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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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The Medium (PC) by dkirschner |
Intriguing plot and gameplay. Tense. Very linear. ---------- Excellent. Great setting, characters, plot makes sense if you keep thinking about it. Novel split screen gameplay. |
most recent entry: Wednesday 16 June, 2021
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Bloober Team is kicking ass. I played Observer a couple months ago, which was fantastic. The Medium is at least as good. It's another story-focused game, straight up psychological horror this time. Observer had some psychological horror to it, but the dystopian cyberpunk setting was so strong that it overshadowed the horror. Honestly, the horror elements in Observer--primarily avoiding a monster--were the most drab parts of the game. And Layers of Fear, their first game I played, was not good. So The Medium is the first time they nailed the genre.
The story is a complex narrative puzzle that you are fed out of order. You'll be confused as it unwinds, but you should stop to think about it. Piecing it together is thought-provoking and all falls into place by the end. Here are the basics: You primarily play as Marianne. Marianne is mourning the loss of her adoptive father when she gets an urgent phone call begging her to come to an abandoned workers' retreat, as "you are the only one who can help." Marianne is a medium, which means she exists both in the physical world and in the spirit world. She goes to the workers' retreat, which has suffered tragedy and ruin, and over the course of the game, she learns the dark truth of what happened there. Spoiler: It involves Marianne's past.
The gameplay is a novel take on psychological horror games. You play from a third-person perspective with fixed camera angles (which are done well, very few issues with doors or movement!). You are generally exploring areas, reading notes, listening to "echoes" and "memories," and solving puzzles. The neat bit is that, as I said, Marianne exists in the physical and spiritual worlds, and so at times, the screen splits and "both" Mariannes are controlled together. Their movements are exactly the same. Sometimes you can interact with things only in one of the worlds; they need each other to solve puzzles. Sometimes, physical world Marianne's way will be blocked and you have to trigger an "out of body experience," which allows you to briefly cross obstacles with spirit world Marianne. In more elaborate puzzles, you use mirrors to cross between worlds at will. Characters and objects may exist in only one world, and it is cool to see both Mariannes doing the same actions, but only one of them actually interacting in the presence of the character or object.
If I had to take an issue with the game, it would be that it's totally linear. The game's progression is, I mean. The story is not, but the gameplay is. Couple its linearity with the lack of challenge in the puzzles and one could understand how players could find the game boring. However, I found the story, characters, and settings so strong that I didn't feel bored in the slightest. The Medium is really well paced. Although there is no combat per se (no weapons), there are a few enemies. And beyond the simple "avoid bad thing" in Observer and Layers of Fear, you do actually "fight" the enemies here and you can (and will) actually die. They are also scarier and more omnipresent.
Taking a page from Observer, the enemies are all manifestations of psychological suffering and trauma. In that game, the protagonist hacked into the brain-chips of murder victims and explored their memories/consciousnesses and saw their lost grips on reality. In this game, you do a similar sort of thing, exploring past traumas and facing characters' demons. Since the worlds are linked, doing something in one world affects characters in the other. It's really interesting, similar to and different from how Bloober Team did it in Observer.
So yeah, I'd definitely recommend this. I've got The Evil Within 2 queued up soon, so I'll get some direct comparison in the genre.
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