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File: 1562480322954.gif (242.05 KB, 500x254, 250:127, 593048509438095.gif) ImgOps iqdb

 No.46178[View All]

Other one's basically full, so might as well create a new one.
124 posts and 98 image replies omitted. Click reply to view.

 No.47652

File: 1572398906256.jpg (75.45 KB, 640x618, 320:309, 1876_front.jpg) ImgOps iqdb

this looked pretty cool when I rented it in 1996 but now that I finally played it through….meh

stupid game, absolutely barebones story, primitive graphics, it belonged on NES not the playstation

 No.47672

I pressed control R.

CASTLE CRASHERS

TL;DR

ranged is great for DPS, but you can't back up and shoot. It's simple, like melee, which you just use two combos for. Magic is the only thing that matters in tier lists. Melee is only good for the final boss. You can't hit the final boss's final form with ranged or magic. It's poorly designed. All characters play THE SAME. The music is from newgrounds and is unoriginal. The game is just a beat em up that was priced for like, TWENTY DOLLARS. Not worth the price. Not even worth 10 bucks! I got it for 3, and have beaten it 2 times, almost 3, with only 13 hours in it. There's an insane mode, but no real reason to continue after playing each of the styles. All weapons are the same, animal orbs, which are companions, are tiered from absolutely useless to hawk and giraffe. Those are the only two you need. Hawk gives you food from dead enemies (OP), giraffe gives 1.5x the exp. Each hit gives you 1 exp, and it's a grindfest to level to 99. I refuse. No need. I'm not playing the insane mode since it'd be a grindfest.

Alright, crap game. I got it for 3 bucks. Don't bother getting it. 3 dollars / 13 hours = .23 cents an hour. Not bad compared to other mediums, but there are other, longer games that are more detailed that'll give you more bang for your buck.

 No.47676

>>47566
Blood is my personal favorite. I hated it until I realized that crouching reduces the accuracy of hitscan enemies, then it became absurdly fun. The only area it's lacking in is the inventory items, Duke Nukem was much better in that regard. I find it odd because the weapon selection was pretty unique with stuff like the flare gun, aerosol can, life leech and voodoo doll, not to mention all the different kinds of dynamite. Also I can't think of any FPS that had alt fire modes before Blood. Having 3 types of armor (for regular, fire and spirit damage) was also pretty interesting.

It's inspired by Horror movies in general instead of just Alien like DOOM, so the themes of the levels are way more varied. The level design has the classic complex yet easy to navigate feel of older FPS and is very fun to explore. Enemy placement is great and enemy type variety is large enough that it never gets tedious or boring (I think there's at least 15 different enemies). Highly recommend it if especially if you're looking for another FPS with Horror elements like DOOM.

 No.47677

>>47676
I'm playing Blood right now and it's an absolute joy, wiz.
>I realized that crouching reduces the accuracy of hitscan enemies
You don't say, I only crouch to shoot at spiders and stuff. Maybe now I won't get crudux cruo'd so often.

 No.47680

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Pretty cool game. Has a wonderful sense of discovery highly reminiscent of late 90s to early 00s gaming, with each new clue, quirky mechanic & area you uncover leading to even further neat things to discover upon each new reset of the day. On that note, the "time loop" mechanic present here (ala Majora's Mask) is done well enough, I suppose, but the lack of any shortcuts to key locations, no method to hold items, or ways to speed up or slow down time makes the whole thing quite tiresome to deal with, especially near the end. Each day lasts 22 real life minutes and, as a result, you're essentially always on the clock and have to prioritize what, or where it is you're going to investigate before you get knocked back to the beginning of the loop. Fortunately, your ship's computer stores all the relevant data & clues you uncover and is immune to the effects of the loop so, over time, you'll fill out various interconnected webs of information which all help to point you towards wherever it is you need to go next. Essentially everything in the game operates off this 22 minute interval, even the unique operation of each planet's biosphere.

Speaking of, the planets especially are really something else and each one can leave with you quite the first impression. Personally speaking, I found each of them to be really impressive from a gameplay standpoint and I've honestly gotta hand it to the developers for their sheer creativity in designing them. That's not to say that they still can't be damn frustrating & gimmicky at times, doubly so when you're forced to just stand around and wait until certain planets (like the hourglass twins) have reached their correct position in the cycle so as to facilitate the means to pick-up where you left off and continue exploring them.

The story is also pretty novel for what it is and, beyond the initial set-up, is delivered in a very "show don't tell" sort of way, being firmly a part of what you'll discover along your journey. The concept of grappling with & trying to survive the inevitable heat death of the universe isn't something I've often seen tackled in a game before, so I appreciated its novelty on that front. The actual ending was very 2001: A Space Odyssey at points and had nice sense of you being truly beyond the looking glass & tumbling down some interdimensional alien rabbit hole.

Anyway, all in all, I was really enjoying this, with it proving to be one of the most original games I've experienced in a while, at least right up until almost the very end due to one particularly awful and unwittingly self-inflicted late game ordeal, which is further detailed in the spoiler below.

