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31
General Gaming / Re: Shocktober 7: NWR 3D
« Last post by broodwars on October 11, 2026, 05:46:24 PM »
Well, rolled credits on Castlevania: Lament of Innocence on my PS3.





Yeah, this game is a bit of a mess, and apparently it's not the Castlevania game I should have played in preparation for Belmont's Curse later this week because none of these characters reappear in that one. For that, I needed to play Curse of Darkness, a game that was never ported to anything. So much for that.

A 2003 PS2 game, LoI is still somehow canonically the first game in the official Castlevania timeline, taking place prior to the creation of Dracula and the rise of the Belmont clan and focusing on basically no one worth caring about. You play as Leon Belmont, pursuing a vampire lord who's kidnapped his...well, calling her "lover" is a bit of a stretch..."lady friend" Sara and spirited her away to his castle, pretty much just for kicks. You run into an old man running a merchant shop, he gives you a magic whip, and you're told you need to kill 5 boss monsters to gain access to the villain "Walter's" throne room.

It's surprisingly open-ended for a Castlevania game, as after a brief tutorial the game plants you in front of warp points leading to the 5 major areas of the game; strongly hints at one you should do first; and then just leaves you to your own devices. You run through each region, get stopped every other room with a gated door that only unlocks once you've killed every enemy in the room, wash , rinse, repeat until you fight the boss and take it down.

And that's basically all there is to this game. Very occasionally there's a lever to pull, a switch to stand on, or some platforms to awkwardly jump across, but for the most part this game is pure arena combat...for 10 hours...with absolutely no new weapons to add variety as you use the same 3-5 hit combos over...and over...and over again. Bizarrely, there is no RPG progression whatsoever. Your Leon at the end of the game is basically the same as the one at the start, just possibly with slightly better equipment and items. You do earn combo extensions and additional guard and evasion perks as you kill enemies and use those skills, but the game never explains how the skill unlock system works so unless you've looked it up online it just comes off as completely random and doesn't really feel like your combat arsenal expands that much.

While you can't level at all, there are HP; MP; and Heart expansions tucked away in secluded corners of the castle, but let me put it this way: your starter health is 200 and by the end of the game I had nearly 100%ed the map and I'd only expanded that health to 290. It doesn't really make that much of a difference. You have the usual series subweapons at your disposal and after defeating a boss you obtain an elemental orb that you can combine with your subweapons for different special attacks. This is basically the same system used in Harmony of Dissonance, and just like in that game I found it basically worthless. You'll quickly find the one useful subweapon; the one useful combination for it; and then that's basically all you'll use the entire game. For me, the Cross has never let me down in this series so I saw no reason to ever deviate from being able to throw up a shield at any moment, particularly with the way this game likes to gank you with rooms of annoying enemies.

Beyond the lack of variety and repetition, the biggest issue I found with the gameplay is that the game wants the player to be way more precise than the mechanics are really capable of accommodating. For instance, the only way to charge up your MP is to block an enemy's purple attack or (once you've unlocked the ability) perfectly parrying an enemy attack at the last second. However, this game at its heart is a button masher, and critically one that does NOT allow for attack cancels. So usually by the time an enemy's wound up one of those purple attacks, you're mid attack and there isn't a damn thing you can do to guard in time. You get hit and flung to the other side of the room. Unless you just stand and wait for the enemy to do their attack (and, again, why would you? This is a button masher), there's just no mechanical way to use the guard the way the game intends and this gets to be a major issue towards the end of the game with some of the End Game Boss attacks.

Then there's the camera, which is completely out of the player's control ala the PS2 God of War games and has an absolute fascination with making sure you get the best view of the floor at all times. I know why the devs designed the camera this way, because the few times the game does have the player do platforming it's absolutely atrocious in the same way that isometric platforming has ALWAYS been (with the added twist of occasionally requiring the player to do a series of timed button presses to "flick" Leon in the air off a bar or railing with his whip), and the devs want to make sure the player can always see where they're going to land. The downside, of course, is that it makes doing anything in the air obnoxious and you have basically no field of vision around you since the camera is fixated on showing off the floor tiles.

Not helping the repetition problem, by the way, is that it's clear this game was basically done on the budget of a ham sandwich. Each of the 5 regions has...maybe 3 different room templates and 2 different hallways? You're going to be seeing the same rooms constantly. The game's also really fond of presenting the player with a choice of 2 paths to go, and they'll either loop back around to the same point or one will blatantly be the wrong route so you have to backtrack back through all the rooms again to get back to where you were. Yes, the 2D games do this as well, but you just fly through those maps at warp speed in the 2D games, whereas it's so much slower and more tedious in 3D. You also have a leveling system in the 2D games so there's more of a point in engaging in combat. I'd frequently run into situations where I just happened to take the wrong route that didn't have a save room, so I'd be spending over an hour looking for the *first* save room of the area just so I could bank my progress.

