Games you’ve played today: Fourteen by Kazuo Umezz

In MR2, beating the S rank and then beating a few tournaments that open up after that essentially finishes the game’s “Story”, as it were. But the game continues after that. You can actually just “beat the game” in the most basic sense very quickly if you know what you’re doing and how to raise monsters. Expeditions aren’t like, some big thing, they’re mostly just there for you to collect items to make money off of, and a few have items that unlock monsters or are key to unlocking monsters (Phoenix, Durahan, Ducken, etc.)

That’s kind of the problem with Monster Rancher. Since there really is no story and no in-game goal beyond raising a monster strong enough to defeat the S rank of a tournament, you really only play as long as the idea of raising and battling monsters interests you. I had this idea of like, a Monster Rancher-type game that would be modular in the sense that like, maybe you’d have different scenarios written by different people that would sort of “plug-in” to the base game so you had something going between all of the monster raising, and maybe you’d have specific custom tournaments for those modules. Like, a fusion of Visual Novels + Monster Raising.

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This is going to be an odd complaint about Heaven’s Vault but … past the first couple of hours where the game was making assumptions that I wasn’t ready to make, I felt like I was always one step beyond what the characters were investigating? There is one moment where this works beautifully and is obviously intended (when aliya and the robot come across a theatre and are utterly confused by it and what function it could have possibly served) but more often than not I felt like I was fighting the interface instead of actively exploring and theorising. I also really really wish the language was harder to read!! I would have loved to make extremely wrong guesses but the syntax and morphology are very straightforward and you always get multiple choices and the game lets you know if you’re right or wrong too easily. And obvious translations (like “your” if you already know “my” and “you”) still need to be seen a few times until they get confirmed. No one would like my version of the game but imo it should never tell you whether you were getting it right and it shouldn’t give you suggestions, now that would have been a joy!
I also don’t like how much of what Aliya says is functional drudgery like “this artefact will help us locate that site” or “this is a fragment of a longer text”, I don’t really want to read these sentences hundreds and hundreds of times! If you need them here it would have been nice if they had been in their own little context instead of mucking up the dialogue pipe.
Anyways all that said it’s really good! Very cool game! It’s mostly very good actually that the narrative proceeds in sort of a player agnostic way! It’s good enough that I wish it was perfect! I’m going to start my new game plus now and hopefully I can read Ancient unassisted by the end!

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yeah I also found a lot of the actual affordances in this game kind of crummy in comparison to how much I liked its story and ambition

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You’ll know when you’ve made progress when you can speak Ancient

It’s by far my favorite optional blind alley in the game, trying to decipher the spoken form of the language

This is the big secret: it doesn’t. It only tells you that your translations conform to what your character knows, not that they are correct. The biggest sign post of this is the first word you translate, of which either option is correct in as far as all translation is subject to context

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Thats the coolest thing I really should play it again.

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Ahh, I was hoping that was the case, but are you sure? You can translate a phrase and Aliya will go with it, but I meant specifically when the words get a little tick :white_check_mark: and you can’t revise their meaning anymore. I’d like to believe it but I doubt the game is mean enough to lock you into a specific meaning just because you talked to Huang one time and he said “yeah that word looks right”!

(I did translate the first words as Beloved Friend!)

One aspect of the game that doesn’t get enough praise is that the references to hating snakes are subdued enough to be funny.

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Yes I translated the first word differently (forgive me but it has been years since I last played it and no longer recall what the other option was) and the game remained entirely consistent with my character’s certainty in that initial translation

The little tick mostly indicates that it is the only possible option given what your character is otherwise certain about. The game is very intentional about limiting the UI only to what your character can know at any point and there are enough hints (the biggest being that initial word) that what your character knows is not objective truth but her subjective interpretation of the past.

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I’m sorry Tulpy I’m fairly sure you’re remembering it wrong … You can miss stuff or get different reactions and maybe access different routes when you make your first guess at a translation, but in the game’s code there’s only one definite, canonical meaning for every word and it’s the one that’ll get a tick. What you’re probably remembering is that these words can be rendered as various (near-)synonyms in different contexts and it shows you the primary meaning in parentheses.

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ah damn, I really built up a better version of the game in my head

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One thing I’m very impressed with that wasn’t apparent on first playthrough is how I thought I was mostly merely going forward through the story, sometimes Deus Exing a bit to get to the next point, and didn’t realise how much of what I was doing was completely missable and can play out very differently. It’s very seamless!

It’s cool also that I have a good idea of the big picture but many smaller details I’m not very clear on and the devs have helpfully hinted that there’s more to uncover!

