i cope with these terrible crossovers by looking forward to blowing up a car full of eminems with a grenade launcher
skibidi tulpa
got the āGoodā ending (as opposed to "Bad or āWeirdā) in Sludge Life, a game to hang out with in two easy sittings a month apart. vibe was harshed the minute I started to strain the kinda clunky controls to get 100% so I dropped it, didnāt wanna force it into being A Game or anything
Pseudoregalia is A Game and itās controls are not clunky and I really dig it! this might be the first 3D platformer (in recent memory? (and aside from some SM64 hacks (B3313 - insert sicko.jpg here))) to really get at what I want from this genre: the playground is the puzzle. tight, versatile controls and abstract geometric riddles to rub against. the blurred out textures and moody midi music are all warm and fuzzy throwbacks but I couldnāt care less about nostalgia, this kind of sparseness is just very appealing to get a read on and wrestle with. and yeah the echoes of like SM64 and Castlevania (SotN & C64) reverberate but if itās used those past games at all itās used them to explore fresh territory and play like its own thing
itās a search action game technically I guess but Iāve yet to get stuck or frustrated by ability barriers, progression is fairly open-ended, people mention sequence breaking but is it really sequence breaking on a first playthrough when youāre just blindly exploring? regardless, it certainly makes you feel like youāre sequence breaking which is a feat. already from the start there was a (Iāll admit sometimes not always pleasurable) tension in the distances jumped, lots of ledge grabbing and precarity of whether youāll make it to the next platform. I donāt think this is by accident. youāll then get the wall jumps and grow comfortable with those andā¦THE WALL JUMPS! this is a lot of the appeal right here, you dive kick at the wall and get up to two (+1 with an upgrade) additional kicks and now your brain is lighting up with platforming possibilities. the feeling of, āCan I get there?ā becomes, āWas I supposed to get here?ā check out some of this ugly hustle, this beautiful bullshit, these triumphs of traversal:
^ initially I thought this one was pretty clear, I had to follow this path along the wall, it was just the how of it and ultimately I did get from the pole to those upper window ledges and thenā¦did not know where the hell to go, frustration started to set in and thenā¦I went back to the beginning of the path and just wall kick spammed up to a platform above, skipping what I had been wrestling with and I STILL DONāT KNOW WHAT IS UP WITH THAT AREA but I love that, I donāt want a guided Nintendo park I want a busted jungle gym
^ this one I thought I might need another ability (pretty sure the wall run is the last one I need) like itās such an obtuse ask, a teasing task (things are very much helped by the quick respawns in the same room (unless you run out of health, then itās back at the last save point activated))
^ really didnāt think this was Doable but I continue to embellish Doable!
^ by now, seeing the door up there from below I knew it was Doable, this was just another one of these satisfying little moments of geometry seen, geometry sussed, geometry digested
two main complaints about this game seem to be the lack of map, which I do not share, getting a little lost is good in an exploration game according to me who only half-jokingly says that the mapless Metroids are the real Metroids. the game is a lot of modular interiors with not-so-scream-in-your-face landmarks sometimes but itās very manageable especially with the ease of movement.
the second complaint I totally agree with though, the combat blows : / iffy hitboxes and no Z-targeting or homing attacks make fighting a ropey ass affair, feels like maybe there was some insecurity about being Only a platforming game. the average baddie is just there to add a little pressure to your footwork, easy to run past, oddly Iāve only encountered one boss at the VERY beginning which was not a good impression but at least it was just the one! (another less than great aspect is the projectile ability I just got (mainly to flip distant switches : /). basically, power-ups deviating from the characterās movement just arenāt as interesting and lining up shots (even with first person mode) is twitchy and a little annoying)
anyway, yeah, good game! hereās goat lady sitting on a stool regaining some health before I make a second attempt at that sequence in gif #1
I played some more ADACA the other night and I have to say Iām liking it more as I go along. A thing Iām enjoying is how easily I can bait the enemies from the two different factions into fighting each other. They draw aggro from each other pretty readily.
