dkirschner's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=126913 Sentinels: Aegis Rim (PS5) - Mon, 10 Mar 2025 17:15:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=7873This is a visual novel/RTS hybrid for the PS4 that I'd never heard of until I was looking for PS5 games. It's really well reviewed and caught my eye since it's from Vanillaware, who has made some great RPGs. One thing to note is that although it’s a genre hybrid, its constituent genres are presented in unique ways. I haven’t played too many visual novels, but this one has more interactivity than what I have played. You control characters (13 of them) in wonderfully drawn 2.5d locales. Each scene looks hand-painted. The game is beautiful. But, you run around and talk to other characters like an RPG, exploring different story branches for each character, all of which contribute to telling the whole complex narrative. As you talk to characters, you discover “thoughts” and consider them in your “thought cloud.” Having more thoughts opens new interactions and branching pathways. On the RTS side, battles involve your squad of up to 6 characters defending a node in the center of the screen. It’s not tower defense, not that kind of defending. It’s also not really MOBA-esque. It’s more like a horde mode, except it’s an RTS instead of a shooter. Hordes of kaiju are encroaching on all sides, gunning for the central node, and you need to prevent them from destroying it. So, those are the two halves of the game. Do the “Japanese high school” sim thing, then do the “kaiju mech combat” thing. I found the visual novel portion to be far more compelling than the RTS portion. The story is very complicated, which made it fun to try and follow. It’s also well-written, with a useful encyclopedia of people, places, and things, as well as the option to rewatch any scene you want to. Normally, I wouldn’t have been able to keep up with something like this (nor cared to), but it was so creative, and they throw a lot of twists and turns at you, so it was consistently exciting. There are 13 protagonists, numerous other characters, and like 5 time periods (yes, time travel). And the story is told in a completely nonlinear way, as you bounce around from character to character, with scenes unfolding anywhere across the span of the like 200 years that the game takes place in. This means that some of the protagonists are different people in different times or timelines. This was confusing at first, but once you realize this is happening, you just need to learn who is who when. To make it even crazier, you learn that some characters are androids, others have implanted memories, some characters are figments of imagination, and others appear to be cats. And since they’re in high school and this is a visual novel, they are all romantically attracted to someone. The RTS part didn’t engage me as much because it was simple compared to the thought-provoking story. It’s connected, of course, but you basically earn upgrade points (can’t recall the actual name) throughout the story and by racking up high scores in combat. Spend those on unlocking and upgrading special attacks. Deploy your forces, and on normal at least, you will easily win all battles until the very end on normal by using basic tactics. There are four classes of sentinel (the giant mechs that the teens pilot to fight the kaiju): a brawler, a long-range one, an “all-rounder,” and one that flies. They’ve all got their strengths. Brawlers do big damage up close to ground enemies. Long-range sentinels get some powerful missile barrage attacks. Some characters are geared toward support. It didn’t seem to really matter what I upgraded. I actually just applied upgrade points completely evenly across all equipped skills for all characters (get everyone’s skills to level 2, then all to level 3, then all to level 4, etc.). And I totally ignored putting upgrade points into base stats. I am sure this is all more important on higher difficulties. Like I said though, it did get hard on normal at the very end. I turned the difficulty down to easy for the last two battles because I kept dying to a boss. Easy is easy. So yeah, that’s 13 Sentinels. The visual novel part was great and the RTS part was fun enough to carry me to the next visual novel part. It also took me quite a bit longer to play than I thought it would, and I’m not sure why. On the plus side, I got a lot of exercise done while playing since it was so much reading! Step, step, step. Mon, 10 Mar 2025 17:15:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7873&iddiary=13377Wingspan (PC) - Sun, 16 Feb 2025 12:10:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=7870The tutorial for Wingspan felt overwhelming (over an hour of tutorial!), but once I started playing, everything quickly clicked. I really liked it, and played it until I got all the Steam cards, but there's no narrative or anything to motivate me to continue. Its focus seems to be on multiplayer, though I didn't play against people, just AI matches. There are 50-something achievements, which is what I ended up focusing on until I got the Steam cards. I would keep playing for some achievement hunting (play x points worth of birds; end the game with at least x points; etc.), but that will generally involve starting matches to aim for one specific achievement or another (e.g., I'm only going to focus on high-point birds), which feels grindy. The AI also doesn't provide much of