Pretty much the last thing you need to do to complete the story is partly reliant on having to stealth past what are essentially the only enemies present in the game, with a group of them camped around the entrance to an important area you need to get to. The prelude to doing this however is at least 10 minutes of waiting upon each new reset in order to retrieve a plot crucial item on an entirely different planet. If you happen to die while trying to sneak past these enemies then that simply means another 10 fucking minutes of standing around doing nothing until you're able to re-grab that item you need on this separate planet, before then zooming back over to the other planet to reattempt sneaking past these things. The fact that, until the loop resets, these enemies will never leash back to being passive if they spot you, even if you leave the area/planet, is also complete bullshit. In my case, I misinterpreted a clue you can find earlier on in the game which mentions that these enemies are "blind". The way I dealt with this when needing to investigate the area before this point was by simply exiting my ship in order to try and move very slowly past them, squeaking by with small thrusts in my spacesuit. I'd essentially let my ship drift past them and then link back up with it after I myself got past. Again, little did I realize that the only reason I even managed to get past in this fashion the first time was because I myself was also drifting, not because I was just moving slowly. When I was ready for the end of the game, I kept trying to move past them normally, moving along the opposite wall while slowly engaging my jetpack and swiftly dying each time. After about 8-12 times of trying to stealth past these fucking things and getting extremely frustrated to boot, I finally looked online to see what the fucking deal was before then realizing what a god damn retard I was to not see the obvious. Even with my ship drifting past me each time, I just didn't put two and two together. That being that as long as you don't "move" they won't aggro to you, even if the ship itself is drifting right past their face. At the same time, just because the enemies are "blind" isn't really enough to then assume that they must therefore sense through vibrations and or sound instead, especially when the game never offers any hints to this being the case beyond indicating that they're blind. And again, I feel like I had actually managed to sneak past them before while moving slightly, but somehow I never noticed what it was I doing to not get me noticed by them. My own stupidity notwithstanding, that whole final ordeal pretty much soured the entire climax of what was otherwise an amazing game. It really pisses me off that something so interesting & novel had to get so fucking ruined like this, especially when I was so close to the end. Damn it, I really hate how fucking utterly thick & inept I can be. I just hate that, that happened. Fucking hell, I hate that it had to retroactively ruin what was a somewhat satisfying game, all thanks to the fact that I'm so god damn retarded. I would've enjoyed the ending & overall package so much more if none of this had happened. Damn it.

 No.47684

>>47672
that's $20? i remember getting castle crashers on xbox 360 marketplace like a decade ago. i don't think it was even $20 back then.

 No.47686

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I wish I could articulate that weird feeling that irrelevant, 4/10 PS2 games give me. It's like going back to 2004 and forcing yourself through a bad rental, because damn it I'm going to enjoy it.

The actual game itself, well, it's got that oppressive dark palette that finds itself coating a lot of PS2 games from the era. The controls are clunky, but they had to know that, as you barely have to aim to kill the T900s, or any enemy in this dog shit of a game. Arnold is as phoned in as ever, it barely feels like a movie game. Despite all that though, I liked it. Such a forgotten, shitty, souless game, that I saw myself in it in a way.

 No.47713

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>>47684

$15, I guess. The blacksmith and pink knight DLC is just another character with some new spells. Same spell types, just a different skin.

Pit and the batteblock theater are different, but I doubt they're worth it.

So overall, the only DLC is the latter two, but battleblock theater itself is $14 and the pit is not stated. Together, it's $24, and I wouldn't pay that much for a game that I've only played for 10 hours. I'm not taking the chance on the other DLC either.

 No.47714

hru

 No.47715

>>47680
i keep confusing this game with outer worlds whenever i see either game mentioned

 No.47718

I played through the Witch's House MV for the first time and the "true ending" is something I probably won't forget.

 No.47735

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>>47677
Ok I finished it. Took me a while. This game doesn't fuck around, you guns blazing into a mob of enemies and you're going to get your ass handed to you. I loved the weapons, pretty original, my favorites were the voodoo doll and the life leech (although it doesn't leech life, for some reason, but it's really good to cheese enemies, bosses especially). I love voodoo aesthetic on games, looks cool and for some reason in the 90s most games had some voodoo stuff.
It's an amazing game, probably my favorite of the old school shooters (haven't played Duke3d but I don't think it'll beat this). My only problem with it is that the game kinda does whatever the fuck it wants when you try to aim vertically, but that's understandable for a game like this one.

 No.47751

Finished the single player of the latest COD.

The sound design is probably the best of any game I have played. It sounds fantastic. The story was meh, the gameplay was tight with everything feeling alright. Not exceptional or anything but pretty good. The game looks good even with most of the settings turned down and the acting during the cutscenes is actually pretty good.

The multiplayer is both fun and frustrating. It has been a long time since I played a COD game and it is going to take a while for me to stop playing it like counter strike.

Overall it is a good game and I don't regret getting it. While the single player campaign is short, fuckton of time I will probably sink into the multiplayer with more then make up for it.

 No.47756

File: 1573072390948.jpg (223.44 KB, 1024x1536, 2:3, star_fox_64_smartphone_wal….jpg) ImgOps iqdb

I've 100%'ed Star Fox 64 the other way. Regular and expert mode all medals. What's everyone's high scores? Mine is 1523 but I'm going to try and beat that later. What's your favorite planets? For me it's Zoness and the meteor field. Area 6 is pretty cool too

 No.47758

>>47735
>>47676

Enh, I have pretty mixed feelings on Blood myself. I could explain why, but it mostly just comes down to personal preference. Personally speaking, I wasn't the biggest fan of its arsenal, with weapons like the aerosol can or flare gun being especially piddly & underwhelming. The tommy gun & double barrel shotgun were also kinda meh, to be honest. Once you get weapons like the napalm launcher, tesla gun, voodoo doll, or life leech it helps to balance things out better, but the start of each new episode is always a pain given that you're forced to use the crappier weapons until you can manage to pick up everything else again. Funnily enough, I'd probably consider dynamite to be my favorite weapon in that game. Nothing more satisfying than chucking a fat stick of dynamite right into a crowd of zombies and watching them all blow to pieces, with Caleb's occasional cackling just being the cheery on top.

