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    Mini Metro (PC)    by   jp       (Apr 20th, 2018 at 19:01:36)

    I'm surprised by how easy this seems, but then it isn't. I lose pretty quickly even though I usually feel like I'm entirely on top of things. So far I've improved my game by:

    a. Not holding back in the early game with starting new lines.
    b. Trying to make circular lines that overlap on a single station (which is then upgraded)
    c. Making sure each line has a circle, triangle AND square. One of each is super important.
    d. Being less scared to pause and completely redraw everything as needed.

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    Rime (PS4)    by   jp       (Apr 16th, 2018 at 18:04:57)

    Finished! (over the weekend)

    I want to say it gets better - the environments, art, and so on definitely get more interesting. But also, I felt like it never really "took off". That's a bit unfair because I went back to the 1st chapter (to pick up some trophies) and I realized that there's a remarkable amount of variation in terms of how you solve different puzzles and so on. This is not a game that tries to give you all the possible variations of a single mechanic. Thankfully!

    Towards the end the story starts to make more sense...but it only comes into focus at the very end. I think it's supposed to be a big twist/surprise but it didn't quite work. I was mostly confused to be honest. With a bit of "oh, I guess that's what it all means". Part of me wants to say that it would work better had I known the premise going in. Otherwise it's just too metaphorical?

    In all, beautiful game but it felt a bit emotionally...dry? On the plus side, it was cool to read the credits, and then the after-credits credits with a whole bunch of stuff in Spanish. It turns out the developers are Spanish! Yay!

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    Magical Starsign (DS)    by   jp       (Apr 13th, 2018 at 18:45:02)

    4 hrs in and I've reached the (a?) 4th planet. My party now has a total of 4 characters and I must admit that I'm getting more and more interested in the game. The last planet was fun because it involved more talking to people, a few fun gags, and not that much combat. The standout was a comedic sequence where you visit the Space Police HQ to file a complaint about space pirates and are given the run around from one desk cop to the next - all different bureaucratic offices. It was short, but funny. Especially as you catch on to what is actually going on.

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    Rime (PS4)    by   jp       (Apr 13th, 2018 at 17:54:05)

    I've pretty much wrapped up the 2nd chapter/section of the game. The game is pretty...and it seems like it's trying too hard to be Journey. At least that was the impression I got in the first chapter. There are puzzles, but they're not really that hard, so I don't think that's the main point or focus of the game.

    There's a story/narrative that I'm slowly uncovering but, to be honest, I'm not really paying all that much attention to it and I'm not sure it's that interesting? I guess I'll see...the game is definitely still pretty and, I've really enjoyed how the 2nd chapter was different from the first with new puzzles and more interesting environments to explore - especially the sections where I had to swim around.

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    Titanfall 2 (PS4)    by   jp       (Apr 13th, 2018 at 17:49:11)

    Ugh. I was sure I had written an earlier entry...oh well.

    So, finished!

    It's definitely the bombastic experience I was hoping for and expecting with an interesting set of mechanics. Weirdly, I didn't particularly enjoy riding around in the Titan - it felt too slow and I don't think I was that good at it. I mostly went "all in" and then retreated to heal the titan up, so I don't think I was really making the most of the different powers and abilities. It's almost like the Titan combat veered into fighting game territory (attack, respond, block, etc.) rather than shooter territory. In the former I really need to be up to speed on what my opponent is doing while in the latter as long as I hit the enemy and use cover I should be ok.

    Strange.

    The standout moments of the game are by far a few of the middle missions where you discover/use the time travel mechanic. It was an interesting experience as you start to realize the tactical potential it has - namely that you can warp in and out of combat giving your opponents an incredibly hard time to respond. I also thought the way those experiences were layered over successive areas in the game was well thought out, interesting, and engaging to play.

    After I finished the campaign I spent an hour or two in the multiplayer - I joined a group playing a "fight back waves of enemies" mode that was interesting, but I wasn't all too excited to run the experience grind to get better equipment and loadouts and all that stuff. Made it an easy decision to move on to another game...

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    Random

    Super Columbine Massacre RPG (PC)    by   randomness

    No comment, yet.
    most recent entry:   Tuesday 9 August, 2011
    While playing for the third time, I noticed a few details about the game that I had not paid much attention to. The first, is that every single person (that I saw so far) has been caucasion, without any other ethnicity being represented at the school. I wondered if they were left out for a couple of reasons. The first, that just like the boy that was being bullied, who they let leave, the minorities were also opressed, and therefore not targets for Eric and Dylan. Another would be if factually, there were no other ethnicities represented at the school during the time of the massacre.
    Another thing I noticed was that the only religion mentioned is Catholicism. I wondered if this was because it was a religious school, or if it had some significance to the storyline. I also did not understand the purpose of the 'church boy' type of student. While jocks tend to be arrogant, and prep boys as well, I don't know enough about the 'church boy' type of student to understand that they fall into the same categories as the others(i.e. bullies, arrogant, etc.) I thought that maybe it was because they fall into a different category, similiar to the teachers, which is that of people who tell others what they should be doing. This would be supported by the scene right before they die (really as they die) where they say that one of the main easons for them hating their lives was people trying to force them into routines of stupid/ boring/pointless activities.
    Lastly, I noticed the simplicity and the complexity of the 'hell' that they were sent to. It looks like a crude, simplistic place when you first start out, as its just a drawing or picture with a bridge superimposed upon it. Later, the map becomes much more complicated and interesting. For one thing, there are various types of monsters in hell, and they each have different abilities (it seems) which was very different from the first part of the game. Another thing that was interesting was that it actually seemed like it was raining in hell, which seemed to me to be an interesting and unique twist to the way it is depicted in most theologies.

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