. Very easy to just listen to my own music while playing it.
Jumping off a tall thing and falling takes my breath away each time. Thatâs cool.
Nah. When I got it working on my PC, I and most NPCs started clipping through the floor, and it took me a full minute to walk up stairs. If you ever get it working post an update.
Iâm around 60 hours into it now and youâre not missing much storywise. Itâs like they watched Avatar and thought it would be better if the humans were the good guys, without changing anything else (except make it 2000% more anime).
Itâs most pretty good otherwise, the combats a bit like mush, but itâs better than most other realtime-cooldown type RPGs. The main problem is when a level 80 giant roaming boss wanders into your battle and wipes you out before you can even see it. Or when you run away from said boss and they still kill you through a cave wall because the game ignores line of sight
Iâll say this for Xenogears: it sure did make me preoccupied with trying to roleplay as a guy who goes around offering losers tremendous power to finally overcome their obstacles, but at a terrible cost. With the benefit of hindsight, this is obviously just âthe Devilâ. Xenogears made me want to play as the Devil in tabletop RPGs for several years.
submachine legacy really holds up if youâre into flash myst-likes
My partner just got 100% survey completion in xenoblade chronicles x!!
it took them 170 hours
and there is still more to do! but they are calling it there
DONT WORRY FOLKS, you can call it waayyy earlier if you just play to the end of the story (the silly sidequests are the best part of the game tho imo)
does anyone have a fav quake sourceport⌠looking for something that has a software renderer basically and mostly has the look and feel of like 90s quake idk
pretty much any quake source port has console commands to do so. I like quakespasm
Has anyone actually liked Orkos, or are they only liked by toddlers too young to have memories, so weâre just taking it on faith that there is an audience somewhere.
Tatsu rules!!! youâre the ones who suck!!! How dare you attack my precious space spud!!!
Ironwail is the best imo
He may be obnoxious but Iâll give him this: at least he doesnât have that high pitched helium voice that the Ma-Non do
suppose i ought to say more about submachine
-
strong interface design. purely point-and-click, moving between âscreensâ in the classic escape room fashion. you can also use arrow keys or d-pad to shift screens up/down/left/right, and then in some cases you can go âintoâ or âout ofâ the screen (e.g. walking through a doorway might go âintoâ) or click in a particular part of the screen to shift the camera and access something else. the map design is strong as well, very backtracking heavy but more in that metroid sense of revealing new areas with the solutions to previous puzzles.
-
all the art is hand drawn across a strong variety of settings - almost reminiscent of when games would have the ice world, the fire world etc - except here itâs like âthe ancient egypt levelâ âthe buddhist temple levelâ âthe esoteric hinduism levelâ âthe brick lighthouseâ âthe interior ductwork of an advanced AIâ etc. very textural and architectural, a lot of thought about materials - brick, steel, brass, gold, concrete, wood etc
-
strong puzzle design. it has that good snowballing momentum you find in a good sudoku or escape-room puzzle, where a puzzle starts unraveling at a certain point and you find yourself almost acquiring an intellectual speed boost. the puzzles in general are quite complex without really tempting one to use a guide because you usually feel like youâre making progress in one way or another, and have a new lead to followup on.
-
the story has that feeling of Lost or X Files, one of those shows where thereâs an overarching mystery/mythology, but it doesnât fall into the trap of explaining too much to you - or rather it adds new complexities and mysteries as it reveals other ones.
-
the other pitfall that submachine mostly avoids is pixel hunting - interactable objects are generally very well highlighted without making the puzzles too easy, except at the very end where you might be so overwhelmed with the number of screens and amount of on-screen art that you assume a key item is part of the background scenery.
the only part that really breaks this flow is submachine 10, which involves solving puzzles across like 7 different dimensions (so to speak) collecting items from one that are used in the other, etc, and each of these levels is large enough to escape my working memory. such that youâll see a slot that necessitates a particular item, have to memorize or write down what code to input in order to get back to this level, and then what the directions are within that level to get back to this slot. then twenty minutes later you will see a handy slot-shaped object and go âwait where does this go againâ and search your memory or your notes for that item. and submachine 10 has like, 20 items like this. my understanding is that la mulana is known for this type of thing but i havenât played it. but yeah the backtracking with this many screens starts to feel really obnoxious. itâs also easy to get overwhelmed and miss a key item here or there, which starts to feel a bit needle in the haystack. (and at this point weâre deep enough in some kind of lovecraft-meets-esoteric-steampunk story that most of the contraptions youâre trying to put together donât have a logical real-world analogue of why they behave like they do.)
Anyway I did resort to a guide for the last bit but i didnât feel super bad about it, itâs mostly along the lines of âwhere the heck is the last Brass Ladder Rungâ or âwhere on this screen is the Quantum Doohickeyâ. and again keeping in mind this is only at the very end, i donât think i touched a single guide until like the end of chapter 8 or beginning of 9, which is pretty rare for me with difficult puzzle games. (e: just kidding i def cheated on chap 6 as well)
i havenât quite finished but weâll see how the story ends
Started playing Phantasy Star 4. I googled where you can buy star dews and found myself on this website:
beat the game and got to the post-game section
This portion of the game has 84 unique locations (43 of which are tickets) and can be described as open-world
⌠another day then
I kept trying to like Avowed but I think it might be the worst Obsidian game despite a favorable first impression and my relentless optimism. It might even be worse than their south park rpg. Avowed kind of reminds me of made for netflix tv shows, the ones youâve never heard of and only end up watching because of autoplay. Itâs a game as filler, much like bethesdaâs own starfield. So oversimplified and by the numbers âbest practicesâ as to be boring and impersonal. Unlike other first person rpgs, thereâs no environmental interactions, no stealth, hardly any room for roleplaying. Theyâve subtracted all but the bare minimum, basic combat that is little more than whittling down hp pools (and I was playing a caster! the spells are so boring!) It also has lots of imitation whedon writing (this is what killed it more than anything for me), quippy companions that canât shut the fuck up even for a second.
I stopped playing videogames for a little over a month shortly after putting some time into avowed. At the time, I thought I wasnât enjoying it because I was depressed. But I got the order of cause and effect flipped. Avowed was so bad it was putting me into a depressive state.
Pscave is one of my favourite websites. Itâs got animated gifs of all the enemies. Itâs great.

