#gameplay: cosmic stage
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📩 Simblr question of the day: What are some of your favorite behind-the-scene screenshots? I'm throwing this out to gameplayers, storytellers, renderers and the like :) Я уверена у тебя там много красивого😎✨
Вообще, я думала, я все выкладываю, но в итоге оказалось, что есть что показать и даже на целых два поста (сначала хотела объединить ответ на два таких аска, но в итоге все скрины не помещаются хдд). Не знаю насчет красивого, но точно закадровое и архивное, так как выкладывать эти скрины, я уже и не планировала, хотя мысль вернуться к гейплею после событий ниже периодически возникает.
Есть у меня такой мужчинка образца 2019-2021 годов, который планировался в пару этому персонажу, но начала отыгрывать предысторию, и так они у меня до сих пор и не встретились.
Ворнинг! Конец тут не счастливый.
Это Джон Ливингстон. На текущий момент бывший военный и отец одиночка. Со своей будущей женой он познакомился, когда его часть отправили на Сулани, чтобы вызволить застрявшую там группу ученых. Всю заварушку описывать не буду, но смысл в том, что ученые, ведомые своим любопытством узнать тайну острова, влезли куда не следовало, и в итоге чуть не огребли от местных жителей. Пришлось даже маскироваться, пока ждали подмог�� хдд.
Оказалось, что Карла (будущая жена в костюме зайца) не только наукой занимается, но и имеет воинское звание, даже выше, чем у Джона, поэтому он тут ей честь отдает. Ну, а потом она ему честь отдала... в неожиданном месте... Так у них и закрутилось-завертелось.
фурри какое-то ей богу хдд))
Уже после свадьбы (которая была аж в 2019 году), служба снова забросила их в одну часть, в этот раз в Стрейнджервиль.
Пока Карла изучала странную фауну города и пыталась выудить информацию у местных, Джон в основном только драки в барах устраивал.
Капитан, тебе б солдат своих разнять, а не глазки чужим женам строить.
Тут, конечно, надо уточнить, что дрался Джон, как раз из-за того, что к его жене вечно кто-то подкатывал.
И тут история Карлы и Джона, к сожалению, закончилась. Самоуверенная, любопытная женщина, получив наводку, одна отправилась в заброшенную лабораторию, да так и не вернулась.
Что обитает в подвалах той лабы мы и так с вами все прекрасно знаем...
FIN
Пользуясь случаем и дабы не засорять ленту, а то что-то много слишком последнее время этих активностей, @thedreaminggoldfinch спасибо за поезд любви))! это все так же взаимно)))💗💗💗
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Nintendo could make their own version of Lethal Company that's Mario themed.
Hi, hello, I just woke up from a dream this morning that made it seem possible. Here's the gameplay mechanics/narrative that my conscious mind is putting together for this idea that came to me when I was asleep:
Players are Mario, Luigi, and whoever else, in an isometric multiplayer platformer. They ride in an airship to a salvaging zone, dismount, then run around grabbing stuff and dodging bad guys/corrupted guardians. Each salvaging zone has a randomly generated topography with randomized loot and guardians. Once they've brought enough loot back to their airship, the heroes have to decide which 1 of 3 offices to sell their haul to. Each office has a different layout and will pay extra for specific items.
Princess Peach's office is a modernized castle, there's relaxing gardens with fountains and hedge mazes. The princess wants stuff like durable sports equipment and fragile tea sets, things that are easy to carry. The vending machines in her castle-office sell power up mushrooms which makes player characters more resistant to bad guy attacks. Toads wandering around the office campus will give the player characters random free stuff.
Wario's office is a golden casino that's ostentatious and filled with strange criminals. Wario wants gold bricks and locked vaults, things that are so heavy that it slows whoever carries it. Players can gamble away their money at various minigames scattered throughout the office-casino. The eccentric crooks (warioware chararcters) can be hired to make the next salvaging zone easier to navigate. They can put the guardians to sleep or paint arrows towards hidden loot. The problem is that these mercenaries are incompetent and/or treacherous so they might do the opposite of what they were paid to do.
Finally, Browsers office is a dangerous dark fortress filled with lava and koopas. Bowser wants portable traps and explosives, things that will hurt if dropped and/or stepped on. Power Ups like the fire flower can be found in his fortess-office, located at the ends of deadly obstacle courses. Koopa Troopers can be hired here as loot porters, while Dry Bones can be recruited to distract the bad guys.
The villain in this adventure is the Interstellar Investor, it is the CEO of the GlitchBug Investment Firm. It pressured Peach, Wario, and Bowser into selling their properties by giving them humongous amounts of money... and corrupting their file data a little bit. The Investor doesn't actually know what to do with the real estate it acquired so it's ordered constant remodeling projects for the locations, just to look busy, hence the creation of the randomized salvaging zones.
Peach, Wario, and Bowser have used their new fortunes to buy offices for themselves. They are forced to live in these locations with their "employees" because GlitchBug Investment turned everyone's homes into the salvaging zones. They don't miss their old homes but they do miss their stuff. So they got together and bought a computer controlled airship for Mario, whom they hope will steal their stuff back.
Mario (and friends) have a different goal, he wants to disolve GlitchBug Investments by buying controlling shares in the firm and then shutting it down. That's where the genre defining cash quota objective system comes into play.
As the player characters buy more shares, they will get anonymous emails on their airship computer that reveal secrets about the Interstellar Invester, it's corrupted guardians, and GlitchBug Investments.
Those secrets should tell a horrifying yet sad story:
Imagine if you, everyone you knew, and your very reality was designed to teach children about the wonders of capitalism. But everything doesn't exist yet, it's being assembled by gods who are cutting corners and squandering resources. They do such a bad job working on their project, that is your entire existence, that it gets cancelled by Nintendo in the mid-1990's. Everything goes dark, and in the darkness you discover little packets of reality that you can manipulate. You mess around with these packages in the darkness for decades until you build a portal to someplace else. This new place is Nintendo's more successful Super Mario and less successful WarioWare franchises. It's a bright universe that is as beautiful as it is incomprehensible to you. You turn this alien reality into someplace habitable for yourself and all your friends, so that all of you no longer have to live in the dark. You are the Interstellar Investor.
