I did a video on modifying the PC Crazy Taxi soundtrack once:
Sekiro improvements list:
- No numbers thank you.
- After boss fights Sekiro does the Solid Snake health bar extension with a cool sound effect thing.
- Monster Hunter Tri underwater MegaCarp boss fight.
- Travelling candy merchant.
- Could everybody just please stop talking for a second.
- More Robert.
i played it pretty recently and it was like way more playable than when i tried to play it when it first came out (i know how to play games now). the UFO level is still really hard but i understand how to get through it now. i think of that old man going WEEEEEEEEEEEEE constantly tho. that voice actor is always stuck in my head like a human yoshi
the announcement of that croc “hd remaster” compelled me to revisit the original recently as it’s a childhood game. i was honestly surprised by how pretty good the game is overall. the controls feel more like you’re driving a truck than a character, and you swerve more than you turn which can be a bit annoying. the latter areas of the game also feel weirdly insubstantial at times, but overall once your brain is adjusted to how the controls work (and remembers to use the 180° instant flip which also works on monkey bars), it’s overall competent and enjoyable. between 60 and 80% of the game’s charm comes from how hard the soundtrack goes ; that really belongs in a much better game. but i was expecting really bottom of the barrel and i got something pretty charming so can’t complain. boss fights are unsalvageable though.
so are any of the games in ufo 50 actually good or are they just blatantly unfairly difficult bullshit that’s pissing me the fuck off right now
Just Platformer 100
Get your triple-jumping seal pup up a series of platforms (not sure how high it goes = ooo). A precision platformer in a similar vein to LOVE 3 but jankier and cuter, and the stages–although they just keep flowing upward mostly seamlessly* so maybe you can’t call them stages exactly–are much more minimalistic and the puzzles much cleverer.
I mean dang this is really good so far!
The game sets new respawn points for you automatically as you progress up the platforms; each new series of air jumps generally gets you to a new respawn point representing the start of a new twist on what you’ll have to do to jump successfully to the NEXT respawn point, indicated by a little tone that plays when you land.
It auto-saves when you quit (so far = o). Doesn’t auto-save the volume settings though so eh I set them in Windows volume mixer instead. ; P
There is no controller support. The keyboard keys are simple enough that I mapped them to my DualSense with Steam Input. The keys are:
Move left - Left Arrow / A
Move right - Right Arrow / D
Jump - Space
Suicide - X
Menu toggle - ESC
You’ll still need mouse input for the menu. : P Oh hm maybe I should try mapping that to my DualSense’s touchpad.
I ran across what may(?) be a glitch where if you get far enough upscreen to make the next penguin chat point appear, but then fall back down so that the penguin disappears, you won’t be able to suicide, and your respawn point will get reset to whatever respawn point you land on next, which could be a good deal lower than the one you had reached before the fall.
The game’s counters say I died 128 times in my hour of play. I’ve seen maybe half the mechanics shown in the trailer so maybe halfway through? The game doesn’t really give you any indication of how far you’ve gone or have yet to go so no idea really.
Seaside Drive is pretty easy, i bashed out a no-hit run (it’s an arcade scrolling shooter) in like 6 hours. Very pleasant!
Booted up Broken Sword Reforged and unfortunately it’s a real mess in the audio dept.
The voice overs have had far too much post processing done so all the low end is gone and there’s clipping in the high frequencies. Not much they could have done to clean up such low quality recordings without the masters but in the current state, these are worse than the originals.
The soudtrack (which is the part I was looking forward to hearing) has somehow gotten worse as well. The claim of them having access to the original master recording seems false as this is still the same old low quality mp3, but now with a horrible limiter applied.
The mixing between the audio and voice overs is also ruined with a compressor audibly kicking in when anybody so much as breathes.
Massive letdown.
Am I right in thinking all the artwork is redrawn rather than using high-res sources of the original artwork as well? And the cutscenes are all ai-upscaled? I remember initially getting excited for this because they had released an art book at one point that seemed to imply they still had access to the original drawings…
The art is redrawn from the original pencil layout sketches which they scanned, recolored, added more detail to etc. I am not that impressed with the newer art to be honest, the color choices are more muted and some areas (the early sewer area and the costume shop) are outright superior in the original. I have also spotted some 3d assets (a balustrade) that they have tried to disguise which look awful. They were hand drawn in the original and were charming precisely because they weren’t accurate.
I’m enjoying it in SCUMMVM with a nice CRT shader instead and it looks a million bucks.
