Games You Played Today: 358 Threads Over 2

Finished Gnosia, a time loop werewolf/mafia game set on a spaceship. The game’s great word of mouth (“ign japan gave it 10/10…” is repeated like a mantra for some reason) seems to suggest this mindblowing science fiction tale with unforgettable characters which I feel is pretty misguiding in a way that doesn’t do it any favors – it’s yet another one of those Japanese story-heavy games where the creators vaguely gesture towards a lot of well-tread genre themes and impress people who aren’t yet that familiar with those, plus the cast is paper-thin and only works as an ensemble. What really does work here is systemic storytelling that visual novels are particularly suited for yet rarely explore. You’ve got eight crew roles with different M.O.s, six speech-related stats you develop over the hours (which unlock loads of active skills), AI routines that are contextualized through character profiles you expand by getting to know people during free time events – and all of this is used to create a system where various circumstances enabled my mechanics lead to various handcrafted scenes with unique dialogue/artworks/music/pieces of worldbuilding.

At the beginning of one loop, a girl asked me if I’m an impostor, and I realized I might as well have fun and tell her I am, which prompted her to excitedly suggest we should get rid of everyone else and take the ship for ourselves. I agreed, which led to a unique round where I started picking off players from both sides until only the two of us were left, leading to a twisted romantic ending. In another round, I’ve had an impostor claim to be an only engineer on the ship (and thus achieve a “certified human” status), while I, the real engineer staying silent about my role, used my unique skillset to remove a human glitch from the ship, leading the “certified human” to deliver a raport that made no sense and cause the AI to freak out – and it turns out there’s a special ending for that, too. Some loops suddenly take you by surprise with shocking story events that are out of your control, other loops can be very standard, but still surprise you with rare lines prepared for very particular situations. The true ending is achieved through a very cute method which breaks the fourth wall yet makes total sense in the game’s world – not a revelatory device some reviews were suggesting, a tad too cutesy, but a fitting final note.

A lot of the game is very formulaic, perhaps overlong, and the early stages are sure to frustrate (low stats, no skills, limited understanding of characters making you unable to act on suspicious cues), but it’s also super easy to pick up and play for a few minutes, and there’s something to the way you slowly get to build a rapport with those weirdos straight out of pages of an alternative manga and how it actually improves the way you play. I’m not a person who’s crazy about LORE, but I did appreciate how a lot of troubling implications about certain characters are only resolved if you force certain optional events to happen or connect a few off-hand comments together. Oh, and the credits are accompanied by a “Where Are They Now?” epilogue which curtly suggests that the offbeat loner character moved far away and died alone, which is the kind of subplot resolution I always enjoy.

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I used to be a big fan of playing werewolf on web forums, and I always wanted to write an interactive fiction game with that basic premise, but I never could muster the drive and diligence to actually plot such a thing out. From your write-up, this sounds like a better realization of the concept than I would have come up with, so I feel like I can finally let go of the guilt I felt at never following through on that.

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Yeah I’ve been surprised by the froth for this game as a hidden classic when it’s really a weird unsettling game for weirdoes like, uh, SaGa.

Anyway I’ve started enjoying it more by only doing less than five loops per day and playing SaGa the rest of the time

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this is really funny considering who writes for IGN Japan. it’s 3 white dudes living the barely-scraping Japan dream writing articles about Marvel movies and two Japanese freelancers.

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im playing GENEFORGE and i love it! i bought it because it says that its inspired by existenz in the manual and yes, i can see it!

the game is about being a Shaper that makes organic gross slaves that become party members. i was headed to an island for thrall creation school ( a five year program of doing nothing but WATCHING) but my guro lapras capsized and i ended up on an abandoned island full of creations with their own free will! WHAT A MYSTERY. right now im going between all the different factions trying to get more on the level of what’s ACTUALLY going on.

it describes things in cute ways too

im currently RPing like, ah yes im an ignorant fool who never thought of you all as anything but slaves until today but i seee you have really good points. I’ll help, I’ll listen. i cant rp as someone who intuitively thinks these creatures have value, which is interesting. so far its wayyyyy less black and white than like kotor 2 but i have no idea if my choices are going to narrow into good guy bad guy options. i hope not.

the hint guy refuses to stop talking like a mr saturn in order to be accepted by the shapers

time to learn more secrets.

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Geneforge fucking rocks

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oh yeah im playing the new, playable version of geneforge. i could not fuck with spiderweb until this remake because that shit made no sense

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played Stretch Panic and unfortunately leaning towards the conventional wisdom that it is indeed pretty bad, so far, in both basic and surprisingly gratuitous ways (what on earth is with the point-acquiring levels??). one thing i like a lot about the Treasure games i’ve played is the way they treat vgame graphics as very malleable things to be rescaled, recoloured, stretched, spun around and duplicated as much as possible, favourite example is in Astro Boy Omega Factor when the generic trenchcoated “gang members” start appearing in screen-filling quadruple-size variants of different shades. it is fun to see the start of a similar approach to 3d in this one, both with the emphasis on simple bright-coloured shapes and also on pulling around and deforming everything. anyway will probably keep going until i get to the one giant head boss that looks very cool.