a challenge. On easy, they seem to have no strategy whatsoever. On normal, they...also don't seem to have much of a strategy. And on hard, they...also don't seem to have much of a strategy. At least, I couldn't figure it out, and I obliterated the AI on every difficulty. The game itself is definitely a nontraditional card game in that you aren't fighting. You're trying to fill your nature preserve with birds, and you simply want to outscore your opponents. I like the emphasis on nature, conservation, and birding. There are many ways to get points, from playing birds with point values, to laying eggs, to caching food, to pursuing randomized round-based objectives. At its heart, the game is about generating and spending resources. You have food, eggs, and birds (cards). You need food and eggs to play birds, and different birds have different effects. Some effects trigger when you play the bird, others trigger when you perform an action in its habitat, others trigger when other players perform a specific action, and so on. There are three habitats. In the forest, you can get food. In the grasslands, you can lay eggs. And in the wetlands, you can draw cards. When you play a bird, it goes into one of the three habitats (indicated on its card), where it also boosts the action in that habitat. For example, if you lay eggs in the grasslands and have no birds there, you will get two eggs to distribute among your birds. If you have one bird there, you will get two eggs and have the option to discard a card for a third egg. If you have two birds there, you will get three eggs. And so on up to five birds. So, the more birds you have in any habitat, the greater utility that habitat's action will have. You can immediately see that some strategies might call for focusing on a specific habitat (draw a ton of cards by stacking birds in the wetlands, for example), or balancing birds across all three. Sometimes, strategies will revolve around placing birds you already have, aiming for generating their particular food needs, while other times, you'll want to focus on amassing food and let existing food drive your choice of playing birds. Sometimes, you'll want to focus on meeting round-based objectives to score points, while other times you'll want to focus on laying a ton of eggs, or some variety of means to gain points. There is no "deckbuilding" per se. It's a card game with a finite deck from which all players draw. So, play is very much dictated by what players tend to draw from the deck, with less ability for overarching strategy. How you play each game will depend on what you start with, what the random round-based objectives are (assuming you want to aim for them), and what other players do. There are a couple expansions that add some more mechanics and cards, but they cost $$. I'd be curious to find some people to play this with and get more into it. Or, perhaps I'll grab the board game!Sun, 16 Feb 2025 12:10:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7870&iddiary=13372Marvel's Spider-Man 2 (PS5) - Fri, 14 Feb 2025 10:30:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=7859Spider-Man 2 was great, astounding. This was my first AAA game on the PS5. The audio, the graphics, the animations, all made me feel as if I was in an action movie. It weaves in and out of cut scenes and playable parts, especially during the impressive action sequences and boss battles. I would stop sometimes and just admire what I was seeing. At the same time as I can’t really say anything negative about it, aside from some minor complaints, I can’t really add more positive things either. It was simply stunning to play. Like, everything about it. It’s very similar to the first game, which I said the same things about. But, since I want to write something, here are some slightly more specific thoughts: • Thank you for including fast travel and making it quickly and easily available. Web-swinging through New York City is fun, but getting to objectives quickly is more fun. • Combat is ridiculously tight. There is good enemy variety, it’s challenging, and the Spider-Men’s move sets are fun. My one combat gripe is that enemies got spongy at the end when you’re fighting all the symbiotes. It made those optional nest missions especially annoying, and those are the only ones I didn’t happily complete. One other combat comment—not a gripe—is that the variety gadgets and special moves that the Spider-Men have are all useful, but for me they were functionally equivalent. You will end up with four equipped special moves and four equipped gadgets. I used whichever one was available on cooldown. It didn’t matter what it was because they all serve one function: temporarily immobilize enemies (well, two for the special moves I guess because those do deal damage!). So like, two gadgets and two special moves are available. Which do you choose?! Doesn’t matter. They all temporarily immobilize some enemies, letting you get some free punches and kicks in. • One major improvement that Spider-Man 2 has over the first one is that stealth is better integrated. In the first game, I disliked MJ’s and Miles’s stealth sequences. But, MJ’s are really fun in this game. She gets a gun, which is part of it, but somehow they were just better sequences, more engaging. Maybe they were shorter than the first game’s too? Maybe it was the switching back and forth between three playable protagonists, who were often collaborating on a mission, that made her