Games You Played Today: 13 Going On 30

Andro Dunos II is a pretty fun little shmup. According to its store page on Steam it’s the sequel to a game of some renown but I’d never heard of it before.

Anyway, I quite enjoy it! The boss fights have fun phases/attack assortments. Maybe 10% too bullet-spongey but also my scrub self keeps getting depowered partway through the fights when I lose lives so I guess it’s on me.

The weapon switching (and leveling up) is a nice strategy layer and I prefer the moment-to-moment strategic considerations rather than just relying on pure ability to dodge through curtains of bullets. I do get annoyed when I crash into stuff and die that has never really been one of my favorite things in shmups but I’m addressing this Skill Issue.

Playing it with an analog stick on an xbox controller is far from ideal but I don’t think the imprecision has really made me die in situations I wouldn’t have otherwise.

A few bangers on the OST too

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it was either the final or penultimate 3ds cartridge, too

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went to a live performance of asses.masses, which sounded weird and intense in a way that made me surprised i’d never heard of it before: an experimental, vaguely oikospiel sounding political videogame about talking donkeys undertaking a labour dispute, meant to be experienced in a single 7+ hour long multi-person on site playthrough. they serve lunch and dinner on site and the website mentions “there are no instructions”, that “it is up to the audience and their self-elected leaders to make decisions and play out their version of the game”, that you can move around a little but are meant to be there for the whole thing rather than drift in and out. which all made me semi excitedly and semi fearfully expect some kind of, like, relational aesthetics group discussion as relayed through a punishing 4X game about agricultural collectivisation, or something.

so when it kicked off i was furtively a little relieved that it turned out to be more of a traditional linear artgame with some scope for crowd interjection. you walk around rpgmaker style maps and talk to other donkeys, there’s a story that plays out. i think viewing it all live as an audience does change the effect a little - both for random little choices that people turn out to feel strongly enough to yell about (“grunt” vs “bray”) and also like a version of that uncertainty from playing a game for the first time and not knowing where the limits are, how hard it might punish you; i think the feeling of being in a “live art event” with an explicitly political theme gave people a heightened sense of stakes, an uncertainty where things might be headed. even after the first two acts (of 10) finally make plain that it’s gonna me much more on the forgiving walking sim end of things, it’s fun to see things like abrupt changes in gameplay / perspective, sudden veers into 3d or donkey sex rhythm games, thru the new eyes of an audience with different levels of familiarity with this format. and i did feel interested in the story and where it’d go, to what kind of argument might eventually be advanced via these characters that seemed to represent brisk position points (stalinoid donkey, antisocial hacker donkey, depressed pessimist donkey etc).

it sort of felt like things went downhill in the 3rd section, when you get a shock transition to 3d open world to depict hedonistic donkey heaven. which is fun but like.. it’s a 3d open world. it’s overscaled and boring to actually roam around, because it’s a 3d open world. there are minigames and npcs. there are orbs to collect. any initial sense of discursiveness is sorta put to one side for a bit. and when you get through that section it’s like, oh, these characters who i thought were gonna be the starting point for a narrative with the twisty structure of the first two chapters are just like.. the actual ones we’ll be following through the game. some of the donkeys get a job in the circus, which means many more minigames in service of a kinda bland joke abt creative careers. there’s a section where the donkeys wander around a newly human-free farm and talk abt being bored, which like, i presume is something abt idk “actually existing socialism” vs “world revolution” or whatever but just felt so disappointing, why are you telling this story if you have no interest in what even marginal changes in autonomy would look like for characters who’ve never had anything like it before? how they’d change under it, what it means, if you’re not interested in that in a game abt “politics” then what are you interested in? i guess the jrpg style discussions abt whether machines are evil or neutral, which turn from sidenote into the main thing.
and then the next sequence is the circus donkeys being sold to the automated meat factory and like… not to downplay the undoubted real horrors of the abattoir but this is the last set of levels in the fuckin ps2 game A Dog’s Life. conveyor belt puzzles and having to hit switches as someone is carried haplessly into the dogfood grinder and hissable girlboss ceo and all. the factory is also an abrupt difficulty spike where the game suddenly goes all in on like, “three increasingly difficult levels” indie game schlock, where you control 1 then 2 then 4 donkeys who each have their own abilities to solve puzzles, there are guards and moving spotlights and switches and stuff. what are we doing here? a lot of stuff starts to feel like an rpg maker game where you can tell the dev was really excited to show off this neat tutorial they found for how to add a block sliding puzzle or whatever, and the sinking feeling of knowing they werent able to hold it back from devouring the rest of the game.
and it takes so long, and is so gruelling. and as fun as it can be live to be part of the crowd cheering when someone survives the bullet hell sequence to hit the ceo the exact 3 times required by the gospel of nintendo boss design (is this still an artgame??), i kept feeling like it was the exact same feeling i’d have cheering for friends to make it through some bullshit quarter munching arcade boss, or watching a random episode of gamecenter cx. are you using the medium or is it using you?

