I think the prerendered backgrounds weren’t upscaled in satisfactory way. Mostly it’s fine, but some rooms you may notice some things. This isn’t the case with the RE0 remaster, everything looks as good as is expected in that one. But it’s a fine port as far as gameplay and overall experience goes, I do recommend it.
Edit: I guess there’s more things to complain about, but, realistically it’s whatever…
Am enjoying 13 Sentinels: Aegis Rim a lot and I think Atlus either didn’t know or wasn’t concerned about properly marketing it. It’s got a pretty loopy scifi plot and it actually works for the most part because of how chopped up and non-linear it is. Normally this kind of thing would be a confusing mess (13 protagonists interacting at different points in time) but it works. The story and gameplay are almost entirely divorced to the point where the main hub screen just shoves them into their own sections and only occasionally requires you to progress with combat missions to see the story. Otherwise you can theoretically complete most of the story while barely doing any of the combat.
I knew I was in for a strange ride when I noticed there are actually 14 characters on the cover. Double spoiler:there are actually 13
you can tell the L4D2 update is good because they changed the viewmodels from 2’s “I AM HOLDING THE GUN UP TO MY CHEEK” back to 1’s “I know how to hold things”
art of rally is really good! I am still pretty bad at it but I am getting the hang of drifting in group b, and it just looks so great that most of the time I don’t really care. this is definitely satisfying the big craving I had for a top-down racing game
after watching a bunch of youtube channels with mountain bikers in it I decided to give Descenders another shot and I think I’m back in it, entirely because of the new bike parks update; stoker park is singlehandedly making me get back into the game because it’s exactly what I wanted from it. all I want is non-procedural levels! and it turns out that when you go ahead and make that it’s really easy to get back into it!
if you want to get really fucking weird with it, start comparing the nes to the master system
it’s not as flattering for sega; it’s more like trying to compare the genesis to the turbografx-16—not the pc-engine, mind; the turbografx. but it’s interesting to compare, especially in mind of where these respective vectors went in the next generation.
I am really dissappointed in both Wild Guns Reloaded and Ninja Warriors Once Again. I don’t enjoy them. I gotta admit it now that I’ve had Wild Guns for years.
Wild Guns feels like reorganizing an mp3 collection on a trackpad. Sometimes the trackpad drops your inputs and you have to resettle. Maybe I am trying to move the gun cursor to the right but need to dodge left. They put too many actions on too few buttons (also a complaint for Ninja Warriors.) Feel like there are arcade games that do the fake-lightgun with avatar better.
And NWOA the action takes place too much on the edges of the screen. This is a problem with the genre but it is more of a problem with single plane. The widescreen makes it worse because I have to walk back and forth that much more. Those robots are terrible to fight against! The final boss is a bad gimmick. How was I supposed to know that one move does background damage? Then figuring out what button combination does that move. I’ll slog through Hard Mode to unlock big guy incase I ever see friends again.
I have a lot of beltscrollers on my SWitch somehow. Double Dragon IV is hilariously minimalist until a real bullshit plaforming segment before the final boss that ate all my lives and continues.
Maybe I’ll just play more Gekido to consider how bad a game can be (very).
The Messenger is pretty alright. The Big Twists have been spoiled for me upthread and I guess that sounds pretty cool so I guess I’ll keep playing until at least the first one.
This is one of my favorite last bosses, but I had figured out how to damage the boss pretty quickly because I was already using Kunoichi and Ninja’s throws a lot. Kamaitachi’s throws are weird and especially his back throw is easy to overlook.
I’m not sure I’ve played another game that does mooks-during-the-boss as well as NWA/NWOA. I loved how the final maelstrom is the natural (but surprising!) conclusion to that – especially in the context of beat 'em ups where a new boss usually means learning its bespoke (and often unfair) moveset, this retrospectively felt like something the whole game was building towards.
You don’t need to play Hard mode to unlock Raiden, by the way. You just need to finish the game again, any difficulty.
I am also digging art of rally, I’ve played 13 hours of it so far, even though I suck complete ass – I think the best time that I’ve gotten so far is 50% out of all times and mostly I’m between 75-95%. I haven’t worked out drifting much at all yet – I’m guessing that it involves a lot more expertise in using the handbrake than I currently have.
they added a new section! there’s a boat! and a lesson about consequences for actions!!
one thing about A Short Hike’s charm I’ve been thinking about is its goofiness, in the writing and in the presentation. The lowered resolution is a deliberate aesthetic choice & makes it feel more warm and genuine through the blocky distortions of the island & its characters, looking like an inept but enthusiatic drawing?
I’m super addicted to Hades now, I’ve finished the game with every type of weapon and am even more impressed with the systems than before. It’s almost too neat and perfect honestly, usually I want more flaws
I’m glad how the gods / boons system means you have a lot more leeway than in an usual roguelite in your build.
My first win was after thinking « uuuuh, Doom on the shield must rule » so I got the shield and seeked Ares, the god with all the Doom boons, and yes, it ruled. On the other hand the game doesn’t become too easy or shallow, since there’s still a lot of RNG involved and so many different boons, + you can alter the difficulty for new rewards after finishing the game once.
Friendship with Ares is over though, now I’m all about wielding a devil machinegun with hangover-inflicting bullets thanks to Dionysus, in all my runs
The game hints at a more important overarching story now that I’ve beaten it 6 times. When does this end??
The plot is sort of nonsensical now that every antagonist has already been beaten a bunch of time, but I’m not going to blame this particular game for everyone being sisyphean
I’ve been thinking about the responses to my post and I just like… games with super fast movement…
Vampire Savior is nutty fast. It’s got chaining and air dashing and shit. Lots of moving back and forth across the screen due to dashing and pushblock. Guilty Gear as a series takes a lot from the Darkstalkers formula and turns it into something quirky and original. Melty Blood felt like a fresh evolution of this, with many of the same rules as GG, but with a distinct fluidity and bounciness in motion.
And then I just accepted that Melee beats all of them in that regard.
Yeah when Guilty Gear was new the crazy fast airdashing is what sparked my enthusiasm the most. I right away decided to main Millia and never really enjoyed the game as much with any of the slower characters (which was pretty much all of them at the time – this was in the XX era).
It was one of only three fighting games I have ever played for longer than ~20 hours (the other two are One Must Fall 2097 and Garou: Mark of the Wolves). I tend to require a “fresh idea” and don’t move along to sequels/successors that only do incremental improvements especially in something like fighting games which demand that I relearn so many technicalities, so in my headcanon the iconic “fast” fighting game remains Guilty Gear XX.
The execution demands of Melee beyond intermediate play is what’s currently creating a bit of a crisis in the group I play with. None of us want to cripple our hands and we’re all unsure about taking things to the next level.
I got RSI quite badly over the summer and it’s partly the reason I now main Ganon since I feel like I can get by with a much lower number of inputs per match but still maintain a decent amount of success.