parts more exciting? The first game would switch to MJ, and I’d lean back in my seat: “Sigh.” This game would switch to MJ, and I’d lean forward: “Time to taze some fools!” • I completed all the side missions early (except for the nests, which unlock later and I ignored). It was funny when Pete and Miles would say, “let’s see what needs doing around the city first,” in between main missions to encourage exploration and side missions, and there was nothing to do because I did all the side missions already. So I’d go pet my cats for five minutes and come back to a new main mission. As with the first game, side missions are so well woven into the gameplay, narrative, and exploration, that you don’t even notice you’re “just” doing optional open world content. • Speaking of side content, there are a bunch of suits to unlock. Many of the suits have three styles, so there are literally probably a couple hundred. There are also a ton of upgrades to gadgets, health, and so on. You’ll get many of these just as a matter of course. They generally didn’t feel that important, but I am sure they served me well. • The overarching and interweaving stories are really strong again. I remember being impressed with this in the first game, too. It’s cool that here all the villains from the first game are rehabilitated (or rehabilitating). You think that the main bad guy is Kraven and his hunters, but it turns out that’s just a set-up for the main antagonist in the game’s latter third. I suppose you could see it coming, maybe clearer if you are a big Spider-Man fan. I didn’t see it coming, but looking back, it’s awesome how those parallel storylines built up and then intersected. The only story gripe I have is that, man, these young adults are melodramatic. They are in their feelings so hard. It was a little exhausting. • On the other hand, the representation in this game is great. If you want to see diversity in video games, Spider-Man 2 is a shining example. There is a deaf character who signs, and Miles and some others speak with her in sign language. The game references African American history in terms of museum exhibits about jazz music, it talks about BIPOC artists, your playable characters are a White man, a White woman, and a biracial Black and Hispanic man, who speaks Spanish sometimes with his mother (and signs with his friend). The New York City in the game feels culturally rich and like a celebration of the real New York City, its people, and its culture. • One final note is that I recall thinking that the first game felt a bit bloated with all the side missions and the forced-feeling stealth sequences and the constant twists and turns of the story that kept it going and going. I did not feel that at all in this one, except perhaps with the health sponge enemies at the end, but that’s so minor taking the whole package together. Wonder when the third one is coming out!Fri, 14 Feb 2025 10:30:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7859&iddiary=13370Astrea: Six-Sided Oracles (PC) - Tue, 11 Feb 2025 14:21:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=7866Hidden gem! This was free on Epic a few months ago, and I'd never heard of it, but it sounded cool. Astrea is like Slay the Spire but with dice instead of cards. It's a "dice builder" instead of a deck builder and has some other novel mechanics. Here's how it works. Imagine the set-up is the same as Slay the Spire. Instead of cards, you have dice. Each die is really like six potential outcomes. Some outcomes are positive and others are negative. This is referred to as "purification" and "corruption." You are healed by purification, but damaged by corruption, and vice versa for the enemies. You and enemies both have a "corruption meter" (which functions as a health bar for you). If your corruption meter fills, you lose a heart. You get three hearts per level, and if you beat the level boss, your hearts refill. If the enemy's corruption meter fills, then they trigger a corruption action, which could be dealing corruption damage to you or buffing themselves or whatever. So, you are generally trying to kill enemies by doing purification damage to them, while making sure not to do too much corruption to them because it heals them and eventually triggers corruption actions. And you are also trying to manage your corruption level. Corruption needs to be "managed" instead of necessarily prevented because you trigger abilities called "virtues" when you receive enough corruption. So, taking damage is necessary for using powerful abilities. Virtues vary depending on the character, but could include rerolling x dice, dealing purification, converting a die from purification to corruption or vice versa, and so on. Dice will generally be focused around some particular action, such as dealing purification or rerolling or any one of the many actions associated with various characters, and there are three categories of dice: safe, balanced, and risky. Imagine a purification die. The safe version might have all six faces dealing a small amount of purification. The balanced version might have four faces dealing a moderate amount of purification but two faces dealing some corruption. The risky version might have two faces dealing a large amount of purification, but four faces dealing a fair amount of corruption. You build your deck around being safe, balanced, risky, or whatever combination. If you find a risky die that aligns with your build, then you