Games You Played Today: 358 Threads Over 2

Playing the Demon’s Souls remake, going for a blueblood sword build (the weird sword that scales on luck). It’s really tough to pursue that build! You have to beat almost half the game just to get the ingredients for the weapon, including almost all of the horrible swamp world. Just happy to be playing a Souls game again though tbh, kinda feel like I could play these forever and be content.

Like seemingly everyone else here, I followed the prerelease news about this game with increasing disgust at the art direction, but now that I’m actually playing it, it’s really not bad. They generally preserved the vibe of these areas. And for the sake of gameplay readability, it’s very nice to be able to actually perceive things at distance. There’s definitely a certain green, muddy, obscure charm to the original graphics that doesn’t really carry through here, but I don’t find myself missing it.

8 Likes

People still have the music on? whoa

Probably not, but this being my first time properly leveling to 70 during TBC I’m taking in the feeling of this world and my adventure. And the music is good.

hell yeah this sor4 dlc is full of tee lopes jams

blaze feels even more broken with new moves

streets of rage rules. video games. I’m so happy about this one

5 Likes

I spent the evening futzing with an RG351V the chinese handheld that looks like a game boy. I’ve actually played it for about 20 minutes. I love it!

Most of the time was reformating the OS and throwing the junk roms back on the games SD card after reformating. I am probably still going to wipe the card and put my semi-curated sets on there but will give it a chance. Play some mislabelled or translated roms.

Devil City XX was Dracula X for example.

Haven’t gotten Scumm games working yet. Made 5 more minutes of progress in my successfully transferred V I T A L I T Y save.

Ketsui ran pretty dang good on it. Which opens a world that I will investigate later. I gotta make Game Gear games look like hot garbage.

And then I did just a little bit of fishing as Big The Cat.

N64 seemed like another waiting headache. Youtube says it works. I will play more Master Quest dang it. Maybe that’s my farewell RP2 game.

But within 2 minutes of using this think I was ready to throw the RP2 into the sun or towards another Butt to get headaches over.

The single analog stick means no DooM et al. But there are a lot of ports if you get the 351m. Which if it runs and feels as nice as this one does is an excellent purchase.

Big Asterisks in this is it is very easy to use if you are already attuned to Retroarch’s bullshit. You could just run the system as is but I just know what to look at if I have a minor problem.

The buttons feel great. The screen is big and beautiful. Recessing the Switch Analog Stick is a great move. I am excited to dig into a game on this thing in a way that the RP2 felt like a chore.

I will probably just futz with it for a week though.

12 Likes

I love the hiroshima crew

15 Likes

yeah I adored that part of 6, really great use of beat takeshi, and it was nice to get a nearly standalone coda to kiryu’s story with all these new characters for those of us who skipped most of the PS3 entries

1 Like

Dark Souls has the worst foley in the world

3 Likes

i started my first assassins creed (4) and it kind of plays itself

We went to a Round 1 arcade and believe it or not, played a bunch of arcade games

The best games were house of the dead scarlet dawn with that sit-down booth that rumbles and blows air in your face, and let’s go island which in case you didn’t know is a god damn hydraulic ride. I think the entire arcade industry should just be really dumb taikan games like this, especially if they have romantic elements.

I played the ace combat game with the dome projector in the cockpit. I got kind of motion sick and had to step out, and the missile button was broken.

The rhythm game selection was pretty awesome, not that I could really appreciate it, mostly I just enjoyed being bewildered at the controls and trying to learn each one. My favorite was groove coaster which politely points out there’s a bin for your belongings by your feet before you play. They had the motherfuckin stage 1 BGM from Under Defeat on there, not a remix but the real thing it its entirety, with beautiful themed wireframe background visuals. And some kind of darius remix with those operatic vocals being extended/unaccompanied, it probably freaked some people out who were trying to just drink beer & shoot pool. they should probably put the rhythm game section as far away from the pool/bowling area as possible.

