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Gris (PS5) by jp (Apr 20th, 2025 at 20:25:52) |
I distinctly remember Gris getting a "meh" review score in Edge magazine. So, I was expecting to be underwhelmed gameplay-wise though wowed visually.
And yes, I was wowed visually (and aurally too - playing the PS5 version that makes use of the speaker controller in a cool way)...and the gameplay was sort of meh - but, it got better and better the longer I played!
Not counting the "hub" area, the game has four zones/levels that each introduce a mechanic, as well as some in-world things to interact with. And so, the game really goes from less to more as later levels incorporate more in-world mechanics as well as require use of the character mechanics you unlock. It also all makes sense with the game's theme and story and balblabla (ludonarrative harmony is what my students brought up).
That being said, it's a pretty relaxing and flowing kind of game - nods to Journey in there as well - and there isn't really a fail state, though you can get stuck on puzzles and some dexterity-timing dependent puzzles. There's some swimming bits that are just glorious - as you dash from "water bubble" to "water bubble" (blocks of water in the air) - and I loved swimming up waterfalls.
What impressed me the most though were two things:
1. I kept on trying to "go the wrong way" and most of the time, it was the right way.
2. The onboarding and tutorials are really, really well done. You notice a thing, or do a thing, and then that's the thing you have to do later to solve puzzles and so on. It feels very natural and very normal.
So, I'm actually excited to try Neva now...
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Lost in Blue 2 (DS) by jp (Apr 18th, 2025 at 18:46:41) |
Perhaps the strangest thing for me about this game is that it's a bona fide survival game on the DS. In my mind, the genre is more recent than 2006! I'm thinking of all the indie survival games (craft stuff, gather food, don't die of hunger or thirst) and then ones on Steam..and here's this game - a sequel no less - and it's straight up THAT. Survival. And there's two characters to boot - and you can die (I did, pretty soon it turns out).
I guess I was surprised by how quickly I did die - and, from a novice perspective, it felt sudden and a bit unfair. As in, CLEARLY there was nothing I could have done differently to survive. I spent too much time exploring was probably the main problem, and I left the boy behind in a cave we found, and I'm not sure that's what you're supposed to do? You have to keep both of them feed, hydrated and energized, and I felt like I had my hands full with just the one character.
I think my biggest mistake was probably not getting the spear for fishing made sooner? But then, I'm not even sure how you're supposed to use it - and all the other food I kept scavenging wasn't really doing much. Like, you'd eat it and not see a huge effect. I'm guessing there's something I'm not understanding and it makes me wonder if a full reset makes the most sense? (instead of loading into a saved game that's already doomed/too heavily stacked against success).
Perhaps the strangest thing (for me) about the game is that there's a super simple mini-game for cooking! You collect stuff to cook and also stuff to use as spices and then need to sort of trial and error recipes - though I could set the boy (the character I was not controlling directly) to cook and he'd come up with his own stuff... it's weird.
And it's a sequel? I guess I should look up if this is a port to DS from someplace else? It would make more sense in a way - the game is also low-poly 3D as you wander around the environment. Still...I might just put it on the shelf.
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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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if you got bored, frustrated,etc.) You can also attach short comments to each of your games or even maintain a diary (with more detailed entries)
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2287 registered gamers and 3258 games. 7789 GameLogs with 13266 journal entries. 5110 games are currently being played.
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Xenogears (PS) by boq2 |
Beautiful and iconic JRPG, and one of the lesser known released by Squaresoft. |
most recent entry: Wednesday 23 March, 2016
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Game Review: Xenogears (1998)
Xenogears, though it is one of the lesser known of Squaresoft's many well-received JRPGs of the era, is an iconic and beautiful addition to the PS1 library of games. It is a single player RPG with a distinctive anime art style that features a detail rich story and a large cast of characters to carry its stereotypically convoluted plot, as well as an innovative extension of the traditional turn-based combat system characteristic of the genre to keep you interested in the progression. The stylization is evident in both the sprite-art and 3D modeling, both of which are used frequently and simultaneously, to create the aesthetic of the game. As with most JRPGs, one can safely take a few liberties when it comes to assuming what to expect out of the game. But, if you are fan of the genre or of dialogue heavy, story-driven experiences, then Xenogears is a memorable experience that has aged well, even from a visual perspective (rare of the early 3D RPG's in my opinion).
Formal Elements:
This game, like many turn-based RPGs, can be boiled down into two main gameplay modes: battle mode, and exploration mode.
In this case, battle mode can be additionally broken down into two simple variations: on-foot battles and in "Gear" (Giant mech)battles. In battle mode, you command each member of your party to take an available action in order to vanquish your foes. Actions range from basic attacks, to magic attacks (use EP, ether points), to items, to escaping (and later recharging). While this is largely typical of the genre, the part of this mechanic that stands out is the replacement of a typical basic attack with a input-based combo system. AP (action points), the resource, has a value that is depleted by the weak, medium, and strong attack by 1, 2, and 3 respectively. This allows you to use a variety of input combinations to achieve the desired patterns of attacks, and the maximum value increases as you level. For instance, if you have a total limit of 5 AP you may input triangle 5 times, or triangle triangle square triangle, or x square. Any combination below available AP is valid. In addition to having more control over the executed attack, many of these combinations result in special moves that are only unlocked after you have reached a certain level and tried the combination in question. These devastating special moves have no limit to their use and are signified by unique attack animation sequences for each of the dozen or more for each party member. The "Gear" battles are very similar to the on-foot battles (which occur for a large part of the game before "Gears" are available) except, while there are generally fewer combinations and room for input variation in Gear fights, there is added depth in the form of yet another resource: fuel. Without fuel, players are forced to remain vulnerable and are greatly limited in terms of available actions. These elements, coupled with other turn based decision mechanics, make for an interesting and fun to repeat (you will be) battle system that is a little different than what you will get from other greats from the genre, such as many of the Final Fantasy and Dragon Quest games, Chrono Trigger, and Legend of Dragoon among many more. It is not so different an experience from Legend of Legaia and related titles in terms of combat, however, but they lack in depth what Xenogears is able to achieve overall in my opinion.