The level design & enemy variety is pretty good, I'll admit, but, at the same time, I don't know. It still didn't leave that much of an impression on me. Those fucking cultists are such a pain to deal with in certain areas. Crouching mitigates their hitscan bullshit to a certain degree, yes, but I still wish the damage they're able to inflict was half than what it is. Also, if they happen to fall into the water and there's something you need there you're pretty much fucked, since you can't crouch underwater, yet they can inflict pretty much instant death levels of damage. There's a particular spot in one of the expansions (I think anyway, since it's been a while) where it's just hell for this sort of thing. Other enemies like giant spiders, sharkmen or rats were also just plain fucking annoying to deal with a lot of the time.

Still, I found myself really liking the spooky atmosphere and that each of the levels were kinda their own little homages to horror in general. All the little references & easter eggs therein being just as enjoyable to discover. It would've been nice however if the soundtrack had been more varied. That one ambient track with the midi piano is pretty much the only song used in the entire game. It might be a bit nitpicky I guess, but it still kinda bothered me while playing.

Gameplay-wise I didn't have that many issues with it other than that some of the alt-fires are useless and the needless splitting up of armor into three different categories which, for me, was just unnecessary. I liked the bonus power-ups for the most part, but being able to dual wield, in my opinion, should've been an option given to the player to use at all times. Inventory items were forgettable, but they usually always are in older shooters like this.

Anyway, I still kinda like Blood for what it is, but for me I'd consider stuff like the original Shadow Warrior, Duke Nukem, or Dark Forces to be superior. I've never played DOOM, Quake, Heretic, or Hexen, so I can't comment on those. Monolith, as it once was, was honestly one of my favorite developers. NOLF 1 & 2, F.E.A.R., Condemned, TRON, AVP 2, SHOGO. They had so many great hits. Funny how if I were to rank all their games, prior to F.E.A.R. 2 of course (since everything starting from that was either mediocre, or shit), I'd actually consider Blood to be near the bottom for me. Playing something like SHOGO, which itself is just a send-up of 90s & 80s mecha anime instead of horror, turned out to be way more enjoyable for me versus playing Blood. Again, it's a well put together experience, but, I don't know. I guess I just wish I had enjoyed more than I actually did.

Which version did you guys play, by the way? BloodGDX or DOS? Just curious, since I'd recommend checking out GDX for its additional features & options, assuming you haven't already.

Also, despite my mixed stance on Blood, I'd highly recommend checking out the user made campaign known as 'Death Wish'. If you thought Blood had great level design, just wait till you check out this. Hands down the most fun I had with Blood was thanks to 'Death Wish'. Even since I last played it a couple years ago, the same guy is still updating it with new content & levels, which is quite commendable and makes me one to revisit it at some point in the future.

 No.47761

>>47735
wow that game looks good

 No.47762

>>47758
>The tommy gun & double barrel shotgun were also kinda meh
I liked the shotgun, way better than the piece of shit quake has as a shotgun, but yeah I guess it was pretty normal.
>There's a particular spot in one of the expansions (I think anyway, since it's been a while) where it's just hell for this sort of thing
I think I know exactly which level you mean, it's on the expansion and there's a key in a big area underwater. That shit had me screaming at the computer in anger, it's the only part of the game I thought was poorly designed.
>Which version did you guys play, by the way?
I played the DOS version (the one in gog installer), might try the one you said in the future.
Thanks for the recs, wiz.

 No.47767

>>47758

You know, not long after writing this post I decided to replay a bit of Blood just for the heck of it and it's really a damn great game. Played & finished a short fan campaign I had installed a while back and immediately afterwards found myself hungry for more, so I went along and decided to finish most of the original game again too. The combat & level design really is far more satisfying & addictive than I gave it credit for. Also, it's weird, but I found the damage reduction from crouching to be way more prominent than I remember it being. So much so, that a lot of the time I was basically dancing around those cultist bastards without so much as a scratch. On occasion however, they can still inflict questionable amounts of damage, but, overall, it makes a significant difference to the fun factor. In addition, I don't know why I poo pooed weapons like the tommy gun, sawn-off, or flare gun, since all those weapons are awesome and certainly have their uses. Aerosol can still sucks, but works well enough when dealing with zombies or rats. Those giant spiders that shit out tons of tiny spiders are also still the worst though.

As it stands, I think playing the expansions years ago must've somehow soured my memory of this game since, while fine in their own right, don't come anywhere near the great design of the main campaign, or even certain fan missions. In contrast to what I said before, I'd actually rate Blood as being in my top 3 of build engine games, or just old-school shooters in general, tied only with Shadow Warrior as to what I'd consider my favorite. I'd also consider it my fourth favorite Monolith game, behind F.E.A.R, Condemned, and NOLF 1, in that order.

>>47762

>I liked the shotgun, way better than the piece of shit quake has as a shotgun, but yeah I guess it was pretty normal.


Never played Quake funnily enough, although I really should one of these days, but Blood's shotgun is indeed very serviceable. One shotting cultists with it's alt-fire, or stun locking gargoyles with blast after blast, makes it everything using a shotgun in a video game should be. Satisfying, powerful and essentially instant death for your enemies once you get in close.

>That shit had me screaming at the computer in anger, it's the only part of the game I thought was poorly designed.


Yep, that's probably the one I'm thinking of. Glad to hear I'm not the only person who found themselves raging at that horseshit. Even outside of that however, cultists falling in water can still be a bit of a pain to deal with. It's fine if it's only one or two, but more than that and you're almost certainly gonna have a bad time, assuming you can't just ignore them. Power-ups like reflective shot, or invisibility are a godsend in such situations, let me tell you.

>Thanks for the recs, wiz.


You're welcome. GDX brings a ton of QoL improvements to Blood, not least of which is the ability to customize the difficulty to your own preferences. For instance, you can have the large enemy numbers that come with 'Extra Crispy' (highest difficulty), but the damage values & health that come with 'Lightly Broiled' (third highest difficulty). Makes for a fantastic combination, being able to chew through hordes of enemies, while still keeping everything fairly balanced & challenging while doing so.