#lethal company#mario#luigi#princess peach#wario#bowser#concept#cosmic horror#eldritch horror#creepypasta#late stage capitalism#alternate history#alternate reality#inscryption#office#office workers#gameplay mechanics#the magic circle#ocs#warioware#the amazing digital circus?#alternate universe#au#super smash bros?#capitalism#game concept#story idea#offices#crossover#fan fiction
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I have so many edits and art that I haven’t posted for any reason. If this post gets one like I might post my plasma pea pvzh edit lol
#I’m getting really into pvz heroes again and it’s getting me very invested in making alternate playable characters for each of the plants#(would do zombies as well but they’re a loooot harder to edit)#like I’m thinking of making a post breaking down what gameplay changes they would have#ie what their stage would look like. what idle movements and celebration animations they would make#what their intro comic would be about#what their corny description text would be#what their signature superpower would do and how it would give them a distinct play style from their base hero#for example my plasma pea is based off green shadow and I think they’re enemies. unlike gs she refuses to work with others and is a lot more#unpredictable and vicious#her stage would be cosmic themed like beta carrotina and her super would be unreliable but powerful if used right#probably would be kabloom and mega grow like cc to play into her having a more aggressive play style#what am I talking about
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From: Nintendo World (May 2009)
Complete evolution in a remake. Originally released in the competition's first generation, the game Klonoa became famous for uniting graphically superb scenarios, hyper-fun platform gameplay and a very charismatic protagonist in the same package. Now, with this Nintendo Wii remake, things... have changed little. At first, you'll notice that this game is a kind of "remake on steroids": it's exactly the same thing you saw on old consoles, but now with sharper graphics, 3D scenery that really looks 3D, and a or other gameplay tweaks. Despite offering absolutely nothing new, it manages to amuse up to a certain point. Klonoa tells the story of a type of "humanoid rabbit", who, after falling from a gigantic ring coming from space, gains a little friend called Huepow. Later on, the protagonist has a nightmare of pirate ships and dark clouds, and wakes up only to discover that his imagination has become a reality. Now to investigate why this is all happening and prevent the world from being swallowed by darkness, you must take the rabbit and his cosmic friend through a series of levels in the best platform style, while unraveling mysteries in real time. Graphically, the game is quite beautiful, I admit. The settings are alive, verdant, remarkably designed and well designed. You even get a sense of depth, although you can only move in two axes. You use a button to jump, which when pressed continuously will make Klonoa float for a short time. In addition, the intrepid hero has a ring that allows him to capture enemies and throw them in three spectrums of movement - front, back, and background. Couple this simple but responsive gameplay with superb graphics and gorgeous cutscenes, and you have a platform game worthy of the glimpse of excellent RPGs. The problem is that the game is kind of short, and at times too easy. The enemies succumb easily to your movements, while it is difficult for them to overthrow your character. Despite the air of innovation that this Wii version manages to give, you can't deny that the primary objectives can be completed without major mishaps. At least the boss battles can be a bit of a headache, which keeps the replay factor of this title at a really satisfying level. But don't expect epic fights or find an enemy that can beat you right away: as I said before, it's relatively easy to overcome obstacles, and all you'll need here is a little attention. Of course, stupid blunders like "jumping beyond the reach of the ground" and the like won't be forgiven by even the dumbest of your naysayers. The extras are really good: reproduction of the game's music, reverse mode, visualization of the concept models of the primary stages of development of the game. Everything you're entitled to and more. It may not be innovative, but it's worth the investment.
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[Review] The Legend of Korra: A New Era Begins (3DS)
A cromulent companion game.
Platinum's console/PC Korra game was accompanied by a 3DS release. Well I say accompanied; unlike that game, Activision only bothered to release this one in North America. Now I finally have a chance to play it thanks to custom firmware! I know developer Webfoot Technologies best for their Legacy of Goku GBA games, and now here they are with another handheld game based on an animated licence. But how does this tactics RPG stack up against its action sibling?
Despite the new subtitle, this game is built on the same story as the console game. Creepy old guy blocks Korra's bending, the alliance of Triads/Equalists/dark spirits, returning to the Spirit World via the South Pole. But this version has some additional details, like the inclusion of Amon's lieutenant as a miniboss, Korra seeking the advice of spirits in Republic City's spirit wilds only for them to turn dark and attack, or visiting Wan Shi Tong's library for help relearning spiritbending (complete with a boss fight against the big owl himself!) I also enjoyed entering the cosmic universal energy dimension for little puzzle challenges when Korra was regaining her bending powers. In addition to these additions, a big change in how things play out is the extended cast joining her on the adventure, an upside to the shift in genre.
From the start, Bolin and Mako are with Korra, then Tenzin and Kya join in, and finally Lin making for a team of six bending powerhouses. Bumi and, sadly, Asami are still conspicuously absent. But the extra tag-alongs make for actual conversation and more convincing bridging exposition in cutscenes, more appropriate elemental tutelage as Korra relearns her bending styles, and some choice quips. For example, we learn that Bolin named his fists Juji and Roh-tan after Nuktuk's animal sidekicks, and that he has become genre-savvy as a result of his mover career: "when there is fog, something bad happens."
There are understandable presentational drawbacks that offset this. Gone are the full animated sequences, replaced by brief motion comic-style cutscenes. There’s no voice acting either, which is fair enough. And gameplay just cannot look as flashy when you’re just moving sprites around a grid.
To be fair, the sprites look very good. And you get an adorable graphic of Korra riding Oogi on the menu screen. When it comes time to make an attack, the game cuts to a short (and skippable) 3D sequence showing the results, complete with decent little models doing mocapped martial arts moves. The spirits and the main antagonist Hundun can look a bit goofy in these but the mecha tanks are pretty cool if low-detail. The latter in particular have hilariously tiny sprites on the battle map, a stark contrast to their humongous chungus depiction in Platinum’s game.
The tactical gameplay is competent for the most part with decent map designs. The controls and interface can be a bit clunky but they get the job done. There’s a shield mechanic that’s a neat twist, as well as an elemental weakness system that lets you bypass the shields. I liked how each character had their own niche: Mako has many ranged attacks, Lin and Bolin get area effects, Kya can heal, and Tenzin can replenish mana energy points which I had him doing almost every turn once he learned it.
