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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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Halo 2 (XBX) by dkirschner |
Looking forward to it. Hopefully there is improved level design (less repetitive) and a clearer story in the details. ------------------ Yes, wow, excellent. Dual wielding and stealth are fantastic additions. The story is great. Classic FPS game. |
most recent entry: Tuesday 12 February, 2013
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WOW. Halo 2 is awesome. Infinitely better than Halo 1. I beat it over this 4-day weekend that is (sadly) ending. Every single issue I had with the first game was addressed. The level design is no longer repetitive. They were well done, interesting and fun to play. Many environments had space for flanking, some had cover and some didn't, and the enemies were much more varied, with tough guys being thrown at you early and easy guys still being used in numbers late. Also in the late game were hordes of really tough enemies. These battles were epic.
The sparse story was fixed. This game dove into what was going on within the Covenant, what their goals were, and how they were internally divided and betrayed. You actually spend 1/2 the game as Master Chief, the human hero, and 1/2 the time as The Arbiter, who isn't the Covenant hero, but in digging through the lies of their leaders and being hunted by seemingly everyone, ends up inadvertently helping the humans. The story was *excellent,* and it ends smack on a cliffhanger where I assume Halo 3 picks up, which I will be playing next.
In Halo 2 you can dual wield! My favorite thing was to dual wield plasma rifles. In Halo, it was the Needler, which was still fun. There are also a bunch of other guns, including a shotgun, sniper rifle, missile launcher, rocket launcher, beam laser, and energy sword. The energy sword is iconic, and I remember it from multiplayer. There was always some guy at the top of the ranking who ran around slaughtering me with that sword. But it's fun to use! It was especially fun to use, as were most weapons, with The Arbiter's stealth ability. You can activate it for about 10 seconds, then it takes at least as long to cool down again. Usually, I could just run past enemies while stealthed, but occasionally I used it for a from-behind sword kill.
Halo 2 uses the same checkpoint system as Halo 1 did, which is sort of unfortunate because again I found myself just sprinting for the next checkpoint. These suicide runs were extremely challenging and fun though! It's like playing the game a different way. You can shoot your way through, or try and sprint (and stealth on and off with The Arbiter). I dare say I got very good at jumping, strafing, dodging, and one-shotting enemies as I darted around looking for a way through each area.
Halo 2 had a bit more/fun vehicle sections than the first game, which was welcome. I like that you usually get your choice of whatever is laying around, and the same with weapons. You're quite the scavenger. But it gives you choices of what guns to equip and which vehicle to drive almost all the time, and that's a nice feeling.
One thing I thought might be an issue is that the game would look dated, being 2003 or 2004 on Xbox. But this must have been one of the best looking Xbox games ever because I barely noticed. It looks great. I did have this odd issue where the game would burn an image on the top 1/2 of my TV screen, and keep that image there as the game continued. It was hard to see through, and I ended up having to reset my console every so often if it didn't go away after a few minutes. I imagine that's just something to do with playing it on the 360, or with my TV, but I have no idea.
Anyway, top notch stuff. After Halo 1, I was sure Halo 2 would be better. But now after the excellence of Halo 2, I am *hoping* I am not let down by Halo 3!
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