after that there was another afterlife walking sim part, with a long corridor of glossy ps4 shaders and particle effects… and then you go into the circular hub from crash bandicoot warped and have to solve four spirit world minigamess, and the minigames are things like “how many balls of this colour are there?” and “the card matching game from mario 3”, and then you meet god (3d model with emissive shader and particle effects)… then there was the fourth intermission, which was when i went home, having experienced by proxy 8/10 of the acts.
so i can’t really speak to it at the end, maybe it comes together, idk. i’d be surprised bc it felt like after a while it just stopped having ideas and started having ever more numbing forms of gameplay/gamestuff instead. the donkey god says something abt how violence and peaceful protest both being unsuitable, you will be returned as “a prophet”, and i would have forgiven all slights if the ending turned out to be about inventing Islam 2 or something, but this seemed unlikely. idk. it was fun, i’m glad i checked it out, but a warning to future art ppl looking to snag some of that sweet sweet funding for immersive on-site interactive theater: the first time you suddenly switch into a turn based battle it’s an event, the third time it’s a statistic. when you look into the dark heart of videogames they look back into thee.

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we had a game center field trip to a performance of this and it seemed interesting but i literally cannot remember the last time i’ve spent more than 4 hours straight playing a videogame i’m sorry

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Played through a few shortish games appropriate for the spooky season, only one worth mentioning is finally getting around the Castlevania: Bloodlines. I chose the spear guy and it feels like they did not fully test out every aspect of the game with them as they just break some bits ridiculously, like I pogo’d in place during the third phase of the last boss and that might be the optimal strategy as it can barely touch you.

Anyways thought it was a solid if uneven experience, has a bunch of ideas, aesthetics swing a bit in terms of quality, japanese version is possibly the easiest Classicvania I’ve played, would take it above Super Castlevania IV and Rondo of Blood (I am a very low vote on Rondo), would put Chronicles above it.

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I played ‘Pin the gaslight on the Millenial’.

I’m not sure if I won or lost.

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Five gym badges in Pokemon Sword, 11h36m. Got to the part where an 88 year old trans hag gay recruits a 10 year old boy.

Since maybe Pokemon Pearl, but definitely Pokemon White, there have been doctor trainers who you fight, but then will heal your pokemon every time you talk to them after that. Pokemon Sword adds the innovation that they now no longer heal you. There are just roving bands of doctors beating up 10 year olds. I’m going to be charitable and assume this was political commentary since it’s set in the UK (doctors everywhere, but they don’t do anything useful)

6 gym badges and next major plot thing done at 13h24m. So far there just isn’t really a team evil, which is bad. One of the only exciting things to happen, the adult characters said “you can’t help with this, you’re a child”, in contravention to over 7 generations worth of Pokemon game lore which seem to suggest that only children can solve problems. Rock type gym was hardest yet but only because the first pokemon could one-shot basically everything after powering up. Still beat it in one try. Unlike other games I am actually catching a lot of pokemon just because I don’t trust my current team to hold up. This game feels phoned in, or like they took the design priorities of a side game like Hey You! Pikachu! and decided to make an entire game from that, with the core elements being the afterthought. I dunno.

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i was surprised how large the audience was and they weren’t like stereotypically gamerish, but it did feel necessarily weighted to like 20something friend groups up for an endurance challenge.. it was funny to me that 4hrs was around the point the game went “ok fuck it this is Super Meat Boy now”.

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It felt appropriate that the uk got the bad pokemon game i think.

The new farfetch’d and weezing were good.

And i remember the dlc being an improvement on the base game butnnot sure if you’d bother.

I thought scarlet and violet were a big step up (at least on switch 2) having not played any pokemon in about 5 years. Having every single starter ever in the dlc was almost too much though

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It’s extremely likely that violet will be my last Pokemon game, so I’m glad I will get to end somewhat strong. The DS family games just are Pokemon to me now. They are the sweet spot between fidelity to the formula and some bells and whistles and minor complexities in mechanics. The stories mean more to me than the Gen 1-3 stories, which were over simplistic and cartoonish, and than what I think the 8-9 stories are, which seem maybe too mundane as opposed to cartoonishly detached from reality. The post-game content in all of those games remains untouched by me. I have the homebrew software necessary for trading. Pokemon could always have a comeback and surprise me. After all, Digimon decided this year to surprise me deeply with both an excellent new game and an excellent new show. But, bluntly, I will never buy a console to play Pokemon again. And as DRM makes it harder and harder to circumvent that, the significance is just that I’m unlikely to play any new Pokemon games after Gen 9.