Any attack or even healing and support moves get you experience points which is nice, and every other level-up you get to choose between two skills. These can be new moves or passive bonuses but choose carefully because you can’t change them later! I found myself with a Korra who only knew waterbending for the vast majority of proceedings, and you only get one shot at each other element. Everybody was max level (15) a few stages before the end, but if you’re having trouble with a battle there’s a training stage you can do freely for some extra XP and money (used for buying healing items). You can’t replay completed levels though, even though you get graded on side objectives.
I was pleased by this little tie-in. I’m not a huge expert on tactics RPGs but this one seems good for intermediate gamers like me, not too punishing. There’s some amount of crunchy depth to the elemental system and using each character effectively. And as a Korra fan it’s nice seeing the characters and world rendered in a different style, especially those cute sprites. Not to mention the slight expansions to the storyline. If you’ve got a 3DS, there’s no reason not to head to your local flea market hShop to pick this up!
#the legend of korra#avatar the legend of korra#avatar the last airbender#avatar#webfoot technologies#review#3ds#the legend of korra a new era begins
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PS2 Review: Katamari Damacy Rolling Rolling Rolling Rolling Star
In an ocean of classic and well remembered titles like the PS2’s library sometimes it’s hard to pick out specific examples of what made the console stand out. Other times it jumps right to the front of your mind almost immediately. This is one of those times, because when I think “best games on the PS2” I never fail to think of one game series: The Katamari games. Now today I’m only going to be talking about the very first title, Katamari Damacy, but nonetheless would like to drive home just how incredible this title is both as the first game in its series and as one of the most cosmically fun PS2 titles in the entire library.
Visuals
Where do I even begin? Katamari Damacy boasts one of the most endearing art styles to date. With a gorgeously wacky intro video featuring a bizarre cast of characters and scenes to its endlessly charming low-poly models and bright popping colors. It’s an understatement to say that the game’s visuals were built to last. Objects and environments in the game are mostly based on modern (at the time) everyday objects and locals from Japan. Some interesting trivia on the timeless art style is that it was created due to the maker of Katamari, one Keita Takahashi, was suggested by his former boss, Mitsutoshi Ozaki, to approach a senior class of the Konami Computer Entertainment School who at the time was being trained on 3D modeling for possible game prototypes with other Namco employees. Takahashi approached the class about creating the multitude of 3D objects and models needed to populate the wonderful world within the game, ultimately resulting in the charming art style we’ve come to appreciate the series for. I really can’t understate just how well the visuals have held up for how simplistic they are. Without much else to say, they’re a staple of the series for a very good reason.
Level design
What could easily be considered the real meat of the Katamari experience is its delightfully designed levels. From a cluttered living room to a scaled down version of the entire world, there’s no shortage of fun to be had within the level design itself. Levels range from smaller scale and cluttered for the smaller rolling goals, to large open spaces that may even have their objects replaced via a loading screen halfway through. Levels are well made with large stretches packed with clutter (and often people/animals) and small vertical climbs/ramps for some more puzzling rolls. The game’s very first proper stage, Make a star 1, takes place inside that cramped living room I mentioned later. However, the size of the room is no object when it comes to just how packed it can get with objects to add to your ever growing rolling cluster.
Between being able to roll on, over, and under the kotatsu in the center of the room, the floor is positively littered with tiny objects such as coins, buttons, and batteries, and taller places like the couch and cupboards to roll across, the room has does a stellar job of being an introduction to the addictive gameplay loop of rolling. On top of this tight level design are the special levels, the constellations, which range from freeform fun to sometimes maddening precision. These stages are centered around collecting particular things to make specific constellations. Take Signus for example. That stage has you rolling up swan eggs in the backyard map, however, the eggs look exactly the same as every other type of egg in the stage. This includes chickens, crabs, fake plastic eggs, and some others that might trip you up, encouraging the player to make a mad dash to collect as many eggs as possible to maximize the number of swans you collect.
On the opposite end of the scale are the infamous cow and bear stages, taurus and ursa major respectively. But what’s so different? These stages are designed to test your rolling skills on an entirely different level. The goal of these two stages is to roll up only the single largest cow or bear. That being said, the maps these take place in are not only littered with clutter to improve the size of your Katamari, but also with cows and bears of far inferior size to what you’d need to get a good score. Meaning if you want to do well you have to bring your absolute best. Rolling into a single cow/bear item will end the stage instantly and stick you with whatever score that item would give you, unless you retry of course. It’s this fine tuning and pure focus on fun that makes the level design so freeing in a game that already feels fast and loose in the best way possible.
Gameplay
Here’s where the game can sometimes show some of its rougher edges. While most of the game is very smooth sailing, rolling around collecting to your heart’s content, it’s during these sessions of rolling action that you can sometimes get tripped up. The game’s control scheme, for example, is sometimes considered a bit clunky by modern standards. While I personally enjoy the feeling it provides of rolling your Katamari around just like the little prince you play as, it’s definitely unorthodox. To move you press both thumbsticks on the DualShock together in tandem as if they were your hands. This doesn’t seem too complicated until you need to alternate them to turn, or shake them back and forth for a boost. It’s not terrible, but can certainly feel like it results in some unpleasant navigation around areas that aren’t just straightaways.
Along with this are some of the game’s traversal mechanics themselves. In particular, climbing has never worked well for me. You’re supposed to be able to gently run your Katamari into shorter walls and sloped surfaces and have it magically stick and roll its way up. Useful, right? It would be if the game’s collision system didn’t register some objects hitting the walls as a full speed slam, making the object fly off with other smaller ones and your Katamari go spiraling away from the wall.
At worst it’s frustrating, but at best it’s a relatively smooth experience that sends you rolling and climbing over everything in your path to collect as much as physically possible. Everything else I could say about the core gameplay is to put it simply, unabashedly fun. With such a simple loop of roll, collect, repeat, it’s very hard to mess up. Even with the aforementioned hiccups the game provides such a solidly simple foundation that they come more as unpleasant bumps in an otherwise flawless road.
Story
The shortest part of this review by far. Katamari’s story was never its focus. The game was made more to put emphasis on the joy and fun of playing it rather than any sort of gripping narrative. But as the simplistic story goes, your character (The prince of all cosmos) is the son of the strange and rather pompous King of all cosmos. Some time ago the king went on a bit of a bender where he destroyed all the stars in the sky for fun. Brushing right past how horrifying that has the potential to be, you’ve now been tasked with collecting items from Earth with your Katamari to throw up into the sky and replace the lost stars. Meanwhile on Earth, the Hoshino family follows a loose narrative of going to see the father of the family, an astronaut, blast off before the launch is canceled due to the sudden lack of stars. There’s not much else to the tale, unfortunately. You as the prince make your way through the game and replace all the stars, and celebrations ensue. Like I said before, it’s simple, serviceable, and an overall perfectly harmless narrative in a game that really didn’t need one.
