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

So about halfway through Lorn’s Lure now (four of eight chapters complete) and it is doing a thing where each chapter has its own deal along with a new mechanic it introduces.

-Chapter 2 introduces the “tic-tac” ability, which is basically a wall jump that can only be done when moving along the wall at a certain angle or something (the visual directions that pop up for new mechanics are legit not great, at least for controllers). It is a bit messy and is used frequently but not constantly as the chapter is built around two massive towers you must climb down to retrieve something you must bring back to the top to open the way forward (had a friend not realize you had to climb back up a different way until halfway back up).

The highlight was a bit near the very bottom where you sorta have to make your way through some hanging ground above a seemingly bottomless pit, very having to find your way through and around then figure out how the heck to get back up.

-Chapter 3 is mostly in the dark, so you pick up the ability to toss flares ahead of you to see where things are (if you hold down the button for a bit it makes them sticky, both me and my pal failed to realize this until about 80% through, directions aren’t great). This area also introduces water which kills you instantly (you are at least half-android), so several “floor is made of lava” bits that can depend on dealing with the funky angled wall “surfing” and tic-tacs.

This isn’t a huge factor in the body of the chapter as most of it is crawling down through a series of caves/tight crevices, trying to find your way through this twisting labyrinth. I want to say “for those of you who miss how easy it was to get loss in the first couple Metroid games have I got something for you” but that’s not really fair/accurate, those had more of a structure while this has a much more naturalistic “anything can go” layout. It is very easy to get a bit lost and have to double back and try to find other paths one could take (there are side ones that lead to either crystals or other world building stuff), I was very lost for a good bit and not even pressing the waypoint button helped much. Probably one of the more effectively claustrophobic game bits I’ve seen in a bit.

Near the end is the seemingly very divisive timed bit where things power up and you have to make your way through a few rooms before a wall of water catches you. This has apparently been made more forgiving after the game’s first patch (i.e. water moves slower) and IMO isn’t all that rough, but I guess introducing time pressure after having none beforehand throws some people off.

-Chapter 4 after that is more or less a linear obstacle course of a level, one you can actually have a flying triangle “ship”(?) slowly take you through for large stretches of it. Feels very much like a change of pace/let you catch your breath chapter after the last one, although there are some big structures you can choose to climb up/around if you want to go crystal hunting. Midway through you get an upgraded jump that makes it a bit floatier so that you can cover greater distances. It is probably the least memorable area so far but is nice to have a more straightforward run for a bit.

I think the first chapter is still my favorite bit but still enjoying the scale and mood of the thing very much. It is funny, by now we’ve all played some utterly massive open world games yet this handles relative scale and such so well that this feels like so much more of a journey to make my way through.

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I finished Alan Wake 2. I’ve been trying to decide how I feel about it also been recovering from that extreme brief illness.

I did The Best Part during the daytime trying to finish before my kid got home from school which wasn’t the best. I liked the climax made me use all my supplies. I did not like I died maybe 20 times at that part. I never quite clicked with what was effective in combat.

I liked how structurally complex it was but maybe didn’t like what the rivets and bolts were made of, if you catch my meaning. Every time James McCaffrey (RIP) talked it was yum yum. I think just like the first game Alan Wake himself is unwritten both ways and ends up in a Vay area.

I wish it had been weirder and creepier. As is it just likes to yell BOO! at you constantly.

Honestly my favorite part was the collectable caches and rhyme puzzles. I loved doing those. Which means I should just play a Professor Layton game I guess. I did not like trudging through the semi-borderless open world trying to find them. I almost started new game plus to do the collectibles but playing The Game again seems like a hassle and And I found out they have now censored the nudity in Japan (Japanese copy, Japanese console, all in English. Glad I saw the nudity when I first played it. Maybe my Plus expiring means I can no longer prove I am an adult with a…18 year old PSN account.

Enjoying complaining at SBCon that I liked the game well enough to finish it but not as much as all of you.

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she* seems nice

the game, not the commenter

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i’ve been playing (checks steam) reverse collapse: code name bakery, for several hours, without knowing i’m playing an extended universe thing to some gacha (girls frontline) i’ve only vaguely heard about. i mean, i should’ve gathered this earlier what with the char designs and live2d but it took meeting the red cross animal-eared robot girls with guns to trigger the need to actually check things out. anyway that title is dogshit, i can’t remember it unless i’m looking at it. if someone asks what the hell i’m playing i can’t answer. maybe i’ll tell them it’s the bakery game on steam?

i don’t know if it’s good or not yet, but it seems neat. it kinda interfaces and moves like an intelligent systems game but it’s more guns than advance wars. what i mean is seemingly all attacks have higher range than one square and that enemies have visual ranges and patrol routes. and you craft stuff like traps and grenades and turrets. it also seems a fair bit gun and military fetishy but a lot of that is like wooshing above my head. i have some degree of gun blindness, like i have car blindness and awful title blindness.

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DB Sparking Zero is one of those games that has its whole physics and gameplay hard coded to the frame rate, so if it dips under 60, it feels like absolute sludge. Luckily, people have cooked up some .ini fixes to have it play at “full speed” at 40 FPS, so I can finally mess with it on Steam Deck. Looks a bit grimy to get it to run, but hey, still an alright game!

I tried some Operation Galuga on Steam Deck, and it certainly looks and plays a lot better than the Switch demo I tried months ago. Game seems…alright I guess? I played arcade mode and died at the first boss, which is in line with my entire Contra experience.

