Games You Played Today Part 007 Goldeneye

i would be ok w the baby brained batman combat in mad max (2015) if you had to drive manual transmission but everyone in the post-1979 australian apocalypse drives automatic

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Grabbed Firmament, it’s the first one of these I’m going through first in VR.

The graphics are pretty low with my very obviously aging graphics card in VR but damn, it’s so cool to experience something from their current VR-centric era from the start. This one definitely feels more like it was built for it from the start than Obduction.

Slight early game spoiler:Also starts much grimmer than their previous games jesus fucking christ.

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Started and then finished Firmament. Definitely would like to try it in VR one day. On the easy end, with only one puzzle that had me stuck for a little bit but very pretty and very grim by cyan standards. A short game, would be even shorter if I didn’t spend so much time gawking at the environment art.

I think because the game is VR centric, they didn’t include a complicated numbering system to learn (can’t exactly get out the pen and paper while wearing a helmet)

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I rather enjoyed this video game equivalent of greasy popcorn but bounced pretty hard after grinding for the V8 and then immediately regretting my life

Monster Boy and the Cursed Kingdom is essentially Dragon’s Trap But More. It deserves credit for being clever with its collectathon secrets at times but should be avoided if anyone’s memories of the Dragon’s Trap remake are too fresh

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Humanity:

The game was shown on the PSN store as a Ā« PS VR Ā» game and since I don’t have a VR headset, I wasn’t exactly sure I hadn’t made a horrible mistake by not buying the correct version.
Fortunately, it can be played without the headset. I now wonder if VR integration might hurt sales more than it helps them lmao

The game shies away from its horrible concept immediately. Ā« Oh don’t worry, the humans don’t really die they just reappear Ā» Weak weak weak. I ignore all of this and hope there’ll be a Nier like plot twist later on

The puzzles aren’t really brain teasers so far (I have done the prologue + the first 2 chapters) , but there’s a physicality that complicates everything. You’re a moving and jumping avatar in the game world, and can only interact with platforms you’re on, and can’t ever pause or rewind. Moving around is always easy… but it’s not immediate, and things can go wrong by the time you get to your destination.
New humans are constantly arriving from your human faucet and unless you’re directly throwing them off a cliff (which I still don’t like to do for ethical reasons I may soon abandon) they will start taking up all the space and hinder your puzzle solving by hitting switches and sokobaning boxes around by themselves etc

The puzzles themselves are easy but there are some optional tall guys you need to collect -and- lead to the exit which is where most of the challenge comes from. It’s so easy to have them fall into a pit. And if you lead enough people to your destination, the level will auto-complete, and if you haven’t managed to lead the tall guys to a safe path by then you’re screwed

While the idea of a puzzle game where execution matters as much as planning (if not more) might not sound appealing at all, so far I’m very charmed by the light puzzling + enormous potential for catastrophic failure + tasteful visuals and ergonomy (I always love to zoom in and watch the flow of ant-like humans)

I actually do wish the game had leaned into execution even more and there was a bigger focus on like finishing every level without any casualties, which would include a speedrunning element to it. Unfortunately you can’t even set this as a personal goal since some levels do require death (or whatever the game calls it)

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i am regretfully still trying to wrap up death stranding so i have yet to boot this up, but this bit in particular i don’t mind at all since
a) lemmings levels (and other similar games) often require losing some amount of lemmings
b) forcing levels to be completable without any losses would significantly constrain the kinds of levels both the developers and players can make

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I only dabbled a bit in Lemmings 2 a bit but I remember survival being a major component - you only had as many Lemmings in one level as you had saved in the last right?

Regardless I’d have liked a bit here as an optional challenge - here so far they don’t have to die because they have to be sacrificed, but because there are 4 human faucets open at opposite sides of the map

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you can make a loop at the beginning of most levels, then go around setting up the commands while your humanblob gently gyrates in place. or set up commands then reset (keep commands).