Anyway, hope you enjoy 'Death Wish'. Like I said before, I might even decide to replay it myself, if only to check out some of the new levels & content that have been added since the last time.

 No.47819

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Well, here's a grim fucking game if ever there was one. I wouldn't exactly consider it "scary" in the traditional sense, but what it lacks there, it certainly makes up for in its downright suffocating & oppressive atmosphere. Outside of all the blood, guts and murder, I'd say the ghastly nature of the predicament these characters find themselves in is what I'd consider to be the most frightening thing of all, frankly. Being lost in a hell dimension where you relive the agonizing nature of your death over & over for all time, for no other reason than you were just unlucky, like a fly who randomly gets caught in a spider's web. Regardless, the more straightforward "blood & guts" aspect of this game can still get damn wearying after a while. A good deal of the violence tends to get drawn out quite lengthily, to point where it almost feels like watching the most unpleasant of torture porn. On that note, I found the game really does delight in its sadism a bit too much at times (tell me that scene of Ms. Yui getting crushed under that bookcase and having to limp around in bloody, agonizing pain for the rest of the game only to inevitably get devoured by the hell dimension in the end wasn't the height of fucking abject sadism). Overall it wasn't enough to ruin the flow/intrigue of the story for me, although I still wish it had been toned down to less, what I would consider to be, "edgy" levels.

Although I suppose it doesn't come as much of a surprise to say so, it's the story & the characters which make this game, more than anything else, worth playing/experiencing. Everybody in the main cast is quite likeable for the most part and you root for them every step of the way. You feel for their hardships and, in some sense, it feels like the developers made them this earnest & kind, just so that their eventual torture, or even excruciating deaths in some cases, would feel that much more awful & sadistic. I also have to say that, while I still have some unanswered questions, the story is actually pretty good and it gives you just enough motivation to want to keep going forward to see what happens next and to ultimately uncover the truth of what's actually going on here.

Gameplay-wise, it honestly could've been a lot better and it's actually so tedious at times that I really wish it had just been a visual novel instead. The amount of walking around you're forced to do in the exact same god damn areas over & over, going in & out of the same old rooms, looking for the next trigger to the story, can all get to be really obnoxious & annoying past a certain point. I also found it a little frustrating how obtuse the conditions are to get the actual, story advancing ending to a chapter. Do something a bit too early, or a bit too late, don't pick up all these randoms notes that are scattered around, select the wrong thing to say or do in some arbitrarily designed choice, and it's a "wrong end" for you, I'm afraid. In my case, I only needed to look at a guide twice to see just what the hell I had missed, and in both cases it was due to something utterly insignificant or out of the way which, again, was quite annoying. As I said already, in my opinion, CP would've been far improved as a visual novel similar to that of 'Saya No Uta', with a couple choices to make here & there that would pretty clearly indicate which branch of the story you wanted to go down, with no extraneous & half-baked gameplay elements getting in the way of slowing down or ruining the pacing of said narrative.

Anyway, all in all, this was a pretty grueling game in most respects, but I still somewhat enjoyed it, if only for, again, the story/characters. Perhaps I'll even check out some of the other CP games someday, but, then again, perhaps I'd be just as better off not to, given their rather extraneous nature. CP2 looks kinda interesting at least.

 No.47822

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Just finished Enter The Gungeon. In order to do that I had to unlock every single gun and every single item in the game. I did just that. I unlocked like 99% of it fairly and had to use modding tools to get the remaining bs 1%. Felt really satisfying to finally 100% this game, even if I had to cheat at the end.
Enter the Gungeon is a roguelite and a really good time-waster(like all roguelikes). I don't have steam so I have no idea how many hours I've spent playing this game, but I think it's about 300~ hours total. I enjoyed every hour of it(well, except the last 2, where I had to cheat).
I mainly played the marine because he had the best starting equipment. I dunno what else to add to this "review".
Well, I guess I'm waiting for the upcoming Binding of Isaac: Repentance update to come out. I'm not touching another roguelike game until then.

 No.47827

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Finished Duke Nukem 3D. I really should've played this game before Blood since they used the same engine but I liked Blood a lot better. It's still a great game, with some unique weapons and enemies. Hit-scanners are toughest than any other game I played, and the game has a tendency to spawn them right behind you, killing you in seconds. The levels are dynamic and they often change, a lot of walls are breakable and often entire rooms colapse (sometimes on top of you, which can make for some really unfair deaths). Of course the thing that everyone remembers this game for is the main character and humor, but I kinda knew what to expect before playing it so it didn't do much for me. Ironically the only part that made me laugh was when they anounced the sequel at the end, and told the player to expect it "Soon", well 15 years isn't that long.

 No.47834

finished yu-gi-oh game Tag duel for PSP

it was so barebones and barren that I played only the first ingame days and then every single day would start and skip it directly to bad unless I got an e-mail or evfent


I ended up not being able to find a partner tp the last gameending duel because u lose relationship points when u skip the day so that absolutely smeared the fact I played so much on the first days. Kinda of shit tbh but was the first of a series of 5 so could be come better at latter inslaments, I know I am skipping to 5 straight away now

 No.47932

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I wish Inmendham reacted to every line in this pile of shit.

 No.47934

>>47932
Happy to see people finally stopping to kiss Kojima's ass

 No.47936

>>47932
>>47934
I gave up on expecting anything from Kojima after MGSV. Such a waste of fucking potential.
I had no interest in this game but I laughed my ass off when I saw news headlines posted of him saying that people didn't like his game because it was "too deep" or some shit. What a pretentious fucking cunt.

