[ Home ] [ wiz / dep / hob / lounge / jp / meta / games / music ] [ all ] [  Rules ] [  FAQ ] [  Search /  History ] [  Textboard ] [  Wiki ]

/games/ - Video Games

Video Games
Email
Comment
File
Embed
Password (For file deletion.)

  [Go to bottom]   [Catalog]   [Return]   [Archive]

File: 1623847285829.jpg (95.17 KB, 640x854, 320:427, amnesia.jpg) ImgOps iqdb

 No.53822[View All]

Thread for games you managed to finish and your thoughts on it.


So I finished Amnesia Dark Descent yesterday. Horror is a favorite genre of mine in any media and this is a game I wanted to play for a long, long time now but several reasons, from depression to not giving a shit about games anymore, kept getting in the way. This is a spoiler free review of it.

It's the mid 1800s and you play as Daniel, a guy who went on an expedition in Africa and found something in a forgotten, ancient catacomb. The object is 'cursed' though, which prompts him to write letters to geologists, historians and anyone in Europe for help. A baron named Alexander writes back saying he can help and Daniel should go to his castle in Germany at once. You spend the entire game exploring the castle, its secrets, finding notes and letters that reveal more about the curse, the object, yourself and everything else. That's the premise of the whole thing.

As far as the story goes, it has a few nice ideas here and there but overall it's nothing too new or exciting. Here's where the magic of this game happens however. Everything this game does, it does it in an very brief, nice length measure, both with its story as well as with its gameplay. The story is fairly simple and straight forward, though you have to reach the end to realize that. It's entertaining because they didn't bloat it with any unnecessary fluff nor stretch it to pretend there's more than it actually is.

The gameplay is pretty much exploration/stealth on one side and puzzles on the other. Now, it's been a year since I played a game and I kinda had forgotten already how much video game logic there is in video games. Amnesia is particularly chock-full with video game logic. For example, during the entire game you need to keep close to light sources to keep your sanity up, but you can't just grab one of the thousands of candles or torches you find along the way, you need to use a lamp that burns oil extremely fast or keep lighting the candles with tinderboxes. Moving torches or candles is IMPOSSIBLE. Sometimes you'll need an object to solve puzzles, like using a hammer for example, but you can't use one of the several hammers you find lying around, or a rock for that matter, you need that one specific hammer you find in some other part of the map. You can't just use any iron bar, it has to be the 'right' iron bar. You can't just use any of the several jars or glasses on the floor, you need to find the right jar, and so on. It doesn't really bother me really, but it's funny how often this happens in this game.

Then you have the puzzles. I'm not sure most even qualify as puzzles, since most of them is just putting a gear in place. There's only two actual puzzles in this game imo, the other ones is more like busy work, but again, the magic of this game is doing everything in right quantities. It doesn't get dull because there's not enough of that to bother you. You can finish this in one sitting btw, it takes about 10 hours or so.

The last thing I want to comment on is the horror element, which is the biggest reason I even played this in the first place. Is it scary? Kinda, it manages to keep tension sometimes. It has all the nice elements. The music and voice acting is decent enough, the environment and story is nice but I guess I'm just too jaded to be scared of a game, but I like it really tries. For exemple, there's only ONE jump scare in this entire game, which shows the guys behind this project weren't going for the cheap sits here.

All in all, I enjoyed it. It's entertaining, doesn't overstay its welcome in any of its elements and there's a couple of things in that plot that I really enjoyed it. I really wanted to play a very scary game though and this one is not it unfortunately. I wonder if there even is a very scary game out there.
240 posts and 77 image replies omitted. Click reply to view.

 No.57062

>>56622
>the game took influence from Dark Souls
everything you described confirms my biggest fear, they made kratos marry that stupid genre >:( I'll always remember the little bloodthirsty nigga

 No.57070

File: 1649806654648.jpg (208.25 KB, 1536x864, 16:9, Kirby-and-the-Forgotten-La….jpg) ImgOps iqdb

I just finished Kirby and The Forgotten Land. I became a fan of Kirby maybe just 6 or 7 years ago, exploring the GB, SNES and N64 games. I never bothered to try them out back when I had those consoles. Kirby games never really interested me but since playing many of them, they’ve grown on me quite a bit. You kinda have to understand what they are first, though. You’re there to appreciate cute characters huffing around, colorful and relaxing little worlds and happy music. It’s all leisurely and relaxing, There’s no timer, no urgency of any kind. It’s just you and Kirby walking around magic caves, green fields, around mountains and other such beautiful places.

I’ve seen a lot of people saying this game is too easy so let me address that for a second. Look at the character design, the way the stages look and just the general atmosphere of this game. Now tell me what the target audience for this title is. Of course it’s easy, it’s a game for school children, you’re not playing Kirby to improve your platforming skills, you’re there to take a stroll with Kirby while some catchy tune is playing in the background and a soft breeze goes by. You’re there to enjoy yourself. Maybe it’s difficult for 9 yo but it’s probably not going to pose much of a challenge for you. Also, as a side note, it makes sense it’s easy. Kirby is the most powerful creature in the universe. He can actually gulp down a black hole without breaking a sweat (check the manga), so keep that in mind while you’re playing this game.
Yeah it’s too easy at times, so why play it at all? First it has all that relaxing, cute atmosphere and endearing characters I told you about. If you like that it’s reason enough, but there’s something else. For me, playing Kirby is like having a small window into how children perceive the world in a way. The innocence of Kirby’s universe grows on you and it feels nice to be part of it, even if it’s for a little while. Speaking of which, this game is quite big as far as Kirby games go, so you’ll be in there for a while. It was quite a pleasant playthrough for me.

