Games You Played Today: 13 Going On 30

time for lots of stream of conscious reviews!!

Commander Keen: Marooned on Mars

SHORT VERSION: Still a banger today! Master the power of the pogo as you journey through the enemy and obstacle filled monuments of Mars.

LONG VERSION: Id’s first big hit, the team were very open about how much they were influenced by Mario, and like the Super Mario Bros. games, this is all about mastering the momentum and physics of your character as you make your way through a series of obstacle and enemy filled levels.

A standout feature was the pogo stick which lets you jump higher at the cost of mobility. You also have a gun!

The game does a lot with little, with the levels still managing to feel varied and interesting. Having said that, some levels can feel a bit simplistic in their design, and I’m hoping the next two episodes can make the most of the mechanics with the level design… but I wouldn’t call any of them bad!

The world also has a sense of place and mystery. There are lots of optional levels, many being odd temple style areas with minimal enemies, and statues of the green aliens that communicate with you. Remnants of a previous civilization? The castle in the final level suggested that to me, too. I also love that the levels on the caps are ice ones, very clever and adds a sense of place.

What I found most interesting is that it’s entirely possible to just skip getting the pogo, and the rest of the game can be beat without it (aside from the final level, which also has a pogo to collect). All the other installments have you start with it. It feels like maybe they designed levels without the pogo in the game first, and then added it later along with areas/shortcuts only accessible with it?

A result of this is that many levels have multiple ways to approach situations (and optional areas with bonuses), and feel rather open-ended which I appreciated. The pacing of levels is still managed with keys or the design itself, foreshadowing Wolf and Doom’s design.

A lot of levels give you ways to avoid combat, which is useful because ammo is largely limited until you find stockpiles. The final boss can’t even be beat with traditional combat, but is a simple puzzle like the Quake ones. Oh, finding the secret level is a fun little puzzle, too.

Unlike most other Apogee platformers, it has a lives system which feels a bit dated but it at least gives you a reason to collect bonus items, and extra lives are awarded pretty liberally.

There is also a good combination of enemies. Some are just nuisance ones that push you around, others will shoot but not kill on contact, some WILL kill on contact, and some will both kill on contact and shoot.

The action is viewed from quite away from Keen, giving you a good look of your surroundings which I appreciated, and it’s all silky smooth… especially for a DOS game.

But yeah! This is still a great time today. Perhaps too primitive for some people, but I reckon it holds up really well and remains one of the best DOS platformers.

EXTRA TIDBIT: I made a homage to the final level in Mario Maker, and Tom Hall (designer of the level) played it and liked it! That was a cool moment.

EXTRA EXTRA TIDBIT: One of the more valuable bonus items is a Kant book, which I found very funny.

Commander Keen 2: The Earth Explodes

SHORT VERSION: Slightly tighter than the previous game, Keen’s second adventure lacks the atmosphere of the first, but that doesn’t mean it sucks! It has more creative level design as he hops around an alien ship, trying to disable its lazers aimed at Earth.

LONG VERSION:

Keen’s secound outing takes place entirely on a Vorticon ship, and as such there isn’t as much mystery as the first game. It does have a nice sense of place, though… each of the levels have icons indicating a function. So you might hop around a reactor, or some kind of living quarters.

One of the living quarters had an interesting design… you could go straight to the right and exit the level, but you can see lots of powerups underneath you… as well as a tonne of enemies, so it was a bit of a risky move trying to get them.

It also feels more like a mission this time, as the ship is aiming lasers straight at major Earth cities, so you gotta find all the generators around the ship and destory them. Hilariously, you can flip a switch and fire the cannons yourself, making an instant game over. At least you can pick your target… each generator has an image next to it showing which city is targeting. One level shows the Sydney Opera House for example.

This time around Keen starts with his pogo stick, and you won’t get far without using it. It’s also more focused on combat this time around and is more generous with ammo, though generators are often heavily guarded by strong enemies and you’re best finding a path that avoids confrontation.

The baby Vorticons are very annoying but luckily they don’t show up too much. I should also note this game is harder than the previous one, but it never got too bad until the very last few levels which were a bit rough! Was satisfying beating them, though.

