Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Evan_B

Pages: [1] 2 3 ... 141
1
Combat and movement mechanisms need to improve smoothness, this will help increase excitement for players.
WRONG. Gosh, it’s just… so wrong. Bad robot!

2
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: March 18, 2025, 02:36:14 PM »
I guess I should have bulleted both Kingdom Battle and Sparks of Hope. I really enjoyed both, but I won’t deny that the art direction of the first game is superior.

Also, if you want some more details on any of those picks, let me know. They are receive my highest recommendation.

3
Nintendo Gaming / Re: Nintendo Switch Forum Favorites
« on: March 17, 2025, 08:51:43 PM »
As a bit Gen 4 Monster Hunter fan, I've struggled to get into the series post Generations Ultimate. Rise and the wirebug mechanics just feel a bit too cumbersome to me and it feels like the series has had a bit of a marked shift.

...So, I need to update this topic with my picks from all the prior categories.

Best Switch RPGs
Ever the contrarian, my list for the Switch is pretty heavily based on my tenure writing about RPGs for another site, and an admission that, despite my love of Xenoblade and Monolith's big-ass worlds, I have come to the conclusion that bigger isn't always better. I mean, sometimes it is, but not always. Rather, I've found I much prefer an RPG that has extremely unique mechanics over something that tries to evoke the standards of the genre. What do I mean? Well, here's what I mean:
  • Crystal Project
  • Potato Flowers in Full Bloom
  • Black Book
  • Harvestella
  • Pokemon Legends Arceus

Favorite Ubisoft Game
I haven't been a staunch Ubisoft advocate, especially since Black Flag pretty much ruined my chances of enjoying Assassin's Creed as a series, but I do have more Ubisoft games on Switch than I initially anticipated. They've released what I would easily consider to be some of my favorite games on the console, and in genres that I think go largely unappreciated by Western developers. Admittedly, I own but have not played Starlink and Rayman Legends, but the latter wasn't really a Switch release and the former... is just waiting.
  • Mario + Rabbids and Sparks of Hope
  • Prince of Persia: The Lost Crown

Favorite Metroidvanias
Boy howdy, this genre has seen a revitalization, and we finally have a crop to pick from, rather than simply gnawing on whatever bones came our way. Luckily, there's some really incredible releases from throughout the Switch's lifetime. The Lost Crown deserves a slot here as well, but since I already mentioned it, I guess I'll let it slide.
  • UNSIGHTED
  • Metroid Dread
  • Crypt Custodian
  • Unworthy
  • SteamWorld Dig 2

Favorite Multiplayer
What a genre. Though online hasn't always been a win on the system, there are some absolute bangers to be found here.
  • Crawl
  • ARMS
  • Dokapon Kingdom Connect
  • Mario Party Superstars
  • Light Fingers

Favorite Capcom
If there's one publisher whose works are under-represented in my library (and kind of under-represented on Switch in general, to be honest), it's Capcom. While they've given some updated ports, a sparing Monster Hunter release, and that silly Ace Attorney series that I've never really liked, I really haven't found a new Capcom release to love and enjoy. Really, if it comes down to anything, I am grateful to have finally played Dragon's Dogma: Dark Arisen on the Switch. It is maybe one of my favorite games ever and I haven't even put crazy hours into it.

4
Listen, don’t get it twisted: Immortals: Fenix Rising is a pretty decent Breath of the Wild-like. But if that game is “we have Breath of the Wild at home,” then Star Overdrive feels like one step further removed from that equation.

Having played the demo for about 5ish hours, I find the game to be quite pretty from an aesthetic standpoint. There’s lots of unique fauna and very little flora to be found in this opening zone, but with the context that this planet was being mined of valuable resources, a desolate climate feels justified. What is a bit more surprising are the juxtaposing lush greens that exist to the north of this starting area, our proverbial “Great Plateau.” Regardless, there's some strong environmental design, though enemies are a bit more of a mixed bag. There's a relatively low amount of enemy variety in this starting zone, and I'm not sure if that's an indication of the game as a whole, or just this vertical slice.

Pretty much, if you’ve got a hankering for racing across dunes on a hoverboard, this game is for you. If you’re looking for decent combat or sandboxy action, however, things are a bit more middling. Combat is focused on dealing incremental bits of damage to enemies with your keytaur. You do have the ability to counter enemy attacks, which can act as a speedy way of mitigating the length of battles. If you’re struck with an attack, damage is represented by the color of your energy shield. I never experienced death or complete depletion of my shield throughout the demo, but that was more due to my first skill tree upgrade being shield capacity- one of two upgrades you can immediately access a the start of the game, which is surprising, to say the least. I only encountered one enemy type that involved a more complex method of approach, needing to attack a large tortoise-like creature when it exposes itself after attacking (and being able to use one of your cassette powers to deal even more damage). Combat feels muddy due to the soft lock-on that snaps to the closest proximal enemy, and the lack of decent defensive capabilities. You can roll and dodge roll in midair, but movement feels incredibly sluggish at the start of the game.
 