will be more inclined to take it, but if it doesn't seem to align with your build, then you might decide that the chance for the strong positive faces doesn't outweigh the potential drawbacks of the negative faces. Oh yeah, I should mention that during your turn, you can pass on playing dice with purification and other positive effects, but if a die lands on corruption, you have to play it. So if your deck is full of risky dice, then you are constantly going to be forced to play dangerous corruption...but you're also going to have some powerful purification and other actions. The trick is being able to manipulate dice to increase your chances of positive outcomes. There are a lot of factors that go into this, from choosing a character (there are six to unlock) to wisely choosing your dice (based on risk, having a good amount of dice in your pool), to choosing good sentinels (up to two little robot dudes that you control and that each roll a die each turn). You also need to be strategic about pathing, which involves getting into fights, choosing dice, getting blessings, and spending cash on upgrades. I eventually determined that a strong strategy was to focus on landing on nodes where you can modify dice and then duplicating those dice. This lets you, for example, take a risky die and replace the worst corruption faces with really good actions. If you get lucky, you can, for example, stack one die with six strong faces and then duplicate that die three or four times. The logic here is replacing corruption with, well, anything else. I also enjoyed trying to keep my dice pool small and to accumulate blessings. This is really well done by aiming for the node that lets you destroy four non-starter die to receive one blessing. There are so many different strategies for builds, multiplied further by the six characters, each of which has a unique play style. One focuses on converting dice; another focuses on damaging himself for strength; another focuses on doing damage over time; another plays like that robot in Slay the Spire that has orbs; another leans into randomness even more; another emphasizes managing sentinels. Regardless of your choices though, one unique thing about Astrea is the amount of math you have to do. The game handles calculating base damage, but beyond that, you need to be able to calculate in your head to plan optimal moves. So for example, you might have a blessing that adds one purification to safe die, that deals five purification to an enemy whenever you deal corruption damage, that adds two purification when you have only one heart, and on and on and on. But the game doesn't adjust values to reflect all these modifications. You'll use a die that deals three purification, the outcome will be like 10 purification to two enemies, 11 to another enemy, 4 purification to your sentinels, and 8 purification to you, and you're like..."what...?" There is a lot to keep track of, and by the end of a run, when you have like 15 blessings, it's so complicated! But if you've made it to that point (at least on Astrea 0 or Astrea 1, the lowest of the difficulty levels), you are steamrolling enemies, so it doesn't really matter. But while I was learning, before I got the hang of things, I spent a lot of time doing math in my head. I liked it though; it felt that the game was challenging me to think. I eventually did get pretty good at it and beat the game with all the characters, and then beat Astrea's Heart with one (which is like the actual final boss when the credits roll). By that time, I was one-shotting bosses. You can increase the difficulty level, and I am sure it gets ridiculous as you go on! I can't imagine the complexity ramping up when the difficulty also ramps up in a run. So, this was definitely a happy find. I'm glad I gave it a shot and didn't ignore it just because I'd never heard of it and it sounded like a Slay the Spire clone. It really is unique with the dice. The presentation and all that isn't up to Slay the Spire standards or anything. There's a story that didn't do anything for me. But, I really enjoyed the dice-rolling and ability to harness the randomness. It's a thoughtful game, definitely recommend if you like these. Tue, 11 Feb 2025 14:21:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7866&iddiary=13368Trombone Champ (PC) - Thu, 06 Feb 2025 16:55:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=7865Trombone Champ is so weird and fun. It's a rhythm game mimicking the unique sliding feature of the trombone. As the notes move across the screen from right to left, you move the mouse up and down depending on where the note is and press/hold any button on the keyboard or mouse to play the sound. So, one hand is moving the mouse up and down, while the other is mashing a button over and over. There are tons of tracks, some song originally with trombone in them, and others remixed with trombone (and sometimes drum and bass, and always an airhorn). The addition of trombone to classical music, national anthems, folk songs, and so on is often funny. I never thought about it before, but trombones are a funny sounding instrument. Songs are rated 1-10 stars for difficulty and you are scored on ranks F through S. It starts off nice and slow, and I was hitting S rank on everything until four or five stars, when some songs started presenting a challenge. By the time I finished, I was hitting S rank on some 8-star songs. The difficulty range within each star was off, I