Games You Played Today Oratorio Tangram

I used to play this all the time at a local arcade, the cab felt so good and heavy. When I got the DC version it just wasn’t the same (though it was still a bunch of fun)

I just finished Pokémon Sun. They should have abandoned HMs sooner. That and I have to finish my first Until Dawn play through.

i am enjoying elite dangerous so far

not a game I played today but I just learned there was a version of xcom for the Amiga 500 which seems insane, it’s like releasing it on the megadrive

Been trying that Dreamcourse-like game Bulby Diamond Course.

Kinda not right in the ways you might expect, generally lacking a chunk of polish and thoughtfulness.
Collision/bounce is a bit annoying sometimes. Instead of say using simple boxes for the walls you get weird bounces of the seams between bricks >: (
Backspin is too strong, even just a bit has too much effect.
Wish I could use the mouse more.
Can’t really comment on field design yet.
It’s alright though.

Gunna note down the controls I’ve figured out here too:

A Activates camera mode (use with arrow keys).
Z Confirm action, take shot.
X Switch shot type (ground, air).
C Select hit location (for spin).
Esc Menu.

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Every time I look at Dead Cells I have no idea what the unifying aesthetic is. It looks ugly to me in the way World of Warcraft looks ugly. Every given screenshot features every color imaginable and everything glows for no reason. I can’t tell whether or not it has mechanic bloat, but it seems like there’s so many perks and combat abilities that it trivializes itself? Does the game have something unique or whole going for it or is it one of those Game That Has Everything concepts?

I wanna believe that I’m completely off mark because I genuinely prefer to appreciate games.

i believe it was one of the original releases along with the DOS version in '94

Finished Persona. Got the second bad ending, if the music is anything to go by. The last scene was quite poignant. The end revelation was not a surprise since the hints were there from the beginning, but the overall story is in some ways very reminiscent of the first Silent Hill: hospitalized girl creating an alternate reality of the town she lives in, and a megalomaniac head of a corporation (in case of SH, a cult) trying to become a God (or in case of SH, summoning one) through the use of that girl.

Will probably get back into it after a small break. Since I did get the bad ending, there are optional characters, and there’s a completely different story that branches off from the beginning, the replay value is quite high!

there are at least 3 different kart racing games staring wreck it ralph and/or sugar rush characters and as far as i can tell in none of them can you drive the homemade car from the end of the movie this is illegal

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you have to do an insane amount of disk swapping (if you don’t have a hard drive, I presume) and the AI takes a comically long time but otherwise the game is fully intact

I guess the least surprising aspect is that the amiga can do those graphics, but it’s amazing to me they released it at all given the CPU and memory restrictions

I guess most people had 020s or 030s in their amigas by 94 which was a direct speedup, but it’s funny that the game will happily run at like an eighth of that

Hm, interesting! I am the forum’s chief Blizzard-aesthetic-loather but Dead Cells looks nice to me. The stuff what glows is a useful visual cue in what can become a very fast-paced and deadly game. The overall visual vibe is kind of like western gothic horror-fantasy with a side of Arabian Nights.

I would not describe the game as bloated. There are many different loadouts, but in any particular loadout you have two main weapons and two special abilities (if you even live long enough to pick up two special abilities, only have one most of the time). The main weapons are spammable within their own animation timeframes and the abilities have brief cooldowns, you can use them like once every encounter pretty much. There are some mechanical combos (like “does more damage if target is on fire/frozen”) but I haven’t had the liberty yet of specifically building to take advantage of them, it’s more finding whatever I can find. But as a moment to moment kinesthetic experience it’s not any more, and is probably less, complicated than Dark Souls itself, or your average Platinum game.

I have no idea if I’ll come around to the visuals, but that testimony on the mechanics is more compelling than what I was picking up at a glance. It doesn’t help that every article or video that came up for it was a pile of buzzwords. Hell, that’s what the steam page is. RogueVania, Souls-lite, etc etc. It’s also interesting that you, the forum chief’s ProcGen loather, appreciates what it does.

Yeah again I haven’t got very far (and actually haven’t played since the first time that inspired that first post) but to be more specific: there’s a layout of important mechanical landmarks that is always the same. So like the second level (i.e. the first real level) always has a secret at the beginning if you climb straight up with a particular blueprint in it. When you get to the first teleporter, there’s always a branch that goes downward. The second downward branch has a timed door that you basically have to speedrun to to make it in time before it’s permanently closed (I never made it, but didn’t really try for it, in like the four or five runs I did). At the end of the path is a boss room. The segment between the timed door and the boss room is full of spikes and swinging balls but not many enemies, it’s kind of a trap corridor. But the individual layout of these areas is different every time.

As a ProcGen hater, this is an extremely good use of ProcGen! Just imagining a thread here where we give unique names to each of these “segments” for easy reference is a fun daydream.

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blaster master zero is pretty good

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Tell me more.

you can be a tank and a man

seriously tho, its the first one but better
quality of life improvements all around

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now we have two people on here who played it. that means the rest of you have to.

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I played the demo and agree, Blaster Master Zero doesn’t do anything gross to the aesthetic; the music and art is nice, the challenge is appropriate and dead-time grinding is reduced; bloom/transparent laser fx turn out to work really well with mostly-NES-restricted art.

and the path to the True Ending actually subverts several aspects of the game (including retro aesthetic) up to that point, which is really neat.

it’s also really cute how, like the PS1 game, it defers more to the western localization and the novelization for plot because the original was far more popular in the US than in Japan

Is this the right place to talk about how I was going through the steam explore during the sale and bonglord some of these games were made just by AI except AI would make things look better than a 2002 webcomic. An aesthetic I saw multiple times and have to wonder if it was an ironic usage.

Maybe I am wrong but social media seemed to shove actual artists into the front so you can’t get by on not-pennyarcade.