games you played today: winning eleven

I played “Days Like a Nightmare” by 727 Not Hound after (machine translating) this interview with the creator of Exit8 where they mentioned it as an interesting horror game they’d been inspired by recently.

It’s basically (as the description says) a mixture of deductive reasoning logic puzzles & horror action. It borrows the FNAF formula of using incrementing days as a way to escalate difficulty by increasing the amount of long-term things to hold in memory while also piling tension through periods of quicker stress.

I like playing it. The strongest part by far is the overall aesthetic, there’s little dialogue and the game is covered with an extremely grainy black and white filter. Most written text is filtered through formal euphemism, and there’s an unsettling stress in the dehumanization being unacknowledged. There’s a good sense of visual design in looking at the entire frame instead of divorcing that from it’s component parts. It has a specific tone. And is graciously short and inexpensive.

But I have to admit, I kinda turned against this when I looked at later games from the dev & they all disclosed using AI assets.

First of all it’s messed up that High on Life doesn’t have this disclaimer. So I appreciate the honesty since, unless someone catches you, most people are basically incentivized to lie about this. Although I don’t get the impression that 707 Not Hound’s (primarily Japanese) audience really cares.

And this specific game doesn’t use AI assets. But I do feel less disposed to perceive the art practices behind it generously because of the later use of AI assets. The implied indifference to specificity and care for the art filling the frame is a negative.

In a specific case in Days Like A Nightmare, the way the game revolves around dehumanizing & turning into logical problems these 3D models that evoke things like Abu Ghraib was striking to me.

But there’s also a big gameplay component of using a “charm gun” to shoot 3D clown faces that fly through the walls (“hallucinations”). The ambient/looping ramble dialogue soundscape and music is thematically whole initially, but later devolves into like, creepy musicbox.mp3.

I mean, those clowns did jump scare me, so I can’t call it a total failure, but it reflects the same lack of detail as the AI use. And it’s disappointing to find an interesting independent developer and then have interest in that potential/their work sapped by proof they likely haven’t outgrown a large weakness in their practice.

Conversely, if they didn’t use ai assets in something new they made, I’d interpret that as a sign of growth & be interested. But as of now, it’s just kind of a bummer.

devil’s advocate sidebar
Hypocritical to find this by machine translating, and then call them out for machine processes? I wouldnt blame someone for machine translating an inaccessible game, and if the game was dialogue-light, I’d probably trust they formed a mostly accurate analysis of it. Isn’t it privileged to call out minor asset generation just because its the artist making a choice about the place of their overall time/labor rather than the audience ? no. kermitsip.jpg

3 Likes

Dark Souls III (Steam)

Me, an NPC summon, and a player summon, vs an invader and two red Lothric Knight NPCs. ^ _^

Turned into a bit of a stalemate so I hustled my guys into the nearby boss fight and they made a total hash of him. ; D

Most fun I’ve had in the game so far, wish I could play through the whole thing with Sword Master by my side. ^ _)^

3 Likes

Motortown might be too dry of a game. You can’t just buy and drive any old car you have to slowly level up in order to get some of the bigger level vehicles with the more fun cargo delivery and car recovery jobs. I’m mostly doing produce delivery in my kei truck - which is very easy to flip. The mechanics are good it’s just very dry, has very little character setting and lore, and you have to grind so much.

2 Likes

Avowed is really good… speaking as someone who never quite liked Obsidian until they finally got to make a sequel to one of their own games and has loved almost everything they’ve done since, I am really impressed with the scope of this… as other reviewers have pointed out it’s not particularly great at responsive modern roleplaying, but the combat and the world design (both visually and spatially) and the writing are all super duper solid. it feels like their target audience was like “people who are playing Bethesda games for the wrong reasons” – the rote questing that immediately devolves into listlessness because Bethesda is simply not that good at core mechanics – and they made the best version of that.

I remember feeling similarly about Deadfire, in that it was both the least essential and maybe the most straightforwardly enjoyable of that crop of CRPGs, and this definitely seems like a direct successor in that respect

7 Likes

also fwiw I gave Outer Worlds like 2 hours at one point and wasn’t feeling that one at all in comparison so I think they’ve actually gotten a lot better at this

5 Likes

I finished the Tsukihime remake. I did it, all routes in a long-ass visual novel, and not one of those with particularly simple Japanese either. It turns out the secret sauce to keep me engaged for that long is sexy vampires

At first I figured I’d only finish the first (shortest) route and then declare victory, but it sprinkled around so many mysterious loose ends that I wanted to go through the rest of the game to see how they all tie together. Joke’s on me, the other route hardly revisited any of them. I apparently need to wait for the next remake of the 4 other routes from the original game. It turns out this is the FF7 remake of visual novels, if not quite so bloated (just ~2x the length instead of ~10x).

If there’s one thing that sticks with me the most about Tsukihime, it’s the peculiarly compelling storytelling it gets out of following the main character’s daily routine from morning till night for 14 days in a row. Like, I’m currently taking a creative writing class and at one point the teacher said “you don’t have to start every chapter by showing your main character waking up and getting out of bed”. But Tsukihime chapters literally do begin like that:

Then, at least the first full day, Shiki puts on his glasses, gets out of bed, has breakfast, walks to school, has lunch, walks back home, has dinner, then prowls around in secret to investigate something before collapsing in bed long past midnight.