Since we’re no longer on Mars, there are no more Martian enemies… it’s all Vorticons and robots, quite a few of them being new to this game. An important one is a non-violent one that can walk on walls. You can ride it to access other areas, and though sometimes it’s for secrets, later in the game you have to use them to complete levels. You can actually soft lock some levels if you kill them… I think they should have been made invincable, but also it’s easy to just not shoot them.

Level design feels tighter than the first game, with a better sense of flow and more creative design. I did feel like there were more blind jumps, but they weren’t too frequent.

Some other tidbits…

There is friendly fire, so you can get some enemies to shoot each other
There is a hologram that gives you a VERY important hint (it involves the light switches)
There are still optional levels
All the collectables are different in this one (and again different in the third game)… it’s a nice bit of extra effort.
* The lighting doesn’t feel as atmospheric as the first game

So yeah, a more challenging but overall slightly better game than the first… I think they’re pretty equal, to be honest. Another banger from Id!

A Short Hike

SHORT VERSION: Animal Crossing with less capitalism! A light and breezy adventure with a great sense of movement as you climb a peak, though the side-quests are mostly busy work.

LONG VERSION: One of those cozy games I’m so averse to, but I enjoyed the open-world nature of this one, plus the feeling of movement is really great! Hopping, gliding, climbing, slowly getting closer and closer to the peak, and figuring out how to reach chests… it was a good time.

Lots of fun, quirky characters too, though most of the side-quests are all dull fetch quests and (short) collect-a-thons. Wish more were based around movement. The scalper is a dick too, I don’t care that he can’t pay his tuition.

But yeah, overall this is a lovely way to spend a few hours!

Commander Keen 3: Keen Must Die

SHORT VERSION: The Saturday morning cartoon aesthetic hides a much more difficult Keen game, and one with less interesting level design. It’s still okay, but I’m not as… KEEN on it as the previous two.

LONG VERSION:

Taking place on the Vorticon’s home planet, Keen’s third adventure has the vibe of a Saturday morning cartoon with bright blue skies, green trees, and buildings full of beds, toilets, and colourful decor. Also, ninjas are here.

Lots of levels consist of buildings to look like homes (very human homes, at that), with families running around that you mercilessly slaughter, especially the annoying younglings.

The BIG downside to all this is that most of the levels consist of boxy towers with boxy rooms that don’t make very interesting levels, and even worse battle areas. There are also far too many tiny, cramped areas that just aren’t suited to Keen’s physics. The other main design type are caverns/sewers underneath buildings which also aren’t very interesting.

Id did try to make levels feel unique, but they are all just too restricted by trying to mimic buildings. The best ones are places that feel like bases or such, but Secret Agent did it much better later.

It’s also much more difficult than the other two keens, with way more enemies. It’s certainly doable, but a few levels did frustrate me quite a bit.

The final boss is fun, and riding the Nessie to the secret level that takes to a school to learn the Galactic Alphabet (allowing you to translate words in all the other Keen games) is cool, but yeah, this really is the low point of the first trilogy. It’s still okay, but far from great.

Also, there is a part of the world map that totally looks like a penis.

Keen Dreams

SHORT VERSION: A spin-off game between the two trilogies, this one ditches the pogo and gun, and has Keen fighting killer vegetables in a dream world. Short and sweet… well mostly sweet.

LONG VERSION:

It’s interesting going back to this after playing the trilogy of games that followed it. They have much more vibrant colours (this one is very muted), add ledge grabbing (which isn’t missed too much here since the levels aren’t built around it), Keen gets his pogo back (again, is not really missed here), Keen can look up and down (something that WOULD improve this one), and Keen gets his gun back.

Instead of the ol’ lazer, Keen throws… uh… I’m actually not even sure what they are, seeds maybe? I had fun with these because they are thrown in an arc so I could attack people over ledges and what not. Quite handy! Enemies are stunned instead of killed, which is fine, I guess.

There aren’t many levels in this one, but they do a good job of making them feel varied. Oh, and some have bombs you need to find which are used against the final boss. Thankfully, the game tells you which levels have them. It might be possible to softlock yourself if you don’t find enough? But you only need uuhh… 12, I think it was.

