Soon they will be playing vanilla Starfield on console and it will still suck in all the same ways and maybe some new ones.
Do any of them recreate the middle level in Delta where you are flying under a massive walking train/tank? Probably one of my favorite R-Type experiences.
Theyâve done stages 1, 4, and 6 from Delta.
I was hoping for stage 5, but I never really thought that was going to happen.
I havenât really kept up since they made the new version of the base game a PS5 exclusive, but I donât think theyâve done any more DLC packs after the 9 that Iâve tried (about 21 stages total).
The did do the mothership stage from the original R-Type, and thatâs a fun one. (And the best place I know of to grind if you want to unlock more ships, since itâs short and not too tough to beat on the highest difficulty.)
Looks like Stage 3, âGigantic Attackâ is the one I was thinking of. Thatâs a killer Title and a shame it got passed over.
this is me except talking about the game Journey around a certain kind of person. leaves them very shook.
I try to avoid mentioning how much I dislike the Halo series or that Iâve never played Gears of War.
come back to ffxiv and tell that to cjrn I need revenge for her comments on my ffx posts
I like Journey! Itâs definitely better with the realistic sand and infinite scarf length mods tho.
kind of a bad run but a decent stage 3 (except for the boss). everything is harder when itâs recorded!!
Am I the only one finding Norco boring?
This was very instructive, thank you! We play stage 3 almost the same but you seem more calm and it feels like youâve memorised where the swarms come from etc. I just gotta work on my execution! Those big circles from the wings get me a lot. I play s shot but after watching you I reckon it might behoove me to switch shots at the start of stage 3.
As for stage 4, I often skip the heads of the dragonflies. If you sit right next to their first spine chunk your option can hover over it and kill it, then you can slide into that spot and focus fire down the length of the body. Destroy the tail for a cancel, which helps with the grasshopper swarms as well as the later bits where there are multiple dragonflies. Like you mentioned s shot does better damage against these dudes, but ive done this same strategy with the other shots too.
And stage 5 is all about the cancels for me. In the first half my movement is dictacted entirely by where the next fly trap is. I make sure im always shooting them as soon as they get on screen. You can just fly toward them along the edge of screen at a steady speed to dodge all their swarms and bullets, and you donât die from touching them cause I guess theyâre on the ground? Idk. And then i kill everything else on screen after theyâve cancelled all the bullets. And basically same goes for the big spiders in the second half of stage 5.
Thank you sharing! I wish I could too but I have no way to record im afraid
ah cool iâll play around with these ideas. i had the assumption you had to kill the entire dragon fly to get the cancel but if itâs literally only the tail then that changes things a bit.
your strat for 5 makes sense too â iâm just not as familiar w/ the level so iâm mostly reacting right now. honestly, it didnât feel too bad that game and i could probably react my way through to the end if i was on top of things and less sloppy in previous stages.
i believe you canât switch shots in original. i forget what modes thatâs in, but iirc itâs not original.
Saturnalia. Another free Epic game.
An adventure game with an occasional âhide from the nasty monster manâ quasi-action mechanic, so in a certain way of a piece with the Fractional games etc. However, instead of being more or less linear, the game is consciously designed around this small Sardinian village with a randomized layout that you usually navigate in murky darkness with a few pools of light. There are 4 controllable characters, and each has a personal story, as well as the overarching game/town story, which are presented as interlinking plot threads you can investigate in the order you see fit.
So itâs open, to an extent. Something of a detective/investigation game, with a clue board interface like Outer Wilds or a Sherlock game. Thereâs a few tools you have to obtain that are search action lock keys, so you sort of range around picking up clues until youâre blocked off from any fruitful progression, and then youâre obliged to make a plan to find some kind of new movement option (a tool or a new character with a new ability) to break barriers and continue investigating, which often requires moving yourself out of your comfort zone.
Itâs quite attractive. It takes place in 1989 and the characters, while 3d modeled, are animated with an intentionally low framerate and textured like pencil sketches, so basically youâre playing in the Take On Me music video. The world is mostly greyscale, but shimmering blues, pinks and yellows highlight certain objects or locations. Unfortunately it is also an Indie Unity Game so it moves like jank ass, which doesnât matter much but can be annoying when you are trying to run away from the Scary Monster Man.
It was pleasant enough and I got what I guess is the good end on my first time through with about 7 or 8 hours of playtime (the game helpfully told me I got an S+ ranking). The plot from like a schematic, top-down view is interesting enough and the threads all intertwine satisfactorily, but what the game is missing is any kind of life or verve. The actual dialogue and writing is very workaday and prosaic and there is no fire or flair despite dealing with ostensibly heavily emotional subject matter. So while itâs moderately fun to puzzle together, thereâs no cathartic payoff. Youâre just like, ok, I got all the stuff and I know what happened now, cool.