The candy cab(?) section was a little depressing, they were not super well cared for and the selection was weird to say the least, they had the naomi sega tetris game, puyo puyo fever, they had power stone 2 but on a single player control panel (!!!), soul calibur…3 paired up, dead or alive 2 (?!) paired up, final fight was the only older game (again single player control panel), street fighter 4 & 5 each paired up, I think I saw a couple anime fighters for lack of a better term, a pair of nesica machines with all the latest fighting games, and wasting the whole back wall was 4 gunslinger stratos machines which absolutely no one I saw touched or even glanced at. Mostly I was thinking about how they got the older hardware looking so good on an LCD? do they have really nice upscalers?

Oh and last but not least, there was this awful game they tried hiding the corner called GTI club, by Konami (2008). The gas pedal was partly broken but even if it wasn’t, it was very slow and shitty. The game took place in your favorite locations across europe, and you race european hatchbacks, such as the fiat abarth 500. I am almost positive the announcer was the same guy from wave race 64. at one point I glanced up and saw they credited the game’s producer on the marquee, which made me smile with recognition that that is something Konami did from time to time. apparently the game was ported to wii & psp. Anyway I’m sharing this paragraph because it sounds 100% exactly like a weird dream I would have.

9 Likes

started mass effect legendary - i only vaguely remember playing the first one when it was new and watching my partner at the time play most of 2 so this is fresh

pretty fuckin’ rough so far!!!
i gave shepard a very suspicious pencil moustache at least

3 Likes

lately i’ve played:

picross 3d -
picross is great, we all know that, i don’t need to talk about it at length here. what i like about playing it in 3d is the routine of analyzing where i’m at plane-by-plane on one side of the puzzle, then rotating it and doing the same thing from a different angle, repeat and repeat until it’s all done. the physicality of it makes it an even more meditative experience for me than regular picross. i’m a fan!

i’ve made it roughly 3/4 of the way through this ds entry, and my only real gripe is the game’s jarring choice of mascot. on the top screen during every puzzle sits a horrendously cubist…duck? chick? you can see them in this arbitrarily swiped screenshot. they bend, spin, stretch, jiggle around, and generally enjoy their time existing in a 3-dimensional space as much as i am enjoying the game itself. it’s unnerving.


warioware: touched! -
sat down and “beat” this in one sitting after work, a pleasant way to spend an evening for sure. it’s up there with kirby canvas curse in terms of ds games that make the system’s touchscreen feel like a worthwhile manufacturing investment. every time i play one of these i’m simultaneously amazed at both how ahead-of-their-time the warioware games feel (at launch they were a novelty, but now social media has trained people’s attention spans to be short enough that the games make even more sense) and how nintendo hasn’t made a warioware for mobile yet.


monster hunter rise -
in the past i’ve beaten (and no more than beaten) monster hunter 3u, 4u, and world. i didn’t like any of them, but wanted so badly to convince myself that i did. i’ve long thought of monster hunter as long stretches of tedium punctuated by brief moments where the confluence of the knowledge i’ve accumulated and the agency i have as a player creates something tasty and well-earned, like cutting a tail or landing a charged strike on a head. those moments were always too few and far between for me to want to stick with the game for any real length of time.

rise, though, is the biggest step in the right direction i’ve seen the series take. 4 had a great verb-expansion in adding tangible verticality, and world cut down a lot of tedium (no more gathering herbs one 5-second animation at a time, saints be praised), so i’ve been hopeful about the trajectory of monster hunter as a whole for a while and this entry makes me feel like things are really coming to fruition. it’s almost entirely thanks to one simple addition: wirebugs!

the wirebugs acting as a multifaceted currency-on-a-cooldown being exchanged for a pleasant array of player decisions is such a good design choice i really and truly can’t imagine ever playing another monster hunter game without them. i can use up wirebugs for special moves that have a long cooldown, or whip myself through the air for better positioning with a faster cooldown. the management of wirebugs is one of constant decision-making, and that is a good thing as it provides more dynamism to the fights and is doing a great job of keeping me engaged and willing to grind.

