This is super popular with a bunch of furries I know who have played it for the last couple years. I too was surprised nobody on SB had mentioned it when I found out about it.
It’s a four-player FPS roguelike where you build out your character as you happen on chests, relics, and pick up new weapons. I’m a real sucker for games like this, where you get certain limited options and put together the best build you can from what you have… keeps it fresh.
For example, you could take an item that changes your HP to 1 but doubles your shield, then stock up on items that have negatives against HP, since you can’t make 1 any worse than 1.
Now that I think about it, it’s a lot like Risk of Rain 2 in some ways, except I guess death is more forgiving in that you can revive Gears of War-style.
There was actually a thing that happened initially where, for the pink gal rabbit character, they had her with standard Deviantart furry O.C. huge anime tiddies but they were later forced by the puritanical masses to nerf her rack.
I got to imagine the team that made the game are furries, it sorta has that vibe. I’d put this one up next to Thems Fightin’ Herds on the Furry Game Dev Hall of Fame.
Teenage Mutant Ninja Turtles IV: Turtles in Time (SNES) - on TMNT Cowabunga Collection (PS4)
Stage 3 Shredder Tank boss… He’s in the foreground, and you’re watching over his shoulder as he targets your turtle with his tank; he’s blocking most of the screen, constantly hitting you while you’re trying to fight off the endlessly respawning enemies, and, on Hard, all the enemies are the type that block nearly all attacks; to damage the boss–Shredder’s Tank–you have to throw an enemy at the screen by hitting them at close range while they’re keeled over from a previous hit.
Couldn’t figure out how to get them to keel over. Checked the FAQs, which said to use a dash attack to stun them–but I couldn’t seem to dash while the Collection’s “Button Dash” “Enhancement” option was toggled on. (In the arcade version of Turtles in Time, too.) And Enhancement settings save with the save state, so I had to quit, turn Button Dash off, and restart from the beginning.
Turns out ( Teenage Mutant Ninja Turtles: The Cowabunga Collection | Review Thread | Page 8 | ResetEra ) “Button Dash” maps to R2. There are some problems with this. And I ran into another problem with another Enhancement cheat that resulted in me having to redo the last three stages, save-scumming like mad.
I tweeted these @DigitalEclipse
and actually got a reply from their pres
That was nice, and encouraged me to send them a couple more input feedback items:
Was playing on Hard only because a viewer had told me the ending was worth it, kind of implying you get a bigger ending than on normal difficulty or something. Did get a cast roll, which wasn’t in the arcade version.
Not gonna play any more of these on Hard. ; ) Doesn’t seem like they got much testing on that difficulty, anyway! = P
God Turtles in Time is just a perfect videogame.
Stumbled across the free Mr. DRILLER: DrillLand (as they’re styling it now) demo on PS4–free 500m challenge, hoo. Sure is sharper than it was back on my D-video GC.
finished all the bonus bits in Wily Wars. the journey to the west robot masters are very cute to look at, but i have to admit its extremely cute, AND hilarious, that they let you pick whatever weapons and items you want from MM1-3 for those stages. as though it matters. like, look, i’m taking metal man’s disc because there is literally no better weapon, i’m taking gutsman crashman and hardmans weapons purely to grab goodies (which, also, is all gutsman’s is EVER good for, and i only ever found a single block to use it on? sorry, buddy.) and then literally who gives a shit for the other 4
fun to see all these games given the genesis look, though.
megaman 2 is very iconic but whoever designed about like, half of its wily shit deserves to go straight to hell. it might have classic tunes and great robot master designs and notably more fun robot master fights than MM1 (imo), but holy fuck me i cannot stand most of the wily shit. i kinda despise megamans platforming feel so the first wily stage where you have to be particular with the items was frustrating, but then the fucking. god the fucking turret boss. sigh.
megaman 3 on the other hand? honestly not many notes. i think the stage replays with the MM2 robot master fights were really fun and cute. and the wily stuff was, fine
anyway i walk away from this with basically the same opinion of megaman i’ve had since i was a kid, which is that i really like thinking about em, and i like the character designs, but i think the games are Just Okay
It is an argument done to absolute death but also think MM3 is a lot more even than 2. It’s a good gimmick “now you gotta do it again, with all your tricks”. And it encourages/knows you’ve played MM2 already to let you feel smart picking the right weapon immediately. Cool!
I played most of Perfect Dark Agent Difficulty on Cloud Xbox. It was both pretty good to not try hard and see these levels from being young. Also to see what I did or did not remember. To see “yeah they just made another level as fast as possible.”