This is maybe an indicator of what progression looks like throughout Star Overdrive, as movement both on and off the hoverboard are upgradable traits that aren’t really exploitable in the demo but telegraphed by the respective upgrade trees. The means of upgrading the hoverboard is via collectable objects and doodads strewn throughout environments and in treasure chests. Chests often have higher quality materials, all of which are combined with *another* collectable currency in order to craft hoverboard components. The grind for these materials and the ultimate payoff of the resulting components is, uh, humbling. Considering how big the stat spread truly is, it makes sense that the developers wouldn’t want the player to feel as if they could craft a perfectly appealing hoverboard right out the gate, and I find it particularly interesting that racing challenges have suggested stat spreads that will likely result in players modifying their board at a consistent rate. I just hope that you’ll be able to disassemble previously-constructed components, because the resource cost is pretty intense.

As for the base stats of the character, you’ll need to complete the game’s equivalent of shrines in order to earn the currency needed for the character’s skill tree. This tree has a fair amount of variety to it, from defensive buffs to combat techniques, but the aspects I would recommend prioritizing are the movement speed enhancements. I almost thought I was being pranked when I tried out BIOS’s jump at the start of the game, as “pathetic” doesn’t really even begin to describe it- it does get better when you add the jetpack function soon after, though. He’s also got a leisurely gait that makes each of these shrine sections, and really any off-hoverboard portion of the game a tad too plodding for their own good. All of this seems to be in service of allowing for consistent progression across the open world (which is absolutely massive if the size of the demo in comparison with the rest of the map is to be trusted), and boy, do I hate it. Zelda and even Immortals were very willing to let their base characters feel good to move, even if their overall stamina was lacking. I can’t say that is the case with BIOS, here, and that’s pretty unfortunate. I understand the slow trickle of abilities to some extent, but an open-world title should immediately grab the player, not tease an end goal down the long, open road.

Which reminds me, this demo closes with a battle against a stubby sandworm. It’s… fine, I guess? I think chase battles, like those encountered in Sonic Frontiers, are honestly some of my least favorite, especially because Star Overdrive’s first field encounter tasks players with latching onto the enemy with one ability and shooting it with the pulse ability when it breaches the sand. The way the game first explains this process makes it seem as if the player will need to continuously switch between these two cassette powers, but you are automatically tethered with the first and then allowed to switch to the second without consequence. Hell, you can even auto-tether to the sandworm if you accidentally run into one of the pillars it spawns as you surf in its wake. So how do you add a legitimate challenge to a game like this?

I suppose it's time to talk about Star Horizon’s most visceral appeal, which is the nature of the hoverboard and dune surfing. The game is very explicit about telegraphing “boosted” jumps off of bumpy terrain, which adds air time for you to engage in the game’s trick system. Performing tricks in specific directions using the Right Control Stick will either regenerate your energy for performing attacks or increase your base speed for a time. Both of these are important, the former for making sure you can perform some of the special cassette powers while surfing, and the latter because… well, speed is speed. Speed is going to get you to the time trial gates faster, and cassette energy is going to allow you the means to cross terrain that might make your journey to the next time trial gate less painful, or more efficient. Though the hoverboard is a light-traction, high-speed device, that doesn’t mean you’ll be able to zone out and complete these with ease. There are other aspects of the hoverboard that will affect your completion of these time trials. The velocity/physics aspect of hoverboarding seems to be subtle, as customization options like adding a new coat of paint to your board and the damage that your deco has taken can impact your overall speed. You will need to unlock specific upgrades to traverse certain terrain types, as water and terrain/ramp materials specifically kill momentum.

There are boost gates littered throughout the environments that also act as time trial markers that are the most ideal form of traversal, and since the game telegraphs the locations of certain landmarks and collectables, it doesn’t really feel necessary to go off of the beaten path. In this opening region, there are one or two areas with exploration-based puzzles that focus largely on fairly simplistic “how do I get there?” movement and switch puzzle solutions, as well as scattered different graffiti designs that equate to new hoverboard components, which have some subtle differences when crafted with the accessible materials. So if all of that is the case, why have this large expanse to play around in?

The most obvious answer, and the one I’m hoping is the case beyond the demo, is that Star Overdrive has multi-region time trials that push the player to navigate even larger swaths of its open world, especially as you invest more materials into advanced components. If combat does become more complex, how do future cassette powers diversify encounters? Will the “shrines” of the demo (aptly listed as “mines”) increase in complexity, or will they only serve as a function of unlocking new cassette powers? Is this truly just a hoverboard time trial game, or will there be more to this world than this style of gameplay? How does completing hoverboard time trails unlock and/or power devices elsewhere in the world?

 I don’t know, I’m just a scrub.

