Author Topic: Shocktober 7: NWR 3D  (Read 12504 times)

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Offline M.K.Ultra

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Shocktober 7: NWR 3D
« on: September 30, 2026, 05:32:19 PM »
It's Shocktober again and time for our slightly spooky version of a "what have you been playing" forum topic.

When does this start?

Shocktober begins right now, and will last the entire month of October, ending after Halloween night.

What should I play?

Anything that falls under the classification of a "scary" game. Survival horror, action horror, a horror-themed FPS, anything with zombies, etc. In the interest of having fun, this can be more of a loose definition of what defines a scary game, and constitute anything that is more-or-less "spooky themed". Here are a few games that will come out this month:
  • Castlevania: Belmont's Curse
  • Don't Fret
  • Clive Barker's Hellraiser: Revival
  • Silver Pines
  • Remothered: Red Nun's Legacy
  • Resident Evil Remakes 2-4 (switch 2 releases)

You can think of this as another Backlaugust if you want -- You've probably got horror games in your backlog, and it's time to play them. How many games you want to play is up to you, whether that's just one game or a few games. Any platform, doesn't matter. They can be new games, old games. Even horror games you've already beaten long ago and want to replay. You don't have to choose all of your games up front; you can if you want, but it's fine to just take it one-game-at-a-time.

Here are the previous years' threads:
[2025] [2024] [2023] [2022] [2021] [2020].

Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #1 on: October 01, 2026, 07:14:29 PM »
I suppose i might as well start with a game I just finished off this afternoon on my lunch break:



I finally completed my platinum run on Onimusha: Way of the Sword by beating the game on Carnage difficulty and then beating all the bosses of the game again in Boss Rematch on Carnage difficulty.

Incidentally, the in-game rewards you get for doing this are a sword that gives you the same Issen attack frames in your normal form that you have in Oni form, as well as an outfit that makes your bow stronger and automatically draws in souls like your Oni form. Not sure what use you would have for the outfit when you've already beaten the hardest challenge in the game, but whatever. At least the sword gets to be immensely useful in Boss rematch.

Man, what a game. i haven't played through such a collection of excellent boss fights in an action game in years, maybe not since probably Sekiro, this game's spiritual successor, or Lies of P. Nearly every boss feels hard but fair in a way that Fromsoft seems to have forgotten how to make. Just about every attack is extremely well-telegraphed and can be parried; deflected; dodged; or countered (via an Issen, where you attack at the last possible second). Only 1 boss, the last one, starts pulling out the anime ninja **** FromSoft's become so fond of lately, and even he's an outstanding fight once you figure out how his kit works. The game even manages to make so-called 'gank fights' (where you're forced to fight multiple bosses at once) work in a way that FromSoft has never managed, as whatever enemy you're not fighting tends to be mostly passive in the background aside from occasionally rushing in to catch you off-guard.

While I wouldn't call the game's presentation especially noteworthy, I would note that the facial animation on Mushashi (the main character) is absolutely outstanding. The way his mouth and eyes shift during cutscenes and even mid-battle during clashes is extremely expressive and gives him a lot of character.

Unfortunately, the game isn't without some major problems, which I imagine will really hurt it come GOTY awards season. While the game's linear sections are generally excellent (particularly the Underground Lab, which features more legit horror than Resident Evil is willing to feature these days), the bulk of the game takes place in the small-ish "East Kyoto" open world area. And just about everything about this area sucks: the copied & pasted enemy trash mobs; the copied & pasted "rift' encounters; the whopping TWO mini-bosses that get recycled the entire game (but especially here); and the boring sidequests. And it takes an eternity to get anywhere since the city is designed like a maze with locked doors, areas you have to crawl under debris to get into, and even entire streets you can initially only access by crossing through several houses.

it was a chore to come back to this area and have to constantly re-explore it for randomly-spawning chests and rifts to close for crafting components. A handful of the sidequests are passable at best, but most are just generic "go to this spot on the map and kill some guys". And if you do New Game +, you need to do just about everything all over again because none of your sword; health; or gauntlet upgrades carry over. Get to grinding!

Enemy variety is also especially lacking. There are maybe half a dozen different mob enemy types that get re-skinned at least once each (several twice), and I already mentioned the whole TWO minibosses recycled the entire game. Also, for as well-designed as the boss encounters are, i didn't really enjoy any of the beast fights. This is a game about studying patterns, deflecting, and countering. The beasts, perhaps fittingly, tend to attack rather randomly. i could never get into a rhythm fighting them, especially since only 1 really has attacks that you can parry to trigger your Blazing state and obtain a major attack buff.

