Games You Played Today VIII: Journey of the Cursed Poster

re: OFK

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Finished Yak attack the first. Might boot up my file before the end game to see if I cant trigger the last coliseum battle from appearing, I couldnt do Amon so I figure I oughta do Komaki.

They really just remix this game repeatedly. They add new ingredients but it is abundantly clear Like A Dragon is a perpetual soup.

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This is just like my fucking life!! Relatable content!! Teddyā€¦take my money!!!

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WHO ARE THESE FUCKING MONEY CREATURES

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Common People intensifies.

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Imagining this taking place in a Tokyo 1K AirBnB in the worst Japanese Iā€™ve ever heard.

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Skimming an NME article about this game and its ā€œauthorā€ and realizing the only place youā€™d hear anyone speak like these characters is in a fucking puff piece, a whole commercial creative endeavor devoted to getting you photo shoots in magazines you read when you were 12 but no one cares about now, just the saddest most vapid sexless shit

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I beat ace combat 7 againā€¦what a great game. I still think it sucks they drop the penal battalion angle so fast but i do really like the part after the communications satellite gets blown up and every reactionary piece of shit on the continent immediately forms a death squad to play at civil war. in the absence of like real orders youre forced to escort this fucking defecting general because only a TRUE OLD CONSERVATIVE like him can set things right and the game gives you a reward for suffering through this morally devoid mission by letting you stand by while one of the penal battalion guys goes rogue and murks his nazi ass with a missile. I love that the all encompassing evil nature of endless autonomous drone war is ultimately defeated by a child who proceeds to own every adult in the room for being wrapped up in disgusting nostalgia for more nationalistic timesā€¦ I guess they were on that terminator 2 shit

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The game had taken 17 hours. Collectables remained like gravestones untended. Unvisited. But Alan Wake 2 had been absorbing. Comforting to sit with. Like being wrapped in a blanket on a dark night. Captain Love sat at the keyboard doing his best to sum up the experience. Illness and depression had kept them in the dark place, but the game was a guiding light. It was special, but memories of each moment were fading rapidly. He had to get it down in words. Words to record. Words to make it real. He began to type.

ā€œEveryone seems to be drawn into Remedyā€™s stuff through various games in various eras. I didnā€™t like the first Alan Wake back when I played it in 2012 apart from a few experiments within it. Iā€™ve since been subject to the same Remedy adoration shared here after being absorbed by Control. I love how proportionally little combat there is in AW2, just exploring and plotting my boards. Board auto-completes are so satisfying. Tidy up. I kinda wish Wakeā€™s writing board had you figuring out plotting rather than just adding element to scene (which feels more filmic than a novel but w/e). I think they probably tried figuring things out in more detail but the scene changing works better for a visual medium where reality shifts happen. Probably the best compromise of player playing and writing process simulated.

The integration of ā€˜Maxā€™ ā€˜Payneā€™ā„¢ļø and other IP is fun but feels purposeful beyond nods. Lake clearly wants the meta layer of a game thatā€™s about meta circumstancesā€™ burden on the creator to reflect the same kinds of authorial history looping in on itself. The Max Payne stuff really hit me harder than I thought it would. I never really played them but watched a friend play them a lot at sleepovers, back when they released. The monologues are the right angle to get intertextual though I couldnā€™t shake the feeling that a Max Payne shooting section was coming. I assumed inevitable callbacks to the FBC would be slight nods and was surprised at how much they integrated it. Kinda glad they didnā€™t go as far as including a direct Jesse cameo.

The levels of fiction are fun since keeping track of where the narrator/event causality begins and ends is a clear clue that that is for fun than a literal plot element. It gets a bit Stanley Parable at times but to extremes as the story is about Alan Wake who self-narrates writing about himself writing a way through a story using a character he previously wrote who is investigating the cult of a [possible self-insert] writer which

It being about art [sometimes specifically ā€˜badā€™ art?] and the people it affects is a rich seam. Despite this and Control having a lot of mystery and dangling horror threads, the themes remain clear and human. The meta stuff can easily get lost up an orifice, but a human anchor helps link it back. Iā€™m also impressed by how small details generally knit up even if every mystery isnā€™t full resolved, and why should they be?

