Games You Played Today Part 007 Goldeneye

Played En Garde and it’s got a neat little combat system and general beat-em-up structure. It’s not perfect but feels like it shares a lot of the design philosophy of combat-oriented Devolver games (although it isn’t Devolver) where it’s about clearing rooms quickly, stylishly, without being hit and just a few enemy variants.

It’s got Arkham crowd control DNA although the camera locks you to face forward in combat. You’re mostly playing reactively and the moveset boils down to an attack-parry-dodge menu with kicking and throwing objects for environmental interaction. When things work, and you don’t get touched, it can feel very good, but you can get away with a lot by just spamming dodge. Although you can remain safe quite easily, you can make some nice stage fencing happen. It’s just not necessary to be fully effective. So, the question for the player is how much do you want to roleplay into the fantasy of being bisexual Zorro.

Collisions get a bit juddery and kickable objects mess up a lot of stuff by blocking you or enemy pathfinding. Soldiers can get stuck on ledges and things interacts strangely whenever something moves over the side of a ramp/stairs. There’s a soft lock-on that tethers you to an enemy, which is fine, but when you’re surrounded you often want to be somewhere else so you’re trying to wrestle with the system to get out of an enemy’s orbit. You can sprint around a room in a way that enemies can’t, but lock-on slows your pace right down and moving between the two is fussy.

Even though the game’s focus isn’t platforming, levels feature this automatic rope and pole swinging traversal mechanic that feels silkier than some parkour mechanics in other games. Generally, I’m impressed with the levels since they mix function and fiction simply and don’t feel overly ambitious, tripping over itself to be like a bigger game. The final level is the only one with a bridge over water which feels more like a mechanical novelty since it lets you one-shot enemies by staggering then kicking them off. There are only 4 levels total, but they work to teach you and focus around a central idea with a unique visual theme for each. It’s how beat-em-up levels should be, and the size of the game feels right for an indie. There’s an arena mode I didn’t really play with much, but I guess somebody could spend ages getting really good at it. You can also just blaze through it if you want.

I think when people complain about games being too long, they’re really getting at a scale issue since this game could sustain interest for 4 hours or 40 depending on what you want from it, but it’s been tuned to fit a wide range and doesn’t demand a huge time investment to access the meat. That said, the game isn’t really essential but is a good execution of swashbuckler.

9 Likes

This mode in every Call of Duty is the last remaining vestige of once-respected Raven Software, and easily the best part of any game it’s in imo. Adventure game by way of horde shooter. Still can’t believe nobody’s copied the formula yet because it’s Extremely Juicy.

3 Likes

The zombie modes are cool but the quest progression within them is way too esoteric for a casual player like me. I’d love it if there was a more straightforward quest layer to them that was easier work through, if they could implement one on-top of the real/main questline. The current design is all about the internet community collectively walking around the map trying to press “interact” on every pixel of a level to see what pixel activates something for every step. It’s neat but you have to be either part of the community doing the exploring at the outset, or following a guide because a lot of the steps are really out there. I wish they could include a middle-ground.

3 Likes

Since Call of Duty WW2 they have had exactly what you want: a more directed experience through the level, with UI prompts showing you where to go and what to do to trigger the (basic version) easter egg.

That said, I think characterizing it as “a pixel hunt” is doing it a bit of a disservice. They have a logic to how stuff interacts in the level, what things are important, etc. There’s always a trail of breadcrumbs for you, and you can experiment to find out what you’re supposed to do. The EEs exist precisely because, at a certain point, you are simply too good at kiting and killing zombies, and need something else to mull over and solve.

Relatedly, I actually don’t like when people characterize games which want you to experiment and observe as “requiring the internet community to solve.” FromSoft games in particular get this a lot. Players are perfectly capable of solving these things on their own with patience and curiosity, no guide required. The guide is only necessary if you don’t want to invest the time into learning on your own and only want to execute on the steps. Games can and should be esoteric sometimes.