i think a genius addition is the ability to dodge out of being thrown through the air with a wirebug – there have been many situations in which i used all my wirebugs on special moves, got walloped, and had to eat a monster’s follow-up attack because i was still in the cooldown. watching the wirebug meter refill, hoping it’ll be back in time to make it out of the clobbering…that’s great tension! and what makes it work perfectly is knowing that it’s all based on my choices. it’s a new layer to the combat and i can’t praise it enough.

to praise wirebugs further: even in the you’ll-be-doing-this-a-lot movement from camp to monster, the wirebugs make traversing the map mentally engaging – and the maps have been built with new levels of verticality to reflect this! it’s great! i can zip through the air along any trajectory or run straight up walls, and all of these actions have a tangible sense of weight to them.

i am tired of talking about monster hunter now but there are even more niceties in this newest entry that i didn’t even get to. i’m enjoying this one.


super metroid -
i played through this over the past two nights, the only metroid game in the quadrilogy i’ve never beaten. the first third or so of the game is a pleasant romp, constantly acquiring new abilities as the map expanded around me. there’s some point not long after that where the game feels like it opens up quite a bit and the lock-and-key structure operates on a much larger spatial scale. at that point i was desperately wishing for an etrian odyssey-esque ability to make notes on the map, because i am very forgetful! i oftentimes found myself reduced to wandering lost at the edges of the known world, hoping that whatever little corner i found myself poking away at would be the way forward.

it was tedious and boring, and was one of the avenues in which i’m of two minds about this game: if that sensation is intentional, that sense of powerlessness and the in-game actualization of being hopelessly lost in a foreign space, then that’s a powerful and respectable design decision. if it’s a byproduct of poor communication with the player (and there are a few examples of this, the walljump animals and the maridia glass tube being particularly noteworthy) then i consider it a pretty major failure of design. to be clear, if it’s the former, it doesn’t make me like the game any more while i’m in the midst of playing it, but it does make me reflect on it more fondly as a calculated and memorable experience.

the most notable avenue i’m conflicted about is the sensation of movement in the game. everything has an awful, sickly weighted feeling to it, and the few situations in which it doesn’t (like shinesparking) are so floaty that it’s unpleasantly jarring in the over-contrast rather than freeing. the visual feedback of space jumping does not mesh in my mind with the rhythm of button input and even when i’m nailing it 10+ jumps in a row i’m feeling off-put rather than triumphant. and the quicksand!

i cannot get past how infuriating it was to get knocked into the quicksand by an enemy and free myself. i would have rather eaten a very hot pepper every time. there was another instance of motion (being underwater without the gravity suit) that felt acutely disgusting, but i can understand that as a means to steer the player away from exploring that area without the proper ability. the quicksand, in contrast, was nothing more than punishment, a finger wagged in my face for being such a fool as to not traverse a room flawlessly.

maybe the whole game, even kinesthetically, is supposed to drip with the ugly, gravid, swollen bio-experimentation vibe that many of the boss fights give off. that’s very possible! i found that the world feels both like it doesn’t want me there (the flora and fauna exist contentedly in their own ecosystems; there is a sense of established space that i’m intruding on) and like it was made for me in a secret, horrifying way, the way samus fits into all these strange little crevices and tunnels. it’s alluring, memorable, and even though i didn’t really enjoy my time playing the game i’m enjoying thinking back on it.

i really am stuck with that question: are the things i found off-putting about the game intentional? is the game that carefully crafted? it’s not a super far-fetched possibility because the previous game in the series comes across that way, harnessing the claustrophobia of the game boy screen for an experience bordering on horror. gonna go watch a super metroid speedrun and see if the movement on display there changes my mind at all.

i also somehow made it through the whole game without picking up the charge beam and softlocked myself on the final boss – why is tourian inescapable after entry? without the charge beam i simply did not have enough consumable projectiles to kill it, and screw attacking its face damaged me too much to survive. i gave it a good few tries and then patched in a code for more super missiles since i was playing it emulated in order to stream it for my partner. i really was willing to subject myself to finding the charge beam as well as poking around every grey square on the map to collect more ammunition, but the game just wouldn’t let me. a frustrating way to cap it all off.