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i’m glad there’s now a better version of the native lady in highpool in Wasteland 2, vultures cry, who pretends to be a stereotype because it makes it easier to deal with the white settlers. you only find that out if your character has high enough intelligence (which is dumb for obvious reasons) and they frame it like you caught her act slipping or whatever which i don’t like either. the only stuff i could find of her dialogue is guys who never bothered to actually talk to her enough to get her to talk normally, plus the dialogue option is predicated on her still being imprisoned (ugh) … so most people just got to hear the racist ass like noble savage dialogue instead of the extra, “normal” voice set they recorded for her

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I finished the Last Remnant.

The graphics were very ornate, and the music was good.

When meeting a boss, I was excited to beat them. In that way, it was like SMT 3 and 4.

The side quests had clever, funny writing.

The home stretch (maybe the last 15 or 20 hours) gave you a lot of great battles, to tweak your set up and have fun too.

The battle system itself was convoluted and arbitrary in a way that was still intuitive. I never felt like it was pushing back at me in a way that made it difficult to enjoy.

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Is Last Remnant the one where if you’re not careful, or engage in too many battles you can sort of screw yourself over and make the game unreasonably hard? Or was that something else? I feel like I’m always getting this mixed up with something else and also whatever the game is with the convoluted gun combat is (which my brain is telling me is called Deadly Premonition but I know it’s not that lol)

Resonance of Fate

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End of Eternity

Yeah Last Remnant is the one with anti-grind mechanics in place. (It’s basically a SaGa game and all SaGa games post 1991 have had scaling enemies)

I think the game got a scary reputation because people fought crabs for hours then got owned. In practice the mechanics are not that punitive, especially since bosses scale more slowly than random enemies. I’m pretty sure you’re at a higher risk of getting screwed over by enemy scaling in a Bethesda games like Fallout 3, where levelling up to 2X means every enemy now will not die before eating 50 bullets

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I have all the same aversions you do and fall asleep 30 minutes into these types of games, but I was okay making the exception for this one only because
-it’s short, especially if you don’t try to exhaust the side missions, so it didn’t get to the point of feeling stretched (maybe more so cause I didn’t play the original game)
-miles is likable the whole way through and I liked listening to his performances
-you eventually end up having a somewhat antagonistic relationship with the cops and just end up trying to avoid them, helping people through a silly app and it at least avoids feeling too much like vigilantism.
-60 fps

The story might (mild spoilers but I’m being ultra vague) rely too heavily on a trope with a morally grey character, but it hits its beats very competently.

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I love Treasure and I only watched someone play this game one time back when it was new. I never felt compelled to seek it out myself after watching…but its visual language+weird hub/stage layout are more memorable 15 years later than actual games I have played, probably.

Also, the strange way that the hand occupies the halfway space between being a mouse cursor and existing on any kind of Z axis is deeply unsettling.

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I got rescued!!!
…Turns out there’s a boss at the end who summons several of the hardest monsters so I got swarmed and knocked out with no option to use my last rescue request

Seems the only way to beat these dungeons is to use all the advanced systems to craft high level items and hope they spawn. I don’t really have the patience for that so I think I might be done with this for now

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Geneforge looks good! Have actually started playing Avernum today (or I guess one of the many remastered versions of Avernum) after a different RPG I was thinking about turned out to be too much for my laptop. Don’t have much experience with this kind of WRPG other than Pillars Of Eternity, which I liked at first but then found a bit overwhelming, once I had 6 party members to keep track of and got to the big town the prospect of combing through it all started to seem a bit grim.

Avernum is nicely condensed feeling by comparison and I like the art more - it’s funny how evocative some weird mushroom trees and textboxes in a little tile world can be, compared with a big prerendered backdrop to crawl around - but some nice world stuff aside, it’s also starting to be very upfront about “this is a game about meeting and doing favours for various mayors.” But the setting is appealling enough that I am willing to put up with some MayorQuest rp to see if it goes anywhere.

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Maybe? I don’t know if the remaster is rebalanced over the original but what I played was never really that hard. Some of the gamefaqs posts did mention that this could happen but then I don’t know if those players were using actual strategy or not. If anything, it got easier towards the end.

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im definitely gonna start getting the new remakes of spiderweb software games! geneforge 1 is selling really well (according to the excitement level of the developers posts), so hopefully they’ll keep being put out

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