I my opinion this is one of the best 3D titles of the series. Back when they released the trailer I thought they were going to try to turn yet another cherished series into an open world full of nothing but I’m happy to report they didn’t. It’s a lighthearted platformer with lots of different environments to explore, a lot of collectables (there are over 200 capsule toys to collect in this game) and many interesting enemies to interact with. Also there are tons of minigames this time, a lot more than in any other Kirby title.

As far as difficulty goes, this game is not difficult but still can pose a challenge, especially on the several time attacks. Some of those I still can’t beat under the required time (it’s not necessary though, you just get a few extra coins for your effort just finishing them is enough). Since the platforming is not difficult, you’ll have plenty of time and peace of mind to wander around looking for the lost Waddle Dees. They’re scattered and lost all around the stages and it’s funny how some are hidden right under your nose and still you can’t find them. The plot is simple enough, and doesn't even need its own paragraph. One day, a vortex swapped the land and many Dees got sucked into another dimension. You go in in order to find and rescue them.

The music is fantastic. All the tracks are readily available on YT and you can check it for yourself. I particularly liked the music for the Wondaria stages, which are absolutely brilliant. They have that nostalgic Kirby tune to it but introduces something new and catchy as well. Check out https://www.youtube.com/watch?v=KHv3vWHbgPw and https://www.youtube.com/watch?v=0Yq_8thBr98 and tell me if that doesn’t sound pretty good indeed. The Winter Horn world music is pretty good too, like https://www.youtube.com/watch?v=Hw_SIdt3vfE .

So all in all I’m very happy to see how well this Kirby game came out. It really stayed true to its nature and managed to add a lot to the series. I hope they make another one soon.

 No.57155

File: 1650148102974.jpg (276.63 KB, 1280x1752, 160:219, umihara-kawase-fresh.jpg) ImgOps iqdb

I had a blast with Umihara Kawase Fresh! I feel like not enough people appreciate this game. I finished it yesterday but my library is still missing some items and there are 4 or 5 enemies I haven’t encountered yet, so I went looking for a FAQ or guide to the missing stuff but to my surprise there is none. There’s barely any content at all about this game out there. So I’m slowly replaying it from beginning to end in order to find everything by myself. It’s better this way really, that way I can enjoy it all over again.

I find this is my favorite Umihara title yet. The way you make progress now is by completing quests in an open world ripe for exploration. Fresh! is huge compared to the rather smaller stages of the previous entries, which makes it more fun not only to explore but to try to solve the difficult jumps and pulls in a lot of different ways. Gameplay is pretty much the same but this time you can enhance your abilities by eating certain types of dishes. You learn that by completing quests that grant different food recipes. They’ll grant you boosts like jumping higher or a longer fishing line.

Also there’s a plot now and several characters. You can skip everything with no detriment to your enjoyment of this game but it’s nice that they put it out there anyway. I enjoyed it throughout. This time, Kawase is a traveling chef working at a particular restaurant and many of the quests are about you finding ingredients or doing some delivery. It’s just an excuse to get you out there in the field to do some tricky jumps with your fishing line and hook. It’s not only that though and the plot suddenly takes a much more interesting turn by midgame. Even Cotton shows up eventually. Now, I’m a fan of the Cotton games so this was pleasantly surprised when it happened. Also, after you finish the main story with Kawase, you get an extra set of fields to play as Cotton on her quest to fetch some candy. I found all of this to be a very nice addition to the whole thing. I would be happy with the classic Umihara gameplay by itself.

The only thing I didn’t quite like was the graphics. It works just fine, but I kinda liked the original one and Sayonara a little better. There’s nothing wrong with it but the world now is much less surreal and mysterious. They also added a hunger feature here that works like a soft timer to the quests but if you’re like me who likes to harvest all the stuff that shows up around you, you’ll have all the time in the world.

Music is pretty good, it fits perfectly in this game. It’s relaxing enough and not distractive, so it works. I feel like the BGM for this really helps to not be overly frustrated when something goes wrong and if you played any Umihara game you know it will happen a lot. One particular quest took me a few hours doing the same 4 or 5 platforms over and over again. If you don’t have that patience you can always prepare a pizza or a burger on the fly to increase your jump or something and that will make things easier. If you still can’t make it, after you unlock Cotton you can play all quests as her and she can fly around for a few seconds which makes the entire game a lot easier. Not easy, just easier. Still, I feel like this is one of the most accessible games in the franchise.

All in all I really loved this title. Definitely one of my favorite games now. The combination of hard, sometimes brutal platforming, endearing characters, colorful environment, relaxing tunes and throwing Cotton in an Umihara game when I was not expecting it at all really made it for me.

 No.57159

>>57155
Umihara Kawase is such an underrated series.

 No.57160

File: 1650217649281-0.png (16.19 KB, 768x720, 16:15, 1.png) ImgOps iqdb

File: 1650217649281-1.png (8.73 KB, 768x720, 16:15, 2.png) ImgOps iqdb

File: 1650217649281-2.png (13.09 KB, 768x720, 16:15, 3.png) ImgOps iqdb

So Just beat Zelda II, and just like with Zelda 1, there's zero stuff you can't figure out by in game hints or just screwing around in the map.
It is fucking harder than the first game though, some enemies are fucking dicks and you have a life system that sends you back to the place you start the game when you die, even inside a dungeon, except for the last one (thank god).
Would it make the game worse if it just sent you to the start of each dungeon? It just feels like a time waster.
The last part of the game is fucking miserable and it almost broke me, troves of flying enemies that push you down holes Castlevania-style and send you back to the beginning because you keep running out of lives. The last dungeon itself is kind of a maze until you learn the path to the boss, which is still filled with those armored jumping assholes that can easily shave half your health bar if you're not careful, the boss itself (the first one) isn't that bad, but it did take me quite a few tries and a lot of starting from the beginning, the actual final boss is trivial as you can cheese it pretty easily, and I figured it out on my first try.
Anyway, it's a good game, but the last part got so fucking annoying for me I don't think I'll play it again any time soon.

