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Messages - azeke

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Prince of Persia: The Lost Crown (Xbox One):

Great game. Great bosses, fun movement, simple but deep enough combat, big map with all kinds different locations and challenges -- combat, platforming, puzzles, puzzle platforming (think Speed Booster rooms in Metroid games). Before game released they spent a lot promoting game's in-game screenshot system which is probably the first to be used in metroidvania, but i remembered screenshots placed on a map in Assassin's Creed or even in some of the Wii U games. But it's more useful here to remember marked places to explore later, just so you can easier understand what to do visually.

I found had to put some abilities from triggers to other buttons so i can press them in quicker succession for some of the puzzles (triggers on mine Xbox controller got somewhat sticky). Also, neutral dodge off the wall when main character jumps off the wall when you just press dodge button without direction was kinda annoying especially during challenges like Impossible Climb when you had to spend a lot of time hanging on a wall.

Some of the rooms and locations looked fantastic with great backgrounds:

Map design also has cohesive design that intuitively shows the player that there is a checkpoint or a map selling NPC nearby. At first, I never bought any of the maps and explored by myself, but for 100% had to go for a map sweep to look for map sellers all over again. Usually i was only missing one of two treasures on each segments of the map hidden behind fake walls. The only puzzle room i couldn't figure out and had to look up was 2 crushing blocks in Eternal Sands and it was kinda BS -- i spent more than an hour trying all kinds of abilities in this room trying to stop the blocks -- occasionally even glitching the game but the solution was that i needed to bring an enemy from literally across the map. I guess i should have got the hint from the background.

Speaking of glitches -- when fighting a boss, i somehow got warped outside of the arena and game just gave me an achievement for beating it. Because the boss was so cool -- i had to reload from latest checkpoint to redo the boss proper -- regretted it a bit because the boss was actually really tough -- still very fun.

There were also some minor bugs like showing me loot i have already picked up like i didn't, but nothing major or preventing me from 100%-ing the file. My game is now at 99% and the last thing i need to do is to upgrade some of my amulets to full levels but i kinda ran out of crystals currency and don't feel like grinding -- probably would only take me 10 minutes or so, but don't care enough for now. Maybe later, if Ubisoft releases story DLC or something...

Overall, a really great game -- highly recommended.

In this episode James proposed Jim Ryan and Hideki Kamiya as candidates for being corner officed and within less than a month it actually happens!

Podcast Discussion / Re: Episode 823: Pantless in Hyrule
« on: May 22, 2023, 04:37:22 AM »
Nintendo announces DLC way before it's ready -- looking at you, Xenoblade

Why go to Xenoblade example if Breath of the Wild also had DLC announced before the main game was released.

That's what i needed!

Pikmin 3 (Wii U):

Pikmin (and the rest of Nintendo games) finally went HD, and it's probably the most beautiful game on the console. Natural miniature landscapes really pop and whimsy pikmin and weird monster designs really benefit from increased resolution.

3 lost swarming functionality from 1-2, so there is less control over the shape of your pikmin crowd, pikmin following you are more of a mob retreading your tracks, and it's hard to bunch them in a compact formation. Pikmin are a bit "smarter", but their AI can still lead them falling off bridges or just walk into the water. 3 games in and that's still an issue. Another aspect of "smarter" pikmin AI is that for jobs that are continuous like building a bridge or collecting spice berries they go back the mining place instead of staying near spaceship landing zone. It's good if you just want to assign 2-3 guys to farm berries at the start of the day, provided you don't forget to pick them up at dawn.

Bigger problem than pikmin just walking into water are boss battles which require quick and precise positioning. To somewhat fix this, Pikmin 3 introduces dodging so you can command your entire platoon to jump away from boss attack. Coincidentally, Pikmin 3 also introduces lock-on for easier targeting. With both lock-on and dodging Pikmin is now officially more of an action game than real time strategy. Now that i think about it, "Charge!" command is also yet another replacement for swarming mechanic they took out.

