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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: Thursday 10 June, 2021
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This shattered my expectations. My little Star Wars obsessed brother had been talking it up and I played half an hour at his house recently and got more interested. My first impressions were, "Wow, this feels like Dark Souls with a light saber." The basic combat controls and the flow of combat are similar. As I played more, I thought, "Wow, this feels like Tomb Raider too," because you spend a lot of time with solid environmental puzzles (really, some of these were head-scratchers! great puzzle difficulty) and exploring tombs. Then, as the game really gets rolling, I realized this was an excellent, unique Star Wars game with smart influences.
I'm not big into Star Wars. I like it, but stopped paying attention when Disney started rolling movies out every year. My knowledge of it was enough to understand basically where the story fit into the timeline though. It's interesting how Star Wars can take for granted that most people will be at least somewhat familiar with its world, story, and characters, and I try to imagine what the game would be like for someone with zero background in the franchise. It would still be fun, but would probably lack depth (and I know I missed depth, compared to my brother for example, who was going on and on about events and things as I blankly nodded along).
The story this game tells is compelling. You play as Cal, a force user who escaped the Jedi purge (when the Empire activated all the clones to kill their Jedi masters). Cal has been in hiding but uses the Force to save a friend, which is detected by the Empire, and the Inquisitors come to hunt you for the rest of the game as you go on the run with some trusty crew on the trail of an old Jedi master who was looking to restore the order.
You'll travel from planet to planet on this quest and for me the game got better as it went along. At first, it felt slow. I was getting used to the controls (admittedly, I've only completed one Soulsborne game and wasn't great at it) and the characters mostly seemed like cardboard cutouts. It took time for their personalities and stories to emerge and for me to care about them, and in the end I enjoyed their growth.
Another reason it felt slow at first is because on the first planet, I discovered a special enemy, some three-eyed frog boss. There is maybe one of these bosses per planet. This thing annihilated me. Remember, I had just started and was learning the controls and basic combat mechanics. Well, like in Dark Souls, when you die, you lose your experience. Sort of. Your experience stays with the enemy that killed you and you can get it back by landing an attack on that enemy. If you die before you attack the enemy, your experience is gone for good. But, this is a generous system! Only one time did I die before recovering my experience. To the frog boss, I died about 30 times. So within my first few hours of playing, half of my time was spent on this frog boss. This made me think, "My god, this game is going to be hard, and I'm only playing on normal." But 30 deaths later, I had gotten pretty damn good at dodging, targeting, slowing time, attacking, reading the frog boss, and I killed it. It felt awesome. I never died that much again, though there were plenty of difficult encounters that required several attempts (the first time I fought some of the Purge Trooper varieties and the Second Sister in particular).
The first planet also introduces you to the level design, which I think can be described as "sprawling and complex." There are a lot of obstacles that you can systematically pass throughout the game as you gain new abilities, and on that first planet, I spent a lot of time trying to get to places that I didn't have the abilities to get to yet. I wish I had known that there was no way to get that chest! (I never did figure out how to get that chest.) Paths connect in surprising ways and there are a lot of shortcuts to open.
Some of the planets you visit look incredible, and some have like self-contained stories. On Kashyyyk, you help resistance fighters in your search for a special wookie, and fight through a giant forest, with a badass set piece and boss fights at the end (set pieces and boss fights are exhilarating throughout). On Dathomir, my favorite, you learn about the history of the Night Sisters and Night Brothers who live(d) there, what's become of them, and meet some really strong characters.
By the time you get to explore Dathomir for real (you can go earlier in the game I think, but I skipped it early and just went later when you have to), you'll have unlocked all your Force abilities and most other abilities. The Force abilities make the game stand out among its influences. They are really fun to use, and you can get a bit creative with them. Storm Troopers serve as wonderful fodder to abuse, and when I realized that I could Force Push them off cliffs, I never stopped smiling when I did it. The best was when I pushed four of them off at once. Running around deflecting blaster bolts, pulling enemies toward you and impaling them, switching your light saber from a single blade to a double blade to take on groups, and doing all the other badass things that Jedi do never, ever got old. And, by the end of the game, you probably will have gotten most everything on the skill tree.
I did a good amount of exploring and took my time admiring the planets and killing all of their inhabitants. Exploration in this game rewards you nicely with experience, which is always a motivating factor for me. It also rewards you with information and lore (neat), secrets (rare but useful, increase life and Force) and chests (so, so many chests). I think the chests are like a fan service because, besides giving some experience, they all just have cosmetic items in them so that you can customize your clothing, ship paint, lightsaber parts, and so on. I care nothing for any of that, so the fact that there are SO MANY chests (literally over 40 on some planets) was disappointing. I would have liked more of the story/lore collectibles than the customization ones. That's about the only minor gripe I have.
Highly, highly recommend this one. I like it even better than Nier: Automata, which I thought was going to be the Best of Summer when I started. Nope, quickly displaced by Fallen Order!
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