Overall, an excellent game but i hope that if Capcom makes a sequel or DLC that they just scrap the open world idea entirely. It doesn't add anything to the experience and is just there to triple the length of the game.

in other news, I'm currently playing Luigi's Mansion 2: Dark Moon HD on my Switch 2. I played through this game before on the 3Ds and didn't particularly care for it, but I'm in the mood for this sort of thing right now and I am enjoying it more as a "pick up and play" game than I did trying to play such a repetitive game straight through back in the day. Up to the 2nd Mansion in that game.

There are more fitting games I plan on playing this month, but Onimusha was a considerable investment. I spent nearly the entirety of September playing through that game twice, it's a very hard game, and I need to detox for a while. Playing that Lego Batman: Legacy of the Dark Knight DLC tonight, which I don't imagine really qualifies for this.
« Last Edit: October 01, 2026, 11:35:57 PM by broodwars »
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Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #2 on: October 03, 2026, 02:51:20 PM »
I wasn't sure how popular or successful Onimusha would be but sounds like it is doing alright. I think Capcom released some positive sales results and it even got a 10 from IGN. I guess focusing on making the combat and boss fights solid covered for the flaws with others as well. I heard from someone on a podcast that they did quit on that final boss. Do you know what your total play time was?

I have really been struggling to finish games ever since August and being in the middle of Fire Emblem is not helping. I should still be able to report on a few I am playing. I am also looking at a Luigi's Mansion game for the month.

Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #3 on: October 03, 2026, 03:09:18 PM »
I wasn't sure how popular or successful Onimusha would be but sounds like it is doing alright. I think Capcom released some positive sales results and it even got a 10 from IGN. I guess focusing on making the combat and boss fights solid covered for the flaws with others as well. I heard from someone on a podcast that they did quit on that final boss. Do you know what your total play time was?

I believe when I looked at my save file, it was around 80 hours, but bear in mind I was basically 100%-ing the game twice between my original "Action" playthrough and my New Game + "Carnage" playthrough. I believe my first playthrough was about 45 hours long.

And yeah, that final boss is a hard one. He has 3 phases with no checkpoints, and you can only damage him in his 3rd phase when you're in Oni form. He also has a pretty damn lethal grab; a trio of unblockable attacks; and a super move in his 3rd phase that on Carnage will insta-kill you if you don't i-frame through it or counter it (I always chose to rely on i-framing through it with an Oni weapon attack). And just to add insult to injury, when you die he dances on your corpse. Also, the first time he grabs you he guts you while giving a long speech, which gets oh so fun by your 5th time redoing the fight.

However, his attacks are fairly easy to parry once you catch on to how his fight works, and he has 2 attacks that are pretty damn easy to Issen after some practice. It's really that grab and a drop kick he's especially fond of that can catch you off guard. It's the excessive damage he does when he breaks your stamina that really kills you.

He's rough, but he's not the roughest I've seen in an action game. That would still be Sword Saint Isshin at the end of Sekiro, which is a 4 phase fight, or Melenia from Elden Ring (which is a truly bullshit boss). I never played the Elden Ring DLC, but I've heard the final boss of that is some real bullshit, too. And as tough as Onimusha's fights can get, even they don't pull out absolute nonsense like Sekiro's Instant-kill Terror attacks.
« Last Edit: October 03, 2026, 03:19:41 PM by broodwars »
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Offline Evan_B

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Re: Shocktober 7: NWR 3D
« Reply #4 on: October 04, 2026, 10:13:36 AM »
Well, I’m planning on finally tackling Fatal Frame 5 this spooky season, as it seems now is as good a time as any to cross it off my backlog. I very much enjoyed the demo when I played it way back on Wii U and I wonder how it will play sans-gamepad viewfinder, though I’m sure you can achieve similar effects with gyro controls.

Fascinated by your take on Onimusha. The demo did not really appeal to me despite my recent Capcom kick so to hear it turns into a more open-ended experience is interesting. I felt the game’s combat from the demo felt like I was juggling too many balls, personally. But I have been sinking an unruly amount of time into Elden Ring and I do agree that some of its boss animations and statistics are unhinged and made me resort to cheese too often. That game is macabre enough to feel fitting for the month.

I know I have some other horror-themed games in my backlog: Kentucky Route Zero, Hellpoint, Labyrinth of the Demon King, and Darksiders 3 and Genesis, but the recently released Horripilant looks very appealing to me, and Soma is presently on sale for an absurd amount but I’ve already had the game spoiled for me so I fear much of the disorientation and mystery would be lost on me. While I will definitely pick up Horripilant, I have been craving a Resident Evil style game that isn’t bullshit like Crow Country or Signalis for some time. Maybe enough to get the original REmake, or maybe I’ll just replay REvelations Console Edition for old-time’s sake.
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Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #5 on: October 04, 2026, 03:11:30 PM »
Fascinated by your take on Onimusha. The demo did not really appeal to me despite my recent Capcom kick so to hear it turns into a more open-ended experience is interesting. I felt the game’s combat from the demo felt like I was juggling too many balls, personally.

