SB 1500 Jitsuyou Series Vol. 15 - Games You Played Today ~Catalogue of Games of the Thread~

im still rly enjoying Armored Core 2 (i am officially a fan i enjoy these games even on a wireframe level i will play every single one of them that i can) though the missions are kinda more annoying, and less fun to me than the Arena (or the missions in Master of Arena for that matter). However it has made me realize this series has my favorite score/rank mechanic, the income & expense report. i normally hate scores/ranks partly because im susceptible to them; i would rather beat a level and move on, but getting like a C grade on it brings out a weird perfectionist side of me and i want to retry until i at least get a better grade (certainly not influenced by lingering anxieties from being a C student all the way thru my school career lol…)


The I&E report is great cuz

  1. it isn’t just points or a fucking letter grade, it’s a tangible resource, more credits means newer & fancier toys
  2. it reinforces the fiction, you’re a merc trying to earn your bread and do better than break even. and sometimes a mission is especially grueling, and you have to accept a lower paycheck to keep advancing & curry favor with the factions you work for. There’s room for missions with an advance (conditional on taking the mission and thus cutting off your other mission choices), no fixed reward (based instead on your performance), a non-monetary reward like a new part (which can of course be sold anyway), or even none at all (Master of Arena does a few where your character is advancing his personal revenge plot, not taking a paid job)
  3. it encourages you to tinker with your AC build and find the most efficient loadout for a mission, rather than the most OP
  4. in AC1 and 2 (not their “expansions”) you have a non-standard game over to worry about and/or exploit in the form of Human+, which is just a FASCINATING mechanic i could talk about for a whole nother post
  5. it isn’t actually that big a deal if you keep at least 50% of your promised payout since all parts buy/sell at the same price. you can basically “rent” parts so you only have to worry about having the minimum credits for your desired loadout. at a certain point im only being held up by my avarice

so while i still get finicky and frustrated when i have to subtract a bunch of ammo expenses & AC repairs from my paycheck (especially when its a mission where you fight a gazillion Disorder Units… could do with less of those) it’s a good tension and i’m glad the games force me to deal with it, without grading me and awarding me gold stars for being a good girl who wants to be praised and S-ranked even though thats absolutely what i want oouuugh wait what was i talking about again

12 Likes

Does ac2 have dress up? I’ve only played 6

3 Likes

To a degree yeag! (ive seen it called Armored Couture as a counterpart to Fashion Souls hehe)
parts come with a whole stat sheet and i ultimately build for utility in whatever current mission/match i’m facing, but there’s enough flexibility there that i can often choose for style and not have a problem even if it’s “sub-optimal”


my first AC2 design, the SLEEPYα, wearing the default head for AC2 which looks like a kitty!!

In gen 1 i was really severely restricted by weight, gen 2 is much more lenient. There’s also a pretty detailed color edit option and the ability to create/import an “emblem” aka one of those cool decals of Felix the Cat or a hot lady that you see on old bomber jets (theres also a small library of sample emblems you can use, and every single one of the arena opponents you fight has their own unique emblem. IDK if emblems exist in AC6 but i sure hope they do, theyre so flavorful)


the emblem i had on my AC for gen 1 :3


my current AC, the SLEEPYβ which i like to think is both funcional and stylish ;3

13 Likes

god yes whatta coin

7 Likes

I tried the Bubsy 4D demo. It makes you do a lot of talking to people before you get to do any playing.

Bubsy is well animated and I like the cell shading, but the camera is pretty darn bad

and the jumping (double jumping, gliding, wall jumping) isn’t so good,

and a couple minutes of bobcat-flopping around was about all I could take.

So I guess it felt like a Bubsy game.

13 Likes

Past another Boss in disc 3 of D2
Beat Blue/Gary in Pokemon Heart Gold. Did not beat Ash/Red because his pokemon are all near level 90.

Edit: Oh, I forgot. I got a free copy of THOTH which I played in front of @Gimelrey , who said that it is “like a fictional video game in a dystopian sci fi movie from the late 70s that someone would start by putting a crystal inside another crystal”

7 Likes

JACK N JILL DX

SHORT VERSION: I think the people giving this half star reviews are a bunch of jack offs! This game might not blow anyone away, but it’s a really solid and fun one-button auto-runner with loads of content.