There's a theory that Fukushima, the co-writer, was responsible for the stories in the early games being good, because he wasn't a cowriter for the games after 3, when things started going to shit, and he also was the main writer for several spin-off games that were pretty good.

 No.47938

>>47932
I really hate this character's face, and what the fuck is that unsettling baby doll he's carrying? is this a horror game?

 No.47940

>>47938
Not your personal google.

 No.47941

>>47938
I have watched about 20 minutes of people playing this game here and there and everytime it's a guy walking around a meadow. It felt like Fallout 4 with better graphics. Never bothered actually looking what's about.

 No.47942

>>47941
I've watched a complete 40+ hours walkthrough and the irony is that walking around is actually pretty cool and comfy experience, while the plot is garbage.

 No.47943

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I finished Dragon Quest III on the SNES today.
It was my second DQ game (after VII) and overall I liked it more. The story was more barebones but I liked the party system, freedom of exploration, and dungeon designs more than what was in VII.

 No.47955

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finished darkest dungeon
was great game all along, though the ending suffers from what all other cosmic horror games suffer from but it cant be helped
its on autumn sale, if you havent played it before id recommend it if you have any interest in dungeon crawling or eldritch lore etc.

 No.47956

>>47943
Man I wish I could jump straight into III or VIII, but I'm playing V right now and I don't want to get sick of the series so it'll have to wait. It's formulaic, simple, but it just works.

 No.47965

Dreaming Sarah.

I've beaten it with… 85%!? I have all the achievements, have looked into the reviews for secrets, and have everything in the game. It took me but 2 hours to do this all with only one clue that was in plain sight (literally). Get it now for 60 cents and you'll have a good ratio of entertainment to cash value.

The music is alright except for this one piece which is phenomenal. It also goes great with the area it's in. The achievements aren't too hard, but I find most of my time was backtracking / exploring areas constantly. I feel like some player interactions weren't bothered with. I can talk with NPCs as a fish with no response, my friend gets a job, but nothing comes from it when a dangerous person goes in and kills everyone. There's a toilet in that same place that you go out of as a fish, but you can't re-enter is through the other end as a fish.

There are unsolved mysteries like this weird fishing pole in the first area. You can't do anything with it and turning into a fish does nothing to it. There was an area underwater you needed the watch to get through, but on the other side, nothing's there afterwords.

The world is also quite small, actually, but thankfully, it's good that way. You can complete it like a real game, compared to other exploration games, and you know when you've found everything. I'm glad to have completed this game. I find it better to just complete it than to leave it.

 No.47981

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>>47965

I felt like I saw this game what feels like ages ago now when I was randomly browsing Steam on a whim one night a while back, had my interest piqued by it and was intending to check it out later, but then just totally forgot about it. Anyway, I'm glad you mentioned it because it turned out to be a really comfy game that was an absolute pleasure to experience. Puzzles aren't too difficult, there's nothing all that esoteric or obscure that's required to get any of the effects or items, and there aren't that many areas to keep track of either, nor is it all that difficult to find them (although I did wander around aimlessly a little near the end after forgetting about the tooth area, which I'd actually already been to earlier before getting that rotten juice).

Having said that, I also agree with a lot of the points you made, insofar as the backtracking is concerned & other niggling little annoyances. Like you said, it'd of been nice if that toilet in the bathroom could've been used both ways, but, even so, there are still plenty of other shortcuts elsewhere (along with the pill effect) which help make navigating around less of a headache than it otherwise would be.

>I've beaten it with… 85%!?


Weird. My stats indicated I had 105% completion after beating it and acquiring all the achievements along with seemingly all of the secrets as well. Like yourself, it took me a couple hours to get through the first time. In my case, and as silly as it sounds, I actually ended up playing through it a second time just so I could re-experience the comfy factor of it, while also taking some random screenshots and stuff. Funny how you can essentially beat the game in less than 20 minutes once you know where to go, but that's to be expected for an already super small indie game like this. Either way, I'd say it was a good use of the remaining two, or so, dollars that have been sitting in my Steam wallet for ages now.

>The music is alright except for this one piece which is phenomenal.


I thought the whole soundtrack was phenomenal, to be honest. I was actually quite pleased to see that the entire soundtrack is provided as a free download with the game itself, since it's exactly the sort of thing I'd love to listen to later when I'm feeling in the mood for something calm & easygoing to tune out on. In addition to the song you already mentioned, the music that plays in eye world, orange world, books world, bus ticket world, and pink planet world, were all quite excellent in my opinion. This & the somewhat recent Yume Nikki: Dream Diary are both real treasures, if for nothing else than due to their wonderfully dreamlike soundtracks.

>my friend gets a job, but nothing comes from it when


Yeah, that seemed a little weird. Especially since his dialogue changes afterwards, but only to indicate that he's eager to not lose his job, which is now certain to happen after everyone just got killed due to you distracting him. In that sense, I guess it's simply to make the player feel "bad" for what they did, despite there being no option to do so otherwise. There's also that random disembodied head guy nearby who mentions that he notices what you did, but it's mostly irrelevant, I suppose.

>There are unsolved mysteries like this weird fishing pole in the first area.


There's an NPC there who mentions he forgot his umbrella somewhere and once you pick it up he disappears from the game world. If you picked up the umbrella first, then you'll never know he was even there, which I'd imagine is quite common. Still, it feels weird that you can't interact with the pole once you turn into a fish.

>There was an area underwater you needed the watch to get through, but on the other side, nothing's there afterwords.


There is, but it's just a rock guy who tells you that life is hard (get it?, because he's a rock, har har), but other than that, yeah there's nothing.

The only thing I'm somewhat curious about is what the doll item was for? It's the only item you never use from what I recall, which I found a little strange. A minor mystery, I suppose.