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ikwym

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so i beat off a few big men and now i got my wings

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this game is so fuckin left-field and strange in a sega way that i continually have trouble accepting that it exists as a still relatively new game in 2024

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sf6 is like seeing a depressed and burnt-out alex kidd working customer service in segagaga, wondering where everything went wrong

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I’m playing Silent Hill Origins. Which is about a man on vacation with his Toaster.

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Finished FF2. Well, I made it far into the final dungeon and was getting trampled in one hit by hordes of Deathrider monsters. So I quit. But really I feel happy with leaving things at that, and still really enjoyed my time with this weird entry in the series. Dungeons in any FF game have never chipped at my endurance and resources in this way before. The tension was real!

As well, I finished Simon’s Quest. Which was really interesting. Maybe a little too basic for me to really love. I think I mostly just admire what this game was aiming to be with its progression system, day night cycle, obscure hints and items. Really cool! But eh just sacking skellies and missing jumps gameplay when you get down to it.

And Mouthwashing was third. I’m bowled over by how accomplished the game is, from the look to the feel and the way its almost cliche abstract solipsistic horror is paired with a compelling human drama that creates a perfect balance in the end. I was just thoroughly impressed with it. You know where all its influences are, but I think it is safely more than just its influences. I love that monologue with Swansea at the end… great writing.

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played the Tipston Salvage demo with my sister tonight (who very rarely plays video games outside of Animal Crossing and Stardew Valley) and we had a blast.

it’s very cute! a lot of the menus are in-game. you move a “paint” box to the painting machine to change colors. you put together a team name by moving letter boxes around (reminded me a bit of playing w/ fridge magnets). you manipulate levers and buttons to choose levels. each level starts with a “planning” phase where players can point at things and draw on the screen to work out how to be the most efficient given the elements in the level.

it defaults to insane controls and i quickly changed it to the “2 stick” layout, which makes left stick control throttle and right stick control turning (which i’m pretty sure was how Storage Inc. worked). my less game-literate sister didn’t have much trouble picking up the 2 stick controls, either. the boost is fun and snappy and the forklift is really fun to maneuver around. the “grab” is particularly tactile – the forklift lurches forward like a hungry hungry hippo and makes a satisfying metal ratchet-y sound. feels snappy in the same way that a pinball flipper does.

definitely channels the main thrust of “Storage Inc” but all the levels are more inventive with thoughtful layouts and mechanics. there’s a plethora of medals to achieve in each stage so you always have something to shoot for regardless of the skill level of the group you’re playing with. i don’t think there are hard “failure” states – mistakes just add time. my sister and i were pretty happy to get gold medals, but there are secret platinum medals, and then at least one other medal type past that. thought i was done w/ the singleplayer content in the demo but then a new medal unlocked after i had gotten all the platinum (and i had to really struggle to get platinum on some levels).

will probably be my go-to local co-op game for a while!

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One of my wife’s friends recommended we try playing Overcooked.

Now when I finish work, I come home to start my second job, running a restaurant with my abusive wife.

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The dream…

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Clearly the one thing SNK needs to do in reaction is for KOF XVI is to redesign everyone to look as old as they would be, if every tournament is a year. Kyo and Athena are 32, Bao is 18-ish, Heidern is in retirement age, etc.

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Please SNK, give us Buriki One Mr. Karate/Ryo. Use this for Garou 2. I’m begging you.

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playing the pc decomp version of mystical ninja 64 is restoring my faith in vgames as a form… i love the areas outside town where like the music just stops and you’re roaming this weirdly long undifferentiated tunnel or featureless green field between locations. i guess in game they’re meant to represent routes between named japanese cities so they have some of the odd spatial compression feeling of routes in a gameboy pokemon game. i wonder if that’s why they still feel engaging to me, even when it sorta felt like 3d space had maybe lost its mysteries after being formalised into the open world… some differences:

  • genuinely pretty empty of content and null as traversal challenges
  • no real space for or interest in “player expression” outside of being able to make your characters do their respective hop noises, at no speed benefit
  • actually not all that big as locations! but they feel big because how often is it that a videogame puts this much space between things happening? abrupt break from the character-scale of platform challenges and the like
  • aforementioned sense of a big space being represented as a small one - the weirdness of pseudo worldmap systems that evoke larger distances without changing the ways they represent scale
  • the contained aspect, the flat mural walls. never a sense of being able to wander elder scrolls style into the horizon - you see the edges from the start. the perversely exciting notion of just a really big room, one of those elemental-seeming fairytale images
  • a feeling of unexplained abundance which i think more sophisticated or arty takes on The Big Field have a hard time capturing, specifically because they’re able to frame it as an aesthetic pleasure. it never feels like these spaces are meant to be spectacular compared to the rest of the game, and this frees them. the beauty of anonymous vgame infrastructure, why is the nasty ass rusted door besides the milk crates in the ocarina of time castle so much more compelling than anything else in the area etc.

anyway, i still find the writing pretty charming. big fan of this new romantic fellow.

image

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another thing, maybe its me but i feel like videogame skies are never as striking and effective as when their emptiness gets to play off the abruptness of a flatly unnatural billboard wall marking the end of a play area. compare to games where the feeling of a “limitless world to explore” turns the sky into an indifferent billboard instead…

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Trying to decide which is worse Silent Hill 2 2024 or Silent Hill Origins and in at least one of them I threw a television at my dad. And it was done in 5 hours it says (probably closer to 7.)

Maybe I will be an adult and just hit eject on 2 and sell it. Maybe.

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Burn it

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