Games You Played Today VIII: Journey of the Cursed Poster

The part of RE4 I can never get over was how the GCN had a specific chip that made stuff look wet. It did wonders on all the guts monsters bosses who looked juicy and squishy on GCN and Wii, and just looked like video game models on PS2.

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It took me a long time of watching videos of Trombone Champion before I realized Nasty was a bad rating and not the best rating. It seems like the kind of game that should have made Nasty the best rating.

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I think the game wasn’t actually handholdy. I don’t remember the game ever caring if you pressed the wrong button but sands of time was absolutely intentional about showing you exactly where you should go, and the entire layout of an area, and leaving it to you to figure out how to do that. Showing you the whole stage but then leaving you at a loss as to what you should do is absolutely what I like about the game. If it was actually on rails with big flashing button prompts telling you to jump now, wallrun now, duck now, etc I would’ve hated it (that’s exactly what 2008 Prince of Persia was and I hated it)

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It has the premonitions of what you are going to do (indecipherable) and then a camera pan of every each room you enter and I still got completely lost and was unclear where my goal was so I quit playing.

The action taken on each piece of architecture is pretty straight forward and really only has one option. Feel like it did tell you wallrun here, jump on this column. I just got to a point where I guess I was circling around the back of an optional path.

Now it’s kind of a step on a evolutionary ladder where something like Mirror’s Edge or (Better Example Here) encourages the player to interact with the environment how they choose instead of the one way they can.

Playing it after Team Ico games was probably a mistake but I wanted to refresh my opinion on it.

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yeah see this is exactly what I like about it

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Super Double Dragon (PC/Steam)

Port of the Technos Japan SNES/SFC beat-em-up. Lovely colors and music, exceptionally dull action/stage/enemy design.

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Default speed is unplayably slow; fortunately, this port has added a speed slider–150% was okay. But the fighting is still really boring; you can’t even knock enemies off ledges or into spikes: they just get up in midair, Roadrunner style;

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and the spikes do nothing.

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The worst are the incongruous actual clowns with way too much HP.

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You can switch to the later, Japanese version of the original SNES/SFC game, “Return of Double Dragon,” which according to The Cutting Room Floor web site Super Double Dragon - The Cutting Room Floor has tweaks, level additions, and an Options screen that the US/International version didn’t.

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It’s still really boring.

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According to the description below NintendoComplete’s video of the SNES version - https://www.youtube.com/watch?v=V7JpfAV8-oI - there’s a power bar that charges when you hold down the shoulder buttons, and pops off special moves related to the power level–probably what the silent Charge buttons I couldn’t figure out do. Looks like if you manage to get the bar fully charged, single punches and kicks deck opponents.

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There’s a Block button, which I didn’t use; looks like you can trigger counter moves with it, if you have that kind of patience. Some enemies block a bit and that just delays things and adds to the boredom. Many enemies, especially later, will randomly counter punches and kicks, and those are too slow when you’re surrounded, which is most of the time because surrounding you immediately is the AI’s obsessive aim, so 80% of the time there didn’t seem much point to doing anything other than jump kicks, which move you out of trouble and don’t get countered.

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Ah, that might not be so necessary in US/International version: TCRF says “On the Japanese version, enemies can duck end combo blows, thus preventing the players from finishing their combos”; in that case, maybe I’m NOT so keen on the JP version, because that breaks your basic attacks; I wonder if it also effectively increases the difficulty level significantly. The Japanese version ends hung on the game over screen

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(TCRF: “There is no ending text in the Japanese version”)–although it does at least add a boss area and final boss; in NintendoComplete’s video, the US/Int version goes right to the end text after you beat one of the repeating sub-bosses in a fairly generic hall.

The port defaults to a slightly vertically stretched screen ratio–probably a square pixel ratio. You can switch it to 4:3 in the menus.

The port’s menus are surprisingly clunky–for instance when mapping a controller, most of the button icons are identical–and wrong–so it looks like it isn’t working.

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(And my Hori PS4 stick’s L2/R2 buttons weren’t mappable.) Basic menu navigation is clunky, seeming to ignore obvious ideas of how to, say, confirm or back out. The Start/Ctrl button is particularly problematic: it acts as the SNES/SFC Start button, but really fiddly, and I usually had to sort of hold it for a split-second before it would act like the SNES/SFC Start button, so it was always anxious moments trying to Continue or Pause; if you hold it too long, it acts as the emulator’s Menu button, adding another layer of confusion.

