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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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Road 96 (PC) by dkirschner |
Dunno what to expect. Road trip with political themes? How interactive will it be? -------- Quite interactive! Really neat narrative structure. |
most recent entry: Sunday 25 June, 2023
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Really neat narrative adventure game. It's like a road trip simulator and reminded me of something like a hybrid between 80 Days and a Telltale adventure, except in a pretty unique setting. I say "pretty unique" because the game is set in an authoritarian country with an upcoming contentious election, and it's clearly meant to evoke the current conservative/liberal polarization. The incumbent, a conservative white man, President "Tyrak" (who cannot think of "tyrant" here?), whose campaign color is red (Republican) vs. the liberal, Hispanic (I'm assuming--Florres) woman whose campaign color is blue (Democrat). The police and the media are all pro-Tyrak. Police are caricatured as violent assholes, except the one we get to see with some depth. Tyrak has established a border wall, has a state media outlet, is drilling everywhere for oil, and sends runaway teens who try to cross the border to work in the iron mines. Less is known about Florres' policies, just that character insist she'll make things better. There is a resistance movement, who is not necessarily associated with Florres, especially the more violent wing of it, but it can be assumed that this is the case. The backdrop certainly serves to villify conservatives as authoritarian and cruel and paints liberals as democratic, kind, and oppressed, while taking care to draw a line between "regular" liberals and "extreme" liberals who might be terrorists. It doesn't give such treatment to conservatives, who of course may also be moderate or extreme.
Anyway, you play as a series of nameless teenagers who are trying to cross the border. One by one, you guide them north by car, bus, and foot. You have to manage their energy and money; if you don't you'll be too broke to pay when you need to and you can actually die by exhaustion/starvation. Along the way, you'll meet a series of story NPCs with each teen and uncover their complicated backstories and web of relationships. Without giving anything away, there is the aforementioned "good cop," a trucker, another runaway, a hacker, a cab driver, a pair of robbers, and a news broadcaster (my favorite).
I was intrigued by both the narrative uncertainty of what would come next, of who I was going to meet and what I would learn about them, as well as the gameplay uncertainty of whether I would find food, be able to afford what I needed, and ultimately, whether I'd be able to make it to the border. And if a teen makes it to the border, crossing the border is another story. Not all your teens will make it across. In fact, I made it on my first try (before I understood what the game was doing) and thought, "Wow, I beat this game in an hour? Weird." I proceeded to get arrested or die on nearly every other attempt!
The game says that "every road trip is unique" and talks about procedurally generated routes, so I gather that you'll encounter the NPCs in various orders and scenarios. However, there is an overarching series of events that unfolds regardless of the procedural generation. Your dialogue choices affect outcomes of scenarios, when and how story NPCs will encounter one another, as well as the ending of the game itself, though it wasn't clear to me that my choices were affecting anything outside of immediate scenarios as I was playing. After each of your teens dies, is arrested, or makes it across the border, you'll see a news report mentioning something that happened on your journey and a current political poll. The entire time, the poll was roughly 2/3 Tyrak and 1/3 Florres (along with like 20-30% "abstaining," which totals to like 125% of the vote, and I have no idea if the developers overlooked the math here, or if it's a joke or what exactly...you can't have 65% Tyrak, 35% Florres, and 25% abstain...).
Because I wasn't really sure what the impact of my actions was, especially in the beginning before I understood much about the NPCs and their relationships, and before I suspected how I might be influencing things, I initially didn't play in an ideologically consistent way. You can generally choose important dialogue choices that signal you as a revolutionary (burn it down and rebuild!), a pro-democracy person (vote for change!), or an opportunist (as long as I get out, I don't care what happens!). Though it makes sense not to be ideologically consistent between trips because you are playing as different teenagers. But you, the player, probably have a perspective, and it does make sense to influence the story how you want; therefore, you might play all the teens in the same way. I ended up trying to play a hybrid of the revolutionary and pro-democracy person, and actually wound up with the "good" ending, which is the democratic one.
There is a new game+ feature, which carries over how much of each NPC's story you have completed (I was about 85% complete on average) and your abilities (each NPC can gift you an ability like lockpicking or new dialogue options for speaking to police; I got four of six). I started new game+, which opened with a new scenario for one of the NPCs, and I was thinking, "Oh, neat, I can just play until I 100% all the NPCs' stories!" But then the next scenario was one I had played in my first run, and I realized that it must repeat scenarios from game to game, even in new game+. I might watch the rest of their stories on YouTube, because they are fun and interesting.
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