 No.57165

File: 1650307557428.jpg (328.44 KB, 1368x770, 684:385, d06ad09fba29454d8239e900dd….jpg) ImgOps iqdb

I just finished playing メイドさんを右にミ☆ or Super Zangyura as I just found out there’s an English release for this. Not sure what the English title means but it’s not a translation of the original one. Anyway, this is an almost 20 yo doujin game remade for the consoles. It’s a rather interesting game that plays like Castlevania but I feel like deep down, at least visually, it kinda wanted to be more like a gothic Megaman. In general the game looks more colorful and optimistic than any Castlevania title and the characters tend to be cute instead of monstrous.

The story here is that every century Dracula wakes up and the land gets filled with monsters, so the people call for a vampire hunter and instead of Van Helsing they get a young lady dressed as a maid and capable of handling a gigantic ball and chain flail about her size, so you know she must be right for the job. There are 5 main areas divided in several rooms filled with spikes, falling platforms that will crush you, and huge chess pieces wandering around eager to hurt you. Also flying jack-o'-lanterns, lots of them.

This game is not exactly hard, as far as doujin games go but it can be if you play it without patience. The way some things work in this game can really destroy your run if you’re not careful. First, meido-san (I called her Mei on my save file, it’s fitting) doesn’t have an invulnerability period when she gets hit, meaning she can get stuck and continue to get hit until dying. This happens often if you’re not careful and there are several spots during the game that it can happen. Best policy is not to get hit at all, just to be safe.

Then, your common attacks with the flail don't go across walls and doors (unless you swing it overhead but that takes a few seconds so you can’t always use it) but the jacks can go across any part of the stage, this causes the problem where you’ll attack them but the flail will hit a wall, giving ample time for the jack to do some damage. This would not be a problem but since many stages have a very limited space, very often you’ll find yourself in very close range of several enemies at once. This is not exactly an issue, just something you need to get used to.

The music is nice but it’s too fast paced for me and for the game, too, sometimes. It gives me a little bit of anxiety to be honest. The graphics are quite nice, I really like the animation for the main character. The designs are a little bit like 90s anime of sorts and that’s my thing too, so I enjoyed it. All in all I’m definitely happy I found out about this game, I enjoyed it enough that I’m currently trying to finish it on hard mode now. They mean it, it is hard. My only complaint is how short it is, soo all it's left up to do is to get better at the few stages available. You can probably finish this in about an hour or so.

 No.57168

>>57165
I admire your motivation to play and finish all these games.

 No.57178

>>57165
Does it play like traditional castlevania or like the metroid-style games? Regardless, it looks pretty good might give it a try.

 No.57185

>>57168
Thanks, it's been a long while since I played many games so it feels fresh to play them for now. I'm currently going through a rather odd title in a genre I don't usually care much about but this one has a weird charm and appeal to it. I'll probably finish it today or tomorrow, then I'll talk about it here.

>>57178
More like Castlevania. You don't have an open area to explore, it's more stage-based than anything, plus the way the weapon works is pretty much Castlevania as well.

 No.57189

File: 1650502454574.jpg (29.22 KB, 460x215, 92:43, citadel.jpg) ImgOps iqdb

I don’t usually care for FPS games at all but after seeing a few pictures of The Citadel I was very captivated by it. It’s made by a single developer and he’s also a fan of Blame! so I pretty much had to play it. There’s a very unusual charm about this title, I can’t really put my finger on it. It’s a super violent shooter, all the enemies are either weird biotech creatures or female soldiers, you seem to be walking around this futuristic endless city and you’re there to kill angels, destroy the false god and set people free… by spilling their guts all over the floor. Like I said, I don’t usually care for FPS games but as you can see by my quick description it’s a rather unique game and it loosely reminds me of Baroque, that old title for the Sega Saturn. In there you also have all these odd elements and you pretty much don’t quite know what the hell is going on.

I finished the first 3 acts on my own but when I realized it was going to be a fairly repetitive thing, I just used a cheat and finished the rest with the best weapon in the game. Maybe I don’t really appreciate FPS gameplay but the first 3 acts were quite enough for me. I was still interested in the story so I wanted to continue but couldn’t stomach to slowly crawl my way through hordes of deadly enemies to see it. This game is not hard by the way, but you need to take it slowly. The enemies are not particularly intelligent but that could easily be explained by the brainwashing done to them by the false god. All they do is walk forward and shoot. The way it works with this game is you have to take the enemies one by one pretty much. If you just run in there without any caution you’ll get shot to smithereens, so it can be a slog sometimes. Then again, maybe it’s me and people who do like FPS games will like this one a lot.

It’s a pity that there isn’t much dialogue or any plot exposition. You’ll have to assume most of the story since there’s only a couple of people you can talk to and the dialogue is very limited, maybe 20 or 30 sentences total. To me the world was the most intriguing part of this game and I would have enjoyed a little more plot exposition here and there. Gameplay is very similar to the original Doom but a little bit more smooth I think.

Along with the weird world and the interesting graphics, the music is really, really good. I can’t remember a single bad bgm for this, every single one is really fun and enhances the whole experience of going through this super violent, super depressing neon future. I think people who actually enjoy this genre would really be able to appreciate this. I had a lot of fun with it myself. It’s one of those games that don’t particularly excel in any aspect but just the combination of its parts create this charming, rather odd experience.

 No.57196

File: 1650591486058-0.png (43.11 KB, 872x785, 872:785, Untitled.png) ImgOps iqdb

File: 1650591486058-1.png (38.84 KB, 1035x776, 1035:776, Untitled2.png) ImgOps iqdb

I beat the original Shantae, it was pretty good, although a bit slow but I guess that's due to hardware limitations. Game looks really cute for a game boy color game, but it suffers from it's tiny screen, the character looks too big and if you go fast you often run into things or fall into pits without having time to react, there's a part in which there's this obstacle race and more than react to the obstacles you end up memorizing the stage because there's too little time to react. Other than that I had no issues with it, pretty good, the bosses were nice, the transformations were fun, I don't know, it's just a fun little game.