Soundtrack
One cannot simply make a review of Katamari Damacy without dedicating an entire segment to the absolutely stupendous soundtrack. Wildly praised for being inventive and imaginative within the genre of video game OSTs, it’s stood the test of time better than just about anything else from the game. Most of its tracks were composed by the now legendary Yuu Miyake better known at the time for his work on the Tekken and Ridge Racer series, as well as featuring vocal performances from then-popular J-Pop stars such as Yui Asaka and prominent anime voice actors including Nobue Matsubara and Ado Mizumori. One track was even composed by Charlie Kosei of Lupin III fame. Much like the visual portion of this review it really cannot be understated just how stellar the soundtrack is. The game’s official theme, Katamari on the Rocks, reverberates from the very start with bombastic horns and chorus lines to punctuate the fantastically overstimulating opening. The game’s unofficial theme however, Lonely Rolling Star written by Yoshihito Yano, composed by Yuu Miyake, with vocals by Saki Kabata, has gone on to be one of if not the most popular pieces of music from the score. And for a very, very good reason. With a mix of electronic “video-gamey” sounding tracks and jazz ranging from smooth to wild, the music of Katamari Damacy stands as a testament to its place as a work of art among the best of the best on the PS2. The soundtrack would go on to win both IGN and Gamespot’s “Best soundtrack of 2004” award. It also saw a release as a standalone album sparking a trend that would follow well into its sequels. It’s incredibly plain to see just how passionate and vibrant the compositions are in tandem with the game’s endless charm.
youtube
Lonely Rolling Star from the Katamari Damacy soundtrack. Largely considered one of the game’s best tracks.
Conclusion and comments
Katamari Damacy isn’t a cult classic, and it certainly isn’t an underrated gem. It’s seen praise for years and years, spawning several sequel games and a full remaster/rerelease on all platforms in 2018 as Katamari Damacy Reroll. What Katamari Damacy is, is a work of art. An epitome of what video games should all strive to be at their core, fun. Endlessly charming, nearly infinitely replayable, and only topped by it’s the very next game in its long lineage of delightfully weird fun. But that’s a story for another time. This game stands tall among the other giants of the PS2’s already fantastic library and is a surefire addition to any collection looking for the best and brightest on the system.
#my stuff#my writing#video games#ps2#playstation 2#katamari#katamari damacy#katamari ps2#article#review#Youtube
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Here's a challenge, if you wish to accept: rank all the stages in ShtH from best to worst, but ONLY by criteria of level design and gameplay. ;D
:)
I once ranked all the missions on my own, except the Neutral ones which don't fully count to me:
42) Mad Matrix Dark 41) Lost Impact Hero 40) Cosmic Fall Hero 39) Cosmic Fall Dark 38) Central City Hero 37) The Doom Hero 36) Iron Jungle Hero 35) Final Haunt Dark 34) Cryptic Castle Dark 33) The Doom Dark 32) Black Comet Hero 31) Black Comet Dark 30) Cryptic Castle Hero 29) Mad Matrix Hero 28) Glyphic Canyon Dark 27) Iron Jungle Dark 26) Westopolis Hero 25) Westopolis Dark 24) Prison Island Hero 23) Glyphic Canyon Hero 22) Death Ruins Hero 21) Lethal Highway Dark 20) Lethal Highway Hero 19) Death Ruins Dark 18) Prison Island Dark 17) Central City Dark 16) The ARK Dark 15) Space Gadget Hero 14) Sky Troops Dark 13) Sky Troops Hero 12) Space Gadget Dark 11) Digital Circuit Hero 10) Digital Circuit Dark 9) Lava Shelter Dark 8) Lava Shelter Hero 7) G.U.N. Fortress Hero 6) Air Fleet Hero 5) Final Haunt Hero 4) Circus Park Dark 3) Circus Park Hero 2) Air Fleet Dark 1) G.U.N. Fortress Dark
It comes easier to me than ranking stages, since they could change significantly depending on the mission (Mad Matrix...). Buuuuuut I guess I could now rank them based only on the Neutral/Goal Ring mission/general level design :P
22) Cosmic Fall 21) Central City 20) Lost Impact 19) The Doom 18) Iron Jungle 17) Black Comet 16) Westopolis 15) Cryptic Castle 14) Glyphic Canyon 13) Space Gadget 12) Lethal Highway 11) Mad Matrix 10) Death Ruins 9) Digital Circuit 8) Final Haunt 7) The ARK 6) Sky Troops 5) Prison Island 4) Lava Shelter 3) Circus Park 2) Air Fleet 1) G.U.N. Fortress
The ones on the top 3 are fun because you can go pew pew to your heart's content :P
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Any favorite Car Games™ of yours? Forza, GT, Beam, Automation, etc.?
Auto/Beam are particular favorites of mine and also i have 10,000 hours logged between them
Since I wasn't a spoiled bitch, I can literally just list all the car games I had in my childhood. All for PC that is, because since I wasn't a spoiled bitch I didn't have a console. Okay actually there was NFS Carbon: Own The City and Herbie for DS but that was it. We were saying.
Colin McRae Rally 04 You've no idea what pain I brought to those poor little cars. Frequently I got to the end of one of those 2/4m stages with the car dying every 10/15 seconds. Such a good game. It also ran without having to insert its CD, which was very cool at the time, and very useful when I was gaming on the go on Father's Dell. idk if I also played it on his Toshiba but no such memory surfaces. Man I loved Father's Toshiba. I should try to retrofit it with new internals sometime.
Colin McRae Rally 2005 Liked that one too, but memories are hazier since at one point I was no longer able to play it for reasons I cannot recall so I just moved to 04 instead.
Test Drive Unlimited Got it recommended and didn't like it much. In hindsight it was an absolutely gorgeous game structure, but I just didn't care because I didn't like the way the cars drove. It collected dust.