8 Likes

I could (without a doubt) be wrong but isn’t this kiiind of Payday & uh, like GTFO/ similar games. Or is that overly conflating

2 Likes

This is what payday 2 eventually turned into, yes. And the series always had a big secret in both games like zombies. The hell’s island prison break level in payday 2 is one of the most fucked up things i have ever seen in a multiplayer game. It’s so bizarre

3 Likes

what’s up with that heist? so much arcane stuff in these games!

1 Like

10 Likes

so glad to know that jung can write prescriptions

4 Likes

19_havok
20_playfab
21_title

Street Fighter 6 (PC / Steam)

6 hits you with a stunning amount of STUFF right up front: having to link a Capcom account to your Steam account, having a full page of “News” and free “gifts” (stickers and avatar junk) to wade through,

22_news
30_muscle_suit

multiple Shops packed with crossover DLC junk,

37_shop_stickers

three (!!!) in-game currencies,

73_shop_tip
74_kudos

forced Steam Overlay integration–and another login–via pop-up browser for shopping,

70_steam_overlay

tons of Tutorials and pop-up Tips, classic Capcom arcade games but you have to wander around a 3D multiplayer hub to find them

46_default_avs

(I think maybe with some currency you can get them to play directly from a menu?) (and SFII’s six attack buttons have to be mapped separately from SF6’s! They’re the same attack buttons!!), “Extreme Battle” modes with wacky gimmicks, unlockable Gallery art (like a 2004 Shinkiro piece),

a full page of menu icons to wade through

34_multi_menu

–and I’m not even going to mess with World Tour, which is its own whole thing.

So I spent a lot of time fumbling around confusedly with that stuff in my first stab at the game here.

Can’t seem to change the commentary to Japanese. : P

At least I beat that dang ST T.Hawk. Maybe for the first time? I dunno. Feels like it. Gawl.

I went and tried my version of Super Turbo dumped from Street Fighter 30th Anniversary Collection & running in MAME 0.119, and yeah, both the occasional screen glitch AND super-unfriendly uppercut input reading happen there, too–can hardly do an uppercut in that ROM, whereas I don’t have nearly the same trouble in my ROM of World Warrior from 30th. I KNEW I didn’t like ST!

16_st_thawk_thro

(T.Hawk picks random colors though, that’s cool.)

Can’t seem to turn off the heavy scanlines on the classic games, & didn’t see any way to adjust difficulty level or anything in ST–then again the US ST was bugged and difficulty level didn’t work right (it was always super hard or something I think?) so eh hey.

You can turn off the Bonus Stages in Arcade and looks like I’m gonna do that because wrecking the semi truck

52_bonus_truk

has gotten old after two times, and parrying barrages of basketballs from generic avatar guy

62_parry_bonus

is amazingly so much worse than the parry bonus game in 3rd Strike, which I was already sick of. And 3rd Strike parrying with a forward tap feels so much more intuitive than having to hit MP and MK! Oh man.

Speaking of, I messed around with it a bit after recording and found I can do the Drive Rush green dash by holding MP & MK & IMMEDIATELY double-tapping forward–don’t have to hold until the blue parry FX appears. Hopefully that’ll help. Can also like with Ryu do jab, jab, f, f to Rush–'cause it’s canceling a combo?–but that costs three bars instead of 1.5.

I may have to get out of the habit of hitting two buttons to EX everything that I got into in USFIV. ; ) Too much burnout! = oo

The weightless & not super well drawn “comic” story start & end in Ryu’s Arcade mode

55_ryu_story_no

was surprisingly disappointing after the lightly animated anime-style cutscenes in IV–feels really cheap and trashy by comparison. And the subtitle font is real bad. Oh well.

Extra costumes cost about $1. Could be worse? But each extra color for the default costume 1 is $1–oof!