 No.57243

File: 1650894972285.png (5.03 MB, 2560x1440, 16:9, 1293830_20220424234243_1.png) ImgOps iqdb

Forza Horizon 4, I am in love with this game. I got sick of it couple of months back, but now, after playing a shitton of FH5 - now I can definetely appreciate FH4 more. It's way more pleasent to the eye, it's just beautiful.
It's arcade and not a sim yes, but you can tweak anythying and anyway you want. You can have multiple builds on a single car and it's all very fun.

I couldn't play it normally for a while last tear, due to the stuttering on framerate, which wasn't patched for like a solid 6 months staright or more (bug was specific to steam version of teh game).

 No.57249

File: 1650933157994-0.png (8.27 KB, 256x240, 16:15, Faxanadu (USA) (Rev 1)_007.png) ImgOps iqdb

File: 1650933157995-1.png (14.1 KB, 256x240, 16:15, Faxanadu (USA) (Rev 1)_061.png) ImgOps iqdb

File: 1650933157995-2.gif (21.86 KB, 710x344, 355:172, Faxanadu-(USA)-(Rev-1)_052.gif) ImgOps iqdb

Finished Faxanadu
It was really good, although a bit too linear maybe, I haven't played the original Xanadu, and I feel this game takes influence from Zelda 2, but maybe it's Zelda 2 that takes influence from Xanadu, I don't know. It's way more accessible than Zelda 2, checkpoints are not at the beginning of the game but in every town, so dying and having to walk back to a dungeon is not such a pain in the ass, it doesn't have an overworld map so that wouldn't work anyway. There's almost no cryptic shit and progression is pretty straight forward, you just get an item that lets you move forward or the old man who gives you a clue and move on, you rarely go back to previous towns.
Unlike Zelda 2, the sword is longer than your dick, and it's a blessing, the game bosses can still kick your ass regardless, so you have to stockpile on potions to face some of them.
I also really like how each piece of equipment changes your sprite, nowadays that's a given, but it's a nice detail. Magic is useful, but it's just projectiles with different sprites.

 No.57256

>>57249
Mm, Faxanadu seems completeable without knowing any moonrunes. Another Famicom game I didn't remember having (I've bought couple of 200 cassette lots with random games, 99% of which were the annual baseball and mahjong games released for Fami to mid-nineties).

 No.57258

File: 1651093646268.png (1.1 MB, 775x770, 155:154, 奇々怪界 黒マントの謎01.png) ImgOps iqdb

I just finished going through Pocky & Rocky Reshrined or the much more appealing title 奇々怪界 黒マントの謎. I’m very fond of the Pocky & Rocky games for the Super Nintendo so this is a game I’ve been waiting for a very long time. Let’s just say it right away: If you liked the original Snes titles you’ll enjoy this as well. The music has pretty much the same tunes but got an update in quality and a couple new ones were added that are on par with the original BGM. Graphics are very good and has that fourth generation pixel art going for it that goes really well with this type of cute and endearing direction this game has. While the sprites are very, very good, I found the characters’ pictures during cutscenes, especially for Sayo, to be a little bit off. She doesn’t quite look right, at least for me. I would like her to look like the concept art as you can see on the box and elsewhere (https://www.natsumeatari.co.jp/kuromanto/character.html). The others are alright.

Now, one VERY IMPORTANT thing if you actually want to purchase a physical copy of this. The release under the publisher ININ is censored. One of the new characters, Ameno, had her character design mutilated in order to cover her cleavage. Getting ININ’s version of the game is of absolutely no gain whatsoever because the Japanese version actually has a language option and English is included, along with a bunch of other languages. So really there’s no reason whatsoever to get the mutilated version. How do you know which version is which? Simple, The box for the ININ release has their logo on the box, right in front. The Japanese release doesn’t. Easy to avoid. Anyway, moving on.

Like the previous games in the series, this game is very colorful, has an optimistic and cheering atmosphere and all in all is quite a joy to go through. The story got a little bit convoluted here but I can’t talk about it without giving spoilers, so you know, I won’t. What I can say is that it’s about Black Mantle again, but there’s more to it. This is not spoilers by the way, it’s right there on the title. There’s a lot of story here for a Pocky & Rocky game. You can skip it if you like but I appreciated that they decided to include a plot for this. I just wish Sayo would look more like her concept art. Oh well, still very good indeed.

The most interesting thing to me about this game is the fine line it walks between being a remake and an update on the graphics. There are a lot of parts of this game that are pretty much the same as the original, Snes game. If you played that one, get ready to revisit a lot of places. Sometimes all they do is rearrange the stage or add a couple of new obstacles. I would say half of the game is very close to the original and the other half is mostly new. There are a lot of new monsters here and all of them look adorable. There are also three new characters you can play as. Ameno, a Goddess who can fly, Ikazuchi, an anthropomorphized marten able to release thunderbolts and Hotaru, a samurai. You have to beat the game on normal and hard in order to unlock all the characters.

As far as the difficulty goes, it went way down compared to Snes title. The actual gameplay is mostly the same difficulty but the game now gives you a lot of extra lives and there’s an autosave system in place. That means you won’t be redoing the stages over and over again in order to make progress in the game. Progress is pretty much a given now and even if you absolutely suck at scrolling shooters you won’t have a problem finishing this one at all. But then again, I really doubt anyone getting this is going after a super hard game, if you wanted that you would be playing an actual bullet hell or some Touhou derivative. You would get this one for the colorful world, the lighthearted atmosphere and because you’re a fan of the original.