rhythm heaven -
playing the gba one, i just started and got through the first wave of games with perfect scores. this is certainly a cousin to warioware but the particulars of this series suit me better: meditations on a central and unified theme, games with enough depth such as to hold up over a minute or so rather than only a few seconds, no fuss about any sort of central plot or story. i’m also pleasantly surprised at how strict they’re willing to make the timing, a commendable counterpoint to contemporaneously-new-on-the-scene rhythm games like guitar hero. i have very good timing and rhythm from being forged in the furnaces of iidx and i can’t get higher than a low 90 (out of 100) on the rhythm test.

seeing the strictness they’re willing to put on display, i’m looking forward to being humbled by further challenges the game has to offer. i’ve played this in the past, emulated, but it’s a treat to play it on real hardware: the original model ds buttons feel great for this sort of thing, and i imagine an sp would as well.

23 Likes

reading this makes me curious because i think the looseness and ambiguity of SM’s design makes me like it more. it breathes in a way few games ever do. i think i’d be inviting a storm if i were to call it naturalistic but that seems like it applies more here than careful craftsmanship. i have a feeling yokoi & co had a healthy aversion to overtuning.

opinion on this game around here has apparently taken a sharp left turn over the years but idk istill think it’s really exceptional. my memories of SM are punctuated by the muffled sound of samus’ breathing even though that isn’t actually a sound in the game

9 Likes

I got Touhou Luna Nights a couple weeks ago after having it on my wishlist for months, and after a couple sporadic 20 minute play sessions after I initially got it I spent the last two days full-clearing it.

It was very nice!

Ostensibly it bills itself as a Search Action game, though in practice it’s essentially a linear action game with all the levels connected together for flavor’s sake. The sub-areas of the castlevania-mansion the game takes place in are all referred to as Level 1, Level 2, Level 3, etc. (in the file select menu, at least), and progression is just a matter of clearing one level and moving on to the next with no need to ever backtrack to previous levels. There are things in the earlier areas that require equipment from later areas to get, and the game provides fast-travel stations for ease of backtracking as you please, but strictly speaking those things aren’t required.

I will say, one of my favorite parts was running into a puzzle that I couldn’t figure out how to solve near the end of Level 3, poking at the entire rest of the map for a solution, and then realizing that the solution to the puzzle was to just use an innate ability I had in a way that I hadn’t considered. That was great.

Anyhow, as an action-platformer I thought it was good enough to balance out whatever theoretical deficiencies the game has in the “search” half of “search action”. Your character has to power to slow down and stop time, which makes for some interesting platforming sections and some really frenetic boss fights. I really, really liked all of the boss fights — lots of danmaku-ish stuff going on, but made manageable with the time manipulation mechanics. Also, grazing bullets and stuff to keep my HP up made for some rather interesting dances.

That said, as much fun as the bosses were, I’m not sure if I have it in me to complete the boss rush mode. The true final boss is one vicious little jerk.

6 Likes

Playing Infernium & liking it a lot & then watching my interest plummet when the structure became clear rly reinforces to me that I have such a lopsided relationship with video game. I just get so disinterested when I feel like I’ve had everything that I’m doing more or less “explained” to me in a game. What reads initially as an interesting formal choice I realize is an aesthetic one, what I read as a ‘hostile world’ reveals itself to be ‘clever tutorialization’.

It reminds me of this article where the author argues that this writer (Christopher Priest, who I’ve never read) who was arguing against provincialism in Sci-Fi, was himself reproducing that tendency in the ways that he consciously attempted to be a “Sci-Fi” writer.
That a differentiation between his writing & these other authors who you could say are “sci-fi” but maybe weren’t consciously aiming for it (the author brings up Philip Dick & Ballard) is Priest’s urge to contextualize everything with an explanation. To not have something just ‘happen’ but then to have a logical cause and effect explained to the reader at length through some abstraction of “science”.
And that this can often really hurt the power of ambiguity and miscommunication and the ways in which our own minds construct in parallel with art. That instead of increasing our depth of interest, it feels deflating, and in fact narrows the scope of possibility and association for readers. That Priest’s strongest writing comes from when he is pushing against these boundaries, not reinforcing them.

