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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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Secret Files: Tunguska (DS) by jp (Apr 4th, 2025 at 19:16:25) |
I think there's a weird moment in time when everyone thought that point-and-click style adventure games were dead, but they were not. And, I think this game is an example of a game that was under the radar of "mainstream" games press at the time? Or at least under the radar of the average consumer of videogames...
This particular game is also a strange little time capsule - it's a port of what I think was a PC game...also at a time when people where porting all kinds of things to the DS. And, it works! Well, from a UI perspective at least. And it works pretty well. At least compared to another adventure game I played recently on the DS whose name I'm blanking on as I write this. I bounced on that one because it had some character/3D interactions that were awkward and unintuitive. Here, they were much smarter about it (I'm assuming they made UI "concessions" because it's on the DS). So, while you have a 3D character that navigates a static space - you don't actually have to move the character around directly in order to interact with objects/places in each scene. Press one button and all the interactive spots highlight, and you can just tap on them directly. I LOVE this solution - especially because I was never a fun of the "hunt for the pixel" approach that many games had (on PC) - and I'm super glad it didn't come across into this DS version (for all I know, the "here's all the highlights" was also possible on PC).
But, the UI triumph aside, I still kind of bounced off this. I got stuck on a puzzle (how typical!) - and what I had to do was leave a location to visit another location and then continued...this seemed really "unfair" to me - as in, unintuitive - mostly because I had assumed I could not leave the locatio in the first place. It wasn't entirely unintuitive - but it was the sort of puzzle where I was sure I should be able to (in this case) get the key out of the aquarium - but it turns out that no, I had to leave the place, do some other stuff, and then come back. At this point I was well into the tried-and-true "try all the things with all the things", except that I did not know I could leave the location I was at. Sigh.
So, from glancing at my list of DS games I still need to play...well, I wasn't THAT interested in the story so far and the puzzles didn't feel particularly interesting either..so, it was an easy game to put on the shelf.
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Shogun Showdown (PC) by dkirschner (Apr 4th, 2025 at 18:33:00) |
Clever little tactics roguelite. It reminds me of Into the Breach and other tactics games where you are given clear information about what enemies will do each turn. It's also reminiscent of Into the Breach because of the small play space. Basically, the game takes place on a 2d plane that is divided into like 8 or 9 spaces. Any given character occupies 1 space and can move left or right. You build a "deck" of "tiles" that include attacks and other special abilities, many of which involve movement (e.g., a forward dash that moves to the nearest frontal enemy and deals 1 damage). Your goal is to build up your tiles and progress stage by stage until you kill the Shogun.
During each run, you can purchase and upgrade tiles, mostly increasing their damage or decreasing their cooldowns, purchase passive abilities, use items, and other standard roguelite stuff--make yourself stronger by strategically handling whatever random things you get.
Most every action you do takes a turn, and all characters take turns at the same time. So, you move right (1 turn) and all the enemies do a thing (one might move left toward you, one might queue up an attack). Then you queue up an attack, and those two enemies might queue up an attack and attack, respectively. Actually, it also reminds me of Crypt of the Necrodancer, which works like this, where all characters act simultaneously. In that game, when you move, everything else moves. Shogun Showdown is like that. When you do something, the enemies do something.
I beat the Shogun for the first time this evening, which was maybe my fifth run or so. I had what felt like extremely overpowered weapons, a sword that I'd leveled up to deal 5 damage with only a 2-turn cooldown. I also had a bow-and-arrow with 4 damage and a 3-turn cooldown. The kicker though was a curse that doubled the next damage on an enemy. So, I'd just queue the curse, the sword, and the arrow. That took literally half the Shogun's health bar. Did it again, dead and into phase 2. No problem. Did it two more times. Dead. Easy. When you beat the Shogun, you unlock "day 2", which is the next difficulty level. You can also unlock additional characters with different skills, and you can keep unlocking new tiles and stuff. I consider it beat after taking out the Shogun once. It's a fun game, really tight, and makes you think ahead. It doesn't do much that you haven't seen before though.
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2285 registered gamers and 3255 games. 7787 GameLogs with 13264 journal entries. 5110 games are currently being played.
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most recent entry: Thursday 27 September, 2018
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In my final play session of Little Nightmares, in which I completed the game. Several interesting things came up. For one, I confronted the character with the long arms that I described in my last entry for the last time. In the final encounter, it was my objective as the player to remove a cage from a door that was closing in order cut off his arms, all while avoiding being caught. This brings up an interesting question of whether or not cutting his arms off was ethical. Sure, as the player, most people will think, “of course it was ok to do so, that’s the bad guy that kills you if you’re caught.” While I would have to agree, the game never explicitly shows what happens the the other children present in the game, or the events that occur when the player is caught. What is known is that these children are put into cages, and that, alongside many other pieces of evidence, the player can infer that what’s happening is bad, but there is a layer of uncertainty.
Later in the game, throughout ‘The Kitchen’ portion, I ran into a few chef characters. In one particular instance where I was caught, the character brought me to a chopping table. The game cut to black just before he was about to attack my character with a butcher’s knife which, counter to my points above, was proof that getting caught is bad and results in death.
After progressing to the next section, I came across a rather interesting set piece in the game. One of several unnaturally large people boarding an incredibly large ship. A short while later I found that these people were doing nothing but eating uncontrollably, as if this is their sole purpose on this ship. Which caused me to think several questions; why are these people boarding the ship? Why are the children in the ship being treated this poorly? Who is in charge?
During this portion of the game, I was also with a friend who was watching me play through the game. It only happened one time, but at one point she suggested something to do in a room, before I even had the time to process and try everything I could think of. Her idea was also one that likely would have taken much longer try, yet it was the correct solution to the puzzle. This begs the question of backseating and developer intentions. On the developer end, if I had to guess, they are likely okay with, and might even encourage players thinking to puzzles together. What they probably wouldn’t want, and may be considered unethical as a result, is for players to simply look up the solutions to puzzles online without even trying, as that defeats some of the purpose of the puzzle. On my end of things, I generally wouldn’t want someone to backseat while I play, especially in a puzzle based game, as I feel as though that defeats the purpose of the puzzle being a puzzle. It only happened once so I didn’t mind, but it brings up the question of the ethics behind backseating, and when it would and wouldn’t be okay.
As I progressed further into the game, a segment occurred where my character became hungry, I believe this was the fourth time this happened in the game. One of the child like creatures came up to me holding a sausage. By this point I had grown a sort of affinity for them, as they didn’t seem to want to hurt me and they were just as scared of the big creatures as I was. So naturally I was quite upset when my player character chose to eat it instead of the sausage. From a developer perspective, is it ethical to build up this kind of relationship with a race, so set them up almost as equals to player, only to betray the possible relationship by the end? In a way it seems similar to a supporting character in any media betraying the main character, but in this case it feels as if it’s the player character doing the betraying. It’s an interesting turn that’s for sure.
The last point I’d like to bring up revolves around the ending. After killing the final, and only, boss(in the traditional sense) the player character gets some kind of dark power and uses it to kill several of the passengers of the ship. I should also note that this boss is likely in charge of the whole ship using these powers, and they tried to kill the player, killing in self defense is a whole other topic here. Regardless, yes these passengers are incredibly disturbing and carnivorous, but is it right for the character kill them all? It’s essentially revenge killing. It’s also hard to say how much control the character has over the power, so the ending as a whole is hard to judge. What if they could use that power to help these people? It’s hard to say.
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