Aside from the lack of looking up and down, the only other major gripe with this one is that HORRIBLE enemy that throws tiny… french fries? at you. Instantly kills you, they can throw them from off screen, and they fly at you FAST. I had so many deaths to these guys. This would be so much better without them.

Also, Keen walks too slowly on the world map.

But yeah, short and mostly sweet. Oh, and I also like how all the collectables are candy, since all the enemies are vegetables. Come on, Keen, you gotta eat your greens if you’re going to beat Mortimer!

Stray

SHORT VERSION: MEOW-diocre! I sure wish they STRAYed more from the formula! Well, this game was fun enough, actually. But once you get past the environment design and the novelty of playing as a cat, it’s a pretty standard action adventure that fortunately doesn’t overSTRAY its welcome.

LONG VERSION:

This was a very different game to what I was expecting… I thought it would be a silent adventure where you explore this world just as a cat trying to get home, but it turns into some Pixar-ass movie with robots you talk to and do quests for.

Judging it as the game it actually is, it’s fine! The environments look great, but don’t have a sense of place… they feel like very pretty video game spaces.

Gameplay varies a bit, there are linear action/stealth puzzly bits that mostly fine at best, but the core of the game are hub areas where you talk to robots and do little fetch quests and stuff for them. Feel a bit like towns in Zelda games… or even like the hub areas of the more modern Deus Ex games.

The most fun is figuring out how to get from A to B as a cat… the platforming is very simple, but it works well. It’s also fun talking to all the quirky robot characters, as Pixar as they feel. Too many quests are of the fetch variety, but they often lead to more figuring out how to get from A to B, so I didn’t mind too much.

I found it VERY HARD to suspend my belief that the cat we played as was so smart and well-behaved. As a cat owner, let me tell you that it’s very hard to get them to do anything for you let alone solve puzzles. If it was a cybernetic cat or something it would have been much more believable.

There are parts where you do very cat stuff which I enjoyed, but if you want an actual cat simulator, I would recommend Catlateral Damage.

The story has some interesting angles and mystery despite being rather simple, so yeah, I had a fun enough time with this but ultimately it’s pretty forgettable.

Commander Keen 4: Secret of the Oracle

SHORT VERSION: I’m not KEEN on this sequel! While it looks and sounds vastly better than the original, it’s full of cheap deaths and annoying enemies.

LONG VERSION:

Well this certainly looks better than the original trilogy, with big detailed sprites and much more colour. Sound is also better, too! And super smooth scrolling. But man, I hated playing this.

Part of the problem are those big new sprites… you see less of the screen now, and I would often jump straight into an enemy, even with the ability to look up and down. Also, lots of surprise death pits.

Another problem are the enemies, especially those mosquito things! Tiny, invincible, and they move around fast AND randomly, I had so many deaths to those little fuckers. Other enemies can be annoying too, but those were by far the worst.

Levels are also quite long, and it was very frustrating to die near the end of one since there are no checkpoints and you have one-hit deaths.

Levels also have too much going back-and-forth to the different ends. They at least did a good job of making different areas feel unique… the pyramids all feel like getting through a trap filled dungeon, the mirage place with the disappearing platforms was a fun gimmick, and of course there is the well of wishes with the dopefish, a neat swimming level even if it’s a bit trial and error.

Controlling Keen isn’t as fun this time either, with the pogo being much weaker and most levels taking place in very tight places with little room for movement. Being able to mantle was nice, though in the original you’d just be able to jump up there without having to grab anything.

Putting the “fire” button on a separate button was a good move. Having a wind up for the fire, on the other hand, was a very bad move.

Finding the path to the secret level is really clever! Too bad the secret level is INSANELY DIFFICULT and not in a fun way. Especially since the difficulty can drastically change depending on when you get the dart guns to start shooting (it helps to get them in a pattern you can easily navigate).

Overall, this was just a step backwards in almost every way. It has lots of fun enemy designs, the messages when you rescue the sage dudes are fun, and it has a decent sense of place… but I found it just a chore to play.

