Games you’ve played today: Fourteen by Kazuo Umezz

I finally got round to trying Far Cry 2 after reading lots of good things. I can see why people like it. The hands and sense of presence in the world. How depowered everything is. Your body and equipment barely holding together. I’m not compelled to do more than the first few hours just because I’m very selective about shooters these days for hand stamina but I feel like this would be a worthy investment.

I had a very funny bug where NPCs would bounce up and down on the spot while standing and walking.

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I’ve played some of Far Cry 3 and it’s the sort of game that makes me feel like I’m wasting away doing repetitive cookie cutter stuff over and over, but from what little I know about the first 2 games they seem far more like something I’d enjoy. As an aside though I DID like Far Cry 3 Blood Dragon, but that game is way cooler and way shorter so that’s probably why it didn’t grate on me.

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I’ve beaten three pokemon gyms. Whitney was easy but plausibly only because I knew the Whitney’s Miltank memes and used her Jigglypuff as a free action period to max out geodude’s stat buffs, while also having geodude hold a shell bell and have a level over 20. Having done all of that her Miltank alone took over 30 turns but I was never in danger of losing or even going into yellow.

After badge four I will be able to get a Mantine, which was the actual only point of playing Gold.

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partly as penance for my chronically bad & neurotic presence generally and partly in lieu of a post i still owe cuba specifically: i’m going to force myself to try to wring some musings out of some of the games in which i’ve hit a credits/clear screen within the last year or so that i otherwise probably didn’t feel like i had observations substantive or unique enough to bother posting. i’ve got an idea in mind for the other thread i still intend to compose i just . . . don’t want to do it at this time. part of what i was going to get into in that post was how i really haven’t been playing a whole lot until this recent stretch of unemployment & remembering that piracy owns & that i’m very lucky to have a passable-enough pc atm but also it’s kind of A Problem with me that my brain will run hot for a week while i fixate on something but i’ll otherwise basically forget all of it immediately if i don’t transmute any of that energy into something consumable by others. so!

SaGa Emerald Beyond

i recently realized that there were at least two SaGa threads on here i had apparently almost entirely missed. as exciting as this was, it mostly resulted in me spending more time hunting down pc versions of everything and making logos and box art for them all on steam than actually playing any. the most recent original title is the one that managed to get its hooks in me the longest, perhaps despite itself.

if there’s any takeaway from this i would like to get across it’s that the battle system is the sickest shit since fatal frame the Press Turn System dropped 20-odd years ago. i don’t think i posted about it here but i dropped SMTV halfway through in large part because i felt like i was literally making almost all of the same decisions i had made in some previous atlus rpg 10,000 times over. oh ok yeah i think this guy likes to get hit by zio, right? yep! guess so! i tried to make it more interesting by doing a luck-only build and endeavoring to steal as many turns as possible, playing it on hard hoping i would get that sort of razor’s edge feeling @felix and @bib were talking about re: dragon quest recently but it just wasn’t hitting. i’d squeezed this lemon already.

maybe it’s just the novelty (afaik Scarlet Grace has more or less the same battle system, yeah?), but i’m still very impressed by what this has going for it. almost every turn has this beautiful balance of forethought and wishcasting; genuine tactical play interspersed with dice roll spice; systems just coherent enough to make educated guesses about how your plan will work out without necessarily being able to nail it down to the letter, dot your I’s or cross your T’s. both the planning and execution stages of each turn is exciting in the way tactics games can be, but with stakes tuned for JRPG pacing. man it owns. i recommend anyone whose brain tingles a bit hearing that give one of these a few hours to get going. i would kill for a game with these mechanics in like…a matsuno setting. kill.

that said, hard to know how to talk about how singularly odd the writing is. you almost want to describe it as “irreverent”, but that calls to mind :zany_face: or, like, ricky gervais, unfavorably. it’s not quite that, it’s more like a game run by a GM who is very consistent about the internal logic of the world but otherwise makes no attempt to impart import to any of the proceedings. everything that happens is equally irrelevant so the decision making is more about the novelty of witnessing and manipulating the variety of outcomes than it is any particular narrative investment. it’s partly what gave me so much momentum through my first run–momentum i’d expected to take me a little further than it ultimately did when i realized just how detached of an experience it could be.

similarly to how Unlimited SaGa shed much of the visual pretense of the JRPG in favor of a tabletop-like affect, Emerald Beyond presents a sort of grab bag of world-vignettes, snowglobes perusable semi-randomly. it’s like polly pocket & mighty max by way of star trek: you visit these entirely self contained universes with their own little internal logic matter of factly carrying on as they do, poke your head in to the extent that you’re curious and ultimately leave everything as fixed or as fucked up as you feel like, hardly a second thought left to any of it once you’re gone. there’s a ghost pirate universe and a mole people universe and a bioresearch station universe all following their own stupid rules full-throatedly, irrelevantly.

it’s a fun if flighty conceit, but realizing all of the characters draw from this same pool of visitable worlds and that most of the gimmicks are thin enough to strain patience even the first time through dampened enthusiasm for the process of replaying with different characters, though i think i might try to keep picking through it, if only more slowly.

