Games You Played Today Part 007 Goldeneye

went back to this and it was terrible. as was the taekwondo minigame

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play taekwondo on snes and champion kendou on msx

and the arcade game shanghai kid

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yeah, customs charges have just been completely random (but thankfully rare) for me. plus i think you can currently only get one kind of shipping from japan to the uk (the expensive kind :crying_cat_face:)

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Beat Armo(u)red Core VI: Fires Of Rubicon and like it enough to go straight into NG+ which I was too lazy/inexperienced to do with For Answer. Iā€™m curious as to how much of this was ā€œMiyazakiā€™sā€ vision against Yamamuraā€™s because this feels way more in line with the forementioned FA than anything in 5/VD, like Miyazaki made a 4:3 then Yamamura grafted a bunch of modern features on like posturing which (mostly) works and the Sekiro esque bosses which I should be more annoyed about than I actually am, maybe after 15 games having something a bit fresher was a good direction for the series especially keeping the arena mechs as a comparison.

Iā€™ve heard complaints that this doesnā€™t have an easy mode but if anything I wish this had a hard mode like some of the others as after the first chapter once you settle into a rhythm only the bosses pose something like a challenge and even without anything like tuning the rest feels wilfully handicapping. Either way, the rest of it feels so good I donā€™t mind that much, wish it was longer.

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Finished up Kena: Bridge of Spirits today (with a whole three extra days of PS+ coverage to spare) and it strikes me as both rather standard and quite odd? Before I described it as the game those who grew up on various PS2 action/platformer type games would go on to make, which I still feel is accurate as presentation and design wise it seems to hit many of those same notes. The thing is they went with basically ā€œSouls liteā€ combat andā€¦ like I said it makes things odd. The game is ranked teen for some reason (I guess because it deals with death and has lesbians in it?) but visually it feels very older kid aimed, and I keep going ā€œman I donā€™t know how many kids would be willing to deal with this combatā€. This may be completely wrong on my part, perhaps kids are actually playing various From and From-inspired games and have ā€œgitten gudā€ but while not as deep or regularly as challenging it definitely has some bite to it.

Anyways I feel good about myself as the final boss in the game is a technically three but actually five phase slog that would take a good ten minutes to get through and which death sends you all the way back to the start, so I merely knocked the difficulty down a notch rather than bash my head against that. Iā€™ll do that for a hard boss that respects my time (I did beat Malenia after all) but if you want me to master all five parts and will make me repeat all of them until I do soā€¦ I got better shit to do with my time.

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After 3 months of no tv im back to my old ways

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I started playing Shadow Tactics: Blades of the Shogun on steam.

Itā€™s interesting! Iā€™m on level 3 now.

itā€™s as much of a RTS puzzle game as a RTS stealth game where the execution is the actual difficult part. It strongly encourages save-scumming so it can be played leisurely but then it also provides extra challenges for each mission and one of them is always a saveless run.

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Master Detective Archives: Rain Code continues.

Holy god the 4th case is extremely dull.

The murder involves the killerā€™s escape from a rooftop which the game goes to great lengths to make arbitrarily impossible except by one route which involves diving into a storm drain. One of the suspects is an expert swimmer and so the culprit is extremely obvious too early into the mystery. Theyā€™re also given a robbery motive out of nowhere (because you by chance pass a safe at one point late in the investigation) which does nothing to link it to the broader struggles of the walled-off city the game takes place in (the victim is the leader of a resistance group in the city). Nah, they were just greedy lol, gotta get the cash. Genuinely disappointingly dull murder mystery.

Danganronpa would regularly escalate stuff (sometimes to a ridiculous degree) but Iā€™ll take that over sitting through 3 hours of dialogue to find out the swimmer did it. MDA just revels in a world with stupid rules and no stakes. The constant brushes with the law never lead to any consequences and our own murderous nature gets more absurd. We didnā€™t even need to solve the swimmer murder since our friends turn up seconds after we solve it to reveal theyā€™ve solved it. Unfortunately for us, our solving it supernaturally kills the culprit, so we end up killing a man for no reason not even on the shaky premise that we needed to do it urgently to save ourselves. The protagonist is simply too eager to jump into the mystery labyrinth to kill somebody. So, we feel bad but then his love interest (who doesnā€™t know about his lethal murder-solving ability) tells him he did the right thing, so we just stop feeling bad. Iā€™m not joking that the game most often resolves all of its ethical questions by having a cute girl try and distract the player.

The 5th case is a lot closer to DGR nonsense (an improvement) and involves solving a locked room murder involving a multi-layered security panic room and some new plot elements that link back to specific characters who arenā€™t just one-off NPCs. We also finally get an NPC companion who actually challenges your choices to kill people and even threatens to kill you based on a premonition about how the power could be more disastrous e.g. if enough people were directly, knowingly responsible for a large scale crime you could just take them all out in one go if youā€™re good enough at logical deduction.

DGR had a theme of hope/despair and MDA tries to do the same for truth (truth at what cost?) but it kinda falls flat since real consequences almost never seem to happen and itā€™s treated as though solving the murders with capital punishment will eventually pay off one day. The NPC partner stepping into challenge things with this ā€˜truth doomā€™ premonition is keeping me going but Iā€™m finding Iā€™m increasingly annoyed at the game.

