since “reinstall retroarch” is the ur-solution to pretty much every inscrutable RA issue, i always parse out the folders i need to keep - the saves, the states, the screenshots, and the system/bios stuff - those folders come along to all my new RA installations
sorry for your loss, losing saves always feels bad
That’s a really good idea and I wish I had thought of it years ago. The two biggest losses were my Spanish MGS playthrough (stopped right before the helicopter) and my Spanish SFAM DQIII (A little past the first portal). It’s okay. I’m using this as an opportunity to finally play Dark Savior.
y’all keep flattering me and i’ll start posting about the real esoteric stuff, wind up in some dark corner of the forum muttering to myself about “wormblaster the third” and whatever the fuck is happening here
one of the important things to do before ng+ is to murder npcs and get black soul so this bad bitch shows up and then kill everyone else and get their cool drops this game is dripping with cool goth girls
anyways… sl1 done. took me like 20 hours. i think i did 1-1, went to 4-1 to get the crescent sword, i guess if i did it again id do that then go right to killing the tower knight and doing 3-1 to free sage freke wardings kind of goated for this play thru, and then finish the mines to get a +5 dragon short sword, and then i think it kind of doesnt matter what order you do stuff in cause youre pretty fucking strong with those two things not a lot can stand in your way.
Chair Chaser, a 2002 student project from Konami’s computer entertainment school in Osaka where five people (one of whom is a penguin mascot) compete in an office chair race to become the new CEO of Okamoto Office Furniture Corporation
Roundguard: It’s not very good unfortunately. It’s a Peggle-like but it’s also a roguelite? As a peggle lover, I have to say this is missing some fundamentals here:
The gambling mindset is gone - best example is that the “bucket” at the bottom is now a mattress that simply saves you 5 damage points instead of giving you a significant bonus, like an extra ball. It feels good to hit the mattress but 5 damage points is very little on the whole so it’s kinda like getting a very big box at christmas and finding a single mandarin orange inside of it. Without those big payouts, the slot machine feeling is gone.
The big multi-bounce payouts are gone as well. You do get points per peg you destroy, but Peggle had this beautiful system where each Peg was worth a set amount of points, but your score was multiplied by the number of pegs you hit in that shot. There was also an additional multiplier so that when there were less pegs on the board, each peg was worth more, making late shots incredible valuable if you could make very cool trick shots. Now it’s just sorta, hit-monsters-with-ball-to-kill-them.
The ability to aim the ball and hit multiple pegs was deeply important, and this game seems to make that harder somehow. I can’t put my finger on it but aiming a shot so that it hits one peg, bounces across the board, and hits the other seems…unlikely. Maybe it’s a level design thing! But it doesn’t work for me.
The game is sooo looonnng, like each level is about the same length as a peggle level but you gotta do like 20 of them in a row and…yeah i dunno, i just don’t feel like i’m making that bite-sized progress. it feels tedious.
the powers are more frequently usable but not nearly as powerful, so there’s less of that big back and forth momentum
the backgrounds are totally unrelated to the pegs, and not interesting to look at. uncovering the background and seeing the way they make the pegs interact is like maybe 20% of the joy of Peggle!!!
no slides!! all round pegs = no cool slides!!!
Anyway I’ve played hundreds of hours of Peggle, especially the versus mode in the Xbox 360 version, so maybe I’m being too harsh. I like that someone tried to make a different version of Peggle, which fucking nobody else has done. It’s a big swing! it also feels like a big miss unfortunately.
I had to double check that I wasnt just miss remembering the name but nope, seems like Pegglin was a different peggle-like rogue-lite from earlier this year where hitting pegs deals damage to enemies and matches most of the criticism in your post (too many levels in a game, backgrounds arent interesting, missing some of the original fun elements of peggle). For what its worth there was a deck building element in that one where you composed a bag of balls of different types, most of which had both different physics and different rpg effects so maybe they’re not exactly the same game at least?
Played about 2 and a half hours of Shining Soul 2 on the airplane. Wow this game just lets you…die and then go right back to the boss fight immediately if you want to. Want to bounce out in the middle of a dungeon and sell the stuff you found to buy more health potions? yeah sure why not. This game sure uses every part of the GBA, even the
Select Button
during gameplay. Absolutely cheeky that the game keeps going in the pause menu and you can die because an enemy comes up on you. This is problematic if anything around you is happening at all and you need to stop playing. I love how the leveling up is handled and the store menus. Everything about this rpg is really neat I’m surprised I didn’t really hear about it until now.
since i finished demons souls im playing digital devil saga which i also stopped playing this summer and also mgs1… beat the first disc today wow its so good.
oh i should play raw danger for the season… believe it or not that game is a lot like mgs in a lot of ways which i am too cold to ennumerate (the citys sending an inspector). i guess i just think that and mgs and demons souls are all doing something really similar with 3d spaces
anyways dds isnt as good as nocturne but nothing is yknow. still really sick im tearing thru it with a minmaxed god serph with 95 str. just power charging and consuming everything with ap share turned on. setting demons up to eat em is almossst as fun as nocturnes recruit / fuse loop but i wanna say having set party members isnt quite the same hit as constantly recruiting new guys. guess pokemons popular for a reason… still i mean i basically only think this duology (and strange journey but ig i dont really like that system as much as press turns imagine if itd been a ps2 game instead of fucking persona 4 ) was any good at capturing the sheer charm and delight of nocturne.
finally figured out why I like GoW: Ragnarok so much — in the same way that, by the third Mass Effect, they’d finally figured out that what they were actually making was an AAA jRPG (while delivering on the questionable promises of Alpha Protocol-and-whatever-other-360-era-aspirations to make every genre into a passable over-the-shoulder action game at last) and focused every other extraneous aspect of the game design and the storytelling on that goal, they’ve basically done the same thing here (complete with eschatological framing!).
the way the side quests are scoped and the way your party composition and ensemble dialogue and the gear system are implemented are all basically driving at this same goal, and (just like with Mass Effect 3), the writing and the combat are good enough to make it hold together.
so I’m actually pretty full of praise for it on this basis. it’s obviously quite a conservative game design target in some ways, but it’s been articulated a lot more often than it’s been done well over the past 15 years, and this is a very solid example.
Tried out the demo for the new Jupiter joint… Picross… uh… Pictobits x Uzrobouross (no, I’m not going to check whether I spelled any of that right). It seems to be variations on speed 5x5 nonograms. It’s cute, but it’s also a hellscape of menus and systems that I don’t think I can engage with right now. I deleted the demo but might revisit the full version someday.