Anyway, all in all, Yume Nikki-lite is probably the best way I could describe this game. Unlike Yume Nikki to some extent, this game feels a lot more straightforward & conclusive in a lot of ways, even achievement-wise, which, like yourself, I didn't mind all that much, since it allows one a small sense of satisfying closure about the whole thing once you see it through. The fact that you see her wake up from her coma at the end felt a little too forward in some ways, but I guess they also still leave up the sort of unknown possibility that it may have even been a suicide attempt, in regards to throwing herself onto the freeway.

It'll be interesting to see how the sequel, 'Awakening Sarah', turns out. By the title alone, I can assume there will be less of an emphasis on the Yume Nikki inspired dreamscapes which feels a little disappointing.

 No.47982

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>>47981

Just a random aside, but playing this also inspired me to boot up Yume Nikki for the first time in a little while. I set myself the goal of getting to the mall rooftop so I could finally check out the special witch event there, which I never managed to get around to doing in the past. I found it quite cute how Madotsuki will wake up falling out of bed if you happen to turn off the effect mid-flight, like I did. I also wandered around a bit elsewhere and stumbled across a random warp zone that took me to the Famicom world. I then pinched myself awake and sat on the balcony for a while, in addition to playing around on the chair for a bit and timing its movements to the music that plays there.

 No.47986

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Surprisingly decent. Literally had no idea this game was even being made or existed until I saw it pop up on Steam. Wouldn't exactly be high praise to say so, but I'd certainly consider this to be the best terminator game ever made. Had some extra mechanics to it that I wasn't expecting, since going into it I thought it was just going to be a dumb, linear COD-like shooter and nothing more than that. Even so, the inclusion of a leveling system, crafting system, and story based decisions to make, also felt kinda gimmicky in some sense. To its credit however the choices you make in the story do in fact matter to a large extent and, all in all, I found the story to be actually pretty engaging and I'd in fact consider it to be one of the best things this game has to offer, frankly. In terms of the setting, the game pays no attention any other terminator films besides the first two, which I very much appreciated. John Connor himself even looks as he does in T2, face scar and all. The characters were also fairly well written and each of them had their own little backstories you can dig into, which is nice for what it is. I also found the way it fleshes out certain concepts from the films like in the case of the "annihilation line" to be kinda cool for describing the unstoppable march of Skynet in regards to what we catch glimpses of in the first two films. The atmosphere at night time, or in the Terminator 1 stylized resistance shelter you come across later, was also top notch I found.

In addition, the fact that each of the mission areas you go to are kind of their own little Far Cry-like zones was kinda cool as well, since it allows you to explore a little and you can go around scavenging stuff & completing the odd 1 or 2 side quests that you're assigned with beforehand.

I'd say the biggest thing that bothered me about this game is just how fucking ridiculously easy it is to the point where it just drains any kind of meaningful satisfaction out of the gameplay. Even on the highest difficulty setting, terminators, along with all the other robots you fight, pose zero threat. It's kinda neat in the beginning since you need to avoid terminators due to the fact that they are totally immune to ballistic weaponry, but once you get your hands on a plasma rifle they essentially become utterly toothless. The AI for the terminators is also so abysmal it's laughable. There's no sense of alertness to them and you can literally snipe one in the head, walk away for like ten seconds, and they won't even bother chasing you or going on alert. Even when they do "chase" you, you can literally just hide around a car in a circle and they'll just suddenly forget you were there. There's also a bit of a Diablo-like gem socket stylized upgrade system to the plasma rifles where you can loot new chips, or stat bonuses, from destroyed robots or terminators and slot them into your weapon, to a maximum of three. If you stack the damage boosting ones, you can literally one shot terminators, or take down HK's or those giant mech terminators in what is essentially a clip's worth of shots. I can't stress enough how the terminators themselves are just so pathetically harmless that they're essentially nothing more than roombas. They're slow as shit, have the accuracy of storm troopers, and they'll literally just fall the fuck down if you happen to shoot them too much like a 90 year old geezer who's walker got suddenly kicked away from them. There's also just way too few them. I think the largest amount of terminators I ever saw in one area was like 9-10, which is just woeful. Even the "super" infiltrator Arnie style terminators you occasionally fight are ridiculously easy to destroy. There's even the odd Far Cry-like outpost you can take on when wandering some of the maps, but, once again, they're just way too easy to deal with.

I'll be honest that I'm not entirely sure how one could make terminators more threatening in the context of a video game. Maybe make them a rare enemy with huge damage resistance and who'll bust through walls and be absolutely relentless in chasing you down and that you need to use cunning and all of your resources to defeat. Making them equivalent to battle droids from the Star Wars prequel films like this game has done though just doesn't feel like the way to go with it. Maybe if there absolute hordes of them to deal with, but there isn't. Not even close.

I'd be interested to hear how other wizzies might design a game with terminators in mind, but sadly I doubt anyone will bother answering me.

Anyway, like I said, it's not amazing or anything, but it's mostly ok. I never crafted anything beyond lockpicks, some of the skills in the skill tree are kinda pointless and make the game too easy, and the AI is quite bad, despite the enemy design itself in certain ways being good. Despite that however, the story is pretty cool, and exploring/scavenging the maps can be neat for the first few times you do it. The actual shooting itself is solid and there's a fairly decent arsenal you have by the end. The last two levels of this game are really a nice payoff for everything that happens before it, I'd say. You get a lot of action & major story events happening which all helped lead to a fairly satisfying conclusion. The final assault on Skynet with the terminator theme swelling in the background as you're taking on giant mechs, terminators & HKs was pretty damn epic feeling I must say. The ending doesn't leave much room for a sequel, which is a shame since I'd like to see how the developers might improve what they did here even further if given the chance.