40_shop_colors

(If you buy a costume it comes with a buncha colors? And you can get costume 1 colors with a good chunk of an in-game currency earned from playing.) Hrm. Well, if I end up liking the game/characters enough, might get a few costumes. May need Zangief in pink. I actually like some of the new costumes more than the retro costumes. Dee Jay is better than he’s ever been,

63_dj_beach

hm although that grin, while toned down, is still a bit much… and the alterations to Juri’s costume & haircut are good.

I like Dhalsim’s

alterations, Blanka’s overalls, and Zangief’s tights. Ryu’s new face looks really weird WITHOUT the new beard. ; )

72_shop_viewer2

Cammy’s new hairstyle is a bit off, though, Guile’s denim jumpsuit is blech, Blanka’s new gorilla face freaks me out, and I hate Ken’s little booties. ; DD So might have to pony up for their alternatives, good plan Capcom. ; ] Well, maybe except for Cammy’s retro costume, which just gets more embarrassing as her model gets more realistic.

The game’s desktop icon is that darn Luke so I replaced him with Ryu’s eye.

00_ryu_eye

4 Likes

playing wizardry 1 and having an evil party to get a ninja later but first friendly encounter i decide to just leave and my mage flips to good.

good job developing a conscience down in the evil murder hole. get out of my fucking party

20 Likes

i had a good/neutral party (because i will NEVER harm a group of friendly skeletons) and the same thing happened a few times with my gentle bishop and noble priest turning into bloodthirsty monsters because Murphy’s ghost flinched before attacking us this time

5 Likes

I’ve been playing Dysmantle on the steam deck at the recommendation of @meauxdal and folks, it’s pretty good.

To set it up: It’s an open world game of sorts with the gimmick of everything being destructable. Lots of smacking tables, chairs, toasters, fences etc. with a crowbar until it turns into bits that I can craft into other things.

The premise is that the zombie apocalypse has occurred, and the player is emerging from their bunker after several years of solitude. Now they must make their way off the island they’re on by accumulating enough batteries to power an escape pod. Those batteries happen to be at the four extreme corners of the island.

The island itself is actually quite chill, in a way. It’s your typical video game island that somehow contains freezing mountains and a tropical jungle a few minutes away from each other. But it’s pleasant enough and honestly a pretty nice space to be in.


I’ve been trying to put together some idea of why it’s good but it’s hard to articulate. Here are a list of things that are not why the game is good:

  • The combat
    • It’s too simple: every melee weapon has a basic attack and a charge attack, and you have a dodge roll. That’s literally it so far.
    • I only have 3 melee weapons currently, and only 1 worth using. There’s not a ton of differences between them in any case other than their damage type. It’s serviceable.
    • I’ve gotten one ranged weapon (throwing knives) but it’s more of a bonus than anything to rely on.
    • I mean, honestly it’s fine combat but it’s not doing anything special.
  • The writing
    • It’s fine. Typical story of a paradise gone wrong and a fanatical cult-like group.
    • The most interesting part is that it’s told through little snippets non-linearly. But it’s still just fine.
  • The music
    • What music? I’ve heard two songs so far.
  • The art style
    • Honestly, it’s pretty ugly. It’s like…fine? It gets the job done. I’ve been wowed by nothing so far.

So why the hell is it good? Weirdly, I think the reason I’m digging it so much is because it reminds me a lot of playing Dark Souls, but not in the ways that you’d expect.


(other than the literal bonfires)

Everyone else copies the combat and vibes of Dark Souls but this game has copied the progression of Dark Souls instead. Progressing through the island is a matter of making your way through increasingly deadly setups of enemies and traps, and then unlocking shortcuts to make the journey easier next time. Like Dark Souls, these shortcuts aren’t trivializing - instead, they increase mobility but still require attention and caution.

It even has a similar vibe with bosses: I got stuck on a boss yesterday, and so I did a couple of upgrades, died a few more times, and then got it the first time I tried after sleeping on it. AND I put together a run to the boss wherein I would encounter the fewest possible enemies. Very familiar.


