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Gris (PS5) by jp (Apr 20th, 2025 at 20:25:52) |
I distinctly remember Gris getting a "meh" review score in Edge magazine. So, I was expecting to be underwhelmed gameplay-wise though wowed visually.
And yes, I was wowed visually (and aurally too - playing the PS5 version that makes use of the speaker controller in a cool way)...and the gameplay was sort of meh - but, it got better and better the longer I played!
Not counting the "hub" area, the game has four zones/levels that each introduce a mechanic, as well as some in-world things to interact with. And so, the game really goes from less to more as later levels incorporate more in-world mechanics as well as require use of the character mechanics you unlock. It also all makes sense with the game's theme and story and balblabla (ludonarrative harmony is what my students brought up).
That being said, it's a pretty relaxing and flowing kind of game - nods to Journey in there as well - and there isn't really a fail state, though you can get stuck on puzzles and some dexterity-timing dependent puzzles. There's some swimming bits that are just glorious - as you dash from "water bubble" to "water bubble" (blocks of water in the air) - and I loved swimming up waterfalls.
What impressed me the most though were two things:
1. I kept on trying to "go the wrong way" and most of the time, it was the right way.
2. The onboarding and tutorials are really, really well done. You notice a thing, or do a thing, and then that's the thing you have to do later to solve puzzles and so on. It feels very natural and very normal.
So, I'm actually excited to try Neva now...
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Lost in Blue 2 (DS) by jp (Apr 18th, 2025 at 18:46:41) |
Perhaps the strangest thing for me about this game is that it's a bona fide survival game on the DS. In my mind, the genre is more recent than 2006! I'm thinking of all the indie survival games (craft stuff, gather food, don't die of hunger or thirst) and then ones on Steam..and here's this game - a sequel no less - and it's straight up THAT. Survival. And there's two characters to boot - and you can die (I did, pretty soon it turns out).
I guess I was surprised by how quickly I did die - and, from a novice perspective, it felt sudden and a bit unfair. As in, CLEARLY there was nothing I could have done differently to survive. I spent too much time exploring was probably the main problem, and I left the boy behind in a cave we found, and I'm not sure that's what you're supposed to do? You have to keep both of them feed, hydrated and energized, and I felt like I had my hands full with just the one character.
I think my biggest mistake was probably not getting the spear for fishing made sooner? But then, I'm not even sure how you're supposed to use it - and all the other food I kept scavenging wasn't really doing much. Like, you'd eat it and not see a huge effect. I'm guessing there's something I'm not understanding and it makes me wonder if a full reset makes the most sense? (instead of loading into a saved game that's already doomed/too heavily stacked against success).
Perhaps the strangest thing (for me) about the game is that there's a super simple mini-game for cooking! You collect stuff to cook and also stuff to use as spices and then need to sort of trial and error recipes - though I could set the boy (the character I was not controlling directly) to cook and he'd come up with his own stuff... it's weird.
And it's a sequel? I guess I should look up if this is a port to DS from someplace else? It would make more sense in a way - the game is also low-poly 3D as you wander around the environment. Still...I might just put it on the shelf.
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Phantom Abyss (PC) by jp (Apr 6th, 2025 at 19:14:27) |
I'd heard of the game's hook (or gimmick if you will) as, everyday it's a different 1st person platforming game/run, and if you die - that's it. Play a different run later.
I'm guessing stuff changed along the way, though the concept is still here - it's a reasonably challenging rogue-like 1st person platforming game. I've had fun, you have a whip to help you climb and each level has different modifiers (the whip has an ability) and you can pick up boons in your run (if you have enough coins to afford them) and hopefully make it to the end. BUT, you see a bunch of ghosts for everyone else who played this level - if someone died, you can collect their spirit or something for a small heal! During each run you collect keys you can use to buy permanent upgrades, and so you go up the progression ladder of many roguelites...
Someone described this as first person temple run, which is close enough? I mean, the levels themselves are a lot more interesting than the "mere" reaction times that temple run goes for, here you can side-step/etc. stuff - and there are different paths, and in all you can be a bit creative for how you approach stuff...I've had fun so far - unlocked all the green levels and I've started on the blue ones!
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Cuphead (Switch) by jp (Apr 6th, 2025 at 13:37:03) |
I only get to play this when my son comes around - and we play together and I realized, yeah - I need to either start practicing seriously or just give up. And, I enjoy playing it co-op, so there's not much sense in practicing, so I decided to give up.
We did make it to the 2nd island(?), and played some of the levels there - but I was clearly starting to see a steeper path to success. As in, it too us (mostly my fault) more and more tries to make less progress. He's already played it, beat it too? So, not much point for him really.
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Sonic Rush (DS) by jp (Apr 6th, 2025 at 13:34:08) |
I started playing this from the saved game - with new(?) character Blaze on "area 2" (I don't remember the exact name). And, I just could not beat the level - it was set in the casino world, and everything was moving super fast and on "automatic" - so, you just press move and the character zips along, bounces, etc.
It's actually quite boring! Because you just do this, at some point you hit an enemy (very few enemies in the game!), lose your rings, and then carry on. But, I'd lose because I'd fall into a bottomless pit, lose three lives and then out.
