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#but if you finish every playthrough that you start then origins requires 7
danielnelsen · 2 years
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every time i go to check what i need to do for specific dai achievements i end up reading comment thread of people getting so mad that some achievements depend on story choices (like 'on burning wings', which im still not getting on this playthrough..but i think all my current plans for future playthroughs will have me get it).
like.........if you only care about getting achievements then you're gonna be playing the game a few times anyway, or you're gonna be optimising your single playthrough so well that you'll know what choices to make.
personally i always feel kinda meh about getting achievements for basic story progression. getting one for finishing the game is nice but for other major plot points? feels kinda unnecessary. it's not much of an achievement if everyone gets it, yknow? there no harm in it, but id rather they be interesting or difficult.
i understand why it might be frustrating if it's a story choice you dont want to make (especially if there's not also an achievement for the choice you DO want to make), but people get SO mad.....not to pull out "it's just a game" but it's just a game!!!!!!!!!!!!!!!!! you cant be a completionist without multiple playthroughs (for all the story options) or excessive planning (for every trophy); usually both!!!!
i just really dont get some of the things people get mad about. talking about "it's a long game and you get this trophy near the end, so you have to redo 100+ hours to get it if you make the wrong choice".... are you playing for fun, or just for the achievements?? because the latter will always require planning!?!?!?
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catiuapavel · 2 years
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Have you got any tips for Tactics Ogre first timers before next week? The story is my main interest if that makes a difference.
I'll try to give you a few tips I can think of, if anyone else has a personal tip to share, it'd be welcome!
I'll keep them spoilers-free, just in case (at the exception of the readmore details for the tip 2).
1. If you’re going in somewhat blind and not following a guide for story and recruitment (which was my experience and I don’t regret it at all), I’d recommend checking the Warren report for talks and rumours every now and then after story steps. Certain entries are worded to give hints about potential sidequests that may lead to recruiting characters.
2. On the topic of recruiting characters... There are few story recruitable characters you will fight before you can eventually recruit them. You can kill them. If you’re hoping to recruit them, try get them to critical health so they flee the battle instead. I’ll name a few under read-more!
3. In general, if you’re interested in the story and characters, I’d recommend not killing certain enemy units too fast. There are a lot of dialogues that get triggered depending on their health percentage! They also vary depending on who you bring to battle so I recommend bringing characters who know the boss (or are likely to know them). The dialogues during battles are incredible, both in quality and quantity.
4. No matter what your choices are, you can go back to certain story steps after finishing the game once, to explore different route or complete quests you missed so I wouldn’t stress over missing anything on a first playthrough, you can just hop around to revisit these segments! 
5. In terms of gameplay, archers used to be completely busted and a good crutch to rely in BUT they’re apparently rebalancing all the classes so it’s possible they’re not going to be as dependable. I’d still try them to make things easier though.
6. Absolutely rely on the Chariot system during battle if you’re struggling. You’ll be able to rewind and change certain actions to re-work your strategy. Tactics Ogre’s maps are fairly sizeable and the battles can get long so this is a good featre to avoid restarting entirely.
7. For rescue missions (there are a few of them in TO), having fast units to heal/throw items and protect the unit can be a great help to reach them easily and keep them from dying.
From what I’ve seen and read, the gameplay has undergone a lot of changes which I can’t give advices on until I experience them, but my understanding of these changes lead me to believe the game will be harder than its PSP counterpart (but probably not quite as hard as the original SFC release). There seems to be alot of Quality of Life additions too that will make it faster to go through menus, equip and level skills though!
8. This one is a bit petty but I've seen many people share this feeling: I'd recommend switching to Japanese voice-acting from the start or turning it off entirely (unless there is a nostalgia for early video game and anime English dubs' quality)
2. The characters in question include Ravness (Lawful route only), Sherri, Ozma (during her lawful route sidequest, she will attack you and the boss of the level + her recruitment quests has some dialogue, loyalty and rumour-reading requirements involved), Ganpp 
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hitman blood money cheat enabler 1.2 free download PC JX10%
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tumbling-odyssey · 4 years
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Games I played in 2020
Just felt like getting my thoughts out on all the games I played this year. I’ve been wanting to do something like this for years but I always let it pass me by. Well not this year! Fuck you laziness! 
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I played the first half in 2019 but finished it in 2020 so I guess I'll count it. DQ11 was my intro to Dragon Quest and what a good starting point. I'm not exaggerating when I say this is one of the best traditional JRPGs on the market. Characters, story, combat, it all clicks in just the right way to make a flawless game... until the end credits roll that is. 
I have no idea what happened with the post game but by god does it dive off a cliff. It undermines everything you worked to do in the main plot. The characters act brain dead and it shamelessly reuses events from the main game. Please pick up and play DQ11 but for the love of god just stop when the credits roll.
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Doom is a game I knew I'd like. The heavy metal ascetic and soundtrack were right up my alley, but I just never found the time. With Eternal on the way though and having found it on the cheap at a pawn shop I figured there was no time like the present. Needless to say but I was right. I loved everything about this game. The thrill of combat, the screech of the guitars, and the silent take no shit attitude of Doomguy. Make no mistake though, I SUCK at this game. I played on easy but still got my ass handed to me on the regular. But I don't care, I was having way to much fun.
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I flipped my shit when this game got leaked at the tail end of 2019. Zero 3 is my all time favourite game. To celebrate this getting announced I went and 100% Zero 3 as I hadn't done it on my current cart, and Zero 3 was still the first thing I played when I got this collection! I love that game to death and I’m glad to have it on modern consoles again. As I was under a bit of time crunch with other games releasing soon I only played 2 other games in the collection Zero 4 and ZX Advent. Until the DS collection those and 3 were the only Zero/ZX games I had so I have a lot of nostalgia for them. 
Zero 4 hold ups better then I remember. Not as good as 3 but a damn solid game with tweaks I honestly wish hit the series before its end. I remember having issues with the stage design and ya it’s not perfect, but it’s far from as bad as I thought. For ZXA this was the first time I beat the game on normal difficulty. For some reason the ZX games have always given me more trouble than the Zero games, so finally beating one on normal was very exciting. Maybe I can now finally go and beat ZX for the first time...
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The Mystery Dungeon series rising from the depth to punch all those unexpecting in the face was a very welcome surprise. I had a lot of hype going into this one as I have very fond memories of my time with Red Rescue Team and even more with Explorers of Darkness. And the game lived up to it! The remastered music is great and crazy nostalgic, the 3D models are well used and don't feel as stiff as they do in the core series, and the QOL changes are near perfect... So why did I drop this game like a rock once I finished the main quest? 
Anyone familiar with Mystery Dungeon will know that the post game is the real meat of it. The story is short and all the really cool shit comes in after it's done. But I just couldn't bring myself to put more time in after I finished said story mode. I'm definitely chocking that up to me just not being in the mood then an issue with the game. Here's hoping we get an Explorers DX sometime soon. That will fucking hook me for all it's got.
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Second verse same as the first. I loved this game and sucked at it horribly. Out of all the games I've played this year Doom Eternal is the one I want to go back to the most. I was not the hugest fan of some of the changes made and retained a stance that I liked 2016 better. First person platforming has never been a fun experience in my opinion and Eternal did little to change that. And I know this a lukewarm take at best but fuck Marauders!. They are so unfun to fight and ruin the pace. The Marauder in the last mook wave took me so long I was worried I wouldn’t be able to finish the game. But the more I've seen of Eternal after my playthrough makes me think I was being far to harsh. I haven't played the DLC yet either. Mostly cuss I haven't heard great things about it. Gonna wait for the rest of it to come out to see if it's worth getting. Might just replay to whole game at that point to see if it clicks with me better.
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This was my second favourite game of the year, and was going to take the top slot until a certain other game came out. Addressing the elephant in room right away, I hated the ending. But I was expecting something like that, I think we all were. I won't let the ending ruin the rest of the game though. Not gonna let 1 segment colour everything that came before it. We have to see how the later parts play out to truly see if this ending was trash or not anyway. 
It took Square over a decade but they finally got an action RPG battle system that works and feels good to play. This may be my favourite battle system in an RPG period honestly. All four characters are a blast and it only gets better the more time you spend with it. Figuring out the nuances of each character’s skills and how to combine them not only with the skills of the others but how to enhance them with the right Materia set. This makes fights thrilling and satisfying when you finally best whatever was giving you trouble. Tis was the best way to bring 7′s mechanics into the modern landscape while also fixing the BIGGEST issue the OG had. The fact every character feels the same aside from Limit Breaks. 
All this on top of graphics that just look fucking stunning, a few glitched out doors aside. Fuck I still feel blown away looking at the characters models (mostly Tifa) and see how god damn pretty everyone is. Also Tifa’s Chinese dress is gift from the Gods and I still haven’t picked my jaw up from the floor after I first saw it.
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In my circle of the internet there was a lot of hype for this game. So much so that I ended up buying it to see what all the hubbub was about. I had never played a Streets of Rage game before and my only experience with beat'em ups was playing a LOT of Scott Pilgrim and last year's River City Girls. Turns out Streets of Rage plays quite a bit different and it kicked my ass! So sadly I had to switch to easy to make it through but I still had a fun time with it. 
I started playing mostly as Blaze but once Adam hit the scene oooooh fucking boy. I didn’t play anyone else. There's a deceptive amount of content in this game. You can unlock almost every character from the previous games and all of them rocking their original sprites and moves. If I had more of a connection with this series I'm sure I would have gone nuts on unlocking everything. I stopped after my one playthrough and I was happy with that. Always glad to support a long overdue franchise revival.
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To properly talk about P5R I think I need to air a lot of my feelings on the original game and the importance it has to me. You see, prior to 2017 I barely played games, only sticking to specific franchises. AKA Pokemon and Mega Man/Mega Man like games. Until 2016 though I still bought a lot of games. Eating up Steam sales and deals I found at pawn shops. This lead to a Steam library and shelf filled with games I've never touched outside of maybe an hour or 2. So in 2016 when I took interest in the newly released Kirby Planet Robobot I made a deal with myself. I could get the game but I HAD to beat it.  And I did just that, gaining not just a new fav Kirby game but a new rule for game purchases. If I knew I wouldn't beat a game I was not aloud to buy it. Now what does ANY of this have to do with P5 you may ask? Well... almost everything.
 I was immediately interested in P5 when it hit the west in 2017. I loved the 20 or so hours I but into P3 years ago and really liked the P4 anime I had watched around the same time. So of course with all the hype around it I wanted to dive into the series full force with P5. But I knew myself. Putting over 100 hours into a game was beyond me and I had a weird relationship with home console games as I was predominately a handheld gamer. Add in the fact I didn't even have a PS4 and I was convinced P5 would be something I always wanted to play, but never would. So when I went to the mall with a few friends and they showed me that P5 had a PS3 version, I had a dilemma on my hands. I knew I wanted to play it and I now had a way to do so. But doing that would require me to change 2 HUGE hang ups I had with games. Would I being willing to waste 60 bucks with so much working against me? Apparently I was. I immediately started going to town on this game. Making sure I spent no less then 2 hours a day playing NO MATTER WHAT. Which may not seem like a lot but it was to me... at the time.. I also had just moved to my current house, so coming home from my still relatively new job and going straight into P5 was the first real routine I formed during this heavily transitional part of my life. 
I of course ended up loving P5 and put 200 hours into it. As such my outlook on gaming was forever changed. Console games were no longer out of reach and I knew I could handle playing monster length game. I started playing way more games then I ever did before and trying out generas I never thought I would play. P5 is the main reason for this and why I'm able to make a post like this. To actually touch on Royal though? It's unarguably the better version of the game and Atlus learned all the right lessons from P4G. The new characters are great and the added section at the end is possibly the best shit Atlus has ever written. I only wish Yoshizawa joined the party sooner so I could play as her more. 
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The release of this really came out of nowhere huh? Wayforward announced it was being made mid way through 2019, then there was its weird half release on the Apple store... and then suddenly it was out! Very little fanfare for this one. Is that indicative of the games quality? Luckily no. Seven Sirens is a solid addition to the series and follows up Half Genies Hero nicely. The game goes back to Shantae's Metroidvania roots and makes a TON of improvements. 
Transformations are now instant instead of having to dance for them (don't worry dancing is still in the game) making the game feel more like Pirates Curse in its fast flow. They also added the Monster Cards which take heavy inspiration from Aria of Sorrow's Soul system. A feature I'm happy to see in any Metroidvania since Aria is one of my all time favourite games. Sadly though the game does not take the best advantage of these improvements. 
Over all the game feels kinda empty. The dungeons aren't super exciting to explore nor are they challenging in any way. And the plot is very repetitive, with each dungeon repeating the same beats. Really this game feels more like set up for a better game down the line. The mechanics are all here and Wayforward has a solid art style with the sprites from Half Genie Hero. Hopefully they capitalizes on this for Shantae 6 and we get the best game in the series.
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While it may not have been the most thrilling game, Seven Sirens really put me into a Shantae mood. So much so that I went back to play the 2 games in the series I had never touched. This being the first game and Risky's Revenge. Shantae 1 really is a hidden gem in my opinion. Don't get me wrong, it's the definition of jank, but there's a lot of heart to this game. The sprites are great, the soundtrack is good, and the characters are funny... but it's still on the OG Gameboy and that's a massive hindrance for any game. I'm hard pressed to recommend this with how poorly its aged but I think it's better then it looks. 
Risky's Revenge on the other hand was a game that shocked me by how little it had to offer. I know this game went through a hellish development and what we got was far from what Wayforward planned to make, but it's hard to imagine a world where this was the technical BEST Shantae game. It's not a bad game by any stretch... just a boring one.
For the record my ranking of the games goes Pirates Curse>Half Genie Hero>Seven Sirens>Original>Risky’s Revenge
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Sword and Shield are mediocre games at best. I know, real steaming hot take there. I managed to make my Sword playthrough a lot more fun by not spoiling myself on the new Pokemon designs for the first time since Gen 3. Either way, I enjoyed myself enough that I didn't mind playing more of it with these DLC campaigns. Plus I love the idea of Game Freak switching over to this method as apposed to making a third version, so I wanted to support it. 
Klara is a fucking top tier Poke Girl both in design and personality and is probably the highlight of Isle of Armour. GF actually went out of their way to give her multiple expressions to sell her toxic bitch personality and I love every minute of it. She sadly drifts into the background for the second half of the DLC’s story which hurts an already rough section even more. Not more then having to grind Kubfuu all the way to fucking level 70 though! That put a serious hamper on my motivation to finish the story but I pushed through anyway. Having to solo the tower with Kubfuu was at least a fun challenge though, as was the final fight with Mustard. Fuck the Diglett hunt though. Ain’t no one got time for that.
Crown Tundra may be my fav of the 2 though even if there isn't a character as good as Klara in it. The hunt for the legendaries was just pure adventure and I had a fucking blast doing it. The joy I felt when I figured out Registeel’s puzzle put a smile on my face unlike any Pokemon game since I was a kid. The whole Regi stuff was honestly a nice Nostalgia trip to my times with Emerald. The story around Calyrex was enjoyable, even if I still hate its design. Not revealing the horses before release was a good call to as it gave an honest surprise. Having to chase down the Galar forme Birds in the overworld is a great way to evolve the roaming legendaries idea and I hope GF sticks to this. Plus the Galar forme birds are some of the best legendary designs since Gen 5 and I love Chocodos way to fucking much. 
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Here we are folks, my GotY. I love Panzer Paladin so fucking much. A combination of mechanics from Mega Man, Castlevania, and Blaster Master? Sign me the fuck up! This game is tailored made for me and I knew I had to play it once it started making the rounds on social media. I'll admit though, I was a bit worried when the the first full trailer dropped and showed the weapon mechanics. Breakable weapons that you have to sacrifice for checkpoints and power ups? I'm not sure about that.... Luckily I was being a complete moron and those mechanics are near perfect. 
I love the set up of each boss being a mythological creature from different cultures. They didn’t just pull the easy ones either. A lot of these things I learned of for the first time here. I love how Grit controls. Using the upward stab as a double jump and being able to pogo off enemies Shovel Knight style just felt great and satisfying. Flame was limited but it made her sections feel tense. She does more damage then you think she could at first glance. Also the only way to heal Grit being to use pods that only Flame could access was a cool idea. 
I am begging you Tribute Games, you have to make more Panzer Paladin games. Slap some new upgrades on Grit and expand what Flame can do and you have an even better sequel  on your hands. Also maybe not have so many 'gotcha' moments with enemy placement. That's really my only complaint about the game. Great music, great sprites, giant robots, unique premise, and a reference to Canadian legends. The ultimate self indulgent game for me.
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It felt super out of left field for Curse of the Moon to be getting a sequel. The games fucking amazing but it was really just a tie in for the main Bloodstained product. Not something I expect to get a continuation. Either way I was pumped. If this was even half as good as the original then I was in for a great time. Which held true... cuss this legitimately is only half as good as Curse of the Moon. I still like the game, quite a lot actually. I mean how could I not with a fucking Corgi piloting a Death Train Mech. 
Something was just missing here that never made this click like the first game. Maybe it was the stage design, maybe the bosses, maybe the fact that it's a bit to long. I'm not sure. All I know is I couldn't bring myself to play all the modes like I did in the original. . Stopping part way in to the one where you can get the first games characters. I want to go back some day... I just don’t know when someday is.
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This was an announcement I never saw coming. A Gundam Verses game coming to the west? That hasn't happened in the entire time I've been a Gundam fan. I had played a bit of Full Boost on my old roommates PS3 thanks to him having a Japanese account and I played Force on the Vita a few years ago. But to have the latest version fully translated with open servers? Holy hell that's a dream come true. 
Having the open betas every weekend leading up to launch was some much needed fun during this shit hole year. I had a lot of fun just fucking around with different suits and seeing what I could do with 'em. Absolutely trashing two Bael players as the Kapool is a memory I'll keep with me for a long time. Fucking danced on their graves. This gave me some new appreciation for suits like the Baund Doc and Hambrabi, the later becoming a lowkey fav as it was my main.
I've fallen off with the game in the last few months but I definitely want to go back. I hope to start learning the game and take parts in tourneys when cons aren’t death sentences anymore.
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It felt like everything in my life was SCREAMING at me to start the Yakuza series. From 2 of my friends playing 0 recently, a youtuber I following live tweeting as he played through the WHOLE series back-to-back, and Yakuza 2 having a run at AGDQ 2020. Plus the constant pleas to play this series you get from following Little Kuriboh on Twitter. I finally broke and picked up 0 in the middle of August. Boooooooooy howdy did I not know what I was getting in to. And no I don't mean the content. I knew Yakuza was a series of wildly conflicting tones between the main story and side quests. What I mean is the length. I legit thought this was gonna be a 20-30 hour game. When i reached hour 30 of my playthrough and realized I wasn't even close to a conclusion, I think I knew I had bitten off more then I was planning. That misstep aside I ended up loving this game and want to play the rest of the series.... I just need to rest up first before I dive into Kiwami 1.
 Let's actually talk about the game for a moment here. Kiryu and Majima quickly clicked as likeable characters to me and I cared about their stories. Combat is fun and the multiple styles are all great.... though both the default styles take a while to get there. The mad rush I felt at the end was fantastic and the last bosses are a joy to fight. Only real complaint is the pacing of the side stories. I loved being able to just stumble into various different events while on route to the next plot objective. But this became less common as the game went on and side stories started getting more tucked away. Also hot take here, the host club mingame is more tedious then fun and I like Kiryu’s business stuff as I could do that in the background. I’m excited to dive into Kiwami and probably Kiwami 2 this year... Though I’m not sure when just yet.
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Just gonna say it flat out, I think this is better the the 2018 game. The smaller scale helps in this style of game and Miles just naturally has a better move set then Peter. I'm not sure if they actually tightened up the combat system or if they just threw less bullshit enemies at you but fighting feels so much better in this one. Traversal is better too,  simply because they changed the button for tricks. In the original you have to hold down 2 face buttons to enter trick mode??? In hindsight that was such a bad call. 
Having both the heal and venom powers run off the same meter was a good idea. Making the choice between keeping yourself alive guaranteed or potentially ending a fight quicker/disposing of a problem enemy is super fun. The player having to make small choices like this during combat is what helps it not be brainless. I love all the different venom skills you get. While they all achieve the same thing in stunning opponents, how you achieve that goal is up to you. Do you want to just slug the bastard, throw 'em up in the air, tackle the shit out of them? The choice is yours. 
Only real big complaint is certain upgrades being NG+ locked. I know you want to encourage replays, but this is a shitty way to do it I feel. Also can we retire Rhino for the next game. Man has had 2 shitty boss fights now and I need a break. Between this and Spider-Verse, I'm honestly starting to like Miles as Spider-Man more then Peter.
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I got this game more on a whim then anything. I was definitely interested when it was first announced for the west. Vanillaware's beautiful art style in a story about giant robots beating the shit out of Kaijus? Sign me the fuck uuuuuu-oh wait it's an RTS? I had never played an RTS's before, mainly due to the sheer concept stressing me out. So I let it fall to the wayside. The game started coming up again though towards the end of the year with GotY on everyone's minds.  This revived my interest, especially as what I HAD planned to be playing around that time was... well. Cyberpunk. Don't think I need to say much more. Also I had worried for nothing as the Real Time Strategy was not that Real Time. 
This game really lays on the analysis paralysis once you're out of the tutorial. Do you want to fight, do you want to do story, who's story do you want to do, what branch should you follow, how much should you play with this one character? It's very overwhelming at first. I decided to not go ham on just one character and swap around all the time. The twists in this game are equal parts exciting and infuriating. Learning something new always came with the caveat of more questions, or something you knew 'for sure' being disproven. Like when I learned 1 characters was actually 4 separate ones! Anyone that's played knows exactly what I'm talking about. 
Natsuno ended up being my fav and not just because of.... obvious reasons. BJ was cute if unfortunately named and her relationship with Mirua was my favourite in the game. Not that there was much competition except for maybe Ogata and Tomi. I ended up really liking the combat but I can see why RTS fans say it's the weakest part. It's far from complex and I had a winning strat by the third or so real fight. Aka spam turrets and have the Gen 1′s gank all the bosses.
One quick thing I want to share was how I beat the boss at the end of Area 2. The one where Inaba is singing. I had Hijiyama use the limit break skill to bum rush the boss right off the hop. I took out half its health in one hit but Hijiyama’s Sentinel was on death’s door. Only thing that saved him was sending in Amaguchi to blow up a bunch of missiles. Hijiyama took it out on his next attack but lost his Sentinel at the same time. It was a real clutch victory and crazy fucking anime. 
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The best way to really describe Carrion is that it's a fantastic proof of concept. Can you make a game where you play as The Thing? Why yes, yes you can. Carrion just needed a bit more tweaking to really bring this concept home and be the A+ game I know it can be. As it is now the game is a bit empty. The level design is super samey and the lack of a map is fucking brutal at points. I know it would make no sense for a blob monster to have a map but somethings you just have to gameify for convenience. The level design must have done something right as even though I was completely lost I still moved from area to area properly. Hell by the time I actually looked up a map I had 1 more item to get and I learned I was one door away from beating the game. 
I love the idea of losing mass as you take damage and gaining more by eating people, but having abilities tied to size was a terrible idea. It just leads to tedium as I have to go and shed myself to the right size, do the puzzle, then of course I'm going to go back and rebuild myself to see if I can do the next segment at full power. Just make it so you can swap between abilities using the d-pad or something. I hope this game gets a sequel just so this sick ass concept can be fully realized.
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Top 10 Games of 2019
This was an extremely good year for games. I don’t know if I played as many that will stick with me as I did last year, but the ones on the bottom half of this list in particular constitute some of my favorite games of the decade, and probably all-time. If I’ve got a gaming-related resolution for next year, it’s to put my playtime into supporting even smaller indie devs. My absolute favorite experiences in games this year came from seemingly out of nowhere games from teams I’ve previously never heard of before. That said, there are some big games coming up in spring I doubt I’ll be able to keep myself away from. Some quick notes/shoutouts before I get started:
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-The game I put maybe the most time into this year was Final Fantasy XIV: A Realm Reborn. I finally made the plunge into neverending FF MMO content, and I’m as happy as I am overwhelmed. This was a big year for the game, between the release of the Shadowbringers expansion and the Nier: Automata raid, and it very well may have made it onto my list if I had managed to actually get to any of it. At the time of this writing, though, I’ve only just finished 2015’s Heavensward, so I’ve got...a long way to go. 
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-One quick shoutout to the Phoenix Wright: Ace Attorney Trilogy that came out on Switch this year, a remaster of some DS classics I never played. An absolutely delightful visual novel series that I fell in love with throughout this year.
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-I originally included a couple games currently in early access that I’ve enjoyed immensely. I removed them not because of arbitrary rules about what technically “came out” this year, but just to make room for some other games I liked, out of the assumption that I’ll still love these games in their 1.0 formats when they’re released next year to include them on my 2020 list. So shoutout to Hades, probably the best rogue-like/lite/whatever I’ve ever played, and Spin Rhythm XD, which reignited my love for rhythm games.
