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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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    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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    Random

    Final Fantasy VII Remake (PS4)    by   dkirschner

    The nostalgia hits hard. Neat seeing what's changed. -------- Epic game, but feels padded.
    most recent entry:   Monday 10 June, 2024
    Epic but drawn out nostalgia machine, with the experience hampered further by the context in which I played.

    This is, as the title suggests, a remake of FFVII, and I think that unless you've been playing the OG recently, you will experience it as a very different beast. FFVII is being split into three full-length games, and this is the first third, which takes Cloud et al. until their escape from Midgar. Most of the main story beats are the same as the OG, but Remake expands everywhere it can--both fleshes out and pads. I generally appreciated the more in-depth look at existing characters close to or in the party (e.g., Biggs, Jessie, and Wedge; they were great!), but disliked plenty of the additional content because it often didn't add anything compelling. That is, the story would have been the same if we didn't have to learn so much about Don Corneo and his pimps, or watch Hojo scheming, or spend a few hours in the sewers. The Don Corneo part was straight up cringe (minus an amazing dance scene). We are treated to Cloud dressing up as a woman, which I remember being much funnier when I was 14. In 2024, we get a one-liner on gender expression, identity, and fluidity from a dancer, which was nice, except that the game then represents stereotypical exaggerated femininity of gay-coded male (and/or trans?) characters (like the squat champion bodybuilder), and Corneo is trying to fuck Cloud until it is revealed with a change of clothes that he's really a man, and Corneo is disappointed (if we're practicing what we preach about gender fluidity and whatnot, perhaps Corneo would be into the representation of femininity, no matter male or female; there is no nuance or exploration there, negating the one interesting thing the game said about gender). We know Don Corneo's a lech. We know Hojo is deranged. Making players run around doing quests for Corneo's pimps doesn't add anything; making players spend forever in Hojo's endless labs doesn't add anything; making players operate slow-moving robot arms to solve simple puzzles in a greatly expanded sewers section doesn't add anything; etc.

    The side quest parts, though optional, are neat for expanding on the lives of citizens in Midgar, but are dull in terms of gameplay (usually, go find these things or go kill these monsters). I did like the proximity-based conversations between NPCs. Instead of clicking on them to talk, you listen in on their conversations when you approach them, and they're often talking about whatever has just happened and its effect on them and their lives. Despite the long and sometimes padded parts, the game was highly engaging. The presentation of FFVII Remake is amazing in every way. It's visually stunning, especially the many, many cut scenes; the music is evocative; it's really well-written; the combat is fast and fun. I definitely did not take advantage of min-maxing weapons and materia, or re-slotting materia to suit the situation, or controlling all the characters in my party. I would have liked to have been more motivated to master the combat.

    It's interesting how they took the first chunk of the OG and made it 40 hours. That means they had to put all the materia, summons, weapons, leveling up etc. of a full 40-hour RPG into what used to be like 5 hours of game time. But knowing that this is only the first third of the full game, I felt like I didn't want to spend time maximizing materia, doing side quests, fighting coliseum battles, and so on. Like, it felt like a waste of time to do more than I needed to given that I could pick up the next game tomorrow. This is part of what I mean when I say that the context in which I played hampered the experience. If there is a (more highly rated) sequel, I am not motivated to spend time beyond the main story on this one. I would rather spend my time on the next one (although the next one will have the same problem, because by the time I play it, the third and final game will probably be available). What would be awesome is if the three games were released in a package and you could play them as one...kind of like...FFVII. I know that you start back at level 1 with no materia and whatnot in the next game; they're all self-contained. That also makes me worried that it'll feel like playing the same thing three times (different story, of course, but if the gameplay is the same, it'll get repetitive).

    The other two contextual things that affected my experience were: (1) playing on a time crunch. I played on a PS Plus subscription, which ends in 5 days, and I still have 3 games I want to play in that time. I was rushing to beat Remake, so the longer sequences were getting frustrating. I thought I would finish the game on Saturday afternoon because I had entered the "there's no turning back now; are you sure you want to continue" part. I didn't finish it until SUNDAY afternoon, like 8 gameplay hours later, because the end is so dang long! There are actually three "there's no turning back now" points. Three! And boss fight after boss fight after boss fight at the end. I mean, totally epic, but I felt the time crunch. (2) The other thing is that the room I was playing in has no air conditioning, and it's summer in Georgia. This weekend, it was about 90 degrees. Two fans blew on me, increasingly hot air as the morning turned to afternoon, and I was physically uncomfortable. (After beating the game, I moved my PS4 and beanbag into another room with AC.).

    SO, despite my playing in less than ideal conditions, and the game feeling longer than it needed to be, it was undeniably epic. Overall, I thoroughly enjoyed it, and look forward to playing (and hopefully getting more out of) the second one.

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