83 posts and 37 image replies omitted. Click reply to view.
Previous thread >>53822
Thread for games you managed to finish and your thoughts on it.
>>59311>and a small collection of games
Which ones? I'm curious.
There are a few games that I feel like I'm always able to play, or that keep getting "rehashed."
E.g., SimCity. SimCity became SC 2k, 3k, SC 4, City Skylines, etc.. But for me, I don't really see the difference, so I can keep playing SC, and I always feel willing to pick it up.
Civ2 is another one. Yeah, they're up to Civ6 or 7 or whatever, but I remembering playing Civ3 and even Civ4 and thinking, "I don't really see the difference." And always kept playing Civ2. I do the same whenever I see any other 4X game.
Harvest Moon. Yeah, there's Harvest Moon: Whatever and its million titles. Yeah, there's Stardew Valley. But again, I don't really see the difference, so I kept playing Harvest Moon.
Morrowind, like I mentioned, might be different. There's so many mods and the game is so broken in such a fun way that I can play it forever. Yeah, there's Skyrim or Oblivion or even Fallout 3–but all those Bethesda games are so similar that I'm fine just playing Morrowind more.
Zelda a Link to the Past is another one. The whole "find the item to progress to get the next item" theme, especially with the randomizer, fits that itch for me. So when I played Zelda OOT or Skyward Sword or cetera, I just kind of felt like, "I've already played this game," and just kept replaying SNES Zelda instead.
Any new Metroidvania game just makes me want to go back and play the SNES Metroid instead.
If I feel like a platformer, just basic-ass NES Mario is fine for me. If I play any other 2D platformer, I just end up thinking/feeling, "I've already played this game," and lose interest and play NES Mario for a while again instead.
When I see a grand strategy game like EU4 or HOI4 or Viccy, I end up thinking, "This feels a lot like RotTK4," and I just end up replaying that over and over again instead.
Minecraft fits the same theme I'm talking about here. Then again, Minecraft doesn't have an "ending".
Does this idea make sense? I guess the idea I'm getting at is that enough games seem so repurposed to me that I feel alright replaying the "older version" again and again than getting the "new" one. It feels like people trying to get the latest model of car if we lived in a world where cars didn't break down over time. Although for a small period I tried to "keep up," after a while, this devolved into where I'm just playing the same games over and over again. I'll see a new game and think, "Oh, it's just like X," and I'll go back and play X over again instead. Either that, or I already have in my head the "model" game for each major "genre," and replay that "model" again instead.
This is also probably why I like really open world or sim games. If you're playing the same games over and over again, those are the ones that allow the most freedom or experimentation to do whatever the hell you want.
There is a different category of games as well. Some games I end up replaying just…really weirdly, I guess? Like for example I'll sometimes "replay" my old save files of Earthbound or FF7, but I'll like ignore the story (because I already unlocked everything in the game) and end up making up my own? Now that I'm trying to explain and write this out, it's kind of like playing with dolls. I think that's how I get my "rpg" fix or whatever.
Thanks for listening to my TED talk.
that looks way better than the first one on ps1. thats all i played. how are the controls?
I remember dying in the first 5 seconds of that game. Fell right into the lava pit at the beginning because I didn't see it. Made me laugh.
I've never been able to force myself to play it properly though. Maybe a few hours at most. It just feels too "slow" for me, and I do enjoy janky old games more than modern stuff so it's definitely not that. Grats on finishing it
The controls are the same, but turning speed is slower than the previous games>>59320
I can understand that. The opening hours of the game are among the most challenging as you have no weapons and no health, and thanks
Finished 2 games
>Tomb Raider Legend
I come from playing the playstation games, and this is nothing like those, of course graphics are better and thankfully it works great on modern computers. Gone are the tank controls and with them the precision platforming, the old games were unforgiving, a pixel off and you're dead, in this game Lara seems to have magnets in her hands and just jumping in the general direction of a ledge will have her grab it (sometimes you have to press an extra button!), there are cutscenes with QTEs, but not so many so I won't complain, it was a time when every game needed to have QTEs it seems, so I was prepared for them. Levels are way too linear, old games gave you a big level to explore and find secrets, exploration in this game is pretty much non existent, levels are just a straight path with some platforming. Platforming in this game feels way more similar to the ps2 Prince of Persia games, but I feel like those had way more interesting level design. The combat is not great, but it was never great for this series, and puzzles are your usual push the thing to the place and something will happen, not very creative, but whatever.
Overall I'd say it was ok, not great but competent and easy as fuck, sadly the original psx games will never be matched.