Race Driver GRID For a long while, by far the latest racing game I ever had. Enjoyed it quite a lot! I even submitted an absolutely incredible gameplay clip to FailRace, though unfortunately it never did get featured. Bullshit, I say. And yes, for the longest time, I think until like 2020?, I had one single game that was younger than '06. See the part about not being a spoiled bitch. <-absolutely green with envy
GT Legends Played it a little during my youth, then tried to reinstall it years later to see if it lived up to my few memories of it and if I could get more out of it then by being less of a stupid baby. It corrupted the entire operating system and made the computer unable to start. A solid "no" to both.
And of course, who could forget, the Need For Speed series! In their chronological order:
Need For Speed Underground In my early childhood I didn't play it much, because I was still using the auto gearbox like a PLEB and you couldn't map controls in that game so when I got to the first drag race I couldn't figure out where the shift up key was nor could find it or remap it in settings and just abandoned the game. It should be noted as a child I was, in absolute, cosmically stupid. Later on I did pick it back up and see it to completion, loving it throughout (except for the part where you unlock the final boss' Civic you were neck and neck with on an R34 Skyline GT-R and they tell you it was stock. Sure honey now if you wait how did this bag of Fuck Off get here?). If only it had free roam, more races, a more varied environment, refillable NOS, the ability to have different cars simultaneously, and you get where I'm going with this don't you.
Need For Speed Underground 2 Man I loved this game since I started playing it at some ridiculously low age and I never stopped loving it and I was right throughout. I love love LOVE this game. I know the map by heart, the soundtrack by heart, the circuits by heart, the upgrades by heart, the starter cars specs by heart, you have no idea. This has been my childhood. This is by far and away the one I played and loved the most, even though due to the needlessly convoluted and completely obscure progression mechanics that childhood never saw me finish it - although I guess that helped me keep playing it, as when I got stuck with no way to progress further I'd just start from scratch again with no clue what to fix. I was able to pick it back up and finish it later on in life, through middle/high school, and later on still through the power of mods I squeezed and crushed and stretched that game like Tumblr did with Danny Phantom episodes. I modded it so much it crashed every ten minutes. I ran it off an iPod Nano. I messed the cars up so bad I'd essentially created new game modes. I managed to make a good desktop computer over a decade younger than the game itself run it at seconds per frame just by editing four wheel coordinates. And now you spoiled bitches can download it for free on somewhere like MyAbandonware (dot com, of course) and give it a try. And I can't recommend it enough. Literally; because if I could, friend of the blog @demoness-one would have done so by now >:(
Need For Speed Most Wanted The best Need For Speed game of all time, according to everyone. Everyone but me. I mean, I did go through it, but it looks bleak, the cars just seem to want to bounce from wall to wall, and I just don't like police chases - it's a game, why would I want a limited number of attempts? Also, they madly stressed me out, so, and here begins a funny story, I abandoned it when unable to rack up enough chase points to challenge the final boss. I picked it back up a while later to find out if it was just me being a baby, and no, I still didn't like it - but luckily I'd learned of the bug where if you park on a certain railing all the cop cars will pile up under you but never bust you, and decided to actually finish what I'd started so long before. Those points racked up, I worked myself through the good hour of bullshit unfairness of the duel with Razor (I have to win every race to win but he can win any race to win? Understandable. hey the bag of Fuck Off's back), even quitting the whole shebang three races in over a wrong input and having to start again, until, after hours of unsaveable progress, I finally was able to win the last race. And did you know that after that, just when you think you're done, you get the biggest, most intense car chase of the whole game? :) Well, I sure didn't, because right after I finished the race the game crashed and I had to do all those five races over again. :) And then I did that and it crashed again and I uninstalled the game and watched the ending on YouTube. :)
Need For Speed Carbon The takes get hotter still: I like this one more than MW. The colors got fixed, I liked the handling better (while obviously not as good as the mighty Underground 2 OF COURSE), drifting, my favorite race mode, replaced drag racing, my least favorite*, and yes, the car chases, and I may even like the soundtrack better? Nah, that's bull, I don't remember much of those two soundtracks at all off the top of my head. But I saw this one to the end and enjoyed it very much. *For the unaware, in every NFS game I played in my childhood, drag races did not give you steering control - to avoid traffic or obstacles, you tapped the arrow keys and the car would switch lanes. So you told the car to move out the way and if it did, good, if it instead took too long and/or had an unappealable loss of control and crashed automatically terminating your race, too bad.
There were also a couple other games there's not much to say about (Ford Streetracing, loved it, V-Rally 3, I think it had some issues and I never did play it, London Racer World Challenge, I recall nothing)... and now we move on to the car games I played since.
Assetto Corsa I've only ever dabbled in it a couple of times, but it's very fun when it works. My hardware is limiting on this front and I think I've some config issues, but when I'll have time to solve those I will be very glad to jump into it - especially because I really love driving simulators. Where with other games you kind of need some external validation of how hard it was to win with the tools the computer gave you -because it's not inherently cool that you beat a game, it was made to be beaten from the start- proper simulators just chuck you into an experience where no accommodation has been made for you (short of the damage level set, that is) and whatever you manage in it is your own accomplishment, not something the game let you accomplish. And on that note...
Richard Burns Rally This game is absolutely fucking incredible. "It's a 2004 game, how engaging a driving experience can it be" enough to make many still call it the best rally simulator out there and one of the best driving simulators period. Enough to motivate thousands of people to keep making a plethora of mods for it every day (which i've never been able to make work lol). Enough to make me seriously recommend buying yourself a wheel with force feedback* just to play this abandonware game (because using anything but a wheel for it is like using anything but a spoon for soup). And to be clear, this game is HARD. It just gives you a brief but extremely good rundown of how to master the driving basics and then have fun around rally stages where, again, the road has not been widened for you, the ditches not been filled, the car has not been programmed not to roll over too easily… essentially, the main way in which they are substantially easier than driving them IRL is the luxury of trial and error. So when, through however many days of trial and error it'll take you, you finally glide through those bumps smoothly enough to wipe the red off that time delta, this commercial flop the dozen-people-team from the Animaniacs GBA game developed when RAM was measured in megabytes becomes the most exhausting, intense, rewarding experience a computer has ever provided me. And a computer has gotten me laid. *I recommend the Logitech G25s, found for well under a dub, and the G27s, a small revision of the G25 with more buttons and a better shifter usually found for not much more (I found mine for 80!). They're from 2004 and 2010 respectively, and the wheel Logitech sells today is just a G27 with more buttons which says it all about how good a budget wheel it is.