5
General Gaming / Re: Shocktober V: The Dream Child
« on: October 06, 2024, 04:26:35 PM »
I'm going to attempt my first Fatal Frame in Maiden of Black Water, and then try to finish out the month with Crow Country, which looked delightful when it was released on other platforms, but now I get to play it! Ha ha!

6
General Gaming / Re: BacklAugust 2024! (Forums Are Dead Edition)
« on: September 23, 2024, 05:22:59 PM »
I also played some of Age of Calamity, but I didnt like it very much.
Weird how I absolutely devoured the original Hyrule Warriors, but pretty promptly bounced off of Age of Calamity. I think it had something to do with that stupid map unlock system- not a fan.

7
Week 52: Current Weighted Top Twenty (as of 8/29/2024):
VVVVVV
Roller Coaster Tycoon 2
UNSIGHTED
Crawl
The Swapper
Paper Mario TTYD Remaster
Anodyne 2: Return to Dust
Inscryption
Donkey Kong (1994)
Zelda: Tears of the Kingdom
Crystal Project
Roller Coaster Tycoon (Deluxe)
Dandara
Mr. Driller Drill Land
Super Smash Bros. Ultimate
ARMS
Into the Breach
Skwish
Tetris Effect Connected
Kirby's Air Ride

My birthday was yesterday, which means I get to say whatever the hell I want about video games.

Okay, I must have gotten my weekly numbers twisted at some point but I am now officially 33, so that means it’s time for some number crunching. Of my new purchases and backlog, I rated 62 new games this year. While my rating catalogue stood at 494 at the start of the year, it now stands at 601, meaning 45 rankings were from games that I had already completed and forgotten to include. I suspect this number will likely shrink as I continue this project, but I will also return to and recheck my library in the future. There are sadly and undoubtedly a number of games in my backlog that have evaded inclusion.

I have come to accept that I have made bad purchases in my lifetime. With that said, the ranking criteria is designed to be relatively non-biased, but that does call into question what earns a 5 in some areas. So. You’ll see that a 5 is labeled as “standout within genre” save for pacing, which is listed as “justified pacing for ambition.” This is arguably the most contentious ranking criterion that currently exists, because “justified” is a highly subjective metric. From some perspective, an incredibly bloated JRPG might be completely justified in its pacing, but as a now-33 year old, I can’t really justify that. This might also have to do with my purchasing habits, as I was perfectly fine when I had a long-ass RPG to chip away at in my youth as one of the few purchases I made.

As of right now, pacing is still a highly weighted category in my rankings, so maybe this needs re-evaluation. However, two of my highest-rated titles this year were JRPGs that fell into the 40-ish hour range, which might be my sweet spot for that genre of game. Many of my other highly rated games from this year and the list overall are incredibly concise, leaving a strong impression due to their brevity. I can’t help but wonder if some games are still cursed by the facade that length provides. 13 Sentinels is a great example of this- it’s content rich because of its narrative, not its strategy gameplay, or its inane, obtuse adventure game puzzles. In the other hand, Sayonara Wild Hearts is exactly as compelling as it needs to be with relatively little mechanical depth and a player-motivated gameplay loop. I can imagine myself playing one more than the other, even if I’ve decided to stop playing both.

Hey, speaking of one of those games, let’s take a look at my top five games from year 32:
Paper Mario TTYD Remaster
Crystal Project
1000xResist
Cobalt Core
Sayonara Wild Hearts


There’s one game here that should come as no surprise. The others, however, come from throughout the year and have become some of my favorite games of all time. Life is funny that way- sometimes, when you start paying more attention to a thing, you start to appreciate it a bit more.
Something else I’ve noticed is that I like indie games. A lot. Though I have played a number of games this year that have come from major developers and publishers, I’ve enjoyed just as many as those I haven’t. In some ways, I’d like to think I’m smarter about getting games I know I’ll like, but hey, I did play a Sonic game that I hated two years in a row.

My backlog, now updated, is at 200 games exactly, and there still might be some floating around there that haven't been listed. That's... upsetting, but many of these games are easily digestible, so I'm not all that concerned. There are many that are pretty hefty, though, so I'm going to have to scale back on purchases hard if I hope to ever make a dent in this thing. There are, unfortunately, so many games out there that look really appealing to me, some in long-beloved series, others of which I have a passing curiosity. But, based on the ruminations of my last post, maybe I need to be a whole lot more stringent on the games that I do pick up. After all, if these games really are just sitting there, is it really a good thing that I nabbed them at an absurd discount? The answer is no, and I feel a bit better about a game that I'm excited for and play through immediately after picking it up rather than these games I've long been curious about that sit on my physical/digital shelf.

The Switch is, without a doubt, the platform with the biggest library I've ever owned, and by default ends up being my favorite console device, despite its myriad quirks. Whatever comes after this not-so-little-handheld that could will need to have Dragon's Dogma 2 a hell of a strong pull to get me to pick one up, and really, so long as Zelda keeps getting made, I'll probably end up pulling the trigger at some point... but all those blanks that I've filled in with all these games will probably need to remain open.