It was good, I never played Myst or Riven and whatnot so it was my first first person point and click graphic adventure game. It's also a horror game and honestly it's amazing how it creates this oppressive and unnerving atmosphere just using music and the graphics, even when you know nothing can happen to you because it's a fucking point and click game, of course. Unlike other games in this genre it uses panoramic 3d rendered images to give the illusion of 3d, being able to rotate the camera as if it was a first person shooter, and it works seamlessly, honestly this looks really good for a 2006 game. Like I said before the atmosphere in this game is better than most games I've ever played, it takes place in an old run-down manor and there's enough shit thrown around to make you feel like you're digging through some old person memories, I think what sells it is the amount of stuff that has nothing to do with the game's progression, it full of papers you can read, paintings, photos and just random stuff that paint a picture of the people who lived there, just for worldbuilding I guess. The music and sound design in general is amazing, it doesn't fit the mood, it creates the mood, some parts feel very nostalgic, others sad, and others plain unnerving, it's amazing how it can make you nervous while playing a glorified power point. The plot is good, of course there's a mystery in the house and you will unveil it in just the right pace, as you advance and find more documents that shed light on what's really going on, the problem with that is that the ending is lackluster, one of those endings that makes you say "that's it?". Progression in this game is kinda weird sometimes, you have a clock, but not in real time, it advances as do certain actions, some puzzles require you to solve them at a certain time, even if it's obvious what to do, also some of them you can't solve unless you read something or see a picture, which I guess it makes sense in the game's world, but it can be frustrating knowing what to do and not being able to do it because you didn't read a letter or made a phone call, or it's just not the right time.
Anyway, Scratches was pretty good, probably the best atmosphere of any horror game I've played, and in a point and click adventure nonetheless, supposedly there's a "spiritual sequel" in the making, but it has been like that for like ten years. This is a small Argentinian studio so it's understandable, so I'm not holding my breath waiting for a new game.
Just finished Maptroid Worlds. It's one of those games that makes me feel in control, and I mean that in the most fundamental sense. Maptroid feels very compact and clean, its gaming concepts and visuals are stripped down to very fundamental levels. So here you are exploring this tiny "golf course galaxy", it's devoid of life and you're the only one there, exploring these little planets, collecting equipment and keycards so you can explore some more. You pick up disks along the way to read some very basic lore about the place. Music is really, really good. And then, about an hour later you explored everything. 100% done, little credits role, you're back to the title screen.
And that's it, really, a bite-size experience. It's very relieving in a way to experience Maptroid. Just you, a nice tune on the background and running around for ruined disks in thick forests, underwater and rocky deserts. It's not a nostalgic feeling exactly, but if you're kinda old by now and your infancy games were all 2D and much simpler than they're today, this might hit just right for you. I thinking about people that grew up with GB, GBC and Nes in particular.
I quite like this tune of it>>59498
that looks pretty nice, gonna give it a try
I 100%'d it. I'd say it's in a similar vein to the newer Assassin's Creed games. Not really worth a replay, but not necessarily bad.
yeah those games are a lot of fun. havent played em in years tho. too many things i havent beaten even once.
Heh, I do that too, but with Mystical Ninja Goemon, also for the n64. I play it like I'm a tourist in that world, taking several screenshots like a tourist would take pictures. I remember I posted all of them from one of my runs 2 or 3 years ago here.
i remember you doing that, or at least the screenshots from the game getting posted here
These were favourites when i was a kid and i haven't replayed them since but i notice that they seem to be one of those games people love to shit on and i have no idea if it's actually warranted.
This is a classic dungeon crawl game with the ‘you move they move’ type of system. It’s a basic one at that but it works. Along the way you’ll collect herbs, scrolls, staffs, food, weapons and building materials, but more of that later. Weapons come in a huge variety since you can combine their magical properties, the seals, using a special item called synthesis pot. The weapons you have are the most enduring aspect of your character since everything else you carry are consumables. Even your levels reset at the end of each run. That’s how it works in this game; there are 16 floors with one stop at the middle of the path. Once you enter the dungeon you can only return to the village with your stuff if you beat all the floors. You can choose to go back before that but you’ll lose your items by doing so. At the end of the run your level resets to 1 again, making your weapons particularly important and valuable.
There are over 160 types of monsters lurking the corridors and rooms of Shiren’s world and they really make the crawling varied and interesting. They go from your basic slime that in this game kinda looks like a cat, all the way up to magic users, demons and heavily armored spiders. They can also evolve and gain levels and even the slime can become pretty tough if you find them in their more powerful forms. The monsters are not the only thing you have to worry about while adventuring. Often you’ll find traps on the ground and here’s my only complaint about this game.