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-Disco Elysium isn’t on this list, because I’ve played about an hour of it and haven’t yet been hooked by it. But I’ve heard enough about it to be convinced that it is 1000% a game for me and something I need to get to immediately. They shouted out Marx and Engels at the Game Awards! They look so cool! I want to be their friend! And hopefully, a few weeks from now, I’ll desperately want to redact this list to squeeze this game somewhere in here.
Alright, he’s the actual list:
10. Amid Evil
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The 90’s FPS renaissance continues! As opposed to last year’s Dusk, a game I adored, this one takes its cues less from Quake and more from Heretic/Hexen, placing a greater emphasis on melee combat and magic-fuelled projectiles than more traditional weapons. Also, rather than that game’s intentionally ugly aesthetic, this one opts for graphics that at times feel lush, detailed, and pretty, while still probably mostly fitting the description of lo-fi. In fact, they just added RTX to the game, something I’m extremely curious to check out. This game continued to fuel my excitement about the possibilities of embracing out-of-style gameplay mechanics to discover new and fresh possibilities from a genre I’ve never been able to stop yearning for more of.
9. Ape Out
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If this were a “coolest games” list, Ape Out would win it, easily. It’s a simple game whose mechanics don’t particularly evolve throughout the course of its handful of hours, but it leaves a hell of an impression with its minimalist cut-out graphics, stylish title cards, and percussive soundtrack. Smashing guards into each other and walls and causing them to shoot each other in a mad-dash for the exit is a fun as hell take on Hotline Miami-esque top down hyper violence, even if it’s a thin enough concept that it starts to feel a bit old before the end of the game.
8. Fire Emblem: Three Houses
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I had a lot of problems with this game, probably most stemming from just how damn long it is - I still haven’t finished my first, and likely only, playthrough. This length seems to have motivated the developers to make battles more simple and easy, and to be fair, I would get frustrated if I were getting stuck on individual battles if I couldn’t stop thinking about how much longer I have to go, but as it is, I’ve just found them to be mostly boring. This is particularly problematic for a game that seems to require you to play through it at least...three times to really get the full picture? I couldn’t help but admire everything this game got right, though, and that mostly comes down to building a massive cast of extremely well realized and likable characters whose complex relationships with each other and with the structures they pledge loyalty to fuels harrowing drama once the plot really sets into motion. There’s a reason no other game inspired such a deluge of memes and fan fiction and art into my Twitter feed this year. It’s an impressive feat to convince every player they’ve unquestionably picked the right house and defend their problem children till the bitter end. After the success of this game, I’d love to see what this team can do next with a narrower focus and a bigger budget.
7. Resident Evil 2
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It’s been a long time since I played the original Resident Evil 2, but I still consider it to be one of my favorite games of all time. I was highly skeptical of this remake at first, holding my stubborn ground that changing the fixed camera to a RE4-style behind the back perspective would turn this game more into an action game and less of a survival horror game where feeling a lack of control is part of the experience. I was pleasantly surprised to find how much they were able to modernize this game while maintaining its original feel and atmosphere. The fumbly, drifting aim-down sights effectively sell the feeling of being a rookie scared out of your wits. Being chased by Mr. X is wildly anxiety-inducing. But even more surprisingly, perhaps the greatest upgrade this game received was its map, which does you the generous service of actually marking down automatically where puzzles and items are, which rooms you’ve yet to enter, which ones you’ve searched entirely, and which ones still have more to discover. Arguably, this disrupts the feeling of being lost in a labyrinthine space that the original inspired, but in practice, it’s a remarkably satisfying and addicting video game system to engage with.
6. Judgment
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No big surprise here - Ryu ga Gotoku put out another Yakuza-style game set in Kamurocho, and once again, it’s sitting somewhere on my top 10. This time, they finally put Kazuma Kiryu’s story to bed and focused on a new protagonist, down on his luck lawyer-turned-detective Takayuki Yagami. The new direction doesn’t always pay off - the added mechanics of following and chasing suspects gets a bit tedious. The game makes up for it, though, by absolutely nailing a fun, engrossing J-Drama of a plot entirely divorced from the Yakuza lore. The narrative takes several head-spinning turns through its several dozen hours, and they all feel earned, with a fresh sense of focus. The side stories in this one do even more to make you feel connected to the community of Kamurocho by befriending people from across the neighborhood. I’d love to see this team take even bigger swings in the future - and from what I’ve seen from Yakuza 7, that seems exactly like what they’re doing - but even if this game shares maybe a bit too much DNA with its predecessors, it’s hard to complain when the writing and acting are this enjoyable.
5. Control
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Control feels like the kind of game that almost never gets made anymore. It’s a AAA game that isn’t connected to any larger franchises and doesn’t demand your attention for longer than a dozen hours. It doesn’t shoehorn needless RPG or MMO mechanics into its third-person action game formula to hold your attention. It introduces a wildly clever idea, tells a concise story with it, and then its over. And there’s something so refreshing about all of that. The setting of The Oldest House has a lot to do with it. I think it stands toe-to-toe with Rapture or Black Mesa as an instantly iconic game world. Its aesthetic blend of paranormal horror and banal government bureaucracy gripped my inner X-Files fan instantly, and kept him satisfied not only with its central characters and mystery but with a generous bounty of redacted documents full of worldbuilding both spine-tingling and hilarious. More will undoubtedly come from this game, in the form of DLC and possibly even more, with the way it ties itself into other Remedy universes, and as much as I expect I will love it, the refreshing experience this base game offered me likely can’t be beat.
4. Anodyne 2
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I awaited Sean Han Tani and Marina Kittaka’s new game more anxiously than almost any game that came out this year, despite never having played the first one, exclusively on my love for last year’s singular All Our Asias and the promise that this game would greatly expand on that one’s Saturn/PS1-esque early 3D graphics and personal, heartfelt storytelling. Not only was I not disappointed, I was regularly pleasantly surprised by the depth of narrative and themes the game navigates. This game takes the ‘legendary hero’ tropes of a Zelda game and flips them to tell a story about the importance of community and taking care of loved ones over duty to governments or organizations. The dungeons that similarly reflect a Link to the Past-era Zelda game reduce the maps to bite-sized, funny, clever designs that ask you to internalize unique mechanics that result in affecting conclusions. Plus, it’s gorgeously idiosyncratic in its blend of 3D and 2D environments and its pretty but off-kilter score. It’s hard to believe something this full and well realized came from two people. 
3. Eliza
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Eliza is a work of dystopian fiction so closely resembling the state of the world in 2019 it’s hard to even want to call it sci-fi. As a proxy for the Eliza app, you speak the words of an AI therapist that offers meager, generic suggestions as a catch-all for desperate people facing any number of the nightmares of our time. The first session you get is a man reckoning with the state the world is in - we’ve only got a few more years left to save ourselves from impending climate crisis, destructive development is rendering cities unlivable for anyone but the super-rich, and the people who hold all the power are just making it all worse. The only thing you offer to him is to use a meditation app and take some medication. It doesn’t take long for you to realize that this whole structure is much less about helping struggling people and more about mining personal data.
There’s much more to this story than the grim state of mental health under late capitalism, though. It’s revealed that Evelyn, the character you play as, has a much closer history with Eliza than initially evident. Throughout the game, she’ll reacquaint herself with old coworkers, including her two former bosses who have recently split and run different companies over their differing frightening visions for the future. The game offers a biting critique of the kind of tech company optimism that brings rich, eccentric men to believe they can solve the world’s problems within the hyper-capitalist structure they’ve thrived under, and how quickly this mindset gives way to techno-fascism. There’s also Evelyn’s former team member, Nora, who has quit the tech world in favor of being a DJ “activist,” and her current lead Rae, a compassionate person who genuinely believes in the power of Eliza to better people’s lives. The writing does an excellent job of justifying everyone’s points of view and highlighting the limits of their ideology without simplifying their sense of morality.
Why this game works so well isn’t just its willingness to stare in the face of uncomfortably relevant subject matter, but its ultimately empathetic message. It offers no simple solutions to the world’s problems, but also avoids falling into utter despair. Instead, it places measured but inspiring faith in the power of making small, meaningful impacts on the people around you, and simply trying to put some good into your world. It’s a game both terrifying and comforting in its frank conclusions.
2. Death Stranding
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For a game as willfully dumb as this one often is - that, for example, insists on giving all of its characters with self-explanatory names long monologues about how they got that name - Death Stranding was one of the most thought provoking games I’ve played in a while. Outside of its indulgent, awkwardly paced narrative, the game offers plenty of reflection on the impact the internet has had on our lives. As Sam Porter Bridges, you’re hiking across a post-apocalyptic America, reconnecting isolated cities by delivering supplies, building infrastructure, and, probably most importantly, connecting them to the Chiral Network, an internet of sorts constructed of supernatural material of nebulous origin. Through this structure, the game offers surprisingly insightful commentary about the necessity for communication, cooperation, and genuine love and care within a community.
The lonely world you’re tasked to explore, and the way you’re given blips of encouragement within the solitude through the structures and “likes” you give and receive through the game’s asynchronous multiplayer system, offers some striking parallels for those of us particularly “online” people who feel simultaneous desperation for human contact and aversion to social pressures. I’ve heard the themes of this game described as “incoherent” due to the way it seems to view the internet both as a powerful tool to connect people and a means by which people become isolated and alienated, but are both of these statements not completely true to reality? The game simplifies some of its conclusions - Kojima seems particularly ignorant of America’s deep structural inequities and abuses that lead to a culture of isolation and alienation. And yet, the questions it asks are provocative enough that they compelled me to keep thinking about them far longer than the answers it offers.
Beyond the surprisingly rich thematic content, this game is mostly just a joy to play. Death Stranding builds kinetic drama out of the typically rote parts of games. Moving from point A to point B has become an increasingly tedious chore in the majority of AAA open world games, but this is a game built almost entirely out of moving from point A to point B, and it makes it thrilling. The simple act of walking down a hill while trying to balance a heavy load on your back and avoiding rocks and other obstacles fulfills the promise of the term ‘walking simulator’ in a far more interesting way than most games given that descriptor. The game consistently doles out new ways to navigate terrain, which peaked for me about two thirds of the way through the game when, after spending hours setting up a network of zip lines, a delivery offered me the opportunity to utilize the entire thing in a wildly satisfying journey from one end of the map to another. It was the gaming moment of the year.
1. Outer Wilds
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The first time the sun exploded in my Outer Wilds playthrough, I was probably about to die anyway. I had fallen through a black hole, and had yet to figure out how to recover from that, so I was drifting listlessly through space with diminishing oxygen as the synths started to pick up and I watched the sun fall in on itself and then expand throughout the solar system as my vision went went. The moment gave me chills, not because I wasn’t already doomed anyway, but because I couldn’t help but think about my neighbors that I had left behind to explore space. I hadn’t known that mere minutes after I left the atmosphere the solar system would be obliterated, but I was at least able to watch as it happened. They probably had no idea what happened. Suddenly their lives and their planet and everything they had known were just...gone. And then I woke up, with the campfire burning in front of me, and everyone looking just as I had left it. And I became obsessed with figuring out how to stop that from happening again. 
What surprised me is that every time the sun exploded, it never failed to produce those chills I felt the first time. This game is masterful in its art, sound, and music design that manages to produce feelings so intense from an aesthetic so quaint. Tracking down fellow explorers by following the sound of their harmonica or acoustic guitar. Exploring space in a rickety vessel held together by wood and tape. Translating logs of conversations of an ancient alien race and finding the subject matter of discussion to be about small interpersonal drama as often as it is revelatory secrets of the universe. All of the potentially twee aspects of the game are balanced out by an innate sense of danger and terror that comes from exploring space and strange worlds alone. At times, the game dips into pure horror, making other aspects of the presentation all the more charming by comparison. And then there’s the clockwork machinations of the 22-minute loop you explore within, rewarding exploration and experimentation with reveals that make you feel like a genius for figuring out the puzzle at the same time that you’re stunned by the divulgence of a new piece of information.
The last few hours of the game contained a couple puzzles so obfuscated that I had to consult a guide, which admittedly lessened the impact of those reveals, but it all led to one of the most equally devastating and satisfying endings I’ve experienced in a video game recently. I really can’t say enough good things about this game. It’s not only my favorite game this year, but easily one of my favorite games of the decade, and really, of all-time, when it comes down to it.
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annakie · 5 years
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An Annotated Mass Effect Playthrough, Part Nine
Previous Posts: 0 1 2 3 4 5 6 7 8
Wheren we run out of sidequests, so we head back to the Citadel already.
With the quest log pretty empty, I didn’t feel like flying around the galaxy hoping to bump into something Hackett wanted me to do already, so let’s go finish up some of those loose sidequests and pick up some more!
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I didn’t grab a screenshot of this, but one of the mods (faster elevators maybe?  Or MERe?  IDK!) COMPLETELY removes the scanning component from getting on and off the ship.
I don’t remember the exact origins of this, but one tick Annakie Shepard has is... she really really fucking hates being scanned.  And it probably was because of how long the scanning bit of getting on and off the ship here took, but I used to always try to outrun it if possible, or at least put up the effort.  I’m so glad it’s not here at all.
The only acceptable scan is Chakwas scanning her for medical reasons, and even that is just barely ok.
Anyway, here we are, freshly not-scanned, heading right down to C-Sec to... oh no what’s this?
Ah.  Yes.   Mikhailovich.  Here for inspection.
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One of the reasons I cheat in Paragon points is that it’s nearly impossible to ever make Mikhailovich happy unless you don’t come back to the Citadel for a very long time.  So maybe I could have gone to Noveria and done the Paragon Point Cheat, but one cheat or another, doesn’t really matter.
The Mikhailovich encounter is another one of those things that didn’t have to be in the game, but is great worldbuilding.  Not everyone agrees with the Normandy being built, or the turian design, etc.   Mikhailovich is right that some of the things we built here could have been tested in a lab, you know.  It was a huge chunk of money, but it’ll be wrong later in thinking it’s a waste.  He also again shows that people aren’t sure that working super close with the turians is a good idea, which, again, he’ll be wrong about, but it’s a good thing to see differing opinions on a lot of things.
Anyway, I like this bit not only for that reason but to see Kaidan’s salute.
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Finally, after lingering at the dock for who-knows-how-long while the Admiral inspected our ship, we get down to C-Sec, ready to...
Oh what’s THIS now?
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Time for another interview, this one a little more voluntary.  
Khalisah Bint Sinan al-Jilani, Westerlund News.
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She’s a character I have very mixed feelings about.
On one hand, well, I used to love to punch her out.  And now I never do.
She’s clearly digging for an angle here in her interviews.  She’s reporting for humanity, not the council races or galaxy as a whole.  But answering her diplomatically here, she’s another character who questions you and what you’re doing, but doesn’t actually step over any lines.  It’s more when you get testy with her here, she gets touchy back.
It would be a shitshow with the fanboys I think if you took out the option to hit here.  But wow that moment... didn’t sit right, especially when it was an MShep doing it but it’s not a great look for Femshep either.  Nobody should hit ANYBODY unless it’s actually necessary.  Getting your feels hurt by a few tough, even unfair questions... does not call for punching.
Especially today when we’re already getting scary close to losing freedom of the press.  Being diplomatic with her really nets the best responses in 2 and 3, as well.
And maybe if we hadn’t just gotten raked over the coals by Mikhailovich it’d be less grating to then get questioned by a reporter.  But I find it interesting how the game keeps pushing and questioning Shepard, and maybe even trying to find holes where maybe Shepard or the Alliance isn’t completely right, or could be questioned.
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Damnit, Chorban and Jahleed.  Just kiss, already, neither of you are trying to kill the other!!  
I do love that Chorban figures everything out based on your scans... just like... a couple of years too late.  Anyway, I already finished all the scans, no way I’m not finishing this quest with Chorban for that sweet XP.
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And YOU, using a girl with no undercover experience and putting her in Chora’s de-- what’s that?  Conrad dies if I end this quest early?  SIGH.
Also... Gideon Emery.  So you’re fine.  All is forgiven.  I’ll do your dirty work.
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Helena Blake!  I DEFINITELY won’t forget to go speak to her, get back on the Normandy, do another planet quest, realize I didn’t speak to her, then go back to the Citadel just to actually pick up this quest, then pretend later on in this update that I remembered to speak to her all along!
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I mean, speaking as if I were someone who hasn’t played the next two games, this is DEFINITELY SUSPICIOUS right?
I guess in a way, we did pull our gun on Conrad all along.
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Just give me the damn mods.
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Honestly, I love this part of the quest because you can COMPLETELY fuck up by being too goody-goody.  I have probably had to reload after mindlessly clicking paragon answers more times than I care to admit.  This time, I remembered to not obey the law.
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The second reason I wanted to come back to the Citadel is that after one planetary mission, Morlan’s Iconic Armor shop (which, again, is thanks to ME1Recalibrated) sells special armor for Kaidan, that looks like his ME2 armor, so he has his own unique look.  
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A picture from later, once the armor texture is loaded correctly.  (Turns out it required a restart.)
I LOVE IT.  Thank you, MERecalibrated team!  Welcome to Kaidan’s look for the rest of the game.
Let’s head up to the presidium!
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Whoops, shoulda brought Ashley along.  I’m sure whatever he wanted to talk about can wait til later.
BTW, that gif isn’t sped up.  
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If you don’t have the console enabled and aren’t setting your out of combat runspeed to at least 800 whenever you’re anywhere you have a lot of running to do, then consider doing so.   I’ve found 800 is the perfect amount of fast without leaving me slamming into walls constantly
The annoying thing is that every time you have a major area transition or have to reload the game, you have to do it again, but after the first time it’s 4 keystrokes.
` then up arrow, then [enter], then ` again.
Also your companions may fall behind, but that’s only an issue for the places they have ambient dialog.  So mostly I start using it on the Citadel after going everywhere once, and then most of the time on the Normandy and sidequests.
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Oh let’s talk to this nice lady.  Oh no, her sister has been kidnapped, how sad!
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Well, the poor woman deserves my help, I’m sure it’s all on the up-and-up.  Sure, I’ll rescue your sister!  I’m glad we have this friendly relationship that will be profitable and non-lethal forever!
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You DID know that Anderson and Udina comment on each major mission afterwards, right?  It took me more playthroughs than I care to admit to discover this.
Also, this is a kind of humanizing moment for Udina here.  He tells us how the council isn’t happy that we lost the prothean ruins at Therum, then Anderson stands up for us (we love you, Space Dad), and then he actually really backs off and says in a much softer tone “I know, I know.  But we all get judged on how you behave.”
And again, we’re not meant to love how he says it, but um, Udina is right.  Everything we do has repercussions throughout the Citadel, and sometimes the Galaxy.
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Poor Liara, the only one left without an iconic armor in ME1.
Also, like Tali earlier, she hilariously has lines in quests we turn in or make updates to that she has no business knowing about.  I guess she read all the questlogs while traveling back to the Citadel.
While we’re here on the Citadel, let’s take a flycam visit around to the edge of the room, shall we?
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So we’re heading out, towards this building, past the Mass Relay sculpture.
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What you can see as soon as you’re near it and then over it, is that that building hides the seam where the water meets map.
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From just beyond it, there’s the apartment-looking building, for whatever reason you can see through the textures on the other side, leaving just the roofs/floors visible (the slats).
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It took quite a while to go this far, but eventually, you can find the invisible wall where the cars spawn from, and not long after, the map ends.  The map is very curved, btw, that’s no illusion.  There’s no chance you could see this far without flycam.
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Looking back, you can see the bridges in the distance, but the Relay sculpture and where Shepard is standing is very far away, quite difficult to see even if the full-sized screenshot.
I love how huge these maps are.  It makes the illusions really work and the sense of scale works BECAUSE it is actually just... that big. 
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Well, back to smaller issues.
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Again, a great quest not only from a memorability perspective, but a worldbuilding one.
How does religion work in this galaxy?  Well, some people still have it.  Enough that there’s laws in governing how people are able to spread that religion.  I think that the council actually enacted a fairly sensible law here -- they cannot allow zealots to take over near the seat of government, but also people should be free to worship as they please.  
I myself am a person of faith who, despite being brought up in a HIGHLY Evangelical movement, now very much believes that people should be able to worship as they choose, (or not at all!) but also that faith is a private matter and shouldn’t be forced on others.  
So yeah, the hanar is being unreasonable, but should still be spoken to with respect.  It’s good that this particular hanar takes it well.
I am honestly dying to know how the hanar deal with the absolute proof that the Enkindlers were just... people.  I mean we saw the one hanar in ME3 react to Javik, but you have to think that the religion as a whole must get shaken up a great deal after the game ends.
Also... seriously read Mass Effect: Annihilation (the quarian ark book).
Anyway, I like resolving this peacefully and getting the hanar to leave peacefully.  Calling someone a big stupid jellyfish is hilarious in the moment, but not so nice once you think about it.  
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Ah, Michael and Rebekah.
I love this quest because... it’s not cut and dry.
I don’t think either of them is wrong. I think they’re facing a tough choice and they both have good points.
For a long time, though, my response has been that it’s Rebekah’s body, her choice.  
But the funny thing was, this time when I was playing, I didn’t see this as just an allegory to a woman’s right to choose.  From Michael’s POV, it’s more of an allegory to Anti-Vaxx.  Obviously back in 2007 when the game came out Anti-Vaxx wasn’t nearly as much as a concern as it is now, so I love that this small part of the game actually grew more meaningful over time.  
Yes, there’s a SMALL chance you could hurt the child from the procedure, but a greater chance of harm if you don’t.  I had a harder time choosing this time, like, oh, am I going to lean a bit more towards being pro-choice, or pro-vaxxination?  I’m pro both of those things??
I still sided with Rebekah.  Mostly because I know the kid turns out OK either way.
Well, for a couple of years, at least.
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Emily!  You changed your clothes!  What’s that?  You want me to plant bugs?  Won’t someone notice?
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Guess not.  Not even this bug.
I’m sad that this is the last we’ll see of Emily Wong face to face.  But hey, a good reporter, and good person.  :salute:
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Kahoku... thank you for finding out about Cerberus and telling us.  The first time we hear the word I think, in the game?  
You will be avenged.
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Welp time to head up to the ship and go off on some sidequ--
I mean... Uh, time to go talk to Helena Blake, OBVIOUSLY.
(Also Liara you cannot climb that wall, stahp.)
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I love them having just a bad bitch like Helena with her sneaky-plan to kill her business partners so totally above the board by Shepard, but hey, she’s just a concerned citizen giving tips to law enforcement, right?  She’s awful, and she knows it, and she’s cool with it.
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Well, since Ashley magically appeared in the party without me going to the Normandy AT ALL, as long as we’re here, let’s go talk to Samesh Bhatia
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A great moment for Ashley, remembering her friend, and treating her husband with so much care and kindness. OBVIOUSLY we can do this very easy thing for him.
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Fuck, this just got a lot more complicated.
I love this quest because it puts you between a rock and a hard place.  Again, neither side is wrong.  Samesh SHOULD have his wife’s body back.  But it IS important research.
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For a long time, I didn’t give a shit about the research and would get the body back, no matter what.
But so many more lives are saved with the research.  So this time I ask him to understand, and he does.  But it never sits quite right, either way.  
As my other SciFi favorite franchise* reminds us in one of its most poignant moments...  Sometimes the needs of the many do outweigh the needs of the one.
Okay now we’re heading back to the Normandy for the first time this update, and next time, back out into space!
*Star Wars is a Space Opera, not SciFi.
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captainfawful · 6 years
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 With the year coming to a close, that means it’s time for me to do my “Nobody Cares Awards” thing I like to do! Check under the cut for some hot takes I may or may not have!
Hello, hello! It’s me again! Third year in a row I decided to jot my thoughts down on the years various game. I decided to change things up more from last year, kind of eliminating most of the categories in favor of writing more about the games I enjoyed. I tried to write at least something about every game in the Top 10 this time, even if it’s the bare minimum. Let’s see how it goes!
BEST MUSIC
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This entire thing was first created because I wanted to write about how good Death Road To Canada’s soundtrack was. So no matter what changes with my format on this, there will always be a Best Music category. I’ll be honest though, there weren’t a whole lot of games this year with amazing soundtracks. The only real contender for most of the year was Celeste, which OST is very good, and fits perfectly with the games tone and style, but it’s not... The Best music. They aren’t songs I’ll put on loop and listen to multiple times throughout the day. They’re not the hard hitting tracks I would typically put at the top of this category, despite how great the music is. That’s how I felt until about August, when The Messenger came out. Messenger is not a game that will be in my Top 10 by any means, but it’s a pretty good game nonetheless with a couple of really weird twists. But the OST is phenomenal. Easily my number 1 favorite of this year. Just about every track in the game is a total banger. But don’t take it from me, take a listen yourself! A little later in the year I played through Just Shapes & Beats. I have a personal stigma against saying a thing with licensed music should qualify for Best Music, which is why JS&B did not make it into my top 3, but rest assured that it is sitting comfortably in the 4th place spot. Almost immediately after I played JS&B, Deltarune suddenly came out. I don’t think I have to tell you why that’s on here, right? Toby Fox cannot make bad music.