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Ugh actually playing games

Ghost of Tushima. You know the broad strokes of what you’re getting with these Playstation games. This will be the first one I’ve played since Spiderman 2 came out. It’s good but I much preferred Rise of the Ronin for it’s meatier combat and it being unafraid to lean into videogame stupidity. Maybe play the new one in 5 years. I’ve just unlocked the third part of the map. At this point I’m more curious as to whether I finish it or burn out rapidly.

I wanted to play something horrory and free. Originally had planned on the Silent Hill 2 Remake but it just seems to make my brain itch between trying to meet it on it’s own terms and silencing the condescending ‘no no nos’ in my head. I read in the thread when it came out that they’d beefed up the combat to get the length up which isn’t what I would play a horror game for. The Resi remakes of 2 and 3 encouraging speed running (which is not my bag either) seems a better approach as it keeps the initial run leaner. I’m still curious to at least see the introductions for the rest of the cast beyond Angela but I question the mental effort it would take.

So it’s the Until Dawn remake instead. Played the original at the time and found it reasonably interesting, as I did the Quarry. Was curious to how much of these are smoke and mirrors so on we went. Managed to press the wrong button and trigger the once plot beat I could remember. Got my first death and immediately remembered it happening when I played the original too! Oh well. Just had my second death and became curious about achievements. The achivement for that is slightly rarer than the one for keeping everyone alive which is infinitely more common than the one for getting everyone killed. Makes me wonder how many people took no deaths as the optimal experience and used a guide to achieve it on the first go round - the mind boggles. I feel like playing one of these with a group of friends could be fun but they’re long and spaced out with a lot of walking through caves or woods. Maybe one where it’s just a straight condenced slasher stuff with a couple of seperate casts like a couple of increasingly stupid sequels would work. But then didn’t the close the studio down?

New Katamari. We’re so far removed from the original definitive two, Namco have no pretentions of producing anything but product and time travelling is a neat gimmick so here we are. Feels like they’ve forgotten somewhat how to make Katamari levels. Played for a few hours and had more than one stage where you are almost too big for a route or corridor but not big enough to roll up the things in that corridor and have to fight to be released back into the wider level. Soundtrack has been a bit hit or miss so far too. But, this is as much Katamari as Namco could come up with. One early level is on a ship - when you get to a certain size another ship appears firing cannons and tries to board your ship so now there is more stuff to roll. Hope there’s more of that sort of level design. There’s online now!? Some levels have more than 1 cousin to find. Every level has 3 crowns to find and crowns unlock more levels. You get a ticket each time you finish a level, 3 tickets to feed the gacha machine for cosmetics and emotes and faces and katamari skins (or they might be through online). The vignettes are really pared back - Namco know they don’t have anything to say so are at least honest about it.

I’ve played other games too! Including 2 recently released roguelikes which I’m not usually big on. Help me stop playing videogames please!

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That pirate ship level was the last one I did last night and I also really liked it.

I’ve also found it very easy to get stuck, even permanently once (in the bottom of a deep wagon). Also too many invisible walls for my taste, especially in the overworld. Nothing is ever actually blocked off so why can’t they just let you free-roam there? (This isn’t a big problem, though, since you can basically teleport anywhere at any time with a few steps.)

That said, I’m having fun with the game and trying to get all the crowns. (No idea how to get big enough for that one in the dinosaur stage.)

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Played Decarnation

Its often pretty. Its doing metaphor monsters. Its got the therapy brain. Its got a live soundtrack. Its set in 1989 for no discernible reason. Not that this is bad I just expected that detail to show up in a real way. It kind plays into at character literally talking to the screen. It feels very 2010 indie game.

I played it through in one night or at least I assume I am in the home stretch. The trouble is resolved. I don’t think Id have made it the full 6 hours if I wasn’t depressed. I feel like the game could have been 4 hours to make it more movie sized. The horror plot is kind of rote.

There is some like basic feminism. The male gaze is if not THE then at least A monster. (this is not a spoiler this is like minute 1). I called the twist immediately. Its got some fat phobia.

Gameplay wise there are like 3 puzzely puzzles, some strategic running, some ‘time the arrow over the meter’ type things. As far as I know there are no choices or branching which is a shame. You could have really done some stuff with making the main situation more of a puzzle. It had one puzzle that was so vague I had to watch a bit of a video to see how a trigger worked. Prolly lost half an hour to walking up some stairs wrong.

I think this being a game has some value to the plot and presentation but not a ton.

I’m depressed the game is depressing. Its partly about how terrible it is to turn 30 and I’m 40.