LONG VERSION: Pretty shocked to see all the half star reviews on Backloggd with people saying it’s only good for the easy achievements… I thought this was pretty good!

A one-button auto-runner with a cute monochrome aesthetic, you have to get through a collection of platformer levels and reach your partner (jack or jill) at the end of each.

It starts off very, VERY simple but steadily adds new mechanics… wall jumping, moving platforms, cannons you need to align with switches and shoot yourself out of, wings that turn you into flappy bird, plus an assortment of obstacles and enemies. And you deal with all of this with one button, and it WORKS.

Now, are any of the ideas it presents original? No, but I thought they made really solid, fun levels with all these different mechanics, with good flow and a steady difficulty curve (it gets tricky towards the end, but it never becomes especially difficult). Even when levels get cluttered with obstacles and mechanics later on, they still make it clear where you need to go (aside from a few slip ups here and there).

There is so much content, too! 20 levels across seven worlds for a total of 140, PLUS a mirror mode (though I certainly had my fill by that point), plus a collection of fun little minigames that are also all one button.

It’s just a fun, simple, eventually challenging time. I really don’t get all the hate!

I mean, it does have a few problems, most of which are associated with auto-runners… sometimes you need to memorise what’s coming up, and they can re-use obstacle patterns many times due to the genre limitations… but I never found these things too egregious and, as mentioned, most levels have good flow that let you see what’s coming up, and they mixed and matched obstacles to make things not feel too repetitive.

Oh, it could also have really used coyote time. That’s definitely something that would improve this game.

But yeah! It’s often cheap, and a good example of a one button game (plus the minigames). I mean, it’s not going to blow anyone away, but not every game needs to!

THE RAMP

SHORT VERSION: A minimalist, isometric skateboarding game… the developer is upfront about what this game is, and I respect their choices, but dang it I wanted more! I would love a successor where they… RAMP things up!

LONG VERSION:

There are only four environments in this game, each cute little dioramas for you to skate around. The goal is… there is no goal. You just skate around and do tricks, but there is no reward other than the game itself.

I love the aesthetic of this game… the music is generic lo-fi beats but they suit the game, and the sound of the skateboard is so satisfying. The levels themselves are little isometric playgrounds that look lovely, though I wish there was a little more going on in the backgrounds to give them more of a sense of place, but they also work well as cutouts.

There is a “hardcore” mode that makes the controls a little more skill based and there is a tutorial you must play before all the other levels are unlocked, but apart from that, this is an incredibly chill game… and I enjoyed it…

But it also feels like a bit of a waste! It feels so good to play, and I would have liked some goals to shoot for or SOMETHING, just to give the experience a little more meat, even if the goals were also super chill and easy, with the non-goal mode as an extra.

But the dev is up front about what the game is, and I respect their choice even if I want more. Plus the game is always very cheap, and it’s a chill way to spend a little time.

I just wish my compulsive gamer needs were more sufficiently met!

SUBLEVEL ZERO REDUX

SHORT VERSION: This Descent clone isn’t decent! While it feels great to fly around, and I love the visual style, it’s hampered by proc-gen level design that feels repetitive far too quickly, has unbalanced RogueLite elements, and mostly uninteresting combat encounters (thanks to the proc-gen).

LONG VERSION: A Descent inspired RogueLite, this game feels great to play even with a controller. Flying around space dungeons felt so smooth and satisfying!

It also looks great, with that hi-res retro texture look that the System Shock remake also used (I’m a fan of it), and lots of neon lighting.

Unfortunately, that’s about all the good I have to say about this game despite it having lots of potential.

Most of the problems come from this bring a proc-gen RogueLite. First, the level design… there seem to be so few rooms available for the map generation, so you see them all over and over again very quickly, and few of them are particularly interesting in the first place.

The levels are also very short, and there are only six of them?! And the last two levels are locked out until you complete an initial run. This wouldn’t be as bad if there was just more variety in what levels it has.

