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

I did it! I beat Demon’s Souls. In the end, I lost around 20 levels to Allant. I did what I did every time I feel like I’m up against an insurmountable obstacle in one of these games: took off all my armor and my shield, held my weapon in two hands, and learned how to roll through and punish all of the boss’s attacks. These are the fights I like best in these games – humanoid enemy with a weapon who’s a little bigger than you, has a distinct moveset, and hits hard. Reminded me of the Fume Knight fight from the Dark Souls 2 DLC, which I loved when I played it years ago.

Now that I’ve finished Demon’s, I’ve beaten all of the games in this Souls/Bloodborne/Sekiro lineage. Demon’s was a hefty enough experience that I’ve got to let it marinate for a while, but my gut reaction is that it’s up there with Bloodborne (and to be fair, the first half of Dark Souls 1 up to O&S is also up there, but the second half falters enough that it drops off the top spot of my list) as my favorite of them all. The atmosphere in Demon’s is so very palpably dense, both in terms of the visuals and the game design. I definitely did my part to lean into that – I played on a small CRT with the brightness turned pretty low, and as such the darker areas of the game were a real claustrophobic nightmare that always had my heart going.

In terms of mechanics, I ended up being a huge fan of the archstone system in lieu of bonfires. Demon’s has this vibe of a constant journey into the unknown, like an expedition. There’s always a feeling of constantly pushing deeper into the world as risk/reward in these games, but with the Dark Souls games the bonfires are much more plentiful (DS3 had a truly absurd amount…) and as such the concept of having a checkpoint in the world is devalued. Knowing the bonfires come in abundance always makes me play a little more recklessly in those games, as if I can just run past enemies in the right way I can, a lot of the time, get to another checkpoint. In Demon’s, though, the archstones are only available after defeating a boss – each level came across as a region I’m supposed to cautiously probe and learn a few times before gaining enough confidence to determine an optimum path and go for the boss. I think that’s the intent behind exploration in all of these games, but it comes across best in Demon’s to me.

I was initially bummed at the lack of interconnected world like Dark Souls 1 had, but I do like how it truly felt like I was exploring drastically different kingdoms, like there were five distinct areas with a palpable problem that I’m there to get closer to and eventually solve. And they do truly all feel very distant from each other – I think Dark Souls 1 does a great job with tying its world together via a labyrinth of pathways, but because of that a vast majority of the game has to share a similar visual design language and in contrast to that I appreciated the variety Demon’s offered. Dark Souls 2 had a lot more variety, but it felt weird because of the specifics of how the areas were connected (the elevator up to the Iron Keep is the prime example). I know Dark Souls 2 can fall back on the “no, it’s all a dream, you’re exploring someone’s memories of the kingdom” explanation but Demon’s pulled the sense of variety off in a way that was coherent enough to draw me deeper in to the experience.

Ultimately, yknow, most of my interest in video games is exploring worlds that people have created, and it’s all the better if I get emotionally involved in the experience whether via plot or atmosphere. Demon’s Souls sucked me in to the point where it took me back to this place I would get in sometime in my teenage years where I was hungry enough my stomach was growling but I was so engrossed in a game that I couldn’t pull myself away. That rules!

What’s next? Diving into the King’s Field and Shadow Tower games, I suppose. But first I’m gonna eat some blackberry peach cobbler and bask in finally beating a game that plagued me for over five years as a game that took me four solid attempts to finally have a playthrough that got to the end.

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For me, the space between the archstones works as liminal worldbuilding the same way screen borders does in an early Zelda game: it implies a larger, unknowable world that’s a lot more real and interesting to me than a tightly-packed corkscrew world of a Metroid or Dark Souls.

I just finished another playthrough of God of War (for work, yes, and I have the dozens of pages of notes and videos to edit for it) and they have an uneasy compromise with their world. The game is very long but spatially condensed and it’s never clear how much space it’s supposed to be representing; it will state that a dungeon is a ‘kingdom’, but later play a vista of corpses as mountains; monumental backdrops next to dollhouse level spaces, but implying a similar thing. I think they’re patterning their world scale off Dark Souls (God of War should go down as the first expensive western game to truly respond to From) but with all the characters as gods and so many rural areas, it throws off that world-as-capital justification in Dark Souls.