And leveling up is also similar to Dark Souls in that it’s kind of underwhelming. You get little bonuses to various stats, but mostly what it does is unlock new recipes for stuff to craft.

So your real power is crafting. And the crafting menu is pretty sparse, eminently complete-able and with no long chains of crafting. Once you have something, you have it.

Once it picks up, the game becomes this slowly unlocking environment that forces you to increase your mastery, understand what resources you need and how to acquire them, and slowly wrench yourself out of power poverty into a semblance of competence.

I love the way that the spaces get recontextualized as I craft new things as well. Previously, fences were a hard barrier. Now that my crowbar kicks ass, I can just smash them down. I have a machete now too, and I can take down certain small trees to get the formerly hard-to-come-by wood.


So yeah, it’s more than an “addictive” game in the same way a lot of these survival-styled games are. It’s much more about making progress as a player, understanding the systems a bit, and progressing through some fairly serious challenges. It’s rewarding and “enriching” in some undefinable way.

I put it all together when i beat the first major boss and felt the same rush of victory and satisfaction as beating a Dark Souls boss. This is a very different take on the idea but it provides some of the same good feelings. It’s not essential, I’m not even sure it’s doing anything original, but it’s remarkably good for something of its ilk.

Also also also it’s not constantly jokey and referential and fourth wall breaking and shit which I mention because I feel like every third indie game I play (especially one like this) is always doing annoying shit like that. The game isn’t totally serious, but it takes its premise seriously and doesn’t undermine it! I appreciate that!!

I’m not sure that this is a recommendation but for the ~$8 I got it for I think it’s worth a shot.

26 Likes

oh my god thank you! thank you for playing this game and writing about it

i only got halfway thru before i had to come down here and give you a praising reply but i am now getting impatient to read the rest so bye for now lol

4 Likes

ok i finished reading it and YES

YES

5 Likes

My Steam Review of Dysmantle is that it feels like playing Ultima 7 with the Hackmover cheat. I haven’t touched any of the DLC despite the game being in my top 20 played games on steam because I’m worried the new environments (basically the Underdark) aren’t as appealing an environment to tear apart as an urban town.

3 Likes


i GOT you you hocus pocus shithead the wizard is OUT

i found out from gamefaqs that my mage & priest were only 1 level away from their strongest magic (lv. 13) and couldnt leave Wizardry unbeaten once i knew that. so i exploited the system. To do some grinding.

in Wizardry the random encounter rate is very low while walking, very high when you go through a door. There are also fixed encounter spaces where you either fight a specific group of monsters, or fight a group randomly chosen from the encounter table on that floor*

*(I only half know what this means but, it seems like the encounter changes every “tick”?? I tested with save states (SFC version) and if i rapidly tried the same encounter it was almost always the same, if i waited it could be very different)

On the final floor you have to go thru 6 fixed-random “guardian” encounters. you can 90% of the time escape successfully, but you always step backward & through any door you just walked through. So you can’t avoid the guardians, but you can reroll them. You also get a warp tile to the start of the floor after every encounter, conveniently placed next to a town warp.

Its a grind lol. so i rerolled each encounter until i was fighting easy sources of exp, and went for Werdna once i had a level 13 party. instead of doing metal slimes, Wizardry does what i think of as “pit bull slugs”, an enemy type from Earthbound that comes in large groups, is harmless, and has disproportionate yields. Murphy’s ghosts, creeping coins?, bleeb!s and will’o’wisps; i just fucked those poor guys up until i felt good and strong

i still died a lot because Wizardry is a MEAN video game and any time you get surprised by/cannot escape from a group of poison giants, you might as well stick your head betwixt your legs and kiss your ass goodbye i felt vindicated for my choice to backup my party in town via save state after one combat where 1/2 of my party barely survived, I took a deep breath, i decided to go back to town right after checking the treasure, sent my thief over to INSPECT it (not even disarm it, just look at it!) and everyone died a horrible instant death from being telefragged into a rock wall. Very funny! but im not gonna train a whole party up after that lol