Though i suspect lock-on was introduced because Pikmin 3 was after New Play Control version on Wii and going back to previous analog control scheme feels super bad after precise targeting with a wiimote. I played with wiimote, but the game annoyingly forces to use gamepad for map. Having to switch controllers and screens isn't as bad as how the map is displayed as bird's eye view making parsing environment harder than actual proper abstract map where you can clearly tell if there is a lost pikmin or a treasure or whatnot. At the start of the campaign i was losing a lot of pikmin in the field because i couldn't understand the map and couldn't see where strayed pikmin are. "Go here!" UI also took me a while to get the hang of.

Game structure went back to Pikmin 1 levels, thank god no more 15 floor deep caves. Each Pikmin game so far (and even upcoming Pikmin 4) adds new types of pikmin so switching between different kinds of pikmin and captains becomes more and more cumbersome.

Final level took me a long time and many retries. Just getting to final arena is hard enough let alone also fighting the boss itself. Thankfully final level is designed to replayable as you open more and more shortcuts to get to final arena faster. I really liked the concept and design of the boss and other enemy for that matter -- signature Pikmin monster creepiness is at the height in this game.

Levels have hidden cards with digits on them, i wondered if that these are some kind of collectible for 100% but apparently these are secret codes. Player was supposed to use Wii U internal browser to go to the game's official site and enter codes manually to get a short video. Really, Nintendo? I kinda wanted to collect them all but after looking it up and realizing it's just a video (not even in-game) i gave up on it.

Just like 2, 3 has some of challenge levels (including DLC levels i got from gold coins on My Nintendo) and bonus modes, but i guess i am good for now.

Overall Pikmin 3 is probably my favourite game in the series, looks great, great bosses, weird enemy designs, i just wish map wasn't on the gamepad. I looked up videos about Switch Deluxe port and some of the features there look really nice, but i really don't want to throw pikmin with analog stick.

General Gaming / Re: What are you playing?
« on: May 09, 2023, 11:29:16 PM »
Loop Hero quickly captured me, and i'm chewing through it quickly.

Played it a few times and it's okay i guess if monotonous, but never managed to go past second (?) upgrade.

Pikmin 2 (New Play Control, Wii):

Last time i touched this game was in 2014, with 4th game coming out and third game still largely unplayed i decided to finish it.

First Pikmin game felt like a short but nicely designed puzzle game. Jankyness of mechanics didn't to get old and meta-game of speedrunning the game to collect all items in 30 days provided just enough incentive to play (and replay) the game efficiently.

Second Pikmin game feels like such a big swerve, moment to moment gameplay is largely the same but meta-game is completely changed from speedrunning to survival game. Instead of striving for more efficient time management on the surface you are now playing roguelite dungeon crawler with constantly dwindling squad as you go deeper and deeper. Not losing your pikmin is technically possible but it is extremely tedious because mechanics are still janky and randomly generated layouts can sometimes can spawn you right near the enemy or hazards.

For me, surviving in the caves feels more stressful and less compelling than working around time limit in 1. Despite that game Pikmin 2 doesn't have "game over" (you can't "die" technically) a misplay can rob the player of a good 20-30 minutes run unless you're constantly resetting which i ultimately was forced to do. Resorting to press Reset button on the actual console when some random mistake costs you half of your pikmin feels so bad. It also doesn't feel like an actual solution to bad game design at all, they just made it relatively easy to restart a floor rather than prevent cave generator do unfair layouts.

Because bosses at the very last floor are so hard you will often have to make several expeditions -- one to scout the place out and collect easier items, 2nd to get to the boss and check his patterns, 3rd (and maybe 4th) to actually kill the boss, and yet another one to collect all the remaining treasure. This is way too much time spent replaying the same level. And designers definitely knew about -- that's why deep caves have geysers mid way that instantly transport you to the surface.

It's not a coincidence that game's best cave is the only one with fixed layout. It's also really short unlike some other end-game caves that can be as deep as 15 floors. Submerged castle is short, has an actual level design and a fun gimmick -- everything all other castles are not.

Challenge mode is the closest sequel has to Pikmin 1 gameplay with timed missions. But even that is executed badly because there are so many of them and they require perfect play for final reward.