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Congrats @yarusenai!


Played Jet Lancer and I can’t really say much bad about it. It feels like a worthy successor to Luftrausers. It can get a bit visually messy but an otherwise great little shooter. I am starting to worry that stage-based indie games always hit a point now where a victory condition for the sake of variety threatens to kill the momentum of the game. The orbital laser triggered by weapon fire in some Jet Lancer stages is irksome.


I also started Shantae and the Seven Sirens despite vowing to never play a Shantae game again every time I complete one. It is more. of. the. same. shit. A serviceable McVania wrapped in cheesecake. I assume Wayforward make most of their money from licensed titles (which have been better than Shantae lately) and keep plugging away at Shantae as a passion project? It never really stretches itself as a series and I’m not sure how popular it is outside of fanservice. The animated cutscenes are new but also pretty rough around the edges.

Matt Bozon does it again I guess.


Not even Yoko Taro could make a compelling mobile gacha. Have basically left SINoALICE on auto mode and the content never really goes beyond the weapon stories from Nier and Drakengard. The fairy puppets take the piss out of the gacha but it’s still gacha.


Tried booting up Cosmology of Kyoto but can’t make a save due to filename errors. Might play it through in one sitting if it’s short enough.

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It’s interesting you still had trouble with False King after playing all the later From games. He is the prototype of a really common sort of boss in the later games so I had supposed he would not have kept his difficulty if the games are played in this order.

There is a semi-cheese strategy for False King that I learned and cannot unlearn. The secret is to stay at mid-range. Then, his 2 attacks are respectively weak and easy to dodge+punish, and unlike staying at long range he does not punish you with his big AoE attack. For that reason as I recall I almost beat False King on my first or second battle with him back in 2010 because my natural caution made me follow the best strategy, then as I got more confident I started having more trouble with him and my initial success came across as a mysterious beginner’s luck, and at some point (on a later playthrough) I consciously realized his weakness and now he is not a problem.

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Flamelurker and Maneaters are always the ones I dread on replays. Flamelurker because he’s usually early and requires a lot of caution, and Maneaters because:

and

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no regrets about cheesing either of these fights

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I look at Shantae and I think “I guess its cool someone loves tits so much?”

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the Shantae series, which i will not play, has a zombie lady with big tits whose name is Rottytops

much like a zombie i have been infected with this knowledge and must pass it to as many people as possible before my limbs give out and my body erodes

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not chesty la boo?

They all have big tits so maybe tops refers to something else?

i feel like thats evidence in favor of my conclusion not against it

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Dragon’s Crown Pro (PS4): managed to reach the lost woods for (I believe) the second or third time, but then gave up and deleted my save again

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I finally beat Salt and Sanctuary after like four attempts? I think it’s one my favorite Soulslike and I like it better than half the Souls game. I love how overwhelming it can get. It is a very unreasonable game in a good way

I’m even starting to not mind the Newsgrounds Goth look of the characters

What really sets it apart is the lack of an in-game map… This is a Souls staple but S&S’s map is a lot harder to memorize than a Souls map because the 2D view centered around the main character vastly limits your ability to see the in-game world. The game areas are actually very memorable and distinct, for the most part. But the game’s world is so big and your 2D viewpoint so restricted that you inevitably get overwhelmed.
It’s definitely the most interesting mental map making exercises in videogames I can think of

Another thing I like is how unreasonably dark the game can get at times. This is the first boss

Can’t fight well because you can’t see the boss because it’s too dark? Very annoying but also, actually good. There are a lot of ways to illuminate your surroundings and they’re all garbage but you still have to use one

The jumping challenges with disappearing platforms are unreasonable, the leaps of faith at the end of the game are unreasonable, the spindlebeasts are especially unreasonable

I still l haven’t beaten one after 50+ attempts

I beat the game as a cleric and immediately restarted as a poison + blunderbuss thief and it’s awful. Half the bosses explode in 5 seconds but the other half are a nightmare. Build balance is all wrong in this game. Good fun though

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tokyo xanadu continues to lean into its “it’s a playable anime!” gimmick by having a hot springs episode

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TRAITOR

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how is that? been looking at it for a bit now

it took a while for me to get into it, but once i did, i really started enjoying it. there’s a lot of long, non-action story parts though, so be warned~