Games You Played Today VIII: Journey of the Cursed Poster

I’m nearly finished with this game as well, and it accomplishes what I want from a licensed game: I spent my time in a way I don’t regret. The fanservice is amusing, especially as it is rendered slightly wrong throughout. I am convinced that this is because these are direct translations of the quotes in polish rather than them looking up the original quotes in english. Despite all that, this game has done the least damage to the terminator canon of anything released since T2.

To me, the whole game gave me the vibe of shitty Metro 2033 with a good license, and that’s exactly what I’m in the mood for

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A while ago mom found a USB drive that I had from college, which contained a lot of old games I made in flash but also 2 XNA games that still work. One of which is the fucking god damned fecal themed bullet hell shooter that was my class’s capstone project, which I had to do the art for and had no say in the design or programming thereof. This is true Kusoge

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I also found the old wave shooter I made for like a game jam over a decade ago.

My resume is also on this USB drive, I tried to claim personal projects on there as “work experience” but Craptastic Voyage is nowhere to be seen

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Tangent but is there a good .swf emulator I can use to try and play these old flash games?

I wonder what the legality of releasing this group project would be, surely I have the last known copy…hmmm

Ruffle works really well. Here’s a game where you’re supposed to “golf” by using explosive force at the crosshairs to hurl a box across the level. It’s a proto desert golf

this one is a real winner, you drive a “solar powered tank” and have to avoid the shadows of the clouds while also shooing. this is why I don’t do Ludum Dare jams anymore

there’s also an endless runner in here. everyone was doing those at the time

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https://web.archive.org/web/20220401020702/https://www.adobe.com/support/flashplayer/debug_downloads.html

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Pockest

https://www.streetfighter.com/6/buckler/minigame

(CAPCOM ID registration required ‘p’)

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I haven’t played a zelda since the WII-U but It puts pressure on me. I’m die’n from stuff if Im rushing in under prepared, at least in later stages. I feel like you could have a bonus dungeon for sickos and Id have a really good time with it as long as the variety of tools was good enough.

I think the thing with 3D zelda is the recognition that fighting and puzzle solving have to take turns and they are not letting up on the “puzzles”.


I Started playing trapt (namcos deception #3 I think?) for ps2 and its as fun as the sequel on ps3. If you dont know its a game series about setting and triggering traps to kill invading knights in cartoonish ways. Its good near-mindless fun.

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this is the fourth game in the series actually, though it gets kind of silly because Deception II is also Kagero I, and Trapt is actually Kagero II but apparently not a mainline Deception game

US titles

  1. Tecmo’s Deception: Invitation to Darkness
  2. Kagero: Deception II
  3. Deception III: Dark Delusion
  4. Trapt [JP title: Kagero II: Dark Illusion]
  5. Deception IV: Blood Ties
  6. Deception IV: The Nightmare Princess
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HELL YEAH TRAPT

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After playing all of Quake 2, 5 episodes of DooM, and as I play Doom 2 and Armored Core 6… I’m looking forward to playing something a bit more reflective than reactive. Does anyone else get like this? Sometimes my brain wants an immediate action game, and then other times I need another thing.

I noticed this as I was becoming a bit frustrated by the monotony of playing Doom map after Doom map, and by the time I got to Doom 2 it became easy to just blame Sandy Petersen, whose levels are, honestly, kind of monotonous, same-y, and less exciting or creative than his work in either DooM or Quake imo.

Armored Core 6 is really cool, but I haven’t felt motivated to play in the depthful build space to any great extent. I am mostly running a well-rounded dual-trigger AC with mid-range missles that seems to annihilate in most single-target encounters. So it’s fun. But I do feel a little disappointed that I am already feeling just content to stick with this build. I felt this way earlier during Act 2, and then I changed it up for a bit, so maybe I’ll end up doing that again… I just doubt it.

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a balanced diet is important

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eorzea awaits

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I am on the last 20 MSQ in ARR!!

