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Messages - azeke

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126
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: December 21, 2017, 08:19:19 AM »
Randomizer ensures that game is still completable because it checks every seed during a rather lengthy shuffling process.

Also you can set up Holy Grail, Hand Scanner available from the start among many other options:



You can also set up Hard mode from the start, and many other features: like activating warp points by just walking by (no need to scan). It's basically a game "trainer" as well.

127
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: December 21, 2017, 03:33:39 AM »
So. I discovered that there is Randomizer tool for La-Mulana yesterday...



Yeah, it's insane.

Freebie chests that previously had just maps and i just skipped can suddenly have things like Dimensional Key of Pochette Key (why are these in Gate of Guidance lol):



Items are shuffled around not only in the chests but also in the shops, i bought Flailed whip in the shop in Gate of Guidance.

That's super neat.

Too bad i can't find reader so i can't teleport even if i did found holy grail.

128
General Gaming / Re: What is your most recent gaming purchase?
« on: December 20, 2017, 11:30:47 PM »
Bought 2 games on Switch.

Enter the Gungeon:
There is a mighty trio of "shooting roguelike" games: Binding of Isaac, Nuclear Throne, and Enter The Gungeon.

After spending thousand+ of hours in BoI i was occasionally reading up on the other two. From i could surmise Gungeon was less about synergies and combinations of weapons and passive upgrades -- simply because there are less weapons and items in it and overall -- less variety because it's all guns. Gungeon is more bullet hell-y because all rooms are bigger as opposed to Isaac's regular one-screen rooms.

Nuclear Throne i know even less about -- but i know it's the hardest of the three and just as deep in it's gameplay as Isaac if not more so.

Gungeon looks great at first glance -- fantastic sprite work and animations. Loading times to generate a level is jarring especially compared to Isaac where level generation is instantaneous.

Complaints about first level being a slog are definitely true -- killing all the enemies and even just walking around in these huge rooms and long corridors take a long time -- teleports in most rooms alleviate walking part somewhat but still -- Gungeon levels are way way more sparse and filled with visual useless clutter (that i still appreciate from sprite art point of view) than rather compact Isaac levels.

It's harder than Isaac because there more often than not you will get a strong weapon less than minute in and enemies are very predictable (especially after playing a lot). Gungeon feels harder because enemies are spawning all over the place in huge rooms and bullets can come at you from all angles. Bullets themselves are very big -- almost the same size as you and they're strictly on 2d plane so you can't dodge an arching projectile by running under it like in Isaac.

You can use screen clearing blanks to remove all projectiles on the screen but i am not sure about them placing it on pressing two sticks in. Similarly i am not sure why shooting and dodge roll buttons are on shoulder buttons by default and not on triggers.

Floor Kids:
It looks similar to Break Street. I just played tutorial and first level, and it's awesome so far.

129
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: December 19, 2017, 08:38:01 AM »
Congrats on completing La-Mulana!

Don't do Hell Temple!


130
TalkBack / Re: Pac-Man Championship Edition 2 Plus Announced For Switch
« on: December 18, 2017, 11:13:56 PM »
I spent a lot of time in first Pac-Man Championship game. It was brilliant in it's design.

From i saw second CE has completely lost the plot.

131
General Gaming / Re: What is the last game you beat? Thoughts/impressions?
« on: December 13, 2017, 10:20:40 PM »
Can't help but smile at that "buy the shard location from our store if you wanna finish it 100%!" gimmick. Surely people are just going to instantly post the location to gamefaqs?
Do you really think Ubisoft are that stupid in their sinisterity?

Does it change for every player or something?
Of course it does.

They are still present and visible in actual world, though can be easily lost visually in a busy urban environment.

Mine last helix glitch was right on one the fast travel points (specifically the one i never had any need to teleport to). For all i know it might have actually been marked on the map but i couldn't see it because it overlapped with fast travel icon.