Toree's Panic Pack (3.65) - Liked
This big old level pack features some of the developers longest, most complex, and incredibly challenging stages yet- but these levels really show the limitations of the Toree engine and level editor, and the cracks start to show. It's a bit buggy, but still a wild ride.

SteamWorld Heist II (3.50) - Liked
This game is bigger and arguably better than the first. Arguably. Okay, I'm the one arguing that it isn't as good as the first. It suffers from a bit of feature creep (in an indie game, which is really sad) and overstays its welcome. I like the dedicated level designs, but bigger is not always better.
Next post will be a bit different, and (maybe?) more fun.

8
Week 45: Current Weighted Top Twenty (as of 8/7/2024):
VVVVVV - (4.47)
Roller Coaster Tycoon 2 - (4.42)
UNSIGHTED - (4.41)
Crawl - (4.36)
The Swapper - (4.28)
Paper Mario TTYD Remaster - (4.27)
Inscryption - (4.25)
Donkey Kong (1994) - (4.25)
Zelda: Tears of the Kingdom - (4.25)
Crystal Project - (4.23)
Roller Coaster Tycoon (Deluxe) - (4.23)
Dandara - (4.21)
Mr. Driller Drill Land - (4.21)
Super Smash Bros. Ultimate - (4.19)
ARMS - (4.19)
Into the Breach - (4.17)
Skwish - (4.17)
Tetris Effect Connected - (4.16)
Kirby's Air Ride - (4.15)
Pick Pack Pup - (4.12)

Wow, we are rocketing towards the conclusion of this year-long challenge, which as really just been a year of me recording my thoughts on every game I've played. It has been substantial! If my calculations are correct, I've ranked around 61 new games this year- as in, games I've wiped off of my backlog, except a number of those were new purchases so it doesn't really bump the overall number on my backlog down. Oh, well.

In all seriousness, it's been very enlightening to see my personal rankings for these games- not just the score distribution, but also my "impressions" of them. It puts a great deal of my purchase behavior into perspective. 21 of the games I have ranked this year have been a "meh" or worse, which is like... maybe not good? That I'm buying things that I don't enjoy, or don't want to put a lot of time into? That makes me think about how I want to curtail my spending on video games in the future, because... it sure ain't good right now. To be honest, the Switch era has been one of luxury and excess, and it's something that, considering the major life changes coming my way in the near future, looks like it will come to a close. I want to play things that I feel an absolute need to play, not just things I see on sale and swipe absentmindedly. I'll be honest, my Switch has enough content on it to likely last me the rest of my life, hoping that it is long and satisfying. So I'll be cooling it, and second guessing my desire to play stuff in the future. But not just yet!

1000xResist (4.06) - Loved
This is an amazing game because it has insanely high production value, artistic vision, and writing, but its actual interactive elements are not very compelling. It absolutely makes me curious about the developer's future, but I wonder if they'll refine the gameplay elements. Free form exploration is great, the time-shifting mechanics are fun, and the floaty fling things are... there.

Into the Breach (4.17) - Loved
I don't know why this wasn't on the chart sooner. It's great. It is incredibly replayable. It had a content update that terrified and delighted me. I love it.

13 Sentinels: Aegis Rim (3.26) - Meh
Well, a tedious visual novel and mirthless strategy game are propped up by some very impressive writing. But it's not enough to redeem this title entirely.

Master Key (3.62) - Liked
This game is great, and truly chock-full of secrets. It felt like a full-length top-down Zelda even if my playtime was only about 9-10ish hours. The controls are a bit weird, though, and it suffers from being the right game released at the wrong time- if I had more patience for its screen-hunting secrets, it would be above a "meh."

The Pathless (3.38) - Liked
I guess I missed the boat on the discourse of this game, but I really do think it's something special. Lots of great ideas from other exploration and puzzle solving titles with very free-form movement and relatively low stakes that don't make you feel like you're missing something.

Axiom Verge (3.41) - Meh
I have to imagine that this game's reputation comes from "the Metroid drought" and of course, the incredible efforts of Tom Happ. There's no denying the premise is incredibly inventive and the aesthetics are truly impressive. The controls are kind of wonky, though, and the gameplay- that is, these wild and crazy conceptual Metroid bosses- don't really require a lot of interaction or respect. Also, the pacing is hurt by the randomized and poorly-telegraphed elements. Still an incredible passion project.

Live A Live (3.88) - Liked
Hey, I finally got around to this! I think I echo the sentiments of Guillaume when I say I loved the first portion of this game, when it really leaned into the inventive nature of its vignettes. Unfortunately, I think the game does itself a bit of a disservice by having the final two chapters share the same "structure," so to speak, a style of RPG that clashes with the breezy and fun ways the game experimented with conventions prior. I still adore it, and I will probably never stop singing Megalomania in my head.