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i’m still going back and forth between bg3 and ac6 because of this (but gaming much less than a month ago)

i think in ac6, only trying to get s-ranks will push you into specialized builds. you can muddle through the campaign with anything (apart from that one mission with the bonewheels and cute little tank guys in ng++)

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It’s IGF season, which means I get to play indie games I wouldn’t normally get, which means I played El Paso, Elsewhere. I’m about an hour in, and I’m gonna try to finish it. So here’s my initial thoughts.

I don’t like this game. I want to like this game. So I’ll list off what I liked first:

  • The music (besides the rap tracks) is excellent, great ambience and veering between weird styles.
  • The pacing of the story is smartly constructed. I want to continue learning about the relationship at the heart of the story, and the game is very effectively doing “reveal additional details, and” hook to pull me forward.
  • Visual style is nice, low-poly and grimy pixel textures mixed with surrealist lighting.

Unfortunately, I am a huge curmudgeon, so there’s a lot that I think this game fails at.

The noir writing is extremely superficial. It has the veneer of noir - husky voices talking in low tones about how much they regret being a drug addict - but it lacks the bone-deep nihilism and slimy sleaze that characterizes the genre to me. As a result it feels too sanitized, too normal.

Relatedly, the game lays the broad plot all on the surface. Noir, neo or otherwise, is primarily characterized by the formula of the low-class, asshole-with-heart-of-gold (or just asshole) protagonist stumbling into a conspiracy via small cases. The classic example is either finding a missing person or infidelity, but really it can be anything that causes them to be buffeted by forces too powerful for them to control or resist. In Max Payne, it’s his family getting butchered. That’s not present here, really. The protagonist immediately tells us what’s going on, and there’s not really hints of conspiracy so far, just a gradual unfolding of his relationship with Draculae (which, while the bright spot of writing for the game, lacks the oomph to carry it).

It’s impossible not to compare this game to Max Payne thanks to the slo-mo diving and noir feel, but the actual “game” part of it is so, so much worse, to the point that I wonder if people comparing it to Max Payne have played Max Payne in recent memory.

There’s literally no reason to dive or slo-mo dive in this game, at least within the time I’ve played. Every combat encounter is solvable by casually kiting enemies via backpedaling, because so far the enemies are primarily just melee guys that charge straight at you. The camera is in a bad position that causes a shooting dead zone, so if an enemy gets closer than about 4 meters, you’re required to use your one-hit-kill melee stakes, which drop from any wooden object and which I never ran out of.

It’s so easy I quickly started getting bored. Which sucks because there is a LOT of very repetitive combat in this game. It has the structure of an arcade game - enter level, save hostages, leave level - but none of the difficulty or complication that would eat your quarters. If I’m doing this much combat just to get the morsels of narrative I’m actually interested in, it better be fun, and it is not.

Compare this to Max Payne, as everyone else is doing, and it becomes clear why. Max Payne is HARD (arguably too hard, but that’s okay for purposes of illustration). It requires you fully engage with the diving mechanic to get the drop on guys or dodge fire, because you take tons of damage from enemies shooting you with bullets. Resources are very limited, so precision and care is required. The dive is not just a fun aesthetic element to feel cool, it is a core part of the combat loop that every encounter in the game has been designed around. Some bits could be tuned a little easier - a little less damage on being shot, a little more painkillers and ammo - but the game at least demands you engage with it.

In the IGF judging comments, I described El Paso, Elsewhere as “an all-ages community center stage play version of Max Payne”. Despite all the blood, the violence implied and literal, the awful rap about pulling a gat from a lockbox and doing a mass shooting… the game simply lacks the proper edge. It doesn’t have the anguish, the pain redirected from protagonist to player that makes something like this compelling. In its place is, sure, a well-paced (if only superficially noir) story about falling in love and being abused / betrayed, but that’s it.


Now for something personal.

Someone said I’ve been amping myself up to hate this game since it came out, and I think that’s true. I hate to admit it, but I have to be honest.

