Games You Played Today: 13 Going On 30

battlefield 6: love going to war with three total magazines for my gun in a game where it takes half a mag to the head to drop anyone

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image
I did this alsöoo

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Finished Rock Man Dash/ Mega Man Legends. It’s a good game despite the enemy design being boring, the bosses being annoying and Just Strafe. It communicates a terribly how to play it despite it being very kind in guiding you to your next whatever. And it’s done in under 10 hours.

The cutscenes as @hellojed said a few years ago, are as good as video games have ever had.

Completely absurd Kenji Inafune (lol) thought he could will and then kickstart a sequel to this. They would be completely incapable of determining what was good or how to tear apart what’s broken about it and reform it. And
turns out history paid this out.

I think I’ll continue to skip 2 for the rest of my life. Down to 4 pledge games! Whooo.

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not just kickstart, but also have fan polls for many aspects of the game (they did actually have a poll for the female lead character design, before the whole thing got put in the bin)

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i think a lot about how people ragged on the og mw2’s campaign for regularly dropping you into missions with 600 rounds not realizing that this is actually fairly realistic for the us army which went through like 4000 rounds a firefight in Afghanistan not hitting anyone at all

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WITCHAVEN II

SHORT VERSION: More like WitchNAYven! Plays slightly better than the original
 so, still pretty bad! Doesn’t fix enough of the problems from the first one and in fact adds new ones, and once again quickly turns into a slog despite the gameplay improvements and a shorter running time. Much buggier this around, too!

LONG VERSION: The big tiddy goth witch is back! Well, a different one.

More of an expansion pack than a true sequel, pretty much all of the problems in the first game are here (it even retains a typo from the first game), but this at least PLAYS marginally better thanks to a few improvements.

Most importantly, you can now cast spells while holding weapons! This makes a huge difference and makes for a faster paced game. They throw plenty of spell scrolls at you, too. Well
 in the first half of the game, at least. There is also a new freeze spell that acts like the freeze ray in Duke 3D.

There are also new weapons
 well, you can enchant some of the old weapons (for a limited time). These are fun to use, and some shoot projectiles
 and the first game needed more projectiles! So, along with being able to use (projectile) spells more easily, this makes the game a bit faster-paced and more fun. But
 you still spend most of the time slowly swinging weapons at things as they slowly swing back at you.

The 15 new levels are also a mixed bag
 less mazey and more open than most in the first, but they also tend to either feel like a mess with haphazard design, or bland compared to the first which tended to at least have a sense of place and mystery. They are also too big, with lots of time spent running around trying to find a switch you missed. Instakill traps are also still around.

They added new enemies too
 and got rid of the weaker ones. In fact, you don’t encounter weak enemies much at all in this one
 so it’s just damage sponges all over the place, who are a complete bore to fight due to dull AI. If they don’t shoot projectiles, you may as well ignore them.

There is also a lack of a feeling of progression
 you can access all the spells at the start, with experience now only increasing damage and health and such. You also see all weapons and almost all enemies within the first couple levels
 it doesn’t take long to see everything this game to offer, and then it doesn’t do much interesting with those mechanics.

Oh, and the game can still glitch out like the first one. It does it a lot toward the end, this was clearly rushed. Save a lot. Controls are still clunky and janky as hell, too.

If you want to know all the other problems this game has, read my review of the first one.

SO YES, like the first, there are interesting ideas but they aren’t executed well, and the end result is ultimately a dull, broken, frustrating game. The first one was at least trying to do something different
 this is more of the same, with some improvements and some things even worse.

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did you ever get the bug where a giant face appears in the center of the screen at random times? Was that a bug? It kept happening to me and I could never figure it out

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These screenshots are a hoot ^_ ^

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Witchaven puking sound dot wav

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It happens in the first one too, it’s just a random jumpscare that happens, it gets old fast

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Incursion

https://incursion-roguelike.net

A classic roguelike with fairly elaborate ASCII dungeons, an apparently very elaborate skill system, and a sort of hardcore emphasis on slow/elaborate character recuperation/healing, character alignment (and consequences?), and item descriptions.

There’s a lot to take in and the fonts aren’t the easiest things to read; there’s a lot of stuff in dark blue, which is hard to see.

Compared to Angband, for instance, it feels like the design intent was to make everything complicated to make the game feel more “robust.” ; ) It might be really good, but it feels like it’ll take a lot of effort to find that out. Just comparing items, like a newly found set of armor, feels arduous–or heck even collecting items, like I had a room on the first level with just piles of repetitive items to sort through. And another room filled with traps I couldn’t figure out how to try to disarm–I may not have had any disarm skill? Was there one I could have picked in the elaborate character generation process for my Human Warrior? Jump skill gave me a -5% chance to jump over the trap, so I had to (I guess?) just walk into the trap to get into the room; it destroyed one of the unidentified (this might happen over time? there’s no town to which to retreat and identify things–apparently the original game plan was to have an overworld with towns and multiple dungeons and stuff but this was abandoned) potions I found in the first room. One trap I didn’t detect blinded me, and I was soon killed by something I couldn’t see as I blundered around.

I had the No Death option (there are a lot of options
) selected, so I respawned immediately in another room on the level. That was okay. Then I got into a new room where I was instantly pinned by a uh snake or something and killed by a little cluster of enemies that surrounded me. Hm. Respawned again into a room with those frighteningly thick piles of objects and just didn’t want to go through trying to sort through them.

Makes Angband feel super-streamlined! One to try if I ever get tired of Angband, maybe. Although I’m not sure I’ll ever get over my current dislike for elaborate skill and recovery systems so maybe not.

Alt-Enter toggles fullscreen. Always seems to start windowed. ‘p’ Can be set to 1080p, but doesn’t task-switch very gracefully.

