Games You Played Today Part 007 Goldeneye

I went back to look at what exactly I was thinking of with the pixel hunting comment, and I think I was thinking about the skull in the IX map from BLOPS4. There is a large room where hundreds tiny skulls cover the walls and pillars, and you need to find and shoot one particular skull with a mark on it. And the skull in question can vary from a few different locations. Crazy stuff.

Also I just want to say I dislike how anachronistic and ugly the pack-a-punch weapons are.

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I’ve been playing Inscription until past midnight so I guess I like it.

Okay I hate it has a 4th-wall-breaking framing device like that hasn’t been done. Now let me stop myself, because I do try to not complain about a reasonable concept being reused. This Shark Movie is just a rip off of Jaws (so you’re saying there should never be shark movies again?)

It is…much more of a card game than I was led to believe. I thought it would be about breaking the card game through outside forces, but really you are just playing the card game until more “plot” happens.

I think I am inclined to like any stripped down card game. I’ve put like 60 hours into Slay The Spire.

The 4th wall trick really only works the first time you see it wherever the first time is. Oh the game has turned to attack and talk to me The Player! Ahhh. I can actually just turn the game off and win. And frequently, frequently the game asks me to do this. I can go outside whenever I want game, don’t patronize me because I wanted to play you.

I’m not saying Inscryption does this, but it’s suggesting it is going to, and uggghhh…

I think the only recent example I’ve liked of this is when you start Deltarune Chapter 1 it says Are you ready to accept the consequences? i always assume there’s some fucking spyware in that game.

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okay one thing i failed to mention in the positives camp RE: Dysmantle is that while this island is huge, it’s clear that most of it was designed quite deliberately and by hand.

the map was obviously created in some sort of grid-based editor because the land is distributed in these fairly large square chunks, and normally that would feel like a cop-out. but it seems like they took this tradeoff to design this gigantic map by hand, and it really shows. it reminds me of dragon quest (the first one) in the way that each little piece of the map feels like a standalone adventure. it’s cool!

the other thing that occurred to me is that this game is not ashamed to be a video game. it’s very video gamey and it’s not really trying to be something else.

so yeah i guess all i need from a game anymore is to not be ashamed of itself, and to be designed by someone who cared. i think that’s probably gonna cover like 90% of what i like

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It took me three restarts but I finally completed the system shock remake without save-scumming or using a guide under the time limit.

I have basically no complaints – even about the off-the-rails, confusing end sequence. I can’t say I’d recommend playing this way your first time through, unless you’re exceptionally patient and are okay with the prospect of having to restart multiple times.

I’m just so impressed with how committed this remake is to not only being diligently faithful to the original, but also specifically with regards to hand-holding. all the information you need is there, but you really have to pay attention to not only every log you come across, but environmental detail. I definitely got stuck several times (and wasted a ton of time) because I couldn’t figure out the next objective, only to finally figure it out and realize that all the information was right there in front of me the whole time. it makes me yearn for an alternate universe where this style of writing was more the norm. I feel like I’m ready to play more experiences like this, but I don’t know if any exist.

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Street Fighter 6 (PC/Steam)

With Jamie Siu you have to do a move (down, down, punch) to chug a “drink” to raise your drink meter thingy by one point; higher drink meter levels unlock more moves he can do. Not really into this sort of additional complication and feeling like I’m starting out underpowered–although it’s not as bad as w/ Shun Di in VF who also needs his meter to raise his base damage. But like, Jamie can’t even do his dive kick w/o 1 drink.

Jamie also moves in a kind of dance step rhythm which probably takes some getting used to for its involuntary motion, or the feeling of such, anyway; between that and accidentally swigging drinks after moves (some of them also trigger a follow-up chug automatically), I felt a bit out of control. On the other hand, if you can get in the flow, he’s got some very fluid and easy combos. But in the end I found I was skipping his drinking mechanic entirely because I didn’t know when I could get away with a swig without getting hit, and didn’t like having to worry about chugging all the time anyway.

Luke is Jamie’s boss, too! Argh! ’ ;D

You can swap commentators–English or Japanese-language, two each for both “Play by Play” and “Color” commentators–by hitting Y on the Play by Play option in Story mode set-up–but only after you’ve cleared the Story mode per character. : P Same with options to turn off the Story junk and the Bonus Stages; so I do the 5-stage Story for a character, then do their 12-stage Story w/ Japanese commentators (fav combo so far is ARU & H.E.DEMON KAKKA), w/o Story & Bonus Stages–which makes it 12 fights, rather than 10 fights and 2 silly truck wrecking / ball parrying bits–very long Arcade mode!

I ran into Rashid in Arcade mode! A DLC character I haven’t bought! So that’s kind of cool.

