Most of the Big Buck Hunter games are by Raw Thrills, right?
After playing Cruis’n Blast…dang, maybe there’s stuff in those I might be missing.
Edit: looking at the screenshots on Switch and holy shit yes, this is exactly the kinda shit I would imagine the Cruis’n Blast people would do with a hunting game.
Armored Core For Answer is widely considered by from scholars to be the 12th sequel to their breakout tech demo Armored Core and the first and only successor to the penultimately numeric entry Armored Core 4, notable for being Miyazaki’s (the good one) entry into directing video games.
During this game’s tutorial after learning a series of common commands muscled memoryed by any true Corehead, it introduces a new mechanic where you can hold a combination of buttons to do an AOE spirit bomb in ways Miyazaki would later implement into the elden ring prequels yet for some reason despite clearly highlighting LB, Y and B holding these does fuck all other than launch your core armour full force into a cliff face. The games instruction were clearly wrong so I look at the manual which instead tells me you to hold LB, Y and RB instead.
A gamefaqs post carbon dated to 2010 finally pointed out you hold Y and B THEN press RB to do your (mandatory) technique onward through a gauntlet of good music, oversaturated bloom effects, clunky movement and genocide denial that would make Xbox Series X boosted Nier2010 proud but two hours in it’s funny how often these games get 4gotten as stepping stones for one of the few well regarded AAA auteurs of the past 10 years given how much DNA exists here (hell compare the openings of these two with the OG demon’s souls, uses the same brown filters and everything).
I was really enjoying the ps2 ace combats until a mission in 5 because you have a wingman who is bill paxton in aliens and he’s irritating and won’t shut up
I finished playing Metamorphosis and I think my final impression is that the environment design is sublime (you’re not just crawling around in human structures, you wind up in some rather surreal spaces that are the game’s highlight), and the game does do a pretty decent job of paying lip service to its inspiration. There’s one or two scenes in particular that also made me laugh genuinely.
Mechanically the game is alright, it’s mostly fetch quests (of the “go talk to X and they’ll wave a magic wand and make something you need happen” variety) and some light platforming/pathfinding challenges. There are a few “puzzles” but really nothing that’ll test you.
Narratively, it’s a little interesting but it leads to a binary choice at the end where you basically choose self-interest or sacrifice and then the game ends pretty abruptly so I have a feeling they really only had the outline of a story more than a complete narrative. That’s okay though, for a game like this.
So yeah don’t go hurry out and buy this or anything but I thought this was Pretty Good/10
Playing New Super Mario Bros. Wii for the first time. I got it when my grandma got rid of her Wii and handed it down to me, and never got around to playing it. It is the eating cardboard of video games. Two worlds in and everything is completely bland and forgettable. The second world castle somehow steals the worst gimmick from SMB2J (levels that contain infinite loops unless you take the correct path) though it at least they gave it audio feedback in this game and the correct path is telegraphed. Still, never thought I’d be seeing that show up in this game of all places.
Also started playing that Ace Combat 5 port that came with AC7, but I’m just a mission in and don’t really have any thoughts on it yet.
i’m playing the HD PC port of Resident Evil for the first time, on what i presume is the normal difficulty. this game is way fussier than i thought even knowing what i did know about it coming in. it’s way harder to figure out the order of things you need to do and easier to get lost, to the point where i started looking at a walkthrough. i’d jump into that less quickly normally but maybe i just don’t like attempting things many different times because it takes like a billion shots to kill zombies and you don’t have much of a buffer to kill them in anyway and some hallways are way too narrow to avoid them.
definitely enjoy the vibe of the mansion but am not enjoying the weird fussiness of this game.
Be aware that the game defaults to 60fps on PC and that breaks the game in a number of significant ways, notably damage dealt and received. It also tightens up the window you have to use an emergency escape item or throw off a zombie attack through mashing. Some enemies activation radius also seem larger, notably in the courtyard outside. SO this might make tha game even fussier!
I played a bit after switching to 30fps in the menu and that seemed to fix most issues. I ultimately went back to playing it in dolphn though.
oh shit! yeah i was playing on 60FPS, and the timing/damage dealt felt really unfair in a lot of ways. this might make the game far more enjoyable to me.
Finished off Axiom Verge in just under 10 hours. Despite some of my initial misgivings, I had a lot of fun with it.
The world finally congeals into a proper feeling place once you finally reach the outdoor areas, and when you gain access to the planet’s central conduit/hub. The exploratory design is no slouch either, with the game being decently open but still not providing you with too many options of where to go once you find a new ability (imo). It manages to feel propulsive and well-paced (like Dread) without feeling cloistered (unlike Dread).
Combat never really got good, either with the bosses or the enemies. Things either felt simple and rote or like a chaotic mess, with the proper balance only rarely being struck (the final boss was an astonishingly good for how messy it was). Still can’t get over the fact that there were like 20 different guns in this and only a couple of them felt better than the default pea shooter.
Trace finally became a (slightly, marginally) interesting protagonist about 2/3 the way through the game, once he was given a firm reason to be skeptical of the motherly brains. If I were to revise the script I would at least make him a silent protagonist before this point, and then have him start talking afterwards (to help drive home his burgeoning sense of agency and motivation).
The password device was confusing (good). Couldn’t really figure out any uses for it besides plugging Justin Bailey into it (recommended).
I like the sound design in general, but some of the harsher loud sounds make playing this on a TV (with other people doing other things) a bit awkward.
dunno what my bottom line is here, but I’m very interested in AV2.