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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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they are currently playing. A GameLog is basically a record of a game you started playing. If it's open,
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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: Tuesday 4 March, 2008
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5th GameLog: Resident Evil 4 (Game of Choice) 2nd Log
Game Play
The second time around, this game keeps getting more interesting and the story starts to unravel more. The story is the biggest reason that I keep playing this game. It's told in such a mysterious and suspenseful manner that you feel that you are watching a Hitchcock film. There are new characters being introduced and you start to get a grasp of whats actually happening. The story takes place in central Europe where the townspeople are infected with a virus called the Plaga. As you progress, you encounter different environments like towns, castles, lakes, mines , ruins, etc.
As you progress more, I have encountered more unique enemies and bosses. Enemies in this game have been placed perfectly in respect to the environments. Each environment has specific types of enemies that you encounter. If you are in the castle, you will face cult members that look and act different. These enemies are also more difficult to overcome. I also love the fact that they game the zombies weapons in this game. Some of the enemies will have dynamite in their hands and throw it at you. If you have good aim, you can shoot off the dynamite and the zombie's entire body and the people near him explode. I thought this was really cool and gave the game some really nice effects.
I also love the fact that there are a lot more weapons you can use. Most of the previous Resident Evils had a limited amount of weapons. This game has sniper rifles, rocket launchers, mine launchers, many handguns, shotguns, and other weapons that you can unlock as you progress further. There are also add-ons to weapons to make them more accurate and steady. When upgrading your weapons, you really have to make smart decisions because you want to upgrade the weapons that will give you the most advantage when facing enemies.
Game Design
One of the most intuitive elements of this game was the behind-the-shoulder action mechanic. This aspect solved all the camera angle problems that were in the previous games. Now you wont have the problem of odd camera angles getting in your way of shooting zombies. In general, it was a great idea to remove the fixed camera mechanic. Another great change was the removal of the item boxes. In previous games, you could carry only 4 or 6 items and you would have to place the other items in a box. Though these boxes were found frequently, it was tedious to keep going back and forth to exchange things. In this game, you have a suitcase where you can place all of your weapons and items.
The environments in this game are highly varied and detailed. The areas you encounter are graphically superb and express a specific tone. There won't be a moment where you will think that a specific area lacks depth. I thought the castle area was done brilliantly because the color and lighting effects were amazing. Curtains blown by the wind looked extremely realistic and there weren't any glitches in the environment.
I really thought the cut scenes were an integral part in enticing the player to play the game. The script is flawless and voice acting is on cue. There aren't any of those awkward moments in cut scenes that were present in the previous games. Another new element was the game's ability to challenge your reflexes during boss fights and cut scenes. Many times during boss fights, you would have to press buttons quickly in order to dodge their attacks. This really kept the player on guard and heightened your control pad reflexes.
I really didn't like the fact that they took out the puzzle aspect of the game. This was a key element in previous games that could of perfected this game. While playing previous Resident Evils I liked solving puzzles and finding secret doors or pathways. Since this game is more fast paced action, I can see why the developers left this element out. All in all, this was a very interesting game to play that evolves the survival/horror genre.
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