The AI is still really unimpressive there have been too many times Iāve picked off baddies in front of each other only to have the survivors not react. Breaks the immersion a little bit and makes things easier in some places than it ought to be. So far the deadliest foes in the entire game have been automated gun turrets. Canāt fool those motherfuckers!
I forget to use the gravity gun in combat basically all the time even though the game is trying very hard to encourage me to do it in every encounter. I sort of wish it were possible to fire your main gun at the same time, even if limited to just one-handed guns like pistols.
Edit: I keep finding control panels that ask for passcodes that Iāve never been able to find. Shortcuts and caches have surely been missed as a result and I feel like The Worst Detective
JORYU!
Arcade Archives Galagaā88 (PS4)
Starts off almost cute-em-uppy with some really adorable music and cute little alien cameo animations but by stage 10 waves of aliens are pinwheeling in faster than the game can draw them and there are asteroids all over blocking your shots and obscuring the enemies even further, and itās no longer quite so cute! = o
ah, the Battlebit Remastered has a free weekend, I guess Iāll give it a go
ā¦
oh no, itās good
Yeah my feeling towards TCB is that it is often a bit too finicky or needlessly opaque compared to the others in the series Iāve played. I still enjoy it but I think Iād rate it below the rest aside from maybe the original.
DROD: TCB day 21
While feeling ābetterā this weekend Iāve still felt very low energy and drained, which is not the best for a rather involved puzzle game. I only managed to clean up the rest of the floor I was on, which was basically saving a bunch of NPCs with swords from afar so that they can go to the gate out and hold down one of several switches so it remains open. Itās a fine bit, puzzles are fairly forgiving, not a ton to say about it. Hopefully early this week Iāll feel up enough to dig back into this.
I have been playing Boku no Natsuyasumi 2 for a couple of hours. The graphics are gorgeus and the enviroment cozy, butā¦ I donāt get it. I understand there are things to search in the village in order to fill the day with something interesting, but I find it difficult to do so without a walkthrough and, even finding things, I find the game a bit boring. Given the praise, am I missing something? Anybody else tried it?
itās just vibes
Trying Pocket Mirror because Iāve enjoyed every RPG Maker horror game Iāve ever played, and sure enough, this type of thing is absolutely my jam
Astlibra Revision
This regrettably became anime horny in Chapter 4. Gonzo plot twists but very weak writing that seemed to take more and more space as the game went on.
I still went through all of it because itās basically the best dumb japanese action rpg ever. Itās all about jump slashing 10 enemies at once and looting sashimi to craft into your sword to kill gods faster. Tri-Ace got beat at their own game
Chants of Sennaar
We need a term for the new genre of game where you get to fill your little notebook with guesses and if all your guesses are correct the pages fill and you win
In this genre we have Obra Dinn, Curse of the Golden Idol, and now Chants of Sennaar that I know of, Heavenās Vault is also very close.
Chants of Sennaar is so far less great than these classics, itās a lot more normie than youād expect from the aesthetics, it even has stealth sections and sluice lever puzzles in its first hour. But I really like filling my notebook
whenever you post this game, i simulataneously canāt believe that thereās a game that looks like it, and also that there arenāt more games that do
Beat the system shock remake in at least twice the time everyone else took. Hazy memories of System Shock 2: The Levinining didnāt factor outside of SHODAN and sound effects that beautifully mimic the sounds my failing SSD made chugging this thing. Mostly neutral opinion of this outside of the haunting spector of cyberspace sections which is (in theory) such a cool and execution that delivers on the post Rezā/Panzer Dragoon Orta (NOT Zwei)/Planet Harriers whathaveyou for about thirty minutes before becoming rote. These splits were so different I questioned how the original dealt with them but by the time the final anticlimax delivered which might be even WORSE than the popular oneās ending I was kinda done.