Finally, there's the story, which is just worthless. Without spoiling too much, you're here to save a character the player doesn't know from an enemy the player doesn't see until 3/4 of the way through the game. Then in response to a "tragedy", a character the player has known for .5 seconds has to die in order to awaken the Vampire Killer so the player can kill that villain they don't know...who it turns out was being orchestrated by ANOTHER character the player has NEVER SEEN and who has barely even been mentioned in the opening narration. And THAT character is doing what they're doing in response to the death of ANOTHER character the player has ALSO NEVER SEEN. WHO WROTE THIS ****?

Still, I know I've been hard on the game, but there is a solid foundation here for what would be better Castlevania games in the future. It's actually kind of shocking how similar the combat in this game is to what would be the far superior Lords of Shadow games from Mercury Steam (right down to them ALSO using the guard as a way to build MP). The music is certainly passable, the game looks pretty decent for its time, the combat is mindless but still perfectly functional, the boss fights are generally pretty good (outside the final one, where the camera and the lack of attack cancelling really betray you), and there are a ton of secrets to seek out. It's a bare-bones but perfectly competent 3D Castlevania game, though I have to admit I prefer even the N64 CV games over this. They at least had ambition and variety.

As an aside, casting Crispin Freeman as proto-Dracula? A bit on the nose, don't you think?  ;)
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by broodwars on October 10, 2026, 07:38:17 PM »
Finally closed the book on The Thing: Remastered, and yeah...vintage-era Spoony certainly wasn't lying about how bad this game was.

Where to begin on this thing...well, let's certainly get one thing out of the way: this game just fundamentally doesn't understand John Carpenter's The Thing, which is why it's kind of bizarre that this game had his personal blessing and for a long time was considered an official sequel.

I had not heard of this game before your post. There is a lot of interesting discourse on Carpenter's involvement online, even that he has an uncredited cameo in the game. I am also looking at the Toxic Commando game which includes his name in the title and wonder how much involvement he actually has, especially at his age now.

I really enjoyed the Back to the Future and Ghostbuster games that act as sequels their movie series, but the connection here sounds much looser.

Yes, Carpenter's likeness is used for an NPC you have to escort for half of one level (one of the ones that has to be kept alive and who kept getting insta-killed before I even reached him, incidentally).

The plot of the game is as bad as it is cliched. In the wake of the events of the original film, the Cigarette Smoking Man from the X-Files (yes, really) captures The Thing and tries to turn it into a weapon of the US Government. It turns out exactly as you think it would.

Incidentally, Early Spoony can be a really hard watch it you're not familiar with it, so here's a pretty good video review of the remaster from someone a lot calmer. And he's played the original, so he can compare what the remastered improved.

https://www.youtube.com/watch?v=YUjdm1OEu4g
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by M.K.Ultra on October 10, 2026, 06:06:57 PM »
As I hinted at earlier, I did revisit Luigi's Manion 3 on switch. I played the game when it first released and by the time the story was rapping up ~14 hours I was a little fatigued with the game and just wanted to be done. So I held off completing the game's primary collectibles (gems and boos) until now. It took less time than I thought (~6 hours/~20 hours total) even with having to relearn the various mechanics in the game. Of course I have already acquired about half the gems but I had only gotten one boo. Fortunately I had a surplus of in-game money and spent it all to have the locations of these collectibles appear on the map. It just tells you which room to look so there was still fun puzzle solving to be had.

I am still left with a few questions. First, there is clearly some sort of internal achievement system with little notifications popping up when you collect all the gems on a floor for instance. However, I could not find a list of these in any menu? Now, there is an album where you can view your gem and boo collections. This also contains a place for rare ghosts. I caught every ghost I found in the game and that row was completely empty. I am guessing there are somehow tied to the multiplayer? Still a really fun game, that surprisingly does not have a switch 2 upgrade.
With a game actually completed I am feeling motivated to finish more while chipping away at Elden Ring and Fire Emblem!
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by M.K.Ultra on October 10, 2026, 05:56:01 PM »
Finally closed the book on The Thing: Remastered, and yeah...vintage-era Spoony certainly wasn't lying about how bad this game was.

Where to begin on this thing...well, let's certainly get one thing out of the way: this game just fundamentally doesn't understand John Carpenter's The Thing, which is why it's kind of bizarre that this game had his personal blessing and for a long time was considered an official sequel.