Post Void (3.22) - Meh
This is a neon-drenched, psychotic roguelike that would probably be way more fun on PC than Switch. I must be getting old, because I felt assaulted when playing this game- and not in a good way. An average execution of the roguelike concept.

Banners of Ruin (2.83) - Meh
There was a time when I was committed to playing as many deck-building roguelikes as I could find. I was young and foolish. This game has all the things I love about the genre and some questionable control mechanics that stop me from getting overly invested.

Road 96 (3.21) - Meh
I hear lots of praise of this game, and I don't understand why. The writing was not particularly good, but the voice acting absolutely butchered what could have been a better experience. Some decent music, and interactive, but hardly ever compelling gameplay.

Cobalt Core (4.04) - Loved
There was a time when I was committed to playing as many deck-building roguelikes as I could find. I was young and foolish. But Cobalt Core is the kind of game that made me want to attempt that challenge- it's inventive, quirky, chill, tactical... it deserves all the points it earned.

Chasm (3.21) - Meh
Again, the discourse of this game must have come from "the Castlevania drought," because aside from some very smooth animations, I don't see what others did in this game. Mind you, I don't think it does anything bad, but it does lack a bit of personality that others of its kind have in spades.


9
Week 35: Current Weighted Top Twenty (as of 6/1/2024):
VVVVVV (4.47)
Paper Mario TTYD Remaster (4.46)
Roller Coaster Tycoon 2 (4.42)
UNSIGHTED (4.41)
Crawl (4.36)
Paper Mario TTYD (4.35)
Zelda: Tears of the Kingdom (4.3)
The Swapper (4.28)
Inscryption (4.25)
Donkey Kong (1994) (4.25)
Roller Coaster Tycoon (Deluxe) (4.23)
Crystal Project (4.23)
Dandara (4.21)
Mr. Driller Drill Land (4.21)
Super Smash Bros. Ultimate (4.19)
ARMS (4.19)
Skwish (4.17)
Tetris Effect Connected (4.16)
Kirby's Air Ride (4.15)
Pick Pack Pup (4.12)

Well, it's been a doozy. I've got tons of games to talk about, with a whole bunch of positive feelings... and maybe some not-so-positive ones. I have rubber-banded between absolute delight and a bit of confusion in the past two months, but I'm happy to say that I've kept a decent-ish standard of playing a more than a game per week, though with shorter experiences, I guess that might be suspect.

Frogun (2.63) - Disliked
Quite low on the list is Frogun, a game I hoped would be better than it turned out to be. In evoking early 3D platformers, it adopted some of the idiosyncrasies and sluggishness of those games and was ultimately just a bit frustrating from a control standpoint and some tedious aesthetic choices. There are better games that evoke early 3D platformers. Play them instead.

Signalis (3.38) - Disliked
I respect the hell out of Signalis, but I really can't stand some of its design choices. The inventory limits are frustrating to an absurd extent and while I can understand why access to the map is taken away at certain points, it's frustrating for the sake of obtuseness and doesn't add to the game's horror. I loved the game's aesthetics and some of its ideas, but I don't think it perfectly sticks the landing. Oh well.

Sayonara Wild Hearts (3.93) - Loved
I dared myself to give this game more points, but this is the highest I could push it without feeling disingenuous. It sits at a respectable 52 at the moment, and I love that. This game rocks. It makes me want to play Lorelei. It's not perfect, but it is an absolute thrill ride.

Another Crab's Treasure (3.67) - Loved
Sadly, a bit of my appreciation for this game was hindered by poor Switch performance... but since performance doesn't factor into my ratings all that much, I can still give it a fairly high score while also understanding its flaws. This game pulls a "The Second Game by Aggro Crab" in its credits, and as far as I'm concerned, it earns it. It's pretty astounding to see the bump in ambition this dev has made between Going Under and Another Crab's Treasure, but there's a lot of shared DNA. Fun and tense boss battles, strong environmental design, and neat mechanics make this a very enjoyable ride. If you don't like Dark Souls, you might not enjoy this, but if you do like games with some layers to appreciate, I'd recommend it.

Bleak Sword DX (3.17) - Meh
Speaking of Dark Souls, turning the whole thing into an aesthetics-lite, arcade-style experience is a novel concept, but the twists in environmental design that are used to complicate matters sort of negated my overall enjoyment. The bite-sized levels and their quirks are really the only way the game re-invents its combat, so if you don't find yourself enjoying that element early on, you're likely headed for a lukewarm experience.

Vaporum (3.41) - Liked
I've sat on this real-time, first-person dungeon crawler for too long, and as it turns out, I probably did myself a disservice. I think it's a bit unfortunate that Vaporum works best when it isn't real-time, but rather incredibly methodical, because a real-time grid-based combat system does seem cool in concept. From the look of some puzzles here, the developers are a bit too confident in how universal their own game language is, and the narrative is a bit whack, but it does a fine job.

