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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: Monday 14 January, 2008
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GAMEPLAY
In my second time around with Crazy Taxi, I was happy to find that the mood swings of the passengers bothered me much less. This was partially because I had gotten used to them, but mainly because I found something that aggravated me even more. After playing the main game for a little while longer, I decided to see what was in the “Crazy Box†option in the menu. Inside I found a series of short challenges that used the game play of the main game but under very extreme circumstances. A few of the early ones taught me some useful driving techniques and they were both fun and not terribly difficult. Little did I know that horror was just beyond the horizon.
While the early “Crazy Box†challenges were relatively easy, beating those unlocked progressively harder ones. “Progressively†is probably the wrong word though since it implies there was a transition between easy and hard when really what happened was after I beat my happy little easy challenges, I was immediately plunged into a taxi hell that was one thousand times more horrible than a cab driver’s worst nightmare. I could have stopped and gone back to the main game, but something inside me compelled me to keep trying to beat these torturous tasks. Maybe I was curious to see if even worse things would appear. Maybe I had a strong desire not to give up. Maybe I need a psychologist. Whatever the reason, I kept going with it even though it was slowly killing me inside. The sheer number of things I had to accomplish in just one of these challenges would not fit in this assignment, and I had to do it in less than one minute and ten seconds. I can say there were a lot of bottomless pits involved though.
Eventually I came to my senses and went back to the main game. It was like jumping in ice water after a day in the desert. Being able to play the actual game, without jumping through impossible hoops, was highly refreshing. I could also use the techniques I learned in the early challenges to either navigate the streets better or get more tips. The learning part of the challenges paid off in the end, but I cannot imagine why they made the later ones so hard.
DESIGN
Despite being originally an arcade game, Crazy Taxi manages to stay entertaining for quite some time. This is partly because of the giant size and intricacy of the two main game levels. The two levels are very easy to get around and seem both to be modeled after San Francisco since many of the streets have the same kind of hills as and there are cable cars around. Both levels have a variety of terrain that you have to navigate in unique ways. The hilly areas have fun jumps, downtown has traffic dodging, and so on. The only problem with the levels is that you are unlikely to see most of them. This is because there are certain areas that passengers almost never ask to go. Often I would get to one area, and then get asked to go to the area I was before. There was a huge area of the level full of high rise buildings that I didn’t even know existed until near the end of my session.
The passengers themselves are partially to blame for the lack of exploration since they rarely want to go very far. The passengers have very strange qualities. I already mentioned how their personalities broke the illusion for me, but there are other aspects to them that grate on the game itself along with my nerves. I mentioned earlier how they never want to go very far, but sometimes this can get rather extreme. I was frequently asked to take passengers to somewhere that I could already see. Not only does it make no sense for someone to hail a cab to get somewhere they could easily walk in less than a minute, it also doesn’t make for a very eventful trip. The shorter the distance to their destination, the less time you get. So there would be a scenario where some lady would pay me 600 dollars to drive her 50 yards to pizza hut. The pricing of everything, while not really a problem, kind of distracted me. It makes me wonder if it was originally in yen but they only changed the yen sign to a dollar sign during localization.
In short Crazy Taxi is a pretty fun game and kept me entertained longer than I expected from an arcade game. It has some elements which were sloppily put together but that doesn’t deter from the joy of driving around and causing mayham.
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