I guess my point is, no point with the current tools to worry

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even in lemmings 2 there are 4 levels where it is impossible to rescue every lemming. the game will give you a gold medal on some levels even if you lose a few as a concession to this

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I often do this trick, but the squares start becoming overcrowded very fast and the humans uh Ā« spill Ā» over the adjacent squares and start wandering around everywhere (often into a pit)
This is actually my favorite thing about this game. The sudden and unexpected collapse of the rigid Sokoban square by square puzzle structure

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I played some Street Fighter 6 Open Beta. 40 or so matches exclusively as Kimberly. Coming from SFV Lucia who was also a run character a lot of Kim’s combo strings feel natural, but supposedly 6 is just way more freeform in that regard so it could just be that. I’m definitely not optimizing combos or anything yet, but I got a hang of the new focus attack thingy which got me a lot of free damage. I like what I’ve played so far. The game is fun!

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playing videogames

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Since there was some talk about it here this week I decided to give Relicta a shot as well, played through the first hour and while it was fine enough it also did not convince me it would be a great idea to stick with it?

As noted it is basically a first person ā€œmaneuver crate(s) to the end point to open the gate to the next puzzleā€ game, with the main addition early on being the ability to give said crates a positive or negative charge and making full use of the attraction/repulsion this causes. If this was the typical 5-7 hour first person crate puzzler I’d stick with it as it’s been fine but none of it popped enough to convince me it is worth about 20 hours of my personal time, especially since I likely have another lengthy puzzle I’m getting to in the near future.

I checked reviews and threads about the game and they seem near universal (even the positive ones) that the second half of the game is basically the puzzles getting too big with no way to save mid-way, and full of ā€œyou screwed up on the third part of said puzzle so you must restart it from the startā€ situations along with reports of too many softlocking possibilities. I feel bad as it is the type of game I like to give a shot and it’s not like it’s been bad so far, and I may give its next chapter a shot tomorrow depending on my mood, but putting another 17-18 hours into it feels like it’d end up being a poor investment.

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50_spooky

Final Fantasy (NES)

There was a whole SECOND castle I’d overlooked. And I learned the hard way you have to carry a LOAD of healing and antivenom potions,

49_poison

and that mages struggle to be useful in long dungeons 'cause of their limited number of spells.

51_throne

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im playing the psp version of persona and while there are many things about it i find unimpressive i gotta say its really charming that it starts off with you visiting your classmate in the hospital because everyone got struck by lightning 15 mins ago, demons invade, and then when you return to school a kid runs through a hole in the gym wall, hands you an M16 and tells you we have to shoot up the police station immediately

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finished before the storm. it is very good at ratcheting up dramatic irony as a prequel. i think i prefer its characters and more subtle approach to the supernatural

so, naturally, started life is strange again last having played it in 2015. i’d forgotten how much i love max diegetically save scumming conversations. it’s the mechanical hook that makes it stickier than quantic dream/telltale/supermassive fare

there’s an interview with game informer where they describe a cut sequence from before the storm where chloe would do one of the timed alpha protocol-style arguments with herself in a mirror. this was before disco elysium and i swear i know exactly where it would go

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Achilleus-kun decided I was his rival and showed up with his big impressive army right on my border, but then I crushed him with my home defense back benchers. Then Paris-sama thought I was so cool (even though I was half the map away!) that he offered up his little kingdom into my clutches. I ordered that twink to sink Odysseus’ big fat army, after an assist from a sacrificial army from Aeneas. That’s a few more years yet before you get back to Ithaca, asshole! Then I had a spy assassinate Menelaus lol.

Maybe I should do a Troy Total War LP thread.

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3dgifmaker98615

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Tetris Effect: As a Novice Blockhead I just cannot seem to deal with the sharp transition into Speed 10 on Normal Journey Mode, and it bothers me something rotten

Is this just a case of my relative inexperience in the Falling Shapes genre or do I simply need to apply more foresight into the upcoming pieces list and manage accordingly? Even with this in mind I still become all fingers and thumbs once that speed dial gets twisted

I could always just run Beginner instead but my pride damnit

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I’m loving Firmament but it has maaaaybe a few too many bugs to recommend atm. Falling through the world or getting stuck in railings is one thing, but it’s another when the load-bearing plot narration just stops triggering. Gonna put this one down and give it a month or two to get patched up.

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