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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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most recent entry: Wednesday 20 February, 2008
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Gameplay
It is the infusion of the vast array of facets employed in this game that makes it fun to play. The hundreds of enemies, which vary in difficulty and weapons used to kill them, never seem too difficult to beat, but are just enough of a challenge to keep the player glued to the screen. The same can be said for the successive tasks throughout each level. The game difficulty accelerates upwards at a slow but acceptable pace. What I’m trying to stress is that the point of this adventure game is to have an adventure, not constantly be bombarded by close to impossible enemies. The story is also awesome in the way that it brings together all these different races spread across the land of Hyrule to ultimately prove that unity and good will prevail over evil. Whether this is done peacefully, however, is up for debate seeing as Link definitely kills a lot of stuff to achieve that peace, and in the real world violence only begets violence. So I guess it’s a good thing that Zelda is a video game and not the real world then, although that would be so awesome. I’d be much more inclined to kill a Deku Baba than a fellow human. Then again, I’m glad real life isn’t a video game.
The items in this game are at the crossroads of awesome and useful. The variety of gameplay that they allow is indeed quite huge. Link receives a new item in every level that allows him to complete tasks designed for that type of gameplay and mostly importantly each boss. Within Link needs to collect and use all of these items to defeat the final boss Gannondorf. Aside from the Hylian shield, the ocarina, and deku nuts, most of Link’s items are time sensitive to how old Link is. Bottles can be incredibly helpful for capturing fairies to gain extra lives and other random creatures or substances. In addition, items like magic beans aren’t at all necessary to complete the game, but planting them can be helpful for traveling short distances quickly or obtaining heart pieces. The most common items are Rupees which differ in color and therefore differ in value. Rupees are used to buy replenishable items. Other items can be gained through contact with the Great Fairies. They endow Link with a magic meter that has to be replenished as well as items that drain magic. The different magically powered arrows also consume magic. The magic meter is just one example of some probably intensely complex code that enhances gameplay exponentially. I’m glad that the game designers had to do that job. The job of playing the game seems like much more fun, although it probably doesn’t pay as well.
Design
The game is intricately webbed with dozens of side quests. Not all of them are necessary (Happy Mask Shop, fishing), but many of them are incredibly helpful to completing the game (heart pieces, Biggoron’s Sword). Collecting the shells of scratchy sounding enemies called Gold Skultula gains Link different upgrades from a house of people afflicted by the wrath of this spider as killing more of them relieves them of spider-like symptoms. Aside from the Great Fairy side quests, collecting heart pieces is the most crucial and most rewarding system of side questing in the game. Collecting four pieces of heart gains Link another heart container of life. The locations and ways in which these heart pieces can be obtained are often so spread out and different that it takes a serious amount of time to collect all of them.
The graphics and perspectives of this game are outstanding. Each level is styled according to the biome specific community that surrounds it. Likewise, the enemies are also themed respectively. The level Jabu Jabu’s Belly takes place inside a giant fish. The walls of this level pulsate different colors and breathe. The forest temple contains a twisted hallway that can change the direction of gravity and thus lead Link in a different direction. These are only a couple of the cool aspects of this game. The list of details goes on and on. At this point the best way to attempt to grasp the sheer awesomeness of this game is to play it if you haven’t already. And there’s no excuse for you to not have played this game if you enjoy video games. No excuse at all.
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