There are only two times the game is challenging. The first is when you get to a “boss” room where you have to blow-up a reactor (nice nod to Descent). These can be tricky because they lock you in the room, there are lots of enemies, and the reactor itself can shoot out lots of lasers… but they end up pretty easy to cheese. They’re also always the same each run, except the regular enemies are mixed around a bit.

The other challenge is when you get to a trap room… a room with a loot box that triggers a bunch of enemies to warp in when you try to open it. These moments were the most fun I had because it actually feels like some care went in with what enemies warp in, and the rooms are designed for a fun skirmish. Unfortunately, there are only a few of these rooms, so you’ll be fighting in them again and again.

Most of the battles in the game are pretty dull, with you fighting a handful of enemies that don’t particularly compliment to each other, in rooms not particularly designed for the encounters. There is also only a small amount of enemy variety.

There is other RogueLite stuff too… the items you find are random, you can create new items with old ones and “nanites” with lots of different stat possibilities (which I think is a Borderlands thing? I only played the first one for a few hours a decade or so ago, but I remember it hyping all the different weapons you could make). You can also find blueprints for new items, and unlock new starting ships with different stats, and you can get perks between levels and what not.

So yeah, typical RogueLite stuff, and it works well enough I guess except the game is so short that if you aim to craft something expansive, the game is basically over once you get it. The equipment also didn’t feel that balanced, with some loadouts being significantly more viable than others (if you’re lucky enough to get them).

There are also logs you can collect to learn more about the story if you care about that sort of thing. Adds a little bit of flavour but this is definitely not a story driven game.

There is a decent (Descent) game here, but it’s buried under so much underwhelming RogueLite stuff. I feel this would be much better as a straight FPS with hand crafted levels because there is just too little content to keep repeated runs interesting. And what little content it has isn’t that interesting to begin with!

Not every game needs to be a RogueLite, and some genres just aren’t suited to them, like FPS games in my opinion.

Oh, for the record, I finished it on “classic” difficulty.

I got it for cheap and enjoyed it for a few hours before I started to realise how little meat there is on this bone. Amazingly, this is a redux edition which added stuff… the original release must have been REALLY bare bones!

REFUNCT

SHORT VERSION: A simple, relaxed first-person platformer that’s very, VERY short and easy, but I had a nice time with it. I think it cost less than a dollar, and I felt I got my money’s worth and didn’t want to refund Refunct!

LONG VERSION: An incredibly Unity-core game in that I think 90% of it was made with built-in features. But that’s not necessarily a bad thing!

Anyway, it’s a very basic, chill first person platformer… there are platforms. Touching the platforms changes their colour. When you press a big button, more platforms raise out of the ocean, as does another button(s).

The aim is to raise and change the colour of every platform, and also collect some doodads that appear here and there. It took be under 20 minutes to do this.

But I enjoyed doing it! It has a nice relaxed atmosphere, you can’t die, and it was fun hopping around.

Mechanically, it’s also basic… you can just crouch, jump, and wall jump, and sometimes you’ll encounter lifts or trampolines.

I wish the movement felt a little more satisfying… as it is, it feels a bit stiff. But it felt good enough for me to finish the game, as short as it was.

So yeah! It was cheap, it was chill, and I had a decent time. Not every game needs to be an epic.

INK

SHORT VERSION: A Super Meat Boy style game, with all the good and bad that entails, with an interesting gimmick where levels are invisible until (very colourful) paint is sprayed around it by you and enemies. In the end it’s nothing remarkable, but get an… INKLING people will have a decent enough time with it.

LONG VERSION: This is basically Super Meat Boy (with the same floatiness I dislike from it) except levels are invisible… when your character touches a platform or when you perform a double jump, paint splatters about and reveals more of the level. Dying will also unleash a big splatter (and the paint remains on subsequent lives thankfully), and enemy projectiles and deaths will also send paint. So, lots of ways to spray paint!

I absolutely love how the levels look after paint has been sprayed everywhere… so colourful, and I love how it looks like actual paint splatters.