I had both this and the original Keen as a kid, and spent way more time with the original. I now realise why.

Commander Keen 5: The Armageddon Machine

SHORT VERSION: Marginally better than the previous one when it comes to the amount of tedium, but lacks a sense of adventure, and most levels tend to feel samey.

LONG VERSION: Well, this game got rid of the most annoying enemy from the last one, and overall feels a bit better balanced, but it still shares plenty of the annoyances (most coming from the camera being so close… enemies have a tendency to shoot from just off-screen). So, it can still be tedious, but it’s not AS tedious.

It also lacks the sense of place and adventure the previous game had… though there are lots of different (colourful) backgrounds and sprites, the entire game takes place in a ship and the levels kinda feel the same. There are definitely memorable and clever moments that standout, but overall it all feels rather homogenised.

This time you have to get to four areas to break some fuses on machines (which is very satisfying since you smash through them with your pogo) in order to get access to and destroy ANOTHER machine. Once again, the final challenge is a little puzzle.

This really feels like a spiritual successor to the original trilogy’s episode 2, but without the sense of place.

But yeah, still not as good as the old games, still annoying at times, but less so than the previous one.

NOTE: I’ve been playing these all on “normal” difficulty. Maybe I should try easy instead…

Amnesia: The Dark Descent

SHORT VERSION: The Dark Descent is still dark… decent! Though dated and wonky in a number of ways, it still has a lot of unique, memorable moments, an intriguing (if tropey) story, and a great atmosphere.

LONG VERSION:

Another indie classic, this time one that’s largely responsible for the modern horror game! I remember enjoying this a lot back in the day, though more so the first half than the second. And it turns out I feel the same way years later!

The story is HEAVILY influenced by Lovecraft, and features many well-worn tropes (though they DO try to be creative with some), but there was enough going on to keep my interest and wanting to learn more about the horrors happening in the castle.

There are some big holes… one of the endings didn’t make much sense to me for example, and the gullibility of your character is so ridiculous and is no excuse to avoid accountability imo. Also, he’s a dumbass colonialist. Can’t go into it more without spoilers! But overall, it was an interesting tale of supernatural beings, horrific crimes, and inter-dimensional mischief.

Anyway, as for the game itself, it’s mostly running around a giant castle in first-person, finding clues about what the dilly has happened, hiding/running from the occasional monster, and solving puzzles which keep impeding your progress towards the inner sanctum.

Everything before you go down the elevator is pretty fantastic, with simple but satisfying enough puzzles, incredible atmosphere, some good scares, some fun horror stealth, and a great sense of dread and mystery as the Shadow slowly consumes the area.

The bit with the invisible monsters is still a top horror game moment for me. It’s in the demo if you just want to experience that!

It takes a bit of a dive after the elevator gameplay wise, but before I get to that, I’ll talk about problems I had with the overall game.

First of all, the physics stuff when opening doors and drawers was neat back in the day, but it’s just a bit of a hassle and immersion breaker these days, especially since you’ll be searching about 50 identical looking desks.

Having tinder all over the place also makes everything feel very gamey, though it does feel stressful (in a fun way) when you’re running low on oil and light and you start to lose sanity. I don’t think losing sanity does anything except make your vision worse, but it was still stressful! I’m also grateful for the game providing enough oil and tinder so that it never becomes a major problem running out… just a possibility if you’re not careful.

Anyway, the second half still has some great atmosphere, environment design, and an interesting story, but the puzzles start to become more obtuse and tedious, with lots of running back and forth to accomplish things, like it’s there for padding. There are also platform bits here and there which are wonky, and the confrontations with enemies become predictable and rote pretty quickly. Also, the guy you meet in the dungeon is a real mood killer.

But considering its age, the small team, and the small budget, this as aged pretty well and it’s still worth a play if you’re into horror games. Don’t expect it to match the best horror games of today, but I’d say it’s better than the mediocre ones.

EXTRA TIDBIT: this game has WAY more dicks than I remember.

Commander Keen: Aliens ate my Babysitter!

