Games You Played Today VI (III in the west)

Rushing Beat Ran: Fukusei Toshi SFC (with code to Brawl Brothers SNES)

Love the pile-driving, ground-comboing mechanics in this fast belt scroller; kinda don’t like the regular enemies being so trigger happy when you’ve got limited continues; really don’t like the bosses being effectively unhittable outside of your Ikari/Angry powered-up invulnerable state…which I had turned off because I didn’t like its flashy FX. ;_;

brawl_brothers

Had to save-scum the fourth, ultra-long-feeling stage. Next time I play with Ikari ON and Easy difficulty. ; )

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yeah



It feels weird taking the jump from PSX to PS2, but everything is smoother. There are more details to everything.


I recognize a lot of the MGS “culture” from MGS2 (‘The Orange’ hiding box, ‘kept you waiting, huh?’) from here than I do from MGS1. I think a large part of the smoothness comes from having analog controls. It’s also much faster at transitioning view modes.

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Desta: The Memories Between has you guiding the titular Desta through games of dream dodgeball as they work out the conversations they’ve been avoiding with their loved ones. They’ve returned home as their mum is about to sell the house, and they’ve been avoiding each other since the passing of Desta’s father.

It’s a turn based affair, ostensibly a roguelike-ish thing but I don’t know because I haven’t failed yet. You guide your friendly characters to pick up/throw balls at your foes, and the throws are by default controlled in the pull back and release style of input. You can bank shots, pass balls to your team mates, collect rebounds to keep balls away from the opposition, etc. Limiting your opponents’ access to balls is a solid strategy. You can even have your characters hold a ball and stand over one at once to really lock down the supply.

I’m actually quite enjoying this so far, though if I die I wonder if the mode of progression might wind up turning me off. If I actually have to replay a bunch of chapters that’d be it for me.

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vampyr is so good. been playing the snot out of that game

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i got an ending after 2 hours of play! i was escorting a rich guy’s daughter to her arranged wedding, planning to rescue her when i got the chance. what happened instead is that we were ambushed by bandits, who said they’d already killed the groom and planned to hold the girl to ransom. the bandits killed the entire escort party, including me. but! i turned into a werewolf and killed them back! then afterwards, me and the girl ran away together

this really shows the difference between metal max 3 and xeno. xeno was a much more linear, standard rpg. no surprises like this would ever happen, it’s got a story and you’re gonna follow the story how it tells you to.

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Yea, I had been thinking about this one for a while and decided to give it a shot after reading your initial post. I’m enjoying myself quite a bit so far, tremendous 360 energy.

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yeah there’s something about it, it has just the right scope

fair bit of weird technical issues have had remarkably low impact on my enjoyment of the game. if anything, the jank feels thematic

  • one hard crash to the PS5 OS (luckily the game autosaves very frequently)
  • if you flip between submenu pages twice as quickly as possible, the page you land on will be blank and not show anything. navigating away and back fixes it
  • after playing for long enough, i get random black 30-second-long “LOADING” screens between pressing cross to speak to an NPC and the dialogue actually initiating (some kind of memory leak bailout like morrowind on xbox? idk lol). also, in the resulting dialogue, you cannot swivel the camera, nor press square (to skip lines of dialogue), nor circle (to back out of a dialog tree-branch) until after the entire dialogue sequence finishes
  • if you run too fast between areas, the normally-solid 60 FPS will sometimes tank for a few moments. the framerate also goes to shit in certain particle-heavy scenes, but worth noting that the game by and large does lock to 60 FPS

also the load times are brutally long.

anyway, this game is an absolute gem. there is too much combat and the combat is pretty jank in some ways, but it’s passable enough. the characters and concept are A+ and worth the jankiness

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seriously, though, the score for Vampyr is among the most striking and evocative videogame soundtracks i’ve heard

shit is non-stop bangers. aesthetically perfect, musically never less than compelling

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Finished the Saturday morning cartoonification of Metroid that is Fusion with affection for what felt like spinoffishly offbrand qualities which at their most smile/eye-brow raising (animal buddies, Bubble Tape™ 'n Capri Sun™ colour palette, deviant art adjacent cutscene/box art, Samus’ characterisation, the stupid Adam stuff) recalled, idk, watching that old Disney’s Aladdin cartoon show or the Ghostbusters or Beetlejuice ones, like, hm, weird, idk that I buy these as the real characters but I’m entertained enough with the licence given to get a little goofy (like encountering a scientist

(isn’t he supposed to be at least like a head shorter than our dear Samazon? (maybe it’s the X)) or even like…seeing a normal human pipe with a normal human handle

felt weird (Neat)) while at its most effective (space station built to emulate SR388, the X infection and its relation to Metroids and how they interact with enemies, being stalked by SA-X, Samus’ near death surgery and rehabilitation) it felt like a top shelf episode of Batman the Animated Series, permission to go high concept with rich source material while keeping things concise, commercial breaks and all (GBA play) but still ultimately nurturing a nagging notion the whole time that this would be actually really good as a feature length film AAA game where these ideas could be fleshed out and full throttled (SA-X in particular felt underutilised, I had as many goofy get-it-stuck-spin-spasming-at-me moments as I did genuinely tense encounters

but hey maybe that’s a demonstration of the “wit” that X lacks (trying to give the game the benefit of the doubt here!))