By the way I was wrong about Super Turbo the other day–I don’t think there’s a big input problem with uppercuts. Tried it again in SF6 (after recording) & in MAME, and it was OK. But that session kind of made me want to get into ST. I tried my old World Warrior & it just felt too slow. & Hyper Fighting was like, well, I could be playing ST. Even though the difficulty in the usual US version of ST (& the one I extracted from 30th Anniversary to play in MAME) IS busted & on ridiculous difficulty no matter what difficulty setting you set. That kind of makes it, like, epic, in a way.

The arcade games in Battle Hub rotate on a timed schedule; when I went into BH to check ST, the game told me ST was going away soon; you can see the schedule on its info page, it was there for two days–so of course what it wants to get you to do is buy the monthly Premium Fighting Pass for ~$5, whose 1st Kudos-based unlock is one of the arcade games, which you can then launch directly from the Gallery mode. This would be a silly thing to do of course since they’ve released these games in other, less expensive things like the Capcom Arcade Stadium collections, with more configurable options. But I’m dumb & am tempted to do it anyway because for some weird reason I want to have the option to launch ST while I’m hanging out in SF6, even if it’s a worse experience than playing the 30th one I extracted in MAME.

The ONLY things I’m interested in in the regular & Premium Fighting Pass are the first things: in regular, the RENTAL tickets that let you play an hour of a DLC character you don’t own, & in Premium, the arcade games; the rest is pretty much stickers and avatar stuff, etc. : PP

Repeating a Story playthrough for a character keeps earning Kudos, which at first I thought was nice but since there’s almost nothing I really want with Kudos I guess I don’t really care all that much about it; I mean I guess I can keep racking up RENTAL tickets each month. : P

Unlocked two more pieces of 2000s Shinkiro art, & a new one, of Jamie, but it’s somewhat cartoonish, & blurrily and boringly colored–probably one Shinkiro knocked out real quick; the other two are book covers that he probably would have been paid a lot more to spend more time on; they’re the hardcover and softcover cover illustrations to the 2005 Street Fighter Eternal Challenge art book.

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Going back to La Mulana because I feel like I’m so done with Zelda.

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2-1 again at pioneer. I was on mono green Karn.

Round 1 lost to Gruul Midrange. Just killed me too fast.

Round 2 and 3 were 2-0 against Rakdos sacrifice. If you can get a Karn down their game plan falls apart, in particular to Karn’s passive.

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Hope this helps

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barely, doesn’t even call him Big Daddy

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Bomb Rush Cyberfunk is a good time but after claiming a couple of rival turfs while cosplaying as Gum when I squint I am missing the unique sense of perambulation and momentum that Sega utterly nailed with the original (less-so JSRF in memory)

More like Thrill Rush Cyberfunk with its instant gratification and nostalgia stroking then

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Street Fighter 6 (PC/Steam)

96_sf6_icon_logo

^ Made a new 48px program icon ('cause the Ryu’s eye one I’d made looked too much like an SFII icon, even though it was from an SF6 screenshot ^ _^).

I got confused playing Manon Legrand because she’s got two quarter-circle command grabs–or so it seemed, but it turns out that one just LOOKS like a command grab; it is blockable and is beaten by actual grabs.

So knowing the distinction between the two of them might help me get my head around her move set a bit more. And I do like the look of her second costume… So I might have to pick that up and try her again at some point!

On the other hand, her “medal” system, which goes up by one, to five, for each of those two grab moves that she does, powers her up, so like Jamie she’s another character who has to do a move repeatedly to reach their prime power level. I really hate that type of thing–I don’t want a character who starts sub-optimal and has to work to get to at least a decent power level every match; why would I play a character like that when I could play a character who starts at full power??? So maybe I won’t be playing Manon again, come to think of it. : PPP I HATE having to do a certain thing to power up my character.

a1_manon_ballr

I mean, if you’re gonna make a power-up mechanic, give it to every character–like the super meter! But don’t just saddle certain characters with the requirement to power themselves up, in addition to all the other stuff everyone has to do! Ugh. The designer might argue that oh but they can become EXTRA powerful by doing this thing enough times, that balances it out! NO it doesn’t, it’s a chore and it sucks! Starting off weak sucks! GAR. HORRIBLE design crutch. Horrible. (Now I’m worried about Blanka and maybe Juri in this regard, too; I noticed Blanka has some sort of mini-Blanka counter, and if Juri’s like SFV Juri rather than USFIV she’ll have to bank up her projectiles…)

Heck, even Ryu has a one-stage power-up move (for a single fireball). So all three characters I’ve played so far have some of this nonsense! (Is THAT how they’re trying to make it better? : PPP But I don’t think Ken does, for instance.) They should have called this Power-up Fighter! Inventory Fighter! Chore Fighter!

Of course, I’m not playing online, so I could just ignore these things and play Manon, Jamie, etc as maybe slightly underpowered characters for more challenge. I don’t particularly love their move sets, though, so, I don’t know. Mostly I just really like Manon’s second costume, I think. : P So…I might still do that. Bwahaha!