In general Pikmin 2 feels like a sequel that subverts structure of original game making it too long and tedious for no reason. New Piklopedia describing items is nice and has wholesome writing and there are new mechanics, enemies and bosses but it all drowns in tedium of caves and having to constantly replay unfair floors over and over again.

Unfortunately, Pikmin 4 looks like it brings back caves again -- hopefully they're no longer randomly generated.

Metroid Prime Remastered (Switch):

I wasn't in a hurry to replay the game after finishing Prime Trilogy, but i felt like getting physical version anyway. Nintendo probably didn't make enough carts, so Amazon delayed my physical version till middle of April.

I just put the cart into the Switch to test it and check new shiny graphics but once i started i just couldn't stop and spent most of the weekend playing it again.

New controls make a bigger difference than i expected. It took me a while to get used to standard dual stick controls after playing entire Trilogy with pointer controls. Gyro also doesn't improve the game as much as i hoped, so i eventually turned it off.

However i did turn off all on-screen helmet ridges and UI and the picture looks really nice now. Not being able to tell how much stuff i have doesn't harm the gameplay, except for when you have to save power bombs.

This was my first time when i was going for 100% item and scan completion in Metroid Prime and i got 88%. I tried to listen for humming sound but most of the ones i missed where tucked so far away you can't hear them, like the the ones in underwater caverns or the one in a hole behind bushes. "Gotcha" secrets like that make me glad both 2d and 3d series evolved to explicitly mark items on the map.

TalkBack / Re: E3 2023 Officially Cancelled
« on: March 31, 2023, 12:43:30 AM »
Nintendo Direct killed the E3 star.

Podcast Discussion / Re: Episode 815: A Change of Hardware
« on: March 27, 2023, 04:20:36 AM »
The funniest thing about ChatGPT segment is that i started to recognise personalities and mannerisms from "AI presidents rank ..." videos just voiced by hosts.

I will be returning my friend's PS Vita, so might as well write down impressions about games i finished on it.


Nice artsy-fartsy experience. Tilting Vita to control petals' movement didn't felt precise enough but the game doesn't really require it. Night rain level was so dark i could barely see what is around me, i wonder if it was because Vita model i had wasn't OLED...


It's alright, though i never really liked tone in Sony's games in genres that are close to Nintendo games (like this one and Little Big Planet) -- it comes off as insincere and saccharine to me. Gameplay-wise it's a decent 3d platformer -- even if you can't jump for the first hour or so. Utilizing all of Vita's features works okay and gimmicks don't have the time to get old until the game ends. Though the one where you need to cut out hats, crowns and other character's features out of coloured paper -- i never really bothered with it and the characters were happy no matter how half assedly i made their thing.

Gravity Rush:

This game's movement is fun. Pressing shoulder button to change direction of gravity and "fall" in any chosen direction is exhilarating. You can also press another shoulder button to turn artificial gravity off and fall down naturally to reorient yourself or get a quick breather on solid ground when you need to refill your gravity gauge. Flying is pretty fun though it can get disorienting -- i was even getting dizzy at times. I guess this explains Japanese name "Gravity Daze".

The city you're in floats in the air and has many levels with lots of skyscrapers and towers. I always liked complex vertical architecture like this in videogames, Gotham in Batman: Arkham Knight comes to mind. There are crystals floating on top of every roof and under every bridge so you can just collect them for a while and upgrading your abilities without even touching any story missions. Just traversing this city is fun by itself.

Story missions also unlock challenge missions these are probably the part where game's movement mechanics really shine. I spent many hours optimizing's my routes in race challenges. Gravity slide challenges were harder to do because sliding controls are kinda broken -- you need to touch bottom corners of your touchscreen to start sliding and direction is motion controlled. It kinda works but making tight corners during sliding is almost impossible.

Combat challenges i stopped bothering with because unlike movement combat is pretty boring. All the more shame that story is filled with combat especially later in the game.

Story itself is kinda baffling. It doesn't really explain anything, things just happen, story arcs keep piling up and not get resolved at all, even the ending is more of a cliffhanger than a proper wrap-up.