Traps are plentiful, interesting and some have very cool animations. The problem is you’ll have to step on them, even if you can clearly see where they are. This game happens in a grid and sometimes you’ll have a trap right inside a corridor with no way of walking around it. Shiren can’t jump tiles and the only way to deactivate traps is by destroying them, but you need a particular weapon for that, a mallet, and you only run into those very, very, very late into the game. To add salt to injury, they eventually break, so even mallets are not a permanent solution to this. Basically you’ll be walking right into traps that you can clearly see and that always makes me a little annoyed. The other problem I have with the traps game is how to detect them: you swing your sword in front of you and if there’s a trap there, it will show up. Sounds simple enough, but swinging your sword takes a move. That means the game gets twice as slow if you’re swinging your weapon after every step you take, making trap detection a very dull, time consuming chore. There are some spells that reveal the location of traps but I felt those spells are rare to come by. Best solution is to just walk right into them and take the damage. Only a few traps are truly dangerous so you’ll be able to deal with the damage 99% of the time.
To help you on your quest you’ll find companions along the way and they add some interest to the gameplay, but their main function in the game, I believe, is how they’re involved in the story. You’ll find a total of 5 buddies to join you as you progress to the game. Some of them have their own special abilities, some are pretty much like you and you can even give them equipment. The only really useful one in my opinion is the walking drawer that can help you with carrying items. This is a major aspect of Shiren 2: what to carry and what to leave behind. To talk about your inventory I have to explain to you the plot a little bit.
So you’re Shiren, a type of wanderer warrior that goes around helping people. One day you and your friend Koppa, a talking weasel, end up in a village at the foot of a mountain. You go in for a nice bowl of udon and while you’re enjoying your meal demons attack. Apparently this is going on for a while and after a little bit of talking to the local prophetess and the mayor, Shiren receives the task of building a castle to protect the villagers from the attacks. Due to plot convenience, at the summit of the mountain there lives a group of castle builders… bear with me here. Those guys can make really good castle parts, but they need building materials, more specifically, 5 of them, that would be soil, water, wood, rock and iron sand. And, you guessed it, you can find that stuff by going inside the mountain where the dungeons are, and collect all that stuff as you go up the mountain. That’s how the story justifies the gameplay and it’s done rather well. Not that you needed a particular excuse. It gives you enough reason to keep going inside those dangerous places and it’s satisfying to reach the end with lots of building materials for the castle. You give them to the master builder, he builds the castle parts you need and toss it downstream back to the village, where a nice spot is ready to do some castle building.
Your inventory has very limited space, so you’ll be constantly struggling with it. Should you take a risk and toss that herb or food in order to bring one more iron sand? That’s the type of decision you’ll be making all the time and it adds some difficulty to the whole thing. It doesn’t end there. Building materials are not all made equal. Each of the 5 materials come in 3 varying degrees of quality: regular, good and perfect. This is important because the demons will be constantly attacking your castle and the quality of the materials you use have an impact on how sturdy the construction is. Only parts built entirely of perfect materials will be indestructible.
When going up the mountain you can choose what trail to take. Easy, mid or hard. The easy trail will only have normal quality materials, mid will have good and sometimes perfect and hard has more perfect and good materials. So you have the monsters, the traps, different items that you can combine, trail difficulties, the companions and different types of materials you should find and bring up to the top to the builders. All of this makes for a very entertaining dungeon crawl experience.
To add to the experience you have the plot itself that helps to give you a sense of progress. As you build this castle, you get to know more about this village, your companions and the demons themselves. It’s nothing extraordinary but the little stories that play out as you interact with the villagers are really nice and dare I say, quite endearing sometimes. It’s all done in this optimistic, lighthearted, whimsical manner that makes for a very soothing game. Speaking of soothing, the graphics are charming and add to the atmosphere perfectly. The characters have this blend of 2D and 3D aspects to them. It works. The music is truly excellent and it shows the producers knew the grinding of going up and down the dungeons works best with relaxing tunes.
Each individual aspect of Shiren 2 is nothing really new and maybe not done inventively or extremely well but when you put everything together it makes for a very excellent game. It took me about 17 hours to complete and I very much enjoyed all of it. It just felt very nice to traverse the dungeons with your friends, specially the walking drawing Mamo, while you gather some building materials, deal with colorful and varied monsters, step right into clearly there traps and at the end of the day, build decorous fortifications against not-really-evil-but-clearly-misguided demons. It’s optimistic, lighthearted and a perfect game to spend the afternoons with.
