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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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    Random

    Soul Calibur Legends (Wii)    by   neoyaku2

    Weak Game, as a whole, but provides some insight on Wii-motion-control combat potential.
    most recent entry:   Saturday 5 January, 2008
    Soul Calibur Legends. The Soul Calibur Beat-em-Up/Linear Adventure Game.

    I've been playing this game in small bursts, for 3 days now...
    It's only managed to maintain some of my attention, because of the controls.

    The controls are not very responsive, or accurate-- you swing the wii-mote horizontal or vertical, thrust forward, or pull-up (as if scooping with a spoon) to do different moves-- but MOST of the moves from MOST of the characters match the motion that you perform.

    Despite the issues, That's not to say that this control method is not interesting. The problems arise only when you want to do specific attacks.

    Since I've played every Soul Calibur up until this point, I like to try and do the moves from the previous games that I liked the most. For example, I love Ivy's move where she pulls an airborne character out of the air with her chain-whip. This move IS in Soul Calibur Legends, but is SOOOO difficult to do because the game doesn't read motions that well. The motion to perform the move itself is not hard at all--thrust forward, then LIFT UP-- it's just that the game can't pick it up as accurately (or INaccurately (?!)) as I would like.

    I was impressed to see, that the game DOES read left-to-right horizontal slashes differently than right-to-left horizontal slashes. It was a small touch that won BIG points with me. I also appreciate the number of attacks possible with each character-- nearly every distinct/easily-recognizable move that each character has (from previous Soul Cal games) is in this game.

    You can also move the Nunchuck to perform defensive/evasive manuvers (Guard Imapact, Side Stepping), as well as to cancel/charge offensive attacks into other attacks to perform near limitless combo strings. I was surprised to see so much attention given to the Nunchuk, as left, right, forward, and backwards motions (and in combintation with the Z (block) button and C (Soul Charge) button) yeild different results. There is truly alot going on here, it's just not as intuitive or as responsive as it should be.

    The Nunchuk and Wii-mote can be used in combination to access even MORE moves.

    These kinds of touches let me know where the developer's focus was; translating the 6 Soul Calibur characters into a competent motion-controlled adventure-game fighting system. (By no means, does this system work as a full-fledged one-on-one fighting game... as experienced from playing the last-min-addition 2-player Vs. Mode)

    The rest of the game is abysmal-- Repetitive levels, weak story, bad dialogue, forced character interaction, easy enemies, and the half-baked 2-player Co-op, Competitive, and VS play. But the combat options per character is really intriguing, to me at least... Especially since each character is adjusted appropriately to fit the motion controls in harmony with their native fighting style. (Taki comes to mind, as she utilizes the Nunchuk's evasive manuevers more than any other character, being the "ninja-fighter"... Ivy has some cool two-part whip-pulling manuevers that only she can do; i.e. Thrust forward to extentd the whip, then PULL-to-the-LEFT/RIGHT to have her pull the whip in that direction as it retracts...)

    I can only think of this game as a window into the possibilities of wii-controls and fighting-based games. There's a lot that CAN be done here, I don't know if it's the Wii Hardware's fault, or lack-of-time for the developers, but there is some really new and fresh ideas for combat with the Wii-mote and Nunchuk.....

    Another game that utilizes the motion-controls very well for combat is DragonBall Z Budokai: Tenkaichi 2 or 3. Those games made me believe that fighting IS possible on the Wii...but that's for some other time.

    [read this GameLog]

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