In terms of exploration, the game uses a typical top down view with random encounters when wondering the world map between explorable nodes. There isn't much exploration on the over world itself other than finding the boundaries and any possible hidden zones, but each explorable zone (town, dungeon, mountain range, any scene they want to add context to) has quite a bit more detail. This is once again typical of the genre, but one somewhat uncommon feature to this part of exploration is the ability to jump. This allows some additional complexity to level and puzzle design, but I wouldn't say that either of those things were top priority in development anyway.
Dramatic Elements:
Squaresoft (and SquareEnix post-merge), particularly around the time of this game's release, is well-known for their emphasis on telling a compelling a story as well as building a complex universe within which the narrative takes place. The exact line between a dense, compelling, complex story and an oversaturated-with-detail, convoluted, nonsensical (yeah, I said it) story is subjective and highly debated, but I think most fans can agree that it is a line Square dances with and keeps a foot on both sides of. Xenogears is no exception to this. The story is delivered through a combination of spoken dialog (very little, in cutscenes), and written dialog between characters as the player advances the events of the story. This is the primary way the story is delivered, so be prepared to read quite a bit, Commit to playing for long periods of time and save often unless you are able to play on mobile or emulator, as talking sometimes goes on in excess of half an hour and save / stopping points are few and far between. I love the game and have played through multiple times, but I still find it easy to lose myself trying to make sense of the big picture (especially as it is revealed), not unlike the experience digesting the story of Final Fantasy VII. That being said, it introduces many interesting characters and scenarios on the way, and keeps you engrossed in the ever-evolving, ever-complicating plot all the way through the end. The sci-fi heavy origin story of the game involves a mysterious force causing a ship from a very advanced civilization to crash. Without much explanation, one can infer from the onset of the game a large amount of time has passed and any evidence of that civilization is largely lost. Many nations have begun to unearth ancient weapons known as Gears, which are large Gundam like suits of mech armor. The protagonist Fei Fong Wong is inexplicably attacked in his home village at the beginning of the game, forcing him to leave the life he knows behind. He sets out with a trusted advisor in search of truth and partially motivated by anger. Along the way you become familiar with the political struggle across a vast and varied world, meet many interesting characters with many causes, and begin to unravel a plot that involves the concept of reincarnation and a spiritual connection between two people that transcends time. There is a lot of religious and philosophical symbolism, a lot of which is thought provoking and well placed, but often plot points are trying too hard to evoke some sense of profundity. One example is the use (potential spoiler? Not really honestly.) of "Id" as an extremely powerful inner force that is trapped within you that manifests as an alter ego. This is not a very clever way to incorporate that psychological struggle for the character, in my opinion, but it does make for some awesome fight sequences and plot twists. In addition to a good story and excellent world building, the game is accompanied by detailed and sometimes lengthy animated (anime style) cutscenes. Many are drawn simply to the presence of mechs, but it is the surprisingly interesting story and human centered conflict that makes the game memorable. Overall, this is one of the most enjoyable and memorable games in this genre in every way.
Fun fact:
This was actually proposed as the plotline for Final Fantasy VII. It was a favored possibility, but they ultimately went with the arc with which fans of the series are familiar. Instead of being scrapped, Xenogears was published and envisioned as the culmination of a 5 part series. This was never realized, but many elements and namesakes are present in the Xenosaga series (carried out afterward by Namco) and later, even more loosely, Xenoblade. Xenosaga even had many names in common, leaving room for speculation that it could be interpreted as a potential backstory for the never elaborated on "creation story" of Xenogears, and they ultimately might lead the series toward a remake of "episode 5." Xenosaga concluded as a trilogy and remains the spiritual successor to Xenogears rather than an actual s/prequel or spin off like Chrono Cross and Chrono Trigger, however.
The play-through:
This is a title I have played and beaten many times, and I was worried that I would not enjoy getting back into it. Though my memory of the story being a little foggy on the big picture, I was able to get back into the swing of things pretty quickly and get through the introductory part the game (AKA pressing x for an hour and a half while reading dialog, followed by some light adventuring.) After getting Citan, the first available party member, I halted story progression and got way too involved in some good old fashioned grinding. It was entirely unnecessary, but I wondered doing random battles in the initial forest area, leveling and unlocking special moves until my proficiency in special moves far exceeded what was available to me by level. I had mastered X X, a 6 AP move. You start the game with 3 and it would be a long time before I could officially unlock and use it. Even trying to be critical and taking off the nostalgia goggles, I can't deny the fun, and I honestly had to wonder why Square had strayed so far from such simple innovations. The art style is also fun to watch, in contrast to Final Fantasy VII and even VIII which look extremely dated by today's standards. What started as a two session play will probably end with me playing well into the first disc worth of content, if not seeing it all the way through. I highly recommend this game to anyone who is a fan of any of genre or any of the games I have drawn comparison to, as well as anyone who may simply be trying to try out a classic JRPG. I have enjoyed my experience every time I have given it a playthrough.
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