All in all I really enjoyed playing this and I’ll definitely play it enough to get actually good at it. If you liked the original or if you enjoy stuff like Goemon, retro games and/or cute shooters, then I definitely think you’ll enjoy this one as well.

 No.57260

>>57256
I played it english so I wouldn't know, there are some hints that are definitely helpful, now if you own the game in japanese and don't understand what npcs say you might get stuck at some point, not saying it's unbeatable but it'll probably take more time.

I do have a hint if you're planning on playing it: at one point there's a boss that drops a pendant, this pendant supposedly enhances your damage, except that it doesn't, devs fucked up this item and it actually decreases your damage when picked up, so avoid it unless you want a challenge or something like that.

 No.57291

File: 1651408874076-0.png (262.17 KB, 942x710, 471:355, mail.png) ImgOps iqdb

File: 1651408874076-1.jpg (136.44 KB, 607x600, 607:600, popful.jpg) ImgOps iqdb

>>57249
Continuing the 2d platformer with RPG elements I just played Popful Mail (Sega CD).
This feels just like an Ys game, which makes sense because it was made by falcom. It looks really cute and the humor is nice, but the localization is really hit or miss, I liked some parts but at some point it gets annoying, like having a boss who talks like a terrible Arnold Schwarzenegger impression and constantly throws stupid references to his movies. Other than this, my main problem with this game is the scrolling, you have to go way too close to the edge of the screen for it to scroll and sprites, while cute, are too fucking big, so you inevitably get hit. The last part was ridiculous, I had to constantly shoot offscreen just in case there was an enemy waiting, and what's worse, they do see you and shoot at you from offscreen. Other versions of the game seem to have smaller sprites and better scrolling, but they're not translated, my fault for not learning japanese I guess.
There's also the difficulty issue, the company who localized it other than adding their terrible jokes also raised the difficulty (I assume so they could get more money from rentals) so the game is fucking hard, there's a patch the re-adjusts the difficulty to the original values (mostly store prices and enemy damage output) but then the game becomes a cakewalk, only the final boss is somewhat difficult. So there's just no winning.
Anyway, it's a great game but it has some serious issues that come close to ruin the experience for me.

 No.57292

File: 1651411599352.jpg (674.46 KB, 1200x724, 300:181, 13.jpg) ImgOps iqdb

I finished 13 sentinels: Aegis Rim recently. I thought it was very good, but I think I could spend longer complaining about it then praising it, oddly. I do really enjoy these kinds of intricate plot twist heavy sci-fi stories, but i'm also kind of bored of them on their face now. I'm much more interested in stories that actually have a coherent, central idea that they want to get across/thematic complexity. I don't know if 13 sentinels really succeeds at doing that. It feels much more like an excessively complicated mish-mash of concepts with one plot twist too many. I mean, by the time you get to the end and they reveal it was all a simulation, it does kind of make some of the prior plot-twists feel meaningless. Why does it matter that time travel is revealed to be impossible, or that there's no world beyond the walls of the city? Figuring out these truths (although they were kind of obvious) was fun initially in the moment, but by the end they feel kind of arbitrary, because they were all simulated anyway. By the end, I don't really know what I was supposed to take away from this game, besides a vague idea about human perseverance and identity that wasn't really addressed as much as it could have been. Besides the story which makes up most of this game, there's also real-time strategy sections. They're fun, if a little tedious. I enjoyed spamming interceptors and sentry guns while leaving my guys next to the terminal and spamming shields and missile rain.

Also it's funny how renya gouto is just sci-fi miles edgeworth. I think him, miura, okino/hijiyama and nenji are my favorite characters. Shinonome would have been, especially because I really like her design, but the way they handled her character just wasn't that interesting. Oh, also fluffy was great.

 No.57294

>>57291
Thanks for writing this, it looks like right up my alley, I'll give it a shot. I watched a little bit of Faxanadu after reading your review. It looks really interesting but it lacks that endearment/cuteness factor I like on my games and this one certainly has those things.

 No.57296

File: 1651508611067.png (95.99 KB, 1027x865, 1027:865, Untitled.png) ImgOps iqdb

Latest AVGN video inspired me to finally beat Contra, it took me 3 days of practice and memorization but I finally did it. The difficulty is really well crafted, at no point I felt I got a bullshit death, except maybe those fire thing is stage 6. Great game, gonna check the sequels later.

 No.57408

File: 1652510756404.png (3.6 MB, 1920x1080, 16:9, DarkSoulsIII_2022.05.07-03….png) ImgOps iqdb

I finally finished Dark souls 3 after one year. Totaling up 369 hours of gameplay and defeating every boss except midir.

 No.57409

>>57408
You didn't beat midir for a reason in particular or just didn't feel like it? If you don't mind my asking

 No.57410

>>57409
I forgot

 No.57415

>>57410
Oh alright, the fight itself I thought was pretty mediocre, it can easily one shot you but every attack is very telegraphed and easy to dodge

 No.57416

>>57415
which is made more likely as the fight drags on since he's such a hp sponge. that cloud sorcery chews through his hp if you have that, and there are a few weapons that deal bonus damage, but it was a relatively small improvement iirc…

the dragon in the poison themed dlc (shulva?) in dark souls 2 was much better

 No.57422

>>57416
>the fight drags on since he's such a hp sponge
I think that's a problem with a lot of the bosses from DS3
>the dragon in the poison themed dlc (shulva?) in dark souls 2 was much better
Yeah, but none of the dragon bosses in these games are particularly good, I don't know maybe it's hard to design a good dragon boss fight since they're so big, and able to fly. My favorite is probably Kalameet and it's still kinda meh

 No.57423

>>57422
also a thing in bloodborne, especially on ng+ where even common enemies have a lot of hp on ng+, i mean much more than in the other souls games
wish i could replay it tbh

 No.57430

File: 1652642892590.jpg (156.92 KB, 1000x1000, 1:1, shin-megami-tensei-v-20216….jpg) ImgOps iqdb

Just finished Shin Megami Tensei V. I did the chaos ending because I'm retarded, they literally ask you which route you want and I picked the wrong one. I enjoyed most of the game, but I'm kinda tired of it now, not sure if I should load the save and do the neutral route or just leave it be for now.