As it turns out, once you complete the game, a whole new gameplay becomes available. One of the villagers wants to create a monster zoo, so a new dungeon opens up where you can find a special item known as monster pots. Basically they are pokeballs and now you can go on in these monster capture runs and use your captured monsters to fight for you. They gain levels and everything and it plays very differently from the main game, since inside this dungeon you can’t use any weapons. That was a very nice surprise and it gives a lot of replayability. This is a game I would play once a year even without that part.
On a personal note, it took me a long time to play this one. I knew of its existence for years and the visuals always attracted me but forgot all about it for years at a time, for some reason or another never getting in the right mood to play it. Now that I have it’s one of my favorite Nintendo 64 titles. I quite enjoy games with this mood and atmosphere and a dungeon crawl game where you can grind on in a relaxed and lighthearted environment is right up my alley, though it gives me an intense sense of waste and depression when I step out of the game and realize sooner or later, you have to come back to reality, and reality looks particularly uglier and cruel when you step out of the world of Shiren the Wanderer 2: Oni Invasion! Shiren Castle! I even had nightmares the night after I finished the game, which was odd. I can’t remember what they were about other than they were nightmares. This is all particular to my own psyche of course and I very much recommend this game.
Now, on the technical side of things, make sure your video drive is vulkan if you’re using retroarch. I have the original hardware and can compare it side by side when it comes to n64 games. The other drivers give you a very crisp image and for n64 in particular that’s not how you want, since you’ll be looking at the “seams” of the graphics in many parts of the game. The way it looks on CRT with the original console is better since it makes the perfect amount of blending, giving a more uniform look. Maybe if you never played the original stuff you’ll be fine with that very sharp look but since I got so used to how they look in old TVs that it really bothers me when it’s sharp and crisp.
All that said, I still don’t feel I was able to capture how nice of an experience it was for me to play this game. Shiren 2 is filled with quiet moments where you just stop there for a moment and enjoy the fact you're in a quiet place and that is all there is to it. It's a colorful, immersive little world and I've grown very fond of it. I guess the only way to find out if you'll like this is to try it out for yourself.
Also I'll be posting lots of pictures.
Nice to know you rememeber, I was going to play Goemon again but ended up playing >>59610
instead, lots of pictures for that one as well.
Cute looking game, thanks for writing such a thorough review wiz
Finished Condemned: Criminal Origins (stupid tag line now that I think about it, doesn't really relate to anything that happens in the game).
For those not familiar, it's a first person horror game with melee combat and a bit of shooting. I had a pretty mixed experience playing it, there were some good moments here and there but it trended towards the negative.
Starting with the positive: the atmosphere is great. They really did some cool stuff with lighting in this game and the environments are well crafted and designed; everything has a gritty, industrial feel and most of the locations in the game are abandoned places (school, library, mall), or back alleys and subway service tunnels. Those type of levels have the potential to come across as drab and boring but the devs made it work and there's absolutely some memorable levels and setpieces. That being said, there are sections in the game where the grey corridors become a bit overbearing and it unfortunately drags the good levels down a bit. This game suffers from the fact that games need to hit a certain amount of playtime or else the customer feels like they're not getting the most bang for their buck. I probably finished it in 8 hours and that's a good thing because the game started to drag on a bit, for my taste.
Sound design is great as well. There's several moments for example where you can hear an enemy yell from far away, and it actually sounds like it, their yells reverberating throughout the environment. There's also constant footsteps, screams, creeks and thuds and god knows what else which really adds to a sense of unease and tension. You constantly feel surrounded and get the impression that an enemy might pop up behind you at any time (and sometimes they do, to good effect).
In general the art direction in this game is pretty good.
Now the mixed: this game is often times praised for it's combat but I found it so-so. I found it to be a bit floaty and weightless, although other people seem to have the exact opposite experience when talking about this game, but I just didn't get that at all. The physics engine in this game is pretty standard, you hit and enemy, a staggering animation plays, you kill them and they flop/ragdoll to the ground (I found the ragdolls in this game to be really bad, and they glitched out on my several times, but that might just be because this game wasn't meant to be played on modern hardware). It didn't feel particularly weighty, or satisfying. There's some games where a hit feels like a hit, but to me, this wasn't one of them.
