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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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    1 : dkirschner's Phoenix Wright: Ace Attorney (PC)
    2 : jp's Phantom Abyss (PC)
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    Random

    Tales of Symphonia (GC)    by   ipr4

    Great J-RPG with a long, interesting story and fun combat.
    most recent entry:   Tuesday 30 April, 2013
    Tales of Symphonia(GC)
    Tales of Symphonia is a JRPG developed for the Nintendo Gamecube. A member of the “Tales” series of games it shares common traits with the others such as the linear motion battle system, attention to character development, and engaging story. It spans two disks and is definitely a long game.

    Gameplay:
    Tales of Symphonia's gameplay can be divided into three sections: towns and dungeons, the overworld, and the battle screen.

    Towns and dungeons give the player a more traditional third person RPG view. In towns players visit homes to talk to villagers and can buy things at shops. In dungeons monsters spawn and players are met with puzzles to progress, usually involving an item called the Sorcerer’s Ring. To get in between the towns and dungeons the player must go over the overworld.

    The overworld allows players to get from town to town. In this section players are shown a shrunk down over world and trek across the map to each of the towns, dungeons, and other important locations. As the player navigates the map they can find some chests and character skits which provide fun conversations between characters and usually provide some back story. Monsters appear as the player progresses and contact with a monster will initiate a battle.

    Battles take place in a three dimensional world, but the player is limited to linear movement. Characters can either hack and slash with their equipped weapon or use special arts that take up technical points, similar to mana. During battle players can issue commands to their companions to better fight as well as use items. Once battle is over the player gains experience as well as GRADE which is used for the new game+ to buy perks for the next playthrough.

    Story:
    Tales of Symphonia begins in the fictional world of Sylvarant with main characters Llyod Irving, Genis Sage, and Colette Brunel in class. However the story soon finds itself far from a rural classroom and we are taken on a journey that crosses even dimensions. The story is long and just when you believe you've defeated the big baddie, a new boss appears. The story is constantly evolving, but is not hard to follow. Following the story is made easier by a story summary tab of the menus which chronicles all the important events the player goes through.

    Game Session:
    My playthrough of Tales of Symphonia netted over 40 hours thanks to all of the side quests and other features of the game. Having played the game previously I was able to start with the new game+ feature. This allowed me to carry over some of my items as well as gain twice the experience per battle. I found the game to be much easier with a greater level advantage. Even though I had played before I had forgotten most of the story so it felt like playing through for the first time. I tried not to get sucked into all the side quests and collectables, but I'm a collectionist and had to do everything. I managed to complete the game over around 5 solid playing sessions.


    What worked?

    Between the overworld skits, story conversations, and a few special scenes players will find that each character is deep and interesting. The game does a great job of pacing of the story as well, though it is a bit lengthy. The battle system is also fast paced and intuitive, easy to pick up but hard to master.

    What didn't work?

    In new game+, twice the experience makes the game laughably easy. Battles can become repetative if a player does not use arts as mashing A can win many battles. Also a lot of the many side quests can be hard to find and some require you to be in a certain stretch of the game or have specific skills on specific characters without telling you what these parameters are.


    Final Thoughts:
    Tales of Symphonia is a very fun game that any JRPG fan should play at least once. While it is very long, it is always engaging and will please anyone who plays it. The battle system is interesting and fun, offering many ways to play. The characters are deep and fun. You will laugh, you may cry, but you will definitely not be disappointed.

    [read this GameLog]

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