133
General Gaming / Re: What is the last game you beat? Thoughts/impressions?
« on: December 11, 2017, 01:07:37 AM »
Assasin's Creed: Syndicate (PC):


Assassin's Creed series evolves in steps. Every other iteration tries some new crazy stuff, gameplay-wise or some new tech. In the fray some gameplay features get lost (unarmed combat, ability to pet animals or pick up enemy weapons), removed after bad reception (tower defense missions, co-op missions) or even spun off into completely separate game (ship battles), and new tech more often than not will be glitchy (ACIII) even if very impressive with what it does.




But the game right after that big experiment is usually good because teams at Ubisoft will have more time to self-reflect, collect feedback, cull and mix features into something better, even if it will be just a derivative compilation at it's core.

Rogue was just a cocktail of III and II instead of crazy tech piece of Unity released same year. Unity boasted insane thousand strong crowds, eye popping grafx and silky smooth 10 fps with constant hitching. Rogue did more of the same and was better for it.




Syndicate does the same for Unity -- it reigns in it's ambitions in terms of scope -- WAY less people on way narrower streets, removes stupid bullshit noone liked (co-op missions) and retains what good parts Unity had (detective missions).




Being largely a remix, Syndicate doesn't address Unity's biggest mistake which undermines the entire premise of a series -- red areas on the map which prohibit you from going there in the beginning: you can not go into 90% of the the map because enemies there will kill you in one hit if you as much as look at them. Same with locked areas and picklocks that prevent you from opening chests and collect all collectibles along the way in one go forcing to return to these areas after you leveled up. Syndicate at least reduces the harshness of red areas and caps picklock levels at 2 (instead of 4 i think in Unity) but the concept is still there and it's annoying. Through this leveling-up mechanics they want to string up your playthrough on a linear and controllable path and that point what is even the point of branding the game as "open world".

There are still new things compared to Unity. You can ride an assortment of vehicles namely: boats, trains and auto- carriages:







Jumping off a roof onto carriage's roof and hijacking it is really cool. Trains and boats are useful when you to cover ground without actually controlling the vehicle-- i turned eagle vision scanning mode on and got on trains and boats and then left the game running for 10 minutes at a time to find the last helix shards.

Speaking of 100% completion this game does does a dirty trick -- in-game maps only show you 99% of collectibles, location of last few shards and chests is only available on online UPlay store.

Detective missions are back from Unity and the while most of them aren't super engaging the ending to detective storyline is amazing. They very clearly "borrowed" a lot of stuff from BBC's Sherlock show with presentation and the style of villain:



Syndicate also has a rope. It is a better version of a hook from Revelations semi-automating the climbing process and with it you can go from roof to roof almost like Spider-man:




London in this game is architecturally the same as Paris, aside from main landmarks the buildings are the same. Level of detalisation in environment and animations is also very high but this time it doesn't reduce the game into a hitching mess:










Game has a lot flavour behaviours like people just playing games in the park, orchestra giving a performance. You can catch a glimpse of daily life in rougher parts of the city like bandits catching a thief and roughing him up or a woman who recruits a boy to be her pretend son for begging.






Story is structured in chapters, punctuated by assasinations. Each kill is like a Hitman level  -- they even use the same term "opportunity" (again this is exactly the same as in Unity):


Of two characters available i mostly used Evie simply because she is prettier and has really neat costumes. However Jacob's deerstalker is good because of it's wider eagle vision scanning radius and i used it for later parts where i scoured all over the city looking for the last remaining collectibles.








Overall, Syndicate is a really solid game that removes most of the annoyances of Unity. It is a ACII-type game where you are in one big city (no islands, no jungles, no naval stuff). You climb buildings, open chests and jump into haystacks -- all too familiar, almost nostalgic routine improved with addition of a rope. If you like this stuff -- you will enjoy it.

Also for crazy people who want 100% completion Syndicate like most modern AC games has rather lenient full sync requirements. Thank god for that. No more missions of ACII Brotherhood that were impossible to full sync.