Why does the Scott Pilgrim game need Ubisoft Connect? Why does anything need Ubisoft Connect? How do I Ubisoft Disconnect?
now have a monitor that has enough pixels for crt royale and doesnāt give me this horrible flicker with half the cores in retroarch and mednafen
so i played the first couple of hours of baroque
Three more extracted from Namco Museum Archives Volume 2 (PC/Steam) and played in Mesen:
Legacy of the Wizard (NES)
Looks like a side-scrolling action RPG and it is but the main puzzle is working out which character and items (and only certain characters can use certain items) are required to pass each mazelike blocky stageāapparently; swapping them requires treading back to the beginning and meanwhile every shot you take is burning resources. The actual action is surprisingly blinky and blippy and the enemies have this bothersome habit of hopping up the stepped blocks composing every platform just as youāre trying to set yourself right at its edge. I just want to smash things. I just want to smash things.
(Aka Dragon Slayer IV on Famicom.)
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Mappy-Land (Famicom)
Could never stand Mappy but Mappy-Land is about grabbing the cheese, skipping by the cat-cops, and hitting the exit to the next crime stageāI can dig it. But you only get 3 lives, no continues, to get through eight cat-infested stages (and sometimes sub-stages) FOUR TIMES over, with ever increasing obstacles and difficulty; and stage 4 is a horrid thing with different mechanicsāmoving trampoline platforms and climbing vinesāthat feel like they got almost no testing and just let me fall to my death over and over and over. Which is really too bad because the other stages were actually lots of fun, if probably way too hardāfor meāfor just having three lives.
Aside from stage four though itād probably be pretty fun just going at it with an infinite lives cheatāwhich I forgot about checking for. : P
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Mendel Palace (NES)
Pokemon creator Game Freakās first game. Gorgeous gorgeous graphics and really inventive action puzzle gameplay where flipping tiles on your opponents yields wild effectsābut depends upon sub-tile, pixel-perfect accuracy for the right outcome, getting me repeatedly wrecked when the enemies began to resist in a rather ingenious variety of ways. Felt frustrating. Dang.
The attract demo suggests thereās simultaneous 2P, which I did not try.
Titled Quinty in Japan.
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Indiana Jones: The Pinball Adventure - in Pinball FX (PC/Steam)
Weird how Williams managed to make what feels here like such an uninspired Indy table. The voice clips from multiple movies donāt really land and are oddly almost entirely bereft of samples from the main man himself. Didnāt get anywhere close to the main 6-ball multiball gimmick here; got it the one time I played the table in RL and just felt relief Iād seen it and could now go play some table I might actually like.
At one point early on, tilt stopped working until I quit and restarted the table. āpā
For the video modes, the game was zooming in on the DMD so you played them enlargedādidnāt remember it doing that on other tables before. The bar one with the first-person pistol shots was a bit flashy that way. 8o Just guessed and got lucky (1/5) on the cup-swapping āChoose Wiselyā video modeāoh my gosh that one is so uninspired, letās just do the cup swap they do on the bigotron at the baseball stadium. : PP
i was curious about this game - mostly due to the aesthetics. i guess itās not surprising that itās more normie given the people i saw recommending it. i didnāt like Obra Dinn at all from what iāve played but still have been meaning to play Curse of the Golden Idol so iāll check that one out at some point.
im doing a playthrough of Demons Souls with no HUD. it is more fun that that probably sounds. ive been sweeping the worlds methodically (1-1, 2-1, 3-1 etc) and had the poison mist spell when i reached 1-2 so i used it to kill the dragon. This meant i could walk right up the bridge and shootout with the archers on the kingsroad, which led me to impromptu play the whole level like an archer 3ps, which was fun!! a really silly unintended play experience but it freshened up a level i dont otherwise get much out of
whoops looks like i ruined this guyās small business
the rhythm of tapping LB to aim/tapping again to retreat or dodge is pretty similar to RE4 just saying
Archery in this series is always a little jank (the invisible edges of corners that it looks like you should be able to shoot around never dont suck!) but i was surprised at how well i could fire from behind barricades in this level. I even had adjudicators shield to simulate 3PS health regeneration while i took cover!!
learned from going through the underground in reverse (and killing the dogs first ) that the dog sounds you hear down there are ambient not tied to an enemy! wowee!!