The game starts with just pits to worry about, but then you have enemies (which must be killed before the exit opens), spikes, static and homing turrets, moving platforms, and keys. So, nothing too creative, but the different mechanics are used in enough ways to make each level feel different.

This idea has two major drawbacks, though… first, some levels can be a bit trial and error since you can’t see anything at first, but thankfully most of them feel designed around this limitation.

The bigger problem is once a level is revealed, you’re left with a rather generic clone of Super Meat Boy. I did appreciate the levels being much more bite size here (and there are only 75 levels… Meat Boy overstayed it’s welcome by a lot), but still.

It also gets a bit too annoying once the homing missiles are introduced… they feel ill-suited for the main gimmick for one thing (the other hazards felt better designed around it), plus they are annoyingly persistent. Once these show up (around level 50), the game really starts to feel like a Meat Boy knock-off.

Controls also feel a wee bit sluggish, and the game could have used coyote time.

So, yes it’s a gimmick, but it’s a very pretty one, and while the actual game itself isn’t anything remarkable, it’s a fun enough time if you enjoy this style of platformer.

QUAKE: DAWN OF THE MACHINE

SHORT VERSION: I (mostly) love the design and aesthetics of the new levels, but the new RPGish features don’t work for me at all, and makes me feel like maybe they were right to cut all the adventure gamey stuff out of the original Quake. Enjoyed playing through it once, but I doubt I’ll dive into it again any time soon! Hopefully this isn’t a DAWN of new design from MachineGames!

LONG VERSION: I have mixed feelings about the latest MachineGames Quake episode, though overall I quite enjoyed it!

There are a handful of more “experimental” levels in this one, such as one that uses 5D space, and another where you have to switch between past and present. These are neat, but it’s stuff I’ve seen plenty of times in mods (even Doom ones).

I felt the stronger levels were the more traditional ones, especially the ones that tried to do some world building, such as one that starts in a castle that slowly reveals itself to be inside a base, one with an Aliens style outbreak from a portal, and another where people worship a “queen.” They use text more than I’d like, but it’s just bits here and there to add a little flavour to the worlds.

Aesthetically, all the levels look great (apart from the titular machine level which I’d also consider a dud level which is boring to explore and full of dopey jumpy bits across sinking platforms). On multiple occasions, I would be teleported to somewhere with a scene in front of me that made me go “whoa!” I especially like the levels that take place under blue skies… nice change from constant dungeons.

Design wise I also think they’re also mostly great, with good combat encounters (aside from a few too many arena battles), secrets that are fun and satisfying to find, and good flow. Some of the levels are bit more open than others, but it’s usually easy to find where you’re supposed to go. The more closed levels also do a good job of evoking the original feeling of Quake, with trap filled dungeons.

Like the last one, most of the levels are a million hours long (i.e. 40-50 minutes on a first play). Again like the last one, shortcuts get unlocked, and I really do feel MachineGames have taken inspiration from the Souls games when it comes to environment design and level structure. I generally didn’t mind how long the levels were, though it can sometimes get exhausting. There are also a few smaller ones too.

The new weapons are whatever, though I like you get an axe that you can kill zombies with (something I would have liked in the original game). I like the new enemies and feel they suit the game well. They also do this weird thing where sometimes enemies will turn into other ones when you kill them… it’s whatever I guess. I like the remixed bosses, kinda feel like shoot’em up bosses now. Would be nice to have an all new one to kill, though!

Anyway, time to talk about the big changes. First, you start with only 50 max health and small ammo carrying capacity. This is because throughout the levels, you’ll find upgrades that increase this.

While it was amusing having a massive pool of health and carrying a tonne of rockets by the end of the game (you can make your cap go over the original limit), I didn’t like this. Mainly because I’d panic before finishing a level… did I miss an upgrade?? What if I need it to finish the game?? And while usually I just leave a level if I struggle finding all the secrets, here I felt compelled to not leave until I found them all in case they had an upgrade. It made me enjoy the game less because it discouraged me from playing the game on my own terms.

The other big change is that after your first run through the game, you get a rune that lets you unlock doors found in the previous levels, which you can now revisit via a hub.

