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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by M.K.Ultra on October 16, 2026, 06:39:55 PM »
I currently have a playthrough of Horripilant running on my Switch 1 while my Switch 2 is solely for Dragon’s Dogma 2. I can’t imagine I’ll be playing much else this month but I will try to sneak Fatal Frame 5 into the mix. I also have Gloom Gate loaded on my Playdate, which just dropped the first two games of its third season. It’s just horror-themed enough to warrant discussion.
Boot up Fatal Frame 5 on Wii U and you will be doing the four on four challenge during Shocktober!
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This seems a bit overpriced. To me it's worth about $20 so I don't think I will be getting it. Do these DLC passes go on sale?
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by broodwars on October 16, 2026, 12:50:51 AM »
5 more Kleidos Challenges down in Lords of Shadow 2, with 2 left to go.

These would be so much easier if the game's auto-targeting didn't actively hate you. It always targets every enemy near you except the one you actually want to hit. Was nearly at the point of throwing my controller for the first time in decades when I was just about to clear one of the challenges, only for the main mini-boss you're fighting (and who all the other enemies were clustered around) to explode upon death, delivering the killing blow.

Yeah, didn't make that mistake again, but it took me another hour to get that far in that challenge again, as it's one where you can only do damage to the mini-boss while they're frozen with your ice sword's special attacks. Oh, but don't you dare actually HIT them with the ice sword, because that's dealing damage to the boss when they're not frozen! Oh, and considering your special attacks can only be used when your feet are planted and any enemy interrupt attack automatically triggers a sword swipe, guess what tends to happen a lot in that fight.  >:(

Then there was the other challenge from Hell, the one generally considered the hardest in the game: baiting another mini-boss into shattering the armor of his 3 helpers without him killing them, and then killing him. Oh sure, you CAN put each enemy at near-shattering with a *single* hit from your chaos bombs...if the targeting system is feeling like it. And the enemy isn't moving. And nothing gets inbetween your shot, like the mini-boss or another enemy you've already hit with a bomb, causing you to fail the challenge immediately. And that's assuming the boss feels like trying to attack you at that particular moment, which he usually doesn't. Oh, and the boss also can't be in his power stance with his swords linked together for more than 20 consecutive seconds, which you can break him out of if you hit him 3 times in a row with your chaos claws. Assuming he's in the guard stance at the time and not attacking you with any of his many attacks. While a countdown timer is in play. And you're probably low on health and magic. And his helpers are ganging up on you.

That one was SOOOO much fun, especially when he would wipe the floor with me on the rare occasion where all 3 of his pals DID have their armor shattered so I could Talisman of the Dragon them to death and fight him 1 on 1.  :'(

The remaining 2 challenges look more annoying than difficult, as one's reliant on destroying components of 2 mini-bosses while they're trying to use them (and from what I've seen, they are very picky about using them) and the other is about racing an NPC to kill more enemies than he can under a time limit.
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by broodwars on October 15, 2026, 07:29:44 PM »
I'm getting some serious "Return of the Obra Dinn" vibes out of that Gloom Gate footage. I'm surprised it was made by a different guy. I'd be interested in playing that if it got ported to something other than that handheld.
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by Evan_B on October 15, 2026, 07:04:17 PM »
Appreciate the consistently thorough and on-theme updates. I have a few of my own:

I currently have a playthrough of Horripilant running on my Switch 1 while my Switch 2 is solely for Dragon’s Dogma 2. I can’t imagine I’ll be playing much else this month but I will try to sneak Fatal Frame 5 into the mix. I also have Gloom Gate loaded on my Playdate, which just dropped the first two games of its third season. It’s just horror-themed enough to warrant discussion.

Horripilant is an idle dungeon crawler, which is probably something I should have known going into the game but only realized upon booting it up. I am kicking myself somewhat for doing “vibe checks” based on what I see and read promotionally before reading reviews, but considering most folks who play games don’t really know how to write a decent review, I tend to stray from the idea. With that said, upon starting the game you get a fairly rote introduction to some exponentially scaling cookie-clicker mechanics, all wrapped in a highly dithered, modestly macabre dungeon crawling aesthetic (complete with a big old face in the wall). As these sorts of idle games don’t appeal to me a great deal, I looked up some user reviews to see if the gameplay iterated on itself in any sort of meaningful way. While that has been teased (a number of reviews say the game leans more on its point-and-click elements once you’ve “overcome” a certain amount of the idle dungeon crawling), I’ve yet to make it there, having only progressed through around 50 of the presumed 1000 floors o the idle dungeon. The way to become stronger for this endeavor is not through leveling your character, but rather improving your gear, which requires either material grinding via click or through the use of passive minions. Certain equipment upgrades require high amounts of material, which might mean you need to upgrade your storage, which requires a material amount of meat, which can only be collected by slaying enemies in the dungeon. The systems all fold back in upon themselves, with an additional idle dungeon material that can be used to reset your entire player state with additional “quality of life” bonuses that allow you to collect materials faster, start the game with a set amount of basic materials, or boost the numbers reflected in the equipment upgrades.

…It’s terribly dull.