I also found it quite odd how the terminator whom is clearly meant to represent Arnold looks nothing like Arnold at all. Why is that? Clearly the developers had access to the license so why wouldn't it look like Arnold?

 No.48003

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Really hated this at first due to how awful the gameplay felt right off the bat (enemies getting lots of free bullshit hits especially after getting up, having the X, or square, button be universal for interacting with anything while also being your primary attack button leading to sometimes picking up enemies or doing screen transitions right in the middle of a combo, wonky hitboxes, stiff controls, etc.), in addition to the rather in your face inclusion of various YouTuber cunts which just got on my nerves as well. Speaking briefly on the latter point, the fact that almost all of the shopkeepers, and some side characters, are voiced by these pricks was just obnoxious as hell and, as the most egregious example for me, I really fucking hated having to hear those two morons from the Game Grumps whenever I wanted to go to the dojo. That aside however, after buying a few new moves, leveling up a bit and acclimating myself to the way the controls are, I really began to start coming around on this game. Chaining combos and juggling groups of enemies is damn satisfying & past a certain point I was pretty much chewing through enemies left, right & center. I'll also say that each of the characters are pretty fun to play as and their move sets feel nicely distinct from one another. In my case, I mostly played as Kyoko and found her to be especially adept at being able to herd & combo groups of enemies together with her moves. I also appreciated that even the bosses can be combed to the point where you can pretty much take off a third of their health in just one opening.

The last phase of the true final boss was just tedious as hell however, since you can only attack by stomping once at a time, so, as a result, it takes fucking ages. Playing as Kunio in new game+ was a damn blast though. He's basically everything that Kyoko is, but better. You really feel like an untouchable dealer of death when playing as him, assuming you've mastered the combo system.

I won't say much of the story or the two main characters other than that it, and they, weren't as annoying as I thought they'd be, but it still would've been better had they not been voiced, or really anything here had been voiced at all. The game's pixel art is certainly very impressive it's needless to say, but, at the same time, the soundtrack sucks total ass, which itself hampers the presentation a bit (WayForward really should've got Jake Kaufman back, given how good DDN's soundtrack was). Going through new game+, I just muted the game itself and listened to the Streets of Rage soundtrack and found it to be an extremely comfy and much improved alternative.

Anyway, it's rare to have a game make such a turnaround for me like this. Even so, Double Dragon Neon, Dragon's Crown, or even Scott Pilgrim & Mother Russia Bleeds, are still, in my opinion, far superior examples of modern beat'em-ups, but that's not to say this game isn't still quite fun in its own way which, once you can get used to the wrinkles inherent in the controls, those positive factors that remain can really manage to shine quite brightly. I'm just glad I decided to stick with it, since playing this ultimately turned out to be one of the very few genuinely joyful experiences I've had while gaming lately.

 No.48027

Muramasa Rebirth DLC is how DLC should be done

 No.48029

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I have finished the north american version of ActRaiser thinking it would be harder than the original japanese one but after checking wikipedia it turns out I was wrong. No bragging rights for me for playing the hardest version, oh well who gives a damn anyway.

 No.48030

>>48003
Wayforward's pseudo-anime style kinda disgusts me

 No.48031

>>48030
How do you feel about the pseudo anime style of the last Guilty Gear entries? I think old style was much better

 No.48032

>>48031
Well it doesn't disgust me.
I do think the 3d looks uglier but the animation has benefited from it, the new ones look more fluid.

 No.48062

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I beat the main story in Pokemon Sword, and I 100%-ed the dex.

I thought it was alright. I just wanted "a new pokemon in Britain", and that's more or less what I got. There are a few gripes I had with the game, though. It's piss easy (even for a pokemon game), the game stuttered a bit (especially in the wild area), the internet options suck (why change from the gts?) are my main gripes. I don't care about the dex cut.

It's a light 7 for me.

 No.48063

>>48062
How long it took to beat it?

 No.48065

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>>48063
It took me 70 hours to 100% the game. I stopped to grind out the pokedex as much as I could in between getting the eighth gym badge and finishing the tournament, so that inflated my time a bit. It took me about 25 hours to beat the main story, taking my time.

 No.48071

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Could've used more action, but, overall, it wasn't too bad.

I will say that the developer was trying way too hard with trying to jam in his stupid story to what should've otherwise just been a straight, carnage laden FPS. Literally an entire chapter of this game is devoted to you just standing around and being delivered bits of the story, interspersed with a brief stealth section, and an alright boss fight at the end. I just found it quite obnoxious that there's no way to skip the text based dialogue in this game and you pretty much have to stand around, sometimes upwards of a few minutes, until it's run its course. I replayed the game once after I beat it to try out the recently added "Bearzerker" mode, which removes all the ranged weapons and gives you access to unique melee weapons instead, and being able to not skip all the stupid story shit kinda got on my nerves a bit. Based on the description on Steam, the developer wanted to combine the likes of Arx Fatalis & Ultima Underworld, with old-school shooters like DOOM, Quake & Blood. So in other words, a pretty terrible combination that completely conflicts on just about every level with the other. As I said, you can certainly feel the influence of Arx Fatalis in a lot of areas, especially in the first few maps, and all the slow, more atmospheric moments here & there, but at the cost of the action suffering heavily as a result. It's like the developer wanted to have his cake & eat it too and it just comes out as kind of a schizophrenic mess in the end, at least in my opinion, anyway.