Astroneer (2.67) - Meh
Wow! What an incredibly badly-designed tutorial! It almost makes me want to disengage with your game entirely!

Paper Mario TTYD Remaster (4.46) - Loved
Well, it took me returning to this game many years since I last played it to find an even greater appreciation for it. I've noted that TTYD Remastered does an even better job of telegraphing how the player can modify the game's difficulty, at least in terms of action commands. But several quality of life changes make what was arguably my favorite JRPG ever even more accessible and replayable, not to mention some added endgame content for the truly unhinged. Since I did an all-BP run of the game, I'm delighting in how impressively it handles a ton of strategies.

WhatTheCrow (3.50) - Liked
A cute score chasing stealth destruction game, which never really plays out the same way more than once due to the weird enemy movement patterns. It's a lot of fun, but it's enhanced by some really slick animations during its opening sequence and an adorable art style.


10
Nintendo Gaming / Re: My Video Game Collection/Museum
« on: May 25, 2024, 12:31:27 PM »
Cool set of figures.
What a coincidence, I too feel that it is a cool set of figures.

I was looking for information on how to do it correctly and came across a site with a guide on website design stages . The article explains in detail how to organize work on the site so that everything is clear and logical.

11
Nintendo Gaming / Re: Boredom and Nintendo
« on: May 08, 2024, 11:34:58 AM »
“Rumors” stated that Prime was in “cinematics phase” not too long ago, but we should always take that with a grain of salt. If Prime 4 ends up on Switch 2, it won’t be getting a sale from me… until the console proves it has weight. I am not tossing around the rumored fee of entry until I see tangible proof of some third parties in the device, as Nintendo’s lineup isn’t going to be immediately appealing out of the gate. I find it unrealistic to expect something from Monolith Soft in launch year, we definitely won’t get another Zelda anytime soon, and 3D Mario needs to be more like 3DWorld/Bowser’s Fury and less like Odyssey to get me interested.

12
General Gaming / Re: 4th Annual NWR Four on Four
« on: May 03, 2024, 08:28:06 AM »
Sayonara Wild Hearts is a near-perfect experience. I think it doesn’t do a great job of explaining its mechanics, but it honestly doesn’t have to- every action is so straightforward and simple to execute, the game’s overwhelming amount of visual and auditory information is made interactive with ease.

I do question the structure of a first playthrough. Each Heartbreak does make sense as an isolated level and experience, but the way that battles are broken into multiple stages and the relative shortness of each sometimes makes me wish they were a bit longer. Because the game is relatively consequence-free, you can complete each stage with ease, and the way they are broken up does make sense for score chasing and mastery. But, I don’t think many people are aiming for either of those things on a first playthrough, and the full-play mode seems like a better fit for a first time around than the way it’s currently presented. This is an incredibly minor critique that is largely based on my own preferences.

The game is widely appreciated for good reason. It doesn’t take its rhythm roots too seriously (except when it does), nor is it highly punitive in the same way as other score chasers.


Bloodstained, on the other hand, suffers from being on the Switch, or at least, that console not having a great deal of priority/optimization. The instrumentation of a lot of the background music was also a bummer.

13
General Gaming / Re: 4th Annual NWR Four on Four
« on: May 01, 2024, 11:19:21 PM »
Well, I only ended up finishing Oom and Sayonara Wild Hearts. In my defense, I tried giving Signalis, Frogun, and Bloodstained on Switch a fair shake before throwing in the towel.

14
Well, one of these days I may play that original and see what all the NWR hype is about. As I recall, it scored like a 9.5 or 10 when someone reviewed it back in the day.

It's been slightly amusing to me that on the NWR Discord I've seen a lot of users hyped about the news of Heist 2 whereas in another Discord channel, I've seen it shrugged off and people wondering why they won't make Steamworld Dig 3 and are just putting out games no one wants of Steamworld Build and now Heist 2. Different communities have been split up over these various Steamworld games.
I’m a big Image and Form dude in general. I loved Dig 1 and 2 and I’d love to play Tower Defense in some capacity, but I think Heist was the first of their games to fully embrace all elements of game design and create something super special. I like Quest, but not as much as Heist, and I’m genuinely curious about Build but it’s a bit too rich for my blood. Wondering if Heist 2 will be priced similarly, as it does seem greatly expanded from the first game.

15
TalkBack / Re: Indie World Presentation To Air April 17
« on: April 18, 2024, 08:10:03 AM »
Steamworld Heist 2 was a real surprise since we just got the last Image and Form game last year. Other than that my picks would be the cat games: Little kitty big city and Cat Quest 3. 
I think SteamWorld Build was made by another studio. Image and Form merged into Thunderful Development and have since been trying to make SteamWorld as an IP a much more consistent thing. I’m also surprised by the announcement, but not displeased. It does look even bigger and better than the original.