SPECIAL MENTIONS
THE MISSING:J.J. Macfield and the Island of Memories
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It’s hard for me to talk about what makes The Missing so special without diving deep into spoilers. There’s a reason it’s in the special mentions, and not the Top 10: And that reason is because the gameplay isn’t great. The Missing is a side-scrolling puzzle game, in the same vein as Limbo or Inside. Unlike those two, however, the puzzles you have to solve are not that hard, and most of the difficulty around it revolves around how slowly and janky the movement is. However, the overall story and twist is what makes this game great. There’s not a whole lot for me to say about the themes this game presents, so if you want to play The Missing, play it. If you don’t want to play it, then maybe take a look at some writings from actual queer women who could talk about its subject matter in a way I never possibly could.
The Quiet Man
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The Quiet Man is a terrible game. When I first saw the trailer during Suare Enix's E3 presentation, I was super interested. I've always wanted a game that transitions from FMV to gameplay with as few seams as possible, and The Quiet Man promised that. Not only that, it promised a compelling story told from the perspective of its' deaf protagonist. The way I saw it, this game would either accomplish what it set out to do, or fail miserably. Either way, it was a win/win scenario for me! Little did I know just HOW miserably it would fail.... Oooooh, how miserably it failed... The gameplay is absolute trash, the graphics leave much to be desired which makes the "seamless" transitions from FMV look unconvincing and bad, the story is needlessly complicated despite how generic it is, the acting ranges from decent to awful, and it requires you to play it twice in order to actually understand what's happening. And all of those problems are the LEAST offensive parts of the game. It's racist, misogynistic, somehow ableist against more than just deaf people, semi-incestual, and also kind of pro-abuse??? I mean, it doesn't take a stance to be anti-abuse, and certainly doesn't condemn abuse, so does that make it pro? Maybe? Probably? I have a headache. I've watched this entire 2-4 hour game be played 10 or 11 times, and I still don't understand how this exists. Square-Enix published this. They dropped Hitman and IO Interactive not even one year ago, yet threw money at this horrible abomination of a video game! Oh by the way, you might be wondering why I said you have to play it twice to understand, and that's because the first playthrough doesn't give you any sound. Yup, aside from the intro cutscene and the credits song, the entire games' audio is just muffled ambiance. This includes all of it's cutscenes, of which there are MANY, and they are LONG. Entire MINUTES of dialogue happening at a time that the game just doesn't want you to hear or have subtitles for. The only way to get audio is to beat the game once and replay it. Not only that, but the New Game + with sound and subtitles didn't even get patched in until a week after it's release!!! Who does that!!!!! And the version with audio has some ATROCIOUS writing. Just about every scene has at least one line of dialogue that makes no sense, almost as if the writers were only told about how humans speak, but never actually heard one themselves. I’ve heard a lot of people saying it’s The Room of video games, and I sort of agree. Much like The Room, it’s not the absolute worst of it’s form of media, the game is playable start-to-finish, extremely straight forward so you can’t get lost, no bizarre puzzles to figure out, the FMV cutscenes are at decently produced. Hell, I wouldn’t even say The Quiet Man is the worst game to come out THIS YEAR. Crying Is Not Enough released in June, and boy oh boy is that game a trash fire. But it’s just BAFFLING that this game exists. That’s the perfect word to summarize my feelings on The Quiet Man. Every single thing about it is just, baffling. I need to stop writing about this game. This whole paragraph is probably going to be longer than anything from my Top 10, which feature a few games I ADORE, but no. All my writing energy is going to how terrible this fucking video game is. Don't play The Quiet Man. Or do, fuck if I care. Maybe watch someone else play it, I don't know. I don't know anything anymore.
Ori and the Blind Forest
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Back on the topic of good games, I finally got around to playing Ori and the Blind Forest! I played it for a little while after it originally came out around 2015, but it just didn’t stick with me at the time. There wasn’t any real reason why it didn’t stick, I just got bored and stopped playing, which isn’t that uncommon for me to do. But for whatever reason I decided to go back to it super late last year. It may have been the excitement for all the cool looking Metroidvanias slated to release throughout the year, I don’t know. But I played through it, and it’s fantastic! Most Metroidvanias tend to go with around a 60-40 split between platforming and combat. Different games have different splits, sure, but most of them tend to keep those somewhat even. Ori is like an 85-15, greatly favoring tight platforming over fighting enemies. Your main attack automatically locks on to nearest enemies, and boss fights are replaced with autoscrolling or stealth segments. The traversal is also super smooth and fun, making that 85-15 split much more favorable than others in its’ genre. Great controls combined with some amazing visuals and music, Ori is definitely a game I regret not playing earlier.
2019′S COMING IN HOT
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Spelunky 2, Wargroove, Indivisible, Hypnospace Outlaw, Ooblets, UFO 50, Kingdom Hearts 3, Overland, Sea of Solitude, Ori and the Will of the Wisps, and  Get in the Car, Loser!. These are all great looking games that are supposed to be coming out in 2019. I remember last December when I last did this, I couldn't think of THAT many games I was really excited for, and despite that I ended up with a pretty damn good list of games for 2018. So who knows what next year will be like?!
And now... The Top 10!
#10: Spider-Man
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It’s been a great year for Spider-Man. His best buddy Venom had a pretty good movie, his new video game is good, and he has a new movie that’s fantastic! Yep, it’s been such a good year for Spider-Man in which nothing bad has happened to him or the people who created him.
#9: Megaman 11
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2 > 4 > 3 > 8 > 11 > 7 > 5 > 6 > 9 > 10 > 1. Don’t @ me.
#8: Iconoclasts
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Iconoclasts has been in development for a very long time. Officially, development for it began in around 2010, but there is a seemingly earlier game by Konjak that shares many similarities. Basically, Iconoclasts began development at least 8 years ago, and it shows, for better or worse. On one hand, the game is gorgeous. Grade A sprite work all around. The characters are interesting and well written with their own morales and arcs, and the story is surprisingly deep and compelling considering the type of game it is. On the other hand, the gameplay feels very outdated now. The combat is super simplistic, the puzzles aren't terribly challenging or rewarding, and the weapon/ability upgrades are very limited. The traversal can be sluggish and boring, which is a red flag for a game where you have to backtrack a decent amount. If Iconoclasts came out 4 or 5 years ago, I feel like it would've been at least a cult classic. But in 2018, it's a decent Metroidvania in a year of great Metroidvanias. Overall, I'm glad Iconoclasts finally came out. I just wish it either came out sooner, or got more updated for modern game design.
#7: Slay the Spire
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For all intents and purposes, I shouldn't like Slay the Spire. I always hated card-based RPGs, and always hated RPGs with only one party member. And for the most part, the issues I have with both of those are still very much present in Spire. So why have I sunk 50 hours into it so far? Beats me! If I had to guess, I’d say it’s the similarities it shares to Darkest Dungeon, one of my favorite games, that ultimately drives me to it. Now, you might be asking why Slay the Spire, a game that came out in 2017, and won’t be in 1.0 until probably 2019, is in my top 10 for this year, but Ori & the Blind Forest isn’t? Well, I started Ori last year, and didn’t start Spire until the middle of this year! Also, they’re my awards, and I can do whatever I want!
#6: Just Shapes & Beats
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Just Shapes & Beats’ concept is simple: A rhythm bullet hell. Certainly not the first of it’s kind, and not even the first one to use simplistic shapes as the obstacles/characters. But there’s a bit more to it than that. JS&B has some good personality to go with it. It has some fun characters, all of the levels are demonstrative of the areas you’re in on the world map, it even has a couple lightly emotional moments! It’s much more than you’d expect from a game about Just Shapes & Beats. When I was younger and had vague dreams to make games, I always imagined making one that was basically “What if a Windows Visualizer was trying to kill you?” and also be themed around a world and a story, and JS&B is basically that.
#5: Pipe Push Paradise
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What happens when you take Pipe Dream, an iconic puzzler which has given inspiration to countless others, and mix it with Stephen's Sausage Roll, arguably one of the greatest puzzle games of all time? You get Pipe Push Paradise, of course! That’s all I really have to say, and all I NEED to say.
#4: Dead Cells
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Go play Dead Cells. Really, it’s the closest thing to a perfect Rogue-like (that isn’t Spelunky) out there right now. It’s a game so good, Filip Miucin couldn’t look away from it long enough to write his own review!
#3: Subnautica
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If I had the opportunity to become a Fishman and live underwater, I’d probably take it. As long as you take out the jellyfish that can kill you .0001 seconds after stinging you, I have no qualms with open water. In fact, the isolated feeling from it is really relaxing to me. That’s what initially drew me to Subnautica. Survival games are usually hit or miss for me, but the ones I like I really dive deep into (Heh heh), and Subnautica is one of those. Also, I was rewatching the Super Mario Bros. Super Show on Netflix as I played this, so now I’ll have those two permanently linked in my mind from now on.
#2: Into The Breach
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I love tactics games, especially Advance Wars. While I do still love others in the genre like Fire Emblem or X-COM, there are some intricacies of the AW series that most of the others don't have. When I first heard about Into The Breach, I thought it would be exactly what I wanted, a true successor to the series I'd been waiting for. And it was not! But it's still pretty damn good. It's not so much a tactics game as it is a puzzle game, described by Waypoint's own Austin Walker as a "tactical dance". You know at the start of each turn where each enemy is going to attack, and it's your job to navigate and attack with your 3 mech units in the exact right way to minimize or even straight up prevent any damage that would befall you or the cities you're protecting. You aren't trying to advance a map during combat, or conquer any enemy bases. You are merely trying to avoid damage for a certain amount of turns and move on to the next level. And it's all super fun! I've let the game sit for 10, 20 minutes while I try and figure out every possible option I have after being backed into a corner, and coming up with the absolute perfect solution and getting through to the other side is super satisfying. The biggest gripe I have with Into The Breach is the same one I had for FTL, the developer's last game, which is I don't think the unlockable mechs/mech teams are as fun as the default ones. I played most of them once or twice and went "Yeah, that's a thing" and migrate back to the first mech team. All in all, Into The Breach is a fantastic game, it just doesn't scratch that Advance Wars itch I've been feeling. Oh well, at least there's still Wargroove!
#1: Celeste
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Celeste is a game I got 100% completion in. For those of you who might not know me well enough to know how I play games, that’s something that never happens. I think the last time I purposely got 100% on a game was in Uncharted 2, and even that was only to get a skin for multiplayer. Despite that, it’s been really difficult for me to write up a whole thing about why I love Celeste so much. It’s just a compilation of everything. I love the look of it, both the sprite work and the character portraits. The music, as mentioned before, is fantastic and perfectly fitting for all of the levels themes which deal in different forms of anxiety or self-doubt. The levels are hard, but not too hard. The secrets hidden throughout the game are so satisfying to figure out and find, very reminiscent of Braid. I feel confident in saying that Celeste has cemented itself as one of my favorite games of all time.
Well, that’s all I can handle writing for this year. Thanks to the few of you who skimmed through all this, and extra thanks to the fewer of you who read all of it! I’m not 100% sure if I’ll do this whole shpeel next year or not; maybe if 2019 turns out to be an incredible year for games, and definitely not if I have to move to Twitter in the off-chance Tumblr dies out completely. Hope you all had a fun holiday season, and have a great 2019! 
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ichigo777666 · 4 years
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FE3H Playthrough Log
My notes of my progress while playing FE3H. Originally written in my notebook. Still haven’t finished writing this either..
1st Playthrough
Chose Black Eagles (intending to woo over Edelgard) as F!Byleth then immediately got distracted by the hotness that is Seteth...So wound up going Silver Snow with no additional recruit-able characters. Went into my over-raising perfectionist complex and wound up maxing everything I could.
F!Byleth, Petra, Bernie, Dorothea, Caspar, Lindhardt, Ferdinand, Flayn, Seteth, Catherine, and Shamir were all S+ Maxxed out on EVERY SINGLE SKILL with EVERY SINGLE CLASS MASTERED (minus a few of the dark mage/dark bishop classes due to lack of dark seals). Completed all support conversations with all of these characters to the max level. 
Chose Seteth for my ending.
Total Time for this playthrough: 144 hours...
Total time spent in Fe3H: 144 hours
2nd Playthrough
Chose M!Byleth this time (and immediately realized his female counterpart is superior) and then Blue Lions. After realizing I liked NONE of the students, I set my sights on my fishy dragon queen Flayn :). Recruited every recruit-able character from GD & BE BEFORE we got to the Gronder Field battle. Then obsessed over support conversations again. Recruited all character I could. Completed all  all support conversations with all of these characters to the max level (only lacked Claude, Edelgard, Jeritza, and Hubert).
Chose Flayn for my ending then realized I could spam the last maps over & over again to choose a different ending (since I had made a new save before choosing Flayn). Went on to do the S rank (Male) endings for Catherine, Gilbert, Alois, and Manuela before I had a memory lapse and accidentally erased the pre-choice file...
Total Time in this playthrough: 100 hours...
Total time spent in Fe3H: 244 hours
3rd Playthrough
After making the mistake above (see last paragraph) and realizing I still had to do a whole bunch of BL endings with the girls before I could never use them again, I decided to redo my last playthrough with M!Byleth and BL house...and try to speed through it as just Byleth...I am bad at this and prone to battle quest for hours to level up skills...
But powered through and wound up doing M!Byleths endings with Ingrid, Annette, Mercedes, Lindhardt, Petra, Dorothea, Bernadetta, Shamir, Leonie, Marianne, Lysithia, and Sothia.
Total Time in this playthrough: 11 hours
Total time spent in Fe3H: 255 hours
4th Playthrough
By this time I am SICK of BL house...and I never want to deal with Dimitri again...so naturally I became F!Byleth to finish off BL for once and all! Again, attempting to speed through as just Byleth with some support. I have practice this time - it should go easier!
Nope, I’m wrong! Somehow I’m even slower this time... But I got done F!Byleths endings with Lindhardt, Dorothea, Ferdinand, Caspar, Mercedes, Sylvain, Felix, Dedue, Dimitri, Ashe, Lorenz, Raphael, Ignatz, Alois, Gilbert, and Hannerman. Maybe b/c I sped through most of the dialog but oddly Sothis was NOT an ending option here...weird.
Total Time in this playthrough: 16 hours
Total time spent in Fe3H: 271 hours
For those keeping track, I’ve basically done every ending I can do except route specific ones (Edelgard, Claude, Hubert, Rhea, Jeritza). I also have ALL the support conversations done between all characters that DO NOT involve one of the 5 characters above...
5th Playthrough
So I finally decided to tackle Golden Deer this time. I chose F!Byleth since I need Claude’s ending. I only recruited the characters that Claude has outside interactions with and focused on a team of GDs. Obviously I was much slower.
I finished F!Byleth’s Claude ending (again no Sothis) in a little over 23 hours. Realizing I still needed Claude’s support conversations with M!Byleth I booted up a new file and played the first 20 or so minutes (until you arrive at your room) and bought Claude’s supports for M!Byleth. I then went back to my file from my first playthrough (SS) and realized I HAD SAVED before the final map...unfortunately the only character I needed from that list was F!Byleth’s Sothis ending so I spent about 20-30 minutes finishing up the last map in SS again to get that.
Total Time in this playthrough: 24 hours
Total time spent in Fe3H: 295 hours
6th & 7th Playthroughs
By now all I need is BE Routes. If I play as F!Byleth, I can finish all 3 S Endings for Crimson Flower. But I still need Rhea’s ending...as both F & M Byleth. So I hatch my plan! CF doesn’t split off until Chapter 11. So, I’ll play BE house, recruit all the characetrs I need to finish Edelgard’s & Hubert’s conversations and then, at the start of chapter 11, I’ll split my save into 2 files. One will go SS for Rhea and the other I’ll then play as CF! Genius! And, if this works, I should be able to go back into a new file as M!Byleth and just play the first 20 minutes & buy the support conversations. This will allow me to finish M!Byleth’s Edelgard, Hubert, and Jeritza (and hopefully Rhea too). Hopefully....I’ve never bought a S-Rank before so hoping this works!
Spent 12 hours in part 1 up to chapter 11 (307 total playthrough hours). I raised the whole team to about level 30 & finished most of their requirements for their master classes. Figured it was easier to do it before the split and then have to not worry too much afterwards....
Decided to finally do Crimson Flower. And it went quick. After only 7 hours I finished Crimson Flower with F!Byleth’s endings for Hubert, Jeritza, and Edelgard. I quickly went into a new game & played the first 10 minutes to access the support logs and bought M!Byleth’s support conversations and endings with Edelgard and Hubert. But Jeritza’s doesn’t exist...until PTS. Which means I’ll need to do an 8th playthrough as M!Byleth in Crimson Flower.....
But for now, I’ll go back and finish SS! All I need is Rhea’s ending...but I have to level up Seteth so he can join the fun! I sped through most of SS...although this bit me in the ass for the final map. Only 5 hours to Rhea ending. Then it was easy to go into a new BE file & buy M!Byleth’s Rhea ending.
Total Time in this playthrough: 12 hours (part 1) + 7 hours (Crimson Flower) + 5 hours (Silver Snow)
Total time spent in Fe3H: - 319 hours.
8th Playthrough
Well, as stated above I can’t buy Jeritza’s supports until they become available which is post time skip.... so I need to do another BE M!Byleth run. I only need to make it to the point where Jeritza joins so just basically to PTS. Given that, I only need to really raise M!Byleth and Edelgard slightly as she’s a required unit on some maps. So speed through the beginning again....for the last time.
NOPE! WRONG! You cannot buy Jeritza’s supports apparently even if you own the counterpart supports ((FYI this works on every other character in the game except for him, so....)) ...so I now need to PLAY THROUGH to the end of CF! This fricking sucks. I now have to grind up the rest of my team (who are all level 20ish) to 40 b/c doing the final two maps with just Byleth is near impossible. Great! Wonderful! Insert another 11 hours!
Total Time in this playthrough: 11 hours...((for those curious this was 5 hours pretime skip & 6 hours post time skip))
Total time spent in Fe3H: - 330 hours! 
...and that does it for now....until I decide to tackle the DLC!
But this is FULL COMPLETION! Every Byleth S support done for both genders and all support conversations between every unit done.
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entergamingxp · 4 years
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Final Fantasy 7 Remake Review — For the Reunion
April 6, 2020 6:00 AM EST
23 years after Final Fantasy 7 changed the gaming landscape forever, Final Fantasy 7 Remake seeks to revisit Midgar on a scale we could only dream of.
Final Fantasy 7 Remake is here at last. Hoo boy, where does one even begin?
Say what you will about the original Final Fantasy 7, but its influence on the gaming landscape was massive. It’s not a legacy you can simply ignore, whether you like the game or not. There has been a huge amount of hype and expectation for this remake, and the team at Square Enix has seemingly shown every bit of acknowledgment and respect for that going forward. It’s because of that legacy that I must lay down a couple of points before we begin.
First: I have endeavoured to make this review as spoiler-free as possible. That includes both the events of Remake and of the original. If you don’t know what specifically happens in either, I’ve got you in mind. For those who do know spoilers, I urge you to keep them quiet to fresh players as well. Just go and look up the raw, unspoiled reactions to That Scene from the original; it’s something best preserved for people to experience fresh.
Second: my credentials. I’ve played the original Final Fantasy 7 to completion at least once, and other attempts at playthroughs more than that. This was well after the 1997 release (probably first around 2005), and I went in already knowing about That Scene and other spoilers. FF7’s impact on gaming and JRPGs had been well established by then, so I arrived late. Nonetheless, I thought it to be an excellent game and thoroughly enjoyed my playthrough. It isn’t — and wasn’t — my favourite Final Fantasy game, though it’s never strayed far from the top of the list.
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“It’s inevitable that opinions of Remake from any source or outlet will be coloured by prior attachment and sentiment to Final Fantasy 7 (or lack thereof).”
Lastly, I’ve also seen or played most spinoffs (notably Advent Children, Last Order, and Crisis Core). That’s a little less pertinent to this review, but fans of those products can take heart: there are nods to these in the game, as well as style choices that reflect them in places.
Hopefully, now you can approach my words on Final Fantasy 7 Remake with the full context of my connection to the original. It’s inevitable that opinions of Remake from any source or outlet will be coloured by prior attachment and sentiment to Final Fantasy 7 (or lack thereof). As such, take my words as a guideline and use them to make an educated decision of where you’ll land.
Remake Part One
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If you’re an FF7 fan reading this review, you’re probably here to find out how much of the game is present. Remake has been split into multiple parts after all, and this is just the first. Square Enix did this to cut as little as possible from the game, sparing no expense in remaking it to the fullest. Having now finished, I can say that they achieved that aim so far.
Content wise, there is a full game here, and my playtime ended at 43 hours. This entailed playing on Normal from start to finish along with being thorough and doing as much side content as I could. Further, additional perks and content become available once the credits roll. If you’re worried that you’re paying full price for an unfinished game, don’t; this is as much a full release as any newly numbered Final Fantasy title, and without Final Fantasy 15’s wealth of DLC required to make it whole.
“Pretty much every locale, scene, and story beat from the original is present in Remake.”
That said, Remake takes place entirely in Midgar, in contrast to the five to ten hours spent there in FF7. Pretty much every locale, scene, and story beat from the original is present in Remake. The additional time is primarily spent to bolster these moments, expanding on dungeons or smaller areas to give them the same scope. A tremendous amount of attention and care has been given to every facet, though. Character banter and dialogues are numerous, with a lot more cutscenes and chances for each to express themselves. Much of the runtime is used well, with new areas and events feeling interesting and consistent with Midgar’s style. Only a small fraction feels like genuine filler.
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Final Fantasy 7 Remake is fairly linear at first. You’ll proceed through a chapter in a fairly direct fashion, with some side areas and branching paths to explore for treasure and extra fights. Once you move to the next chapter, you likely won’t be coming back. There’s a handful of areas where the game opens up, allowing you to explore a more populated area and take part in side quests and mini-games. One area relatively late in the game opens up quite a bit more, bridging a couple of areas together and allowing an open-ended respite before funneling you towards the final few chapters.
You’ll gain access to a chapter selection function once you beat the game, however. This lets you go back with an experience/AP gain increase and find anything you missed, as well as access the post-game content. I’ll come back to specifics later. So, how does it play?
Mechanics, Materia, and More
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Final Fantasy 7 Remake continues the trend of Square Enix games becoming more cinematic and action-heavy in battles. If their aim is to make a playable Advent Children, they’re getting pretty close. This time around, the Active Time Battle (ATB) system of old has been merged into this for a pretty compelling take on an action/RPG.
You start the game as the main character Cloud. Combat will consist of utilizing his basic attacks, as well as manually guarding or dodging incoming damage. Your ATB gauge fills over time and increases when you strike, at which point you can open a menu to expend it. Time slows dramatically in the menu, letting you select from abilities, magic, and items. You can hold up to two bars of ATB (with the option of a third later), and every menu action requires at least one to use. These abilities and spells can be interrupted, but they hit considerably harder than your basic attacks. The damage difference is noticeable, so don’t come in expecting a pure action game; you’ll need the turn-based menu abilities to progress.
Once you get other party members, you can freely swap between them with a D-pad press. Characters you aren’t controlling will play defensive and try to get attacks in when safe. You’ll be the one ordering them to use menu abilities as they build ATB, though, and it becomes quite intuitive to cycle through them as you need.
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To keep things fresh, each party member has a set of different mechanics and playstyles. All have an attack string and guard/dodge options, but that’s where similarities end. The triangle button is dedicated to the character’s unique actions. Cloud swaps to a slow-moving, hard-hitting Punisher stance, Tifa has finisher attacks based on the stacks of an ability she has, and so on.
“Of the handful of hybrid action/RPG systems the series has tried, Final Fantasy 7 Remake definitely feels the most well-done.”
Charging time is pretty slow if you aren’t getting in the thick of it, but this also leaves you quite vulnerable to attack. Guarding is a trade-off, as it slows your passive ATB gain dramatically, so trying to stay aggressive and dodging smartly is encouraged. This is further compounded by each enemy having a break meter below their health; hit them enough or with certain attacks and you’ll pressure them, which usually stuns them and makes them take more break damage. Max it out, and you’ll stagger them, wherein they’re completely stunned and take a large increase to all incoming damage for a time.
Of the handful of hybrid action/RPG systems the series has tried, Final Fantasy 7 Remake definitely feels the most well-done. It avoids the spamming of items from Final Fantasy 15 and ends up feeling like a Final Fantasy 13 that you actually control.
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If this seems basic, there are further ways to supplement your moves. New abilities are gained in two ways: learned from specific weapons, or gained by equipping materia. Weapons are spaced out throughout the game, and each has a specific ability. Use that ability in battle a handful of times and you’ll achieve proficiency with it, whereupon you can use it regardless of your weapon.
Materia is the major noteworthy mechanic from FF7, and it’s been carried over almost identically to Remake. You’ll find materia orbs as you explore, and these can be set to slots in weapons or armor to gain their abilities. Furthermore, you’ll level the materia through AP gained after battles. A Fire materia will grant the Fire spell to the character while held, for example, and can be leveled up to access Fira and Firaga. Materia can be freely exchanged between characters out of battle, and most strategies for tougher fights will hinge on your setup. Different materia types can offer passive buffs, active abilities, or even massive summons that can be used only in specific fights.