It's worth noting that in the interest of being a demo, the devs give the player a bunch of mid-game abilities that you won't have when you play through that section of the main game. So if you think the combat is over-stuffed, it really isn't. It's just that the demo dumps a bunch of systems on you at once where the main game trickles them out. You can't even upgrade your character or unlock abilities at that point in the game, so no ranged deflection; no blazing state; no chain issen; etc. They also apparently updated the demo to include part of the open world area, though I didn't play that version of the demo.

On a side note, with us getting a new Castlevania game this month, I am tempted to finally do a serious playthrough of Lament of Innocence on my PS3 since I still have that hooked up. But first, I think I'm going to raise my Fuse Box count with the Remaster of The Thing.
« Last Edit: October 04, 2026, 09:00:08 PM by broodwars »
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Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #6 on: October 06, 2026, 10:54:22 AM »
While I am no closer to wrapping any games up, It seems like a great time to chime in on Elden Ring since there is no way I will finish it this month. I am playing this on PS5 with my partner. All the praise this game gets had me interested but my partner was actually the one that insisted we get it. As Evan_B mentions it is very fitting for Shocktober.

But I have been sinking an unruly amount of time into Elden Ring and I do agree that some of its boss animations and statistics are unhinged and made me resort to cheese too often. That game is macabre enough to feel fitting for the month.

I think so far the art, characters, and environments are my favorite part. There are some very frightening and grotesque beings in the game. I captured a few in the pictures below. As everyone knows the combat is strict and I haven't had the discipline to get good with the parrying yet. At this point I am about 20 hours in and still just focusing on powering up the character with equipment and leveling. It seems like it is just going to get harder from here on out. Any advice is welcome  :-\

...or Melenia from Elden Ring (which is a truly bullshit boss).






Offline Evan_B

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Re: Shocktober 7: NWR 3D
« Reply #7 on: October 06, 2026, 11:11:39 AM »
I personally did not find it particularly enjoyable to learn the parry windows for bosses, especially when they have attack strings that can be hugely punishing/subject to lock-on. 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. I am a great hammer/tower shield build right now and, as is the case with any good character-build-oriented combat system, a high strength/endurance build works extremely well for some fights and is terrible for others.

I guess I would say the most milquetoast advice: if you find yourself getting stuck in one place or against one enemy, there’s no shame in returning to it later, especially because the game’s only indicators of being in the “proper place” are maybe not-getting OHKOd, and whether or not you think you can stay alive long enough to overcome your particular obstacle with careful play. 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.
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Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #8 on: October 06, 2026, 06:37:59 PM »
I guess I would say the most milquetoast advice: if you find yourself getting stuck in one place or against one enemy, there’s no shame in returning to it later, especially because the game’s only indicators of being in the “proper place” are maybe not-getting OHKOd, and whether or not you think you can stay alive long enough to overcome your particular obstacle with careful play.

Some more specific advice I'd give is to make sure you thoroughly explore the area you start the game in as well as the southern continent before advancing to the castle up north for your first legacy dungeon and pair of bosses. A lot of early players run to the objective early on and get immediately wiped out by Margit the Fell Omen, who guards the first dungeon.

Regarding Margit, there is an item you can obtain from an NPC named "Patches" if you find and do his quest line in an early cave dungeon IIRC somewhere around the starting area. This re-usable item will lock Margit in place for a few seconds a few times, so it's a handy way to take him down.

While you shouldn't rush to the castle early on, I DO recommend advancing along the critical path long enough to run into this one lady who's hanging out in a shack in the windy area near the castle, as she will give you several useful items including a jellyfish spirit ash I found immensely useful in the early game. The thing just sits there and tanks damage while dishing out poison damage. IIRC, it's around here that you unlock access to Roundtable Hold, which is where you can upgrade your weapons and armor, too.

Don't **** with the many, MANY dragons in the game until you're comfortable with the combat system, and stick to attacking them on Torrent where possible in hit and run attacks.

Several of the chests in the game are trapped and will teleport you to areas of the map. In particular, there's a chest sitting IIRC just down some steps in the middle of a large field in the early game that teleports you to one of the most dangerous late game regions in the game. If you can just run out of the cave and past the enemies the game teleports you next to, you'll regain the ability to fast travel and from there you can make some decisions. That region of the game contains a lot of powerful equipment if you can just avoid enemies long enough to get it.

Do not be ashamed to run away from or past enemies in general. FromSoft were trolls when they designed ER, and they're fond of baiting you into fights you shouldn't be able to win early on.

