Games You Played Today: Actress Again: Current Code (Part 1)

Been watching my gamepro friends play this and lol at dedust3 and de_notmirageamobaparody

My unpopular take but I still think no SMT game’s battle system justifies it’s length. PQ was no different. Eventually just castinf Hama and Mudo on every random battle.

There are a lot of cute interactions between the casts but also for me the strong point of the Persona games is seeing the casts grow as people and in this bottle episode that’s not possible so it is everyone embracing their quirks.

2 Likes

Rain World’s controls are more complex than is helpful (seriously, switching hands is bonkers stuff only Ancestors has any right to pull off) but they’re learnable; it doesn’t help you attack or move but it helps you be embodied in this prey animal. They’re perfectly in line with the aesthetics if you can approach it on its own terms.

I like the art (if that’s what you’re talking about)? It’s kind of a pixel-Blame! and I think the array of doors, cave openings, and tiny vents gives the rooms a much more interesting and complex set of interconnections than the regulation door-size most of these games adopt. In the same way that hard screen borders serve a definite purpose for composition and expanding the imaginative space between rooms, varying up the connections widens the scope of the world.

Another example: the deliberately obscure UI and map. Maps are problematic in Metroid-likes; it’s fair to have some concession to players, but almost every game overwhelms a sense of being lost and alone (by my eyes Hollow Knight’s map is just poor; it’s another feint towards self-sufficient-sternness in a game that’s really Nintendo-nice at heart). Rain World’s map is hard to read, hard to orient, and most importantly requires the player to learn a new skill to interpret. Like Morrowind’s fast travel, the affordance is gated behind a player skill that deepens the player’s ties to the space.

9 Likes

really the existence of metroid in nintendo’s canon at all is weird. it’s such an odd fit alongside the fantastical, kid friendly stylings of mario and zelda. for whatever its faults in retrospect, super metroid is especially anomalous for its time for being as dark and atmospheric and moody as it was. just like… things that no one really associates with nintendo at all! I have to wonder how metroid got made and if its success was kind of an accident that nintendo begrudgingly went along with. but maybe in the early 90s their brand image wasn’t cemented quite as solidly as it is now. idk it just seems weird in retrospect.

there was some criticism of super metroid that I was catching up on in the last thread and I just have to say – I still think super metroid is terrific for what it is, for when it came out, and while it is very janky I think it’s mostly good jank. and it’s easy to take for granted its atmosphere, presentation, and sophisticated-yet-understated narrative in 2020, but all of those things were really breathtaking to experience in a first party flagship title in 1994. not that you can’t find prior examples of those things, but for my money super metroid is the first action game that combined all those elements in a coherent polished manner, and is easily far and away the best of the first wave of nintendo published SNES titles.

my biggest issue with it is more the second half of the game, particularly if you’re trying to be completionist, is maddeningly tile-hunting and unintuitive in the worst ways, and the rewards for exploration are pretty underwhelming. but idk I think it’s overall masterfully paced and the level design is mostly excellent. imo it does a great job intuitively guiding you through what is still a fairly labyrinthine map layout. I still think it succeeds where most of its imitators (including sotn) fail in terms of integrating ability-gated areas organically and memorably into the world. like I feel like areas that block you are presented as setpieces that you encounter along your progression through the map, so it becomes a lot easier to remember that one ledge you couldn’t reach when you get the high jump boots or whatever. it certainly isn’t perfect in this regard but I feel like so many imitators either take too passive of an approach of just blatantly signpost it so that you can’t miss it at all. super metroid’s more organic approach does a lot to make it feel like a cohesive adventure instead of a series of key item pickups.

I certainly don’t think it’s above criticism but I love it and I think it owns hard for what it is, even if I prefer the moodier, weirder, creepier atmosphere of metroid NES and return of samus

10 Likes

I agree with your other criticisms but this just isn’t true at all. like you get one weapon early on that grants you access to new areas but the rest of them are basically just like, choose your preferred combat flavor, and I appreciate that about it a lot. even if the reflector ends up being easily the most useful 90% of the time.

I actually think one of axiom verge’s strengths is that it’s relatively inventive about how it grants you access to new areas. really shocking to play a game like this from 2015 that just doesn’t have a double jump. even if phasing through walls is gimmicky it still feels good to execute and makes the level design considerably more interesting than just some ledges are too high to reach or whatever.

another good mark in this game: there is so much hidden stuff, and the game is constantly throwing new tools at you that enable you to find it, that backtracking is honestly joyous instead of being a chore. like after you get the grapple hook and upgraded glitch gun you have to backtrack across the entire map but by this time you’ve also gotten enough of a variety of other abilities that the trek back across the map is arguably more entertaining than it was on the way in.

3 Likes

Where’s aderack to talk about R&D1

4 Likes

yeah i’m gonna start this soon, i’m planning a bit of a psx deep dive of stuff i missed and weird imports

1 Like

Kaze no Notam is awesome

7 Likes

into this box art

12 Likes

It’s a relaxing hot air ballooning sim with an absurdly high skill ceiling

The kind of game you can play 20 minutes a day for months

5 Likes

Also if you haven’t yet, give Silent Bomber a try. A short, excellent action game unlike anything else

1 Like

This video sold me on Rain World, without saying too much

2 Likes

Axiom Verge has a pretty good soundtrack, and this song in particular rules:

Inexorable | Thomas Happ

Other than that my take is exactly this:

3 Likes

i don’t really know how to express this but hollow knight legit made me depressed and wonder if i even liked video games at all lol. i don’t know that i can entirely blame it on the game due to the circumstances surrounding my play, but it was a truly bad experience and i still haven’t pinpointed exactly why. i essentially ragequit the game after dying in a way that lost me a significant amount of progress after being increasingly frustrated with it

i think nearly every design decision in HK was laser focused to both appear at face value somewhat appealing to me and feel utterly anathemic in practice. the controls, the movement, the combat, the mapping, the aesthetic, the music. maybe that’s why i keep thinking about it and why i get so frustrated. i don’t know why that game bothers me so much!

15 Likes

like, idk… hollow knight feels mean in a way very few other games feel. i think maybe it demanded me to sublimate my will to it without ever convincing me that such an act would be in any way worthwhile

1 Like

i actually should try rain world again, i really liked what i played but couldn’t figure much out and i felt like i needed to pay more attention

1 Like

One of Broco’s posts sold me on Environmental Station Alpha a while ago and I just want to reiterate that it really is far more worth people’s time than Axiom Verge and probably Hollow Knight as well. It’s ultimately a metroidvania but with very satisfying movement, great pacing, and a fairly unique postgame. I feel like if it wasn’t so much of a metroidvania the game would have left a bigger splash.

7 Likes

i found hollow knight extremely up its own arse yeah

not just out of fatigue with the genre either - contrast that with me putting sotn on purely to mess with something in retroarch and then ending up most of the way through the game yesterday

2 Likes

yeah, i compulsively played like 25hrs of it in a week and found it miserable, while still being a ~good~ game on paper or whatever. everything is there and designed well but i find it sort of repulsive.

i think that is how the game is for maybe 10hrs, you probably aren’t missing much yet. i recommend just keep pushing through, spending time in those environments, learning on a small scale how different creatures function.

1 Like

I recall trying to use hammer when it plus some plugins was the then easiest Quake 1 mapping program. Didn’t get far. A lot of the Q1 engines can load HL1 BSPs, if you want to swap the entities and fire nails around in one.

1 Like