I had not heard of this game before your post. There is a lot of interesting discourse on Carpenter's involvement online, even that he has an uncredited cameo in the game. I am also looking at the Toxic Commando game which includes his name in the title and wonder how much involvement he actually has, especially at his age now.

I really enjoyed the Back to the Future and Ghostbuster games that act as sequels their movie series, but the connection here sounds much looser.
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by M.K.Ultra on October 10, 2026, 05:44:00 PM »
Spirit Ashes and Ashes of War (which are tied to weapons) are two separate things.
:-[ We might finally be getting to the root of my problems. I think I need to go back and read what the game said about these as I was definitely conflating them.
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by broodwars on October 09, 2026, 12:07:49 AM »
Finally closed the book on The Thing: Remastered, and yeah...vintage-era Spoony certainly wasn't lying about how bad this game was.



Where to begin on this thing...well, let's certainly get one thing out of the way: this game just fundamentally doesn't understand John Carpenter's The Thing, which is why it's kind of bizarre that this game had his personal blessing and for a long time was considered an official sequel.

The movie is about paranoia and body horror, never knowing who the characters can trust and who is a Thing in disguise just biding its time before it pounces and makes them one of its own. The game is a generic early 2000s squad shooter where you spend the vast majority of your time running around generic gray & blue hallways shooting Half Life head crabs and trying not to led your AI teammates' awful pathing drive you mad. Yes, at exactly ONE point in the movie, a Thing's head came off, grew spider legs, and scampered off. There are hundreds of the damn things in this game, not to mention scorpion Things that spit acid and who knows where The Thing found those in the antarctic.

As you progress, you'll occasionally run into soldier; engineer, and medic survivors and that's where the game's much-hyped "Trust" system comes in. Many survivors start off with their Trust in the yellow, and you need to raise that Trust to green in order to get them to follow you. Unfortunately, this system is just way too easy to negate. Doing a blood test in front of a survivor or giving them a spare weapon is all it ever takes to win their complete Trust, and you can gain additional Trust by using a med kit on them or killing Things in front of them. And that's literally all there is to the Trust system. Allegedly, you can lose trust by leaving your squad behind and going solo for a while, but I never saw any evidence of that. Any time a Thing hits one of your squad, there's apparently a dice roll in the background on whether they become infected and turn on you, but I only ever saw that when an entire mob of Thing head crabs swarmed a squad member and took them down. You CAN use a blood test on a squad member you suspect of being a Thing, but I never saw that actually expose them and there's no point to it anyway because even if they were a Thing you'd just gun them down then instead of gunning them down later.

It's strange how this system works because there are frequent moments where you have to repair these wall-mounted junction boxes (what Spoony memorably referred to as "Fuse Boxes"), and every time you do it the camera goes to an over-the-shoulder angle showing the area behind you as if something was MEANT to potentially happen there. Like, maybe it was meant for any infected squadmates to attack you here? As it stands, it just lets you see any enemies that spawned to attack you while you're holding the button down to complete the repair. I just don't understand the point of the Trust system if you never have to worry about Things in disguise ambushing you. 9 times out of 10, any weird behavior on the part of your squadmates is just due to them getting stuck on doors or getting stuck on a particular spot on the floor until you push them to a new spot that reboots their terrible AI.

There are 2 aspects of the squad system that do work as intended, though: First, you definitely want to make sure your entire squad is armed, because their aim is uncanny. They are WAY better at shooting jittering, bouncing head crabs than you will ever be, ESPECIALLY with the shotgun. 2 AI party members can clear out an entire room without issue. The only enemies that give them trouble are the human-sized things that you have to damage to a particular point and then burn to finish them off. Second, there is a Fear system in place for your squad when it comes to gore. They don't like hanging around it, which causes their stress levels to raise until they snap and go crazy (if left unchecked, they'll even kill themselves after trying to kill you), which is why it's especially annoying when AI teammates plant their feet and refuse to move in rooms with gore until you go over and force their bugged AI to repath.

Speaking of bugs, this game is full of them, and this is supposed to be the "fixed" version of the game. Ammo containers will just refuse to open at times until you close the game entirely and reload from scratch. Sometimes, the game will just spontaneously decide that an AI character that's not with you and you have to keep alive is dead now, forcing an instant game over. Saw that one quite a few times, actually. And I had to play the entire game twice because the game didn't unlock the last collectable trophy despite me following a checklist the entire game where I KNEW I'd used all the save points in the game. The only thing worse than playing a bad game is playing it twice. At least the game is very short.