The musical segment had that campy charm and worked as a sort of remake level of the first game. Itā€™s probably the highlight for a lot of people but Yƶtƶn Yƶ was my favourite ā€˜media extensionā€™. Hereā€™s an art film, go watch it. For me it recontextualises the original game as part of the [Zaneā€™s?] plan. I just like any time Lake is on screen. Casey is too cute.

Rewriting the ending was neat although it feels like the clicker is very easy to use if the art you make is short. I guess the details canā€™t be as detailed in a song vs a whole novel. Like make a haiku if you believe in it enough.

Wake left the dark place

Sagaā€™s daughter was alive

Scratch died forever

Mr. Door kinda hints at this when he chastises Wake for self-imposing his own fussy writerā€™s rules on himself. The line ā€˜itā€™s not a loop itā€™s a spiralā€™ works as self-parody but also to help understand the way out. You can retrace your steps with a spiral but if you assume itā€™s a loop youā€™ll never escape. Art. Mental health. Timeline. Regrets.

Change Reality

Really wish there was a way to change the light level in the end game. I get why they do the endgame the way they do but why drop the overworld in to total darkness at the end when most players havenā€™t got all the shit. Not having some kind of fast travel also really hurts since you slowly sprint around the world and shoeboxes are unevenly spread out. These paths ainā€™t easy to see!"

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I went back to my other save on SMT4 and steamrolled through the law route in a few hours. The law ending feels kinda gross but at least the game is done now. Lucifer was a pushover.

Anyway based on my poll in the other thread it looks like Iā€™ll be playing Undernauts: Labyrinth of Yomi next. Letā€™s get Blobbinā€™

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more psx

JUMPING FLASH 2

2 shaggy 2 dope. even better than the first. basically the same game with different levels and some very minor (but appreciated) improvements. also a very camp villain who I love. the levels are more imaginative and fun for the most part. but yeah, more of the same, and Iā€™m fine with that thnx!! verdict: KEEP

BUBSY 3D

of course Iā€™m keeping bubsy 3d verdict keep

RIDGE RACER TYPE 4

finally, I like one of the car racing games in my collection!! this rocks. the story mode is very cheesy but fun. beautiful looking game. feels amazing to control. great racer

SENTIENT

an incredibly ambitious and bizarre game only aliens can beat. verdict: KEEP

DIE HARD TRILOGY

I loved this back in the day but it kinda sucks. the first game I spent more time looking at the map than the actual game because it plays better that way. second game is a decent virtual cop clone but IIRC this doesnā€™t use any light guns. third game was my fav back in the day, an arcade driving game where you runabout open environments looking for bombs before they nuke the city, but its kinda a pain in the ass. the timer is very tight and sometimes youā€™re just unlikely with dudes getting in your way, or take a turn slightly too sharp and that fucks you over. verdict: SELL

ABES ODDYSSEEYSYY

another I loved back in the day. was still having fun with it but the saving in this version sucks. its checkpoint based, and it doesnā€™t refresh if you go back to the checkpoints. so at one point I went back to an area and saved like six dudes, but since it was after I hate the checkpoint already none of that saved when I died. i donā€™t have time for that shit!! you can quick save in the PC version, but I prefer the grimier look of the ps1 version. i guess I could just keep it for show and play on an emulator with save states. the ps2 Iā€™m using is starting to fail so iā€™l be doing that eventually anyway. i dunno. verdict: UNDECIDED

Iā€™m going through demo discs now as a break. this one has a trailer for mort the chicken and it has some kind of rap that is just chicken noises.