think, because while I S-ranked some 8-star songs on the first try, I could only B rank others, and there were some 7- and 6-rank songs that were still giving me trouble. Or, I was just much better at certain types of music. Familiarity with songs helps tremendously, especially on songs with lots of fast notes, like triplets. If you know what it sounds like already, it's much easier to hit the notes. Some notes are held, while others slide. Some songs are slow, while others are fast. The crazy ones would be blazing fast with all sorts of staccato rhythms, slides like crazy (hold a button and move the mouse up or down), and big intervals between notes, such that your mouse is flying up and down and your button finger is mash mash mashing away. All coordinated, of course! That's the rhythm game part. There's also a collectible card aspect of sorts with real musicians but fake facts about them (usually involving how many hot dogs they are rumored to have been able to eat) and some bizarre lore about baboons and the treble and bass clefs and the universe and the Trombone Champ of legend. It's weird, like I said, but I found it all highly entertaining. Would definitely play more. Thu, 06 Feb 2025 16:55:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7865&iddiary=13366Do Not Feed the Monkeys (PC) - Fri, 31 Jan 2025 13:18:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=7862This game has some cool ideas, and I liked my brief time with it, but it becomes repetitive and frustrating. The game describes itself as a "voyeur simulator." You sit in your apartment watching live feeds of other people's lives ("cages" as the game calls them). This was really interesting. Each cage has a different self-contained story. One guy was an accountant moonlighting as a cross-dresser who is doing some shady business dealings and threatening people who want to expose his double life. Another cage was a room full of overeducated writers slaving away on a self-help book credited to a media mogul. Another was a field that gets a mysterious crop circle. Another was a janitor trapped in an elevator who had made an imaginary friend out of janitorial supplies and is writing his life story on the wall. Its darkly humorous, sardonic writing landed for me; I liked its vibe. So, your job is to monitor an increasing number of cages and learn things about the people in them because you have joined some organization that wants you to do this. You're occasionally given tasks to deduce something about the cage (what is the name of the person in cage 10; what is the address of cage 3; etc.). You are rewarded with money for getting these answers correct. You need money because you are also managing your own hunger, sleep, and health levels. If you don't eat, sleep, or keep your "health" up, you'll die. You also have to pay rent, and you have to pay the shady organization employing you in order to move up in the organization. To earn money, you have to take jobs. To eat, you need to buy food. Everything costs time, which is a huge constraint. The clock ticks away regardless of what you do, which means you're always getting hungrier, your landlady is closer and closer to demanding rent, and so on. This wouldn't be too hard if you just needed to watch a few screens, but it gets up to (as far as I got) 25 screens. This is practically impossible. You can't keep track of what's going on, you can't follow the stories, let alone trying to sleep and work and everything else. So, the game became about skimming the stories, clicking as fast as I could through information to try and solve the little puzzles, trying to stay alive as long as I could. I did one playthrough, but I think that's enough. If I start over, I'll have to just mindlessly click through stories again looking for keywords to file away until I have what I need to solve puzzles to earn the money necessary to stay fed and rested and housed until whatever the end game state is. I gather that there are more scenarios I didn't see, but each one blows through its content quickly, so it really would be just seeing the same short, repetitive scenes playing out over and over, with a few new ones tossed in.Fri, 31 Jan 2025 13:18:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7862&iddiary=1336560 Seconds! Reatomized (PC) - Mon, 27 Jan 2025 15:30:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=7861Goodness, one more short one... My students recommended this to me after I had them play Papers, Please last semester. Their rationale was that you have to make ethical decisions, but this game is completely lighthearted. Apparently it's an old browser game that they all played as kids, which got a Steam release in 2019. The premise is pretty funny. You play as either a mom or a dad, a nuclear bomb is falling on your town. You have 60 seconds to run around your house grabbing supplies and family members to put in your fallout shelter. Then, you have to survive in the shelter, or somehow get to safety, with whatever family and supplies you grabbed. It's basically a choose-your-own adventure game heavily influenced by dice rolls. Each item is useful for various things. For example, your family members have to be fed and watered, so the cans of tomato soup and water bottles are crucial. The rifle can be used to defend from bandits or critters. The axe is also a weapon and can be used to shave. Checkers and cards are for entertainment, gifts, or trading. And so on. There are a