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    Hollow Knight: Silksong (PC)    by   dkirschner       (May 13th, 2026 at 14:58:07)

    Kicking myself for not writing an entry when I was playing this 6 months ago. I am cleaning up my wishlist, backlog, and etc., and the FEELING I get when I see Silksong "in progress" is anxiety. I had jotted a few notes in December, as follows:

    "It’s true, Silksong is hard. Like, really, frustratingly hard. Like punishingly difficult. I hit a wall at the end of Act 1 trying to beat the Last Judge. The game likes to place benches far away from boss fights, such that retrying boss fights involves slogging back through tough platforming and other sections of the map."

    I did kill the Last Judge and complete Act 1. I remember that took a very long time, and that after the Last Judge, I died a few more times and, probably, with shaking hands and rapid heartbeat, said, "I can't do this anymore." Actually, it may have been in one of those rooms with waves of enemies. This innovation is new and unwelcome to Silksong, rooms that lock upon entering and spill several waves of challenging enemies at you. Yeah, I think that is what got me, just being pummeled over and over in one of those rooms, getting tired of exploring the maze-like map, tired of dying, tired of corpse runs, just exhausted. The game became a chore.

    Besides that, I loved it, haha. I was definitely into it for a while. It was sublime until it wasn't.

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    Turnip Boy Robs a Bank (PC)    by   dkirschner       (May 12th, 2026 at 17:20:35)

    I meant to quickly beat this back in April so I could have a "completion" for the month, but I got really busy after spending barely an hour one afternoon with Turnip Boy Robs a Bank, a bizarre little twin-stick shooter about a turnip...who robs a bank. The game builds off previous games in the series, which I have never played, in which Turnip Boy commits tax evasion and, according to this game at least, seems to have started a war. Work has slowed down for the first time in nearly two months, and while I wait for my next contract to begin, I figured I'd knock this out.

    The whole game is silly. The world is populated by sentient fruits and vegetables. You are employed by a pickle / mafia gang leader to rob a bank of a garlic bulb / bad guy / killed your dad. You have a base, where you can get new weapon loadouts by bringing weapons from the bank (always try to return with something new or high-powered!), purchase progression items from the "dark web," and upgrade stuff at another vendor. You go on "runs" to the bank, which are timed (starts at 2 or 3 minutes, goes up to 5 or 6 with upgrades). Runs are over when you die or when you exit the bank. Die and you lose half the cash you accumulated in the run. Survive and you are handsomely rewarded. Upgrade stuff. Go back to the bank. It's a roguelite too.

    The bank has a specific layout of rooms, but you'll encounter some randomized areas too, and enemies and treasure are somewhat randomized. Throughout the bank are tons of NPCs with little fetch quests that usually reward you with pictures (fun/ny to look at) or hats (fun/ny to equip). A blueberry might want you to find its wedding ring, a lime wants you to get divorce papers from her lemon husband, a scientist pineapple wants you to find a philosopher mango and ask it an ethical question about experimenting on fruits, etc. I had some good laughs.

    In each corner of the bank is a boss. Boss fights were fun, but the most challenging were early on. Once you start upgrading stats, the game becomes easy. It definitely ends up being an "upgrade everything and go nuts on all the enemies!" type game, experience being overpowered.

    I haven't played a twin-stick shooter in a while, and while this wasn't revolutionary or anything, it was fun and scratched the itch. I gotta get back to Divinity: Original Sin 2. I might have some extra time till my next gig, so maybe I can boot it up, remember what I was doing, and make some progress this week.

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    Castlevania: Dawn of Sorrow (DS)    by   jp       (Apr 27th, 2026 at 22:04:52)

    I got to that point where I hit a monster/boss that just wasn't that much fun, and then I got a bit lost in terms of where to continue making progress, and the backtracking started to get a bit tiresome...as I explored and searched for different paths. So, time to bail!

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    Legacy of Ys Books I & II (DS)    by   jp       (Apr 27th, 2026 at 22:03:27)

    Can you believe that I capped out on character level? I hit level 24, with plenty of game to go (I checked a guide, though I had reached the last 20% or so) and that's it. No more levels. It was a bit of a disappointment to be honest, and I also started to tire of having to backtrack all over the place to talk to different characters and so on. It was fun, and surprising to me in many ways, it's an action RPG with real-time combat, but no real challenge or interest in the combat - limited items and gear, no significant shopping or upgrading...there's boss fights (which are much harder than the regular game), but there wasn't much there to continue to keep my interest. So, I've decided to bail.