Another problem is how easy the combat was. You attack an enemy, they stagger and try to attack you, you walk backwards out of range, then move in and attack again, repeat. I feel this is sort of a fundamental flaw in first person melee games and perhaps why we've seen so little of them. Range/distance management is a pivotal component of real life fighting (whether it be boxing or fencing, or whatever else) and the AI simply isn't capable of or given the tools to deal with that; I'm sure it's a difficult problem for developers to solve and it's probably the reason why the only first person melee games that are actually half decent are multiplayer (Chivalry and Mordhau) or have you face of against a horde of mooks (Vermintide).
That being said, the combat is serviceable. It's not all melee though, and the game has guns. The guns cannot be reloaded, and have very limited ammo in them when you find them most of the time. This seems understandable on it's surface; you don't want the player to feel powerful in a horror game, you want to maintain a certain sense of tension and struggle -except because the combat is so easy that's never really present regardless. Add to that, the fact that guns are found in abundance and you can get your hands a pistol or shotgun every couple of minutes, and any sense of tension surrounding resource management and combat just melts away completely.
So not being able to reload becomes more of an annoyance than a tension builder. Being able to carry ammo but having it be very scarce, would have been a better decision in my opinion.
Another feature of the game is that you can take weapons from the environment by for example ripping a pipe off the wall. This further adds to the sense of ease, because you're never without a weapon and as such enemies are never truly a threat. Oh, and you also have a taser which is capable of incapacitating any enemy you might face and half way through the game it gets an upgrade making it even more OP. So all in all the combat is made way too easy to inspire any sort of tension. It really feels like the game didn't know what it wanted to be in that regard. On the one hand it feels like it wanted to be a tense, survival horror game, but at the same time it feels like it didn't want to be difficult or inconvenience the player in anyway.
And finally the negative: The story in this game is absolutely dog shit. You're an agent with the 'Bureau' (although they never actually mention the FBI, legal reasons or something, copyright?). You're after a serial killer that kills other serial killers. He kills two cops with your gun and you take the blame and go on the run while trying to catch the serial killer.
Then you start having psychic premonitions and at a certain point it's revealed you're genetically enhanced or something. There's shitty pseudo plot twist at the end of the game.
Initially you fight insane homeless which have gone insane for some reason that is never quite explained, but eventually weird ghoul creatures start showing up. Towards the end of the game you start fighting some weird monster looking dude that dual wields metal sticks which he twirls around in an exaggerated Hollywood stuntman type of way. Then the final boss is an even weirder monster looking dude that twirls around a metal pipe like he's in a samurai movie. What starts out as a pretty grounded, gritty psychological thriller, just completely goes off the rails and becomes some retard fantasy shit that's truly becoming of a video game story. The story in general is disjointed and relies on a sense of mystery, but the mystery is never really explained or comes to a conclusion which is a sure sign of poor writing.
All in all, if you like horror stuff the game is worth playing for it's atmosphere alone, the combat is serviceable but not as great as people say and the story is just absolute dogshit. There's some other undercooked game mechanics that I didn't touch upon like the crime scene investigation stuff, or the level design (having to find a fireaxe to break down a door type stuff, etc.) but those elements are quite unremarkable and this is already long enough as it is.
I guess the final verdict is that the game has very good atmosphere, okay combat, mediocre game design, and a downright dogshit story even by video game standards. Play it if you really horror, but don't be afraid to quite half way through because you sort of get to experience everything the game has to offer in the first couple of hours and there's nothing really worth sticking around for (in fact I would say the game gets progressively worse as it goes along).
you ever play azure dreams? i will recommend that to you
not him, have you played the gbc game?
no, just ps1. i know the gbc has something like double the monsters, more floors (i think) in the tower to explore, and the twon building and dating stuff is removed? in any case i was impressed by the ps1 version, you have a whole lot of freedom in your actions and ways to play the game, theres lots of cool interactions and mechanics.
Yeah I heard of it but visually it's not at all appealing to me. I have an easier time enjoying a game I find visually appealing with mechanics I find unintersting than the other way around. I'll try it eventually, thanks for the recommendation.
It's funny cause I played that game not so long ago and I can remember is the manequin
part and the combat being alright, but getting repetitive with time.
So you're right about the plot I guess, there's a second game but it was an Xbox360/PS3 exclusive so I never played it.
Finished The Legend of Zelda for the NES. The first Zelda game, released in 1986. I've played plenty of older games like this and the first thing that impressed me about this title is how merciful it is for a game of the 80s. You can save your progress, if you die you get to keep your items and money and if you die inside a dungeon you get to restart on the first room instead of having to walk all your way back inside. This encourages you to explore far and wide since you're not afraid to die in each step. Which is good because you'll die a lot, or at least I did.