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certainly I love the idea of an dungeon encounter that’s “500 pieces of junk”

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That’s just the action figure collection in my basement

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That’s how I Marie Kondo rooms, I think to myself “what in here would an adventurer immediately skip over”

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Finished Shadow of the Tomb Raider. Forgot how misleading the final boss fight is (he constantly mocks “You shoot a god?” and it turns out that, yeah, you’re supposed to, a lot). Irritating final battle to an irritating final (?) game!

The final post-game dungeon is funny, I guess, because it gives you one last chance to ice a bunch of mercs and then you do a giant sliding puzzle (that’s you’re given zero context on how to properly assemble) and requires a ton of backtracking to get everything just right.

You do all that and find that the creatures (I guess they’re legitimately creatures, still a bad look, but they’re like weird god servants) went to heaven through a silver gate, but not before basically writing “Have a great summer, Lara” on a rock nearby.

Uninstalled I’m free from the game. No way in hell am I going back for all the baubles.

Now I can finally play, uh
Tomb Raider (1).

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Tried the battlefield 6 open beta on my Xbox Series X today. It kept disconnecting me in the middle of matches. People still don’t res downed team mates and I keep getting picked off by snipers. So it’s still battlefield. I will not be spending 100 Canadian dollars on this game as I am too old for this shit.

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I am someone who once I start a game I paid for I will basically always see it through to the end (free games and stuff I give a shot out of random giant bundles excluded). Today was the rare once every few years day where I had to go “no mas” as I just can’t deal with Madcap Castle anymore. Basically a gameboy looking single screen action platformer where you get different spells for stretches of time that give you different abilities, I played its demo ages ago and found it a bit basic but charming enough. Unfortunately right past that portion they decide to ramp the difficulty up and make several questionable design decisions. Most stages ended up requiring you to run back and forth to hit switches that pop up after you hit the previous one (no clue where they are located until they do so) until eventually the exit door opens up, which means almost every room requires going through the same set of obstacles numerous times without dying to pass it. Many of these obstacles operate on a timing based system that make you wait for a bit before you can make your way through, a tough ask in a die a lot/instant restart (and in this case then wait some seconds) kind of game.

What broke me was stage 92, a screencap I will provide from a youtube video:

All those cannons shoot out projectiles at regular intervals, and each of those tiny tips you see on blocks are spears that stick out every so often. The issue is all those spears are on different timing intervals, it’s not like they all move in and out every 3 seconds; one may be every 3 seconds, other ones may be every 2 or 4 seconds. If you pay attention a given section may eventually loop, but that’s probably after a sequence a couple dozen various ins and outs. Now add in tight timing windows, having to move back and forth through all that a few different times, having to wait around a bunch of time and also oh yeah, the actual moderately tricky actual mechanical platforming, each death making you restart from the beginning forcing basically four straight minutes of no screwing up (how long it takes the person who has a no death run of the entire game to get through said room) and I just couldn’t bring myself to go through all that any more just to see if the remaining 40-ish percent of the game held any other horrors.

Don’t like to “punch down” on tiny games, but this was a special case. What is funny is that I checked its Steam achievements and the percentages for clearing the last four areas are 7%, 6.9%, 6.9% and 6.9% so it seems I hit the point where it scraped off literally every single person left who wasn’t gonna see things through to the very end no matter what.

Anyways the demo is still decent enough, feel free to give that a shot if you ever want to and pretend that’s the whole game :slight_smile:

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Thank you @username in your game names thread I got to see my siren words “realistic Shibuya” so I downloaded the demo for Reynatlis.

You can see pictures in screenshots. It’s a trashy Ys-like action game where you’re either a Magic Cop or a Magic Loner Cool Dude tasked with defeating evil drug addicts that are addicted to rubrum. The root of all evil. I am making this post because I realized they call it rubrum because it was redrum them they realized calling their drug “rum” all the time would raise their legal rating worldwide so they made it “rub” a word that that definitely doesn’t mean anything.

On the Shibuya representation they used the wrong brick work for the street corner in front of 109 Mens (now MAGNET?) The game takes place in Spring 2021 but Covid is NOT HAPPENING. World is normal. Shibuya station does not look like it did in 2021 or 2024 but what I think it is expected to look like in 2030? That’s really weird! Also Hachiko is a Crow now. Whatever.

Infuriating that a game set in the same place the developers office are has Absolutely Zero Political or Social issues to address or talk about instead what if our world but there is a secret magic war going on and a magic drug that makes your a murderer so you have to be killed by the Magic Police Sword. Is the head of the secret police actually evil?

That makes 4 games set in Shibuya but actually secret magic bullshit (Persona 5, TWEWY, Ghostwire:Tokyo, this.)

When the video game stops and you can just run around it is cool but also it can’t just render Shibuya so you get little boxes of Shibuya to load screen between.

There’s a steam demo find out for yourself!

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Nono Adventure
the Nono is short for nonograms aka picross but it should have been a warning. I’m a sucker for a visual novel wrapped around a collection of picross puzzles. At least I think I am but this falls flat on the story mode, which mostly consists of meeting one character and him monologuing at you about some adventure that is completely uninteresting, and falls flat in terms of the puzzles which the pictures are mostly featureless silhouettes of the color pixel art that is revealed after the puzzle is complete. Oh and they lack QOL you may expect from other picross type games like hilighting the line and column you are instead of just the individual cell of the puzzle.

I really wished I was playing something as sassy and engaging as Murder By Numbers, which still stands out to me as having great presentation, story and UX despite the puzzles being a bit easy.

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Don’t forget Tokyo Mirage Sessions Sharp Eff Ee. That one glosses over the toxicity of the idol/AV/music industry with gusto.

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