Hotel Barcelona + Romeo is a Dead Man

i’m actually writing this section LAST out of tribute to the time travel elements involved in both games.

ok fine it’s because i don’t actually want to talk about them. i actually hadn’t played any GHM releases since finishing NMH1 and just starting 2. i will say that during the process of playing these i started to become nervous i would become so disillusioned by suda’s trappings that i would retroactively not like killer7 anymore. that didn’t happen! it actually did remind me how much his work helped me appreciate iteration and intentional, almost meditative repetition and variation on images and themes as a core design element in games and media. in suda’s case it has almost always been a cost saving measure first and an artistic statement second, but necessity is the mother of invention and all that.

i am running out of steam for this. i don’t want to talk about hotel barcelona, but i eventually came to kind of like romeo as an exhaustive tone poem summarizing his Kill The Past works. towards the end of the game there is a music video interlude. i kind of took the following line to be the thesis statement of the game:

a thin if unfortunately relatable millennial/gen-x cuspy sentiment of: hey, wasn’t the future supposed to come at some point? what happened while i was day dreaming about that? did it happen yet? huh…

there’s something more tasteful about suda’s version of getting old than kojima’s, even if they both can’t stop being sexist trying to express whatever that is

DooM The Dark Ages + Ninja Gaiden 4

hiding my dastardly xbox posting until the end to maximally undermine any rebuilt good will. jk i pirated these too, though i know even that will not be forgivable by some!!

i used to have much stronger, more prescriptive feelings about games and game design. yes, part of that is being older and having other shit to think about, but a lot of it is me realizing that a lot of media was only ever interesting to me to the extent that its poking and prodding promised something more interesting in the future; that we have to pay attention now to learn the Right Lessons about what to pass on. this is mostly just to say that, like, it’s hard for me to imagine what the fuck i think i would even want out of a character action game at this point despite there being a time when i considered them to be Totally My Shit. i’ve had only the vaguest outlines of where i might take the format, but this isn’t really the post for that. in any case it took them four tries and almost two decades for capcom to come up with a coherent sequel to the original Devil May Cry and while they mostly accomplished it it’s also a design dead end. Ninja Gaiden 4 feels the same way for the Platinum and Team Ninja branches of these design trends, closed into one tidy loop.

something all of the games in this post have in common for me is that it’s kind of a pain in the ass for me to play anything anymore because i have become increasingly particular about having to figure out how to make my own fun in games that i otherwise find dull when approached on their own terms. for example: most games are unplayable for me on normal difficulty or below because i tune out and die more when the stakes are too low for me to care. i just get depressed and dissociate if nothing’s being asked of me. on the other hand those same games will often take the most boring route to increasing their difficulty. i will pick too hard over too easy almost every time, but it ends up feeling like a compromise either way. i never really feel like the designers have got this all figured out and i’m just along for the ride, anymore. i’m always having to ignore half the mechanics or invent my own narrative framing to keep from being bored to tears. part of the reason i’m grouping DtDA and NG4 together is because i don’t and have never had quite the same personal affinity for FPS games despite a fair amount of experience with them, but the effect on me is similar regardless and i’m not entirely sure what to make of it.

to that end DtDA having micro and macro difficulty options was interesting to me. i’m even less sure what i want out of shooters than i want out of character action, but i’m also sort of surprised to find most single player FPS campaigns not very challenging either ime. and that’s what i found here! i remember playing FEAR on 360 largely because of the talk about it on sb but being grumpy about it because i could clear each encounter by slow mo sliding head first into every enemy with the shotty without much thought. i didn’t feel like i play these enough to be having this relatively frictionless an experience, or that the encounter design should be so universally solved by this one tactic i didn’t exactly have to think very hard to come up with. i had a big rambly post in my head after i finished doom wanting to ask people here if they found the challenge as empty as i did but i didn’t really know what my point was, knew most people [reasonably] weren’t playing it/wanting to talk about it, and maybe it would just sound like weird bragging, but…

…like, everything having parries is probably going to be over soon, right? you can’t just keep narrowing active frame windows and making enemies go “neener i’m not touching you” more times before actually attacking you forever, right? like, yes, video game industry, we all did play elden ring. that’s why you have to think of something else now.

and that’s all either ng4 or dtda were, really! and clair obscur for that matter. and it works inside these discrete moments–usually the culmination of a boss battle, tension and release–relief, even, that the microchallenge is over. it’s thrilling in those moments, but how many more times are people going to sign up for the experience of being in a situation they hope is over soon? i think i am about done with it, myself! i’m glad i tried a bunch of these again recently and had that experience, but there has got to be another place for all this to go besides

“not now…not now….NOWjustkiddingnotnow…okay NOW”

i guess i didn’t actually talk about either of the games mentioned but i doubt that would’ve been much more enlightening anyway. i also didn’t take many pictures of these ones so instead here is a music recommendation by way of ninja gaiden 4:

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Wish this was the options for Ninja Gaiden 4 tbh.