 No.57444

>>57430
i thought it was an embarrassing piece of shit. it dripfeeds content so slowly and the plot goes nowhere with zero choices, you're just a bitch to the angels the entire game. it introduces all these characters who do and say nothing.
i kept waiting for them to do something and kept waiting and waiting for boss fights (remember that III has 50 boss fights) and actual dialogue choices.

instead the game just ended while i was waiting for these things to happen that never did. the ending is decided with just 1 dialogue option like you said.

i'm never buying an Atlus game ever again personally.

 No.57445

>>57444
forgot to add that the entire game felt like a tutorial lmao. it wasn't until i reached the final dungeon that it wasn't a tutorial, that i was playing the true content the whole time.

 No.57468

>>57444
>>57445
I can't really deny anything you said, but my standards are so low when it comes to modern games I was pleasantly surprised by some things. Now that I'm playing ng+ to get the rest of the endings and going through the plot without side quests or grinding the game is like 5 hours long.
>the ending is decided with just 1 dialogue option like you said
Yeah it's worth noting that the game does keep track of your choices during the story, the one thing that changes I think is a quest at the end, depending on the alignment the npc might charge you money to start it, that and also an optional boss you fight, there's one for each alignment.

 No.57470

>>57468
well yeah you're right about that. if the game had been 50 more hours long, i would have considered it the best SMT game ever made i think. i wanted more dialogue from the side characters mostly, and also for them ALL to be route boss fights.

 No.57474

File: 1653091300418.jpg (102.25 KB, 1280x720, 16:9, maxresdefault.jpg) ImgOps iqdb

>>57470
I just beat the law and true neutral routes, it kinda sucks that they don't let you fuse Tsukuyomi, like they do with the other endgame bosses. Also for some reason Maria in law route is way weaker than Danu or Innana (the alternatives for other alignments), a bit inconsistent.
All I have left to do is regular neutral (which is just a shorter version of true neutral) and beat Demi-Fiend, who I tried to fight once and it absolutely destroyed me, and considering whatever I can get from him is going to be useless I think I'm done with this game for now. It just made me want to play nocturne again.

 No.57475

File: 1653104472222.png (82.1 KB, 280x355, 56:71, FFXII.png) ImgOps iqdb

I posted about this game some time ago on this board, but I just beat the final boss of Final Fantasy XII. I've been playing it on and off for…almost a year now. It's strange, you know? When you've been playing a game or watching a show for that long on the side, it kind of feels like an old friend. Something you can always come back to. On the one hand, you're excited to finally see the conclusion, but on the other hand, there's this emptiness from knowing it's over. It's bittersweet.

I actually loved the battle system. I was actually dreading going into this game because I was thinking, "Oh great, another GRINDFEST" that I was expecting out of a Final Fantasy or JRPG in general, but the gambit system was fantastic. Knowing that I could essentially program the battle system kept me on a higher level, and when battles got boring, I honestly just put down the controller and did something else for a bit–or as I quickly learned: the run system is actually really good. It made it great as a casual playtime. But then the actually interesting battles actually required some thought, skill, and then applied strategy in a way I quite liked (e.g., one hunt battle taught me how amazing the spell "blind" is, some I would have to notice that a particular enemy would always use move X, and so I could equip an accessory to render that moot). Elementals, in particular, took me until 3/4 of the way through the game before I "figured them out." In short, battles were not a chore. If I do play this game some more (maybe out of a completionist urge), it'd be because of the battle system almost entirely.

The characters actually had arcs. Vaan actually matured, but not in a way that most scripts would beat you over the head with it. Each of their personalities actually interlaced with each other in a fitting way, with each filling a particular role, and no one appearing higher over the others. It felt like an actual party of friends as opposed to a gang following their leader. There also wasn't an overt morale you were bashed over the head with. While the majority of it seemed pragmatic in practice, dealing with straightforward survival and adventure; there was this larger theme and moving forward from being imprisoned by past loss.

I'd say the environments were beautiful, but I don't know how much that means because of how easily I'm impressed by that sort of stuff. I remember The Stilshrine of Miriam as particularly haunting for some reason.

From the beginning I was enamored. It opened with that familiar theme. It had all the tropes: Cid, airships, crystals, but interlain in a strange setting, storyline, and world. This was Final Fantasy's last hurrah. A star's supernova finale before eternal darkness.

I'll miss you.

 No.57476

>>57475
This game was fucking awesome. I definitely think this was probably the last one good, I know a lot of people think X was the last one good. I love playing RPGs particularly because it's like a long TV show with familiar characters, environments, when it's over you're saying goodbye to a friend.

 No.57504

File: 1653349319844.png (1.13 MB, 808x960, 101:120, 2218641-box_traider3.png) ImgOps iqdb

Finished Tomb Raider 3
This game is an absolute joy.
I complained about TR2 having too many enemies before, well it seems the devs realized this and this sequel has the right amount of enemies for me. Also the level design is probably my favorite in the first three games, the game is longer than TR2 but it felt shorter. I don't know I just really liked it and thought it was an improvement over both previous games.
The one complain I have is you often pull levers and they don't show you what they just did, so you kind have to guess. Oh and the playstation version doesn't have unlimited saves, so you either get good, play the PC version or use save states like I did.

 No.57505

>>57504
Out of Tomb Raider I, II, and III would you suggest just skipping to III?