I'd say it wasn't so much frustrating as it was a disappointment. Yes, the point of Sonic is that it's "fast" - that's it's thing. But I find that there's little interaction to the game for most of the levels - you just "go along with the direction". It's neat when sometimes you get bounced around automatically, but for the most part I like to control the character.
So, I deleted the save file and started a new one, this time with Sonic in the equivalent of green hill zone. This level has two areas and then a boss. So, it's like 3 levels make up a level.
And, the experience was pretty similar - run on automatic for a while, lose rings suddenly or die, repeat with a bit more caution...etc. I did make it all the way to the boss fight - which I almost beat one too many times, and I just realized - ok, this is dumb - at least the boss fights have more gameplay ( you dodge, make an attack when the weak spot is open, etc.) - but it's still a pretty boring/uninteresting platforming experience.
So, off to the shelf it goes!
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2286 registered gamers and 3257 games. 7789 GameLogs with 13266 journal entries. 5110 games are currently being played.
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most recent entry: Saturday 9 February, 2008
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Gameplay 2:
I have yet to try multiplayer, but from what I've seen I bet it will be amazing. I'm looking forward to playing against my friends, although the learning curve might prove to lead to several un-fun games (at least for them!) While the tutorials quickly and efficiently cover the RTS basics of camera movement, unit movement, resources, and base construction, as well as game specifics like putting your units behind cover and effectively fighting tank battles. I found, even as an experienced RTS player, that Skirmish mode was difficult until I had completed the campaign.
This may be because Company of Heroes is such a unique game (see design section.) It features many things that are rare in other RTSs. Firstly, a pet peeve of mine in other RTS games, which are usually played from an isometric perspective, which Company of Heroes is by default, but features a fully interactive and 3D camera with zoom, pan, and pivot capabilities, is that even though they supposedly take place during the day, the fact that you can not see the sky gives everything sort of a creepy, night timey feel, that the fog of war (the absence of sight on a map, usually denoted by a greyed out area where you have been and a blacked out area where you haven't) doesn't really help. In Company of Heroes you can actually see the sky when you move the camera, which I found very refreshing. Furthermore, the game has a very developed micro-mangement system, as you can put your units behind cover, hit units in different areas, and of course the RTS staple: combine units in different was to be most effective against your enemies, IE: rock-paper-scissors. However unlike other RTSs, which essentially are sophisticated games of having your rock in the right place at the right time to beat your opponents scissors, etc, Company of Heroes plays more like a game of Rock-Paper-Scissors-Stapler-Pencil-Eraser-Computer Mouse-Mug-Pen-Tape Despenser-Leaf-Stick-Paper Shredder. It features many many matchups, some of which are not immediately obvious. And in Company of Heroes even Paper can beat Scissors if the commander of Paper micro-manages it properly.
Design:
The first thing I noticed when playing Company of Heroes is that it is not your typical strategy game. In my opinion, real time strategy games can be divided into two categories: macroscopic and microscopic. Macroscopic RTSs tend to focus on resource gathering, base construction, and territory expansion. The best examples I can think of here are Rise of Nations, Age of Empires, etc, and Starcraft, Warcraft, etc. Microscopic games tend to be based around unit micro-management, with little to no emphasis on building, or resource management. Games like this include the Myth series, by Halo creator Bungie, where the player uses points to purchase units at the beginning of the game, and then does combat entirely based around micromanagement, formations, flanking maneuvers, holding, high-ground, and other combat strategies, rather than focusing on the larger picture. Another example of this is Full Spectrum Warrior, where the player takes command of two fireteams, and uses them to execute various maneuvers, in order to move through the game's levels. Company of Heroes breaks free of both these molds, combining elements of both, to create a unique and amazing game experience. It does have base construction, and is focused around capturing territories, sort of like the way the player extends their territory line in Rise of Nations, although closer to the Conquest style of gameplay that has been made popular in first-person-shooter games by the Battlefield franchise, and also features resources, although they are not gathered, but rather obtained based on how many territories you control. However, macroscopic points aside, where the game really shines is on the microscopic level, featuring all kinds of unit micromanagement. For example: infantry units are able to utilize heavy and light cover, hole up in buildings, and engage in various other maneuvers, although formations (a staple of micromanagement in other real time strategy games) are conspicuously absent, probably because they were not used much in combat in WWII. Another example of micromanagement comes in Tank combat, where you try to move your ungainly vehicles to get firing solutions on the rear armor of enemy tanks, where their armor is weakest. All in all, the game combines micromanagement and macroscopic game elements to create a unique and exciting experience, which is enhanced by the excellent unit-balance, amazing graphics and effects, and the plethora of possible strategies. I've noticed from playing that in order to be truly successful in Company of Heroes, players must master both the micro and macro management aspects: winning both individual engagements through superior micromanagement, while still keeping track of and managing the larger battle as a whole, through the more RTS player familiar macro-management.
It also features a unique Commander Ability tree, with three different options each with their own tree for each side. This allows you to call in support options like air strikes, paratroopers, and more powerful tanks, depending on which option you picked. It also gives your troops additional abilities. Unlike similar games where these abilities might cost resources to unlock, the Commander abilities are earned through points you win from engaging in combat, and then the abilities cost resources to use. Since resources are earned from capturing points, this keeps the gameplay based around combat, and not sitting back and building defenses.
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