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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

    Metro Exodus (PC)    by   dkirschner

    Strange game. Lots of dialogue. Sort of open world, with some big explorable levels. ----------- Fantastic
    most recent entry:   Saturday 13 August, 2022
    Wrapping up a few games and clearing them out of here. Metro Exodus is my favorite in this series. It's quite epic. Whereas the first two games take place in the Moscow metro tunnels, this one moves above ground and out of Moscow. After learning that there are settlements outside Moscow, Artyom convinces others to join him in search of a better life. About 10 of the Order, including Anna (your wife) and the Colonel, head out on a train. The leaving is more dramatic than that (involving a heist of said train), but that's the gist.

    The game takes place as Artyom & co. travel across Russia looking for the Russian government and other survivors. They stop in 5 or so locations for various reasons along the journey. Two of these are open world levels, one is sort of a linear open world level, and at least two more are more linear and resemble more of the old Metro games. New in this one, you can scan the horizon with binoculars and mark places on your map, most of which have goodies to loot like weapon upgrades or collectible journals. I never got tired of exploring.

    You pick up more characters along the way, a woman and her daughter, a teen boy, an engineer, and leave some at your stops. They find love, decide to go on a quest, die, and so on. The characters are really well written. Metro has always stood out for its portrayals of life in the tunnels. In the games, you always feel like you're entering a (barely) functioning society. The train is similarly realistic. Characters fall in love, have arguments, get sick, develop in-jokes, share hobbies and swap stories, etc., etc. There is a ton of incidental dialogue to overhear and participate in. Often, you can sit down, smoke cigarettes, share a drink, hold someone's hand, play a guitar, and more. The NPCs' interactions, especially in large groups, are so impressively done.

    Each level has at least one good, memorable character, from the insane technology-hating preacher to the Admiral (also insane from radiation and/or loneliness) who has tea parties with his dead comrades. Actually a lot of the people you meet have gone nuts. There's even a whole area of people who have gone nuts. They are cannibals. The areas out in the world also have a lot of good lore. You can find diary entries and tapes, and occasionally an NPC who doesn't try to kill you and will talk with you about something or other. The next-to-last level of the game, Taiga, is interesting because the inhabitants were school children when the bombs went off. Their teacher led them, and then the group splintered into two rival factions. A woman from one of them, who rescues you in the beginning of the level, tells you the story of why they split and what happened to the teacher. You also find an audio diary of the teacher's for more insight. Don't think too much about why people in a post-apocalyptic wasteland are recording audio diaries on cassette tapes. They just do, okay?!

    The combat is tight and punchy, the guns and all their upgrades are varied, the survival elements gelled with my preferences (they were enough to think about and make my heart beat fast, but not too much to make me feel I had to be preoccupied with them). Enemies are generally garden variety humans with guns or mutants that run at you. The flying things are back, which I recall being from the library level in one of the previous games. They're easy to kill though. There are a few bosses, though interestingly you can avoid some. And, you can use the same trick in this game as previous ones to conserve ammo if you have an NPC ally handy. NPC allies won't die or run out of ammo, so hide in a corner and let them do the shooting for you!

    The one--ONE!--thing I didn't like about the game is that there are crafting materials everywhere. Too many. I eventually realized I would walk into houses with the camera down looking at the floor for chemicals or metal scraps or whatever. I didn't need to pick up all that crap, but I felt compelled to. You will use it to craft things, but I always had tons extra. It would have been better if there were fewer stashes of materials. Small complaint.

    I guess overall, I would describe this game as a journey. It'll evoke a lot of emotion, from joy to sadness, and I really felt like I was part of a group of people. I am stoked for another Metro game, to see where the devs take it. I read that the author of the book is working with the devs on the story.

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