Bomb Rush Cyberfunk and Xenotilt were unsurprisingly exactly what I thought and wanted. I am extremely pleased.
No real critical thoughts other than I love BRCFâs âlow poly and texture resolution, funny normals for expressive shadingâ visual style, super clean and evocative.
Tonight I played through Ihatovo Monogatari, a small adventure game inspired by the work of Kenji Miyazawa. I played it in a single sitting and only had to consult a walkthrough a couple of times.
Iâve wanted to check out some old Japanese adventure games for a while. Plus this seemed to be set around the turn of the 20th century with a literary vibe, which is cool.
The game plays like a Super Nintendo RPG, but just the parts where you walk around a town talking to people and solving fetch quests. Has an episodic structure of unrelated stories that take place in and around the same town, and presumably each of them is adapted from a real story from Kenji. I have to admit I read one of his short stories in preparation for playing this game but I didnât like it, sorry! The stories seemed really well suited to the format of the game, though.
Funniest part was when one guy murders another guy for talking about Kant too much. A cautionary tale we could all learn something from.
i really liked the style of the game a lot and the different mechanical/aesthetic take on horror when i played it for an hour or two. it seemed to kind of pass by a lot of people in spite of them trying to promote it more so good to see other people playing it. sad to know it doesnât really pay off, tho it definitely seems like one of the best games by that studio (Santa Ragione).
Looking them up, I really liked Mirrormoon but never played any of their other stuff.
Itâs funny, the game has like a roguelite structure where if all your people get captured the game restarts and it generates a new village layout, and apparently you keep some progress but not other stuff⊠but I never engaged with this system because itâs usually trivial to dodge the monster man and you are able to save the team members he captures. I think I got caught twice the whole game and immediately went and saved them both? Youâd have to be a real adventure game grandma to even be threatened by the restart thing, like it may as well not even exist.
i liked FOTONICA back in the day. itâs pretty simple but the style/sensibility works. also i did a few of the tracks for Mirrormoon, lol. i donât know them super well but theyâve always been friendly and i do like the style of their games, even if it doesnât always coalesce into something greater.
yeah i think itâs a good idea that could have been implemented better by forcing something like that to happen in certain situations. that said, i was still pretty afraid of the monster man. the sounds are creepy!!
I played a little bit of Saturnalia but found it uncomfortable to play. Literally so stylish itâs nauseating
Ib: Nice short RPGmaker j-horror story.
I liked having this take place in a museum, with each new screen filled with extremely approachable modern art paintings.
Interesting to see a celebration of modern art, aimed at teenagers, manage to become a minor success.
I got an ending thatâs maybe too positive, and kind of want to replay the game, but am afraid this would defang its danger and dread in my memory
Labyrinth of Zangetsu : A Wizardry-like with the usual; too many tiered spells, 6 characters on 2 rows, alignments, a limited shop, bunch of chests with traps, etc. The only change to the formula is how there are no random battles.
I like the look. Every character is a sad little man/woman, every enemy is an oni abomination.
My samurai died early on and it cost an absurd 1500 sen to revive him. Iâd gladly ditch his corpse but I canât get his sword back!! The temple refuses. I know money stops mattering past the 2 hour mark in Wizardry, but itâs extra tight early on here.
I played some FF15 Royal and while it was not as bad as expected, itâs making my PS4 fans go full speed. And unlike Judgment earlier this year, this game does not pass the bar of « good enough to potentially damage my blu ray player »
I only unlocked one ability on the sphere grid, it allowed Twinkboy to take pictures in battle. I must have drained my special gauge to use it about 10 times and never saw any use for it. Great!
I like the boldness of an omnipotent dodge button that doesnât even need timing to work. But TBH I canât imagine how a battle system with an omnipotent dodge button can be anything but total mush
FF5 Pixel remaster : Iâm playing this like I played FF1/2/4/6 PR before, with special challenge rules (solo, 0,5x xp and gil), this is my comfort food OK. It turns out itâs too easy if you know FF5 enough. Monk early then samurai for gil toss trivialize most of the game. You can just throw money at all your problems in this game.
Iâm restarting using only black mage + mystic knight, at least for now.
FF5 is 10 less than Ff15 but itâs already aged better since itâs not a lawnmower sim with heavy downtime running around
Also you can put some bosses to sleep