midnight suns has some of the cooler marvel people and some of the most annoying and not enough of the ones you would want to be gay with. i wish you could get bonuses for NOT being liked by doctor strange and iron man and the tumblr ghost rider.
i would love a 2000s marvel period piece game with this type of gameplay and all the liefield gunstyle characters
Tomb Raider 1+2+3 Remastered is out. I’m not even gonna mess with the Modern Controls because I know these games are some real clockwork-grid affairs. Just gotta tank it!
Shamefully gotta confess my only experience with the original Tomb Raider was the Crystal Dynamics remake…Tomb Raider 2 was my first PSX game (look, I was a dumb preteen boy), and I could never really get the hang of the mechanics then, and I’m not too much better now, but now…I’ve got that Dark Souls patience and perseverance…
Anyway, they pretty clearly used a lot of AI upscaling or just outright opted to use different types of textures, for better or worse. TR1’s Croft Manor has a lot of tiny grainy paintings on the walls, which the remaster swaps for actual paintings…but they repeat, which means Lara has The Girl With The Pearl Earring on nearly every wall, every 20 feet or so. Honestly it doesn’t look that bad, though the artifacting/wobbling on the cutscenes can be kinda distracting if you’re looking for it.
The graphics being on a toggle (for the Switch, it’s Start) is really nice though. In action, the new assets and stuff look pretty good, but occasionally they can be too damn dark - likewise, the old game can look kinda muddy. Flipping between the two styles instantaneously helps a lot!
Honestly kinda excited to play through the first two…heard 3 is pretty rough around the edges, though.
i played the first one recently - it’s a great game, but it took me forever. definitely a bit of a slog. the second one totally broke me though. i quit on the diving rig levels. i’m amazed these games were as mainstream as they are with how hard they are
I reread the final Animorphs book yesterday, and there’s a moment where someone plays Tomb Raider V on the navigation computer of an alien starship, and it’s actually kind of an important character beat when you consider the whole culture around Tomb Raider in early 2001.
Early on I stumbled upon some marines in the middle of a big battle and saw a warthog turned over and crossed my fingers that things would be okay… but after grabbing a rocket launcher to go take out some enemy vehicles first I stumbled upon an abandoned one of them and the Ghost handles soooo much better than the Warthog it is like night and day. Circling people blasting them with laser fire, I want to join the Covenant now their toys seem better.
Also tricking the doors to let me take it indoors to cause a small amount of havoc before it was simply too big to press in any further was a good time.
This fifth mission (Assault on the Control Room) is rather long and in a dumb kinda way? Individually the encounter and level design is fine but when at the 90 minute mark I go from one room that is almost exactly like one I was in earlier in this very stage to a bridge that is also very much like one I encountered earlier I have to ask… why? I get that the enemies in them are slightly different and hence that makes the encounters different but they’re not that different, it just feels like padding at this point. I assume this mission isn’t too much longer but it already feels like they used up most of their ideas for it.
A couple battles killed me a good amount but for the most part I’ve been able to keep my head above water on heroic these past couple missions.
This game already the worst physics of any commercial Sonic game I’ve tried to play, and kind of horrific level design, and it upped the ante here something fierce.
End-of-stage death pits evolved to a double-death pit, and were joined by fun stuff like full-screen crushing walls chasing you, drowning, 10-minute time-out deaths (whyyy), and a boss with random full-screen crushing block patterns.
There were even block puzzles in dark rooms, and mine cart sequences, which normally I would have protested, but which felt downright dandy next to all the other stuff. And I liked drunkenly trying to maintain balance on big rolling balls (after those balls had been crushing me repeatedly up to that point…)–but then they made you do it like four times in a row which took a bit of the fun out of it.
So I quit. : P Episode II is supposed to be a bit better…
Was looking up the designer credits, and the lead designer for Episode I is just one of the regular designers for Episode II. And the Sonic Advance games this developer, Dimps, made for GBA a decade prior had entirely different design teams, so, whew, maybe those will be okay.
Oh! That’s Dimps, too! And 4 Episode I’s lead designer, Yukihiro Higashi aka: Y. Higashi, was both planner and line producer on it, 5 years fore 4. Pits pits pits! I don’t have a DS though, alas ~~! But I see how the DS’s double vertical would be the far superior pit simmo maybe that’s why they had to try Sonic 4 two times heyo
but you’re right! IT looks like people use hacked 3ds’s’s’s’sss
or DSeyes
to do it. I’ve never had any sort of DS and uh I’m going to use that as an excuse not to start now, also I’m not made out of money and time what do you want ; D
(Even GBA games feel super jank emulated and not in my favorite way, we’ll see how these go ^ _^)
Also Nintendo just creeps me out. I used to think the creepy feeling didn’t start until Super Mario World but after going back and dumping NES Mario Bros…no there was some creep there. There’s a cynical ruthless methodicalness. Or am I just imagining it and making excuses not to get into another series of N consoles? ; D