 No.57506

>>57505
This one was defintely my favorite but I think they're all worth playing, they're not connected in any way afaik so if you're just gonna play one you might as well play this one

 No.57548

File: 1654045562450.jpg (134.64 KB, 1280x720, 16:9, maxresdefault.jpg) ImgOps iqdb

Finished Dead Space 2, it was pretty good, game is more action focused than DS1, which is a kind of a detriment to me, but the controls feel way smoother so it's alright, it's not like the first game was huge on exploration or puzzles in the first place. The character now has more of a personality, in the first game he kinda was a blank slate for the player to self insert into, I don't care about this either way to be honest, but some people seem to dislike, especially because now he makes "snarky" remarks like some dumb marvel movie.
Enemies are mostly the same as previous game, but there are some new ones, like those exploding fucks who catch you off-guard and dismember you without having a chance to escape. Enemy placement I thought was annoying at times, there are segments that are just straight corridors and enemies spawn at certain points, you get rid of them, walk three steps, a couple more enemies spawn, and so on. Now, I don't remember if it was like this in DS1 but it did get a bit tedious at times.
The plot feels like a nice wrap up of the story, but they do hint at more sequels in a post-credit phone call recording between some powerful man and an underling (Kojima san is that you?), and sure enough a third game came out a couple of years after, but everyone seems to hate it, so I don't know if I'll be playing that anytime soon.

 No.57550

>>57548
did you take any nice screenshots?

 No.57557

>>57550
Sadly no, I don't usually take screenshots when I play. It does have some nice imagery and gruesome deaths

 No.57562

File: 1654134571724.mp4 (2.64 MB, 640x360, 16:9, meat.mp4) ImgOps iqdb

>>57557
do devs even bother coding carnage technologies at this point? nowadays it cuts to black like the sopranos before the physics/fatality activates if any

 No.57563

>>57562
I mean dead space sold itself on “dood look just how gory our game is” so they put a decent amount of effort in it. All the enemies can be dismembered and you are supposed to play this way. But I don’t remember any especially good gore beyond that because another selling point was your ability to take blown off body parts and throw them at enemies to kill them. So this lead to most of the monsters basically being lego rag dolls with defined parts and cutting planes. You can’t slice things up a la metal gear rising.

 No.57564

>>57563
>most of the monsters basically being lego rag dolls with defined parts and cutting planes
You're absolutely right, the dismemberment system is rigid as fuck, not being able to cut a monster because you're not shooting in just the right angle is pretty stupid, I've wasted entire mags on monsters arms or legs and they wouldn't cut off because I was shooting vertical shots when they should've been horizontal, for example.
Also explosions are inconsistent as fuck sometimes mines would completely obliterate an enemy and some other times it would come out of the blast unscathed. They could've defintely improved a lot in that regard

 No.57566

>>57563
>>57564
wish devs didn't take the lazy route when it comes to amputation points like when the game deletes the body part and spawns a limb upright. poor attempt!

like you said if guts is the selling point I commend diablo 3 dead rising 1 and hells highway for trying

 No.57685

Finally beat Sonic Heroes. Well, at least all the teams/chaos emeralds/Metal Sonic, I'm not going to go and get A-rank in every level. I already talked about it a lot in >>57599 and >>57636 , and probably in the dedicated Sonic thread we have in here. I guess this is my official review?

Never, NEVER have I had a game that I warmed up to. Usually, I'll like it in the beginning, and then the spark will fade away, or I'll like it all the way through, or I'll hate it all the way through. This is probably the first game that I didn't really like at the beginning, but after a while it charmed its way into my heart. I wouldn't say it was good. You know how corn nuts "taste bad, but you keep snacking away anyways"? I was playing Sonic Heroes, and kept coming back to it. I thought it was another "corn nuts" phenomenon, but there was this voice in the back of my head screaming, "No, something else is going on here, something is very enticing."

I kept playing and slogging through. I realized that I could detail very precisely WHY this was a "VIDYAGAME CRITIC SAY THIS BAD" game, but I also realized that I found it legitimately FUN. This contradiction really gnawed at me. I did not play the story modes in succession, but rather in parallel with each other, and it wasn't until the final 3-4 stages per character into the game (and one of the story modes at the Egg Emperor) that I finally started to play MUCH better. Something about how the game "thought" and how it "controlled" finally clicked. It wasn't REALLY sudden, but it was sudden. More of a sigmoid function rather than a step function. As I beat the story modes and finished it up, I was FINALLY able to dilineate what it was I found so interesting about this game.

This game was made by aliens.

There is a logic, but it's not of this universe. E.g., in a regular RPG if you saw a save point next to a giant door you'd think, "Alright! Cutscene and boss battle!" But this game had its own way of thought. For example, in regular videogame land, you see a spring at the end of a pathway and you think "Got it, aim for that and course correct along the way"–instead in Sonic Heroes it was "Place yourself correctly at the START of the path, and we will FORCE you into that position by the end, so make sure the starting position is correct!" There were many sections like this–the autorunning sections in particular–and it would give you signs that these sections were coming up so you could anticipate for them. By the end of the game, the level designs made and make PERFECT sense, but when I was first starting, they were unlike NOTHING I've ever seen. Once things finally start "clicking" and you understand the fucking bizarre alien psychology of the dev team, you "knew" where the camera direction changes were going to happen. It even continued to outside the actual levels: once you beat all the normal stages you think, "So…where's the special stage I unlocked???" only to find that on one of the main menu screens you're supposed to go to the far right of the screen. There wasn't an arrow indicator. There wasn't a change in background on the Team Select screen. You were just supposed to know. And somehow…you do: because you start thinking like the weirdos who made this. NOTHING was uncalled for, but to a regular human it would be so.

