games you played today chronicles X: ten things I played about you

see, this is categorically wrong. you will reach a point where you no longer need character or weapon ascension materials and related exp items or get to a point where farming them is trivial

no, the true hell is grinding gear and gambling on perfect substats

the video game is even nice enough to tell you every time you rolled into a bad substat, like you shit on the floor and it’s holding your nose to it

yeah I didn’t want crit stuff anyway

:painpeko:

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Knowing I’m quitting several circles of hell before Satan is actually kinda reassuring; that not progressing further into the maze is the right choice for me.

Does the character toolset ever develop or is it literally just stat progression with slight passive buffs?

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this game baffles me a little because it is like the most Gen Z y2k aesthetic type thing that could exist in the late 90’s and the gameplay feels like Dyad-esque and it’s by Gremlin who did actually make other interesting things but it just doesn’t really seem to work. i think it’s really directed at ravers doing various substances who just want a thing that is made up of trippy visuals and sounds and minimal other stuff in the wake of Wipeout’s success. it’s a cool aesthetic object to exist though. if i ever do acid or shrooms again i’ll def break it out.

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Yeah, Im old enough to remember when N20 came out and it was definitely pushed that way so hard. Playstation was in all the EBM magazines, and the ads really drove the point home if naming your game after Nitrous Oxide and having a femme voice whiisper “Breathe In… Now, breathe out.” over and over again. The music nerds rolled their eyes at it and the candy kids thought it was just the saddest sort of pandering.

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iirc, @daphaknee really liked it.

gremlin were based in sheffield, the city i go to to buy comics every month

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image

Always thinking about the Flipnic box art.

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played more stranglehold levels, One stage is a series of arenas including one where you have to avoid shooting a jazz band that plays in the center of it. UNFORTUNATELY the limitations of 3rd person aiming with a controller gets in the way of this being a fun time. it’s frustrating that you can aim but bullets don’t actually connect. I fought through a parking garage that was particularly stressful to fight through, but I did get an achievement for getting a kill while riding on a rolling cart. Also used the pillar cover system to shoot at enemies from behind cover, which is fun to do because as enemies shoot at them it begins to disintegrate, so you have to be quick.

You do unlock a new ability: you spin around with your gun while doves fly around and you kill a bunch of guys automatically. it comes in handy because some dudes are really hard to kill. It sort of feels like a “get out of jail free” ability.

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so, no

but

I’d rather character kits be complete from the get-go instead of having passives that define how the unit is supposed to function locked behind the leveling process. it means I can get straight to getting a handle on their gameplan and figuring out ultimately what their role is in a given team (or: what is the rotation that give me the big number)

example: I have that there 1.0 meta ice team of Ellen, Lycaon and Soukaku. now I know from reading their kits that I want Lycaon or Soukaku to initiate the stun phase on an enemy; Lycaon has an ice resist shred on his assist follow-up or EX special and Soukaku has a party-wide ATK buff on her special/chain attack, but I get the most benefit from it if I stack up her mechanic and use the EX version of her special. I also have Soukaku on a gear set where the set bonus is a 15% party-wide damage buff on EX/ultimate/chain attack. the other constraint is that I have Ellen on a weapon that gives an ATK buff but only if I use a dodge counter or assist attack

so pretty much my stun rotation looks like Lycaon EX special>switch so I get Soukaku out while he finishes up>her full EX special combo (3 press followed by hold)>stun>Lycaon chain>Ellen chain>Soukaku chain>hold attack to refresh her buff and trigger assist>Ellen assist attack>her damage rotation

I think what I’m trying to get it is things make more sense when you look at a character as part of a whole instead of their individual movesets in a vacuum

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yeah i played it in liek the 360 era and all the ‘uncool’ stuff aged hilariously. its a fun tunnel fuckery game. i like it more than wipeout

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I got into overwatch 2 support classes, but mainly just Mercy since my aim is terrible and i can focus on movement and health/damage management. Really hate how there’s a vertical boost but only if you use an ability and then hit left control, which is a very hard input to press on time in the heat of battle. This game seems mathematically optimized to have you win 50 percent of the time at all times. It’s very stressful

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Ogre Tale just came out on the Switch so I have been playing that hoping for a better beat 'em up experience than I got with Xiaomei. So far I think it’s better than that game but I can’t tell if this is trying to be a kusoge or whether I am just misunderstanding something about it.

I am playing it on ‘Hard’ which is the second difficulty out of 5 options, and it seems like regular enemies will either be doing chip damage and die in a couple hits, or if they are the rifle guys or tentacle stomach zombies, they will simply one-shot you with every hit. Sometimes you enter a room where a whole flood of enemies drop in all at once, and if you die, you will continue from the same point and just die over and over before you can even move because either you can’t see the rifle bullets through all the chaos or there’s 3 zombies immediately next to you wiping you out with their tentacles. It all just makes me think “what are you expecting me to do, game??”