Samus does feel better to control, snappier (running, pivoting) stickier (wall grabbing) than Super if memory serves and if that’s an intentional stroke of thematically holistic design because she’s in a much slimmer suit this time (and seemingly more fragile if combat was any indication (which is leaned into too much for my tastes without being developed into something more interesting)) that’s cool! None of the music has stuck with me but the sprites are tasty, big funky bosses (I appreciate how the X cells you have to kill after breaking their creature form rubber band with your movement not too unlike the baby Metroid’s in II, which is not an intentional stroke of thematically holistic design I’m sure, I don’t have anything meaningful to pull out of that, just an association!) and if I zoom out enough to see the series as a timeline of little of thumbnails and blurbs, Fusion earns its place writ bold, it’s a fine-by-me Metroid.

Zooming back in however…well, like any of the games where you’re given a map (!) I’m left wondering “How Metroid is this?”/“Is this Metroid?”/“What is Metroid?” and in Fusion, “What am I actually doing most of the time but being told where exactly to go and then locked in a box to tile hunt/pump some laser sponge of a boss?” If my osmosis’d spatial memories of previously traversed places aren’t allowed the room to breathe and re/associate, refreshed via backtracking as they’re complicated with more ossmosis’d soon-to-be known unknowns, when does exploration dull to the point of becoming mere navigation, the classic Metroid verbs quarantined to the point of Hidden Object Game? And verb quarantine may be an artful manifestation of its Theme! But I don’t think it would strike me as Neat with a capital ‘N’ if Metroid wasn’t attached to it. I know some people appreciate the sterility of the science lab. Surgeon Adam barking orders over the map-as-operation table and the concisely-spliced-up-to-be-solved level design/setting/main character can have a little gold star on the zoomed out series timeline for thematic cohesion, I’ll think about this one as time goes on but it didn’t give me enough space to embrace…so idk why I’d ever play it again just like idk why I’d ever watch one of those old cartoons again (and I haven’t, so if that whole analogy is wack, there ya go!)

when I think about this

game gets a B, but if I think about this

image

game gets a D

call it a solid C

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Yep, called it. Pretty cool mechanics just definitely think shoe-horning the roguelike structure into this does it no favors.

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err, this is false! it’s not Milestone S.r.l. (who do Monster Energy Supercross, Ride, SBK, and Hot Wheels Unleashed), it’s KT Racing, who also hold the WRC license

apologies for the misinfo!

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obviously the ending is a nod to Super’s minus the emotional impact of the baby’s sacrifice, here it’s just what X is genetically wired to do, but it’s a nice touch that this death triangle dynamic was foreshadowed at the part where SA-X is blasting at the swarm of escaped Metroids, completely ignoring the player, Samus has some Metroid DNA but the real deal are still the primary target

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deathly curious to see how you’d react to dread

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Death Brade SFC
(aka Mutant Fighter in US arcades)

A monstery, super-mashy wrestle fighter 2 yrs before Slam Masters!

But my sluggish mashing speed only gets me to the third fight. D-ohh!

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maybe it’s time for me to get into Switch emulation >__>

no, it’s time for Rain World

These days Metroid always makes me think of Rain World

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I added that to my backloggd 8 minutes ago : ) yeah

I remember watching its progress on the TIGSource forums, impressive!

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After running spending some time in the Prime remaster for comfort, I tooled around with one of my least favorite Metroids again, Super Metroid. This time, playing it on a PC CRT monitor, it really drew out the colors and the darker backgrounds. The effect was to highlight how comic-illustrated it wanted to be.

The drawings in the opening cutscene, the lurid purples and greens in Crateria and Brinstar all point to how Metroid Fusion styled itself. But it’s still within a really small pixel resolution and a lot of the art is still about making neat designs in an 8x8 or 16x16 grid, which I think pushes the artists to something more hard-edged and right-angled. It’s like there’s a tension over whether it’s a light pulp comic or something closer to the Metal Gear Solid style of crisp surfaces.

That tension also occurs in the simulationist elements - rain, footsteps, the flickery ‘breathe’ idle animation, the dark scenes with glowing elements on her suit - someone was real excited about immersion in dark caves in a very un-Nintendo way. But I don’t think they had the whole team’s ear and that voice was losing out already. I’m glad that’s a thread that got picked up by Retro and really taken to town - it was a unique bit at the time and something that fidelity can be useful for.

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my post was less a suggestion and more out of curiosity. given how much trouble you had sticking with fusion (relatively speaking), i’m interested to see whether its sequel would prove to be more or less troublesome to you (you should probably play rain world instead tho)

anyhow, i thought this comment of yours was amusing:

when does exploration dull to the point of becoming mere navigation, the classic Metroid verbs quarantined to the point of Hidden Object Game?

it’s amusing since Other M grinds itself to a halt about half-a-dozen times so you can play a literal hidden object game

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Kirby’s Dream Land is… quite good, actually.

I always kinda wrote it off because “Kirby, but before he got the copy ability” always seemed like an pathetic pitch, but no that just means the whole game is designed around his default moveset, and there aren’t any overpowered abilities to water things down.

It’s also quite short, with a well-tuned sense of place, pacing, and general pageantry. To the game’s benefit, it’s over before the feeling of hollowness that I associate with Kirby level design to really able to sink in (which is more than I can say about Kirby’s Adventure). I can understand why Sakurai decided to frame the worlds in KSS as their own miniature games.

The extra mode (second loop) is the real highlight of the game. It’s got some genuine teeth. There’s a certain gleefully cruel sense of humor to the new enemy placement — I had a good chuckle every time I ran into another unexpected death. I’m surprised to say that I got a game over on every single stage.

(I wish the double-tap run was in this, but I kinda have the feeling that would ruin it.)

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