Thank you for your service taking on Hotel Barcelona. I can’t bring myself to touch it.

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yeah don’t. one of the things i meant to say about it that romeo also does is the incredibly cheap trick of designing backwards from a playable-enough game but forcing the player to grind up to the point that literally anything feels good to do at all, leaving you in sludge for hours before you go “oh this almost could’ve worked as something” and then it’s over

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there are a bunch these Getting Over It -style esoteric platformer games on Roblox. and it looks like Oeuf has multiplayer like Roblox too. he talks about Roblox a fair amount on social media so this is pretty in-pocket for him i think.

unfortunately I’d rather just play a Roblox game. not because they’re better, but because they’re usually more broken and raw and thus more interesting.

well they’re either that or mobile monetization nightmares which is a large part of why I stay away from Roblox too.

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FWIW playing as an egg does give it a very odd movement feeling that is interesting in its own right, although it is probably responsible for why I am seemingly much slower at the game than others are as I never picked up a good feel for how to say line things up so that I am rolling horizontally as opposed to end over end and that does make a significant difference.

Out of curiosity I looked up Oeuf’s achievement percentages on Steam (every single checkpoint awards an achievement) and the place where I stopped is seemingly where everyone drops it, so it is clearly the point where if you get past that then you are just not gonna drop the game at all.

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ill think about it when i get there

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re: SMTV — I put it down halfway through as well, I’m honestly not that opposed in my increasing senescence to just playing something that flexes a muscle in a way I like, including/especially when it’s contrary to “discerning” sensibilities, but it was going nowhere for me.

re: Emerald Beyond, SaGa probably has the single worst record of any series for me when it comes to buying games and realizing I don’t actually want to play them, and Emerald Beyond is like the only post 2017 SaGa release I’ve actually resisted after learning this lesson because it looks so structurally bizarre. Scarlet Grace was weird enough in terms of how negligible its narrative structure was relative to its battle system, idk if I could handle another of these. I have no idea why they’re shipping these games this lopsided.

re: Microsoft in 2025/6, I personally felt they finally had a phenomenal year — both the UE5 Obsidian games were very enjoyable in my book, Keeper felt like Double Fine finally firing on all cylinders, Clair Obscur reached in a lot of the right ways for me (I stand by “if FFX was good” in all that implies), and though I haven’t dared mention it here I also really liked High on Life 2 as an extended comedy nerd riff! I put down Dark Ages and Ninja Gaiden 4 both after like an hour, though. flat flat flat; no motivation to go through the motions. but (as I think I’ve said here more than most) I am the last person to be offended by the suggestion that I go through the motions, I just think they need a little more going for them than that.

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this was my experience with it, yes

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okay look

i’m not saying you’re wrong, but

i feel much sturdier now thar’t i rest all my weight on my hips :relieved_face:

thar’t hor o’er thar

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Just edit your post instead of posting four times in a row

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ending spoilers to dolls nest


i have slaughtered just about everything else so

be honest would you be pissed if the girl who wrecked you so bad you are reduced to a torso (again) decided to hug you? i would

i liked it a lot. had a lot of difficulty early to mid-game because the game is obtuse about what progression looks like, and i don’t have the intuition to not select the sniper rifle as weapon of choice. turns out dps does a huge difference and apparently long range rifles don’t have much of a firing rate.

nitroplus mimicking souls structure is interesting because their tone is just slightly different. like it intersects a lot but i don’t think anyone in a souls game does the anime over the top screaming while crying thing. it didn’t happen much but the fact that it happened is very not fromsoft. fond of the aesthetic, even when it doesn’t work at all, like having a cool knight boss intro but she’s also just one of these small dolls decked up in rocket launchers and swords.

also, it’s really funny and creepy when you reach one place that has taller proportioned dolls, like its the bjd equivalent of having one of those chibi gunplas attacking a real grade or something

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A Fun Game For The Whole Family

Me reading your posts.

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that was fun

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Killing i—

ahem, didn’t even try properly ofc :tarothink:

stupid test, seems mostly to depend on how well your monitor can reproduce color

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