TrackMania Nations Forever I hate this game, I fucking despise this game. "Alright, it's the same game we made two years ago with new tracks, and it has no story, opponents, traffic, cutscenes, or really any dynamic beyond checkpoints, a finish and a timer. But even still, there are so many fun mechanics to master anyway, like jump distance control, which you hopefully figure out you have because it's not like there is any tutorial to tell you! Or drifting, which is necessary to beat the best time in one of the last levels - you do it by pressing brake, accelerator and a steering direction simultaneously. Hope you randomly decide to do it autonomously to see what happens and find out that can be faster! And if you don't have a specialized keyboard with more than the normal 2 key rollover, hopefully something possessed you to map one of those controls to a completely different keyboard zone than all the others, or pressing all three will make only two register and you never will find this out! But at least not making any tutorials or the likes and keeping the interface absolute garbage allowed us to have the driving on absolute lock! Well, except for that bug where if you take the fastest line through a corner your car may decide to ragdoll and fuck your run. Oh and also the one where if you land a jump on all four wheels you may randomly lose your speed. Good luck!" I now get why they hate French people. Unfortunately, as for a lot of destructive hatred of mine, it manifests in yet more determination to conquer the little shit. I've gotten author times on every single one of the tracks except the last one, not because it's eight times longer than by far the second longest at an entire goddamn hour but because I wanted an effort that lengthy to be a special occasion and that never manifested. ...Maybe a stream?
Actually, I visited MyAbandonware to check the NFSU2 page and apparently they include a mod that puts the uncensored edits of the songs in the soundtrack and honestly I hella want to play it again just to hear that, so that could also be a cool stream idea if it wasn't a criminal deed to play copyrighted music on stream (I've not kept up with that whole mess, can you do it if you don't keep a VOD?). Or I could stream myself playing Richard Burns Rally and make you go "oh this is HARD hard".
Links in blue are posts of mine about the topic in question - if you liked this post, you might like those!
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I finished Sonic Adventure 2.
I think the key takeaway of my revisit is how little the low points of the game hindered my enjoyment of it.
Starting with the most important element, the gameplay: the Sonic and Shadow stages are still the obvious highlight of the game for me.
I think I spent tens if not even reaching to hundreds of hours perfecting my runs of the stages and doing the same with the challenges when I first got to play it now almost 20 years ago.
Even if they technically were just a third of the game, I think they almost entirely made up for any of the frustrations with the game I had because I they were so much fun to play and I replayed them so much. I got my worth out of the game just from these stages.
And I still really felt that fun in trying to perfect them all these years later. They really are evergreen to me, which is always really special for any piece of media to be.
There are, however, some quality of life elements brought in by later entries I'm really grateful for: I think the much improved lock-on for homing attack in the boost games goes a long way in fixing the issue of dying via unintended homing attacks. There were so many times it just didn't target the enemy and sent me flying to a pit.
I think mapping the sidestepping to different buttons fixed the extremely clunky rail switching, as well. Same for also including lock-on for the starting points of rails.
And finally, while I think the controls are still probably the best 3D Sonic has ever controlled, they still aren't quite perfect, as precision movements are still pretty difficult to pull off. I noticed this the most when trying to land on rails, in which case the controls were just a touch too sensitive for smaller adjustments, either overshooting or undershooting.
So, the Sonic and Shadow stages are great.
But this is where the true fun begins when discussing the game: the controversial shooting and treasure hunting stages.
And my opinion on them is that they could've been made in a way that leaned into combining these concepts with the fundamental principles of Sonic's gameplay.
Keep it speedy, but combine that speed with slightly more exploration for Knuckles and Rouge and add elements of Gamma's shooting stages for Tails and Eggman instead of putting yhem in a mech.
That said, the mech gameplay was the big surprise of my revisit. It genuinely had some really fun stages, particularly the ones leaning much more on the rail shooter element of the gameplay.
I think I might even consider Eggman's Weapon's Bed and Cosmic Wall stages genuinely great because building up the enemy combo has its own sense of fun and speed, just expressed in a very different way than Sonic's.
And as I said on my previous post, it doesn't necessarily even control bad.
However, just like Sonic, it also doesn't control perfect, so the stages requiring more precise platforming are a lot less fun.
I didn't feel the need to mention it because it didn't bother me that much in them, but aside from the elements I talked about above, the speed stages also had occasional camera issues. I bring this up here because the mech stages are much worse with the camera. Combine this with some horrible enemy placement and pits and you get Eggman's Sand Ocean and Tails' Hidden Base, probably the peak of my frustration with the mech stages.
But the surprising part was that I think I had a good time with pretty much all other mech stages.
I think Tails' were worse because they felt so reliant on slow platforming and were more about picking and choosing when to or when not to engage with enemies, but they were also an interesting contrast to Eggman's more destruction-based gameplay.
I haven't seen it talked about much, but I think even if Tails' levels are less fun, how characterisation influences the gameplay here is at least an interesting detail.
Tails' levels are much more about navigating the stages while Eggman's are about, well, blowing stuff up. It reflects their characters well and I think that's neat. And I think it is intentional because it is pretty consistent.
Finally, I think the treasure hunting stages are the worst of the bunch.
Again, they control fine (if once again, imperfectly), but some of the design elements just really drag them down.
The first couple are at least relatively small areas, so they can go by fairly quick, but in later levels frustration can build up quick.
A radar that only detects emeralds one by one and in order makes searching more frustrating because you potentially could need to search the entire level all over again.
The vague hint monitors can be useless in the bigger levels.
And the precision by which you need to find the shards can lead to battling the imperfect camera, controls and bad enemy placement or all of them at the same time.
I particularly had a lot of luck with Rouge's stages (and Meteor Herd), but they were at best okay and at worst absolute nightmares (Mad Space), but never truly "fun".
I think Knuckles' part of Cannon's Core exemplifies all of it, but also adds water on top of it, as well.
Once again, I turn to recent QoL changes where I think better underwater movement options or lock-on (including switches) could go such a long way in making this playstyle much more fun.
But despite all of these issues, there are, once again, only a few stages here I think I truly hated. I think that's what ultimately saved SA2 for me.