bunch of random events that happen, from bandit attacks to finding a dog to the shelter becoming infested with mutant cockroaches to traders showing up on your doorstep. You often get to choose "yes" or "no" to resolve scenarios, and often have to have some specific item(s) to resolve them favorably too. I played four times and never won. Everyone always ends up dying, though I got to 59 days once, which is a long time. And I feel like I was one or two steps away from getting rescued by the military, or moving to a friendly safe camp, or figuring out how to start a car. All these things require several random events to happen and be resolved, so it's just about if you're lucky enough to get them and have the necessary resources to resolve them. Your family members get thirsty and dehydrated, hungry and starve, tired and fatigued, sick, and they can go insane. You'll have to send them out to scavenge for supplies because you need more than what you take from your house, and they often come back from scavenging with various ailments. The art is pretty funny. As they are in the bunker longer and getting in worse and worse shape, they do start to look disheveled and crazy. This was definitely amusing to play for a little while. I've got a couple others that my students were recommending based on Papers, Please too, so I'll need to check them out sometime. Mon, 27 Jan 2025 15:30:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7861&iddiary=13364Everybody's Gone to the Rapture (PC) - Mon, 27 Jan 2025 12:32:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=7860Well, that didn't take as long as I thought. 3 hours. HowLongToBeat says more like 4.5-6, so I was planning on this taking the whole week. I liked it overall, but it was slow. The walking speed, as I imagine nearly everyone who played it would agree, could be faster. There is also a weird effect, which I am assuming is just my computer, where the character would speed up and slow down. Like the walking speed would slingshot between faster and slower. I also noticed that effect with water in streams. Water in part of the stream would appear to be moving very fast, while water just a few feet downstream would appear to be moving at a normal speed. It was like the game would fast-forward at times. Very strange! Maybe that's why it only took me 3 hours, haha. So, this is a narrative-heavy exploration game. A "walking simulator," if you will. The setting in the English countryside is beautiful, and whoever did the sound design and music deserves awards. My favorite part was the music, which was making me feel emotions, especially when it swelled to an orchestral or hymnal sounding piece. The lighting effects were cool too, and played with the music to create some nice moments. The story is a little difficult to piece together since it requires you to explore the map and find these "remnants" of events and these glowing lights that trigger scenes between characters, who are all either raptured or dead. If you miss finding these scenes--and I think they are mostly skippable--then you won't understand who characters are, what their relationships are, and what exactly is going on. Although there is a mystery unfolding regarding the light and the raptured people, the game really reminded me of Eternal Threads because it's a "slice of life" of the characters. You'll play through the stories of six or so characters, delving deeper into their lives and what they were doing before the rapture. The whole game takes place in like an hour of in-game time. I did inadvertently miss the ending of one of the characters' stories, so...woops, I have no idea what happened to him. Since you have to explore a fairly open map, it's good that you get a guide. There is a floating light orb that you follow around. It guides you from scene to scene, although it can be a little difficult to figure out where exactly it wants you to go, and you can lose the orb. When I didn't finish that one character's story, it's because I lost the orb. I saw a windmill in the distance, and knew I was trying to get there, so I just cut across the landscape toward it, thereby missing everything along the main path to it. It's neat that it lets you roam though. Another time, I lost the orb, and I found myself backtracking and going in circles. I had no idea where I was supposed to go, so I found a tall hill nearby, climbed it and looked out to see if I could spot the orb anywhere. After a minute, I noticed a flash of light through some trees, then saw it again. Spotted! I went straight down the hill through the woods and reconnected with the orb. It's important to have that orb guide. Although the English countryside is beautiful, there is a tension between its allure and your walking speed. I wanted to poke around in houses, see what was down side paths, and explore more, but the character moves soooo slowly that I also didn't want to explore. Like, "I want to see what's in that house over there, but it will take five minutes to walk there and back. Eh, I'll just follow the orb to the next main thing." And so on and so forth until the end...which was...fine. Mon, 27 Jan 2025 12:32:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7860&iddiary=13363Astro's Playroom (PS5) - Sat, 25 Jan 2025 17:50:50https://www.gamelog.cl/logs/LogPage.php?Log_Id=7858I didn't realize this was even a game, but apparently it is and it comes free with the PS5! I thought it was like Dreams, which was the