I originally bought in because I enjoyed DGR for the most part and love Masafumi Takadaā€™s music but I canā€™t recommend this game at this point. It just doesnā€™t respect your time enough, even by the YA VN baseline.

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My friend has been sending me indie games that catch their eye and Iā€™ve been playing the demos (or in one case the game itself), so hereā€™s Tegiminisā€™ Word Of Mouth Report.

Dungeon crawler with an Islamic theme and a deliberately obtuse / old school presentation. You canā€™t use your mouse, to change settings you close the game and edit a text file, it was made in 3DGS (anyone remember that engine? lul), etc. Hits that sweet spot of really old RPGs, like Iā€™m playing some five floppy creation in 1992. I liked it!

Pretty standard platformer. The gimmick is you are both a duck and a turtle, and you can do combo moves with them to traverse the levels. Itā€™s nothing special but itā€™s also a lot better than most games of this ilk; levels in the demo are very focused on particular themes and mechanical challenges, so youā€™re always learning or practicing your movement skills. Plus the sprite work is adorable. I liked it!

Fantasy wizard FPS akin to Wolfenstein, down to collecting treasure to make your score go up. The sprite work is okay but I found the fireball weapon to be finicky and the level design boring. I did not like it :pensive:

Completely linear sci-fi visual novel following a fictional whale species on another planet, presented like a nature documentary. You can probably watch a playthrough on YouTube and get the same experience as playing it yourself. VERY good, the art is fantastic and the writing nails that nature documentary feel while also hinting at much larger worldbuilding just behind the curtains. Great stuff.

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Aliens: Dark Descent - Interesting mix of survival horror, rts (with the option to pause and issue commands), stealth and squad-based action. Combat is nothing like X-com. In fact, the game actively discourages you from getting into too many fights, as it only ramps up the frequency of attacks, which drain your resources, saps your squadā€™s mental and physical resolve and could cost you a day when you have to pack it up and burn another deployment.

Itā€™s a much better idea to go from room to room, gather resources, take out enemies undetected and anticipate where you might be vulnerable, plan contingencies, and make sure your rear is covered should a roamer appear out of nowhere.

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Played the Sea of Stars demo finally. The Messenger liker has logged on. My kid wasnā€™t around and believe me and my friends, I said audibly ā€œfuck youā€ half a dozen times in the 90 minutes I played it.

Which sucks because the beautiful pixel art put tears to my eyes. There is a lighting system in this that I cannot believe. Light went through a divided window and cast at different levels on a bench. It didnā€™t need to do that!

Strikes Against it:

  • The dialog sucks universally
  • the battles are a slog
  • Remember Chrono Trigger
  • The player characters have zero personality
  • That is certainly Chiptunes
  • ā€œpuzzlesā€ (do the one thing you can do)
  • we paid Yasunori Mitsuda a few hundo for his name on the box
  • companion cubes
  • crafting
  • So many hats on hats

I didnā€™t see a dog to pet at least. The fishing minigame was involved.

I am probably going to play it. Then again I never played CrossCode.

I put off playing it because I am sure I was gonna hate it. Oh well.

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Never trust a game that uses ā€œmusic by old composer who worked on the game weā€™re apingā€ as one of its main selling points.

The writing in The Messenger never seemed as good as the game wanted you to think it was, what with how many story scenes it felt like it had that it did definitely did not need. So itā€™s not really surprising to me that that making a story-heavy RPG did not work to the developersā€™ strengths. But they somehow managed to get the game on both Xbox Game Pass and Playstation Plus at the same time on release, so I hope they got some good money from arranging those deals.

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insane


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I tried to join in on the Disaster Report 4 fun but, despite it being funny and having a strong PS2 charm, it was just too slow going and I could tell it would eventually frustrate me in the same way that getting stuck in a point and click adventure game does.

And I also tried to play Final Fantasy XV again, because itā€™s so intriguing, and because I once put 25 hours into it (pre all those patches) and feel like I should see it through for, well, no reason I guess. But the combat is fucking INCOMPREHENSIBLE! There is a lock on that doesnā€™t seem to aid in landing hits. The lunge doesnā€™t take you far enough to reach any enemy. Hitting the button to evade like youā€™re prompted to when a creature is attacking and the game says BLOCK!! seems to more often than not cause you to actually evade and miss the chance to parry. Itā€™s maybe the least cohesive system I have ever had to grapple with in a game with this budget, which is fascinating, but I donā€™t buy into the bizarre unity asset store fantasy world aesthetic of this one to feel compelled to keep playing it. And yetā€¦ there is something here that makes me think I havenā€™t totally written it off. The bros on a road trip vibe is attractive.