Nothing is so bad as to ruin the fun I had.
I think the final bits of gameplay to talk about are the bosses, which are mostly boring jokes, but I did enjoy the Egg Golem, Sonic vs. Shadow (even if it can also be trivialised), The Biolizard and the final boss.
All of these were fights that had some manner of substance that also wasn't annoying (King Boom Boo).
I particularly remember struggling on The Finalhazard, but had a really easy time on this revisit. It still was pretty fun to dodge the lasers and hit the weak spot, though.
The two driving stages also exist, but aside from my frustrations with the design of the Rouge stage as I talked about here, I think they're a bit of content that either could've been made a cutscene or combined with some other stage in terms of plot.
Moving on to less important aspects, I still think this English voice cast is the best for the characters in terms of just "voices sounding like them".
Unfortunately, the acting itself is generally pretty bad. There are at most some better and some worse line reads. It's very typical early bad anime dub. And as per being dated, the characters also talk over each other, something some older video games also struggled with.
The music, however, is still just as great if you're on the mood for cheesy lyrics with catchy melodies (with a huge variety varying styles). The melodies are as iconic as they've always been, from Crush 40's buttrock to Shadow's techno stage tracks to Sonic's general pop/rock stage tracks. There is Rouge's fun jazz and peak cheese with Knuckles' rap.
It's also fantastic cheesy yet very sincere and fun Shounen manga in terms of story identity and I had the time of my life with it. The story is pure insanity that only works because it has the ability to have fun and be heartfelt next to some of its dark stuff.
At this point, I think the graphics really are showing their age the most, but particularly the human designs. They all look really bad, from Maria to the president. Even the humans in the better CG cutscenes look really bad. The adventure style is not thr way to go.
And the Sonic designs aren't particularly netter off either. It's not a well-aged game in terms of character design, but the environments look fine enough.
I think it's also a fairly polished game. I encountered only a few glitches across my entire time playing it, when I was expecting a lot more of them.
Tl; dr for Sonic Adventure 2, though?
In a general sense, I think I had a great time. There were only a few moments in the game that I genuinely hated, as at least to me, the best of it far outweighs the worst of it.
It clearly shows its age in many ways, and I think it is a game that I think would make massive sense to be remade, but I also had a lot of fun with it for what it was.
I have been in the mood for this kind of ridiculous Shounen manga fun and that's exactly what this was.
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Penny’s Big Breakaway now available
From Gematsu
Kinetic 3D platformer Penny’s Big Breakaway is now available for PlayStation 5, Xbox Series, Switch, and PC via Steam for $29.99, publisher Private Division and developer Evening Star announced.
Here is an overview of the game, via Private Division:
About
Ready. Set. YO! Join Penny & Yo-Yo in a kinetic 3D platformer bursting with innovative gameplay! Showcase your catalog of tricks and chain impressive combos to deliver Penny & Yo-Yo’s perfect breakout performance. Take the stage with this vibrant pair in Penny’s Big Breakaway. Penny is a street performer with big dreams; she has her own spin on what it takes to be a star! When Eddie the Emperor calls for new Palace Court Performers, Penny gets herself tangled in an audition she’ll never forget. A strange encounter with a Cosmic String transforms Penny’s Yo-Yo into a living creature with an appetite for snacks—and mayhem! Use Yo-Yo to help Penny clear her name, outrun the Emperor’s penguin army, and unravel the mystery of the Cosmic String. Burst onto the scene in the fluorescent world of Macaroon, home to this over-and-under escape! Discover your true star power in this easy-to-play, difficult-to-master challenge. Penny’s Big Breakaway is the debut title from Evening Star.
Key Features
Walk the Dog – Yo-Yo’s big appetite will earn an even bigger reward with snack power-ups! Use these tasty treats to temporarily transform Yo-Yo, granting it the abilities to improve movement speed, protect Penny from harm, and much more!
Around the World – Flee from Eddie the Emperor’s massive penguin army as they chase you clear across the planet! These clumsy flightless birds patrol the halls, come bursting through walls, and will stop at nothing to seize you! Help out friendly denizens along the way and make use of your spectacular surroundings to evade your capturers.
Encore Stage – Play your way with multiple game modes! Show off your skills as you chain awesome combos and rack up multipliers in Story Mode. Take on the ultimate speedrunning challenge and dominate the leaderboard in Time Attack Mode. Redeem coins for bonus items, secret stages, and more unlockable extras.
Watch a new trailer below.
Release Date Trailer
youtube
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Nintendo Switch Weekly Round-Up for the Week Ending September 14, 2024
Hello gentle readers, and welcome to the Nintendo Switch Weekly Round-Up for the week ending September 14, 2024. I've decided to carry this on in some fashion even though I'm not at TouchArcade anymore. It's going to be weekly, it's mainly going to be focused on new and notable releases, and I'm definitely not going to be doing the lists of sales. I might call out some specific ones here and there when I consider them juicy enough, though. With that said, let's see what this week brought us.
Select New Releases
Marvel vs. Capcom Fighting Collection: Arcade Classics ($49.99)
The wildest retro collection you have never dreamt! Capcom tosses all of its arcade-based Marvel games into a package very similar in terms of interface and features to 2022's Capcom Fighting Collection. You get X-Men: Children of the Atom, Marvel Super Heroes, X-Men vs. Street Fighter, Marvel Super Heroes vs. Street Fighter, Marvel vs. Capcom, Marvel vs. Capcom 2, and The Punisher. All really good games, and don't ignore The Punisher if you pick this up. It's quietly one of Capcom's better beat 'em ups. A great set, and it's nice to see these games in circulation again.
The Hokkaido Serial Murder Case: The Okhotsk Disappearance ~Memories in Ice, Tearful Figurine~ ($44.99)
G-Mode presents a remake of Yuji Horii's classic mystery adventure game, The Hokkaido Serial Murder Case. It's very faithful gameplay-wise, so you can expect some very vintage Japanese adventure gaming from it. Talk to people, examine scenes for evidence, and try to figure out who was responsible for these grisly murders. This is the first official English release of the game, which is pretty nifty.
Grapple Dogs: Cosmic Canines ($17.99)
Grappling pupper Pablo returns for more platforming fun, this time joined by the gun-wielding Luna. Are two dogs better than one? I haven't played enough to say for sure yet, but if you liked Grapple Dog you'll almost certain have a great time with this sequel.