For a spooky time play something else.

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i’ve been playing a bit of Escape from Duckov over the last couple of days because i have a weakness for top down shooters and i have been curious about the whole Extraction Game format even tho most enthusiasts of the format are deeply unpleasant people because my roguelike/souls fiend brain loves High Stakes Action.

duckov excises the multiplayer sweat part of the genre completely and winds up a single player roguelite (in that there’s progression that persists across runs, no three boons stuff) where the combat generally has the pacing and tension of an open world shooter despite the characters being ducks. there is an overarching story of trying to get a van running to get out of battle royal hell world but so far i’m still doing the quests to fully open up all the base/crafting stuff and make deaths less painful. there’s some weight to moving & swinging your reticle around and raising/lowering your weapon and reloads all take a decent amount of time. there is fog of war/view cone stuff to consider even tho it’s a top down game and once or twice “quack! [BANG]” was the last thing i heard as some bastard mallard came around the corner and emptied a shotgun into me

you get all the thrills and chills of barely escaping desperate combat situations by the skin of your teeth except you’re yelling “Fuck You Pato Chapo” at a penguin with an AK instead of some weird racist teenager online and shaking in fear every time you hear a “quack! quack!” that’s entirely too close for comfort. there is extensive Birdsona editing and people have already figured out how to Be A Penis

all in all i am pretty surprised that this $20 joke game is actually pretty good

EDIT: i just realized i put this in the news thread and not games you played, if someone wants to move please feel free

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hmmm I’m not trying to be a hater on your feelings but I feel personally like using cutesy aesthetics to get people into this genre bears some hard thought

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totally fair! i have less than zero desire to play this format with other people as i recognize it will instantly make me miserable so i am probably more immune to that pull than others

i know i’m susceptible to “sand the milslop off” because that’s how i dipped into fortnite for a few months despite the overall aesthetic of the genre offending me

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I was just thinking about this the other day is why I brought it up. I think it’s kind of a pernicious thing but milslop is already so bad… it’s entirely possible it’s just a lost battle at this point I mean the nazi apologists already won with military games so making grotesque individualist violence seem cute is like par for the course really lol

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A post was merged into an existing topic: News at XI: Pro Evolution Gossip

i can’t remember if i wrote up this game or not when i played it last year but i really liked it personally! i was not bothered about it not being “game-like” enough. but i also like RPG Maker horror and walking sims, so i’m just generally not bothered by that. i thought it was neat to have something that felt like J horror mixed with “new French extremity” cinema from the turn of the century exist in game form, and i feel like it did enough to justify being a game personally. i also found the game’s psychological exploration a lot more interesting than you and didn’t just think it was just 101 feminism, but to each their own. the narrative probably isn’t as open-ended as people would hope for expect and there is sorta one clear bad guy at the end, but i wasn’t personally disappointed by that aspect of things. in general it felt like a much more coherent and (to me) memorable experience than something like Mouthwashing, which i played around the same period of time last year.

seems like @wourme did make a thread about it a couple of years back

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a copy of vampire bloodlines 2 fell off the back of a truck so I have tried it out

Even setting aside all the ways in which this is not a sequel to bloodlines it is still not good, alternating fitfully between mediocre walking sim and poorly designed first person action game.

Despite no longer being an RPG, the developers have managed to introduce grinding to the formula. The closest we have to an rpg mechanic is the anemic little skill tree of vampire powers, which are locked behind ability points earned through combat and quests and through special blood types earned through hunting color coded npcs in the open world area. You see, in addition to plain, mortals come in three flavors: melancholic, choleric, and sanguine.

To earn their blood, you engage in a one screen dialogue where you pick scare, flirt, or insult and if it matches their blood type, they are activated and ready to be lured into an alley to be fed upon. This earns you a hundred points of their blood type and you will need thousands of points of each type over a playthrough in order to make all the vampire powers available to purchase. Its shallow busywork masquerading as interactivity.

This is one of two purposes that the open world serves, the other is as a place to scatter collectibles. Some would say that sinking what precious few developer resources one has on making an open world setting with nothing to do in it could have been better used in fleshing out the authored parts of the game. I don’t think anyone would miss the walking sim segments that are just running from mission marker to mission marker across town. It feels as if the devs at the Chinese Room played LA Noire and said “this open world has too much going on! Strip it down further!”

I could’ve saved myself the task of writing all this by posting this screenshot instead


Bloodlines2-Win64-Shipping_gZOVk0UGKS

One final note, I suspect that someone who worked on this game is a TERF and its probably the one who used to work on hogwarts legacy. There’s one dogwhistle “joke” about estrogen pills you find in an alchemist’s shack that is just ambiguous enough to offer plausible deniability

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