Overall, very fun game with great movement and cute main character but the story and the combat are kinda meh.

Metroid Prime 3: Corruption (as part of Trilogy):

It took me months to finish Prime 2 and years on and off to complete Metroid Prime 1. I enjoyed 3 so much i finished it with 100% in a week. Time on "mission complete" screen was 18:54.

I never finished previous Prime games with 100% before because until this game they didn't show items on a map. UI in general, is improved across the board -- no more weird planetoid menu items, scanning is more smooth, you can also select and deselect individual rooms on a map as bookmarking of sorts.

Level design feels like it took all the best elements from previous games. Skytown is like a better version of Sanctuary Fortress from 2, Valhalla is a great spin on Metroid/Alien staple "spooky crashed ship". Bryyo is a very good Metroid Prime 1-style dungeon with fantastic lore to tell, and Skytown's lore about Elysians was pretty interesting too.

The art-design is a strong comeback after moody and weird Echoes' style that just didn't gel with me. None of the suits look as ugly as Dark Suit and environments are more varied. I remember saying "wow" when entering Skytown and Valhalla for the first time.

Game has many great memorable moments: initial exploration on Valhalla felt like something straight from "Event Horizon" or similar horror sci-fi flick, when you see soldiers' bodies turning to dust for the first time. Skytown is a beautiful level by itself but also has funny old 50s movie robots clumsily walking around. Destroying them is somehow comedic too whether you're just exploding them or melting them. Warping to Ice part of Bryyo for the first time and music adding a hint of Phendrana Drift was a magical moment.

I am playing this as a part of Trilogy so change in controls went smooth because i only played these games with Wii pointer controls. Occasional motion controls to extract batteries and open doors are slightly cumbersome but not that bad and relatively unobtrusive. The only motion you have to do in combat is pulling motion with grapple hook and it works fine.

More important change in controls is removal of beam selection -- now all beams stack, upgrading beam weapon as you progress through the game. + button on wiimote now controls hypermode and you have to hold it to activate. Because - and + buttons are operated differently i no longer confused visor and beam button. Hypermode is a combat enhancer like Devil Trigger and it is just fun to activate it and go ham on enemies.

Beginning of the game is heavy on Galactic Federation game. When starting the game i got the impression Metroid "went mainstream" imitating more popular military shooters like Halo and Call of Duty where you are part of a big army effort, but that is over pretty quickly and after that game becomes usual Metroid style exploring abandoned worlds alone. I am guessing Retro didn't want to "reduce" Samus in her own game so Galactic federation are kinda useless -- half of the campaign is you saving and babysitting them and in the final battle cutscene there is zero point of them even being there because you still do everything. There is only one part where you actually work as part of a squad with them and that does feel like a small Call of Duty campaign but it only takes 10 minutes.

The more proactive characters are other bounty hunters. Their introduction feels like beginning of Metal Gear Solid game where new characters and their abilities are established so you know who you will later be facing as bosses. Bounty hunters were okay, they could have done even more with their characterisation but what is there is pretty good -- ending cutscene where Samus reminisces about them is nice.

In the beginning, unlocks are paced in a linear, rigid formula: you land in an area A and then go as deep as you can until you're blocked. Then you're told to go to another area B, get the unlock there and come back to area A. It all feels like you're constantly walking back and forth the same rooms. Game makes sure to compensate this adding slightly different combat and story scenarios on returning trips but it doesn't mask backtracking in the beginning.

Sometime after i reached Skytown game structure opens up and i was more free to expore and collect items on several different planets at the same time. Valhalla also opens around the same time and it is this game version of final artifact hunt. You need to collect 12 batteries that will be used as keys to go deeper into Valhalla until you reach final room that unlocks end game. Batteries are spread out more evenly and you get most of them just by playing the game. I only had to get out of my way to find 2 of them -- 1 was just lying there in docking bay of Valhalla and i just never noticed it until i actively started looking for them. The other was in Bryyo and it probably the only tricky battery. It required my ship to place some part in top of a structure. I had no idea what part exactly game was asking me to get -- so i just went over all rooms in that part of Bryyo with Command Visor turn on look for the part. Only took me 5 minutes -- i actually spent more time trying to think about it logically and failing.