At first, you won’t have much materia to play with, and even fewer slots in your gear to equip them. Cue Remake’s weapon upgrade system. Every time a character levels up, they’ll get 5 SP to spend, with bonus SP available from side objectives later. Each weapon has a unique “core” skill tree, and SP unlocks nodes on it. Each unlock grants the weapon new passive stats, modifiers, or even materia slots. At certain level thresholds, you’ll gain access to new sub-cores to further customize them.
What’s more, each individual weapon gets all your SP retroactively, so no need to pick and choose which to invest in. This means that if you like Cloud’s Buster Sword, you can absolutely keep it relevant throughout the entire game. All weapons have their own unique identity now, with stat priorities and abilities that you can prioritize based on circumstance or playstyle. The build options are quite diverse, and since you can reset them for a small gil fee, there’s no wrong way to approach it.
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All these systems are in service of allowing you to customize your characters for the battles to come. Each ability has its uses, and there’s a good selection of materia to play around with. What I found most limiting about the battles, then, is the action parts.
Those who played the demo might have expressed some misgivings about the lack of variety in Cloud’s moveset. For those who feel that this is pretty basic, I’m sorry to say that it won’t get that much more diverse. Almost every ability and materia is one selected from the menu, not in your basic attacks. The different playable characters and conditions of encounters might shake things up, but it’s the ATB spenders that receive most of your attention.
I found this especially disappointing because my expectations were set quite high from the outset. Exploring down a side path in Chapter 2, mere minutes after where the demo ended, I found the Deadly Dodge materia; this changed Cloud’s attack string immediately after a dodge into a larger AoE one. Finding this so early eased my fears that the combat would feel similar for the whole runtime, then! Surely there would be other modifiers like it if I got this one so early?
Nope! This is almost the only materia like it in the whole game.
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Much later, you can get the Parry materia (which lets you do a short hop and strike back if using dodge while guarding), and that’s about it. All other materia like it is simply a passive effect or occasional long cooldown. Otherwise, it’s all menu abilities that require ATB. This was tremendously disappointing to discover, and more options like that to personalize my general moveset would have been so much nicer to have. Even something like a perfect guard would have been great, though at least Cloud’s Punisher mode has counters on block. Perhaps that’s on me for coming to Final Fantasy 7 Remake having just played Devil May Cry 3, but that’s how I felt regardless.
That misgiving aside, the battles are nonetheless fun experiences. Bosses in particular tend to be larger than life affairs, with multiple parts to attack and various phases of the fight that change their mechanics. Again, those who played the demo will be pleased to note that more bosses play in the vein of Scorpion Sentinel than not. Some encounters can be pretty challenging, though for every game over I encountered (maybe half a dozen), a quick adjustment to my materia loadout and shift in strategy saw me triumph next time.
“There was a hell of a lot to love about the battles in Final Fantasy 7 Remake, and even if I had been hoping for more, it still stands out as a damn good time.”
Even regular enemies have individual mechanics. The circumstances by which the pressure and stagger systems are applied is unique to most enemies, so learning and exploiting their weaknesses makes the experience much smoother. There was a hell of a lot to love about the battles in Final Fantasy 7 Remake, and even if I had been hoping for more, it still stands out as a damn good time.
Mini-games are also interspersed throughout Final Fantasy 7 Remake. Most are variations of what was in the original, but there’s been a few added just to break up the routine. They were enjoyable for the most part, so there’s not much to say about them save that I appreciate the inclusion. There’s also a coliseum, letting you fight specialized groups under set conditions in exchange for unique rewards.
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After the credits roll, you’ll gain access to the Chapter Select and can revisit any part of the game. You’ll also unlock Hard Mode, which doesn’t serve as a difficulty selection for a new game; instead, you can activate it when accessing Chapter Select. Hard Mode locks out your items and stops MP recovery from rest spots, but offers unique collectibles in exchange. New battles are added to the coliseum also. Those who want more even after the game is over shall find there’s at least a little to check out.
Overall, Final Fantasy 7 Remake kept my attention for the whole runtime. The only real lapses were a few areas of traversal that were overly drawn out, and some of the side quests felt a little mundane. Even so, these featured additional cutscenes and conversations with the cast that really furthered the attachment to the world, so it at least felt worth it to do them once finished.
Tifa fans should do all the side quests in Chapter 3. Just saying.
Regardless, it was an enjoyable game to play. A little more concession to action mechanics would be great, but the hybridised action/RPG implementation was otherwise very impressive. Square Enix definitely seems to have arrived at a happy medium that previous Final Fantasy titles didn’t manage, and I hope they continue with it.
Presenting: Midgar!
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Presentation is the shining star of Final Fantasy 7 Remake. The demo made it clear that Square Enix wasn’t messing around, and it’s honestly one of the most graphically striking games I’ve ever seen. If any concerns were had about that level being impossible to maintain consistently, they certainly kept it close. Some of the larger open areas — particularly the slums — suffer from character pop-in, delayed loading on textures (if they aren’t just rough or muddy outright) and other small nitpicks. In addition, some cutscenes with minor NPCs talking to party members can be pretty jarring. They simply cannot match the level of fidelity achieved in rendering the main cast or other notable characters.
When the main cast is the focus and the set pieces are rolling, though? It’s far and away beyond anything else the series — or Square Enix in general — has produced. There’s a lot more daytime than the original game, so there’s enough colour variety to keep it from looking bland. Mechanical dieselpunk designs weave into gritty but “lived-in” slum streets. A pristine plate sector at night gives way to rusting maintenance structures underneath. The tall, clean and imposing Shinra HQ is met with the garish lights and noise of Wall Market. Midgar is a fantastically designed place and a treat to explore.
It’s not just the city itself that is well designed, though. To Square Enix’s credit, they have taken the sometimes goofy enemy designs from the original and kept them completely intact. High fidelity or no, it’s not afraid to take an enemy that is just a spiky dancing frog and have it make sense. There are even character dialogue and bestiary entries that further suggest how they work or came to be. If things didn’t have to be changed, they weren’t; they were just reimagined and made to fit.
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“Midgar is a fantastically designed place and a treat to explore.”
All of this visual and design splendour is furthered by the audio quality. From start to finish, the voice acting and direction is stellar. Shelving the voice actors that played the characters previously was unexpected, but the new cast absolutely nails their roles. Most have emotional moments or serious scenes that the actors manage to capture effortlessly. Even the NPCs and minor characters have quality voice acting. Shoutouts, in particular, have to be given to Barret’s VA for one particularly memorable scene, and to Hojo who is suitably creepy and sinister in every appearance.
Last but not least on the presentation front: the music. Oh man, the music. NieR: Automata laid the groundwork for implementing dynamic tracks, adding layers as needed to change the tone of the same track at just the right moment. Everything that was learned from that game was applied wholeheartedly to Final Fantasy 7 Remake, and then some. Musical cues and stings are on point, highlighting crucial moments in the best possible way.
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The original soundtrack is regarded as one of the finest works of legendary composer Nobuo Uematsu. Now, most of those tracks have been remixed or remastered in a slew of creative ways, but they almost always fit the tone required well. Some see multiple variations in different areas to wholly distinct effects. Music in the boss fights tends to really stand out, as the longer battles allow them to build up and crescendo during later phases. You know that the music is a highlight when songs are one of the main collectibles and each is a separate remix from their actual game appearance, all done in the style of music that might actually be made in Midgar’s setting. Genius.
There’s quite a lot to unpack and respect about the game on presentation. But all that presentation is in service of one thing: telling the story.
Reunions
I fully intend to avoid spoilers, so I will keep this section relatively brief.
The story of the original Final Fantasy 7 is one of the major elements that left a mark in gaming. These characters, their world, and their tales are iconic and beloved. Every moment of that story has been retained in full, just as Square Enix originally intended. Some trailers have hinted at adjustments and new developments — especially the launch trailer, which I encourage you not to watch for fear of spoilers — but this accuracy was paramount to the developers.
It’s safe to say that they achieved this. Every notable character, conversation, or location from the original game is included in Remake in some way. There’ll be adjustments, of course; they’re displayed in high fidelity and voice acted this time, so concessions will need to be made. But it’s all here, and the attention to detail in places was honestly staggering.
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With that said, Square Enix had no intention of just retelling the same story verbatim. Additional scenes and moments have been sprinkled all throughout, with at least one early chapter composed entirely of new events. All of it builds on the original framework, strengthening it further. There’s more character growth, banter, and interactions between the cast than ever before. It ends up making them feel so much more real and believable. Even characters I wasn’t certain about initially won me over by the credits. This isn’t limited to the cast either, and gives the same treatment to villains and NPCs.
The fact that this is only a chunk of the complete tale means that certain events, characters, and flashbacks have been brought forward in the timeline. You’ll be seeing Cloud get headaches or recall memories of his hometown right out the gate… and that’s to say nothing of Sephiroth. Even so, all of these concessions are handled with the same care as the rest of the game, so their placement fits and strengthens the whole. Better to portray these scenes and build up the characters now than have them appear out of nowhere 10 hours into a second game, right?
Now… thus far, I’ve been talking purely about parts that primarily concern the original work. If this praise was also true of the wholly original plot threads and changes, I’d have no issues whatsoever with Remake’s story. Unfortunately, that isn’t the case. Far from it.
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Early on, there will be a couple of divergences to the story that seem to be setting up a new sub-plot. These divergences increase in volume over time, and grow exponentially in the last two chapters. All the original beats remain, but they’re interspersed with these divergences, leading to a new climax and expanded conclusion.
“Genuinely, I was loving my time with it. But if the game had been a tasty meal up until that point, the final section soured it.”
And here is where it all started to come apart for me. For a brief while, I was ripped out of Final Fantasy 7 and dumped heavily into an unholy marriage of Advent Children and Kingdom Hearts. It was awkward, it was confusing, and it left me shaking my head in dismay. It felt massively out of place.
Did this part have to change so dramatically? Maybe. It wasn’t a true climax or game-ending point in the original, after all, and I expected some new conclusion and an added boss or two to cap off this experience. Yet, until now, it had been such a solid remake that made measured changes to supplement the classic story. Here, at the eleventh hour, it jarringly erupted into a massive spectacle that honestly felt like underdeveloped fanfiction.
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When I say spectacle, I mean that it was spectacular to behold in terms of graphics, sound, scale… but it comes at a huge cost, and that cost is the integrity of the story going forward. This finale and the accompanying changes have massive implications for the future installments of Remake, all of which feel like they’re going to ride the divergence train at full speed away from the classic plot. Suddenly, the insane turns that things like Dirge of Cerberus took are looking far more likely in the future.
I had been enjoying Final Fantasy 7 Remake throughout the entire runtime, whether it was new or old material. Genuinely, I was loving my time with it. But if the game had been a tasty meal up until that point, the final section soured it. This isn’t just because they tried something new, either; I could easily forgive it if it was just a new thread that tried, landed flat, and wrapped up. No, this sudden divergence has ramifications that could potentially change all future installments in dramatic ways from what was expected, and I now find myself lacking confidence that it can succeed.
In conclusion: old stuff? Great! Supplementary additions to old stuff? Also great! Character writing, development, and worldbuilding? Excellent! Brand new stuff? Middling at best, potentially disastrous at worst. Most of my grievances with the game are almost entirely to do with that final section. I fully admit to bias in the kinds of stories and developments I like, so your mileage may vary. But I cannot say I walked away from the ending feeling happy.
A Final Fantasy For Fans and First-Timers
One of the big questions approaching this game is, inevitably, “Should I play this if I haven’t played the original?” That’s an easy answer: yes. Everything is here that made Final Fantasy 7 such a stand out of its era, delivered with some of the finest presentation we’ve seen in triple-A video game development. It’s a fun action/RPG hybrid with solid gameplay systems, a strong story, and a set of well-realized characters that suitably develop and bond over time. Fans of the original will inevitably spot more references or appreciate the extra nods, but even newcomers should be able to slip in and find plenty to enjoy.
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Next: should you play this now, before the other parts come out? That’s a more tentative response, but yes. Had I not walked away from the ending with such mixed feelings, it would’ve been easy to recommend. Even without knowledge of the source material, the main story and throughline here is clear to follow and wraps up nicely. It’s mostly the setup of larger threads and what’s to come that have me so hesitant to recommend it, and I don’t think the ending was handled well. Buyer be warned, regardless.
“Final Fantasy 7 Remake is arguably the best non-MMO Final Fantasy game released in a very long time.”
Final Fantasy 7 Remake doesn’t replace the original. That’ll be true even when all parts have been fully released. Final Fantasy 7 will be a generational touchstone of gaming with a legacy that has lasted decades, and will remain long after the hype for Remake has cooled. I don’t foresee that same legacy being granted to Remake once the dust has settled, but it nonetheless stands with Resident Evil 2 Remake as a testament to the quality such a project can aspire to.
This is still one of the most excellently presented games I’ve ever experienced, and with a few tweaks for the next installment, that excellence might extend to gameplay and story too. Whatever misgivings I may have going into future releases, it’s undeniable that this was an enjoyable 42 hours marred by a single bad one. Even so, Final Fantasy 7 Remake is arguably the best non-MMO Final Fantasy game released in a very long time. Despite my qualms, it’s been a welcome Reunion.
April 6, 2020 6:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/04/final-fantasy-7-remake-review-for-the-reunion/?utm_source=rss&utm_medium=rss&utm_campaign=final-fantasy-7-remake-review-for-the-reunion
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thesrhughes · 8 years
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Resident Evil 7 : Review
New Post has been published on http://thesrhughes.com/resident-evil-7-review/
Resident Evil 7 : Review
Why would an author write a Resident Evil 7 review?  It’s a video game, after all.
Because this author plays a lot of video games.  More on that in the near future.
(Also because I have access to a blog platform and the absurdist millennial belief that anyone cares a spit about my banal thoughts.)
The TL;DR version of this review is as follows: purchase this game.  If you’re a fan of the franchise (which I’m not, really) or a fan of survival horror (which I am), you’ll love it.  I might recommend waiting for a sale (I didn’t), since it comes in a bit short for its price point.
Alright, now for the long version.
Selling Point 1 : You’re Not Helpless.
I’m pretty sick of helplessness as a game mechanic.  If a game is only scary because the player is helpless, it’s secretly not a very scary game.  Anything can be scary if it’s done in low light with tense music and ALSO YOU’RE HELPLESS.  This entire trend is even more absurd because, very often, the player character is walking around an environment often littered with weapons.  Look, Outlast scared the shit out of me, despite having some of the most eye-rollingly ‘shock’ moments in gaming history, but at a certain point I started rooting for the monsters.  The player character may be a journalist, but he’s a journalist walking through halls full of possible improvisational tools!  Pick something up!
People and, by extension, fictional characters, have a tendency to create tools and even weaponry with pretty much whatever is at hand.  They don’t call it ‘The Stone Age’ for fun, they call it that because the tools and weapons were made from stone.  Human beings are so desperate for tools and weapons that we literally made them out of stone.  But apparently our frightened avatars in modern horror games are too busy panting from terror to stop for a second and gather tools.
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Resident Evil 7 assumes your character wants to make and use tools and weapons.  That assumption changes everything.  The environment is littered with resources, from big fuck-you-up guns to various chemicals and herbs to garden tools.  It creates a more interesting dynamic than helplessness.  Holding an ax gives you a sense of possibility, of strength.  Swinging it gives you a sense of power.  Whacking it into someone’s neck in a moment of desperate terror gives you an inch of control.  Turning around to find the corpse mysteriously missing…
One of my favorite horror games ever was FEAR (and its sequel, FEAR 2.)  It armed me from the start.  The game handed its player a series of awesome, fuck-you-up guns.  And then it peeled away the frail veneer of your confidence and dropped you into a situation far beyond your depth.  Resident Evil 7 does something quite similar.
Selling Point 2 : A Dreadful Sense of Intimacy
The primary setting of RE7 is a sprawling plantation estate in rural Louisiana.  It’s a family’s property.  A fucked up family, but a family nonetheless.  And the banality of that fact, the familiarity of a house’s interior, serves to create an unsettling intimacy.  Family photographs, sports paraphernalia, book shelves, kids’ trophies, etc… the details of a family history are all there.  There are even receipts and passive-aggressive sticky notes.  And the player is pressured by game mechanics and curiosity to check everything, to look into every corner, to experience as thoroughly as possible this maddening juxtaposition of the familiar and the grotesque.
Perhaps this is what I like most about the game: the minimal scope.  You are a lone human maneuvering through a minuscule slice of the globe.  The massive, overarching lore of the franchise is missing.  The vast scale of backstory is unimportant.  This is a game about the protagonist and the antagonists and very little else.
Franchises tend to bloat.  Scale expands and exposition piles up.  This game, ‘reboot’ or not, solves that problem with a sharp, indifferent knife.  It delivers what it needs: a tightly-focused story.
Selling Point 3 : Something For Everyone
Horror is lush with sub-genres.  RE7 does its best to tap as many as possible.
Supernatural horror is immediately dangled in front of our faces.  Body horror is omnipresent.  Sci-fi horror is the franchise staple.  RE7 even incorporates moments of splatterpunk and, of course, general action-horror.  Oh, I almost forgot, there’s a whole SAW-inspired puzzle-solving section, too.  Not to mention shades of Chainsaw Massacre throughout…chainsaw very much included.  Which also reminds me that southern gothic archetypes and references are everywhere in RE7.  There are also cosmic horror references, though that particular sub-genre doesn’t make any real appearances in the game proper.
I guess what I’m trying to say is that there’s something for everyone.  And though the run-and-hide mode of helplessness horror isn’t an expressed requirement of the game, running and hiding is often the wisest course of action.  So they’ve got that, too, if you like it.
One might worry that the ‘dash of everything’ approach might overclutter the game, but it doesn’t.  It provides different levels to the gameplay and, what’s more, always seems in service to the story.
Selling Point 4 : Sadistic Antagonists
I saw an article online lamenting the ugly gameplay necessity of key gathering, narratively lampshaded with the idea that the antagonists want to make it hard for you to escape.  The article pointed out that the antagonists didn’t bother reinforcing the walls, blocking the doors, or bricking up the windows.  I imagined that such measures would take away some of the ‘fun’ for the antagonists.  As much as they claim they don’t want to chase anyone down anymore, they seem to get a wicked joy out of doing just that.  If they made it too hard to escape, they’d lose the ecstasy of chasing down the desperately hopeful escapees and butchering them!
Such is the rabid sadism of our front-and-center antagonists.  Quite early in the game, during my second playthrough, I discovered myself gravely wounded by my pursuer.  Instead of finishing the job, he set a healing kit down on the floor and cooed at me to use it.  Once I’d patched myself up, he even gave me a headstart before coming after me again.  So, in my mind, the key hunting has nothing to do with making it difficult for me to leave; it has everything to do with providing the antagonists with entertainment.
These batshit crazy sadists provide the main antagonism.  Hordes of faceless monsters provide secondary, supporting antagonism (the ‘nameless goon’ variety, mostly.)  And then, behind it all, there lurks a vast, faintly-inhuman force (oh, wait, I guess those cosmic horror references make some sense after all).  Each layer of antagonism serves a purpose both to story and to gameplay.  The front-and-center villains are charmingly psychotic and extremely terrifying.  The nameless goons provide tense, strategic combat.  And the terrible intelligence behind the whole show creates a layer of moral and intellectual questions the game would otherwise lack.  It’s quite an exquisite array of enemies.
The Downside : It’s a Bit Pricey.
Currently, the game goes for $59.99, not including DLCs or soundtrack.  My first playthrough took 10 hours, my second took 7.  There’s an in-game achievement for managing it down to 4.  Though it’s a bit replayable, if only for the sheer moodiness and the awesome realization of its setting, replayability isn’t its prime directive.  I’ll certainly be prancing through it a third time, but I’m a particular sort of person.  In the main, I doubt most people will go through it more than twice.  So what that settles down to is that the base game provides, say, 10-20 hours of gameplay for a ~$60 price tag.  No thanks.
It was worth it, for me, because I love the genre and I’m utterly sick of helplessness horror.  I’ve played through twice and will be playing a third time at least.  I enjoy the game from a gameplay perspective and from a horror theory perspective.  I also sprang for the DLCs, not yet available for PC, which I hear add significant replayability–but we’re not discussing the DLCs, are we?  No.  We’re discussing the cost of the base game.  And the cost of the base game, unless you’re a weirdo  like me, is simply too high.
But I guarantee it’ll be on sale in the near future.  So if you’re the patient sort, you’re in luck.
Final Thoughts
RE7 provides an excellent experience.  It’s nerve-wracking, unsettling, frightening, and fun.  In my original 10-hour playthrough, I sweated and panicked through the first 2 hours like a man on the edge.  For the few hours after that, my mood shifted between anxiety and joy.  Anxiety at every door, every corridor, and every corner; joy at my increasing competence at solving my dilemmas.  Most of the last hour was spent in full action mode, all sound and fury and laughter.  It was an incredible emotional journey.
In my second playthrough, I was more confident.  My relatively eased anxiety allowed me to appreciate the setting and the art of the game more deeply.  The narrative flow, the peaks and valleys of fear throughout the story, etc.  It was during my second playthrough that I really fell in love with the game.
So, yes, it’s an exquisite game, an excellent bit of interactive horror media, and a decently written (if also unevenly written) story.  My only dismay is at the price tag, a number I think is a bit high for people less fanatical about their devotion to horror media and video games than I am.  But I suppose that’s for them to decide.
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daleisgreat · 6 years
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Dale’s Top 36 Gaming Experiences of 2018
Greetings dear readers and welcome to my annual top gaming experiences/moments/favorite games I played in 2018 that may or may not have released in 2018 round-up!!! Consider this my personal greatest hits compilation of my year in videogames that was 2018! Buckle up buck-a-roos because I am going to take you on a several thousand word journey as I count you down my handpicked top 33 gaming ‘experiences’ of the year! This is not going to be any other ordinary quick scroll through of listed top games of the year because almost anything I did gaming related qualifies for a ‘experience’ in 2018. That experience could be my overall time I invested into a certain game or series of games I decided to lump into one list item, or it could be a certain other piece of gaming memorabilia, news item that really struck me or a memorable gaming session with friends and family that makes it perfectly eligible for the list! So if you have not by now then use your favorite bookmark app (I recommend Pocket) or ‘control + d’ to manually bookmark this page to revisit this feast of words because it is going to take some time to consume! For optimal experience I highly recommend a big cup of coffee and blaring one of those 10-hour YouTube videos of ambient rain because that is exactly what I did to craft this beast! Speaking of YouTube videos I linked to a whole boatload of them throughout the rankings from trailers for most games I discuss and moments that really popped for me if you so desire to click them for a reference to the corresponding footage. If you managed to finish this monster and dare to seek out my similar takes on previous years of gaming experiences then I triple-dog-dare you to check out my write-ups for my best of 2017 and best of 2016 gaming spectaculars. Enough with this intro, to the list we go! ---Recommended – This is Bonkers Long So Please Read This in the Suggested Installments--- Part 1 - Rankings 36 through 31 Part 2 - Rankings 30 through 24 Part 3 - Rankings 23 through 18 Part 4 - Rankings 17 through 14 Part 5 - Rankings 13 through 10 Part 6 - Rankings 9 through 4 Part 7 - Rankings 3 through 1 PART 1 - RANKINGS 36 THROUGH 31 36) Telltale & Prima RIP I hate to kickoff this list with a downer, but that is why this is at the bottom of the list. The saga of Telltale announcing its closing in 2018 was quite the affair with all the misguided reactionary hoopla. It initially leaned towards fan outcry of Telltale now being unable to finish the final season of its acclaimed Walking Dead line of episodic games it was in the middle of releasing getting more attention over the developers who lost their jobs and benefit plans. Things were getting heated in the wrong ways real quick, but there was a modicum of redemption with fellow videogame developers reaching out and picking up many of the laid off and publisher Skybound Studios picking up the rights for the remaining episodes of the final season of The Walking Dead and following up that announcement with good news of Skybound being able to re-hire most of the original developers who did not already land jobs elsewhere.
I feel I wronged Telltale this year by having 2018 be the first year in several years where I did not complete a season of a Telltale game. Tales of the Borderlands and both seasons of Batman are in my massive ‘want to play’ stack, and now with The Walking Dead being on its way to being concluded I now feel obligated to pick up where I left off after finishing season two a few years ago. Prima closing up surprisingly resonated with me. They have been the constant major publisher of videogame strategy guides for what seems like an eternity. Part of me is surprised Prima hung around this long with how easy it is to reference GameFAQs and other online guides, wikis and YouTube playthroughs for free in an instant. I prefer to go that route too, but I would occasionally pick up a Prima guide and would prefer their more detailed layouts and maps when playing Fallout 3 and Skyrim than compared to what an average text GameFAQs guide can offer. I will also give a shoutout to their supplementary NES & SNES Now You’re Playing Power/Super Power guides/nostalgia books that launched alongside the NES & SNES Classic. Both feature lots of vintage scans from Nintendo Power alongside new interviews with developers, pro speedrunners and creators of fan art, music and website communities. When I heard of their closure I went out and ordered Prima guides for other Bethesda games like Fallout 4 and New Vegas. When I went to file them away I hung my head in shame to see I already procured the Fallout 4 guide awhile back, so now I have two copies of that one. Backup copy! There will still be other specialty strategy guide publishers (major props to FanGamer’s guides!), but none with the presence or outreach of Prima established. 35) Non Virtual Boy VR Last year in the round-up I stated how I have too many reservations about getting on board with the VR craze that has swept up a segment of the gaming world and that I will stick with my Virtual Boy for my VR needs. My Extra Life friends Chris and Lyzz have a Playstation VR headset and had me try it out at their place in 2018 and after trying out a couple games in PSVR…..I was impressed, but still not sold on it overall. I played one or two of the mini-games on the PSVR Worlds mini-game collection that came with the peripheral. I then played about a half hour of London Heist. That experience was a memorable one as I got to admit it was cool looking around the gangster hideouts while being tied up and taking in the unique 360 camera of my surroundings that is only possible in a VR experience. The gameplay was on the money too in some shooting gallery segments and eventually a car chase portion that was the highlight of my time with London Heist.