And the controls being bad. No. That wasn't what was going on at all! I really thought that was the case, but now I know that the controls make sense. And this is the most important part of the game and I think it's the reason why suddenly near the end everything clicked: it was the PHYSICS (see >>57636 ). The controls made perfect sense, but it was the PHYSICS that were out of this world. The programmer who made this game did NOT understand the difference between velocity and speed! A wall would kill your speed in one direction only, but not your overall velocity, which means you go FLYING off into the distance! There's a stage where you do a loop-de-loop on…the _outside_ of the rail (where'd that centripetal force come from? How am I not flying off the outside of this circle?). In the special stages when you go around a turn inside a tube, you do NOT have to turn the character's direction to compensate for the centrifugal forces. Things you think you WOULD bounce off of you don't, and think you DON'T think you'd bounce off of you would! I've watched a lot of reviews now where they complain about 'glitches' or 'jank' and I can say, "Nonono, that makes SENSE why that happened!" (for example, the embedded review complains about sliding along the tube in the emerald stages. I know why people do that: it's because you DON'T HAVE MOMENTUM AROUND TURNS. In other words, your brain THINKS that if you go around a turn in a tube you should slide up the side of the tube, but that's not how Sonic Heroes does it, which mean people playing these special stages overcorrect) Once I realized this, everything just CLICKED and I was able to play SO much better. This was also the main reason why I think I was having a lot of fun with this: it's like a parallel universe where Planck's constant is different or something. You just want to understand this bizarre movement.

And the plot was…not good. It was…not bad. It was…just lovably cheesy.

From top to bottom, this was made by aliens.

 No.57694

>>57685

ngl I gave up on it when trying to get A rank for the true boss or final stage or whatever. The stages are very long and I found they require no getting hit to retain your rings as well as finishing quickly and killing enemies for the top score. I tried a few times on Team Sonic's stages, but they were so long and I kept getting hit by random things. I never got A rank on anything. I still love the game, but just like a lot of the gamecube era games, it has hard requirements that tend not to be worth it in the end. Other games that come to mind are LOZ: WW and Luigi's Mansion. Wind Waker requires you to beat the game two times, and on the the second time, take pictures of all the bosses for 100% completion. Luigi's Mansion has a system that you have to collect rare stuff in a room, like golden mice, before beating the room. Otherwise, you'll not be able to get those things. Also, you must suck up the boss ghosts in one fell swoop, which I found to be almost impossible for the bodybuilder ghost, Adonis.

I wanna beat Sonic Heroes. It's one of the Gamecube games I haven't beaten along with the aforementioned games. It's a good game casually, but not in a completionist way.

 No.57704

File: 1655560690240-0.png (28.66 KB, 560x293, 560:293, wonder-boy-3-banner.png) ImgOps iqdb

File: 1655560690240-1.jpg (174.98 KB, 1280x720, 16:9, maxresdefault.jpg) ImgOps iqdb

File: 1655560690240-2.png (26.7 KB, 768x672, 8:7, monster-world-iv-gameplay.png) ImgOps iqdb

I beat 3 games, Wonder Boy 3: The Dragon's Trap, Wonder Boy in Monster World and Monster World IV, despite the names these games could be considered Monster World 2,3 and 4 of course.
They're all action platformers with RPG elements, nowadays they'd get lumped in the "metroidvania" genre but I think they're closer to a zelda II than a metroid.
The graphics are really cute, the master system was capable of nicer looking things than the nes, there's no way around it.
Gameplay-wise they all suffer from what I call the zelda II syndrome (sword is too fucking short and you get hit) but they're still pretty easy, except for the final boss of Wonder Boy in Monster World in the american version.
Each game has its own gimmick: WB3 had 4 different transformation which allow you to swim, fly or get in narrow places, I bet whoever made Symphony of the Night played this game before, my one issue with it is not being able to change forms on the fly, the game would be perfect if it wasn't for that detail, I think they added that feature in the remake but whatever.
WBiMW was probably the most plain of them all, its progression is mostly item based and kinda boring, you need this item to swim, you need the ocarina to open this door, you need this amulet to make the temple appear, etc. Speaking of Ocarina it actually has an ocarina which you play like in Ocarina of Time, sadly it's only used in a single dungeon.
MW4 is the cutest of them all, but also the easiest, to progress through this game you use a little pet thingy called "pepelogoo" it's a flying little furball that allows you to grab on it to glide, double jump, and interact with different switches and other dungeon hazards, this game is way more linear and once you get the pepelogoo you don't really get new abilites to unlock previously inaccessible places, there's a single city which you use as a hub and 4 dungeons (plus a) which are all entered from the city, kinda lazy when you think about it, I liked the dungeons in this game better than the other 2 though, although you don't get to re-enter them after you beat them, I left some chests unopened and I'm afraid I'll never knew what was inside unless I start the game over.

So yeah I'm kinda sick of typing I don't even think people read these, the games are fun and cute, play them if you like this sort of thing, don't expect a "metroidvania" though, just a 2d action platformer with rpg elements.

 No.57710

>>57704
bot pic is a spinoff? trying to avoid spoilers so gotta be careful with a few posts here but will read/listen to a rant warning me in advance. think you'd drop wonder boy if it were dark and gritty with cute aspect completely removed for a serious tone?

 No.57713

>>57710
>bot pic is a spinoff?
They're all considered part of the main series, although they're very different games
>think you'd drop wonder boy if it were dark and gritty with cute aspect completely removed for a serious tone
No I'd still play them, they're solid games, not perfect but still good. If you ask me what I prefer, I love stuff like castlevania, which is dark fantasy I guess, not so gritty but not as colorful as these games.


[View All]
[Go to top] [Catalog] [Return][Post a Reply]
Delete Post [ ]
[ Home ] [ wiz / dep / hob / lounge / jp / meta / games / music ] [ all ] [  Rules ] [  FAQ ] [  Search /  History ] [  Textboard ] [  Wiki ]