Each planet is divided into smaller parts accessed by ship. Ship acts as fast travel system and gains other upgrades throughout the game. Apparently you could even use it to bomb enemies on open areas -- but i only discovered this function at the last hour of the game so i only use twice if that. Ship also works as kinda toy to mess around in between levels like you can check your in-game stats and your Corruption status.

The game is supposed to conclude Phazon trilogy so theme of Phazon corruption dominates everything, hence the title. Everyone gets Phazoned -- Galactic Federation, bounty hunters, space pirates. Reading lore entries how Dark Samus creates splinter cult of Space Pirates that are worhsiping her and calling her "our glorious leader" was amusing. Samus herself also gets Phazon abilities and hypermode adds a fun risk reward system because it consumes your life when activated.

Bosses were pretty fun if not as inventive as guardians from Prime 2 Echoes (but also not as annoying). Risking dying in this game is even more fun because -- game checkpoints before every big combat encounter and boss battle so even if you die you go back to it almost immediately.

All these badges (basically achievements) is was getting in 1 and 2 were apparently introduced in this game. But in Corruption you have achievements for more than just beating bosses and getting items -- there are all kinds of achievements for doing specific feats, getting scans -- very similar to achievements system on Steam and Xbox.

Music is a bit generic but still competent enough. Overall i think this is my favourite Metroid Prime game -- quality of life features (map, UI) go a long way for me but also nice art-style and atmosphere, great all around levels and satisfying combat. Now i am really looking forward how Metroid Prime 4 will look like.

Metroid Prime 2: Echoes (Wii U, as part of Prime Trilogy):

This game is weird. Different artstyle hits immediately with Samus's new-ish suit and ship with unnecessary weird ridges and other details. Starting environments, also, looked like B-tier sci-fi post-apocalyptic movie with dusty tents in the desert. Dark suit that you spend most of the game in, looks even more gaudy

Majority of rooms in MP1 were glorified corridors (Magmoor Caverns for one is literally just a line) sequel's level design is more condensed and grouped together. Now all 4 hub-like locations are connected with each other in a Mercedes-Benz star logo pattern. Unlocks' progression is mostly localised to one level until you're done with it and go to the next one. Because of a more compact layout walking distances are reduced greatly.

More complex level design, doubled again with light/dark worlds makes the map UI even more important. But sometimes map shows a door or a portal but doesn't show it is behind a fence or pile of denzium, so you can go all the way there only to get disappointed once you see you can't get in there.

You have to plan out your expeditions into Dark world and because 3d map can't show both variants at once you will need to memorize your path in and out before your set out. Because of this i spend way more time staring at the map than with the first game.

Both times i got stuck, were kinda map's faults too:

1. Finding seeker missiles in Hall of Honoured Dead. Hint showed me i have to go back from back to Temple grounds and insisted i must go to the room directly under Great Temple but no matter how i looked at the map i couldn't figure out the way how to get in there -- all i could see were 3 elevators up to Great Temple but not to the room under it.

2. Getting Power Bomb from Torvus Bog. The stupidest thing was -- hint was showing the place where i could get it -- but the room was behind Power Bomb-locked door! So i had to have the item to get the item?!.. Eventually i figured out there must be another way to get in there and arrived there from the Dark side but it took me a while to realize that this is correct and there is a trick to it.

Apparently i wasn't the only one who had problems with these 2 unlocks.

First trips into Dark world felt scary at first, but as you get more energy tanks life loss gets increasingly mitigated. Dark and Light concept is also represented in ammo system which simultaneously feels too restrictive but also pointless -- why even demand to open door with light/dark ammo if you can still open them with charged shots even if empty? Similarly why make player fight enemies in closed rooms if they eventually disappear and doors unlock by themselves? The implementation is so half heartedly done it's like developers weren't sure in their ideas themselves.

Guardian bosses are frustrating at first, but i got to appreciate their design afterwards. Some really inventive uses for Metroid abilities. By comparison, Dark Samus boss encounters feel dumb -- you just shoot it with regular beam occasionally switching visor.