SHORT VERSION: A return to form! Though it still has some of the same problems as the previous games, it feels better built around the new engine, and also has a fun Looney Tunes aesthetic.

LONG VERSION:

Despite being made between the previous two episodes, I feel this is the best to play by far. It still has some of the problems… namely putting high risk areas RIGHT at the end of long levels, and the close camera preventing you from seeing things before it’s too late.

BUT hazards feel more thoughtfully placed, and there aren’t hugely annoying enemies this time.

I also love the aesthetic, which feels heavily influence by the Marvin the Martian Looney Tunes shorts. Lots of variety in the environments too, and different levels feel like different places with different purposes (despite mostly just being obstacle courses). There is a VERY light adventure element, in that there are levels where you have to find objects to use on the map. Every other level (that isn’t in the way) is optional.

Oh, one more complaint… there is way more switch hitting in this one than the other games. The switches look cool, at least.

But yeah, still not as good as the original games, but a fun and colourful end to the original series. And the cliffhanger was resolved in that GBC game I’ll probably never play!

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something might be fucked up re: the markup here, only the first one has text when i expand it

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should be fixed now

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this is fun because you liked my favorite Keen games the least of any of them, namely 3 and 4. 4 has the greatest variety of stages and feels the most complete of any of the games to me (tho i also grew up with it), and i like the bizarre earth theme of the 3rd and some of the optional romhack hard levels. to each their own i guess!

my ranking would be, from favorite to least:

4, 3, 1, 6, 2, 5, Dreams i dunno whatever i didn’t play much of it

i honestly like all the mainline ones but 5 though!

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Felt pretty miserable on my two days off but I put a lot more time into Super Mario Galaxy. Got fed up with this bonus star where you gotta grab music notes on a circular planet where the panels disappear when you run over them, quit the game, then read you just need to grab the nearby bee suit to make it a lot easier. Oh well, maybe tomorrow.

Also had a pretty good run in Megabonk…game is annoyingly internet poisoned, but it’s a really solid Vampire Survivors-alike, so I can forgive it.

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I grew up with 4 too, but just hated playing it again. Those mosquito guys were the real killer to me!! I would have liked it so much more without them all over the place.

I remember liking 3 more as a kid, but I didn’t jive with it as much as an adult. I think I just didn’t like how boxy some of the levels are. I liked the cartoon Earth aesthetic a lot though, it has a lot of personality

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keen 4 was also my favorite as a kid. fucked around endlessly in those sprawling levels with the tiny viewport looking for secrets. everything was so big and detailed, and i felt like every level had some kind of unique piece of spritework somewhere. i also loved the lo fi renderings of wolf alien living spaces in 3, which i had to go to a friend’s house to play, adding to the sense of potentially endless depth

spending incredible amounts of time uncritically absorbing details, time feeling endless, body an invisible frictionless conduit for experience and action, an entire planet and 10,000 years of continuous history to wrap my mind around, the seeds of later misery germinating underground, still invisible and mostly undetected. nothing will ever bring it back. the critical perspective strengthens as experience and speculation must account for the dissonances of a damaged body in a damaged world. resisting that and trying to insist the damage isn’t there, or that it’s possible to totally cordon it off, can apparently drive people to commit atrocities

and so i accept that, to a seasoned gamer, the mechanically tighter commander keen games may be more enjoyable

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well now y’all making me feel i’m being too mechanically focused in my reviews!! maybe i should revise some of them

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i will say even tho i did play 1 as a kid at friends houses when i was quite young and liked it, i appreciate the first three games more now after about 10-15 years ago when i replayed them. and agree with your general insight about those. there is something kinda quaint and nostalgic feeling about them, like not just to me personally but in the way they feel to play and are designed. they do feel like a kid’s comic book dreams come to life, and it’s sad that they never really got a chance to exist outside that initial series (ignoring any heavily bastardized forms that came after). i like both 6 and especially 4, but i don’t think the last three games quite fully live up to that feeling from the original 3.

i do think Commander Keen is a series that deserves more love in general, even if it can be rough around the edges in spots. Commander Keen 4 and 1 are maybe the number one thing (outside of maybe SMB1-3) that initially got me interested in games as a young kid, and definitely made me an iD software fan. i do also think there is a pretty clear through-line from Commander Keen to DOOM also, just in terms of this particular kind of mysterious alien vibe. kinda hard to overstate how much the Keen games, Wolf 3D, and DOOM mean to me overall i guess. Quake 1 is okay too i suppose.