free software with the PS4, and which was basically a content creator application for minigames. Astro's Playroom is a little Mario-esque platforming game / experience / tech demo / celebration of PlayStation. It was cute, short, enjoyable, and OH MY GOD THE PS5 CONTROLLER IS INCREDIBLE. Seriously, what's up with the PS5 controller? What magic conjured it? This thing is so freaking cool. The new Xbox controller has haptic feedback, but nothing like the DualSense, and it doesn't have the adaptive triggers. I first noticed those in Returnal, which uses a half-press for one firing mode and a full press for an alt firing mode. Ratchet & Clank uses the adaptive triggers throughout. Astro's Playroom really showcases the range of vibrations for different environmental elements and actions. For example, walking on different surfaces produces different vibration intensities, patterns, and sounds. Like, you could close your eyes and guess that you were walking on glass or sand or whatever. It is SO impressive. The controller sound is also well done. I completely disliked the PS4 controller audio and turned it off in every game that used it. The sound was tinny. But the PS5 controller audio is much improved, and I have noticed it most so far in Spider-Man 2, which I just started. Your phone calls come through the controller and various other sounds, those that are supposed to be especially proximal or "in your ear." It's really immersive. The only downside is that I often play PlayStation sitting next to Sasha while she is working. She has a preternatural ability to tune out my videogame noise, but the controller noise is right next to her and it is distracting. So, if I'm playing next to her, I need to turn it off, which is actually kind of neat to compare how the game feels and sounds with and without the controller audio. I do wonder if third-party games or PS4 games use these features of the DualSense to their capacity. Actually...I know they don't, now that I think about it, because I just got done with a month of PS Plus, and God of War and the indies that I played didn't use vibration (beyond what is typical) or adaptive triggers. Are developers going to keep incorporating these features? Are there some games that are especially creative in their use of these features? Are they a novelty that I'll get used to or that will wear off? Uuuh, anyway, I was writing about Astro's Playroom. Comes with the console, tech demo, Mario-esque...collect coins, stomp some bad guys...different levels showcase different features of the controller. Aside from the controller, I really enjoyed the PlayStation nostalgia. In each level, you find "artifacts" of the PlayStation days of old, like each console generation and its accessories. It was a trip down memory lane seeing the start screens of each console, especially the PS2, which I probably played the most of any console (till I got into PC gaming). You also see characters acting out different PlayStation games, which was fun. I noticed a Solid Snake in a cardboard box, Cloud's sword from FF VII, a plane flying around like in an Uncharted game (I think), the Horizon Zero Dawn main character, and others to guess at. So, that was really cool! And, after my first month of owning a PS5 and month's subscription of PS Plus, where I knocked out a whopping seven games from the wishlist, I can cool it with the manic gaming and start digging into the physical discs. My plan is to purchase physical discs, beat the games, sell the discs back on ebay, and basically fund my PS5 gaming through buying and reselling. I am already halfway through Spider-Man 2 and purchased Persona 5 for when I am done with that (though I realize I could have played that on PC, so maybe I'll grab something newer that my PC probably won't run well like Black Myth: Wukong). Hooray PS5!Sat, 25 Jan 2025 17:50:50 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7858&iddiary=13362Sayonara Wild Hearts (PS5) - Thu, 23 Jan 2025 20:23:33https://www.gamelog.cl/logs/LogPage.php?Log_Id=7857I had no clue what to expect going in. I always thought it was some kind of motorcycle/sword fighting/action game from the cover art. Turns out this is a short rhythm game. Okay! It's stylish, that's for sure. You play through five or six clusters of levels, each of which culminates in a "boss fight" of sorts. In each level, you're basically auto-running/motorcycling a la Rez Infinite. Each cluster of levels has a different style or mechanic. For example, (like Rez Infinite) one of them mounts guns on your bike and you target and shoot enemies. Another (the most unique) has you playing through the level as if you are on/in a VR headset. You do have to steer somewhat to pick up hearts, but you're usually going forward, except with the perspective shifts. Often, the perspective will shift when you have to do some timed button presses that make your character perform an action. The timings are easy because the music is all thumping pop music. I don't think I missed a single one. This is a game that doesn't want you to fail. I wrecked a bunch on one part, and it actually asked me if I'd like to skip that part. Nice accessibility feature. That's pretty much it, really. It's a rhythm game. I was expecting...not this. If you've played Audiosurf or Rez Infinite or something, then this will feel familiar. Enjoy the brief, slick ride.Thu, 23 Jan 2025 20:23:33 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7857&iddiary=13361