On its own merits, this game has some real environmental design issues. Your "Objectives" tell you basically nothing useful, and levels make absolutely no attempt at indicating where you should go. I got really stuck at one point in a late-game level because I didn't realize there was a man-sized vent in the back of a dark cell I could shoot and crouch walk through to get to where I needed to go. Not only could I barely see the vent, but I'd tried to crouch walk through similar vents earlier in the level and hit invisible walls. Again, this is the Night Dive "fixed version." Auto saves are incredibly random, including there not always being one at the start of every level. Several times I would hit one of those auto-game overs for no apparent reason, only to load my last auto-save near the end of the previous level.

The game also has absolutely no musical score whatsoever outside a few cutscenes, which is just weird.

In Night Dive's defense, I have seen footage of how this game originally looked and played, and this is easily the most playable this game has ever been. Night Dive added enemy health indicators to your targeting reticule so you could tell whether your shots were doing any damage, as well as an indicator on larger Things for when you need to use the flamethrower to finish them off. They also added D-pad shortcuts for using medkits on yourself and to pull up the flamethrower. Very useful, both of those. They also updated the health and trust indicators in the squad menu to make it more clear exactly how close to death or psychosis your squad is. They also apparently tried to fix the Trust system, because in the original game squad members would sometimes trigger scripted Thing transformations regardless of their actual infected state. And squad members no longer riverdance by panicking in place, as Spoony memorably showed in his video.

And yes, the game looks fine for its age, so the actual graphical remaster was a good job overall. In fact, the game seems to have fairly advanced fire tech for its time, as flames from explosions or your flamethrower frequently spread from the original point of impact and require an extinguisher to put out.

Overall, this is fairly playable, but buggy, remaster of a bad game that can be quite boring at times. I think it was just too early for video games to really do this property justice, as I could see a modern game doing a really Alien Isolation-take on the concept and leaning into the tone of the movie.
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by Evan_B on October 08, 2026, 06:28:36 PM »
Spirit Ashes and Ashes of War (which are tied to weapons) are two separate things. Ashes of War are tied to the “weapon skill” input, but shields (especially those with parry) override the Ash of War input. At least, that was an issue I was encountering quite often as someone with a Sword and Board setup. This is because shields can also have Ash of War skills, though they’re much more situational.
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by M.K.Ultra on October 08, 2026, 02:39:39 PM »
2. You need to have the Spirit Ash set in your active item slot.

I think this is the part I failed to do. I thought since it was tied to a specific weapon using that weapon would summon it. I will give this a try. Thanks.
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by M.K.Ultra on October 08, 2026, 02:37:52 PM »
I found guard-follow-up attacks to be a more consistent and reliable strategy, with the understanding that parrying does not necessarily require the same level of endurance-building (the stat, not the concept) as a dedicated shield build.

More specific advice would be crafting fire-pots: as a consistent form of elemental damage that can also occasionally splash onto opponents, they saved my ass far too many times in the early game and become a nice additive form of screwing with enemies in the mid-game.

I try to get that sneak attack to start things off and then just guard and attack. It is much safer since I have not mastered the parrying.

We have acquired a fire pot but they don't seem cheap and since they are consumable I am hesitant to use it. A typical challenging battle will take many attempts and using the fire pot on an unsuccessful attempt feels like a waste. I guess your suggesting the fire pot will make an unsuccessful attempt successful if used strategically?
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General Gaming / Re: Shocktober 7: NWR 3D
« Last post by broodwars on October 08, 2026, 12:33:36 PM »
I had to look it up to remind myself how Spirit Ashes work, but there are 3 basic steps:

1. You have to have obtained the Summoning Bell from Ranni at the church near the start of the game. She gave it to you when she gave you Torrent. I assume you already have this.

2. You need to have the Spirit Ash set in your active item slot.

3. You can only use Spirit Ashes in certain areas. You'll know if it's a valid area because there will be a tombstone in the corner of your screen, but generally it's any boss arena and some open world sections.

4. When you're ready to summon, use the spirit ash as an item. It's a re-usable consumable. This will cause your character to lose either HP or MP, depending on the spirit ash. If successful, you'll see your character stop, take out the bell, and ring it. Your spirit ash will then materialize.

As for Roundtable Hold, it's an area that gets more upgrade and shopping access as you progress through the game and more NPCs get sent to it. The upgrade station you found in the world can only upgrade to a certain point, whereas the blacksmith at the Hold can upgrade all the way. The station's there for people who haven't found the Hold yet. There will also be a separate vendor where you can upgrade your spirit ashes, and you want to do this as Spirit Ashes get outclassed pretty quickly. But don't blow all your materials on one of the early game Spirit Ashes, as there's a certain particular late game one you want to save for. And you'll know it when you see it. This spirit ash fundamentally broke the game at launch, and is still pretty powerful now even after all the update nerfs.

As for Margit, that is not the last time you will fight him, so it would still behoove you to get the shackles item in question for later.
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