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Super Double Dragon’s planner, Muneki Ebinuma, went on to work as planner for Double Dragon Advance, and later wrote an interesting article about how with DDA he tried to correct what he saw as design mistakes they’d made in Super Double Dragon; he also described various challenges, influences, references (Fist of the North Star, Bruce Lee, etc), and design decisions involved: Double Dragon Dojo: Muneki Ebinuma's Commentary on Double Dragon Advance (English, translated from ダブルドラゴン アドバンス ).

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DROD: TCB day 3

I’m just gonna mentioned what new gimmick/mechanic I come across each day for as long as they pop up and are distinct, as I think sans any other context I have no idea if they seem like they should fit together in the same game at all.

(Quick correction from yesterday: every timing element in the game generally functions on a 30 turn cycle, not a 15 turn one; the vines still expand in their own distinct timing/way.)

After clearing out the rapidly multiplying vines from underneath the library I switched to playing as a different character, the negotiator who earlier offered to help me and left once they came up with an idea how to do so (and was somewhat antagonistic in the prior game). The story which I don’t talk/care about is focused a lot on a bureaucracy run wild, so we cut to her as she is trying to get to a meeting to deal with an amendment to a code to a something that could maybe help me out somehow. Unfortunately the building is undergoing a roach infestation so you must use the defense system you obtained some time back, a flying monster that explodes when it bumps into something and respawns from the ashes a few turns later.

You gain control of every one of these creatures on screen when you step on a specific button, at which point they mirror your movements. If one played any other DROD games they’d likely be familiar with mimics, which are basically clones of you that share your movements 1 to 1, have the same sword you do and die the same way as well. These are a bit different. For one, you have no weapon so are basically a sitting duck without them. Two, while they do move as you move it is not because they are mirroring your movements but because they will move whichever direction you are facing. If the mimics can only move 5 tiles to the right when you move five tiles yourself, these creatures will do so even if you stand still and face that direction for five turns.

This area is largely dealing with queen roaches (these are the ones who spawn regular roaches on the tiles around them every 30 turns), using the room layout and these creatures to protect yourself from as many of them as possible while finding an opening the take the queens out one by one. Because of this even when approaching things in the right way it is a lot of “make a small bit of progress, stop to defend against the spawned roaches while giving as little back as possible, repeat”.

When I completed this section the negotiator got to her meeting and I cut back to Beethro (the main protagonist/guy in my av) with no results screen. I am back in the city hub, talk a bit to figure out which area to go to next and do so. This gives me a results screen that shows that I killed no one in the hub and only walked around for a few minutes. If this isn’t a troll it is a wild design choice.

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reading this and yelling

Gold Rush is unimpeachable map design

Fuel Dump is an all timer

the back and forths on Railgun are just :chefskiss:

yes I cannot achieve climax in shooters whose maps don’t have chokepoints

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you ever just actually manage to coordinate enough on a public server where you sneak some engies behind the wall on Oasis without the Axis knowing and trickplant the dynamite on the guns and end the map in 5 minutes

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Enemy territory literally has a map with marked locations that all the objectives reference. Bov lets play dirty bomb and get called slurs for being good at ET

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I won my first game of OpenRA, a free version of Red Alert, an RTS I had only played a little bit of previously. My strategy was to not use the entire tech tree and just focus on building a ton of ground units while everyone else destroyed each other, then I came in and mopped up.

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red alert rules

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trolling people with the hoverboard in fortnite is so much fun lmao this rules rofl

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people keep trolling me with hoverboards in fortnite, what the fuck. this fucking sucks

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I realized Dirty Bomb was a game out of time when you could walljump into the first attacker spawn on one of the maps and mercilessly spawn camp for 20 minutes

Brink let you do asshole shit like that too

god bless Splash Damage

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I haven’t even taken the time to extoll on the virtues of the rifle grenade

imagine being afraid of a soldier setup with an MG42 when you can just bank shot a nade into their skull

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video games became worse when we got rid of pervert behavior like cocking and holding a grenade, running into a chokepoint and hitting a /kill macro

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its the best

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don’t even need the kill macro. was mopping up tossing cooked nades like it was TFC lmao

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weve repaired the water pump, the caves are draining! theyve reclaimed the old city…dynamite planted medic medic medic medic NEED A MEDIC medic medic medic medic medic medic medic we’ve breached the old city wall!

my brain every time I think about wolf et because it was a free game when I was like 6 so i played 1000 hours of it and gave myself permanent brain damage

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