Very soon you realize how fragile Link is. He is faster than most monsters in this land but boy his reach is awful when he's not in full health. While you are in full health, your sword shoots little sword bolts, giving you a ranged weapon as soon as you start the game. This is fine and well but once you get hit, you'll be dependent on Link's arms reach and he can only hit things that are an inch away from touching his nose. So if you get hit once you lose your ranged weapon and that means you'll be getting hit constantly from then on and die. Like I said this is not really a problem since you don't lose any money or items. And you get better as the game goes on, so it's all good.
Exploring is a major part of the game and it's a fun process. There's a little bit of trial and error in some dungeon locations but I wouldn't call it unintuitive. A couple of secret locations however I would call unintuitive. It's literally just random places you have to bomb to open a passage. The items you find there are optional but I would like to be able to find them without having to place bombs in every square of the overworld map. I ended up using a guide.
The meat of the game is exploring the overworld to find items and health containers, finding a dungeon entrance and proceeding to kill the monster inside and fetch a piece of the triforce. Here's the whole plot for this game, 2 lines you can read when you turn the game on but don't push start: "Many years ago prince darkness Ganon stole one of the triforce with power. Princess Zelda had one of the triforce with wisdom. She divided it into 8 units to hide it from Ganon before she was captured. Go find the 8 units Link to save her." And that's it. I don't think you need more than that, really.
The dungeons themselves are engaging, fun to run around and, again, they're quite merciful. I only had difficulty in about 5 or 6 rooms throughout all the 9 dungeons in this game. The only one that is really hard is the last one. And I only beat it in a reasonable amount of time thanks to save scumming, something you can do without but then you'll be replaying this dungeon for days before you either get good at it or get lucky. But that's not the only problem. You see, you can only carry 8 bombs at a time and in this dungeon you have to blow up holes in many, many walls. Which walls you should use a bomb on is a matter of guessing most of the time. That means you'll be running out of bombs to use constantly and will have to go outside the dungeon, fetch more bombs, return, kill all the monsters again and try different walls. It starts to feel like busy work fast. Usually I don't mind this type of thing but here I did. Still, for a RPG released in 1986, this is nothing. Try playing Faery Tale Adventure. It's insane how brutal and outright punishing games from this era can be.
There's 3 tracks for this game. Overworld music, a tune I'm certain you'll recognize, the dungeon track and the last dungeon track. All of them are excellent. They're all 10 second loops but I don't mind that at all. In fact I find repetitive music very soothing. And most importantly, it's all square waves and triangle waves, none of that generic symphony so many RPGs use these days.
Graphics are pretty good. Especially in the overworld map they managed to convey different biomes across the land which is quite nice. I find pixel art from this era endearing to look at. There is solid art direction here but I feel like Castlevania spoiled me forever on graphics for this particular console. Nothing looks as cool as that.
I would also like to quickly talk about the monsters here. If you ever played a Zelda game before, you'll be surprised how you'll find most monsters you come across in later games are already on the very first Zelda title. Famous ones like Stalfos, Octoroks, bats, mummies, those flying things called peahats, spider-like Tectikes, they're all already here in their beautiful 8-bit appearance. Even Dodongo, a boss monster you find in Ocarina of Time is already here as well, except he looks more like a triceratops in this one. But you kill him in the same way; feeding him bombs. What a terrible way to go.
So all in all, soothing music, nice graphics, good monster variety, nice enough map to explore, fun dungeons. Yeah I can see why this game was a hit when it came out, so much so that Zelda became one of the bread and butter franchises for Nintendo. I say it's well deserved.
>>59766>Which walls you should use a bomb on is a matter of guessing most of the time.
I only beat this game because I followed a guide, but I didn't use any cheats. I didn't feel bad though because there were like two places you could not progress unless you knew to plant a bomb on a particular wall. If I were going at it solo I would have had to farm to buy bombs, then autistically laid them out at every corner of every room in every dungeon till I had found this hole. A Link to the Past is a better game it seems to progress without needing a guide.>Faery Tale Adventure
never played it, but a lot of rpg games from this era are brutal. King's Quest is another example I am familiar with where you could go down entire story branches that end up being dead ends because you didn't do something the first 3rd through the game.
I finished the legend of Zelda breath of the wild. I have to say, I'm somewhat disappointed. Not because I didn't enjoy the game, but I was just expecting a bit more from the way people talked about this game. Ultimately it's good but not great.
