I am doing one of the Nightmare Weeklies in Ghost of Tsushima’s new multiplayer mode. If you complete it and do all bonus objectives along the way (find a hidden scroll, survive the last area while under a Curse, and open an Oni Chest) you are guaranteed a max gear score equipment. My co-op partner has a mic but seems pretty nice and co-operative. We play together and get to the last area but die. We decide to retry, but I forgot you get no continues in this mode so we have to re-do the entire 30 minute mission again. He seems game though.
We struggled through the last area, Cursed to stay near each other otherwise we take damage, and we have a bonus Oni Chest left to do. Once you open it it spawns enemies you have to kill. We manage to clear out the entire level first, which spawns the end gate, but we heal up, resupply, and then go open the Oni Chest.
We run out of dodge right away because we’re surrounded. At some point we are walking backwards as we shoot projectiles, and my partner says we should move because we’re running out of space. I thought he meant we were butting up against the walls of the enemy camp. I start backing up sideways and my partner starts yelling “No! No! No!”
I accidentally walk into the exit gate. We don’t complete that last Oni Chest bonus objective and don’t get the guaranteed max gear score equipment. I am now That Guy. I use the last moment of control to make my character yell “Help!”
Looks like video capture doesn’t capture his voice, and the color is also really off? Not sure what’s up with that. At the end he laughed and said “It’s all good”, so at least he wasn’t too mad.
the unmodded steam port is tragically compromised in a lot of ways, owing to the tragically compromised gamecube port it uses as source. do yourself a favor and use this: Dreamcast Conversion mod for Sonic Adventure DX - ModDB
your read on the game isn’t exactly wrong but the steam port is not a fair shake without adjustments imo
like…
yeah that is not gonna happen. but what you are currently experiencing is just shoddy. sonic adventure is janky and busted, but it shouldn’t really be shoddy. it should be sort of terrific and exquisite, in a delightfully janky and busted way.
Honestly felt like it was a big loss when the games started having radio static that sounded like actual radio static. There’s just something moodier about the original’s noise.
I know Mario Sunshine is the jank one but this is on another level of jank
At one point you have to constantly climb and punch horizontal and vertical fences over a bottomless pit and I died like 10 times. This should have been really annoying but in all honesty I just found it funny. Mario would be hanging in there while I would be like « ok buddy should I press A or Y… I don’t know » then I’d think about it for 10 seconds and finally I’d press Y and Mario would plummet to his death. Good times
Is it meant to be Y for arms and A for legs or something? Like on the horizontal fence is the ‘jump’ swinging himself with his arms and kicking with legs?
Preposterous Machines is a ZZT world with preposterous machines to perform absurd computational tasks (for ZZT), such as drawing a sine wave, solving the knight’s tour in chess, or rendering the mandelbrot set.
That mandelbrot renderer is kind of a holy grail amongst ZZTers, if only because of how unbelievably slow it is. Like, it’s slow enough that you’re likely to think it’s just an absurdist joke and just quit out of it before it even renders its first pixel, even when running on max speed in DOSbox.
Anyhow, the Reconstruction of ZZT guy is working on a port that runs natively on modern platforms. I decided to take an alpha build for a spin on the mandelbrot renderer. After about two to three hours running at top speed in the background it was finally completed:
Unfortunately, our little bluish friend in there is trapped. To leave, the machine must reach a stopping point, but it finishes at a point where it cannot reach its next stopping point. As the machine is trapped by the physical space of the board, so too has the player become.
He dared to gaze upon the face of God unworthily, and for his insolence has been cursed to live forever in his sins.
I’d have loved to see Mario Sunshine inspire Asscred’s movement so blatantly but no. Though there is an explainable reason thinking about it.
The punches are basically identical but the jumps are different; on a vertical fence it’s a standard « jump higher » action; while when hanging from an horizontal fence it’s more of a « let go and fall » and it’s the same button that’s used for letting go when hanging from a ledge.
So I guess they prioritized the buttons for « jump higher » and « let go » to stay the same (respectively A and X) and figured the Punch Fence button was more interchangeable and could be assigned to different buttons depending on the situation
It could have worked well in theory but they also designed the worst levels for that button configuration; levels where you have to punch fences a lot and pressing the wrong button means death
This is a bit of a stretch, but playing through Sonic Adventure I started thinking about Sunshine. The blue skies and beaches are very Sega. It’s the first time a mainline Mario game leaned into plot and voice-acted cutscenes (with the same mixed results as SA). The hub world is also a little town with NPC townsfolk and it feels janky in ways that other Marios didn’t (SM64 having the benefit of being the first of its kind and more abstracted made its wonkiness easier to overlook maybe), even at the time I thought so and Sunshine and Adventure feel linked in my head now in a weird way…like the overextending of their mascots in at least as many wrong ways as right. It seems unlikely that Nintendo was looking at what Sonic was doing but I wonder…