Anyways, I get that games have certain obligations of production and design and it makes logical sense to have a game sort of start with tutorialization and then slowly transition into surprise through complexity of systems or situations or puzzles and that sort of thing. But I feel like so often the effect is the same for me in terms of shrinking horizons, it’s why I find myself so often drawn to things like Roblox or even like, Trials Evolution Custom Games, where there’s this clear lack of authorial control and instead people pushing these systems in ways that allows for a certain level of incomprehensibility or looseness and surprise.

12 Likes

that article is really crap, just reads like someone needs to read some delany interviews about the nature of genre and prose (also such a willful, desperate misreading of PKD to make him something he’s not)

Edit: I thought I recognized the author’s name. Makes sense that an upper-class litfic dweeb would have problems with a sci fi author who’s actually class conscious. I detect more than a hint of professional jealousy in his dislike of the Prestige, which is everything that Beauman’s own Teleportation Accident was not.

Edit 2:

Priest’s best book is still Inverted World , deservedly reissued a few years ago by New York Review Classics. It’s set on a planet which isn’t a sphere but an infinite hyperboloid where time moves faster towards the rim than towards the asymptote. The narrator lives in a city called Earth which must be winched along on train tracks to stay as close as possible to the ‘Optimum’. The opening line reads: ‘I had reached the age of six hundred and fifty miles.’ As Priest works methodically through the implications of his deviant physics, we get a sense of a writer who wants to shoulder forward the possibilities of storytelling, and the book comes to seem not only a piece of science fiction but a British attempt at a nouveau roman. Then, at the last minute, Priest ruins it: a physicist appears from nowhere with a technobabble explanation for everything you’ve just read. Imagine if at the end of The Atrocity Exhibition Ballard had revealed that his characters were all patients at a psychotherapeutic role-playing retreat. That’s the sense of deflation, or banalisation, that you get in the last few pages of Inverted World . As Priest writes in The Prestige : ‘The wonderful effects created on stage are often the result of a secret so absurd that the magician would be embarrassed to admit that that was how it was done.’ If the editors of the reprint had cut out the twist, they would have been bringing out something much closer to a masterpiece.

How could anyone so thoroughly misunderstand what The Inverted World is about that they believe the ‘twist’ to be a bit of sci-fi explanation info-dumping and not the revelation that this work was never sci-fi at all.

(I mean I know exactly how, because a Cambridge educated upper crust snob can’t understand when a genre work isn’t being literal, especially about systemic oppression and faith in neoliberalism)

10 Likes

Hey someone agree with on Super Metroid. Still feel the bad/annoying parts of the game make me so frustrated and unhappy that it almost ruins the experience. So much that even if Zero Mission is a worse game I had a better time with it because it didn’t hurt me like SM did.

Which is to say based off 30 minutes you should absolutely play V I T A L I T Y.

1 Like

I can’t speak to the specifics of any of this stuff so I defer to u since you seem more knowledgeable than me about the writers involved and I just followed a stray link a few months ago and thought it was neat.
But, curious, do u feel that the author is unfairly characterizing Priest’s writing to shove it into this thesis, or do u feel that the argument itself doesn’t follow through (and, maybe some element of priest’s writing that’s been elided serves as proof of that)?

Both; Priest is actually a competent prose stylist, though his prose is rendered inert when presented as a series of parallel sentences that share a single verb (though I doubt there is any writer that can seem competent when summarized so simplistically. Beauman himself used the verbs “brushed” and “touching” repeatedly in Teleportation Accident). Furthermore, he just fundamentally does not understand the books and authors he references, to think that Ballard and Dick were somehow not writing sci-fi

Beauman’s thesis is almost on point but instead of arguing that writers should not ruin the feeling of ostranenie by excessive didacticism, he simply argues that writers using the signifiers of genre are necessarily bad.

6 Likes

That makes sense ty