Besides that, I didn't mind it all that much. The gameplay is comparable to Brutal DOOM, in the sense that your weapons have a lot of 'oomph' when you use them and enemies pretty much explode in piles of gore whenever they get killed. I'd of liked if there were more weapons available, since the usual 10 is essentially split between the normal mode & the "Bearzerker" mode, leaving you with only 5 weapons to use in each mode, with the weapons in the latter not being available in the former and vice versa, at least as far as I know. Even so, I found the melee weapons to be especially satisfying, although certain enemies can be quite a pain to deal with, which becomes kind of a problem in the "Bearzerker" mode.

Level design was a mixed bag. A few are good, but a lot of them were just tedious or boring. The last two in particular were honestly what I feel the whole game should've been like, since they're basically non-stop action all the way.

Enemy variety was kind of forgettable, which was also a shame. I appreciated the absence of hitscanners, but the enemies just felt kind of generic in a lot of ways, or ripped right off from DOOM itself, like in case of "Forge Elementals" being Cacodemons from DOOM, except here they can shoot exploding fireballs at you.

Another thing which feels somewhat generic, among other things, is the protagonist herself, in the sense of it being indistinguishable from the sort of stuff that would pop up on rule 34 if you searched for "big tittied orcs" there. People out there have apparently produced a good deal of lewd material of her up till now, which you can even find plastered all over the secret rooms in this game. Take that for what you will. Personally it just made the game seem pretty juvenile to me and its attempts at trying to tell a serious story just seemed laughable when juxtaposed against all this shit.

Anyway, it's still alright, but others might be more annoyed by its less savory aspects. It's a pretty short game, but the story crap makes it feel longer than it is. The little written monologues you get at the beginning of each map should've been the only presence of a story in this game, since at least you have the freedom to skip those here. I mean, honestly, imagine if in Blood, Caleb stopped to have a 10 minute conversation with some random NPC, that was also unskippable. Utterly ridiculous.

One last thing I'll mention is the soundtrack which is largely shitty and not all that great, save for the inclusion of Alexander Brandon, of Deus Ex & Unreal Tournament fame. All I'm wondering is how the hell did this guy get Alexander Brandon involved in this? I didn't realize that Alexander Brandon even still wrote music for video games. Well, either way, all the tracks he provided for this game are downright fantastic, although they'd admittedly feel far more at home in the original Deus Ex than they do here.

 No.48072

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>>48071

One thing I forgot to mention that also kind of annoyed me about this game, were the inventory items. There's far too many of them I found and the lack of explanation as to what some of them do was kind of annoying (I still have no idea what the shadow crystal or dog choker items ever did, for instance). At the same time, they can also be a little overpowered. Stone skin potions, as an example, pretty much makes you near invulnerable for about 40-60 seconds and you can carry 5 of them at once, which can make certain sections a breeze if you have enough of them, like the final boss. Going hog wild with the two handed ax, while under the effects of stone skin, was pretty damn satisfying though, I must say. It's almost like if you took the one use power-ups from Blood and made them into inventory items instead.

 No.48076

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Just finished up the last of Black Mesa: Xen (still in beta).

Breaking it down:
>Interloper factory levels: somewhat tedious, and clusterfucky at times, ESPECIALLY the last elevator ride to Nihilanth where the psychic flyers keeping raping your ears with shrill white noise.
>Nihilanth: They couldn't have done much better to make the end boss cooler and more fun. I don't miss the teleporters he would launch at you, but I bet some people will. Aside from that, devs succeeded at making this battle feel different yet similar, hitting the sweet spot between the two.
>Endgame: Weak-ass Gman impersonation, I'm pretty sure even I could do better. Other than that, shit's pretty neat, eye-candy galore.

I feel so weird, and so stoked at the same time that I'm seeing the end of this project after so many years. 13 or 14 years total in fact, and I'm proud of these fuckers for seeing it through all the way.

 No.48078

>>48071
i got that, didn't even beat the second level i think it was. something about finding colored keys to open colored doors in the right order and me being too dumb to figure out what i needed to do next. i got it free so no loss. i don't really like doom games but i liked the sprites and simple 3d visual style. actually liked the setting for the game too

there's a lot of music on bandcamp that you can buy and use for your games. i think it was done in this case considering the guy has tons of stuff up there https://alexanderbrandon.bandcamp.com/

 No.48081

>>48078

>finding colored keys to open colored doors in the right order and me being too dumb to figure out what i needed to do next.


Yeah, I'm pretty familiar with the usual key hunts in these games, so that aspect wasn't all that troublesome for me. Also, if you check your map it'll actually indicate which keys correspond to a particular door. It doesn't make finding the keys themselves any easier, but it's still a modern convenience that I very much appreciated since, in my case, I'd often forget where those doors even were, like in the case of older games like Blood & such.

I also thought it was kind of novel how you sometimes need to do some additional tasks, like finding the ingredients to concoct a dispel potion to break the seal on a door, or forging a special gear to open a nearby gate, to be sort of a neat little evolution on the same old key hunt formula.

>actually liked the setting for the game too


I'd say I liked it as well, insofar as the atmosphere in certain areas was concerned. I still think it clashed with the real meat of the gameplay, but it was still nice for what it was. The hamfisted story itself and the visual style of the large breasted amazonian orcs being the other two major things getting in the way of said atmosphere, at least for me.

>there's a lot of music on bandcamp that you can buy and use for your games.


Yeah, I just came to notice that myself. Apparently this guy licensed/paid for a few used/unused tracks from Alexander himself, which itself explains why they sound so much like Deus Ex & Unreal, since that's essentially what he originally wrote them for in the first place, now being close to two decades ago and then some. As an example, one of the tracks used near the end actually goes as far back as Unreal's pre-release alpha, circa 1995. Christ, how time flies. It's truly frightening, I must say. To be honest, I really wish I could just get cancer & die. At least then, I wouldn't have to feel the sting of such things ever again, among many other horrible aspects of my existence that just get worse & worse as time goes on.


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