Games you’ve played today: Fourteen by Kazuo Umezz

I cast a spell of “ask moderators to unpin the previous thread”

On topic, I played this for the first time in forever:

I started thinking about whether this game has any actual skill involved instead of just rolling 10s and 9s. Spewing one big block into every column essentially guarantees victory.

That said, scoring comes down to maximising the number of blocks once all pistons stop. To do this, there needs to be one column (below a single piston) whose minimum is high enough that all other columns are able to meet it with their own low minimums. For instance, columns with total minimums 4-4-5-9 can stop a piston with Force 22. So, you have to stack all of the top-tier blocks in a single column, then place only mid-tier blocks in the others, and then dispose of the bottom-tier blocks in either a ‘sacrifice pillar’ above the actual columns, or in a thin crust that doesn’t disrupt the evenness of each column. So I’d say there’s a little complexity in there.

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Would love to have been a fly on the wall at LucasFilm Games’ marketing department when they made the bold decision to turn this into a really bad advert for working at ILM IML

“Gee, I can’t wait to start my new job pumping out Star Wars crap from inside the NIGHTMARE MACHINE!!”

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Five Nights at Georgie’s

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I finally played Siren: Blood Curse and I thought it was quite fine. A 7/10 game for me! Nice atmosphere, playability not great especially in the last episode. Sightjacking is nice and original.

I am considering to play Forbidden Siren 2 now… has somebody done so, and if so, how good is it? Hardcoregaming101 speaks greatly of it, although while I consider it a very good source, I don’t always end up agreeing with it.

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This reminds me of another insane old computer game Contraption Zack



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It is my deep regret to inform you that while being in an evil genre of a game and developed by a company with evil business practices (paying a one-time fee to voice actors to allow AI to create new content using their likeness in the future, which one, their excuse of oh maybe the actors won’t be available in the future is horseshit, somehow everybody else has figured out how to deal with that one and also, voice actors = generally available and two, it sounds like shit), that ARC Raiders is actually pretty good.

Mostly it’s that they’ve nailed the moment-to-moment gameplay. Like any good action game, it is fun just to traverse the levels and fire the weapons, while also having enough variety of approaches that it accounts for various playstyles, you can hide and snipe, you can use terrain/smoke grenades/distractions to push players, you can set devious traps, you can use utility to be incredibly maneuverable or create/destroy advantages in PvP encounters, and so on.

Maybe the most intriguing design principle is that the game is full of false sensory indicators – the most obvious one are tumbleweeds that move around the outside levels in such a way as to mimic how another player would move if you saw it in your peripheral vision or if it was partially obscured at distance. The less obvious one is in the sound design, where in-game there is layered music, ambient sound fx, and “actual” audio – footsteps and other sounds generated by characters moving around and doing other actions, as well as proximity chat. The “trick” is that the ambient layer contains very faint and incomplete sounds that plausibly could be “actual” audio, so absolutely a parallel to the tumbleweeds, a structure similar enough to dangerous activity that it forces you to constantly be on alert, to be able to switch your attention at a moment’s notice to check if it’s actually a threat.

Another notable aspect to the game is that it has what the playerbase has termed “Aggression-Based Match-Making”, something that many people felt that they were noticing early on, that vocal sections of the community loudly claimed wasn’t actually happening, and then was confirmed later on by several devs and then eventually the CEO. In a fairly short temporal window, appearing to be something like last 5-10 games played, the game rates essentially your interactions with other players on a spectrum from peaceful to hostile, then preferentially matches you with other players with a similar score. This has created a dichotomy of “friendly” lobbies versus “sweaty” lobbies, the former being places where players happily jog right past each other or loot the same rooms together while cheerfully exchanging pleasantries over proximity chat, asking if you’re looking for anything in particular, etc., where the latter are “Kill on Sight” games where everybody is at minimum a threat to be assessed and, more likely, something to be eliminated ASAP. This can of course be gamed, so players will play peacefully for many games, then having been placed in a “friendly” lobby, murder all the people playing with their guard down, then rinse and repeat. I actually don’t mind this because it creates a tension during every game where actually still being friendly is a reward unto itself, and you learn to observe suspicious behaviors on the part of other players (do they have their gun out, do they keep trying to move behind me, etc).