Assasin's Creed: Syndicate. Jack the Ripper DLC (PC):
This DLC features Jacob and Evie vs titular serial killer. Not quite sure why but this DLC looks a bit better for me: maybe it's colder palette of Fall or they actually improved textures and lightning:


I enjoyed new locations they added for this DLC:



Story was okay and actual historical texts about Jack The Ripper case were cool.

134
TalkBack / Re: Crimsonland (Switch) Review
« on: December 10, 2017, 10:40:13 PM »
It does that on PC too but also has the undocumented ability to pick up items by hovering the cursor on them. Now I wonder if they maybe forgot to remove that part in the modernized version...
Well you can't do that on controller so they just added telekinesis.

Among other changes from original PC release -- a wave that pushes enemies away from you when you get a new perk.

That also helps you from getting overwhelmed -- i had a lot of trouble getting "no damage" completion on some levels before they added that feature.

135
TalkBack / Re: Crimsonland (Switch) Review
« on: December 09, 2017, 11:28:20 PM »
How well does the telepathic perk work on console? You can pick stuff up remotely by hovering the cursor over it, how do you do that on the Switch? Do you only get the pull-one-thing-closer part of the perk?


Mind you, the perk description doesn't mention the hover-to-pick-up thing on the PC either, that was only described in the 2003 version but it works with the modern one anyway.
They made telekinesis perk simply pull items nearby.

136
TalkBack / Re: Breath Of The Wild DLC Pack 2 Launching Tonight
« on: December 08, 2017, 10:40:08 AM »
Main game is great.

But it's too popular so liking it is not allowed if you want to look cool and controversial.

137
TalkBack / Re: Breath Of The Wild DLC Pack 2 Launching Tonight
« on: December 08, 2017, 08:39:19 AM »
From what i see there isn't actually much to it and all additional story bits i can just catch on youtube.

Pass from me.

138
TalkBack / Re: Crimsonland (Switch) Review
« on: December 08, 2017, 01:30:03 AM »
I wonder if this port still has hidden 2048-style mini-game in it:



On PC you had to type "gembine" on credits screen i think...

139
Excited.

There was 2 year delay between official announcement of Bayo 2 and it's release, so that should make Bayonetta 3 2019 release.

Yay!

140
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: December 06, 2017, 10:43:14 PM »
...infamous mantras puzzle...
can be "solved" in 15 minutes by simply running around and shouting mantras eveywhere.

The only obstacle is lamia puzzle that hides one mantra chant from you.

Usually i don't even bother even trying to make sense of all that cross-compass/forward-heel business -- it is MUCH easier to just make a tour around all rooms shouting mantras. Also you can use logic and exclude like 70% of the rooms on the maps where there is simply no room for wedge to appear.

According to development blog they're rethinking puzzle structure to make them more accessible and will ensure you can't bruteforce mantra-style puzzles anymore.

141
TalkBack / Re: Floor Kids Dropping Beats This Week On Switch
« on: December 06, 2017, 10:13:31 PM »
This game looks and sounds SO cool!

I will wait for reviews to see how strong rhythm game component of the game is and will buy it depending on that.

142
General Gaming / Re: What is the last game you beat? Thoughts/impressions?
« on: December 05, 2017, 11:00:55 PM »
The room Two (Steam):



The Room 1 really distinguished itself from other "escape the room" puzzle games with strong art-direction and rather high production for a mobile game. All the puzzles had physical quality to them -- open that hidden compartment -- get a key that fits into the keyhole on the other side of a box. Controls also contributed to physical nature of game's puzzles -- you needed to pull handles, open doors, turn levers and such with touch controls.

In the sequel, there are now many boxes instead of just one, there are several rooms with filled with knickknacks, mechanisms, levers, lenses and all kinds of machines.

PC ports of these game bring in higher fidelity (game looks notably better on big screen that on the screenshot above that i took from mobile version) and mouse controls that stand in for touch controls. There is at least one occasional where this is troublesome -- i couldn't open one door all the way because my mouse didn't register movement that wide that fast.

Neat puzzle game. Atmosphere and music get kinda spooky but not really, puzzles are intuitive enough, and game is nice looking. Recommended for 1-2$.

