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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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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: Wednesday 20 February, 2008
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Gameplay
The degree of interactivity within the gameworld is severely limited by the parameters of the sport in question and by the minimal functional space of the playing field. Baseball only has the pitcher’s position and the batter’s position that the player has any control over. Similarly all other sports are interactively limited to what a person in the real sport would be allowed to do.
Social interactions are all but absent in this game. The most reaction you get from the opposing team (baseball, tennis)/computer player (boxing, golf)/inanimate objects (bowling) is a retaliatory punch or strike of the ball. The only verbal interaction is the announcer calling score at every logical opportunity. Beyond the announcer everyone else (with the exception of the player if they choose to yell at glitches) remains adamantly mute throughout the game.
The only way to keep the player actively using the game is to hook them in an inescapable fascination with at least one sport. This means that on average (accounting for people with 2 attachments and people with no attachments) only one sport of the five is going to be in regular use. The initial problem with maintaining player interest in the game is that the time required to acquire a decent degree of skill with any sport is above the attention span of many gamers. This is made crippling when the game fails to deliver on any means of extending its shelf life beyond the release of the first few real Wii games.
Ultimately Wii Sports was made to buy time for developers to install a stronger lineup of well-built, deeper, and more extensive games. While the game comes as standard for the starting package it fails to live beyond about this point in time, when the other Wii games are coming out in droves. In the end it only serves to familiarize players with the Wii-mote, which is also the point of the Wii Play game except to a higher degree and focusing more on the player’s reflexes and cognition than ability to swing a baton around.
Design
Everything in the gameworld revolves round the use of the Mii avatars and subsequently the driver that can run the beautiful graphics of Zelda: Twilight Princess and Metroid Prime 3: Corruption ends up looking like the graphics of the N-64 where everything can be traced to a lego-esc brick design. Despite the refined look of the avatars over the N-64 it nonetheless drives that image of old graphics for older systems.
At the end of each game (regardless of win, loss, or draw) the game will make a poor attempt at a reward by evaluating the player against a scale that ranks with professional players. The problem with this is that, while most players are competent with their own bodies, any first time player will not try to accommodate for the imperfect motion-detection system. When comparing the player to a professional on a scale to 1000 an average person scores along the black line that denotes the bottom most of the time. This is not an encouraging way to keep the player interested unless they have an obsessive reason to drive onwards.
The motion detection system of the Wii shows every possible fault through this one game. While it takes everything you have to move a bowling ball it only takes a flick of the wrist to make the avatar swing the bat or whack the golf ball outside of the green for the fifth time. The sensitivity issues point out every flaw in the player’s form then exaggerate them to a ridiculous degree. The inability to control stance an foot movement through the Wii-mote also adds a degree of frustration to tennis and baseball because the computer automatically moves the legs (or in most cases semi-spherical lower body) in the direction of the ball.
There is no real drive to compete with any of the other players and conflict only seems to exist in the form of friendly competition. This is the problem I would anticipate with future game systems that utilize a full body movement system when martial arts games try to expand to non-violent arts like Aikido. The main form of competition within this game is between the player and the computer and secondarily between multiple players. The real problem is that a player who takes the game too seriously will suffer a competition with their own body, which climaxes when the player can’t continue playing for more than half an hour because of the strain of pitching an batting excessively.
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