    I did also spend some time on the Wikipedia page and it looks like the game has been re-released a million times across different formats, and rebundled with new content, and stuff touched up and more. I'm kind of surprised because I wasn't all that impressed to be fair. As in, the game was fun and I enjoyed it for a bit, but I'm not entirely sure that it merits THAT much attention in the re-releases? Maybe I'm missing something and this game really resonated strongly with lots of people?

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    Legacy of Ys Books I & II (DS)    by   jp       (Apr 26th, 2026 at 10:06:39)

    I need to look up more info on this. I had assumed it was a bundle of the two first Ys games, but upon starting the first one (Book I), the 3D graphics make it seem like it's a newer game? So I'm really curious what the backstory here is...

    It started out pretty frustrating - because I wandered into a field outside of town and died immediately. I had to start over which was a drag - lots of text to skip past, and died again! Sigh. I eventually figured out how to save your game, which helped. So, I decided to then book it, dodge enemies and made it to a city! Here I bought a sword and some armor...and figured I wouldn't die again immediately but I did! It turns out I hadn't figured out how to equip the items and that solved EVERYTHING.

    I've been playing since, and the game's quite interesting in its camera perspective - it's a very unusual sort of 3D isometric view, but it's not at an angle, but rather it's sort of straight? (like vertical/top to bottom). It's a weird perspective because there's lots that gets occluded (if you walk down towards a wall, the wall blocks you from seeing what's close to it when you come from the top part of the scree). I mean, it makes sense spatially, but it's a weird perspective in a game - you also cannot rotate the camera AFAIK.

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    1 : jp's Donkey Kong Bananza (NSW2)
    2 : jp's Legacy of Ys Books I & II (DS)
    3 : dkirschner's Turnip Boy Robs a Bank (PC)
    4 : jp's Mystery Dungeon: Shiren the Wanderer (DS)
    5 : dkirschner's Final Fantasy 7 Rebirth (PS5)
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    Oxenfree (PS4)    by   jp

    No comment, yet.
    most recent entry:   Tuesday 15 January, 2019
    Finished this over the weekend. The experience was weird and interesting in unexpected ways.

    First, it's been a while since it came out and I have vague memories of it being an indie darling and that it had a cool dialogue system. Other than that, I vaguely "remembered" that it involved animals in a village. Or something like that. Oh, and that the tone was sort of like a teen movie. Ha!

    There's an early scene in a cave that really knocked my socks off - because I realized that, well, I did not remember what the game was about at all. So, the "true" tone - it's a creepy mystery that's not Scooby Doo at all - was genuinely a surprise, and a fun one at that. I was mostly going - what the heck is going on! - which was fantastic. Especially as you try to make sense of eveything with scant clues...really scant. Weirdly, the clue part only opens up (becomes a possibility) once you're really close to the end - and then, you have to actively reject finishing the game to go hunt up all the collectibles, that give you clues and info as to what is really happening. I was a good little foot soldier here, and collected everything, but I'll admit that there's a significant chunk of time in which I felt totally confused but also felt like the game assumed I wasn't. Like it had told me some important info that I didn't understand.

    The conversation system is nifty in a UI sense, you basically have three options open represented as speech bubbles above the character's head and you then press the corresponding button on the controller to choose that one. I felt a bit rushed at times, the options disappear quite soon, and there isn't really much time to think about a lot of the things you may or may not want your character to say. This was a bit unsettling, but I thought it was neat that when you say something, you can interrupt whoever is talking at the time. It made the game feel more "real" in terms of the chit-chat, more like actual friends talk and less like a movie/game. However, it sometimes made it hard to follow stuff, especially when someone is talking and your options are disappearing. Do I finish hearing whatever is being said, or get a word in before the choice disappears and maybe miss out? So, interesting - but I felt like it needed a bit of tweaking for my personal tastes.

    The game was made by a really small team - so the usual stuff you'd like/want isn't there - the other characters really act like dumb puppets and seem to have no real contextual awareness - I'd pop open the radio to scan frequencies, and they'd continue acting the same as before.

    Apparently to get all the trophies you need to play it three times - play nice, mean, and quiet. I think it's REALLY interesting that the game still works even if you never speak a word (by choice, the character sometimes just says stuff). It seems like the designers admitting that - whatever, the dialogue doesn't really matter, sort of like they gave up and just let you listen to the story play out in the voices of other characters. On the other hand, I presume it works! And, this means that the game is fundamentally not broken since you always have the option to remain silent. This feels like a really strange conundrum to me, but I mostly lean towards "not liking" the trophy because it sorts of draws attention to the game's narrative choices not really mattering for much.

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