I can't believe today was a good play (Games you played today)

there’s also ridge racer hi-spec, which was a bonus disc with the jp version of type 4

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The TURBO edition that came as a bonus with 4. It just didn’t feel quite right to me. I thought okay the music and looks still holds up, but then half of a track was this brown barriered section that was really ugly. I want green everywhere dang it!

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I played the first half of Angel Devoid: Face of the Enemy. It’s a 90’s FMV adventure game where you play a detective whose face is swapped with a criminal’s.

There are so many ways to die in this game! My favorite thing about it is that the first weapon you acquire is a ridiculously powerful hand cannon that can then be used in almost every situation. In fact, it’s often the correct choice. It doesn’t just create bullet holes though, it vaporizes people into red mist. Because this is an FMV game, that makes it feel even more violent than something like the Last of Us or Bioshock.

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I see you too chose the righteous path
How’re your chicken loops

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sounds just like the st lobby

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I’m doing 40 hit tengu combos like a champ

snk has the dog dick, capcom has centenarian dick (and ass).

I’m far into the first Fatal Frame and the combat is unexpectedly frustrating. It is probably in part because I haven’t got any of the special bonus functions for the camera since I elected for the raw upgrades, and I am sure some ghosts have secret mechanics to them (it seems possible) and I just don’t understand them. But woof. The camera does not turn quick enough to avoid getting got when an anime ghost teleports behind me and startles me to death.

I have other thoughts about this game. It’s got a really unique metaphysics going on that involves analogue sounds (instruments like chimes and voices, gramophone, and analogue media like film) and spooky digital/electronic effects you might associate with EVP technology. Fatal Frame places the spirit medium somewhere between these mediums. My other thought is there are less stories these days where people are scared literally to death, and I wonder why this became out of fashion or at least why it hasn’t come back. I love it and still think the idea conveys a lot of terror in the idea some encounter with someone or something can just cause your body functions to just stop. Basically a supernatural heart attack. Whose having those in 2020? I don’t think very many.

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This is the most on brand PR rehabilitation campaign Umbrella could have done (from Resident Evil 7 DLC “Not A Hero”).

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the 3d section in blazing chrome really grinds that game to a halt, huh?

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i wasn’t very enthused about odyssey but since i got into the postgame i am hoovering up these fuckin moons

This is interesting, I think I was completely sick of moons after The Moon Level and I feel like they’re essentially just korok seeds. Something to motivate you in the short-term but a horrible long-term proposition.

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Continuing adventures in learning hammer. I made a cool tunnel, the most complicated piece of geometry I’ve done yet, and a arced bridge. This is the first thing I’ve made that feels kind of cool to walk through, which is exciting! Always wanted to make maps. And sorry if this isn’t exactly games, but it feels like a good play so I thought to share it here.





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They flattened their reward structure so both very involved level paths and micro-discoveries yield moons. Formerly they would give coins or ups or be part of a broader challenge (or in another game, a different progression currency). I think they did this to support variable session length and make it work as a mobile game – in any five-minute game you’re going to get something and have a clear accomplishment.

I think it’s worth the cost of depreciating the larger moons; it makes apparent how little the trinket at the end should matter next to the experience of playing the level that I really value. And I can’t overstate how hard it is to make a game’s natural session length so flexible, or how little-served it is in bloated AAA space.

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I think their inherent ‘fun to get’ value just drops off by the end of the main game for me. By the time post-game hits, the awareness of there being literally hundreds of them and no other incentive to progress other than the final super hard level or more clothes didn’t grab me.

I do think they’re a nice blend of classic 64 stars and 3D world stars though. It’s good design, just didn’t last for me.

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I think that’s right that their unevenness makes post-game stuff less satisfying. On the one hand, you probably have a lot of easy and hard challenges left, so the pacing might be better, but on the other hand, without the structure of unlocking and moving to new levels, players seem to burn themselves out grinding easy moons on a single level.

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The moon pickup animation needed to be shorter/skippable. It started to feel like the game was punishing me for getting moons

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it’s not necessarily that the klepto aspect of the game has hooked me just that i only really started to enjoy the game for what it is after putting ten hours in

on the other hand the jingle when you pick them up is really good

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SFV is so fucking bad it’s giving me actual brain damage. my brain is terminally overheating due to the damage this game afflicts

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Hopefully SFV will be the “Wii U” of the Street Fighter series and Capcom will go back to the drawing board.

A reminder that “Arrest of a Stone Buddha” dropped on Switch today. I played the first sequence and i’m really excited to see what comes next.

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