I was relieved I did not suffer from any of the motion sickness I heard wide varieties of minor and severe reports of from VR players. Then again I only played PSVR for only an hour. I have kept up with the games hitting PSVR since its launch and in its first couple years it has built a library of several games that appear to hold their own as premiere VG single player experiences with bonafide hits such as Moss, Astrobot and Farpoint. After some legit hands-on time with PSVR I will maintain my reservations on VR in general. The price entry point is way too high and I would rather spend the money needed for starting off a proper PSVR experience in upgrading my PC instead. It requires a lot of cumbersome setup, it is a safety hazard by completely blocking off your surroundings and finally after playing for a mere hour my face felt like it was sat on for many more hours after removing the headset. I may try out VR down the line at friend’s places or wherever I run into it at and will likely enjoy my time with it, but as far as owning VR goes I will continue to be happy with my Virtual Boy and reliving the complete Virtual Boy experience in 2019 with Jeremy Parish’s Vitual Boy Works line of videos. 34) Hadoken 2018
If you do not have it already on last-gen systems, I still would recommend Ultra Street Fighter IV as it collects nearly all the DLC characters and costumes and goes on sale digitally frequently. It was a hit revisiting with Chris, but the surprise SF hit among us online was Street Fighter 30th Anniversary Collection. Aside from collecting 12 of the earliest SF games, it made four of them online and Capcom had a slick online lobby system to make it quick and seamless to jump from playing one version of SF to another. Chris and I got lots of fights in throughout the year and I also did about 20 fights in online ranked lobbies against random opponents in hopes of getting just one win to get a trophy. That proved to be a brutal endeavor as my assumptions of my meek hadoken skills hoping to get lucky once were foolish as I lost every time (thought a couple of times I won once out of three…yay?). The worst was when higher skilled opponents would sit there and wait for me to come at them before schooling me with counter attacks. That happened even worse in Mortal Kombat X online against randoms, but as they say, practice makes perfect. 33)Mass Effect Andromeda Novels I have seen nobody talking about these…probably because of how lackluster Mass Effect Andromeda was received. I was a huge fan of all four novels published concurrently alongside the original Mass Effect Trilogy and they helped fleshed out the story between games and gave a ton of back story to characters I was thrilled to see finally appear in the third game. I had no idea publisher Titan Books were releasing novels set in the Andromeda universe until about a year after the first one hit. Just a few months ago they released the third of the planned four books set in the Andromeda timeline.
I finished the first two books and enjoyed both of them. I gave more thorough reviews on my GoodReads account and will link to them here. For the quick breakdown though Nexus Uprising deals with a crisis of the Nexus mothership arriving at Andromeda attacked by a mysterious ‘scourge’ and the hysteria that results with its limited crew in charge of a ship barely hanging onto survival. Nexus Uprising leads right into the start of the Andromeda game. Initiation has a new Andromeda recruit fresh off her seven years of Asari training traveling for one last mission before journeying to Andromeda where the new recruit encounters a hostile VI/AI in a facility she must now survive and rescue as many survivors along with her. The latest book, Annihilation, I am only halfway through and I regret to report that I am just not feeling this one. Annihilation explains why about a third of the original Mass Effect races are not in the Andromeda game as it goes into detail why they all took a separate ship there that wound up having a disastrous journey. I enjoyed the peripheral races in the original games in nice little spurts, but having a book focusing entirely on the volus, elcor, drell and a couple other races so far has been a slog to get through. I will keep my fingers crossed it picks up in the second half. 32) HDMI Cables for Retro Consoles The past couple of years have seen an emerging trend of either having deluxe HDMI conversion kits for older systems to display at their proper resolutions on newer TVs or having third parties re-release older systems like the NES and SNES with new HD capabilities. Those are great options to have if you want a pristine picture on your HDTV for retro gaming goodness, but they cost a premium and 2018 saw manufacturer Pound release their HDMI cables for SNES, Dreamcast, Xbox and PS2 all for around $30 each. I picked up the Dreamcast and PS2 cables, but have only had time to test out the DC cables so far. I dug out the Dreamcast and tested out several games with regular cables and then the Pound cables and noticed a definite improvement in the graphics! They no longer have that washed out ‘muddiness’ look when I would ordinarily run a SD system on a HDTV with composite/RCA cables. There was a minor caveat where I noticed a minor background graphical effect in menus and only when I took the time to squint and stare during gameplay, but other than that this was a much affordable alternative. I found out about these from YouTuber, MetalJesus and you can see his coverage of it by clicking here with plenty of before and after comparisons to see if they may be what you are looking for. 31) Father’s Day Gaming I have nostalgic memories of the many long gaming sessions I had with my dad and siblings while spending weekend visitations with him. We went all the way back to the original Pong and Atari 2600 in my childhood years through the NES, SNES and finally N64 during my high school years. While I have wonderful moments of many games with the family in each era the N64 years were the ones I cherished the most because of the ease of four player multiplayer with its four controller ports which was perfect for my dad, my brother Joe and either my sister Ann or another friend that would be over to helm the fourth player spot. Almost a couple hours of every visitation during that time we played countless hours of competitive N64 multiplayer.
That was many years ago though since we regularly played, and while thinking of ideas for what to do for Father’s Day this past year instead of going out for dinner and catching a movie like we would usually do I threw out the idea of staying in and having pizza and doing an N64 gaming day. I was delighted to hear my dad and brother were both up for it and thank goodness the games still held up and were just as much fun to play as they were around 20 years ago. My dad loved New Tetris and was a total pro and would be in a trance when he used to play it all the time so I was mighty curious to see how well he remembered it all these years later. We were all a little rusty, but we all got back into the rhythm of things after a few minutes and it was like we did not miss a beat. I am always disheartened to hear New Tetris get overlooked when I was hearing multiple discussions of past great Tetris games when Tetris Effect took the gaming community by storm in 2018. New Tetris was the first 3-4 player console Tetris game and also the first home console game to debut the incredibly handy ‘hold piece’ which is why New Tetris ranked right up there with Tengen Tetris, OG GameBoy Tetris and Tetris DS for my favorite versions of the legendary puzzle game. We also played a hefty amount of Mario Kart 64 and GoldenEye 007. I have heard the countless debates over the years, and I will forever contest the N64 Mario Kart as the pinnacle of the series. I have also heard the many people proclaim that GoldenEye is an outdated mess all these years later. Every two or three years I bust out GoldenEye and the same thing happened here as before, after a few minutes of adjusting to the graphics and controls the game had its hooks in us again and we were having intense rounds of deathmatch with muscle memories suddenly kicking in of our favorite map and weapon presets. The three of us went on to have many rounds of fun blowing the crap out of each other! I have been watching Giant Bomb’s line of recent Die Another Friday videos where they try and run through the campaign in Perfect Agent difficulty. Instead of the expected jokes about how dated the graphics were I was relieved to see that most of the GB crew eventually were legit surprised at how fun GoldenEye still is. ---YouTube Break From This Already Way Too Long List--- A semi-decent laugh should be had at this point for a breather. Behold, the greatest Family Feud moment of all time! Now witness Always Sunny’s blatant ripoff tribute to that legendary game show when the cast competes on the exact same style of show they call Family Fight! PART 2 - RANKINGS 30 THROUGH 24 30) Videogames in Theatrical Form Longtime followers of my work may recall my podcasting days where my co-hosts and I would go out of our way to track down and cover almost every major and obscure videogame licensed film that hit theaters or direct-to-video. Minus a few exceptions, they were usually painful experiences. Even though my podcasting days are behind me I still like to keep up the tradition of catching any new film that hits the theater or video that is based on or around videogames. 2018 I managed to catch four new films that fit the criteria. The new Tomb Raider featuring Alicia Vikander as the one and only Lara Croft was solid, but nothing spectacular. It had a handful of memorable stunts and captured a few of the moments I recall from the acclaimed self-titled reboot game in 2013 so on the videogame film curve I would categorize that as a ‘win.’ Rampage featuring The Rock totally surprised me how they were able to get a fun movie out of a straightforward arcade smash-em-up from the 80s. Within a half hour I was feeling for the monsters and Rock’s connection for them was surprisingly powerful. Really good stuff that you should not dismiss!
Looking back on Ready Player One several months after its release I can safely recommend it. I loved the book when I read it shortly after its release several years ago and I was somewhat conflicted coming out of the film. This is because of how far it strayed from the book yet essentially maintained a similar over-arching plot on how a world full of gamers playing the same VR game are tracking down the creator’s hidden ‘easter egg’ in order to inherit his riches and become his heir. Avid game player I am I could not help but keep my eyes peeled for as many as ‘blink-and-you-will-miss-it’ cameos from the beloved mascots of videogames and pop culture from over the years. After hearing how the author wrote the screenplay and gave his seal of approval for the changes I eventually was won over by them especially since the changes were entertaining and since the film came out only four or five years after the book it could have been a slog to see the movie play out 100% the same. To close off 2018 a few weeks ago I took two of my many nieces and nephews to see Wreck-It Ralph 2: Ralph Breaks the Internet. That was a unique experience because my middle-school aged niece and nephew were ecstatic to point out a couple of YouTubers they follow that have cameos in the film. The sequel had a similar structure to the first where the first 20-ish minutes circle around Ralph and Vanellope loving life in their arcade they reside and visiting other arcade classics of gaming lore. I love how Tapper got a lot of love in the film with Ralph and Vanellope making that game setting their late-night watering hole of choice! Eventually though their arcade gets hooked up to WiFi and it was fun seeing Ralph and Vanellope take a journey in Disney’s CG version of the Internet with lots of real-life companies like Google, Amazon, etc. having their own fun representations in the film. This sequel was a big hit with me and once I got past the welcomed videogame references in the first 20 minutes I enjoyed Wreck-It Ralph 2’s overall plot exponentially more than the first film. 29) Yippee-Kay-Yay-Mutha….. For readers of this blog who may or may not also keep up with my film reviews here, I recently reviewed Die Hard in honor of it being a Christmas film classic (yes, I am one of those people). It should go without saying that Die Hard is one the all-time greatest action films, and after watching it again a few weeks ago I recalled how there were a few PSone and GameCube games I had vague memories of fairly decent receptions at the time and after discovering how low they were priced on eBay I decided to take a chance on them. I loved the arcade game, but do not own a Saturn so I did not hunt down that version, but got the two PSone Die Hard Trilogy games and Die Hard: Vendetta on GameCube. I have not had a chance to play them yet, but I have since watched a few entertaining Game Informer Replay videos on them revisiting these ‘gems’ to varying degrees of quality all these years later that will suffice for now until I get around to them. Here are a few links so you can check them out and do the same! 28) ….And Raging Justice….For All
I referenced in these round-ups before how every few years my friend Matt and I would marathon several random beat-em-up classics usually consisting of the Teenage Mutant Ninja Turtles and X-Men variety. The last time we did that was around 2015, and the current gen systems have been flooded with a quality amount of re-releases of classics and obscure releases and all-new installments in the genre that we have been neglecting for far too long. Just a couple weeks ago Matt and I finally got around to playing through one of them on the PS4 called Raging Justice. It had a similar look and feel to Final Fight, but with a slightly pastel-esque touch to the graphics that made the late ‘80s punk ooze right out of the game! The story had all kinds of goofy street punk gang warfare that we both ate up and we were really gelling in our playthrough and we were surprisingly not eating up that many lives. As a matter of fact we only went through one continue between both of us! After plowing through it within two hours we made a list of other similar new beat-em-ups that hit PS4/XB1 over the years so hopefully we will do better at sticking with this genre in 2019. 27) Now You’re Playing With a Power……ed Up NES/SNES Classic
If you do not want to go down the route listed above by hunting down HDMI cables for a system you do not own or a pricey HD-capable 3rd party version of a NES/SNES than there are a couple of grey-area alternatives. I talked about the RetroPie in last year’s round-up, so this year I want to focus on what people are calling ‘modding’ your NES/SNES Classic. I am not going to give you a step-by-step breakdown, but a quick Google/YouTube search will point you in the right direction. Once it is done you can add up to as many games that will fit in the Classic’s internal memory. If you stick with just NES games you can fit a majority of the NES’s library on the internal memory, SNES game sizes are noticeably bigger and if only going that route with ROMs you can fit roughly 200 of them on there…..that is if you in good faith own the original copies. There is a nice benefit to the NES/SNES Classic compared to the RetroPie and that is a friendlier user interface complete with upbeat background music and the ability to upload your own box art which ostensibly delivers the nostalgic sensation of browsing the shelves at a videogame rental store and thus is more appealing than scrolling through a large text box of games on a RetroPie. Since the NES/SNES Classic is HDMI it provides an excellent HD picture for these classic 8 and 16-bit games. This resulted in busting out both the NES & SNES Classic several times throughout 2018 for some free spirited gaming nights. 26) Tabletop/Pen and Paper Madness
I referenced last year how I started to get into semi-routinely board game nights with my friends Derek, Ryan and Brooke and we managed to keep the board game nights churning throughout 2018. Derek & Brooke have amassed a hearty collection of board games and we were able to rotate a fair amount of games from last year and new ones to try out this year. One of the board games we revisited often was Betrayal at House on Haunted Hill, and they release a spin-off called Betrayal at Baldur’s Gate we were all eager to try throughout the year. We finally busted it out on a day where my brother was able to join us and it was a great medieval themed take on the original game that did not disappoint. Another new board game we tried out was Elder Signs. Thank goodness Derek, Ryan and Brooke are awesome tutors because the game had an elaborate setup with many pieces and by about halfway through our session I was familiar enough with the play style that yielded a fantastic end to that round when all of us were able to mount an insurmountable comeback that resulted in an unlikely, thrilling win for us all! Shifting from tabletop gaming to pen and paper gaming, I have always been a fan of the SNES/GEN versions of Shadowrun. I always knew a group of friends that have been roleplaying the pen and paper RPG it is based on for quite a few years now and they reached out before to get me to play, but with my gonzo work/sleep schedule I knew it would be impossible to routinely play with them every week. I still had that itch to want to at least give it a honest try all these years later so I reached out to them and asked if I was able to commit to playing at least once a month with them and if they would they find a way to squeeze me in? Thank goodness they found a way to create random characters and place me into their campaign for the three times I made it out there to play with them. Mike is an awesome storyteller and ran a fun campaign, and I will also give props to Justine, Ron & Robb for being very welcoming and tolerant of my noob-ness and by being quite gracious sharing their infinite Shadowrun wisdom unto me. Unfortunately I fell out of the routine of playing with them after a few times, but I am glad to finally tried it out after all these years and would be down to make random cameos in their future sessions. 25) Kicking that Early Access Bug
I am going to cheat a smidge on this one because in December of 2017 through 2018 several games I invested lots of time into and/or have been majorly anticipating finally left Steam Early Access (SEA) and got official releases. Some went onto have official releases on console of well. Gang Beasts has always been silly goofy wrestling/brawling fun with creatures made of a silly puddy-esque substance and it was fascinating watching that game evolve over the several years Gang Beasts was in SEA until its official December 2017 release. I had fun times with friends in that game, and especially witnessing countless Giant Bomb sessions of its madness. FirePro World was another wrestling game that came out of SEA in December of 2017, but it was only in SEA for several months…not years. I have loved previous FirePro games for their faithful representation of a wrestling match and endless customization options, and was thrilled to see it get a physical PS4 release which wound up being the first physical wrestling game I picked up since…..wow…WWE 2K14. Road Redemption was another game that spent a few years in SEA and I was stoked that it finally got an official release in 2018, with later digital versions that hit PS4 and XB1 in the following months. I raved about it before in previous year-end round-ups, and it is long overdue to finally have a motorcycle combat racer that is finally worthy of being deemed a successor to the heralded Road Rash series. There is a lot more to Road Redemption than being a Road Rash clone, so stick with it as its bizarre rogue-lite nature of its career mode and bonkers weather and weaponry will unleash mayhem you likely did not anticipate coming in. Distance is another driving game that was in SEA for far too long, but after four years Distance emerged a fleshed out release. It is a driving game like nothing else, and the best way I can sum it up is a ‘trippy neon platforming Trials-esque’ driving experience. Its standout feature is a platforming ‘adventure’ mode which was rebuilt for the official release and went on to add so much other tracks and customization features since I last played Distance in SEA that I hope my meek PC can still handle it when I eventually revisit it!
Not done yet because two more driving games trapped for years in SEA also fully released in 2018. Jalopy is another adventure-esque driving game where you take your uncle on a trek across Eastern Europe in the family’s run-down lemon of a vehicle that needs constant attention and repairs and not to mention other tomfoolery the duo stumbles into amidst their travels. I have had my eye on Jalopy for awhile and was relieved to hear when its long SEA cycle also concluded. Finally, Bugbear’s project formerly known as Next Car Game released in 2018 as Wreckfest. It is the spiritual successor to Bugbear’s FlatOut line of demolition derby racing games that I have so many fond memories of. Wreckfest looks and feels like a current-gen FlatOut and I was glad to see it retain its excellent physics engine the series was known for. I was bummed to see the console release get a delay into the second half of 2019, but for those with capable PCs, Wreckfest is fully out now to consume in all its destructive glory! I do have two quick honorable mentions for this category. Super Indie Karts is an adorable Mario Kart-clone featuring mascots from many hit indie games as drivers that has also been in SEA forever. The developer keeps regularly adding content though and it just released a fresh batch of tracks and drivers (featuring the not-so-indie ToeJam & Earl) to the build a few days ago. I have nothing but super-fun memories of my time with Super Indie Karts so I hope it gets its long-awaited official release in 2019! Finally, while Shaq-Fu 2: A Legend Reborn never was officially in SEA when Shaq accidentally leaked it out in an offhanded interview four years ago shortly before its Kickstarter campaign premiere, it feels like it never left there once the game released to worst game of the year-caliber reception. I own two copies of the 1994 original Shaq-Fu, so I felt obligated to purchase the sequel when I recently stumbled upon it in the clearance bins for $6 just a few months after its release. 24) Good ‘ol Fashioned Videogame Couch Multiplayer
I will also give a quick mention to the videogame nights I was glad to be a part of with Derek, Brooke and Ryan! While 2018 saw us hit up more board game nights we managed to sneak in a few couch videogame multiplayer nights of some old favorites like Sony’s take on the JackBox Party Pack that is called That’s You where the four of us chuckled away the night at its irreverent trivia and doodling nonsense on each other’s faces. We also mixed in a couple other games into the rotation throughout the year. I heard great things about Towerfall before, but finally playing it was a rush and a half with its fast intense bouts of bow-and-arrow deathmatches with sudden death animations that left us in stitches! Derek introduced us to the bonkers four player game called Ultimate Chicken Horse where users play several quick rounds trying to reach a goal but insert random objects of torture between each round that makes getting to the goal near impossible by the end of the game. It was a big hit with our group. Finally it will behoove me to include the crazy night we had with the 360 game, Cloudberry Kingdom. It is an absurd runner game filled with all kinds of deathtraps just waiting to obliterate our adorable avatars. Cloudberry Kingdom has literally hundreds of levels, and as expected each one got procedurally more nuts but was still a blast to attempt to complete! After a couple hours of the madness and many attempts on one particularly troublesome stage we all had this priceless defeated look on our faces after we finally finished it and we all knew in that instant that we were DONE with it for the night! What a fantastic runner I hope we get to revisit again one day! ---YouTube Break #2--- Time for another breather! You do not have to be a fan of wrestling to enjoy these! ‘Bawdy Bawdy, We Like to Party’ legendary ECW tag team Public Enemy elucidates to rookie Mikey Whipwreck how championship wrestlers train in the mid-1990s. While we are here reminiscing about the Public Enemy, click here for their EPIC WCW theme song that was unavoidably catchy to sing-a-long with! PART 3 - RANKINGS 23 THROUGH 18 23) Wanting More Time to Dedicate to 2018’s Top Indie Games
There are a few websites and podcasts I follow that have tons of game of the year coverage, and it is a great place to get a reminder of those indie games that slipped through the cracks and I completely forgot about or neglected throughout the year. I heard enough praise about three of them that seemed up my alley and before the end of the year I was able to put in a 20-30 minute session with each of these. I wish I had more time for each, but my initial impressions were high for all three and I know I will put more time into them throughout 2019. Yoku’s Island Express is a hybrid of a pinball game and a MetroidVania that somehow delivered on both fronts as I unlocked more paths through an island by flipping my character and ball through a variety of colorful environments. My love for both genres makes me want to return to it ASAP. Minit is a roguelite RPG with an dastardly hook where each session has a one minute timer, but you retain all the items collected on each session that unlocks other paths on the map. I did about 20 sessions and as I got familiar with the game world I already was starting to plan my next steps ahead for my next minute run. Many jovial curses to the developers who intentionally programmed the NPC W-H-O-T-A-L-K-S-T-H-I-S-S-L-O-W to keep me in a nail-biter of a moment to hit the next checkpoint with literally a single second to spare! The last indie game I snuck in some time with was the Super Meat Boy-esque platformer, Celeste. This comes from the same developers who made Towerfall that I just got done shedding some love for above. The instant restarts and checkpoints make its fair-yet-punishing platforming worth the challenge to get through and I can already see its addicting ‘just-one-more-try’ instant respawns reminding me of the longer-than-intended sessions I had with the Trials games and I look forward to them in Celeste! I am only about a half hour in, but have heard nothing but the best of acclaim for its narrative about overcoming personal struggles to make it to the top of a mountain! 22) Fans of Gamers Who Crave Limited Runs
I imagine you have heard of them before, but if not then both Limited Run Games and FanGamer have both been great sites I have been persistently coming back to for primarily physical copies of smaller indie games and top-tier quality gaming memorabilia. I am happy to see Limited Run expanding in 2018 by finally starting to publish games on Switch and landing their more anticipated games in a limited window preorder program so everyone has a shot at getting a copy. It was also encouraging to hear that some of their games will be shipping in smaller quantities to Best Buys across the country so people who do not order their games online have a shot at getting some of their titles the traditional way. Some of the titles I ordered this year from them that I was stoked to get physical copies of include Late Shift, Read Only Memories and Golf Story. That is right, I do not own a Switch yet but ordered Golf Story because I loved the GBC/GBA RPG takes on Mario Golf that Golf Story is the spiritual successor of and I kept hearing how it hits all the right notes for fans of those handheld classics. I anticipate I will get a Switch within the next year pending the inevitable smaller redesign of the system. My only qualm with Limited Run now is with their growth their shipping times have significantly increased. I recall my first few Limited Run games I ordered taking 2-4 weeks to ship, now the last several I got all took 3-5 MONTHS each. Step it up guys! I will also tip my hat to FanGamer for their plethora of must-have merchandise. I loved their meticulously detailed strategy/companion guides for Earthbound and Mother 3. It is awesome they are collaborating with Jeremy Perish to publish deluxe hardcover books of his transcripts for his excellent Works line of anthology retro gaming videos. FanGamer has a ton of artistic shirts, posters and other memorabilia for many top-rated indie games. I ordered my first shirt from them recently with this design that perfectly captures the spirit of WindJammers. I am also perplexed with their sudden infatuation to the classic run-and-gunner, Sunset Riders, FanGamer recently obtained the merchandising rights for. They celebrated the occasion with a unique cosplay promotional video that almost convinced me to order their Sunset Riders branded wallet….almost! 21) 25 Years of the Real-est Interactive Multiplayer in the Room!