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Have eight gym badges. Captured all three legendary revenge deer and without using the master ball. On my way to a weird cave before doing whatever to defeat Team Plasma and then the Elite Four. Should probably figure out optimal stat boost to pokedollar expenditure. I think I will need to spend quite a bit to buy Flamethrower for Arcanine so I guess I will just do that first and then see whatever’s left.

Edit: 22 hours in. I think I’ve beaten everyone on the Team Plasma frigate except for Ghetsis and the legendary hollow ice pokemon thing. The funniest thing happened against the third shadow triad member. It was basically Zoroark (Sunny Day) → Arcanine (Flame wheel) repeatedly, and that one-shotted both Pawniards that the last shadow triad member threw at me. Then the third pokemon got off a move, but it was Me First, so it used Flame Wheel against my Arcanine. Except my Arcanine has Flash Fire ability, so it did zero damage and increased it’s attack. And the pokemon that did so was weak against fire. So basically the only move that was landed against me made a fire move triple effective against the pokemon that landed it. It must have really hated life.

Colress being bad was kind of unfortunate, but at least is thematically to the point since it demonstrates how pure pursuit of truth can meaningfully conflict with ideals. But he is also shown to have no problem with the practical thing turning out to also be the ideal thing which I guess is what we all have to hope is true often enough to make the world worth living in.

Looking ahead at the Elite 4 I’m set with like three pokemon. Zoroark against Ghost and Psychic, Lucario against Dark, Sigilyph against Fighting. Basically using three different pokemon to Solo four trainers. That should make it easy to have a fresh team ready against the Champ, who I can play against more fully but I still don’t expect any real problems with.

Edit: 10/9 evening. Beat Ghetsis on first try. I did have to use two max revives and came down to my last pokemon though.

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Played the Relooted demo. The main draw is how the game engages with the politics of stolen (mostly African) artefacts in museums. They cover the ethics of this pretty early and go over the somewhat fictionalised laws (summarised as the Transatlantic Returns Treaty) that mean museums must return artifacts displayed publically, though not privately or in storage. The law means that stored artefacts don’t require disclosure and stealing them would require disclosure if they want help. Official means of returning the artifacts have failed due to bureaucracy and resistance to restitution so it’s up to your very pleasant and cordial team of acrobats and academics to steal them. It’s refreshing to have something be full-throated about a very specific issue and risk a lot of backlash to its central premise (which it’s already getting from various culture warriors). At the same time, it’s a little uncertain how much this game might reach the undecided on the issue. In some sense you don’t need to explain the premise to the core demographic, but I suppose the gameplay is also trying to be a Trojan Horse to the theme.

Mechanically it’s a side scrolling parkour platformer with a simple boost mechanic (press boost when you do a parkour thing). You can also summon members of the heist team to help you with specific obstacles, or a drone to scout the layout, but this always feels a little bit stilted. Like the action really has to slow down to do the contextual action unless you really practice.

To be clear, I like it and will probably pick it up on release. It’s pretty smooth to play and I’m curious how far they go with the premise.

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Charcoal, splash plate, expert belt, amulet coin, exp share, light clay.

3 max revives, 42 full restores, 26 revives, 23 full heals, 25 max potions

Movesets seem fine for main game but obviously insufficient for competitive play. Stats pretty much all max boosted, rare candies all used.

As ready as I’m ever going to be for first shot at the Elite Four. I think I can do it. And at any rate I’m certainly out from underneath the attrition trap where you can’t beat enough of them to make enough money to buy more healing items, which is what made Pearl such a slog. Going to make @Gimelrey watch tomorrow night.