UI styles designed as solar system is annoying to use. I constantly kept messing up the direction i need to spin menu items.

Screenshot tool costing a bunch of achievement badges is so stupid. Judging at how many badges it costs, i would have to complete all three games and potentially even play multiplayer and do the whole friend codes thing just for the privilege of being able to take screenshots.

If Nintendo/Retro ever get around to remastering Prime 2 the biggest improvement would be removing cutscene of going into the portal. I presume Switch must be able to load and keep both worlds of 20 year old Gamecube game in it's memory. That alone would cut ~20 minutes off playthrough time because you have to go back and forth hundreds of time. One room in Sanctuary Fortress alone has four portals inside it.

Once again, game blocks the last story bosses behind key hunt. I liked artifact hunt in MP1 because it was all about exploration -- best part of these games. Sky temple key hunt feels better in MP2 because the map is more interconnected and the puzzles are a bit more involved. Game no longer spells out name of the room, so i had to actually roam a bit based on A-Kul's hints to find last 2 keys.

I finished the game with 80% completion at 22:21.

MP1 was a trailblazer, they had to invent so much stuff with controls, lock-on, visors, morphball, boostball and all kinds of camera modes. MP2 has good guardian bosses but artstyle and ammo felt like misses to me. I liked Retro trying to incorporate space jump into 3d levels but it felt janky and unfinished -- hitting a corner or a ceiling trying to get into some room was annoying. Same with Dark/Light worlds concept and most of the combat. I wasn't keen on combat in MP1 either but i enjoyed the atmosphere and levels of the first game way more.

On Bayonetta 3 "streamlining" combat challenges, i think that it was actually a bad thing because more often than not casual players were entering these challenges and getting stuck in there thinking they're mandatory or out of stubbornness.

Challenges are meant to be that -- challenges. Alfheims in Bayonetta 1 were hidden on purpose so that only people who are actively looking for them would find them.

These challenge room are meant to teach players intricacies of combat system, like Bayonetta 1 teaching players how to defeat enemies in 10 or less punches/kicks.

Despite that Bayonetta 3 niflheims are easier overall they are wasted on people who don't want to learn combat and only sour most people's first playthroughs.

I think this was especially contrasting with Hi-Fi Rush's campaign which unlocks it's deeper combat challenges only after player completes the game, because overwhelming majority of players never replay games (if they even finish them to begin with) and that filters out casual players leaving only people who actually want to wring out more out of the game.

Podcast Discussion / Re: Episode 810: Looking for the Contours of Fun
« on: February 21, 2023, 03:54:14 AM »
Trespasser namedrop hit me right in the nostalgia, because it was the first (legal) videogame i ever bought.

The game legitimately had way more things going on that just a model of UI element shown on main character chest. Like you wielded weapons in the game by simulating arm movement with a mouse, including firearms -- kind of a precursor of Skyward Sword style controls

Check out this Let's PLay of the game if you're interested it at all:

General Gaming / Re: What is the last game you beat? Thoughts/impressions?
« on: February 15, 2023, 01:46:38 PM »
A small update:
AM2R (PC, version 1.5.3):

Today, i got recommended a video about the current state AM2R which i think very detailed and largely reflects my thoughts on remake:

It's rare for video about AM2R not just go deeper than "DMCAd AM2R vs Samus Returns" debacle but also describe major updates game has been receiving over the years.

Podcast Discussion / Re: Episode 809: Skylofty Expectations
« on: February 13, 2023, 02:42:51 AM »
New Mickey Mouse art style is not new and has been around for almost a decade now:

These series of shorts (and later a proper TV) are fantastic and highly recommended and are a great source of Ren Stimpy style face expressions characters do occasionally.

I am glad Retro Studios were able to tap into Iron Galaxy's expertise of Nintendo hardware.

Obviously third party studio like Retro would have trouble understanding Switch hardware unlike first party Iron Galaxy.

They announced Kirby Tilt and Tumble coming later.

Does that mean that will also add WarioWare Twisted?