Guys, the 3DO is a pretty neat system! Seriously! Of course I did not spend the obscene $700 when it first launched 25 years ago, but I got it for a bargain in 2007 and went on to hunt down many games that I always wanted to try for the platform. Not all of them were winners, but there were several that wound up as worthy inclusions in my library. My recommended games for the 3DO include the awesome party game Twisted, its mascot platformer Gex and the original Need for Speed. 3DO also has excellent versions of Super Street Fighter II Turbo, Family Feud, Madden and arguably the best version of the classic motorcycle racer, Road Rash! Nearing its 25th anniversary and just in time for Halloween, the good people at Your Parents Basement Podcast invited me on to guest host and commemorate one of the 3DO’s spooooop-iest games, the Tia Carrere FMV thriller, The Daedalus Encounter! I busted out my 3DO from the closet and booted up my old save and came pretty darn close to finishing it before the puzzles got to be too much of a brainbuster for me! Riveting times were had breaking down and dissecting the game with the YPB crew which you can check out and download here. 20) Shmuppreciation 2018
One of my favorite podcasts I have been a listener to for over 13 years now is Super-the-Hardest. They use to be primarily videogame-centric, but have since evolved over the years to focus on whatever topics pique their interest such as craft brews, board games and jamming out to vinyl records! One of their longest traditions has always been dedicating March to shmup/space shooter games. I am not a pro shump player by any means, but always am down to pump in a few credits and blast away for as long as I can survive. They have a small, but tight-knit forum community I have always been a part of and when March hit the hosts were asking there if anyone was playing any shmups yet. A couple days went by with little response, and knowing how big shmup-month was for that community in previous years I was suddenly inspired to start up weekly high score chases on the forums there with the focus this year being on three random NES shmups each week. I tried to have a consistent rotation of the three games being one common/popular shmup such as Gradius & 1943, another lesser known domestic release like Alpha Mission & Zombie Nation and finally a imported Famicom game that never saw a stateside release with picks this year including Parodius Da & Gradius II. At least a few us participated each week posting our scores and exchanging tips and breaking down how good/awful that week’s selections were. It was a heck of a month and somehow I managed to keep up posting selections each week and got in time with every game! No idea if I will do it again for 2019, but if I do I think it may be time to upgrade to 16-bits! 19) The 3DS Soul Still Burns!!
I somehow managed to sneak in an hour of time into my 3DS each week. I was ecstatic to track down an English translation for Ace Attorney Investigation 2 that never saw an American release. I loved the first game and always wanted to play the follow-up and got most of the way through the first case. I finally played my first Fire Emblem game by putting in several hours into Fire Emblem Echoes. Hearing that Echoes was a good entry point for the series having played Advance Wars many years ago the gameplay was not that difficult to pick up. It has that same addicting strategy gameplay as Advance Wars, but with a medieval theme and a far richer narrative than what I recalled from my Advance Wars days. Just the couple of sessions I had with Echoes I was already starting to get attached to the cast. Hotel Dusk and its sequel, Last Window are my favorite DS games. They are mystery visual novels, and when I found out earlier in 2018 that some of the developers at Cing who worked on those games went on to make a bite-sized spiritual successor to it on the 3DS eShop called Chase: Cold Case Investigations - Distant Memories I knew I had to get it. I bought this around when it released in 2016 and neglected it until John from the Super the Hardest podcast recapped it earlier in 2018 and inspired me to pick it up. It is essentially a more stripped down version of Cing’s earlier games as it revolves around two detectives interviewing suspects for a hospital blast. Graphics and style remind me of Hotel Dusk and the lead detective in Distant Memories looks quite similar to one Kyle Hyde. It was a decent little visual novel that can be finished in less than three hours, and I hope it gets a follow-up, but it appears this one came and went because I have heard nothing since. I finally started up Theatrhythm 2: Curtain Call. In case you missed out on it before it assembles the protagonists from past Final Fantasy games and makes a fun battle system/rhythm game of over 100 songs from the rich history of Final Fantasy soundtracks while somehow fitting in a intricate narrative too. Wish I had more time to get into it and I think I will have to restart it I manage to deep dive into it because I spent the bulk of my 3DS time once again this year with Dragon Quest VIII. My save file is currently approaching 110 hours in DQVIII. However, the last 15-ish hours have been spent grinding from levels 40-65 for most of my party members for the final boss. To say the boss is a pain is an understatement. I failed multiple times at vanquishing him, thus the hours at grinding away. I will never forget my time with DQVIII, but am looking forward to finishing it on one of my next sessions so I can finally put more time into other games. The 3DS still had a strong 2018 from Nintendo published games and I wound up picking up Captain Toad, Detective Pikachu and WarioWare Gold which I desperately want to dive into! 18) ‘Get Ready for a Cruise Missile!’
I use to play a ton of sports games until several years ago. I took a long hiatus from them to focus on more narrative-driven games. Madden NFL ‘18 premiering its story mode dubbed ‘Longshot’ got me curious at giving the acclaimed football series another go for the first time in five years. I surprisingly dug Madden’s take on a story mode and loved playing as the fictional Devin Wade working his way through the reality show challenges and playing in flashback high school games with lighthearted local announcers providing the unintentional best sports commentary out there. Longshot also had a well-rounded cast filled with some surprising moments I never thought I would get invested in such as getting them sports feels flowing for the Longshot acoustic sing-a-long! The story mode only took a few hours to play through and even if you are not a fan of football games I would recommend giving it a shot as the football parts are few and far between and the story mode is primarily QTE/mini-game focused. Story mode aside, I managed to play a few rounds online against my friend Steve I use to play countless sports games with over the years and it felt good to reignite that rivalry. Madden still plays as good as I remember, and one thing I want to point out from the core game is the new NFL commentators they brought in for ’18 & ’19 with Brandon Gaudin & Charles Davis easily being the best announce team in Madden history that added a ton to the presentation unlike any Madden announce team before them! I did pick up Madden NFL ‘19 recently because it has ‘Longshot Part 2’ which promises to conclude the storyline for Devin Wade and his buddy Colt Cruise, but other than a couple rounds online with Steve again I have yet to dive into it. After catching a couple scenes online I am psyched to see how Longshot concludes and plan on blitzing through it around Super Bowl time like I did with part one in 2018.
If you are not a fan of sim-football and prefer arcade style action in the vein of NFL Blitz than I will instead point you towards Mutant Football League which I played nearly a full season of off-and-on throughout 2018. It is the spiritual successor to EA’s awesome Mutant League Football on the Genesis, and part of me is still surprised how the team did not get a cease-and-desist from EA with a slightly altered name change and bring over so much of the look and feel of the original game. It modernized all the things I loved from the first game with a game engine that plays like a amped up version of Blitz, and retains classic elements of the Genesis game like being able to kill your adversaries in all types of gruesome ways and introducing awesome powered up attacks that can be used once per half to up the brutality. And yes, you can still bribe and kill refs! I was a little bummed Mutant Football League did not get that much of a buzz when it finally released because it had a successful Kickstarter campaign and a follow-up to the Genesis game has been long demanded in the sports gaming circles I follow. A physical copy released later in the year with a new Franchise mode included so hopefully that will bring some new eyes onto the game. If you want more over-the-top arcade-like gameplay out of your football games then by all means give Mutant Football League a try! I also got really into my first basketball-sim in many years. I dabbled with a couple arcade-hoops games over past couple years and really dug the Neo-Geo Arcade Archives re-release of Street Hoop on Xbox One, while the free-to-play Xbox One hoops game, 3-on-3 Freestyle…..not so much. I always stuck with NBA 2K games as my NBA sim of choice since their debut on Dreamcast and picked one up every couple years and played them regularly through 2K11. Early in 2018 however a super cheap digital sale on NBA Live ‘18 convinced me to give it a shot. I have solely been playing its create-a-player story/career mode ‘The One.’ I have been digging it and loved the first several games I played in ‘The One’ proving my worth in street games of 21. Every few games there would be these hilarious FMV updates from a First Take set with Stephen A Smith and Max Kellerman being over-the-top versions of their already over-the-top personalities which convinced me that my created player was going to dominate the street leagues and become the #1 draftee in the NBA….it did not turn out that way, but I am having a blast so far proudly representing the Timberwolves while dishing out far too many three-point attempts than I should be. ---YouTube Break #3--- Re-watching that NBA Live ’18 clip of Stephen A. Smith got me to dig up this compilation of clips of Mr. Smith at his zaniest. Here is the final version of the full Longshot song of which I have no shame having it in my running playlist! PART 4 - RANKINGS 17 THROUGH 14 17) The End Day is a Lie!
I was going to say a couple entries earlier when covering all those NES shmups that I have not played that much NES in years, but that statement would have been false because mere weeks before that I played through the entirety of the post-apocalyptic, action-RPG Crystalis on NES! It was the featured game on the first of two Your Parents Basement podcast episodes I guest hosted on for 2018. I picked up both the NES and GBC versions a couple years ago after hearing countless years of love from the staff at GameCola about it. I managed to play through most of it by the time we recorded that YPB episode and finished it off a few days after that. All these years after its original release, Crystalis is still a fun action-RPG to plow through. I loved the accessibility of the combat, and while the options to choose from to level up seem quaint now, I can imagine how they were top of their league at the time. After beating the NES version I put an hour into the GBC port to see how it held up. I heard the GBC version get a fair amount of slack over the years, but from my initial time with the handheld port it seemed noticeably cleaner and had some useful tips at the opening town that would have benefitted my first time through. I had a great time sharing my experience with the YPB crew and if you are interested in hearing our takes on SNK’s 8-bit RPG then click here to check out that episode. It seemed only fitting that the NES original got its first retro re-release later on in 2018 on the SNK 40th Anniversary Collection on Switch. 16) Pinball Quest 2018
Welcome to my yearly blurb all about feeding my addiction to videogame pinball. In case you skipped around this year-end round-up (I do not blame you!) I will refer you to entry #23 for some quick thoughts on Yoku’s Island Express. I only got a few rounds of my favorite PC-exclusive pinball game, Hyperspace Pinball in 2018, and the last time I played it a couple weeks ago I had a great run and was briefly ecstatic until the leaderboard indicated I missed my personal high-score by a smidge! I also gave a couple runs to what appears to be a mobile pinball game ported to Xbox One in Quantic Pinball. It is a fine little pinball game, but its mobile roots are too apparent and not many upgrades are present to make the console release feel warranted. 2018 was a strange year for Pinball Arcade. I wanted to make the switch to primarily playing it on PS4 in 2017, but that proved difficult upon discovery of my dozens of tables I purchased on PS3/Vita not being import-able to the PS4 version like I was able to for the dozens of tables I acquired for Zen Pinball 2 to work on Pinball FX3. So that meant I would have to buy the tables all over again. I held off for a long time, but I wound up spending roughly $200 on all of the DLC for it upon hearing midway in 2018 all of Pinball Arcade’s collection of tables under license from Williams/Bally would no longer be supported for purchase with only a few weeks notice to be able to buy them and add them to your Pinball Arcade library. Plopping down around $200 all at once for that DLC was a punch in the gut, but ultimately I do not regret it because there are some minor, but noticeable enhancements to the visuals on the PS4 version of Pinball Arcade and it has a slightly cleaner feel to the gameplay too. Additionally the developers at Farsight now have a separate game called Stern Pinball Arcade so the newer Stern tables have a flashier place to reside. I perfectly understand the idea to make the Stern tables pop more on their own platform. The Stern tables purchased theoretically work in both Pinball Arcade and Stern Pinball Arcade, but doing so requires reactivating the purchased license in the clunky Playstation Store interface and it once lead to me to inadvertently purchasing the same table twice.
A couple months later I was stunned to find out that Zen Studios gained the license for the Williams tables and by the end of the year would have their first seven tables from the Williams/Bally collection available for download to Pinball FX3 (PFX3). I have mixed feelings about this. I do like Zen’s optional upgraded graphical enhancements to the tables, but the overall physics for the ball movement does not feel like the authentic movement that Pinball Arcade faithfully represented. There is an option in Pinball Arcade for ‘classic mode’ which kind of slows down the speed of play and leans the gameplay to marginally feel like an authentic pinball experience, but it simply does not cut it overall. Hopefully Zen can take the feedback and continue to improve in future DLC tables. Gripes on the Williams tables aside, I enjoyed the rest of my time in 2018 with PFX3. I have heard the criticism for Zen Studios’ unrealistic style of pinball, but I have always been a fan of theirs and feel there is room for both authentic digital pinball from Pinball Arcade and faster physics with the more fantastical tables from Zen. I finally started to grasp PFX3’s initially intimidating ‘mastery’ system of each table. The mastery system is topping off essentially an experience meter for each table by achieving score goals in each gameplay option available and maxing out several stat meters. I did this for The Infinity Gauntlet, Back to the Future and almost all the way for Medieval Madness. I also got into the weekly online scoring ‘matchup’ league play where PFX3 randomly picks four tables and scores posted by three random players in three skill levels for three minutes of play each week. By toying around with trying to master tables and online score chasing in matchup play it lead to a lot more time invested in Pinball FX3 compared to 2017. 15) Sega Channel 2018
In the summer of 1996 I spent about five or six afternoons a week at my friend’s place playing Sega Channel. No memories of it? Here is some vintage archival footage of its menus of the Sega Channel experience. It was Sega’s sweet-at-the-time service where in coordination with cable companies from 1994-98 you would pay $15/month to have a rotating monthly selection of 40 games playable from a special cartridge that hooked up to the household cable line. Games would download to a temporary internal memory on the cartridge from the cable line over a minute or two and save states were also available. It was the current Netflix streaming of gaming and was way ahead of its time. It was also how I discovered countless Genesis favorites I hunted down at local shops and online after I got my first job a few years later. It took 20 years after Sega Channel shutdown to get a faithful reincarnation of it, but only far better in every way. GameTap sort of brought it back to the PC for the few years it was around in the 2000s. However, Xbox brought it back in full force with its excellent Game Pass service for Xbox One it introduced in 2018. Instead of 40 games available to play each month there are 100+ rotating games for Xbox. Add on Microsoft’s bold move of making all their first party games available on Game Pass on day one of their release and it would be insane not to recommend it, especially for new Xbox One owners. I actually am that insane though and do not have it because of my massive backlog and lack of time to commit. However for new Xbox One owners and/or game players on a budget like students or parents looking to save lots of money getting games for their kids they would be in an ideal position going with Game Pass and a Games for Gold subscription which additionally nets ownership of four games each month to their Xbox games library. 14) Ride or Die
Like pinball games, I also have a yearly blurb on my experiences with racing/driving games for the year. I felt my year in driving titles slightly nudged out my pinball times, thus it being a couple notches higher ranked. If you dear reader are randomly bouncing around this list then I will refer you to entry #25 where I touch on driving games coming out of Steam Early Access such as Road Redemption, Wreckfest, Distance, Jalopy & Super Indie Kart. There were a few driving titles I dabbled this year in that I wish I had more time to plug away at. As you will see later in this round-up, I am a nut for the Sega 80s arcade driving titles like Hang-On & OutRun, and the PS4/Switch release of Horizon Chase Turbo is the best spiritual successor to that type of racer I have seen over the years. They brought on the same composer from those games and the visuals have a nice modern HD look to them that capture the spirit of those 80s greats. It has been a great while since I played a snowmobile racing game and Ski-Doo Snowmobile Challenge was a limited, but fun budget title racer on PS3 that reminded me of a fond time when all I wanted was a no-thrills career mode with a few dozen races and simple stat upgrades to deal with in a career mode. Drive!Drive!Drive! was the final racer I put some minor time into, and that was an extraordinary title where I would have to bounce around multiple cameras to control simultaneous races. At the beginning of the year I was wrapping up the last dozen or so races/events in the 360 version of Forza Horizon 2. I had another good time with it like its open-world predecessor and took advantage of that rewind button to avoid retrying the same track over and over, but looking back I preferred the experience of the first FH more as the sequel seemed more of the same, but in a less spectacular backdrop. Friends are telling me to skip three and jump to the new fourth game in the series getting a lot of buzz online now, but the third game has that tempting Australian outback setting I froth to explore and on top of that the unique Hot Wheels DLC pack I heard nothing but superb things about. So I will continue to be extremely behind on that series and plan to jump into FH3 later this year.
I went on an odd Monster Truck binge in 2018. The Xbox One digital store had Monster Jam: Crush-It available for dirt cheap one week, and having a modicum of nostalgic memories of past entries in the long running budget title series I wound up taking a chance on it. After spending far more time than I should have with it, ‘budget’ is a generous description for Crush-It, because this racer is full of absurd physics, bizarre collision detection and endless other bugs. After a ton of bugs causing too many rage-inducing moments I beat enough tracks and finished all the challenges to make Crush-It of all games to have the dubious honor of being the first Xbox One game I unlocked the full 1000 gamerscore in. After wrapping up my time with Crush-It I stumbled into picking up a copy of Monster Truck Madness 64. Microsoft was developing the series at that point on PC for awhile, but ported it to N64 and had a pre-GTA Rockstar Games publish it for them. Unfortunately the Rockstar branding could not have saved MM64 as it too was also rough around the edges with terribly loose steering that had me dreading every corner. It did feature the nWo muscle trucks at the time though that brought back memories of the old WCW Motorsports advertising. The racing game I put the most time into in 2018 was The Crew. Not the sequel that came out later in the year, but the original game. I got around halfway in it via staggered play over the previous year or two, but with the release of the sequel approaching I grinded away in the couple of months leading up to its release to finish the avenge your brother’s death storyline which I actually kind of dug. There was a surprisingly gripping cinema building up to campaign’s final race where I was legit getting behind protagonist Alex Taylor. I had fun just messing around and cruising around UbiSoft’s condensed open-world of the continental United States and tracking down their take on iconic landmarks. I messed around a little here and there with their instantaneous online coop/versus multiplayer reminiscent of Test Drive Unlimited, and had a few fun online moments but I enjoyed most of my time in the single player. Gameplay wise it is not five stars by any means, and I would prefer Forza Horizon any day, but there was something about the gritty underground nature of The Crew and its car-culture-gang-warfare story that kept me sticking with it. I eventually picked up the sequel recently on a bargain bin digital sale for the ultimate season pass edition being 60% off so who knows, I likely see myself in 2019 playing The Crew 2 and Forza Horizon 3 concurrently at my regular on-and-off pace. ---YouTube Break #4--- I am always a sucker for when a racing game injects a storyline to its single player campaign, especially if it is completely ridiculous! Hey, you know what other racing game had super-cheesy-yet-awesome cutscenes? The original Need for Speed: Most Wanted in 2005. Here is a link to its entire half hour of cutscenes. Eat your heart out Tokyo Drift! They came a long way from EA’s DIY live-action cinemas from the original 3DO game that you can see right here. EA tried to recapture the glory days of their cornball cutscenes with 2015’s Need for Speed. It has some moments like first person fist-bumping and energy drink chugging that you see in their entire bro-ness right here, but 2005’s Most Wanted will always reign supreme in my book! PART 5 - RANKINGS 13 THROUGH 10 13) Spoooooky Gaming For Halloween I brought up to my board game/videogame night friends Derek, Brooke & Ryan about doing a spooky gaming marathon. They did me one better and recommend I bring over my copy of Hidden Agenda on PS4 to binge through that I have been occasionally throwing out for an option over the previous months. Hidden Agenda kind of snuck under-the-radar towards the end of 2017 as it came from the same team that made the critically acclaimed teenage spooky thriller, Until Dawn. This is another spooky-thriller, but designed to be played with your friends and finished in one session within three hours. It is a game that requires a smartphone app to play, and luckily it came close, but did not deplete our entire charge by the time the credits rolled. The app had some clever functionality that kept tabs on case notes and presented us with options to vote on which way to take the story next like having to choose which part of the case to investigate, or which path to split off into. While the story was a little all over the place it managed to get us riled up and jumpy a few times, and was still a blast to play through in its entirety in a single night on Halloween weekend. Now I need to replay it on my own to have complete control over the story so on my calendar this October I am going to write a big reminder to replay Hidden Agenda and finally bust open and plow through Until Dawn. 12) Back-to-Back!!!
I have been avoiding most co-op gaming that cannot be finished in a single session like Hidden Agenda for a few years now due to lack of time to finish lengthier co-op games. I made one exception this year where my same friend Matt and I met up twice to persevere through A Way Out. It is a coop game clocking in at around a whopping six hours. That is a lot for me nowadays. Matt and I absolutely loved our time with A Way Out. Spending the first couple of hours getting to know the prison system and plan our escape was a rush and it reminded me of the equally awesome first few hours of Xbox’s Chronicles of Riddick. Crawling up the air shaft with that back-to-back mini-game will go down as one of my favorite moments in co-op gameplay. The plot I found myself getting into where two would-be fugitives found themselves teaming up to escape prison and get back to their loved ones. It kind of disappointingly unravels in the final moments with some bold narrative choices the developers made that I am still processing in my mind on how I feel about the final hour of play. The ‘must talk to everyone’ extremist in me was addicted to talking to nearly all NPCs and have brief choice-based conversations with all of them. The developers at Hazelight Studios cram in diverse gameplay throughout with plenty of exploring, interrogating, QTE segments, platforming, gunfights, intense car chase sequences and a big highlight being a hospital chase sequence where A Way Out seamlessly bounces back and forth between the two characters as they get split up and must evade the police. If you are looking for something fresh and different than the infinite amount of co-op shooters available, then give A Way Out a chance. 11) ‘This is a No-Smoking Flight!’
If you do not recognize that quote it is from the adorable master of cooking eggs, Sunny, at the close of one of the numerous lengthy cutscenes that Metal Gear Solid 4 was known for. The ending cutscene is literally the length of a movie, and the cinemas between each of MGS4’s acts are right around an hour each and I would not want it any other way! MGS4 was the first MGS game I finished nearly 10 years ago and I decided it was only appropriate to revisit it after finishing the first three MGS games in the past couple of years. I got so much more out of MGS4 this way by actually getting the countless past references to the core trilogy of games this time around. I loved that MG4 also had memorable debuting characters like the aforementioned Sunny and the soda-chugging gun-runner, Drebin! Since I last played MGS4 Konami has also patched in trophies so it was worthwhile to hunt down those and look into some that swayed me to approach gameplay in a different fashion which yielded a refreshing second go-around. After finishing MGS4, I continued my ritual of view that installment’s complete gameplay commentary from Dan and Drew at GiantBomb to get essentially a third playthrough experience out of MGS4. I did not make major progress in the rest of my Metal Gear quest otherwise throughout the year. I did get a little ways into MGS5 at the beginning of the year, but then felt compelled to drop it and play through MGS4 before it instead. That was probably a wrong decision in hindsight, but at least it gives me an excuse to restart it and experience one of gaming’s grandest opening missions yet again. I did pick up the GBC version of Metal Gear Solid last year for a decent price at a local retro shop, so if I ever do finish MGS5 I would like to play the GBC title along with the MSX versions of the original two games. 10) Better Late than Never
I have no idea why I held off seven years on getting around to the highly-touted Saints Row the Third, especially after loving the first two games and finishing them in quick fashion right around their release. The third game in the open-world crime action series upped the zany factor the series debuted in the second game with some of its activities by introducing all kinds of over-the-top elements in the story missions and into the weapons, upgrades, you name it. Here are a few examples so you can see for yourself. Saints Row the Third gave the franchise its own satirical identity when before it was only a pretty solid GTA-clone. Waiting seven years to get to this classic made certain parts of the graphics seem a little long in the tooth, but for the most part the visuals and core gameplay held up nicely. Experimenting with the huge variety of weapons and vehicles available made cruising through the open world a lot of fun. Same goes for the series trademark offering of mini-game ‘activities.’ The developers at Volition pushed every button to get the most out of that M rating to make its missions standout like no other as they go in places you will not believe. I went on to play both pieces of the story-based DLC content which take the Saints in filming their own Gangstas in Space movie and chasing down an evil mutant clone of series mascot, Johnny Gat. If you missed out on this landmark achievement in open-world gameplay then consider this synopsis somewhat timely since THQ Nordic will be releasing Saints Row the Third later this year on switch. ---YouTube Break #5--- Grab a glass of water dear reader for still sticking with me through this unbelievable amount of words! If you stuck with last year’s round-up to the very end, then you will remember this video I will treat you to a little early. That is right it is time for the epic John Cena animated prank call of doom! Speaking of Mr. ‘You Can’t See Me’ here is a fun clip I recently ran into John promoting his recent BumbleBee film where he chats up Matt McConaughey about old school Texas wrestling. What is that? You want a non wrestling-related video, fine I get it, then enjoy this take from James Rolfe as he breaks down two childhood favorite video game themed game shows I grew up with in the early 90s, Video Power & Nick Arcade. PART 6 - RANKINGS 9 THROUGH 4 9)Discovering my Favorite Gaming Blog
Early in 2018 I was scouring the webs digging up info on the must-have import games for the Super Famicom/SNES. I came across this top 50 list ranking the most obscure SNES imports from a blog called RVGFanatic. It is a blog primarily dedicated to covering SNES/Super Famicom games, but also has the occasional feature covering a game on another system or a random personal life story. The site has been around for over a decade and RVGFanatic continues to publish a few new entries a month. His writing and coverage reminds me of the writing style dominant in gaming magazines from the 90s and RVGFanatic stated in various articles that was his intention with the design in the blog. I spent a good chunk of the year revisiting his site and perusing the archives there because there is an earnest quality to his writing that captures the sheer joy of growing up with those games. He manages to be both reflective and current with his writing recognizing pros and cons the games have been known for, while also recapturing the experience of playing that game for the first time. A prime example of this is his recent review of Clay Fighter. It perfectly encapsulated my memories of the much hyped fighter looking wicked cool with its revolutionary graphics which helped hide its haphazard gameplay. His occasional personal blogs were metaphorical page-turners too as I related with him perfectly to his excellent write-up of rental store memories as well with his piece on wrestling nostalgia of the Hulk-a-Mania years of the then-WWF. I can recommend so many more of his articles and reviews, but instead I recommend you dive in and get lost in RVGFanatic’s archives like I did! 8) My Handpicked Top Gaming Videos of 2018 I have been scouring the YouTubes and GiantBombs throughout the year and have some of my highest recommendations of my favorite videos to add to your watch later q! Without further ado, here are my top picks of 2018… GiantBomb - Die Another Friday| Winter Games 2018 | Gaiden the Ring & Get in the Ring| Mario Party Party 11 | Quiet Man Quick Look | Wreckfest Quick Look | Detective Pikachu Quick Look Jeremy Parish ‘Works’ Videos - Too hard to pick just one all of them are so informative and comprehensive. Pick a system of Works videos from the playlists indexed here MetalJesus - Game Pickups with Reggie | Vinyl Record Pickups | Wii and PSP Hidden Gems |PS2 Hidden Gems Gaming Historian – Story of Punchout | Story of Tetris Game Sack – Star Trek Games Up Up Down Down - E3 Live – Elite vs New Day Street Fighter V Challenge | Edge and Christian NHL 95 Faceoff No Clip – History of Bethesda AVGN - Earthbound | Home Alone games with MaCauly Caulkin Same Name, Different Game – FirePro Wrestling | Punisher | Street Fighter Alpha Classic Gaming Quarterly - Let’s Read TurboPlay | Nintendo Power | Game Pro | Official DreamCast Magazine Scott the Woz - Wii Ware Chronicles | Devils Third | Madden NFL 08 That list there is days full of quality videos to last you throughout 2019, I hope you dig them as much as I did! 7) Videogame Vinyl
How the hell did I go down this whole!? I recall first getting clued into the world of emerging videogame soundtracks on vinyl from this music primer episode of Retronauts. Later in 2017 a friend gifted me his old record player since he recently upgrade along with a couple records. Since I had the record player in my possession I figured I had to had to track down a just a few records for it and I heard good things about soundtrack vinyls from Mondo and I went and ordered several records from them. That was the first domino tumbling right there, and from that point it was inevitable to prevent the rest tumbling after them. Throughout 2018 other websites I follow like Limited Run, Data Disc and FanGamer started to offer videogame OSTs on vinyl and I made several more purchases throughout the year. I do not have hundreds of vinyls mind you, but I finished the year with around 15. I made sure to track down some iconic videogame soundtracks like a few from the Castlevania series, Earthbound and Snatcher. There were also a few oddballs that still boggle my mind why they got a vinyl release like Windjammers and Mortal Kombat I & II that I convinced myself I had to have. I am not buying these to sit on the shelf though as I have been getting some quality use out of my record player jamming out to soundtracks while cleaning the house and doing DDP Yoga three times a week. 6) Hey-a Fellers
It was practically impossible to avoid getting sucked up by the whirlwind of hype in the months leading up to Red Dead Redemption 2’s release. I also loved its predecessor so much that I knew I had to be there day one to be in on the conversation going around the gaming press zeitgeist about RDR2’s opening acts. South Park got in on the RDR2 hype train too with a couple episodes where the whole town is addicted to it. Rockstar does not disappoint with their narrative and audio/visual presentation. I will not bore you with the details you have likely read elsewhere by now, but rest assured the open-world, cast, narrative, visuals and especially the score and voice acting is aces all around! Not all is aces though as RDR2’s multi-faceted control scheme has been divisive among many in the gaming media. Bottom line, there are too many functions for every button on the controller, and at points I completely forgot certain controls and had to do a quick online search for a refresher on how to do specific abilities like dual wielding and changing coats. Those gripes quickly washed away after extended sessions with RDR2 where I cannot help but get immersed and lose myself in the world. I spent so much time looking forward to getting distracted by whatever quick instant side mission or event that popped up traversing to my next checkpoint. According to my progress I am 36% the way through RDR2 after what seems roughly that many hours in the game, however I am only in chapter two because I keep having so much fun clearing out whatever side missions get accumulated in my checklist. I easily see many more hours to come in RDR2 throughout 2019. 5) The Hidden Beauty of Shield Snow-Surfing!