The revisited levels are made a little harder (tougher/more enemies), and the unlocked area usually leads to a new level where you get another rune until you collect a total of four to finish the game.

I wasn’t a fan of this. I much rather just replay the game on a new difficulty (which I usually do) instead of them bloating the length the campaign artificially like this, especially since the levels don’t meaningfully change aside from giving you a new exit that’s usually just behind the previously locked door.

Even worse, sometimes levels also have doors that only unlock with the rune you get from the secret level you’re about to go to! So you gotta go back yet again to get whatever is behind the door, probably an upgrade!! And it sucks!! The levels are big, long, have tonnes of enemies, and just played through them twice! Granted, the runes usually open up shortcuts, but it’s still annoying. I ended up just using cheats on these revisits because I couldn’t be arsed going through the same battles again to get to the new area.

And then AND THEN, if you unlock the super secret bloody nightmare mode, you go through the game AGAIN after beating the boss, to fight a new boss! They change things up considerably more for this run (different and stronger enemies, you get better shotguns, you lose weapons with each new level, items are moved around (which explains why some items that should have been secrets early aren’t marked as such… they’re not there on this run)), but it’s still the same levels. And you’ll want all the upgrades you can find for this mode because it is BRUTAL.

Okay I rambled on enough. I like most of the levels, even though they can be a tad long, but I can deal with that for the world building and what not. I like the new enemies, and the new weapons are fine. But the adventure gamey stuff just didn’t work for me at all. I appreciate them trying to experiment with the formula, and exploring what Quake could have been like if it went down the original design path, but it just didn’t work for me.

17 Likes

for some reason this made me think of virtual boy. looking at it more closely, i guess it’s the aspect, limited shades of one color and that font at the top

virtual boy = 384 by 224
vb times 3 = 1152 by 672
this screen = 1200 by 675

8 Likes

I love THOTH a lot - that and the dev’s other game, 140, have this certain type of aesthetics and sound design that somehow just grabs the right part of the brain for me. Like it’s hard to explain but THOTH feels like a horror game almost. Like the undead shapes chase you even more relentlessly in death and it’s just weirdly creepy and that staticy noisy whatever that is happening to your ears just magnifies that experience.

140 is completely different, a rhythmic purely abstract platformer that builds on its mechanics as you progress, it’s not too hard but it is extremely cathartic somehow.

5 Likes

I wish I could wipe my memories and play 140 again, it hit extremely well for me the first time around and I would love to feel that again

3 Likes

Beat Disk 3 of D2
Can no longer beat the Elite Four in Pokemon: Heart Gold after post game level up/team change, wondering if it’s even worth it.
Played some Digimon Story: Cyber Sleuth


6 Likes

played entirely too much slay the spire 2 this weekend. my expression slowly went from (o u o) to (=_=) over time. i’ve finished the non-ascension runs for ironclad and the defect, so i’ve gone all in on the silent and just when i think i’m a card genius i run into a gimmick that undermines my plans.

in one run i was lousy with shivs. i had envenom and the card that makes it so weakened enemies get hit twice, so the benefit of this deck was the sheer amount of cards i would play a turn. there are multiple enemies and a certain boss that penalize you for playing too many cards, though, so i was fucked. i gotta change my approach a bit.

will taking a break or playing as another character help me return to an (o u o) expression? maybe! questions and expressions and the ways they can change are wonderful things to consider.

i also have so much ffxiv content to catch up on before evercold comes out. i haven’t done anything since finishing dawntrail’s main msq.

that’s the end of my post. bye!

10 Likes

Got all the medals for Rhythm Paradise Groove. Remix 18 and 12 were really tripping me up. Also sad how the final remix 20 really lacks momentum.

Spoilers but compare the in-game remix to this peppy fan-edit.


Gave Samurai Shodown PS4 another shot. It’s fun but online is fully dead on Playstation and I ain’t got no-one but the CPU. Ah well.


Played some demos

Old School Rally

Serviceable PSX rally racer clone. Not much more to say. Good physics.