Bosses all seem to kill you in two hits no matter what. This makes it hard to learn the patterns, so I’ve mostly ended up just spamming Yume’s down + Special move which seems to work on pretty much everything as long as you don’t get hit. There’s one boss that seems to flood the room with water which instakills you and as far as I can tell can’t be avoided. So I just spammed that attack until I managed to beat him before the flood happened.

Pretty much every aspect of the game seems poorly designed as well, like the shop is useless because the weapons sold there are immediately outclassed by the first loot drop you get. Special moves can be used indefinitely with no penalty so once unlocked there’s no reason to use anything else. Level design is just screens with semi-random encounters where enemies drop from the sky all at once, so there’s no rhyme or reason to any of it. There’s RPG style leveling, but it’s all over the place. I can’t tell whether this game is expecting people on higher difficulties to just grind endlessly until they match the enemy levels and get decent weapon drops, or if you’re just supposed to work out the enemy patterns and never get hit.

I think the game is kind of cool aesthetically at least, so I might just switch it to Normal difficulty and see if it feels more sane than way.

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this is a goal of any functional matchmaking system right? i know i had to like watch a video about this in splatoon to chill out about it once

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I have completed 38/60 free mode puzzles in picross e1 and I’m feeling like I though I would have by picross e6 or 7, which is I never want to play picross ever again for the rest of my life. These games are LONG and there are so many

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Got a gift of a Steam Deck (well, the money for it anyway) as thanks for playing nurse/chauffeur earlier this year. It turns out the refurbs they’re selling dirt cheap are…new? May as well be! For all the “the LCD deck is obsolete, the OLED is the only way to go” talk out there, this is absolutely fine?

Anyway, The Aspirational Deck Dream has been “I want to play Yakuza in bed,” pick up with 4 after playing Zero through 3 on my PS4. And hot dog, you sure can do that with this. Plays great, looks great.

Also played, uh, let’s see. 1001 Spikes, some Kane & Lynch 2 Dog Days. Gotta rename my SD card (turns out spaces in directory names is a Linux no-no) and try to install EmuDeck, plop some Dreamcast games on there.

Anyway, it’s neat.

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I played Lizard Lady vs. the Cats. It is maybe 10 minutes long and not… you know, good, but it looks like this:


That is a wonderfully ugly character design.

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River City Final Showdown

This is a Majora’s mask / Dead Rising take on Kunio. There are three days to go through, each with three time segments (afternoon, evening, night), NPCs moving during the segments, missable quests, the ability to start again with carryover stats after three days, multiple NG+ « difficulty » modes to go through like in Diablo, etc. As a way to encourage replaying

The issue is… time passes so slowly… You can go through the whole map in about 15 minutes. Some events will automatically spend a bit of time but not enough to be a constraint in any way. So it’s just very easy to do and see everything from the getgo

Maybe it works that way to account for the time lost when getting to 0HP… I assume. I never got to 0HP… When I saw the first battles were moderately difficult, my minmaxer brain turned on and I spent stat points on speed and saved for the triple punch technique. It’s really good in the NES game, even better here (it adds range) By the end of the first time segment Kunio was already unstoppable and by the end of day 1 he had max stats. Now in day 2 I’m spending money on luck+ effect items to get powerful equipment drops just to stay 1 lightyear above the difficulty curve

The game looks fantastic, upscaled 3DS HD-2D, it has 2D Kunio characters + low poly cars and trees. Really HD-2D can looks wonderful, it’s just Square’s Team Asano that can’t pull it off

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I cannot tell the difference between winning and losing in Overwatch 2, it just feels the same.

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The real emotion of Overwatch is frustration with your team.

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I also started playing keyg, whose whole deal is that you move via pressing keyboard keys. I know many computer games also do so, but 90+% of the stages so far take place in stages laid out like sections of keyboard that you must press the appropriate key to move to.


It tries to do both more and less with this than one would think, fortunately most stages don’t require reflexes as the ones that do… well I’m not a supremely gifted typer by any stretch. Anyways for the most part you can only move to adjacent spots, so basically have to type QWERTY rather than QY to get to Y. It’s an odd experiment, mostly maze based so far but based on the screens on its page it’s got some twists it is gonna introduce along the way, not sure it’s gonna be great but kinda interested to see where it goes.

BTW this is another case of me stumbling upon a random game several years back, suddenly remembering its existence (usually not its name though >_>) and deciding to give it a shot as they are no longer charging money for it (on itch at least).

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it’s been weird watching players on my own team throw the match

1 Like