There also isn’t a giant chasm in terms of gear impacting the gameplay. Two of the best TTK guns in the game are dirt-common and can in fact be weapons that you spawn in with when using a “free” loadout. This upsets a lot of people who have spent a lot of time and effort to have a fully-kitted loadout, only to be easily ambushed and lose everything to somebody who literally invested nothing. While this feels bad, with an extraction shooter, you don’t want godlike powers granted to people who have been playing the game far longer than anybody else. Being able to take out just about anybody with crap equipment if you know what you’re doing is probably the right side to err on – and also probably cementing the idea that losing everything is something that you should be used to, as it is a hallmark of the genre.

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Oh man, the art in this is so good!!

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Really good video about it

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Bryce Tilescore

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since pathologic 3 came out I’ve finally gone back to 2 to try to finish it. I made the very inspired (read: lazy and stupid) decision to pick up my save file from like 5 years ago exactly as I left it, plopped right in the middle of a game that is already very bewildering and player-hostile. it has worked a little better than I anticipated, though I have clearly made mistakes that I wouldn’t have made if I remembered the mechanics and characters a lot more than I currently do. for instance, playing yesterday I forgot that popping antibiotics in an attempt to reduce my infection rate craters your health.

P2 nonsense

an inquisitor showed up in town and vaguely threatened to have me hanged if I did not spill the beans on how the cure that my dead friend supposedly invented works. following a lead I discover from a guy who calls my friend an idiot, I decide to trudge out to the deep outskirts of the town to procure some special blood from a witch that may or may not be mud (without spoiling too much, ‘mud’ and ‘blood’ are conceptually somewhat analogous in P2). on the way, I stopped at ‘home’ to sleep, desperately popping morphine to try to recover some health. my sleep was interrupted by a dream ghost of a kid I had failed to save who tried to tell me some things about the nature of the plague while I apologized profusely for being a useless idiot. I went back to bed (and hallucinated a space witch) for a few hours, then made the crucial mistake of popping an antibiotic to try to not die of plague while sprinting to the witch’s ritual site. this took my health down to almost nothing.

on my way to the witch, I stopped at the house of one of the steppe natives who has some kind of hate-respect for me (you play as the haruspex, who has one foot in and one foot out of the game’s aboriginal community, which is itself weaved in and out of the town’s greater culture in a way that feels very dense). there was a fire burning outside his front door, which I stepped into in a calculated attempt to purify my infection without killing myself. I was left with something like 3 pixels of health. I was here to ask this guy about my dead friend. he told me that death was irrelevant, that my friend may have killed himself as a result of the native people’s collective silent shaming of him, and that I would do well to stop thinking so much, as thinking is a vulgar debasement of nature.

I left. one more stop on the way to the ritual site: an overstuffed cemetery run by a tormented girl (the original game’s third protagonist). she told me the piled up corpses of the plague victims were screaming at her and that she couldn’t do anything about it. I tried to convince her to let the town burn the corpses, but she argued that this was an absolutely non-negotiable affront to nature. I gathered that the dead were alive in some not exactly spiritual way that was nonetheless orthogonal to mundane corporeality. I was asked to go listen to the corpses. I did! they made noise! then a rat prophet appeared in a corner and I was like yo what up. this rat had previously mercilessly mocked me for being an idiot who did not understand existence, which I vibed with, so I bargained with him. I guess this ended up with him spiritually consuming a portion of the corpses to maybe placate the rest. I think this vaporized them from all existence? ah well, I got shit to do.

anyway, off to the ritual site. unfortunately my infection rate is still high enough to deal damage. and I’m still down to 3 pixels of health, with no way to heal myself off in the middle of nowhere. I stumble closer to the site. my vision is like 90% red now. I’m like maybe I can sleep when I get there, maybe there’s a bed. I get there. there are a few tents, but nowhere to sleep. I am down to a single pixel of health. I see the witch. I walk forward. the screen goes black.