There is a third game on mobile but the studio said they won't start on PC port until 2018.

143
TalkBack / Re: Many Mega Man Games Coming to Switch
« on: December 04, 2017, 10:13:55 PM »
Mega Man Legacy 2 coming to Switch is good, might get this on 80% discount sometime in 2019...

Mega Man 11 looks like WayForward's budget project which should be a shame for Cacpom, but we all know they have long forgotten what that is.

144
General Gaming / Re: What is your most recent gaming purchase?
« on: December 03, 2017, 07:10:22 AM »
Bought 4k TV (LG OLED B6).

Obviously the first system i connected to it to test out hot new 4k HDR content was SNES Classic. Sarcasm aside i found out that this 4k TV is bad at handling low-res picture -- i even had to activate scanlines mode. I might move SNES Classic back to old Panasonic plasma in other room.

Next system i connected was Switch. I was kinda tired carrying and unpacking the TV so basically i grabbed two smallest systems that can be un-plugged and re-connected with the least hassle.

Mario Odyssey looks gorgeous but -- again -- TV's intrinsic high-resolution and honestly -- size -- makes game's dynamic resolution change a bit too obvious.

145
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: November 30, 2017, 06:59:41 AM »
I warned about this trap/glitch in my thread 4 years ago, but might as well say it again.

WiiWare has a unique trap that was since patched out on other versions. When you arrive at this screen:



doing switches in "wrong" order (top first, bottom second) will block off small area of the level from you.

It can be circumvented somewhat except for the fact that this part of the level contains this level's warp point. Not being able to warp directly to this level isn't even a problem -- the problem is that you need to scan that warp point or else final boss won't even appear.

There is a way to bypass it using an extremely hidden trick wall (back then i had to look all over the internet and translate from japanese to know about it). If you throw 7-10 grenades at a wall in other level that is on the right from the ice area on screenshot (and there is no indication that you're doing anything special at all, no "dink" or "crumble" sound effects) it opens a super secret warp to that closed off area.

From what i remember this warp doesn't exist in later versions, it is only in WiiWare version to address this specific trap.



* Grinding and money remain an issue. I asked before how people get enough weights for triggers.
I honestly don't understand this.

Eden level DOES require a lot of weight simply to traverse yes, but if you're just wandering in it and didn't do any progress and wasted a lot of weights just going left and right -- simply don't save. Be mindful about your last save/quick save point and if needed -- just redo the part where you wasted weights/money/in-game time if you think you can do it more efficiently and if it will save you the trouble.

Money weren't a big problem for me. The only thing you have to buy on regular are weights -- everything else simply drops from enemies (even grenades). And if you need money -- just grind them with miracle.exe+capstar.exe that guarantees you plentiful drops, you can even do it while going somewhere else.

* The time estimates discussed above are ridiculous for anyone who doesn't already have the answers to many of the problems in this game - but once you know what to do, you can burn through this game so quickly the second time!
My first playthrough on WiiWare took like 80 hours, in-game time on file was 37+ hours.
Second playthrough on Steam i made it in 15+ hours on save file which probably means i actually spent double of that.
Third playthrough that i completed several days ago i did in 7+ hours on file, real time should be 3 times of that because this time around i was actually trying to save time and be efficient for achievement for completing the game in less than 10 hours.

Also got an achievement for beating all bosses only with primary weapon (so no ninja stars, no chakram, can't even use caltrops to harm yourself for i-frames!). It's easier than it sounds. One software combination doubles your damage making you overpowered and another secret item halves your damage taken which allowed me to simply facetank late-game bosses even the ones that do constant rolling damage on contact and ignore invincibility frames.


Hell Temple
Beat it back then. Don't remember much about it's puzzles -- i think i found them too easy or i was i looking them up right away...

Spike room was a highlight. The room with small platforms after it is actually much easier, but i got there so rarely i was too nervous and usually fell down. Eventually i fed up with it and found another similar room with small platforms in the main game and spent time there doing nothing but train my jumps in that environment -- and that allowed me to finally made the jumps in second room for real.