The Adventures of Elliot

Elliot is such a nice man and the game is in such a rush to communicate that he loves orphans and doing nice things for the elderly that they forget to give him a personality or any identity to the game at all. The game is a very cardboard Zelda game with a time travel gimmick but I didn’t stick around very long. Continues my thesis that HD-2D is matched by inherently awful writing and gameplay.

Darwin’s Paradox

Comedic sidescroller in the format of an Inside but with not much keeping my interest. Crazy how so little has replicated Inside successfully. I think it is at least partially because games like Darwin’s Paradox align the environment to the game’s movement axis so that the world feels aritifical and gridded, whereas Inside’s axis happens to intersect many events and locations organically. The demo contains an inexplicable MGS4 crossover and your octopus can climb up walls and camouflage itself in a very flimsy MGS parody. I quit before it was over.

Duskfade

People want the 3D mascot action-platformers resurrected so badly they will stake entire studios on this urge. Duskfade, despite its name, is clock-themed and contextualises the player’s attempt to save the world by making them the only person in a city of ghosts. You use a clock hand as a sword and none of your powers are time-related despite gears and clocks making up the visual direction. I lost interest very quickly.

The Crimson Maid

Unhinged romance horror game that promises the player bare breasts of the sex doll maid that works for your character’s middle-class Victorian family. Flummoxed middle class British man seduced by demon maid who was clearly modelled differently to every other character. There’s something a little Mel Brooks about the whole thing. At one point a doctor comes to assess your dying elderly father and asks you to a blood transfusion for him despite your character never practicing medicine. It’s just there to give us some game. Otherwise we walk around the estate touching everything and talking to individual family members who stand around waiting to say how much they’re disappointed in you. Except the maid of course. I had more fun with this than the other demos and it ain’t the boobs. The whole thing is comical despite its pretensions to horror and titillation.

9 Likes

God, even though I went back because of it, I still forgot just how thinky and mathy Desktop Dungeons can be. The ways to maximize XP and potion use, the best ways to explore a space, what glyphs and equipment to use for your limited space, and calculating HP and damage and experience to every single point is so damn my thing, and even with that runs are fast and challenging. It’s hitting me right now. I’m gonna go for all the achievements I think.

I love how the puzzles really teach you the tricks while also being extremely limited to situations that will almost definitely never happen. It’s so smartly done and so satisfying.

2 Likes

Rhythm Paradise Groove:

I had decided to stop playing this game but it pulled me back… I wanted to unlock a few more comic strips to unlock… I’m REALLY stopping now though.

I also got 5 stars in every Beatspell stage. The basic fire + healing spells remained good enough. Other spells are more powerful but harder to use, and basically impossible on the fast tempo the bosses get. Look at how easy fire looks compared to poison here:

The game even awards point bonuses for not getting any other spells, and that bonus was what got me 5 stars in most stages!

After finishing the 8 regular Beatspell stages with the good ending, I unlocked the true Slay the Spire mode with randomization and boss relics (It’s almost too hidden for how well realized it is, really)

I eventually found two boss relics that synergized extremely well with Fire (one that lower damages and boosts crit chance, another that starts any fight at -80% power but gives you +5% for each critical hit) Both worked so well that I beat the final boss in record time and got a time point bonus that was almost half my final score for it.

This all netted me an useless character I’ll never use!!

I also fell into a few Gen X traps:

Aggelos :

Real good time. It’s nothing much more than what it looks like but it felt better than the real Switch Wonderboys. It feels satisfyingly huge without actually being huge.

It’s also very pleasant to have a Metroidvania without an in-game map, simply relying on geography to make the player build their mental map of the world.

The best offensive skill is a weird spell that makes you place two teleporters around the map then teleport between them, dealing massive damage to anyone in between. Very fun and unusual to handle every boss by running around in the battle arena, avoiding attacks and setting teleporters up

Dungeon Antiqua 1:

This looks like Final Fantasy 1, but plays like Wizardry. Somehow the second game like this I’ve played this year. IMO this is the best of both worlds. They still haven’t made randomized looting in videogames as good as basic Wizardry.