i sort of think you have to run away and try to reroll encounters if you seriously want to beat Werdna, because some of the parties going on his lair are comically harder to beat than he is (Im not gonna fight 3 arch mages, a lesser demon, and 7 fucking ninjas get the hell out of here). It took me 2 tries to beat him, the first mostly because him and his posse (at least 1 vampire lord and 3 vampires, i had an extra 5th wheel vamp the first time) were resisting all my mages badass nuke spells. The second time was appropriately dramatic, we got all his friends but he still had my party on the ropes and then i remembered my mage had the HAMAN (wish) spell, and what better time to use it? So i silenced him abd my fighters kicked his ass and took his shitty pendant

Then i swapped to scenario 2, imported my characters, realized the SFC 1-2-3 ports all reset your character level, smiled, and shut the game off :slightly_smiling_face: That was fun!!

14 Likes

I didn’t actually mean this in a derogatory way. The COD that got me into Zombies was I think BLOPS 4 or Cold War? The one with two or three zombie maps, including the Roman coliseum and the mid-1900s boat ride. I could always do the east egg hunts on my own up to a point, where it felt like I hit a wall and I had no idea what to do next. And I would go looking up COD communities and youtube videos just to see how did people figure out the next steps, and by pixel hunting I was thinking specifically of one of the steps in the Coliseum level where people had an idea which room in the map had the next step but they had to keep running around every inch to figure out what exactly in that room they were supposed to interact with. So I didn’t mean that to be “senseless pixel hunting”, but more that the easter eggs have that level design and precision. It’s not just killing things in certain orders to unlock doors or anything like that.

But it definitely felt like at some point the easter egg steps became a hard wall without already having an understanding of COD easter egg design, or general ARG/escape room type puzzles. So when I said it asks for community input, I didn’t mean that in a derogatory way either but rather they’re like ARGs where varied knowledge and skillsets are beneficial because each step of the Easter Egg can call for very different kinds of thinking. Call of Duty is way harder than any Souls game.

4 Likes

there is, though, an extant and relevant strain of game design oft-attributed to Namco’s Tower of Druaga that absolutely encourages communal knowledge and while the “requiring” is probably a huge bite here, i mean. then those rose-colored memories of people playing Druaga with those little notebooks had a mite of influence themselves, surely

like, you invoked Souls which as a series does have some bits From did not expect the vast majority of people to be able figure out on their own

that they expect you to experiment and observe definitely does not preclude the communal knowledge aspect - this is explicitly thematic in the Souls games what with the messages placed on the ground and such

edit: tbf, i do think it gets super overblown sometimes… like if people started claiming that Myst is like an ARG that you need to be on discord to solve… lol

4 Likes

For sure, and I don’t see games encouraging community note-sharing and stuff as a negative, I just bristle at the idea that it’s “required”. I personally greatly enjoy figuring out esoteric games on my own, so when someone tells me “this is impossible to solve without someone telling you how” - not that it’s what Drem was saying, just talking about a related topic on my mind - I think it does games a disservice.

People underestimate how far you can get in an esoteric system with some curiosity, a gradually-refining mental model, and willingness to experiment / fail. It’s personally my favorite part of playing a game, and probably why I drift towards games and modes that reward that curiosity, like Call of Duty Zombies or Payday 2 stealth missions or Dark Souls or whatever. Peering into the black box is a lot of fun!

I can agree with this, yeah. It’s definitely more than just killing specific monsters in a specific location (although it does have plenty of that lol). And some of the solutions ARE quite obscure. But they do breadcrumb them in a way that a solo player can generally solve, although there are some EEs that require 4 to actually finish (mostly in the earlier games), which I think is silly.

2 Likes