Back to rants: why doesn’t the description of that move TELL YOU that it’s blockable and can be beaten by real grabs? They didn’t think that was important for the player to know about that move? They want to require the player to wade through her whole series of character tutorials to find out this basic property of the move? Gimme a break!

Manon’s brief story has actual character development and two people meeting each other so it’s miles ahead of pretty much every other SF story. : D

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In Manon’s case I do find it a bit odd since she can only do it using a couple of grabs, she can’t power-up at any time.

I think it makes Jamie interesting because it effectively adds an additional pressure tool. You can drink at any time but your opponent shouldn’t let you which means they are incentivised to get into your effective range (or zone you which is Jamie’s major weakness but let’s not talk about that)

It does kinda cripple these characters at high level though since the gameplan is ‘never let em do’. Like Jamie can’t even safely drink in a lot of knockdown situations.

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Have been passing the time in covid iso by grinding out the last things I hadn’t unlocked in Densha de Go! Ryojouhen, my favourite of the ddg games. I had everything in Matsuyama, Enoshima and Kyoto, but had not unlocked everything in Hakodate, which is by far the hardest, most laborious of the zones. The line is much longer and there are numerous moments where you have to flick the right switch via obscure mechanisms etc. The entire line is also on the road, so there are a lot of traffic lights which can screw up your punctuality, also sometimes cars just drive in front of you and kill themselves just like in real life tram driving. When I first got this game, I found this level almost unplayably difficult. At this point I can basically do it in my sleep but it took about 4 years to get there! Not only does it take the longest to unlock anything in Hakodate, it is also just the level I’d played the least cause it’s the most laborious and the least beautiful. It is definitely meant to be the final zone of the game (it’s also the last in the area select menu). So I really sat down with it and got my grind on.

The final thing you unlock is a night-time level where you drive the tram on its last service for the day, and then take it into the yard and park it at the end. This was the first time in any of these games that I’d been able to drive into the yard, it felt like such a treat! There was even a unique piece of UI telling you which track to park on. It really felt like a gracious “thank you for playing” gesture, like you’ve finished your shift, have a rest. There was no acknowledgement by the game that this was the last level, the credits didn’t roll or anything, but it has a sense of finality to it that I did not expect. It weirdly meant a lot to me!

Anyway I’m not done with this game; I never will be. It is just one of the things I do to relax. One day I’ll buy the beautiful controller made exclusively for this game. One day I’ll unlock the secret bonus videos you get if you accumulate 20000 points in each area (I’m close with Matsuyama).

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Only spent a little while with it, but MK1…it’s good. Still getting used to the Kameo system (it basically takes place of all the environmental stuff from the last two games), but it feels like they pared down a lot of the accrued bloat, in a good way. Even fatalities are shorter and more to the point.

Story mode feels even more insanely expensive and lavishly produced than the last one. They’re really outdoing themselves. Lotta stellar voice work, til Nitara shows up and it’s just…Megan Fox talking.

Better than Ronda Rousey’s Sonya! I’ll give her that! It’s just funny to hear her lines sandwiched between people acting their asses off.

No more stunt casting! Please!!

(Except when they cast Cary-Hiroyuki Togawa as Shang Tsung in MK11 - guy was fantastic, slipped back into that role after 20 years or so and then some)

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GGAC_ABA_shousei

training weights falling off when you successfully outplay your opponent from a disadvantage. it has it’s appeal

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my entire party got wiped by the first boss encounter on the bottom floor in wizardry.

i think this essentially means having to play the entire game again up to this point just to be able to pick up their bodies?

this is probably too much for me. i can respect it, but i don’t think i can repeat these grinds however many times is required to luck out

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From what I understand, this is the honest way to play the game. However, even with the original game, players could copy the floppy that held their party data when they were at the town and break out of the semi-permadeath restriction.

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i played F-Zero 99 until my eyes were started tearing up last night

it’s pretty fun! it doesn’t quite control like the SNES games (turning feels a lot more extreme) and the HD-ified sprites don’t sit quite right, so the game is lacking the sense of “weight” that the original had, but all things considered, this is a pretty nice way to play a multiplayer version of F-Zero 1.

it’s possible i’ll get tired of this game soon, but it’s scratching some kind of itch, that’s for sure

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yeah, i just can’t for myself feel a reason to do it the “dishonest” way (quotemarks cause i don’t think of it as that). i don’t really care about the ending to wizardry and have a tendency to skim most of the text boxes describing events and things. it just feels like if i’m not clearing this particular game on the cruel rules it has set up, there’s really nothing else for me to get from it by savestating or disk copying. i feel differently about wizardry 8 where i will save all the time anywhere because what i’m getting out of it is something different and also i’m not gonna redo that fight that took 20 minutes of slow turns.

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