16
Nintendo Gaming / Re: Boredom and Nintendo
« on: April 17, 2024, 01:30:23 PM »
I think we’ve come to an impasse where your definition of piracy and emulation are dissimilar to my own. I see emulation as an act of preservation, while piracy is an act of theft. The thing is already preserved, you are stealing it because you don’t want to access its method of preservation.

Where this becomes morally gray- which, despite the tendency to shout “**** nuance,” is a thing that does exist- is how that preservation is taking place. I suppose it has something to do with ownership, as well. I know disclaimers on software exist, and that they state that illegal copying and redistribution of a product can land you in legal trouble. The law of man is a self-fabricated one, however, and I think it would be better to have a discussion about what constitutes illegal redistribution, because no, I don’t think an individual distributing game that is no longer accessible on the Nintendo 3DS eShop for the purposes of emulation is piracy because you can no longer reasonably purchase that software, but yes, an individual distributing Tears of the Kingdom a week after it was released for the purposes of emulation is piracy.

If you have some counter to this mentality, I’d genuinely be curious about your reasoning, because I’m open to a discussion and I am not going to insult you for disagreeing with my interpretation.

17
Nintendo Gaming / Re: Boredom and Nintendo
« on: April 16, 2024, 11:39:46 AM »
Piracy is a blanket term that encompasses theft. Emulation is a more specific one that applies to all of the points that you’ve raised. Emulation implies ownership, and once something is owned, it is the right of the owner to distribute/emulate it at their discretion.

When one can no longer buy something, they have reason to emulate.

Also, resorting to homophobic name calling as a means of positing the superiority of your perspective is petty and immature. Do better. You came here for reasonable discussion because you felt shut out of other communities.

18
General Gaming / Re: 4th Annual NWR Four on Four
« on: April 14, 2024, 06:48:05 PM »
…Well, I’m going to have to revise my list a little bit.

Both Signalis and Frogun have been absolutely miserable experiences, and no surprise, because both rely heavily on absolutely terrible auto-aim systems as a core part of their gameplay. I tried Frogun first, beg cause I thought somewhere in my heart that I had nostalgia for old 3D platformers. If I did, they weren’t platformers like Frogun, which crams an insane amount of collectibles in every level and expects you to pick them all up in a single go in order to earn one of its meta-emblems. Stop this. I hate it. Also, the controls are bad! Yes, the Frogun has a bad aiming mechanic and in a very time-sensitive platformer, using a static “aim yourself system” to reposition and avoid the awful auto aim is not a suitable solution. The music is incredibly grating and it makes me not want to play the game.

Then, there’s Signalis. Visually, this game is stunning, and I can’t fault it for its atmosphere… until it becomes a rip off of Silent Hill in the later hours of the first playthrough. Actually, I really don’t have a lot of sympathy for the game’s mixture of cosmic horror and sci-fi elements in general, which become a bit ham-fisted and trope-y. I am not scared by Signalis. It doesn’t fill me with dread from a narrative standpoint, only a gameplay one, because holy ****, this game’s inventory management system is a hot mess. The amount of times I’ve had to backtrack for no reason other than “I don’t have enough space for the amount of resources and puzzle keys this game has thrown at me” is obscene. I mean. There’s a puzzle that requires six keys. SIX. I would have honestly respected the game a bit more if it had the balls to make me put all of them in at the same time, but no, it’s just a slow back and forth to get them all into the right slots. Also, Signalis has a number of really decent puzzles, but it also has a tendency to do the “here’s one key that leads to another room with another key” thing. And lastly, the enemy design, which makes sense to make uniform because you’re dealing with mass-produced robots, is also very inscrutable because of the low-res graphics, which makes the very unappealing decision to have certain enemies require getting burned to really bite it (which requires another resource that takes up another slot in your inventory) very annoying and disrespectful. Oh, and apparently I’m playing the improved version? With better inventory management?!

I can’t fault Signalis for its visuals, but I sure as hell think its world-building is bland, getting away with its obscurity because… well, we as a society tend to conflate ambiguity with depth or nuance. Anyway, I also really appreciate its scope and ambition, but Anno:Mutationem is a game with just as much visual style and inscrutable narrative, and it’s ultimately more fun to play.

…So now I’m trying Bleak Sword DX. We’ll see how that goes.

19
Hey! I’m in! Khush being alive is reason enough to get involved!

20
TalkBack / Re: Enclave Comes to GameCube
« on: April 10, 2024, 04:31:40 PM »
These bots are trawling dangerous waters…

21
Nintendo Gaming / Re: Boredom and Nintendo
« on: April 10, 2024, 12:25:53 PM »
Emulation is justifiable. Piracy is not.