Like this level design is so lost. The levels are all pretty small, even the long ones. I like that.
And they made a lot of contigencies if you beat levels different ways or thought outside the box. That is very of this era (Deus Ex).
I got through most of the game before turning on auto-fire. That was a mistake! Even with “modern” controls the aimming is never as smooth as any 360 shooter even. And it is all 90 degree turns to guys running right at you and there is no finese to zoom aimming. I appreciated fortnite after that.
It was interesting what levels I had vivid memories of and what I had zero memory of. Those last few levels seem like an absolute pain and boring. Fighting velociraptor aliens ugh.
Just to contrast/hurt myself I played a tiny bit more of Perfect Dark Zero which remains jaw droppingly bad, racist, and as 2006 as something can be. Y’all need to watch the cutscene compilation because it is way better than playing the game.
There are good points, barely! Everything blows up real nice in the game and when a bunch of background objects are shattering thanks to gun fire you briefly see what they were aimming for. It was fun to play this garbage then read the IGN review and have my eyes squint to the green flash of light as the sun sets against the ocean (2007 reference!)
Every game boy mega man game is better than its NES equivalent.
Now THERE is a nuclear take.
Kneeling down in the rain, crying
Don’t play TiT arcade
We are ofk 4 was pretty bland honestly. No sex in this one and it mostly just focuses on our remaining band member’s personal baggage during a road trip to Palm Springs. Up until now this member occasionally showed up in the background of other eps and now we’ve completed all 4 character’s romantic baggage arcs.
Will the band get back together? Probably, given all 4 feature prominently on all promo art.
One thing I found quite amusing was that the music video this week uses a mirror filter. I watch loads of MVs with friends and it’s a running joke that mirror filters are kind of a cardinal sin for a music video. A sign that the director/editor can’t think of another way to make 3 minutes of footage slightly more visually interesting and so they just mirror filter it up (or use dozens of other hideous options). They are still quite common in industry despite how far visual effects have come.
I take it to be either the result of a desperate edit to get the video where it needs to be that only sickos like me will complain about.
Or, it’s a strange cargo cult thing at this point and MV directors genuinely think it’s cool or is the MV aesthetic.
This latest MV feels like the latter.
I played a bunch of this last year when 1.0 released and now again with the new DLC pack. It’s really good as a roguelite, thankfully they let you make some truly busted builds if you get lucky enough with the drops + are smart enough to figure out various synergistic ‘tricks’ (like the 1HP thing you mentioned, or a scroll that turns all your shields into hp and one that boosts movespeed/dmg when you are at 0 shields that suddenly is permanently active because you never have shields)
oh man I was like, huh, racist? what did they do and then we got to china and uh, oh dear!
I just got this and it’s great? Super fun. Even works perfectly in CrossOver on Mac.
Tumbleseed is not quite what I thought it would be. I think it’s pretty cool but I guess I wasn’t expecting it to be a game based on runs with sort of an arcade mode. I figured it’d be more of just a linear quest. I might give it a few more goes but I dunno if I’m super into it.
Game has a learning wall and is too fiddly (both in terms of mechanics and controls). Super punishing and even when you get good at it, it never feels fluid to control. Way too floaty and slow for something that was inspired by a physical machine. Forest song still gets stuck in my head, though.
beat Expert mode of Castlevania Bloodlines! it’s honestly really easy to not notice the increased damage that shit deals, and after the first two stages they start to be REALLY lax about adding in new enemies. though, okay, the bats added to the giant gap-crossing screen in stage 4 was downright diabolical, that killed a lot of attempts because im stupid as hell. oh and the orbs that march around platforms moving faster is a nightmare for me. and i guess not having the free heal in the death fight was more difficult than having it, obviously, but i didn’t think it was that big a deal.
cute that the ending cutscene was different tho
i probably like expert more than the standard mode overall, just because most of the newly introduced enemies in the few places they did it genuinely change the shape of how you have to think about things. but i don’t have really much else to say about it that i didn’t say about bloodlines when i beat it normally, i guess. games still good
I love the aesthetic and the powerups and the way it’s paced – it does everything right to make me an apologist
I do like the aesthetic. I might like the pacing if it was contextualized differently, but for something that wants me to replay it over and over, it starts to feel like a chore.
The powerups are neat but also contribute to the difficulty of learning the thing.
It fits very neatly into my bucket of the minimalist early-10s indie aesthetic applied incorrectly to roguelikes, creating something parsimonious and mean instead of expansive and inviting.
If your powerup and progression is that slow then don’t pretend it can sustain random placement, I think.