First off, the story is complete shit and the voice acting is a crime against the franchise. Every time there was a cut scene it was painful to get through and I regretted not skipping it. Beyond that though, its main flaw is its overall simplicity and repetitive nature. There are only a handful of enemy types to fight and they remain fairly trivial to beat throughout the entire game. The weather aspects of the game only make it more annoying, not more fun. The rewards for side quests all suck terribly. Everything respawns endlessly. There are tons of unskippable or only partially skippable cut scenes for stuff like crafting, upgrading clothes, etc. Some of the shrine puzzles were okay but most were painfully simple. Weapons breaking adds basically nothing but annoyance, and holy hell are there not enough arrows. It is painful having to fast travel around to shops buying 15 arrows at a time because they don't drop enough. Savage lyonel 5 shot bows are also broken as hell. I defeated gannon in like 30 seconds just hitting him with the bow. The "you meet the same people everywhere" gimmick was overused and started seeming lazy rather than humorous.
It feels like a small and simple game that was just copy and pasted a bunch of times to make it bigger. I don't get why people rave about it.
Finished Hardspace: Shipbreaker
It's alright, I like first person puzzle games like Talos Principle or Portal, so this seemed like something I'd enjoy. Of course I didn't enjoy it as much as those games, it gets a bit repetitive with time, once you figure out how to avoid the hazards there's no challenge, and even if there was, there's next to no penalty on death. I played the story mode, there's an endless mode but honestly I think I've had enough, about the plot, it's ok I guess, it feels like something a leftie teenager would write, but I actually became kind of envolved with it
Finished dark souls 1 some decent time ago, 2 semi recently, 3 right after that, and doom 2016 today
Dark Souls 1
Not much new i can say. i actually attempted this game years ago but when i noticed that i would need to run to the boss fog gate every time i die and there was no bonfire in front of fog gates i gave it up. only on the 2nd attempt i finished it. the first half of the game was great, i went into the graveyard before the undead burg like many people but directions were given to me after a short while so i went into the burg, basic melee guy, got lucky and got the black knight halberd after the knight fell off the cliff. with havel's set game became easy mode i guess. defeated manus without walking, just spamming r1 and drinking estus. games quality drops noticably after orn and smough, bed of chaos cancer, izalith was subpar, seath's invisible walkways were bothersome, tomb of giants was fine, blighttown was actually interesting to go through once you took out the toxic dart guys. i liked the depths too i dunno why. sewer and a poison swamp hah. overall had a good experience. gwyndolin best waifu
Dark souls 2
overall game felt halfcooked, lack of development time was apparent throughout the game i think. far as i understand game was made by the b team and was re done mostly halfway through the development so its impressive its as adequate as it was. was not a fan of needing to get to emerald waifu to level up, overall the story and characters felt odd and not as interesting as the first game, i think it would have been better if it was an entirely different game disconnected from ds universe. i liked rotten the most out of the bosses. dlc were good though. if only the base game was like that.
Dark souls 3
immediately the graphical improvements are visible, game looks a lot better, yet the combat felt unpleasant. i have not played bloodborne myself but going from what ive seen on internet combat here reminded me of bb a lot, the way enemies flinch with almsot every hit, very fast paced combat (in ds1 you can roll 3 times with starting stamina as a knight, here as a sorc you can roll 6 times) poise as you might have known is practically non-existant. playing with magic felt a lot better than melee though, i almost regret playing melee in the previous games. everything in the game was adequate really, dont have much to complain. i wish lothric itself was a bit more involved in the game, you just stick to the wall and the castle, i think going through the more urban/civilian areas would be nice. i hate the ghrus and the poison swamp area, the leaping ghrus were the most cancerous enemy by far, wish the ending was a bit more elaborate, i dont know. firekeeper is beautiful and adorable. another thing i didnt like is how it didnt make sense for some npcs to just sit in a corner at the shrine. irina and greirat make sense but especially for orbeck it was a bit odd to me that he was for one using a ruin with mobs as his residence, had a table and bookshelves and tons of scrolls, but then after you talk to him just decides to move in with basically none of his belongings and sits there for the rest of the game, i just didnt like it. ocerios was awful boss, champion gundyr as frustrating as it was is good boss. i love the early part of soul of cinder's theme.