22
General Gaming / Re: 4th Annual NWR Four on Four
« on: April 09, 2024, 05:57:07 PM »
Hey there forum denizens! It's April and you know what that means...time to reel in those Playdates,...

I'm obviously already chronicling my backlog odyssey in another thread, but my Four on Four for this April is as follows:

Oom on Playdate....

Please tell me Oom uses the crank so that you are actually "reeling in your Pladate"  :D

It does! You angle your movement and attack trajectory by rotating the crank. It’s pretty intuitive. I’ve played a number of Playdate games that over-emphasize/hyper fixate on the crank and some that don’t use it at all. Oom is the perfect balance of every single input on the Playdate- even docking the crank does something!

23
Week 28: Current Weighted Top Twenty (as of 4/8/2024):
VVVVVV (4.47)
Roller Coaster Tycoon 2 (4.42)
UNSIGHTED (4.41)
Crawl (4.36)
Paper Mario TTYD (4.35)
Zelda: Tears of the Kingdom (4.3)
The Swapper (4.28)
Inscryption (4.25)
Donkey Kong (1994) (4.25)
Roller Coaster Tycoon (Deluxe) (4.23)
Crystal Project (4.23)
Dandara (4.21)
Mr. Driller Drill Land (4.21)
Super Smash Bros. Ultimate (4.19)
ARMS (4.19)
Skwish (4.17)
Tetris Effect Connected (4.16)
Kirby's Air Ride (4.15)
Pick Pack Pup (4.12)
Toree 2 (4.12)

Small games... good?

I'm really happy to have played a number of smaller titles that have allowed me to feel that I'm still progressing in my goals while also tackling larger projects. I have been working away at an "analysis" article that requires some scrutiny of a previously-played title, so in the meantime, ticking some games off of my backlog thanks to brief gameplay experiences has been a nice balancing act.

With that said, I guess I finally feel confident in saying "here for a good time, not a long time" is an adage that I can get behind, as I've found many of these shorter games to be highly impactful and memorable.

Donut County (3.82) - Loved
Entering into the top 100, Donut County is amazing. It's probably one of the easiest recommendations I could make to a potential game enthusiast of any age. Funny writing, great aesthetics, and novel little twists that keep the experience fresh in addition to brisk and lovely. A quickly digested experience, but absolutely worth it.

Paradise Killer (3.26) - Loved
This is a weird one, because as much as I really, really love the writing and world-building of this game, I think it's a bit of a mess from a design standpoint. If everything means something, this game is actually harmed by its excess- excess in collectibles, in dialogue options, in an open-world that has way too much stuffed inside it, yet still feels a bit too sterile and large for its own good. But man, what a ride. It's so satisfying... except for the one random missable secret that blows the entire plot wide open and is hidden behind heaps of alternative dialogue. Also, amazing soundtrack, but pretty terrible sound mixing, to the point where you're constantly being bombarded by irritating sound effects for doing nothing other than exploring. Such a mixed bag of good and bad, but the incredible amount of personality the game possesses helps it win out in the end.

Sonic Superstars (2.55) - Hated
Hell is playing a Sonic game in 2024.

Oom (3.91) - Loved
Another game entering into the top 100 with ease, this is proof that a simple concept and novel controls can a fun and engaging game make. Oom is rhythmic, but sometimes its exploratory. You don't always need the music in order to find success, but it can help. What also helps is the very granular control options provided by the crank, which is really the selling point of the game overall. It comes together very well even though some rooms feel a little bit redundant. Just a tiny bit.


24
General Gaming / Re: 4th Annual NWR Four on Four
« on: April 08, 2024, 08:01:34 PM »
I'm obviously already chronicling my backlog odyssey in another thread, but my Four on Four for this April is as follows:

Oom on Playdate. After a hearty recommendation on the NWR Discord and picking both it and Mars After Midnight up, I can say that this one grips me far more as a first impression- no hate on MAM, but as a game concept its a bit more laid back and abstract, and I can appreciate that, but it feels like more of a slow burn.

On Switch, I think I'm going to split the difference between Signalis and Frogun, the latter of which I already started and assume won't take me very long. Sginalis is a game I've been itching to play for a while, although the first game complete screen is apparently not the end of the full experience.

On SNES/Analogue, I'm going to set my sights on Dark Half, an obscure JRPG that received a translation patch for those unable to get their hands on its Japan-only release. It's known for having gameplay that covers both sides of a demonic conflict, with the unabashedly evil demon lord comprising half of the playable experience. It's fun consuming souls, trust me.

I'm going to end my selections with the 3DS, namely Bye Bye BoxBoy!. A simple puzzle platformer that can likely be easily completed within the month, and BoxBoy is generally fun, if not a bit one-note. Trying to stay realistic with what I can complete in the span of a month.

25
Nintendo Gaming / Re: Boredom and Nintendo
« on: April 08, 2024, 07:23:12 PM »
But if they’ll be fine, why worry?

Pages: [1] 2 3 ... 141