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Arzette: Jewel of Faramore was great. It is based off a turd, the zelda CDi games. But they polished that turd till it shined. The animations are weird as hell. A real pleasant 3 hours.

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The CD-i games are most probably unpleasant to actually play, but they’re my favourite genre of videogames: a weird alternate universe interpretation of a game from a big franchise that has now completely solidified.

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One of my “I never finished this back in the day I probably should” games is Bioshock, so I’m playing it and doing so poorly. I always panic and waste energy or ammo, usually both.

I know the secret is to just get a bunch of wrench upgrades and just zap and whack every enemy, but I’m not there just yet.

It also does something irritating on the Steam Deck where it occasionally reverts all my settings. Resolution, controls, subtitles (they don’t really work that well but they help). I have to mouse mode select everything, exit the game, restart the game, and then it works.

I probably wouldn’t have to do that if I played the Remastered version, but those were garbage remasters with really bad audio, missing graphical and audio effects, mismatched textures, the works.

So I’ll just keep at it.

I just hate jump scares and this is Jump Scares: The Game.

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Yes on my first playthrough I had no idea about the robot empire

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Is This Seat Taken is a delightful little puzzle game. Difficulty very quickly ramps up though. The wedding scenes are tough as heck. It’s nice to play a game hat manages to have actual “cozy” vibes without the sort of fascist “return to tradition” bullshit baked into it.

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Played two ~5-hour exploration-type visual novels by small dev Tsunousagi last week:

Uwagakiai
A peculiar title that could be translated as “overwrite struggle”. You awaken in a deserted laboratory in an unfamiliar body, seemingly alone and seemingly free to explore. The tutorials on the buttons at the top of the screen are full of pixel corruption and gibberish text. It soon becomes clear you are not fully alone after all – the mad scientist who has put you in this sick experiment has implanted their mind alongside yours within your own skull.

The four buttons on the top of the screen double-up as a kind of psychic HP: certain things will cause the villain to overwrite more of your mind and take away available actions (it’s game over if you lose the “move” action), while others will strengthen your willpower and turn them green again. Occasionally, your character will say or think something out of character – that’s the villain trying to infiltrate themselves further into your personality, and when you spot it, you have to object by slamming the Action button.

This system isn’t as punishing as it sounds and it’s mostly there for flavor, but it’s some pretty cool and ominous flavor. Like, the very first item you pick up is a sharp knife lying for some reason in the starting room of the game, and it’s more than a little concerning to carry that around, knowing you have an evil split personality. A little later, you are given the option to store it outside your inventory, and it felt like a weight was taken off me when I did.

The game tightly paced and gradually dribbles out bits and pieces of (alternately gruesome and heartwarming) information that, at first, make the scenario actually make less and less sense. Then it all gels into a coherent resolution in the normal ending, then a different coherent resolution in the true ending. Except for some lateral thinking called for to see the true ending, the puzzles were mostly pretty simple and none of them ended up requiring the detailed notes I took on all the murdered laboratory employees’ shopping lists and surgery scars, but those notes were fun to write anyway.


Shinya 1-ji no Koukanshu (The 1 A.M. Operator)

“Have you heard the rumor? If you call a certain number at 1am, you will be connected to a person called the 1am operator. This person is said to be able to connect you to the past.”

Phoning random people at 1am felt awkward at first, but before long I got into the flow and dialed dozens of numbers in rapid succession like a total maniac. Strangely enough, few people seemed particularly annoyed by my calls: instead, they seemed relieved to hear a voice they could vent their life problems to.

This game does a great deal with few art assets, turning its limitations into strengths. The only character onscreen is the titular “1am operator”, gently breathing with a neutral expression against a dark, ruined backdrop. The only UI is a feature phone whose clock stays forever fixed at 1:00. And the only voice acting is when she politely recites a standard message (like “the number you have dialed is no longer in service”). Among other things, this restraint means that when the slightest change does happen onscreen, it feels momentous.

And behind the phone numbers is a cast of a dozen major characters and countless extras, all existing purely as text on the bottom of the screen. Typically they aren’t given names, but they have their own tragedies, social networks and family trees that I noted in a text file as I played.


The same dev also made a game called My Exit, which presents itself as simply a pixel-art clone of Exit 8, so I didn’t try that one yet. But after playing the two games above I’m pretty sure that’s just the first “layer” of that game, and I’ll try it next.

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What game is that? Looks awesome.

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https://store.steampowered.com/app/3382070/Queen_of_treasure_isle/

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went back to and finished of the devil episode 2 last night and it’s a lot of fun as always to be the bad guy in the phoenix wright court. i mean i guess technically i do get someone innocent off the hook but you all probably know the premise already

the opening violence of episode 2 is incredibly sexy

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