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i think you can use a light gun with the die hard 2 part of die hard trilogy but wikipedia says guncons donā€™t work (??)

the best part of that game is that the terrorists do a dance when they have a hostage

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Iā€™m almost positive I played with a light gun at a friendā€™s house

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ive never played ace combat, but i think i would love it

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I finished up with exams last week and have been playing a few things:

Disgaea 1 is pretty alright, still. I put upwards of a hundred hours into the DS port of this when I was a teenager but I never actually finished it, which kind of makes me feel like Iā€™m checking a box with this. Iā€™m only clearing stages once and with only story characters, which makes the game a lot more like a traditional JRPG in time investment and scope but also makes it very difficult. Iā€™m getting destroyed every level now that Iā€™m at the last two chapters. I still think itā€™s at close to the limit of still being possible but Iā€™ve really started to drag my feet on finishing it off. In a lot of ways this is the antithesis of what the game is all about but I also think itā€™s the only way to really engage with its systems outside of a grind forever framework.

Against the storm isnā€™t very good for me. Itā€™s a twee city builder roguelite with far too much progression. I feel like if I donā€™t step away and force myself to uninstall it, Iā€™ll have two or three hundred hours in it by years end. Thereā€™s a real evil hidden in games that require a lot of focus but arenā€™t real time, like with the to the total wars or civilisations. Every time Iā€™ve played it, 5 hours have passed like nothing. Itā€™s getting to be a bit untenable.

Lethal Company is a hoot but I really feel like thereā€™s hundreds of these laying hidden underneath the steam sediment which never got their day in the sun. Iā€™d actually played 3 or 4 other backroom inspired coop games before this one, and they were all fairly fun but it felt a lot like the early days of roguelites, where the novelty hadnā€™t all been mined yet. Nowadays roguelites have player retention down to a science (as seen above) which really diminishes my enthusiasm for them. I canā€™t help but feel like Iā€™m being had.

Iā€™ve only done the first three planets so far and itā€™s been fun figuring things out. I like that the better equipped you are, the less scrap you have room to take out. With 4 people it feels a little bit too slow ferrying scrap back and forth from the ship for the dungeon exploration to really hit, especially since it looks like thereā€™s no upgrades to make loot hauling any more efficient. That might change on the richer planets but as it stand the quota feels insurmountable after the 3rd deadline. Iā€™ll probably try to get a few more friends to buy it this week to try out more than 4 people lobbies.

Head empty Against the storm and Lethal company have been really easy but Iā€™d like to play something a little more substantive soon, probably symphony of the night or planescape torment.

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For whatever reason Iā€™ve never finished this game but Iā€™ve played through Exoddus two or three times. Keep meaning to try that ā€œSoulstormā€ remake to see if itā€™s any good.

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i think the guncon didnā€™t come along until a few years into the ps1ā€™s life and it was kind of a wild west before namco standardised it. so what iā€™m saying is that youā€™d probably have to get some crappy third party gun from the early days of the ps1.
when i was at uni, someone who worked on die hard trilogy (who was one of the teaching staff) told me that they basically had to develop the game without knowing all of the ps1ā€™s final specs, so early it was.

iā€™ve said this before elsewhere, but itā€™s weird that nobodyā€™s tried to ape this game, aesthetically or narratively. itā€™s a strong candidate for best racing game ever, and loved by pretty much everyone who plays it.

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Replaying Virtueā€™s Last Reward is helping to clarify why I like 999 more. I think the puzzle focus of VLR is what makes it harder to get back into. The puzzles are more difficult and the entire form of the game is wrapped around them. 999 takes place on a sinking cruise ship, with rooms and puzzles that seem incidental and contextualized within the location. VLR takes place in a formless factory and the rooms and locations wrap around the puzzles to accommodate them

I like both games though. Even if I prefer 999 I like the variety in the series rather than just trying to make 999 exactly again

I feel like Iā€™ve played other series that do this though, where the original carefully grounds itself in a particular setting and the sequel grows more abstract as it explores its mechanics more fully

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the early ps1 light gun option was the justifier, which was p much the same as the snes and mega drive models from a couple of years earlier

really weird choice that when they put a demo out for die hard trilogy, they chose the first level from 2

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i really donā€™t think you can recreate the special sauce of r4 or ac3 it was a magic y2k moment for namco

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