2017’s #1 pick, The Legend of Zelda: Breath of the Wild took up so much of my playtime in 2018 that it managed to eeek its way into my top five of 2018! There is simply so much to explore, see and do and I am insane at refusing to take advantage of fast travel due to fear of missing out on seeing cool stuff. The photo I attached here showing my 133 hours of total play time was taken shortly before Halloween and I have put at least several more hours in since then. I will give a shoutout to my co-worker Mike who has been awesome to trade tips and stories with since Breath of the Wild’s launch. He gave me a ton of great pointers and his advice has made my experience with BotW a better one! Mike filled me in all about the wondrous technique that is shield surfing! I later discovered more about it when my random traversing lead me to a corner of the wintry mountainous region of the map where I was taught shield surfing and how that lead to the thrills surfing through the snow blanketed mountains of Hyrule. I have made so much progress this year! I am down to needing to unlock only two more parts of the map where my one last divine beast to conquer lies before finally taking on Hyrule Castle and Ganon! I loved my time in the Lost Woods and Lomei Labyrinth Island that was a hoot to find my way out of. I finally got the Master Sword. I took some stabs at the DLC trials for the Master Sword which is reminiscent of the extremely tough-but-fair challenge that is Eventide Island. I failed after several attempts, but would like to conquer them to increase the Master Sword’s power! Speaking of DLC I waded around with a handful of the DLC quests available and unlocked the Korok mask from the DLC quests which looks funky as hell, but it has helped me amass at least triple the amount of Korok Seeds I would have found on my own. I want to jump into the DLC quest that unlocks the ‘Master Cycle Zero’ (aka Hyrule Motorcycle) as footage I have seen so far looks straight-up rad cruising through Hyrule in their trippy looking hot-rod. Mark my words, Breath of the Wild, in 2019 I will finally finish the core quest and vanquish Ganon and unlock the Master Cycle Zero! 4) Eeeeeeelsss Oxenfree was my game of the year in 2016. I loved its art style, mysterious narrative and especially its script where the teenagers would one second be trying to solve this multi-layered mystery on an island and the next have a heart-to-heart chat about stereotypical teenage drama. Night in the Woods was receiving a lot of the same buzz over it also being a Narrative Exploration game with a relatable 2D art style and similar plot hooks to the point that among the gaming press it was generating buzz of being 2017’s top Narrative Exploration title. After looking into Night in the Woods I could not help but be reeled in by its plot where a failed college student drops out of college two years in and returns to her small podunk town of Possum Springs to try and recapture her days of chilling with her high school friends but only for them all to be later caught up in local town superstitions proving not to be so superstitious.
As attractive as the plot was I could not help but, I would not say be turned off, but rather mystified about the decision to go with humanoid-structured animals representing all the characters. First impressions watching initial gameplay of Night in the Woods made that choice in character style difficult to suspend my disbelief and maintain my focus on checking out the game. I am not saying that is a bad thing, I am simply stating that is what was perplexing my mind. There must have been others who felt similar to me because there was also a harsher vocal contingent who was upset with people avoiding the game due to the art style who wrote a few articles stating that if you were avoiding playing this because of animals as characters than to F off. That led to me not wanting to get caught up in all that hoopla so I decided it was best to avoid that controversy. It was only around game of the year time at the end of 2017 where I heard friendlier supporters of the game rally behind it with high praise that convinced me to give it a chance and start it up at the beginning of 2018. I am relieved I did because Night in the Woods is a kickass Narrative Exploration game! The writing is right up there with Oxenfree as all the characters captured that local post-high school angst and rebellion of trying to make it in the real world and things not quite working out. I settled into a convenient routine of daily life gameplay where the player character Mae would check in with her parents and of course with me being me, make sure to talk to every local I would come across because they had something different to say every day! The dialogue for every major and minor character was so spot on that it made going out of my way to talk to everyone worthwhile and random spots in town had special one-time moments going in with periphery characters that if I did not check out I would have completely missed out on such as a poetry reading contest, breaking light bulbs behind a corner store and checking out the stars with your old teacher.
There are a lot of singular moments that really stuck with me in Night in the Woods. Every day in the game you are presented with the option of going out on a side-adventure with one of Mae’s two best friends Gregg or Bae. I chose to do all mine with Bae so if I do get around to playing through this again I will do Gregg’s side stories on my replay to have at least a little bit of new content playable in each day of gameplay. Bae has some priceless moments with Mae where the two have serious chats about their most personal feelings that few other games I have seen dared, and they also have some priceless lighthearted moments where the two get mischievous in a dilapidated mall, complete with a mini-game on trying to steal from a Hot Topic-esque store. The most hard-hitting moment that I vividly recall was when Mae’s mom has a bad day and does a 180 heel turn on her daughter! It hurt so much! Mommmmm!!!! I was thinking once Night in the Woods was going to focus more on the supernatural mystery it would take away from Mae’s personal drama that was so irresistible to get caught up in. Thankfully, that was not the case as it was doubly entertaining to watch Mae’s crew come together and discover the truth behind the superstitions plaguing Possum Springs. As you can tell I got so into Night in the Woods’ page-turning narrative that within about a half hour of starting the thought of the characters being animals did not cross my mind, and looking back on it the designs of the animals corresponded appropriately to the personalities they were representing. Minus the handful of over-ambitious dream sequences that were a little bit of a chore to get through and I might have given this a nod over Oxenfree. That split hair aside, Night in the Woods is a spectacular Narrative Exploration game and hangs in the upper elite tier of them with Oxenfree, Firewatch and Gone Home so if these games are up your alley make sure you do not make the same mistake I did and hold off on Night in the Woods for this long. ---YouTube Break #6--- Holy hell, I did not intend to turn my listing for Night in the Woods into a full-on review, but I could not help myself! Good news though dear reader, we are finally at the last YouTube break as we approach the final three entries of my Top 36 Gaming Experiences of the Year!!! So let us cleanse our palates from games for a moment and grab a Yoo-Hoo from the fridge and mix it with a shot of Rumchata as we watch my last YouTube recommendations. Cinemassacre started a new line of videos on their channel in 2018 that I got into called Rental Reviews. Those reviews are four guys gathering around and breaking down a new or classic movie they watched earlier that week and it reminded me of going to films with a few friends and hanging outside the theater for awhile rambling on about how much we loved or hated that movie. The Cinemassacre crew has some fun with the episodes with mini sketches introducing the episodes and random mid-episode gags. My favorite episodes from their first year that I recommend the most are for Star Trek V, Mortal Kombat: Annihilation, Rental Store Memories, Street Fighter, Die Hard & Commando. Now that we got all that movie criticism out of the way, let us proceed with the final three entries for the year. Thank you all to have hung in with me so far on this one-of-a-kind game of the year journey! PART 7 - RANKINGS 3 THROUGH 1 3) Returning to the Midwest Gaming Classic
From 2007-2013 one of my favorite times of the year was attending a local retro game expo, The Midwest Gaming Classic. Many great times were had there hunting down retro games, hanging out with an awesome forum community I once frequented, classic sessions of late-night karaoke and checking out tons of arcade machines and game consoles set up on free play. Unfortunately the timing of it always fell in a rough time of the year for me and it grew increasingly difficult to make time for it each year until it came down to where I had to stop going for four years. I was not going to make it this year again until a couple of my online gaming friends who I hung out with at MGC before and still keep in touch with asked if I was making it and that convinced me to pull some strings at work and manage to split up some vacation days I had coming so I was able to make the 12-hour drive out to Milwaukee and back home with a couple hours to spare before my first shift back at work. Bear with me as I give yet another shoutout to Glenn and Jeff for reaching out and asking me about MGC because it resulted in an awesome weekend with some wicked weather to dance around to make it there and back. Wound up hanging out and touching base again with tons of great people I had not seen in four or five years. We had a blast hanging out late night after the show playing SNES games on a projector until we were zombies and watching the spiritual successor to King of Kong in Man vs. Snake. It also helped that MGC has moved to a bigger and nicer venue from the last time I went with room to grow. It was like MGC got revitalized by having adequate room for the mammoth vendor halls, game museum, free play arcade and conference rooms for speakers and panels. I caught a few panels on retro gaming and hung out with On the Stick’s Joe Drilling talking wrasslin’ and retro gaming after his panel. I succeeded in my game hunting quest in the vendor hall to hunt down the last couple of NES PowerPad games I did not own, and accidentally came across a homebrew bag toss game I never heard of before called Tailgate Party that I picked up to complete the collection. It proved to be a epic time that I was barely able to pull off at the last minute, but I do not regret it because it was yet another classic MGC weekend for the ages! 2) Forklift Races
It is kind of hard to place how much I love both Shenmue I & II. I got a theory from 1997-2000 for people who played either Final Fantasy VII, Metal Gear Solid or Shenmue fresh off their release. For those three games, people would be so blown away by their then-groundbreaking new standards set for their cinematic cutscenes and ambitious narratives that they would remain forever loyal to that particular game and swear by it forever no matter how credible the negative criticism is out there for those games. That is exactly what happened to me with Shenmue as it was the first of those three games I played, and I have seen people react in near-identical fashion to the other two games. I am aware of the criticism for Shenmue and I will not deny it, but there is so much else going for it that won me over that it made me overlook it and enabled me to have one of the best single player experiences in a game ever. These last few years I was getting the itch to replay the original Shenmue when the Kickstarter was announced and funded in record time for Shenmue III. I was pleasantly surprised Sega quietly announced they were releasing a HD remaster of the first two games for current platforms to cash in on the upcoming sequel. As soon as the remaster collection hit in the summer of 2018 I dropped all other gaming and cruised through the first Shenmue within a month. I was initially trepid that the unique controls would be so outdated that Shenmue would be near unplayable. It was indeed a clumsy control scheme to get reacquainted with for my first 10-15 minutes, but after that I was whisked away back to 2000 again when I first experienced Shenmue and I was reminded how much I loved the setting of Dobuita. There are plenty of cheesy characters filled with so-awful-its-great voice acting that it was a treat reliving it all over again.
Like Night in the Woods I developed a regular daily routine while in the process of hunting down clues to find out more on who killed Ryo’s father so he could avenge his death. I would start off the day going to the local corner vending machines and grabbing an iced coffee and capsule toy. Ryo has got to have his morning coffee with the absurdly drawn-out drinking animation every morning like any other ordinary person! I would talk to as many regular shopkeepers I would about finding the latest clue and occasionally would have to battle off some street thugs for information or chase them down in a QTE sequence that Shenmue helped institutionalize among games. A guilty pleasure was visiting You Arcade nearly every in-game day for a round of a perfectly emulated version of Hang-On that I kind of was starting to ‘get gud’ at the checkpoint-based racer by the end of Shenmue. Eventually I got Ryo his infamous job driving forklifts as the plot came to a boil with Ryo hot on the tail of his father’s killer! Every day at work started off with a forklift race that had a catchy theme song I made up lyrics to nod along with for momentum. There was an achievement for winning a race…..it was the only achievement I failed to achieve! The penultimate 70-man mega-battle leading up to the final boss fight was a rush and a half to experience all over. Again, there was some outdated controls and other quirkiness that was noticeable, but it did not get in the way from my unabashed love for the series resulting in my replay of the orginal Shenmue being my second best gaming experience of 2018! I cannot recommend it for everyone as I have seen the nature of that game rub some people the wrong way and my only answer for that is Shenmue is not for everybody. My spirits were riding high after finishing it that I started watching GiantBomb’s endurance run of it recently, and I went out and tracked down the vinyl OST for Shenmue and additionally the vinyl OST for Hang-On as well. Yup, I am kind of into Shenmue just a hair or two. I did not start up Shenmue II yet off the remaster set and plan to plow through it before Shenmue III’s currently planned August 2019 release. 1) Oh my God, You Killed Connor!
After 16,000 words we are finally here at #1! I know Detroit: Become Human has some hot-button controversies around it and if you decided to avoid the game I totally get it and respect that. Now that I got that out of the way let me start by saying I have been a huge fan of Quantic Dreams going back to Indigo Prophecy and Heavy Rain. I even dug Beyond: Two Souls regardless of that title getting messy at a few points. I know each game has their fair share of nitpicks, but the thing Quantic Dreams nails is how they branch out their stories with its multitude of choice-based gameplay having actual impactful results in the narrative. This is not like most Telltale games where the greater arc stays the same, but the journey is slightly altered. No, characters can abruptly die when presented with a sudden major decision or major paths can be altered to skip entire levels. That is what I loved about Quantic Dreams’ games is these major chances they take on their games and Detroit absolutely kills it in these departments. Quantic also lives up to their past precedents set by moving the bar for Detroit being a true technical marvel and one of the best looking games this generation of consoles. This is coming from a person playing on a slim PS4 and not a 4K Pro system so I can only imagine the improvements if I were to play on a 4K setup. Like Heavy Rain and Indigo Prophecy, Detroit follows the story arcs of several characters. All four are androids at different states of becoming ‘deviant’ and thinking for themselves. Each character path has major moments where I had to pause the game and think over the imperative decision I was presented with. Quantic Dreams is clever at masking some choices as right or wrong that created some moments that I will never forget. Android Detective Connor and his human partner Detective Anderson were my favorite characters to follow throughout the game. Connor can get killed off like other characters in the game, but unlike other characters he is always instantly replaceable from the agency. I did not know that when my Connor perished in a jaw-dropping way I did not see coming. I instantly debated on rewinding my last save to play it differently, but I sternly stuck to my decisions the whole game no matter how they played out. I was relieved to see Connor come back and continue his love/hate relationship with Anderson, and eventually became amused by the inadvertent ways my decision making kept getting my Connor killed.
The other characters all had nearly equal major moments to get behind with a few examples such as saving a daughter from her abusive father in one of the most intense escape sequences in Detroit, rescuing a bunch of experimented androids from a psychopath, leading a android-rights revolution to trying to stealthily escape from the madness to the Canadian border. Quantic Dreams always has had Quick Time Events (QTE) button prompts handle the majority of their gameplay, and they have evolved it with each of their games to have the best implementation of QTE in gaming. Minus a few key moments they almost never result in a instant game over if one QTE prompt is missed and there usually is a few chances to correct a mistake in order to recover and win the scene…or you can intentionally fail and flub through a fight or chase scene like a dummy to hilariously disastrous results. Depending on how you succeed through the prompts and the narrative based decisions made results in an ostensibly infinite amount of endings for each character. Quantic Dreams introduced a remarkable new feature at the end of each scene where a branching tree of decision options is displayed showing the choices made and blank boxes representing other options available and the percentage of the connected PS4 users that picked each option. From this same dialogue tree box checkpoints can be selected to pick up right from there in the gameplay scene to change a decision you were unsatisfied with. After finishing Detroit within two days I took advantage of this and hopped into one key part of the plot where Connor is presented with a choice that essentially gets the ball rolling for the final two-to-three hours of gameplay. I replayed that final chunk of scenes three more times within a week to see big differences in the endings for each character. Some did not survive, others endings all my characters made it to the end while others wound up skipping out on some of the most pivotal scenes in the entire game based on earlier decisions. I knew two other coworkers who were on the fence on picking up Detroit who were fans of Quantic’s previous games and I insisted on borrowing out my copy and we later went on to thoroughly breakdown how we handled key decisions and our various endings. It is insanely rare for a game to cause me to replay it multiple times that soon and that is saying something special about Detroit: Become Human and why it is my #1 gaming experience of 2018. ---The End?---
My word tally count is now tipping over 17,000 words so I think I better end this. It took me nearly 10 days to write this, and I do not blame you if it took that long to read it. That said I hope this proved to be a best of the year list/round-up like no other you experienced! Once again, if you liked what you read and want more of my end of the year ramblings then I will refer you to my best of 2017 and best of 2016 top gaming experiences features. So until next year…..oh wait I almost forgot it would be inappropriate of me to suddenly end this without rewarding you with a few more YouTube recommendations! I failed in unearthing my all-time favorite SNL sketch of Sports Center with Ray Ramono and Tim Meadows, so this sketch on the origins of the iconic NBA on NBC Theme will have to suffice. Need a refreshing beverage after getting through this list; Dusty Rhodes has the answer for you! These sparring kickboxers needed some beverages after getting bombarded in their training session by a acapella group. Mr. Worf wants to drain his sorrows in other beverages after witnessing this montage of his fails. Finally, here is a nice compilation of background music for your home with the top 100 ranked N64 songs of all time. Ok that is seriously it for 2018, thank you again everyone for riding this out with me! If you want to send any feedback my way I would love to hear it so reach out to me on my Twitter @Gruel or email dkulas @ hotmail.com.
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mattodayo · 7 years
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The Games of 2017... so far
Inspired by a buddy of mine’s blog, wherein he listed his games of 2017. I decided to write up my own record of what I played this year. There are some notable missing games on my list, and that’s more of I haven’t gotten around to getting (to) them yet. Some games like Resident Evil 7, I haven’t played yet because I haven’t been able to track down a PlayStation VR yet (damn you crazy Japanese scalpers and your lotteries). Anyway, I’ll begin my list with
The Oldies (games that came out before this year that I finally got around to playing or just felt like replaying for various reasons).
The Last Guardian
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I started this game late last year and eventually finished it at the beginning of this year. Like everyone, I struggled with the controls and getting Trico to follow my orders. I trudged through and finished the game. The ending was quite satisfying despite how tedious the journey was. Was it one of the best games of last year? Probably not. Was it worth experiencing? Definitely.
Final Fantasy XV
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I heard mixed things about this game before I finally started playing it. I kept those impressions in check and played it for myself. The first half of the game is very good. The latter half, not so much. I didn’t think an open-world setting would work well with Final Fantasy, but surprisingly it did. I didn’t feel super attached to the characters or story, and was pushed even farther away when the characters pulled complete 180s. (Gladio, why do you suddenly gotta be a dick?). That said, the game wasn’t as bad as some people claimed it to be, but it wasn’t great. It’s a very middle of the road kind of game. (Ha!) Check out my review of Final Fantasy XV on YouTube for more of my thoughts on the game!
Katamari Damacy
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I saw this game was on sale as a PS2 classic on PS3 for like $3 or something. Crazy cheap! I’ve played a few of the Katamari games before, including this one but never actually completed it one. I rectified that with this game and enjoyed it just as much as I did before. It made me wish they would make a new Katamari game on consoles that was mobile, free-to-play bullshit. Put it on Switch please?
Overwatch
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This is unfair to list because it’s an evergreen multiplayer game. I came back to this game twice this year because of the events they do every known and then. Once was for the PvE Uprising event which I briefly played. The other was for the 1-year anniversary event. Whenever I play just for funsies, I usually just do the Mystery Heroes mode because it’s pretty low-stakes, and it gives me a chance to try heroes I don’t usually play as. Splatoon 2 is out soon, so I’m afraid that game will replace this as my go-to multiplayer shooter.
Devil Daggers
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I’m not much of a PC gamer, partially because I primarily use a Mac and partially because I can never wrap my brain around Mouse and Keyboard controls (excluding MMOs and RTS’s). Devil Daggers is a game that I found out about early last year, but it didn’t come out for Mac until pretty late last year. I found it on sale for $2 which is $3 less than its original price. After getting used to the controls and getting in the flow, I was hooked. My best score so far is like 80 seconds. But I think the appeal of this game is comparing your score with your friends’ on the leaderboards. Unfortunately I have no friends (who had this game) and so I generously decided to buy the discounted game for three friends. Two of which haven’t even touched it yet. The one friend who did play gave up early until I egged him on to beat my score. He eventually did and I haven’t played it since.
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Games of 2017
Disc Jam 
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Disc Jam is a 3D reimagining of the competitive Neo-God classic Windjammers. I haven't played this game as much as I'd like but that's mostly due to its focus on online multiplayer, which I have had no luck getting into a match. The local multiplayer is ok but I don't see myself sticking with it for long.
The Legend of Zelda: Breath of the Wild
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My first real game of 2017 was none other than Breath of the Wild. It was a great way to kick off the Switch launch and really benefits from the handheld mode. The game doesn't mess around though, I died within the first five minutes. As you learn how the durability, cooking and stamina systems work, the game is more manageable. With better equipment and upgrades, combat becomes trivial. That aside, the best thing about this game is the massive open world. Discovering and completing shrines never gets old--except those combat trials...
SnipperClips: Cut it Out Together
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SnipperClips is a game that caught my eye because of its interesting concept and because it came out when there were no other Switch games. Solving the puzzles is fun and I enjoyed working together with competent players.
Mario Kart 8 Deluxe
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Mario Kart is another early Switch game I picked up during the launch drought. I think I got into this one more than the original game because I was determined to get Golden Mario, which requires you to win gold on every cup on 200cc. Also the new battle modes and arenas are fantastic additions.
Mass Effect: Andromeda
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One of the biggest disappointments of the year so far. I liked the Mass Effect series a lot and I was legitimately excited for this reboot. Unfortunately, everything about being a pathfinder fell flat. Every planet you settle has the same tasks for you to complete and the conflicts you dealt with weren't interesting either. The combat is probably the most positive thing I can say about this game which was good. Overall, this promising game was quite boring.