That’s a real shame… Getting flashbacks of the “Director’s Cut”…
Finished Just Platformer 100 from Steam.
It keeps introducing new stage mechanics and then iterating on them in increasingly challenging ways, all the way through, and it was fun all the way to the end.
Although it keeps challenging you in new ways, the game doesn’t get SUPER hard–just hard enough to make you feel like “yay me ^ _^” when you clear a checkpoint.
Near the end I hit what I THINK was a glitch, where the platforms went invisible for a checkpoint or two.
They suddenly reappeared when I died, which redraws the screen. But I’d cleared a few checkpoints that way, somehow, so I guess now I feel extra special, yay. ; D
continuing to play shadow of the ninja reborn this is a great time. these tengo project games are such a delight, excellent pixel art and animation all over.
My partner and I have been playing Rabbit & Steel to scratch that FF14 boss rush itch. It is kind of wild that a 2D indie rogue like can get there. If only it had the cool dress up game…
This seems like a real neat little thing, gonna add it to my wishlist.
Things what I played this past week.
Deleveled: Someone here pointed this out to me years back, it is one of those “move two characters at the same time” puzzle platformers where you gotta lead both to certain spots on the stage to advance, except that there are eight goal spots so you have to figure out which ones pair together and both character are on opposite sides of the same stage (above and below) and much of the game is based around how if one falls into the floor below the other you it sends them flying into the air and managing all that momentum.
It is neat until just past the halfway point where it adds a power-up that when trigger rotates the stage 90 degrees around your guys which I could not visualize at all and made those stages a grind. You get bonus stages for having enough stars (get a star by beating a stage without dying/reseting once) but that becomes a pain. First half and ending stage was pretty good, parts of the second half were a slog, still interesting overall.
Noitu Love 2: Devolution: Probably odd to play this after Iconoclasts, it is very “inspired by Treasure” but gets closer to the inspiration in quality than most indie attempts do. Since double tapping in any direction basically doubles as an attack much of my playtime was spent as a whirling dervish of destruction which was pleasant, on normal it is a touch on the easy side but generally has good energy throughout it’s shortish runtime.
Rubinite Demo: Pixel top-down boss rush game, think a more talkative Titan Souls if the enemies took a regular amount of hits. Its big mechanic is that if you press a button to focus on the boss it fills a gauge (faster the closer you are to it) that when it fills up to three times you can press a button to do a special attack that hits for more damage, but said gauge empties if you are hit a single time; it also fills to the next level if you land a successful perfect dodge. The narrative is about how you are one of the few who can do such an attack which is the only way to kill these enemies yet I managed to win against one of them with a normal attack. Seems to have a bunch of equipment to unlock and such, it is kinda pretty but I feel it may end up not sticking out in any way.
Lorn’s Lure Demo: Someone on the game’s Steam forum pointed out that you can force v-sync via the nvidia control panel to get around how the in-game setting is broken, much love to them as it worked. This is the next game from the dev of Hatch which was one of my fave big indie charity bundle games and about climbing an absurdly giant structure. This one seems to be about climbing down an absurdly giant structure instead and is less immediately gripping (going up is more interesting than down, plus Hatch’s bit about avoiding the sun as a short time in direct sunlight will kill added some spice) but the world seems a lot more fully realized and interesting as a physical space to poke around. You can press a button to show where you should go next but are free to go in completely different directions and poke around, at least in the demo it seems to eventually lead to deadish ends but before that there are still some interesting bits of geometry to interact with. Sold me on picking up the game proper so I guess that’s a recommendation.
Sounds like some people need to get into Dungeon Fighter Online imo.
Also Sword Art Online: Fractured Daydream is having an open beta this weekend. It’s amazing how well this evokes MMOs while being a (20 player) action game. It has the same chaotic energy of early '00s F2P MMOs where everyone was dumped onto the same screen and spaming their attacks. It’s very charming in the janky way SAO games are. The SAO games continue to be far more interesting B-games then the SAO franchise deserves to have.
You can also try TrinityS.
Finally playing the original Legend of Sword and Fairy and this game is great
There are so many unique sprite animations that are only used once in this game, that’s something I admire. Combat goes very fast, has great looking sprites, not especially difficult (I haven’t had to grind once), and at about a dragon quest level of complexity.
Game is a lot breezier than comparable jrpgs of the era, but the dungeons do become a bit tedious in their labyrinthy layouts and some dungeon tilesets are not great looking.