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you ever feel sick at having too much? like, i love the nes/fami demake of pacman championship edition dx. but pacman championship edition dx+ makes me feel ill when i look at the amount of maps, each of which seems to have the score mode, with multiple difficulties, and individual time trials and also like 20 skins to play the game with. all the extra, the +, i don’t like seeing it for some reason

like i just want the game that you boot up and you have two specific mode choices with their respective maps that’s all i want, all this cruft is too many choices and it doesn’t matter i just wanted to play pacman dx

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I’ve been playing some tokyo xtreme racer 2025, picked it up right before the price hike after the early access period ended. I’ve never played a txr game before so The Vibes are all new to me. and it’s certainly got them. as a vibe racer, it’s immaculate. you get to cruise around mazes of highways that go on forever, for as long as you want, wherever you want, whenever you want so long as whenever you want is at night, like god intended. there is so much painfully japanese weirdo text in here that doesn’t have to be, I appreciate that shit. the music, the team leader/wanderer battle intro stuff, all the crazy livery options, the chapter intros, the pointless B.A.D name system, all the conditions you have to fulfill to battle the trillions of different wanderers, etc. it’s really something else.

the actual racing part is too inconsistent to live up to the rest. when you get a real neck and neck battle and you’re zooming through traffic for several minutes trading slipstreams and weaving through tunnels with some knock off initial d track going it’s damn hard to beat and worth the price just for those moments. but the cars usually control like boats, they will glue themselves to where they are regardless of what you try to do about it half the time. I should probably mess around with some of the sensitivity settings, I think I could probably get it better than default at least. the AI has a habit of just trying to punt you straight into the wall the microsecond you pull even with them/they pull even with you, which is actually kind of fun and certainly hilarious, but it’s hard to argue that it’s engaging. they seem to obey different cornering logic than you do. the car sounds are very underwhelming, which is a big shame in a game that’s really trying to nail something very specific. I need to dive into the progression system more to see how it all shakes out; I can say that messing around with gearing is highly impactful and it’s pretty easy to get immediate feedback on that, which is nice.

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Content is cheap. It takes effort to curate. So here we are

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Having somehow played all the ports and expansions and sequels before I finally stumbled on the M2 demake of standard Championship Edition, I always thought it’s a neat formula but vastly overrated, Pac-Man made approachable through largely thoughtless chain building. Then I finally got a taste of the real thing and it was like, oh, they really perfected Pac-Man in 2007 and there was no way to go from there but to dumb it down. Funny and annoying that so much of its reputation was shared by its inferior versions

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Tuning car settings matters a lot. Your opponents don’t have different cornering logic, they have cars tuned to their turf on the highway.

I’ve come to find the feeling of progression in the game to be sublime. Your first car is slow, your opponents are all chumps, and you get a chance to gradually explore the whole loop system. You fight some bosses with much better cars and unlock a new tier of cars and opponents, racers called back to the road by an exciting new opponent instead of the shitty noobs rolling around. Your next car feels so fast at first and you start mopping up but eventually the bosses get harder and you have to get good again, though now you have nitrous which can feel like a cheat button. When I got to the next loop with my next car (an RX-7 FD, one of the most beautiful cars ever made) suddenly it was too fast. These same highways you’ve been driving for hours are suddenly different - the line you take changes, you have to care about entry and exit speeds, slow traffic is now REALLY slow - and even your basic opponents will leave you in the dust because they have gearing for long straights by the airport or a suspension tuned for the twisty parts of the C1 inner loop.

I never played a TXR before either but now I have big respect for Genki, it could easily have been boring as shit but they figured out how to use those static loops as a real setting

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The real dark souls starts with deciding between 1 way, 1.5 way, or 2 way LSD and initial torque settings combined with the correct final drive ratio for your opponent and their turf.

5 Likes

Does the new TXR have fixed or random traffic?

I got way into Wangan Midnight (PS3) for a while its all about fixed traffic patterns as level design where if you are faster you meet the traffic sooner which changes the shape of the lines you can take on a given highway element which changes your exit speed and position…

7 Likes

The density of traffic does very - the long straights in the southern loop are more spread out than the twistier C1 loop but I don’t think you could say you meet it “sooner” or “later”, they just seem like zones

5 Likes