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wizardy

ive actually been playing more Ganbare Goemon but i wanted to make fun + funny posts about them, but i cant figure out where all my retroarch screenshots are saving to on my SteamDick so. blurry photos of wizardry maps are fun in their own way right??

i really like floor 1-2 of this game. undecided on floors 5-6 so far and floor 3 is a giant prank on me that can go to hell lol i thought it was a puzzle that wanted me to figure out the correct orientation to follow the signs on the floor on the various crossroads, lest i fall into a pit or step on a spinner trap. unless i missed something though, the steps are all bullshit and what the game actually wanted me to do is fuck off. you have to sneak around all the crossroads through hidden doors and the floor exit is behind one of them

this post is brought to you by the beautiful math notebooks currently being resold at my favorite store in the world, Northampton Deals and Steals. i will probably never use another type of book for sketching and doodling and mapping

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WarGroove is uh

really boring?

I think the problem is that it doesnā€™t have the charm of Advance Wars, but it has all of the flaws (and doubles down on a couple).

For example, the battle animations are significantly slower than Advance Wars, so each one feels like a bit of a chore. This works in Fire Emblem because all of those units have incredible animations, plus you get to know many of them as people so it lends some narrative weight. But these are mostly disposable units and the animations are that ā€œso gorgeous that iā€™m boredā€ sort of pixel art thatā€™s been in vogue the past, uh, 10 years. So I ended up skipping them extremely quickly.

Also, the thrust of the game seems to be a lot of the same ā€œWar is fun!!ā€ vibes of Advance Wars, but thereā€™s no writing to back it up. Itā€™s easier to write maudlin war stories when you donā€™t have the chops - the emotions sell themselves. But a sort of goofy yeehaw-letā€™s-have-fun-folks vibe requires very strong writing and characters to bounce off of. Itā€™s gotta be Anime!!! This game is not anime!!! The writing is bad, and also not anime!!! !!!

The art overall is lackluster somehow. The character profiles for the important characters just likeā€¦donā€™t work for me? Generic fantasy vibes. The units are cute and very differentiated between sides but they have like, too many frames of animation so they stop being little plastic toys and start being dudes who are getting killed by skeletons.

The music is extremely dull generic fantasy music.

And somehow, the battles are even more slow than Advance Wars. Like, that game gets to be a slog in the later campaign but this one feels like a slog in mission 2. Mission 2 took 12 turns!! And I was trying really hard to play aggressively. Iā€™m not even really sure why theyā€™re slower. I think the AI might be smarter than Advance Wars, so itā€™s harder to trick them into doing stupid things. I also think the level design is not as good. But honestly itā€™s just really hard to say. It feels like a vague problem.

I went back and played Advance Wars for an hour just to make sure I wasnā€™t papering over problems with nostalgia and, nope, that game is brisk and breezy and very cute. Great game! Iā€™ll just play that instead.

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played a game called holehole which donā€™t look it up unless you are ready for risque-looking furry cleavage. itā€™s not a risque game at all tho, and the game you see in screenshots is not even really the textual narrative to the game as its about the girl who was making it.

when we see ā€œrealityā€ itā€™s still furries but drawn a bit rougher and more modestly. like the mundane reality to the ā€œholeā€ that the game in-game takes place in.

a hole in the ground that loops on itself, inhabited by people eating the trash that falls down there, and a supposed ā€œdungeonā€ further below that the ā€œdeveloperā€ never finished. sometimes it feels like you can see parts of the ā€œauthorā€ reflected in the gameā€™s script. the story itself is simple and the twist gets obvious early on, but itā€™s interesting to see this fake artifact as memory capsule.

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Rainy Day Racer makes me wonder if the arcade racer is purely an indie joint now. The unending Scottish drizzle was a cool aesthetic, but I think its understated how much the general quiet in the rest of the presentation is what really sells it as a product of urban Scotland. The cars arenā€™t flashy, the podium girl is nestled in a rain poncho, and the environments take great care to include industrial projects and grim slabrous Scottish council homes.

Drift mastery is very rewarding, especially since all the game really asks of you is to clear the par time for a lap across just 3 courses. Learning to accelerate around corners close to 100mph feels really good in this. The announcer gently encourages you with brief updates about lap records and checkpoint gains. He never gives it a full-throated Wave Race 64, staying instead at speaking volume. They donā€™t even show the time difference between laps and checkpoints which I think is actually crucial to the lighter encouragement, you donā€™t stress the milliseconds. That said, I got 2:50:02 on Seawall, .02 seconds below par
:checkered_flag: :waynestare:

Iā€™m interested in the extent to which the game is meant as a piece of comedy. Itā€™s clearly trying to pinpoint a very specific national identity but does so in contrast to genre and street racing conventions (as they exist in Hollywood/other arcade racers) and feels self-effacing in the way that Scotland is sometimes preoccupied with its small crapnesses circumstantial to oneā€™s situation ā€“ in this case being endlessly rained on. Turning that into the quiet, persistent soundtrack to perfecting a single mechanic works really well.

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i played the first thirty minutes of demons crest, absolutely wonderful first thirty minutes of a game. real all-timer

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Iā€™ve reached Chapter 5 of AC: VI.

Completed the first mission, and now the playthrough forks through two different missions. Since my brother went one way, Iā€™m gonna go the otherā€¦ and Iā€™m pretty sure a certain voice in my head is about to be very, very cross with me.

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