Persona 5
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Excuse the hyperbole, but Persona 5 is fucking rad! The game oozes with style and satisfies the JRPG craving people have been demanding for years. While I may have spoiled myself with last year's Tokyo Mirage Sessions, I loved this game as well. The battle system is the best the series has ever been to date. While it does fumble some parts of the story, there are some pretty elaborate plot twists. I think I prefer Persona 4 to this, but it's still awesome in its own right. Highly recommended.
Yooka-Laylee
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I've been following this game since its lowly kickstarter origins. While I didn't contribute to it personally, I was still eager to see how a modern-style Banjo-Kazooie game would fare in 2017. Unfortunately, it still plays like a 1998 game with all of the quirks of that era. It satisfied my 3D platformer collectathon needs, but I'm hoping they'll polish up the mechanics in a sequel. If you want my slightly longer take on this game, check out my review!
Snake Pass
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The other 3D platformer homage plays very differently from Yooka-Laylee, but has many of the same trappings of that game. The levels are much smaller in scale but are filled with secrets for you to discover and collect. The biggest hurdle this game has is its slightly unorthodox controls and play style. Controlling the snake takes some time to get used to, and even I haven't completely mastered it. The levels are relatively short, but if you're trying to 100% everything, the game can be pretty frustrating with brutal checkpoints and tight margins of error.
NieR: Automata
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I've heard many good things about NieR: Automata, and after seeing it on sale, I decided to give it a try. At first the game felt boring because I wasn't feeling the combat or the general vibe of the game. It basically felt like anime Terminator. After completing the first two playthroughs though, things start getting crazy and I knew I had to see it to the end. As unattractive as "playing through the game 5 times" sounds, it's totally worth it.
ARMS
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I played the test punch sessions and was convinced that I wanted to play this game. It's a very different fighting game compared to others. Master Mummy is my main as I prefer to be defensive and I like his ability to heal himself. I also enjoy baiting opponents into grabbing me and then countering them with my giant megaton punch. Also, I don't care what anyone says, the motion controls are garbage.
Ultra Street Fighter II: The Final Challengers 
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This is the worst example of a Capcom cash grab where they charge $40 for a port of a 9-year-old game that was $15. The appeal of grab 'n go Street Fighter and some discount points on my Amazon.JP account were enough to convince me to get it, however. While the game seems like a ripoff, it’s still better than Street Fighter V.
And that’s all folks. See you in about six months with my final Game of the Year 2017 list. If you want to see my Top 10 Games lists for 2016 and 2015, you can view them on YouTube.
Matt’s Top 10 Games of 2016
Matt’s Top 10 Games of 2015
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game-refraction · 8 years
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Game Review: Resident Evil 7 - Biohazard (PS VR)
  I opened the door to the cellar and descended down the stairs. Even before my first foot was placed firmly on the wooden plank below I could hear a heavy erratic breathing and creaking of stairs below me. Soon after hearing those disturbing noises, all while surrounded in pitch black darkness, small white arms appeared, attached to a small thin body that crawled up the stairs towards me. She lunged up at me and laughed as she picked me up and threw me back up through the door frame. I got to my feet to attempt to get away, but she charged at me, knife in hand, and starting slashing away at me, grinning the whole time.
Resident Evil 7: Biohazard brings its survival horror via a first person perspective. While this isn’t the first time the franchise has had this viewpoint, it is a new concept to the main numbered series. This perspective brings with it a new way to explore a Resident Evil game while also allowing it to return to its roots and lean far more on fear than straight-out action. Resident Evil 7 is nearly a masterpiece and a solid return to form.
As different as one would think a first person Resident Evil game would play, there is so much here that echoes that of the original 1996 PlayStation release. You still have a protagonist armed with various forms of firepower, themed keys, complex puzzles, herb based medical supplies and a maze-like home that continues to give even when you think you’ve explored each and every corner.
The Resident Evil games have commercially and critically gone downhill since the 5th in the series, with its 6th entry being the worst received of the entire franchise. Resident Evil 4 had been one of the best-reviewed games in the series and a turning point for 3rd person shooters altogether. The balance of horror and action was sublime and many thought this was, in fact, a sign that the future of Resident Evil games were going to succeed, and boy were they wrong. The series then left a lot of its survival roots behind and focused more on the shooting aspects altogether thus turning the series into action horror than one of survival.
Back at E3 in 2015 there was a tech demo from Capcom called “Kitchen” and it was for the upcoming VR headset that would eventually be called PlayStation VR. This demo was then later on revealed to be a glimpse at what the future of what Resident Evil was going to be. It was clear then that Resident Evil was going to follow in the footsteps of several recent horror games and be presented as a first person game. Throughout my playthrough of RE7, I couldn’t help but see so many horror influences here, from movies and games like Texas Chainsaw Massacre, Outlast, P.T. and even Alien: Isolation. It also should be noted that many horror games throughout the years have borrowed from the original Resident Evil released back in 1996, so maybe we have just come full circle in who inspired who.
The basic structure of the story here is equally reminiscent to that of mid-2000 horror movies, with a few of those references I can’t mention due to ruining the core story, let alone the whole reason for the freaky things that go on here. You play as Ethan, a man who learns his dead wife Mia isn’t quite so dead and goes to Louisiana to track her down. You end up at the homestead of the Baker’s, a family that seems lifted right out from Texas Chainsaw Massacre.
Almost the entirety of RE7 takes place at or around the Baker homestead, a location that has just as much creativity and mystery as the Spencer Estate did back in the original Resident Evil. There are themed keys and secret areas that unlock through your natural progression in the story, with a few locations that need some backtracking to locate or unlock once you’ve discovered a special key or lockpick. This location is the gift that just keeps on giving and it is these small intimate locations that trump the atmosphere you get in any open world game. The level design in RE7 is just superb and constantly had me paranoid around every corner, even when I knew the danger had passed.
Where the original Resident Evil had many things to kill, this is where RE7 sadly stumbles; enemy variety. You only have a small handful of enemy types and they can become more frustration than excitement. While I’ll get to my opinion on VR and non-VR later on, because there is a huge divide on quality there, the monsters tend to be more bullet sponges than anything else. You have what are called the “Molded” and these tar-like monsters come in upright on two legs or ones that tend to stay on all fours. These encounters on harder difficulty can be nightmarish and with the aiming system what it is, you’ll spend a ton of bullets taking them down or attempting to. There are also some large flying bugs later on that pretty much are limited to a few encounters and are not found in high numbers outside of those moments. Other than that, you have your boss encounters; Jack, Marguerite, Lucas and two more encounters I’ll not reveal. I’ve also seen a few encounters happen differently than that of my own, adding a bit of unpredictability to each playthrough, and creating a greater sense of paranoia when you don’t know what is going to happen.
Several encounters with the Baker family take place in VHS tapes that you’ll find and view during the roughly ten hour playthrough. These tapes are essentially playable scenes where you embody another character and see events that happened before you entered the Baker home. These tapes almost act as a time machine as you can effect things in the past to help Ethan in the present. One of those effects is unlocking a locked drawer early on by finding the lockpick at your feet at the start of the first VHS tape. Unlocking this drawer as Clancy will allow Ethan to benefit from what is in the drawer. There are a small handful of these tapes and each of them are vastly entertaining with one resembling something straight out of a saw movie.
The Baker family is easily the true highlight of the game as each member of this family is sick, twisted and just pure fun. The problem with a lot of the gaming industry is its lack of inclusion of genuine silliness in games. When the original Resident Evil came about, it featured awful voice acting, absurd situations and a campiness to it that garnered it a cult status. With lines like “That was too close. You were almost a Jill sandwich!” or “Jill, here’s a lockpick. It might come in handy if you, ‘the master of unlocking’, take it with you.” Both of which are famously remembered when discussing any cheesy dialogue from video games history and is right up there with “All your base are belong to us.”
Games like Outlast had you escape encounters instead of embracing them, putting the “survival” in survival horror. Resident Evil allows the use of powerful weaponry, so there is no need to stuff yourself into a locker and hope that whatever is chasing you didn’t notice you pop in there. While there are moments in RE7 that require you to hide, it is usually behind some sort of box, table or pile of debris. Bringing the heat to the Molded and said bosses, Ethan has access to various handguns, shotguns, a knife, grenade launcher, flamethrower, and more. Depending on the difficulty you’ve chosen you’ll find ammo littered around to use sparingly or just go Rambo on anything that moves.
There are some issues with regards to combat that can hurt the overall enjoyment. Some of the encounters when you are trying to escape can be a pain when you are boxed in, as there is no shove or dodge mechanic at all, forcing you to expend ammo when you really wanted to conserve it. Speaking of ammo, let’s discuss the best way to play Resident Evil 7; VR.
My first and full playthrough of RE7 was entirely in VR, from start to finish. After completing the game I booted it up in 4K on my PS4 Pro and started up a new game. Once I had to shoot down my first enemy, I suddenly realized that RE7 in non-VR just wasn’t nearly as good. Well, that’s not true, I realized that well before I had my first gun. The way the VR allows you to see your entire peripheral vision is unmatched as is the way it allows you to aim. In VR you only have to move your head small amounts to get that much-needed headshot and the cursor for doing so is far more apparent. Without VR I was struggling to get a solid shot and it was frustrating.
The way VR enhances Resident Evil 7 is incredible, and not once did I get sick or too dizzy to keep playing. Sure, I had a moment or two where I had to slow down and pause the game for a second, but eventually, I went three to four hours of straight play without becoming light-headed or nauseous. There are vast amounts of settings to enhance or assist in how VR works for you. RE7 does the same thing another VR game I’ve seen do, and that is fading in and out each time you move the right stick, this assists in turning so that the fluid movement doesn’t make you sick. It takes a while to get used to and turning it off resulted in getting dizzy real fast, so I recommend to stick with the default setting. There are several moments in the game that are not in VR and it pans out to a theater style view. These are moments when the camera must be directly focused on something and needs to prevent you from looking around. There are also several moments when you are knocked down or jump down to a lower location that results in a quick fade in and out.
Despite any issues with VR, I enjoyed the game far more with the added perspective and immersion that VR brings. Locations gave me a sense of claustrophobia that I didn’t feel when not wearing the headset. Locations and people felt far more real and made me truly appreciate this game for what they intended to do. When a character grabs your hand, you feel far more connected to them as opposed to just seeing it happen on screen. There are also several moments in the game where it gets right in your face, a design that is obviously crafted for VR in mind. About the only thing that VR doesn’t have that non-VR does is a full body given to Ethan, as well as shadows that accompany said body; VR has floating arms and no shadow given to Ethan.
Health is another issue that is problematic with VR and non-VR as it can be a visual nuisance on both, but a far bigger one in non-VR. Ethan has a pebble watch attached to his wrist, not joking, and it shows your health as you take hits and cuts from various foes. In VR this is a circle effect around you, growing more red the closer you are to death. in non-VR you have blood effects on the screen and should you even be at 90% health, there will be blood effects on the screen, annoying you. Ethan already has a watch to show his health, these effects could have been completely left out and had us rely on the watch until giving us some visual warning for extremely low health.
Visuals will vary depending on how you play Resident Evil 7. The Xbox One and PS4 versions are virtually identical, whereas the PS4 Pro’s 4K mode and PC versions are easily the best in terms of visuals. The VR approach on the PS4 is far less impressive due to the resolution restraints the headset has, but rest assured this is the best way to play this game – bar none. The locations are packed with detail, dirty and filthy and just impressive. Sinks are filled with dirty plates, cockroaches and various bits of food, equally detailed with hundreds of maggots. RE7 is an aesthetically pleasing game on all fronts.
After playing through the entire game in VR and a solid portion without, Resident Evil 7 is superb regardless of platform. I will state that my 4.5/5 rating of the game is for its VR offerings and my experience with RE7 not in VR rates a solid 3.5/5. The game is just vastly better in VR in terms of difficulty, immersion, and function. Playing Resident Evil 7 in VR was thrilling, terrifying, and made me paranoid with each step. There are so many settings to make sure that your VR experience is an enjoyable one, it makes me wish that games like Robinson Journey, a game made solely for VR, would offer as many settings there to allow me to enjoy it without feeling ill. While my experience with it not in VR may be the result of a ‘been there done that’ approach to a second playthrough, I didn’t feel nearly as scared or immersed in my surroundings, because well, these locations were not really around me and neither were the threats looking to soak up my bullets. If you have been on the fence about purchasing a Playstation VR, well, this is that killer app that makes the purchase, albeit an expensive one, worth it.
Resident Evil 7 is a solid return to form for the Resident Evil series, a horror game that while not terribly original has us all excited about taking another trip to this once wonderful franchise, and that, regardless of any platform, is a very good thing indeed.
To get a taste of what Resident Evil 7 offers, check out the following trailer. As is the case with all the launch trailers surrounding this game, it does contain a lot of scenes from later on in the game, so huge caution for spoilers and story elements I’ve kept quiet on in this review, you have been warned.
  Game Review: Resident Evil 7 – Biohazard (PS VR) was originally published on Game-Refraction
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entergamingxp · 5 years
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DualShockers’ Favorite Games of 2019 — Iyane’s Top 10
December 31, 2019 12:00 PM EST
2019 had a lot of cool mecha related games, but a lot of other great games from other genres too. Here are my top 10 from this year.
As 2019 comes to a close, DualShockers and our staff are reflecting on this year’s batch of games and what were their personal highlights within the last year. Unlike the official Game of the Year 2019 awards for DualShockers, there are little-to-no-rules on our individual Top 10 posts. For instance, any game — not just 2019 releases — can be considered.
I assume anyone who clicked on this wishes to read me talking about myself and my Unneeded Opinions (one of my favorite sentences of 2019), so I’ll do just that. 2019 was another year that went by in a flash. I’ve reached my first anniversary writing on DualShockers in September, and I’ve been pretty busy overall. As such, there are multiple games on this list I actually didn’t finish yet.
There are many games released in 2019 that I was really hyped about but didn’t have the time to try out yet either, and I’d like to start by listing some of them:
We first have games I’d consider mainstream, such as Devil May Cry 5, Judgment (I actually bought it in Japanese) Astral Chain. Then you’ve got more niche things, like Daemon X Machina (I’m waiting just in case a PC port gets announced), the Grandia remasters, SaGa Scarlet Grace, and Friends of Mineral Town Remake.
Lastly, we’ve got some visual novel games: Berubara Gakuen, Gnosia (Japanese outlets hyped up this game in a similar fashion that what happened with Disco Elysium in the US and Europe), Ciconia Phase 1 (the thing I was actually hyped for the most in 2019), Eve Rebirth Terror (idem), and the Yu-No remake.
I’m on a quest to play everything that Hiroyuki Kanno wrote after getting my mind blown by Eve Burst Error. Yu-No is one of these things, but the character design in the remake is bland as hell. Ryou Nagi is a great artist, and you can see that with Heavy Object or Ar Tonelico, but for some reason, everything remake-related he touches turn into the blandest thing ever. The same thing happened for the newest Langrisser I&II remake; it’s like some huge conspiracy. As such, I’ll probably grab the Yu-No remake in Japanese, as that version includes a port of the original.
Anyway, that was just a small intro to show my tastes and what to expect in this ranking. Here are the games I’ve enjoyed the most in 2019, and note that it’s not only games released in 2019. Also, note that the top 5 are all pretty much my top 1.
10. Cyber Troopers Virtual-On Masterpiece 1995-2001
I suck at Virtual-On. But I love it, especially Oratorio Tangram, and being able to play it remastered on PS4 is nice. The only thing these ports of the three Virtual-On games sadly lack is local multiplayer split-screen. Virtual-On is the originator of Gundam Vs like games and all the anime 3D arena battlers of varying quality releasing each year, and it’s the best one there is.
Other games I considered for this position were Destiny Connect, Shenmue 3 (which I didn’t play myself and watched an online friend’s playthrough), and Zanki Zero (I was supposed to review that but ended up never finding the time to finish said review). I picked Virtual-On because it didn’t require me to write 2000 words to explain my mixed feelings about it.
9. Space Engineers
According to Steam, I’ve played 47 hours of Space Engineers with my online friends. I’m pretty sure at least 20 hours of that was us trying to figure out how the game works and being annoyed and how counter-intuitive many elements are. This includes reading wikis and only to realize it’s outdated info, looking for Uranium only to realize you can’t find any on planets, or trying to design vehicles, copying blueprints and recreating them block by block. And a lot of other dumb stuff.
Besides all these frustrations, Space Engineers is my favorite multiplayer game I’ve tried out this year and I’ve made some great memories with it, as an online friend streamed some of our adventures too. I’ve tried making the Senegalese flag with wind turbines (too long to explain): we managed a trip to a moon and putting the Algerian flag on it (a French joke too long to explain) and we did a MASK opening sequence parody with a vehicle parade.
8. Ocarina of Time Randomizer Version 5.0
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I actually put this on my list last year as well, but seeing that the game’s meta has changed since then, this is fine. Again, I don’t have the time to play this myself and enjoy watching races instead, This year, ZeldaSpeedRuns held the OoT Randomizer Season 2 tournament, which ended in June with the victory of Marco against WTHH.
Now, the Season 3 tournament bracket matches just started in early December, with the version 5.0 0f the mod, changing the meta. We’ve already got a surprising upset, with first tournament winner and 2nd qualifier ATZ losing against 31 qualifier Killerapp23. Getting into detail would take too long and be incomprehensible if you’re not already into OoT rando, so I’m just gonna say this is the most interesting esports thing to watch ever. And like I said last year, it’s incredibly fun.
7. Wing Commander IV: The Price of Freedom
Wing Commander IV is one of the many games I’ve played in my childhood which left me with a huge impression. Along with things like Shenmue 1 & 2, this is one of the games I used to regularly quote until my high school years or so. I’ve finally got the time to rediscover the game this year. I didn’t end up replaying it myself though and watched a full playthrough of it. It was really interesting; I remembered many iconic scenes from the game and some characters, but I had no idea what the overall story was about anymore.
It’s surprising how anime space opera the story is, and I wouldn’t be surprised if something Japanese inspired the story. It all comes to Japan. This also made me realize, in a sense, that Wing Commander IV is pretty much one of the first visual novels I played and what made me enjoy well-written stories and choices. This is also what made me both love and hate draconian choices, multiple routes and characters’ deaths. I hate not being able to save characters.
6. Romancing SaGa 3 Remaster
Back in my childhood I tried playing Romancing SaGa 3, as it was among the various SNES roms I had at disposal. I quickly realized that it’s completely different than most RPGs and unlike many games in Japanese such as Super Robot Wars 4: I couldn’t trial and error my way through.
Around 18 years later, Romancing SaGa 2 Remaster comes out in 2017; it’s awesome, and a masterpiece. And then in 2019, Romancing SaGa 3 Remaster is finally out and it’s even more awesome. I’m currently in the final area of the game after playing as Sarah, because she has a fluffy afro ponytail. I just wish the game had a turbo button.
Tie-in 6. Persona 5 Royal
This is a tie-in as that’s an enhanced version of a really recent game, which was my 2016 favorite. I purposely played through Persona 5 only once, only maxing the coops and not doing much of the other side content, in case such an enhanced version ever released.
Even then, and even considering how much of a masterpiece that Persona 5 is, clearing such a long game again is annoying. Most of the new scenes I’ve seen so far, most notably Kasumi’s and Takuto’s scenes, are all incredibly nice though. The renewed dungeons and bosses’ designs are fun, and Joker is even more Lupin The Third-like with the wire hook, but there’s nothing groundbreaking either. I’m far from reaching the new part at the original’s ending, as I’m just about to reach the Hawaii part. Hopefully, it’ll be a nice ride.
The five games below are all my actual number one.
5. 13 Sentinels: Aegis Rim
I’ve been waiting for 13 Sentinels since when it got announced in 2015. I could even say since 2013, as I hoped a game related to the Vanillaware Happy New Year 2013 Geroge Kamitani artwork above would come out someday. I had incredibly high expectations for it and none of it were betrayed as of now.
It’s awesome. It’s fully-voiced. It’s got giant robots. It’s the most beautiful (2D) game since forever. It’s like if an old Japanese adventure game got made with current technology. It’s a shame the game bombed in Japan. If you’re interested, I’ve written more about the game, and I’m recording myself translating the game as I’m playing through it.
4. Ys IX: Monstrum Nox
Ys IX: Monstrum Nox is amazing on all points. I’ve rarely had so much fun walking around and exploring a city in a game. I think what makes the game the most amazing is how it’s pretty much the culmination of the Ys series since it switched to the party system, and as if one of the first versions of the first Ys games were transposed to 3D. The verticality of the environments is used so well you can still feel lost despite having a map. Falcom might pretty much be one of the smallest, penniless studios in Japan despite its longevity; they still make the best action RPGs ever. What I’ve seen of the story so far is particularly amazing too, and Toshihiro Kondo is a good writer along with being a good company president.
I’m currently taking a break from the game after reaching what I guess is around 1/3 of it. I was so hyped I had to play it at launch, but I want to do all the other Ys games I didn’t do yet first, even if it’s absolutely not necessary to understand the story. I like being able to understand every single reference in a series like this. I’m the kind of person who wishes to know exactly how many times Kazuya and Heihachi threw each other out of a volcano/mountain.
3. Super Robot Wars T
I didn’t play Super Robot Wars V nor SRW X as they initially didn’t release on Switch. If we don’t count SRW OG Moon Dwellers, which was on my top ten 2018 list, SRW T is my first SRW game since the SRW Z3 finale on PS3 in April 2015. It’s pretty great, be it the story, its cast list, or the animations. Everything about it is nice. Having things like Cowboy Bebop, Gunbuster, Rayearth, Gun x Sword, and Captain Harlock together feels incredible. It’s extremely sad that Captain Harlock’s seiyuu Makio Inoue passed away right after he finally got in SRW.
A new OG anime directed by Obari and a new OG game would be nice. I’m happy the series seemingly won’t get a new game in 2020, so the development teams can take their time.
2. Fire Emblem Fuukasetsugetsu / Three Houses
This game has my favorite cast of characters in a Fire Emblem game, along with Fire Emblem Seisen no Keifu/Genealogy of the Holy War, and I could write a 1000 word article on every single character on this picture (if I was paid adequately for it). This is only one of the many reasons why I like this game. In a nutshell, I’d say I love the fact that I find it very innovative and yet similar to the other Fire Emblem games I’ve played and liked so far, and how it’s true for every aspect of the game.
Check out DualShockers‘ review for Fire Emblem: Three Houses.
1. Project Sakura Wars/ Shin Sakura Taisen
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This opening sequence has over 1.7 million views, and half of these are all me. While I’m not done with Shin Sakura Taisen yet, I fail to imagine how the game could even disappoint me so far, seeing how amazing it is. Before the game launched, I wasn’t concerned about the battle system change, but whether the new cast would be interesting or not. If there was a world Guinness record for most baseless worry of 2019, this would get it. This game got everything that makes Sakura Taisen so awesome. The strong female characters, the cool mecha, the great worldbuilding, the comedy. It’s a great new start in the series and I hope we’ll get more. I shared a few impressions on the game and just like 13 Sentinels, I’m recording myself playing the game, translating at the same time.
That’s it for my top ten.
If you’re wondering about my expectations for 2020, the game I’m looking forward to the most so far is the Seiken Densetsu 3 remake: Trials of Mana. Then we also have things like FF7R, Rune Factory 5, Space Channel 5 VR, Brigandine…I’m also eager to see KOF XV even if I won’t play it. Lastly, 2020 will also mark the tenth anniversary of the Pretty Series franchise. The Pretty Rhythm anime seasons and its King of Prism sequels were my favorite anime of the decade, so I’m looking forward to what Avex and Takara Tomy have in store for the anniversary, and if we might get some games other than arcade games out of it.
I’m planning to stay on DualShockers and keep writing about Japanese games in the new year. I don’t have the time nor the paycheck to cover every single news as fast as possible, but I always try to bring to the table as much info as I can, along with relevant translations and observations. Hoping you’ll keep reading us in 2020.
Check out the rest of the DualShockers staff Top 10 lists and our official Game of the Year Awards:
December 23: DualShockers Game of the Year Awards 2019 December 25: Lou Contaldi, Editor-in-Chief // Logan Moore, Managing Editor December 26: Tomas Franzese, News Editor // Ryan Meitzler, Features Editor  December 27: Mike Long, Community Manager // Scott White, Staff Writer December 28: Chris Compendio, Contributor // Mario Rivera, Video Manager // Kris Cornelisse, Staff Writer December 29: Scott Meaney, Community Director // Allisa James, Senior Staff Writer // Ben Bayliss, Senior Staff Writer December 30: Cameron Hawkins, Staff Writer // David Gill, Senior Staff Writer // Portia Lightfoot, Contributor December 31: Iyane Agossah, Senior Staff Writer // Michael Ruiz, Senior Staff Writer // Rachael Fiddis, Contributor January 1: Ricky Frech, Senior Staff Writer // Tanner Pierce, Staff Writer
December 31, 2019 12:00 PM EST
from EnterGamingXP https://entergamingxp.com/2019/12/dualshockers-favorite-games-of-2019-iyanes-top-10/?utm_source=rss&utm_medium=rss&utm_campaign=dualshockers-favorite-games-of-2019-iyanes-top-10
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