146
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: November 27, 2017, 12:46:50 AM »
I think I stopped because I got pissed at the ammount of RNG on getting up to that last sacred orb without using your lamp charge to get up there in the first place. oh well.
You probably know that you're supposed to use this room's mini-boss' own water pillar to reach there but after that you can come back and there will be two flying imps that shoot lasers and you can damage boost up there.

I watched people doing that in their playthroughs and laughed at them thinking "what are these fools doing?" but after like 10 minutes of watching them trying to get hit by imp's laser in a very precise spot so that it pushes them upwards i realized that i TOTALLY did that too myself and got sad.

147
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: November 27, 2017, 12:20:16 AM »
The most engaging games always immerse you in their world -- through lore, backstory, music, art. For La-Mulana one must appreciate the sheer amount of work done if nothing else (just script alone is gigantic!). But it goes even beyond these means and creates it's own made-up language.

"birth", "life", "death", "origin", "rebirth" all are terms in La-Mulana's made-up languages that the game constantly subtly shows to you leading to several mid-to-late puzzles where you figure out which hieroglyphs in "lamulanese" corresponds to these words.

Even beyond that -- even after you translated and read the hints -- you still need to figure out the text itself. Eventually you will find repeating terms: "wise man", "fool", "courage", they codify a certain thing in La Mulana and you will have to know what they mean. Using a map, reading room names, examining every little detail is crucial to understanding.

Creating it's own vocabulary -- all good games do that to certain extent. When you talk about your experience in these games you might say things like: "i talked to Malon and did a trading quest until i got Roc's feather" or "i played as Lost, got Cricket's Head and several Tears Up pills and killed Ultra Greed " -- sounds like gibberish to people who didn't played these games but to you it might mean a monumental world shattering revelation. Like the one i had when i discovered bronze mirror.

And game is filled with these moments -- pay off to Eden puzzle, Man/Woman quests, mini-bosses, bosses, Xelpud's amazing moment late-game, the ending. Even cheap (if totally predictable) traps are very memorable.

These 2 weeks i've been replaying the game on Steam aiming for both "beat the game in less than 10 hours" and "defeat all bosses with just primary weapon" achievements. I more or less remember the solutions for first half so i could breeze through that -- getting Axe like five minutes in helps a lot. Axe is the only weapon not gated by some kind of seal and/or an ability and you can get it right away if you know where it is. Throughout entire game Axe will be the most useful weapon for bosses because it reaches higher vertically so getting it that early is huge.

Starting from Corridor of Illusion and Chamber of Birth i had to consult wiki because that's where i initially gave up on my first playthrough. I don't remember these solutions because i didn't solve them myself (that and they're extremely obscure).

I have all the passive items and almost all active items --only missing last few that unlock final boss. I will kill Nü Wa and will challenge Dimensional Corridor and it's boss next. My in-game time is at 5:50.

Aside from that i was also watching several playthroughs of the game. The most impressive one was usedpizza's playthrough where he beat the game completely on his own without any hints:


It was fascinating and kinda infuriating seeing him solving puzzles way faster and earlier than intended, some -- by luck and some -- by sheer bruteforcing (the highlight would be balancing the scales puzzle which he solved by randomly placing stones on his third attempt). He's also very capable as gamer and aside from one boss that he got to too early for his own good -- it usually only took him just several tries to kill all bosses.

148
Podcast Discussion / Re: Episode 61 - Be Thankful For Games
« on: November 24, 2017, 03:31:54 AM »
Telltale games are always utterly broken and them losing progress at least once is inevitable.

149
TalkBack / Re: Nintendo Downloads - November 23, 2017
« on: November 23, 2017, 10:43:28 PM »
Crimsonland is a great twin stick shooter game. You kill so many monsters soil literally turns red -- hence the name.

I recommend it.

150
Azeke, I saw how many hours you have into the game on the Switch.
I am on my second save file now with over 370 hours in game.

Are you the most hardcore Binding of Isaac player in the world?
I don't think i am even in the top 100 000...

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