finished today and 100%'ed the single player, overall was good, i wish gun sounds and feel were a bit more mechanical or whatever you call it, game looked a little bit cartoony like some nu-blizz game but it wasnt so bad, certainly not as bad as doom eternal from what i ve seen. the health/armor/ammo system is clever, incentivizes engagement with the enemy instead of something like say call of duty with regenerating health where you just sit in a corner. needed to look up for most of the classic map secrets' levers though, dont think i could have found them by myself, the perk that helps you find secret areas is pretty underwhelming. overall it was good fps. levels were very good too, the part where you reach vega's core on a small train/tram was the biggest peak in difficulty for me
The second one is a very unique game
I just finished the first Diablo and I had a really good time with it. I'll definitely count it among my favourite games ever, I would honestly give it a 10/10. I consider it an example of a perfect game, not because it was the most fun I've ever had with one, but because it's such a wholly complete package that does exactly what it sets out to do. I really can't think of a single complaint to make about it. It was so refreshing to play a game that knows what it's all about and never loses sight of that from start to finish. Your goal set from the very beginning is to descend into the depths and defeat Diablo, and every moment that you play and everything that you do is to bring you closer to completing that goal. The game starts you in the town that you're here to save, there's the dungeon that you're here to delve into and there's the great evil waiting for you at the end. It's all laid out so cleanly and concisely. There's dialogue for all the townspeople so you can get to know more about them and the town itself which is all written and acted very well, but you're free to not engage with any of it if you're not interested and just get to the killing and looting.
I'm a guy who never got into ARPGs. I never understood the appeal of effortlessly clearing an entire screen of enemies and hoovering their droppings up off the floor just so you can do the same thing you're already doing with marginally higher efficiency. That's what I always knew the genre to be, and I had just assumed that Diablo was the same. I see now that the original essence of the experience was lost by its successors in the effort to make everything exponentially Bigger™ and Better™ than before. Where worthwhile loot would once drop only sparingly and as a reward for the completion of quests and defeat of bosses, you now get your inventory filled with assorted junk to sift through every 10 minutes. While you would once fight in separate skirmishes with small groups of enemies, you now fight 50 enemies at a time, filling the whole screen with a diarrhoea of visual FX as you do. Where you would once spend the whole game delving deeper into a single enormous labyrinth of a dungeon, that one dungeon is now split into hundreds of barely distinguishable 5 minute strolls where the only interesting thing is the carrot at the end.
Finding loot was definitely part of the excitement of Diablo, but I found real joy in the adventure itself; the foreboding atmosphere, the thrill of inching along shadowy corridors and bracing myself for what sinister new adversary would await around the corner. Watching my stock of potions gradually diminish as I went on. I loved reaching new areas, going deeper and deeper into the dungeon and seeing the scenery get more and more removed from the Cathedral itself until I reached the very bowels of Hell.
The simplistic combat and lack of mechanical skill involved means how/when/where you engage enemies is of utmost importance, because there's nothing that your skill as a player can do for you if you bite off more than you can chew or get yourself surrounded. Keeping a mental note of doorways and other chokepoints you pass that you could fall back to later, splitting groups of enemies by leading them around obstacles, being aware of enemies trying to lead you further into the unknown and into a trap. There's a surprising amount of decision-making and tactics involved, it's not just the mindless clicking it appears to be.
The soundtrack is wonderfully angsty, atmospheric and unique. My favourite was the theme of the Catacombs.>https://www.youtube.com/watch?v=jrK90XJfqRs
The tribal drums and grungy guitar accompanied by wailing and laughter of succubi and children does a brilliant job conveying the spirit of the pure, primordial evil that you're fighting. But there's also a sense of grim, heroic resolve hidden in there that always spurred me on when I heard it in-game.
I can't fully put into words how or why this barebones game managed to hold my interest and thoroughly entertain with such ease. I don't even normally play games this old because, at least in my experience, they never hold up. Perhaps I've just been sorely missing games that were made simply because the developers really wanted them to exist.
ive played both d1 and d2 and i also think d1 was the better experience, it was concentrated, atmospheric and immersive
d1 was too cartoony and childish for me, the cardboard graphics make the "grim" parts seem comical
D2 has way better gameplay and a cooler looking diablo himself
i like d2 more as well, but i had a lot more experience with the community when i played it. knew kids from school who played it, played ladder with randoms a lot online, read forums for it, etc.
I think Diablo is more atmospheric and "scary" than 2, but 2 is infinitely more replayable, on the first playthrough yeah I prefer 1, but if I had to pick one to play for long periods of time I'd pick 2.
i tried playing that within the past year but god damn the controls did not age well. shame because it has a ton of interesting game mechanics and nice details
They have a private server for it
They're weird at first, I got used to them after a while>>60084
only for the japanese version, I played the american version