the new remake better retain the hot plate glitch
should be easy to put the switch directly on one
Depending on the game, my switch can sometimes feel like one. Who needs a plate when it does it for you?
we played the re1 left 4 dead 2 recreation cuz even though we all like resident evil none of my friends have actually finished re1 and the mansion is like a thing they understand by osmosis
anyway it was just as hilarious as I thought it would be. he made some changes that are fine mostly. ink ribbons and typewriters exist now so you can get a supply of defibs to bring people back from the dead if you need it, but theres also the normal rescue closets. green herbs are pills, red herbs are medkits, and blue herbs are adrenalines which also cure poison. a bunch of the puzzles are simplified, like the birth to death painting puzzle just requires you to hit the buttons until they all light up not in any particular order. the dog hallway jump scare is replaced by a bunch of zombies suddenly breaking through the window to fuck you up, and every boss is a tank now. sometimes they are even GREEN or PURPLE to denote their toughness. it even has VENOMOUS SPIDERS, who helpfully inform you that “You are on poison!!” something the re2 and re3 remakes couldnt bother with!
the whole time they were like “is this the jill sandwich room…” and finally we got to the room where you place the broken shotgun with a conspicuously placed hammer and i just said fuck that and ran out of the room. once they followed me it said like BREAK DOWN THE DOOR WITH THE HAMMER TO ESCAPE but none of them grabbed it and so one of my friends just dejectedly stared up at the ceiling anticipating his fate while the AI bot broke down the door with a combat knife and escaped leaving him to get crushed. RIP
Reading a note where a guy says itchy tasty is so 1996…how about some WALL GRAFFITI that says itchy tasty
theres a puzzle i liked where you go into a room and theres this shit on the walls
and you have to turn on a blacklight to change the symbols into letters and decode what the lab passcode is, and then you go back to the computer to convert that into numbers to enter into the computer. sometimes this map made me feel like that left 4 dead maps can have a FEW puzzles as a treat if they are simple and straight forward
we were really high and got stuck on this basic math puzzle to kill the plant for like 15 minutes because nobody could do math until i just silently solved the puzzle for them, i dont think this puzzle works the way it does in either the original or the remake, you just combine water purple and red until you get 8 and combine them with blue so it’s 8x3 for 24. because poisons have to have the same number to kill plants, stupid! everyone knows that!
WRECKAGE OF THE MAD EXPERIMENT
the way it does backtracking is pretty nice, i never felt like i needed a map and its always obvious at a glance what key goes to what door. you do a little exploring in the mansion, go outside to get the helmet key (which the game helpfully tells you), and then come back for the battery to fix the elevator you find while getting the helmet key. all this stuff is pretty easy to see and wonder about and the sense of progression is really nice. it took us like 2 hours to beat which was pretty fair for a first time i think. he even gives you the option to leave your buddy behind in the jail at the end or rescue them for some minor help at the heliport
we played his RE2 side A and side B campaigns right after this and its really jarring because it felt like he cut puzzles or made sections straightforwards in the RE1 campaign for gameplay reasons and his RE2 campaigns are just full of wandering around aimlessly around the RPD vaguely attempting to retrace your steps from the game. there are some moderately impressive details, like the one time a zombie hand busts through the barricades the hands come out of in the og game which i didnt expect, or the fact that there is an actual attempt at the marvin cutscene with dialogue. Side B has some technical issues, due to some weird model precaching thing that kept crashing the server every other level, but its not worth playing both and Side B is more fun, so…
for the most part a lot of the offices and corridors look very similar and we spent about 2x as long exploring the rpd as we did the mansion. A and B differences are some puzzles, everything in chief irons office in B being avatar the last airbender themed, and being able to get through it faster a 2nd time but we still got lost a LOT. you usually understand what your goal is in the RE1 maps but here its a lot like “well theres a lot of locked doors, i guess we need keys” and you just run around until finally the game railroads you through really linear sewer/lab sections (the gator is THREE bright green tanks lol) into shitty finales. the B side finale is fun because one person has to sacrifice themself to get the train moving again but fundamentally both of them end with you being locked in a really small room having to shoot zombies pouring down from on top of you. ironically i found myself disliking the re2 campaign the way i didnt like the remake which i thought was funny…too much time fucking around with big guys and the Forever RPD. overall the ending felt way more low effort than the multiple intense “tyrant” battles on the helipad of campaign 1
They both have bromide though
really funny how the more brains you add in a multiplayer game the dumber you have to make the puzzles, because you’re increasing the likelihood someone is impatient and bored, and that stuff is contagious
honestly this is something I wish a lot of sven coop map designers learned in like 2004. ive sat through so many awful coop maps on like 30 player servers where no one could figure out what to do and eventually everyone would fuck off
It makes E.Y.E.: Divine Cybermancy even funnier, too. Despite stuffing their levels with lightly-messaged quests they all end up as a big arrow to the things you need to kill, just enough for one person to shout over the group and solve the mission. The insane character builder and narrative dumps just heighten to the end the multiplayer feeling that you’re along for the ride and it’s all whooshing by.