The only reactive or interactive part of the dungeon crawl is selecting items (which aren’t very useful) or hitting “weak points,” which can occasionally spawn and need to be triggered to deal extra damage. They aren’t very useful when you’re mowing down enemies in a fraction of a second (which is what this game becomes by your third reset or so), and you eventually get an upgrade that allows you to auto-click on material grinding, so it really does just feel like a program designed to engage your heat-sink. I am curious about the point-and-click aspects of the game (which are teased early on to a frustrating degree) but I haven’t really reached a point where that feels like its been added to the fold. I might leave the game running for an hour or so this evening to grind materials but I also despise that sort of game design… something something insanity something something different results. I want to stick with it but I am already getting the sneaking suspicion that I am "missing" game elements because the game itself purposefully obfuscates interactive elements in the "adventure" portions, my least favorite form of game design.


On a much more positive note, Gloom Gate is such a triumph. Sure, it’s not a game that uses the Playdate’s most iconic hardware feature to its greatest extent, but it is a genuinely moody and systems-rich game. I mean, it’s a 1-bit Punch-Out RPG, but in all the ways one might hope such a thing would fit in their pocket. While I do think that the parry mechanic being tutorialized before the block and charge attacks is a bit surprising, the fact that you have as many resources available to you relatively early in the experience and how enemies really do seem to have nuanced methods of approach and attack patterns is a level of variety I never thought I’d see in a Playdate game. Oh, and did I mention the characters and environments are rendered in 3D…?
Aside from its genuinely impressive presentation and solid gameplay, there’s not much in the narrative or music department, but for a bite-sized experience, there’s still a lot to love. I don’t know if I’d rank it over Fulcrum Defender, but the Playdate now has a nice collection of killer apps (approximately 24 in my estimation, not all are a part of official seasons) that could sway a potential niche console owner.

Obviously, Dragon's Dogma 2 is somewhat spooky but I'm only about four hours in. I don't have much to say.
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As usual, the best way to play a Nintendo RPG is to wait a year or 2 for Nintendo to stop making it. Glad I resisted the urge to play my copy of Fortune's Weave. Guess it can sit there on the shelf for a year.
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by broodwars on October 14, 2026, 09:05:43 PM »
As a side note, I'm giving up on trying to complete Luigi's Mansion 2 before the end of the month. I still plan to finish it, but it's not a priority for this month. There's just too much other stuff to play and that game is better experienced in small doses. Up to the 3rd Mansion, btw.

To kill some time before Belmont's Curse came out, I thought I'd pick up my 12 year old save of Castlevania: Lords of Shadow 2 (Prince of Shadows difficulty, aka "Hard Mode") and try to complete those combat/"Kleidos" challenges I tabled all those years ago, which were the only things I had left before that game's platinum.



This was a mistake. No, not playing the game again. That's fine. I actually rather enjoyed Lords of Shadow 2 back in the day, for all its many faults. But this game does not play as similarly to Lament of Innocence as I thought it did. Took me the better part of a day of practice and research just to get re-acclimated to the user interface and familiarize myself with how the combat works. And given that the combat challenges are designed for absolute masters of the game, that went...poorly.

Still, after quite a few attempts, 9 challenges down (I had 3 beaten already from 2014) and 7 to go. Gotta say, it's just such a "great" design decision that any resources you use up in a Kleidos trial don't come back when you fail and have to restart a challenge, meaning you either do without or leave the challenge altogether to go scavenge health; void energy; chaos energy; and items in the open world.  :rolleyes:

The quitting to the dashboard and reloading the save is strong with this one.

Why didn't I just spin up a new save file and experience the game's proper opening tutorial to speed things along? Maybe play a little of the opening hours to get the feel of things again? Well, about that. The game's tutorial is excellent, IIRC..

...but Lords of Shadow 2 only has 1 save slot. Hell, I'm pretty sure there's no way to start a new game even if you wanted to. You'd have to actually hard delete the save from your PS3 storage, and I'm not doing that. Could always create a new profile, I suppose, and I might do that if I clear the challenges and want to just give the game a fresh spin before doing the write-up.

On a side note, it was rather amusing seeing an "install" option in the "Extras" menu, which required a whole 2.5 GB! Definitely worth the "sacrifice", too, to cut 10 seconds out of every loading screen.
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Why would you post this in general gaming when there’s a subforum about Nintendo games right above this one? Do you have eyes? Can you comprehend reading? Can you come up with a topic less generic?
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Why would you like to hear what everyone thinks?
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The Nintendo Switch 2 has opened the door to bigger games, enhanced editions, and more ambitious third-party releases. But as the library continues to grow, an interesting question emerges: what will make the system truly essential for players over the long term? mcdvoice

Better graphics and smoother performance are welcome, but Nintendo has traditionally stood out through unusual gameplay ideas, memorable characters, and experiences that feel different from what other consoles offer.

Could the real strength of Switch 2 be a combination of new experimental games, carefully chosen remakes, meaningful updates to existing releases, and more opportunities for local multiplayer?

I'd love to hear what everyone thinks. If you could choose one direction for Nintendo to focus on over the next few years, would you prefer more brand-new franchises, revivals of forgotten classics, or bigger innovations in how games are played?

The most interesting thing Nintendo could do might not be making its games bigger, but making them more distinctive.
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