Games You Played Today Oratorio Tangram

I have a Japanese copy of this thanks to A Very Cool Person, how penetrable would it be for a guy with only a loose grasp on Japanese?

Oh boy hmm. Well between the speedrun 100% youtube and the faq getting through the game (and understanding the main story) wouldnā€™t be a problem. See that I had to use it because THE ONE PUZZLE was inscrutable. But Iā€™ve only don P1. P2 is much harder. I guess I will play more since LW is talking it up butā€¦

I found the platforming in P1 like the perfect balance of stress and doable. Like after every section my thought was The Designers believed in me and I succeeded. They seem to be upping the difficulty in P2 I donā€™t know if I want to deal with but also I appreciate that I am not just playing the exact same areas again.

The biggest difficulty with the Japanese version is the font is atrocious.

Thatā€™s supposed to be 儳, woman.

Like there is a bit of side stuff that you wonā€™t catch. There is a room in the starting town that is filled with gay porn (have to believe that was taken out along with the cigarettes in the Western release.) randomly and inconsistently the NPCs will have Dq level quips.

Itā€™s a sum of itā€™s parts. The writing isnā€™t really great but if you are just playing it blind (like I did 10 years ago) you will probably quit at some-point (like I did years ago).

dq8 has a lovely ending but i wish the protag put on a tux

i also appreciate that the game was half the length i thought it wld be

What? I definitely played that game for 109 hours.

i beat it in 45 & that included 7-8 hrs of metal slime grinding & the casino

1 Like

sorry to dq-post but i want to let the dq11 thread remain dq11 (never sorry to dq-post (always sorry to dq-post))

does anyone have thoughts on dq6 beyond it being boring or whatever

itā€™s impossible to find any actual commentary on it

I mean I love it more than anyone else but Iā€™m hesitant to recommend it to you if you beat 8 in 50 hours, a huge part of the appeal for me was the greatly expanded party chat (in the DS version) where each party member has a unique reply for every NPC interaction, even for each dog that says ā€œbarkā€ or whatever, and they will change their responses based on the context of the scenario. It works like 95% of the time and Iā€™ve never felt so immersed in an RPG. I spent hours just backtracking to talk to NPCs over and over. Also the localization is a comfortable middle ground between bone-dry Enix of America and the really whimsical British take, which is good.

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okay

I beat Wild Guns Relodaded

I am still bad at it

I would hope I could beat it considering the game gives out extends like fucking candy

and yet it took this long

I need a new hobby

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The last few hours of Spider-Man are some real ā€œholy shit this might be the most expensive game Iā€™ve ever playedā€ kinda stuff.

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MGSV update: although I substantially softened on their bringing mantis and liquid and volgin into this game once I started treating it as a sort of post-metal gear pastiche (in which they arenā€™t used particularly badly), Huey and Skull Face are still really, really bad characters. Huey in particular; heā€™s such a muddled nonentity to hang the story off of.

This game is so substantively a revision of peace walker that I wish theyā€™d gone a step further and found a way to keep all of the peace walker characters out of it, because theyā€™re so bad.

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Did yā€™all know that a bunch of SB folks once made an exquisite corpse-style Knytt Stories level? I hadnā€™t really looked at it since 2010, but some recent nonsense on another forum brought it back to my attention. Hereā€™s the ā€œcreditsā€ from the ending:

Scene5

Now that I have some distance, I can safely admit: this game was pretty bad. It had some excellent bitsā€”Zaratustraā€™s fantastic voyage deserves special mentionā€”but I was so busy trying to plug gaps and sew up the seams that most of my rooms feel like useless padding. Iā€™m still pretty proud of the environment I built in the area leading up to Toupsā€™s sectionā€¦ at which point, Toups thrusts you into a monochrome sudden-death spike maze with a ā€œLoLā€ glyph to chart your progress. If you can make it through, he then traps you in another maze with invisible walls and tells you to listen to a song he wrote. The songā€™s fine, but itā€™s hard to appreciate when youā€™re trying to keep track of where the passages are in this particular instance of a room that is otherwise identical to the last two rooms you climbed out of. Shitā€™s frustrating.

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Skull Face is very good in his exeunt and that makes up for the rest of his ineffectual prancing. I mean, itā€™s not that heā€™s ever not ineffectual prancing, it just gets justified in a fun way in the best ā€˜youā€™re just like meā€™ speech ever and corresponding 5-minute awkward car ride

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What if theyā€™d found a way to keep the coop instead :smiley:

this seems like the sort of thing that needs a sequel. Are there any other games with as friendly a level editor?

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THIS WAS A TRAP.

I mean the P2 final gauntlet is incredible. Incredibly bad for blood pressure.

man my contribution to this was so incredibly minimal.

I played strip peace walker with someone once and even that was not enough to redeem it

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Hey, at least you did contribute! And @LWJoestar, a new attempt could be really fun, but the question is definitely what game or game-making tool to use. Knytt Stories offered an accessible and intuitive level editor, required no programming knowledge whatsoever, and most importantly, it was completely free of charge. It was trivial to copy and paste rooms from each personā€™s submission level into the final version, which made organizing the event easy, but the game itself certainly has its limitations. Iā€™d hope thereā€™s something better available these days, but I have no idea what that would be.

Well, thatā€™s my weekend sorted.

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Huh. I wonder if the US version got toned down or something. I donā€™t remember it being that difficult