Finally, unless it is your intention to 100% the game, don't try to do everything. I have done everything, and at least 75% of it is ****ing boring recycled slop because FromSoft was especially fond of Ctrl C + Ctrl V. Do what interests you. Skip what doesn't.

Edit: Addendum - If you have any interest in doing any of the NPC Quest lines, pull up a guide. Elden Ring is very poorly designed when it come to the side content. I know the game was patched to add NPC markers to the world map to try to address their habit of teleporting around the entire ****ing world at any moment, but I didn't find those helpful when I played the game so your mileage may vary.
« Last Edit: October 06, 2026, 06:55:43 PM by broodwars »
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Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #9 on: October 08, 2026, 10:35:38 AM »

Some more specific advice I'd give is to make sure you thoroughly explore the area you start the game in as well as the southern continent before advancing to the castle up north for your first legacy dungeon and pair of bosses. A lot of early players run to the objective early on and get immediately wiped out by Margit the Fell Omen, who guards the first dungeon.

Regarding Margit, there is an item you can obtain from an NPC named "Patches" if you find and do his quest line in an early cave dungeon IIRC somewhere around the starting area. This re-usable item will lock Margit in place for a few seconds a few times, so it's a handy way to take him down.

As you expect that is exactly what we did. We made a beeline for the objective and started fighting Margit without leveling up at all. After about 100 attempts I was able to defeat him and just figured that was how hard the game was supposed to be. I don't remember if we met Patches or not but will check that out.

While you shouldn't rush to the castle early on, I DO recommend advancing along the critical path long enough to run into this one lady who's hanging out in a shack in the windy area near the castle, as she will give you several useful items including a jellyfish spirit ash I found immensely useful in the early game. The thing just sits there and tanks damage while dishing out poison damage. IIRC, it's around here that you unlock access to Roundtable Hold, which is where you can upgrade your weapons and armor, too.

Don't **** with the many, MANY dragons in the game until you're comfortable with the combat system, and stick to attacking them on Torrent where possible in hit and run attacks.

Several of the chests in the game are trapped and will teleport you to areas of the map. In particular, there's a chest sitting IIRC just down some steps in the middle of a large field in the early game that teleports you to one of the most dangerous late game regions in the game. If you can just run out of the cave and past the enemies the game teleports you next to, you'll regain the ability to fast travel and from there you can make some decisions. That region of the game contains a lot of powerful equipment if you can just avoid enemies long enough to get it.

While you shouldn't rush to the castle early on, I DO recommend advancing along the critical path long enough to run into this one lady who's hanging out in a shack in the windy area near the castle, as she will give you several useful items including a jellyfish spirit ash I found immensely useful in the early game. The thing just sits there and tanks damage while dishing out poison damage. IIRC, it's around here that you unlock access to Roundtable Hold, which is where you can upgrade your weapons and armor, too.

Yes, we met that NPC and have several spirit ashes, but I am not sure how they work. I get how to fuse them to a weapon but how do you activate their special properties?

We also found Roundtable Hold but the blacksmith there just seemed to be the same as the smithing station early on? I bought some more spells from someone there but can't seem to use them?  :-\

Several of the chests in the game are trapped and will teleport you to areas of the map. In particular, there's a chest sitting IIRC just down some steps in the middle of a large field in the early game that teleports you to one of the most dangerous late game regions in the game. If you can just run out of the cave and past the enemies the game teleports you next to, you'll regain the ability to fast travel and from there you can make some decisions. That region of the game contains a lot of powerful equipment if you can just avoid enemies long enough to get it.

Yeah, I definitely got sucked into that trap. It wasn't too bad but I could tell I wasn't ready for that area. Thanks for all this advice it is very helpful. I am trying not to look anything up online so as not too just spoil the game.

Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #10 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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Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #11 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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Re: Shocktober 7: NWR 3D
« Reply #12 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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Re: Shocktober 7: NWR 3D
« Reply #13 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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Re: Shocktober 7: NWR 3D
« Reply #14 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.
« Last Edit: October 09, 2026, 11:11:55 AM by broodwars »
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Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #15 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.

Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #16 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.

Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #17 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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Re: Shocktober 7: NWR 3D
« Reply #18 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
« Last Edit: October 10, 2026, 07:39:56 PM by broodwars »
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Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #19 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?  ;)
« Last Edit: October 11, 2026, 07:35:16 PM by broodwars »
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Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #20 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.
« Last Edit: October 14, 2026, 09:13:47 PM by broodwars »
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Offline Evan_B

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Re: Shocktober 7: NWR 3D
« Reply #21 on: Yesterday at 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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Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #22 on: Yesterday at 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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Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #23 on: Today at 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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