TalkBack / Re: Metroid Prime Remaster Available Now
« on: February 08, 2023, 11:47:04 PM »
Will wait for a physical version of this.

Watching streams, the game looks darker than original -- i kinda hate it because i disliked dark areas in original.

General Gaming / Re: What are you playing?
« on: February 08, 2023, 12:33:56 AM »
Played the credits on Hi Fi Rush. Game is not even that deep combat-wise or even well balanced for either first or further playthroughs, but charming art-style, music and freshness of it all really makes me overlook it all.

The graphics on this game is pretty much my Platonic ideal how modern games should look like -- high frames, striking colour schemes, distinctive silhouettes.

Reminds me of Splatoon 1 in a way, where freshness of the concept is so overwhelming it can make people forgive some rough edges. And the game is not even that janky -- it's an extremely polished game, but personally i just had some problems with some of the rhythm mini-games during battles.

General Gaming / Re: What are you playing?
« on: February 03, 2023, 02:34:22 AM »
Hi-Fi Rush (PC, Steam):

This feels like the best (action) game since DMC5. I kinda bought a new PC to play this game -- when the game didn't run on my old PC i figured i might as well use this as a reason to upgrade.

Such a fresh feeling game. My only criticism would be that rhythm mini-games can sometimes feel too precise. I was stuck at one minigame for almost an hour. I couldn't tell if it was my setup, my sucking at rhythm or some kind of bug with this particular minigame...

TalkBack / Re: Melatonin (Switch) Review
« on: December 24, 2022, 11:30:13 PM »
After years of nothing indies have finally cloned Rhythm Heaven and somehow it all happened in the span of last two years: last year, Rhythm Doctor came out on Steam, Melatonin on Steam and Switch was this year and upcoming Bits and Bops just released a demo on Steam!

General Gaming / Re: What is the last game you beat? Thoughts/impressions?
« on: December 12, 2022, 05:36:52 AM »
Luigi's Mansion 3:

Kinda crazy to say but i think i liked 2 better?.. Next Level games basically re-did the exact same game and not only didn't improve on annoying features of Dark Moon, but feels like doubled down on some of them.

Structure-wise they just renamed separate mansions as floors and made more of them. Even removal of mission structure doesn't make as much of a difference and is even detrimental in some ways: in 2 because each mission has a linear path where you're going from point A to B you can tell which gem is where by its placement, i.e. the first gem is somewhere in the starting area, third gem will be after the second gem and so on. The sequence is broken with gems of 3 which can be anywhere on the floor.

With more than dozen bosses, you could feel how NLG ran out of ideas -- gimmick from Dark Moon's ladder  quessing minigame is back and no less than four later bosses (including the final one) force you to play magic 3-cup game. Another recurring gimmick -- making boss a piece of wooden furniture -- ladder in 2, piano and pirate ship floor in 3. In general, fighting most bosses is just surviving through their attacks and waiting for that one phase where you will are allowed to harm them. It becomes tedious especially if you die on later phase and have to replay it.

Game's good bosses were memorable for the story and humour reasons and not for gameplay like the movie set ending sequence, dancing hall -- other ones felt generic or just bad like naval battle on floating ducks.

LM3 makes good use of physics -- it's fun to throw and break everything around you and watch the money float down. Environmental physics especially shines in circular saw and super suction sequences -- it is just exciting to destroy things at that scale.

Graphics-wise, Luigi's Mansion 3 is the best looking game on Switch. It's probably a single first party Nintendo game that uses anti-aliasing. Image quality, camera and cutscene direction is fantastic and animation is top-notch as always.

Overall, a good game but it felt like it's just Dark Moon but bigger and longer instead of a return to somewhat metroidvania structure of 1. Collecting boos and gems for 100% also kinda annoyed and soured me on the whole, but it was fun 40 hours nevertheless.

Nintendo Gaming / Re: Official Sales Thread
« on: November 23, 2022, 02:23:08 AM »
It's been years, since my NeoGAF days, since I've seen Japanese sales figures.  Pretty interesting, but looking over them it just reminds me how much that market has declined.

Guys who were posting Japanese sales figures (and not only Japanese) are now on their own forums:

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