I’m probably dead. but I don’t know, because my computer crashes. perhaps the rat god has consumed me, preventing me from re spawning at the theatre. who can say?

this game is pretty sick

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Ah yes, Ross’ Game Dungeon, the ultimate in comfy “how did I never hear about this” AND “I should play that before I die” gaming YouTube

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Bahamut Lagoon - on chapter 12 now and the game continues to be good. i’m starting to pay attention more to the dragons’ stats and looking up some stuff, and apparently the drugs i’ve been feeding them increase “corruption” which is “bad,” so I guess I need to figure out where to buy meat for them, instead. on some level I understand why this game wasn’t brought out in the US - the people who bought Squaresoft RPGs was a small population, and maybe a stategy RPG would have had an even smaller pool of folks who had an interest at the time, but still, it feels, dare I say it, like a lost gem. definitely an important piece of the puzzle of understanding Square’s game development concepts from the era that transitioned to the Playstation. I also discovered/noticed finally that I can suspend save during battles, so I may move a bit faster now, knowing I don’t need to set aside the time every time I play. so far, i’ve been doing a chapter a day, and 2 or so per day on the weekends. 3-day weekend means 6 chapters by Tuesday!

Akumajou Dracula (Super Castlevania IV) - the US version of this game has minor censorship (statues aren’t nude and blood becomes green poison or whatever), so I usually play the Japanese version. I also like how the JP title makes it more obvious that the game is a remake of CV1. anyway, it had been quite a few years since i’d played this all the way through, so I wanted to give it my all, as opposed to slight plays i’d given it recently. I beat it, but those last levels are really unforgiving. the game is honestly, imo, one of the easier CV titles, but it can still wreck you when you’ve forgotten most of the stage layouts, especially the latter ones. soundtrack is impeccable, of course, and maybe the best because of how unique it is. as I remembered, the challenge of the game doesn’t really kick in until you get to the torture chamber/dungeon area, and from there they push you as hard as possible with finicky movement tech and annoyingly-placed enemies. I always thought it was funny how Slogra is a pretty tough boss fight in this game, but he and Gaibon are the very-first bosses of SotN. it’s a cute touch!

I used to be able to 1CC the game, but I needed to continue a few times in those latter stages, especially due to how precise the movement gets. if you don’t hit certain jumps in the exact right way, it’s death.

the Dracula fight isn’t the most interesting, but again, the music really makes it unforgettable.

probably just a sign of my age, but I miss when this is what Castlevania games generally were.

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Castlevania IV rules, no other SNES game ever was or wanted to be that much of a pure tech demo apart from maybe Pilotwings

in like every other respect it’s the least interesting or ambitious Castlevania game released before 2001 so I get why it doesn’t have the admiration of Rondo or SotN or III or the reputation for being underrated like Simon’s Quest or Bloodlines. but it’s one of the only Super NES games that literally feels like a Super NES game.

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see, I personally kind of push back on the “tech demo” thing. like yes, it has those tech demo levels, and it did definitely show the potential of the SNES early on, but it also innovated a lot of ideas that games like Rondo (jumping on stairs, for example) and Bloodlines (multi-directional whip) took and then did better. I think it deserves a lot more praise than it gets, in general (though folks here seem to appreciate it), but also understand how both Rondo and Bloodlines are better games. IV walked so they could run, etc. etc.

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yeah IV is strictly worse than rondo and bloodlines, but like those games are A+ action platformers so that leaves a lot of room for IV to not suck. and the fact that it is significantly easier than either of those games gives it a different sort of appeal

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I’m actually really impressed with how they did the whip physics in IV — particularly how you can hold it after it goes limp — because even though they’re mostly faked if you look closely (ie it’s not like bouncing arbitrarily, it goes to a particular height and floats), the SNES CPU was generally not good enough at floating point calculations to do effects like that and most games released after its first year didn’t even go to the trouble of faking them. and it looks good!

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totally! a lot of SNES games didn’t look or feel or sound this good again until the mid 90s

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Was looking for chiller games to play than action RPGs and ended up picking up Unicorn Overlord again. Never got very far the first time bc it was so easy - cranked it up to hard and it’s now sufficiently hard. Pretty hyped about it all over again. Hopefully the story gets better after finding the sister priestess character

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I just concluded my playthrough at the top of the month. It was pretty fun even though i steamrolled through it. ultimate take away was berengaria is hot

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An interesting way to spell Amalia.

But yeah, don’t hope for too much in the UO story. Class synergy is the real meat. And also prep. Mountains of prep.

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