well on the other hand with EYE every time there’s a piece of coherent dialogue it ends up being seared into my brain. I do drugs! Too many drugs! I don’t have any control on my intake! I’m addicted to this crap, and it makes me do anythin’! Also I do drugs to forget my shitty life; I have had enough of bandit life!
the transformation of terrible dialogue into gems through repetition and stupidity, the true realization of Hermes Trismegistus’ alchemy
Today is a big day for my friend because a stalker mod hes been working on translating for 3 years called goldsphere came out today. It seems cool but I would probably give it a patch or two before you check it out, it seems like they rushed the release a little bit
Naturally like every good russian mod it starts off with an inane scripted sequence where you wake up fucked up feeling in a field and a bunch of military guys capture you and imprison you in the barracks of the cordon military checkpoint everyone hates running past in clear sky. It’s comical how many times i tried to get this to work before it finally did. You’re supposed to talk to this guy who walks past your window and mentions something about how if you look sick he’ll help you. theres a bag of medical supplies in the room with you and the correct solution is to give yourself heart palpitations by taking ibuprofen and then talking to the guy so he opens the door for you. Of course, the problem is that the first two times i did this my stalker platforming skills were too pro and i easily leapt over the wire fence the ukrainian army put down to stop me and got shot in the back of the head by a laser beam. And the third time I took the ibuprofen and the guard just didn’t care, so I went to sleep and the game crashed because the dev team forgot to include an important file that’s now being distributed in some discord somewhere (good luck!!) and my friend sent it to me. Finally I tried again and this time the dipshit military commander just left the fuckin door wide open so I waltzed out and up the road without getting shot at or making my heart explode until the objective for escaping autocompleted itself. Such is life in the zone.
played the fuckin game of my life and STILL DIDN’T BEAT THE BOSSSSSSS. final hit failure again i’m gonna cry
top 100 again tho
I played through Faith 1 and 2 and then the recently released 3rd chapter over the past couple of days, completely flipping my take on these games. I think Faith is a frustrating waste of time with a fuck off story about demonic possession and a cool audio-visual style.
hold LT to deescalate
Easy come easy golf is a real old school skinner box, the new significant rewards (= new characters) are doled out less and less generously as the game goes on. I need to finish like seven 18 hole courses to get a new character right now? Jesus
Getting a new character is momentous event. It’s like SMT… with golfers; the new characters are overall getting « cooler » as the game goes on, and you just have to give up on the levelled up losers you started with anyway, because they’re just not up to par anymore. Adding the new character to the roster invariably means removing an older one. And you know you’re never picking the removed one back up again. « Heh… nothing personal, kid… that’s golf for you… farewell »
Spoilers for Cania
The 2D crowd people look completely ridiculous if you look at them for a second
Not even the first time this has happened
i love all the ridiculous outfits!! also i am not giving up on my level 1 losers!!!
I’m replaying Silent Hill, which I think makes me like the third or fourth poster to play through it in just the past month or two. Such an incredibly beautiful game. Pretty fun adventure game too! The puzzles, though, are just obtuse and they have the added difficulty that I simply don not trust the game’s design to not be obscure which leads me to very quickly googling the answer. Maybe they’re fun to puzzle out, but I won’t give Team Silent the chance to prove that they’re following any kind of rationale.
It’s weird… SH1 is famous but kind of underappreciated so you never hear people mention the weird drug scare subplot this game has. It’s in your face even during casual playthroughs but it’s central and emphasized when you go about getting the good ending.
Drugs… in my sleepy little town? Could that explain the strange happenings?
Edit: and what’s with all the bug bosses! You fight a sandworm, another worm, and then you fight this moth whose death animation brings me to true tears…
It’s a special game.
Oh yeah! I remember thinking in my Jerry voice, “what’s the deal with these drugs?!” So much weird drug scare stuff from the trafficking to the forced administration of it to the nurse? Cybill also days something like “town going to darkness? Must be on drugs” which struck me as p funny being a little high at the time
That clip of moth dying got me good