Concretely, I watched someone play the demo a while ago and my mood immediately went from interest to distaste. Pretty much every complaint I leveled above was present in that demo. I feel like I have very understandable and direct complaints about what the game is.

Abstractly… maybe this is related to my disdain for “hopepunk” and the like, but the sanitizing of what is to me a fundamentally sleazy, boundary-pushing genre rubs me the wrong way. Perhaps this is tainted by my perception of Xalavier as pushing a “christian identity” into his games, which is probably unfair of me and borne of my own trauma with the church. He seems like a very nice fellow! I don’t want to hurt his feelings by being harsh on his work because of my issues! Several people I know like and work with him, including the person who did the soundtrack to this game!

Which makes me question my capability to properly criticize it. It’s certainly doing quite well in the critical circuit, including Steam reviews. Although, it should be noted, when I went to see if anyone else had a negative feeling on the game, almost every negative Steam review reflected my complaints above.


So yeah. Did not care for El Paso, Elsewhere.

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I feel this way about Lovecraftian games, most of them do not understand the genre and things are just distastefully superficial. And there are just more and more examples of them every damn year. I also am suspicious of Xalavier. He does seem nice, but he showed up everywhere when I was paying more attention to game dev stuff on twitter, and he put out a bunch of games, all of them garnering consistent praise, but none of them ever compelled me to check them out. Usually these are signs I interpret as someone making a career off just being really good at talking to people, rather than doing actually interesting work.

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Yeah, I don’t want to dogpile El Paso, but I gave it a shot after seeing a few very positive reviews and it is so very obviously “a game made by a person who made being a videogame writer their social media personality”, like, this lethal combination of writing as a squeaky clean impersonal-yet-quirky exercise and cheap gimmickry disguised as genre savviness or whatever. “Eldritch Max Payne with a Halloween hip-hop soundtrack” is the kind of marketing that mostly works on people with a very specific energy, an energy I saw people discuss a lot lately when talking about how they don’t want to give ULTRAKILL a shot because of its fanbase. And in general, in retrospect a lot of the raves about the game have this aura I very much dislike in gamedev social media recently, a vibe of trying to be a cool kid on LinkedIn. Oh we couldn’t make ceilings work so we just created a world with no ceilings, oh it’s just one man with a very intense social media presence so you gotta respect the hustle, oh this slavish Sam Lake pastiche capitalizes on boomer shooter popularity in pretty aggressive ways, it’s all the kind of stuff that works well on those who care a lot about about how the sausage is made and consider it an integral part of how it tastes, and I consider those kinds of tastes/aesthetics/discourses terminally boring which is a problem considering how widespread they’re becoming. Somebody save me from all these incredibly likeable devs and games.

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at last my time has come

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i haven’t played El Paso but this is 100% on right here. a lot of “game dev professionals” in this space sense at some level that the genuine weirdos have been completely pushed out of their space, a thing they may have directly contributed to by overvaluing professionalism and industry status. but being creative is still a crucial part of their identity that they obviously can’t let go of. so it leads to them trying to find a way to compensate for that, which means being extra suspectable to that sort of stuff. it’s a world of aspirations and yearnings of a particular class in some way more than it is one of material reality. it’s also inherently vapid and superficial.

makes me think of what i call “the academic theater kid syndrome” where academics kind of adopt this theatrical performance as part of their brand/persona which also helps compensate for feeling like their existence is overly stuffy and cut off from the larger creative world and complicit in evil structures. you can’t be complicit when you’re out there epic baconing all over the place!! you’re way too much of a loose canon for that!!

i think a lot of this stuff feels more and more insular and completely unparseable outside its own space because it’s speaking to a smaller and smaller group of people tho.

edit: also this line calls back to the old Jonathan Rosenbaum critiques of the films of Woody Allen as essentially popular and embraced by the intelligentsia because they’re a kind of aspirational lifestyle movies more than anything that feels like an inherently real or tangible truth.

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I think this is actually the worst song I’ve ever heard in a videogame. wow

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