That’s the essential pattern of Shiki’s life, and every subsequent chapter plays with or against it. He might follow the routine exactly but meet different characters as part of it. He might faint due to an attack of his chronic illness and spend a portion of the day unconscious. He might inexplicably deviate from his routine after following a strange impulse he doesn’t fully understand. And every night, at some point, he looks up at the moon and sees one of 14 versions of the sky from crescent (day 1) to full moon (day 14):

About a fifth of the game goes by like this before any vampires appear at all. And then when Shiki does wind up entangled with the forces of darkness, of course his daily routine gets fucked up a lot more. So the first time he spends the entire day hunting down a vampire overlord who threatens to incinerate all of downtown, what’s at the back of my mind is: “but he hasn’t phoned home and his dinner must be getting cold…”

18 Likes

I did eventually finish Outer Worlds. When I played Starfield I suspected that I had been too harsh on Outer Worlds. It wasn’t great by any means but I couldn’t hate on it anymore

2 Likes

I’m actually looking forward to Outer Worlds 2 now which I had not been at all

2 Likes

Also the title screen is really satisfying. Where the in-game moon views are precise about the exact phase of the moon, it instead shows a variety of exaggeratedly dramatic views expressing the current mood:

It does need the title text to be short and vertical for the effect to fully land. So it was worth spending 5000 hours learning Japanese in order not to see this:

20 Likes

I finally tried Elemental Gimmick Gear E.G.G. After staring at the rom for probably 10 years. I don’t think it is very good! I didn’t know it was Hudson. As a Day 9.9.99 Dreamcast fanboy I had crazy thoughts like “The Dreamcast wasn’t very good at 3D.” I think the 2D isn’t appealing. The combat sucks. You have a tiny punch and the enemies can hit you so hard, as far as I can tell defeating enemies is the only way to regain health. Like so many PC Engine RPGs (hi @MintyJuffowup !) the enemies seem to aggressively scale if you dare to get the next health powerup. Which is actually a trick because again you just have to fight weak enemies constantly so a fish can eat 30 of your 75 health in a second.

The translation is unusually bad, but I’m certain the original Japanese wasn’t great to begin with.

You can apparently trivilize the combat if you fight a kid in the starting town and win 100 times in a row. It is upsetting someone figured that out. If I start considering fast-forward to do that the whole game is over for me. I mean it is over anyways. Thankfully there are thousands of other video games and experiences I can have in this life.

10 Likes

four days of azure




4 Likes

Playing Triangle Strategy while yearning for the original PSX FFT, and then playing original PSX FFT over the past weekend with the prevailing sense that TS would only need to borrow the OST from FFT to be better received (or adored even)

I quite like it after my initial 10 hours. Maybe enough to finish the thing

3 Likes

Finally finished Jedi Survivor. Did about as much side stuff as I wanted (all the Jedi Temples, including the weird one that’s not really listed, found all the fishing spots and heard Skoova’s story, did the entire Bounty Hunter quest line) and went for the ending.

It…doesn’t feel like much of an ending (and it may as well be, I guess, given EA apparently isn’t super keen to follow this one up), but it was a pretty good ride.

Also finished all the easy puzzles in Game Boy Picross…now that’s a good game…

4 Likes

It’d need FFT writing and graphics too

4 Likes

started from the beginning three times already, higher levels get a bit slower so best to reset to continue the dopamine

1 Like

another way of framing this is that design-wise it’s more of a realtime first-person dungeon crawler, Dark Messiah style, except without the boring stipulation that it should all take place in a dungeon, and instead it borrows a misleading but ultimately much more interesting Bethesda-style skin.

the RPG parts are underdeveloped (though the writing is way above baseline imo) and the level design and combat are (relatively) overdeveloped (though ofc Bethesda could be better at this too)

5 Likes

You mean arx fatalis not dark messiah

(But the whole world is a dungeon setting wasn’t boring, either! Maybe in terms of visual variety but not in terms of writing!)

5 Likes

I always mix those up for some reason

1 Like

Probably the misleading “of might and magic” subtitle associates it with the dungeon crawling series

2 Likes

I played video games question mark?

Mameda Bakeru: hey this is like the best alright game ever made. it’s perfectly alright. for context, this is the not-Goemon game that came out on the Switch a while back made by Good-Feel, a company literally founded by the director and programmer of several Goemon games and also the namesake of Ebisumaru. you play a little tanuki dude who sounds suspiciously like Naruto (spoiler: it’s the same voicer actress) and you’re on a road trip to every single prefecture of modern Japan save the country from matsuri-ing too hard and also collect a bunch of souvenirs and learn way more about Japan than you ever cared to know from a little guy dressed like a piece of gold poop

it looks like a PS3 game, plays like a PS2 and has the sensibilities of an N64 game. the one cool thing it does is you weapons are drum sticks and they’re assigned to a bumper each so you’re running around drumming enemies to death

it’s the platonic ideal of a 7/10 game. hopefully when I finally get around to Super Princess Peach, a Good-Feel game directed by the aforementioned co-founder and the first game they lead in nearly 20 years, it’s as good. mediocre. look,

Wendingo Blue: I am easily swayed by peer pressure and all you have to do is post a belt scroller at me and I’ll buy it. the game part of the game is cool and plays really slick and has good feeling combat

the metagame part of the game where it’s actually a roguelite is… less engaging. I do like the idea that they kept the concept of an arcade game timer in a power gauge that’s constantly ticking and powers up enemies at thresholds

they then take this idea and go “also if you die it increases the bar”

normally, games increase rank when you’re doing good

I’m sure it’ll be fine when I get more used to the combat flow (what if enemies could have four different kinds of armor?)

Maiden Cops: hey I played a next fest demo of this

this is that horny, furry/scalie belt scroller where the devs like SoR2 and Undercover Cops

the final game got that tightened up the graphics on level 3 treatment. it’s sped up a bit, way better balanced and doesn’t last 90+ minutes. pretty good!

no, that sounds too normal, I can’t break keyfabe, uh

brown, masochistic and exhibitionist cowgirl and she got huge buffs from the demo version? say less friend

11 Likes