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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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    Recent GameLogs
    1 : dkirschner's Phoenix Wright: Ace Attorney (PC)
    2 : jp's Phantom Abyss (PC)
    3 : jp's Sonic Rush (DS)
    4 : jp's Secret Files: Tunguska (DS)
    5 : Inuyasha's The Plucky Squire (PS5)
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    1 : dkirschner at 2022-10-12 08:51:09
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    4 : jp at 2021-04-08 11:25:29
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    6 : dkirschner at 2019-10-15 06:47:26
    7 : jp at 2019-04-02 18:53:34
    8 : dkirschner at 2019-02-28 19:14:00
    9 : jp at 2019-02-17 22:48:06
    10 : pring99 at 2018-11-15 20:17:00
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    Random

    Life is Strange (PC)    by   dkirschner

    Excellent, intriguing, deep world. Very Twin Peaks. ------------ Worth playing, goes long and gets super sweet though.
    most recent entry:   Wednesday 4 January, 2017
    HUGE plot twist at the end of episode 3. My girlfriend had been saying that the game was interesting and she really wanted to keep playing to find out what happens, but that she didn’t feel invested in any of the characters. The end of episode 3 changed that. It had us thinking about some crazy butterfly effect scenarios. I had predicted generally what I thought was going to happen at that point, and I was right! Sort of. I just keep thinking back to the Simpsons Treehouse of Horror episode where Homer goes back in time through the toaster and keeps altering the future – one where it rains donuts, one where Flanders is dictator of the world, one where everyone is a lizard person, etc. For my part, I’ve was invested in the characters at least since the end of episode 2 (really touching scene).

    One comparison we’ve made to The Walking Dead is that character emotions in Life is Strange aren’t animated that clearly. You can’t see subtleties well. It makes it hard to discern what exactly a character is thinking or feeling about another character or an event, or to gauge sincerity and other things. Allison says that makes her care less about them. I like how they present these archetypal characters (high school jocks and cheerleaders, punk rock girl, paranoid war vet, cool teacher, etc.) then turn a lot of them on their head so characters are never quite how you stereotype them.

    Some of the rewind time puzzles are really clever. The game, while surprisingly mundane for large part, consistently surprised me with moments of “what!?” and “wow, that is cool!” One part has you and Chloe breaking into the principal’s office. I keep realizing what Max is doing (or what I’m making her do) with her time powers just as Chloe realizes it. Reminds me of when I realized Max had powers as Max was realizing it. It’s weird. In a good way.

    We’re still trying to figure out exactly how the story branches from options we didn’t choose, but we’ll wind up online for that (did other players kill Pompidou??). Oh, one thing that is wonderful about Life is Strange is that because of the time rewind power, you can always choose every major dialogue option and see how it plays out. In fact, after making a choice and seeing what happens, Max will usually second guess her choice and wonder if the other option(s) would have been better. You rewind, choose another, see what happens, then just go with the one you think is best. It’s great because it’s actually part of what the character can do, not just a gameplay mechanic. Like, Max actually IS rewinding time to play out her other options and considering them all JUST LIKE YOU ARE. It’s so neat.

    We beat the game last night, and in the end, we agreed that it was worth playing, beautiful art and music, great character development, and all around impressive narrative in a video game with the rewind time mechanic. Sure, Max and Chloe make some stupid choices that don't make sense (call the police, geez!), but given the amount of dialogue and characters, it's great. But, if it wasn’t a video game, the story would be sort of blah. I’ve read/watched/played a hundred things about time travel, the butterfly effect, and chaos theory. They’re almost always neat because these are almost inherently cool ideas. We liked the end, both of the murder mystery plot and the tornado plot, though Allison claims she called who the killer was in the first episode (She said it but also said a lot of other people!).

    Also, the game started to drag on and on. I think it could have been several hours shorter. I was getting tired of the long dialogues between Max and other characters especially in the midst of really urgent events. Toward the end, these dialogues were really saccharine sweet and cheesy, and Max and Chloe’s “best friends forever” stuff was irking me. I guess we all had friends like that (or maybe you were that friend), but I don’t relate.

    I don’t want to go into details about plot because spoilers, but we’ll be talking about it for a few days I’m sure. Our big question was which ending is canon? And also, we wanted to know like…why/how did Max get time rewind powers? And what happened to people and Arcadia Bay after the game is over? Some pretty big questions left open. But the character relationship stories were wrapped up. Yay!

    [read this GameLog]

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