The game gets sufficiently sicko as you’d expect, with « no spell » zones, forced solo challenges, etc. It’s also super fast. This is catnip to me.

Dungeon Antiqua 2:

They added some Final Fantasy 5 in my FF1/ Wizardry hybrid!!

Initially all traces of Wizardry seemed gone, but the DNA is still there somewhere (there are randomized chests, a powerful lvl 1 multitarget sleep spell, enough sicko shit etc)

Battles go so quickly with autobattle that I’m always sort of tempted to just autobattle through all of it, which does force a particular playstyle that’s not necessarily my favorite (not relying on powerful mages)

I can’t complain too much though. This is catnip, evolved

Also the fairy from Dungeon Antiqua 1 returns and she’s really old now. I think that’s the first old fairy I’ve seen in any media

17 Likes

I really wanted to unlock this but the stage 8 boss was too quick for my hands. Might give it another go but not for a while.

I also took a peek at the final drum lesson stage and it gave me nightmares.

1 Like

i stand by this post but im actually upgrading this criticism to these missions fucking blowwwww lol. apparently AC2: Another Age is all missions no arena and hooo boy that might mean i skip to generation 3, which is the most long-running and beloved. we’ll see. i’ll try it first. i wanna conquer this series dammit

but yeah the last couple missions are pushing that stuff i said about having to build for efficiency and accept sub-optimal results to their absolute limit. i had one that i had to redo because i lost money, and it was all a series of hallways into open rooms full of unavoidable damage sponge guys and laser turrets that straight up glitch shot through doors (audience booing sfx). im stuck on one where your radar is broken cuz of a Martian sandstorm and that’s cool & all, but the game communicates this by having your RADAR MALFUNCTION alert going the entire time, with its attendant annoying buzzing/ticking noise going the entire time, while a bunch of little guys you can barely see thru sand particle SFX shoot essentially hitscan weapons at you. Both of these missions end with a boss battle against another Raven. It’s grueling and not in a fun way! This game is making me embarrassingly pissed off!!

But whenever i say “fuck this” and go back to the Arena suddenly im a pig in shit, im having a gay old time taking note of my opponents AC parts and trying different loadouts & arenas, “waow i can’t believe i didn’t get into this series sooner” i think, “mecha is sooo cool i want to do mecha stuff and play Armored Core and other mecha games forever”

i am a… hot-blooded woman. i get pissed off too easily but also cool down quickly (and arguably too easily). So i’m trying to navigate how this game makes me feel sometimes vs how i actually think about it and how well im doing. which is something From is uniquely good at doing to me. i do think the missions in this are irritating in a way that they weren’t in most of generation 1 – like Armored Core has some fucking annoying missions… and the pay always sucks…but like theyre over with pretty fast. And the expansions were just fun & chill (maybe even too easy). Like the annoying missions in Master of Arena still make you do interesting stuff like explore a spaceship that crashed sideways, or fight atop a submarine where you can easily die by falling into the ocean. It’s a less abrasive kind of difficulty that i much prefer

10 Likes

Have you ever played Phantom Crash on the Xbox. It’s Genki’s Armored Core Arenas Only, with a whimsical 00s internet aesthetic and a soundtrack full of memorably odd choices

Imagine blasting robutts to this:

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no i have not (name rang a bell but i think i was confusing it with Phantom Dust lol) but oh my gosh

The game is a vehicular combat game in which players enter competitive combat using mecha named Scoot Vehicles

Scoot Vehicles thats the cutest thing ive ever heard

im going to have to interact with xbox emulation at some point in my Fromsoft quest i’ll remember to look at Phantom Crash alongside fuckin, Murakumo: Renegade Mech Assault??

theres a song from the AC2 soundtrack i stg turns into Earthboundesque music but i cannot find it rn. however in searching i have determined that the music from this game fucks

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yessss it’s so good. I’m playing armored core For Answer at the moment and the music is carrying a lot of the mood.. although it’s much more humourless than the first few games I guess (theres no funky garage theme!!!). But tbh I like the Boost Button in For Answer so much that it makes up for most things I miss from any of the older games lol

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