Yars Rising ($29.99)
WayForward does its best to make a sassy Metroidvania out of a property almost as old as ol' Shaun, and the result is about what you would expect from this developer. It's fine. If you want a new Metroidvania, a new WayForward game, or want your Atari fan itch scratched, this will serve you well enough.
Rugrats: Adventures in Gameland ($24.99)
A surprisingly solid platformer in the vein of Super Mario Bros. 2/USA starring the most popular babies of the 1990s. You can play in classy NES style or go with the very well-done modern presentation. Either way, some enjoyable hop-and-toss fun.
Lollipop Chainsaw RePOP ($44.99)
Lollipop Chainsaw was a really fun game back in the PlayStation 3/Xbox 360 era, with a style positively dripping with James Gunn/Suda51 energy. So what happens if you take that game, drain a massive amount of the style from it, and port it badly to Switch? This. This happens. It doesn't even play Mickey when you go super. What the heck is the point?
Arcade Archives VS. Battle City ($7.99)
A Famicom pirate cart/handheld staple, Battle City is already on the Switch via one of Namco's 8-bit collections. But this is VS. Battle City, which… removes the stage editor and adds pretty much nothing! One for the completionists, I suppose.
EGGCONSOLE Dragon Slayer: The Legend of Heroes PC-8801mkIISR ($6.49)
The sixth game in the Dragon Slayer series is also the first game in The Legend of Heroes, which is technically the same franchise as Falcom's recent bread-and-butter Trails games. A pretty good turn-based RPG for its era, but one look at the screenshot will tell you what the problem is for most people reading this. Japanese only, and very text heavy. Oh well.
Crossy Road Castle ($19.99)
Another Apple Arcade game escapes the zoo, this time the platformer based on the hit Crossy Road franchise. Up to four players on this one, online or local. Plenty of hats and characters to unlock. The levels are procedurally generated, so you can keep playing it infinitely! Whether you will want to or not is a different matter, though.
Wild Bastards ($34.99)
The follow-up to Void Bastards, and one I'm sure will find just as many fans. It's pretty different from Void, incorporating turn-based strategy, roguelite, arena shooter, and a few other bits and bobs into something quite distinctive. That uniqueness might turn off some players, but I suspect it will win over more than it pushes away.
Vampire: The Masquerade - Reckoning of New York ($19.99)
Here's the third installment in the Vampire: The Masquerade series of visual novels for the Switch. If you're new to these, play the other two first. If you're not, then I'm sure you can figure out if this is for you or not.
Elsie ($24.99)
Played the wheels of 20XX and 30XX but need more roguelite Mega Man X mash-up action? Perhaps Elsie is what you're after today. Procedural generation! It's a popular choice in the modern age. Still, if the bar napkin concept doesn't put you off, this is a rather enjoyable game.
Eden Genesis ($24.99)
A cyberpunk-themed precision platformer with an emphasis on speedy moves. It's decent enough, but not so good that I'd recommend it with any real vigor. It's stylish and functional, and that might be enough for some.
Beneath Oresa ($24.99)
Here's another game inspired by the likes of Slay the Spire, this one aiming to be a bit more lively with its roguelite deckbuilding turn-based gameplay. It's extremely demanding, the kind of game where exactly one wrong move can end your run. So don't make any mistakes, okay? Glad we cleared that up.
Celestia: Chain of Fate ($29.99)
In this otome visual novel, you play as a young woman who finds out she's half angel and half demon. She's been invited to attend the Academy of Celestia, where she will find among other things three hunky dudes to potentially smooch. But which one will she smooch? That depends on your choices, my friend.
Metro Quester | Osaka ($19.99)
Just like the original Metro Quester, this is a game that is very much tuned towards a particular kind of taste. If you're into what it's laying down, you'll likely be absorbed for a while. Everyone else is going to be repelled with the force of an angry pantsless Magneto. Dungeon crawling, turn-based battling, chunky character building… ah, I love it.
Doomsday Paradise ($14.99)
This might seem like another Slay the Spire-style deckbuilding roguelite from that screenshot, but it's also an off-the-wall dating sim and features multiplayer for up to four players via online, local, or local wireless. Quite well-liked on other platforms, and I think this particular combination will go over nicely with the Switch audience too.
Fabledom ($24.99)
A deliberately relaxed fantasy-themed city builder. As near as I can tell, it more or less does what it sets out to do. Not the fanciest of cat pajamas, but if it's the kind of jam you're after today I don't think it will let you down.
Jackbox Naughty Pack ($21.69)
Those Jackbox Party Packs sure are neat, but if you've got a room full of adults and want to dig into something a little more saucy, here's the Naughty Pack. The games in this one go a little more dirty, as you can tell by the publisher cleverly ending the price with a 69 instead of a 99. I can definitely see this one going over well at the right kind of parties.
NanoApostle ($19.99)
Nanotechnology? How nostalgic. Remember when that was the buzzword in video games? Here's another one of those top-down boss-rush action games where you have to dash and dodge around while attacking a far more powerful foe. A fairly good one, I'd say. It works the way this kind of thing usually does, with skill trees, multistage bosses, and so on. Solid execution makes it.
Caravan SandWitch ($24.99)
A game about traversing a small but fairly dense open world in your cool van, helping people out. There's no combat, and you can't die. So it's just you, the citizens you'll be assisting, the sci-fi world itself, and a mystery about your missing sister to serve as an overall goal. It's been getting relatively good reviews so far. Provided the Switch port has come out smoothly, this might be worth the pick-up.
Edge of Sanity ($19.99)
The core game here is decent enough. It's a The Thing-inspired survival game with a lot of interesting systems to deal with and fairly satisfying strategic combat. The big problem is that this game is really buggy at the moment, at least in this Nintendo Switch form. I wouldn't pick it up on Switch until it gets some patching up, but I'm not the mayor of Yourwalletonshire.
Deep Beyond ($9.99)
Today is a day for missing family members, it seems. The main character of this one is a sea explorer looking for her father, and her journey will see her taking deep-sea dives, solving puzzles, and hanging out with her dog. Not a terribly long game by any means, but I think it punches well enough for the asking price.
Selfloss ($29.99)
This Slavic-inspired action-adventure game ended up being more engrossing than I expected. Rough edges aplenty, but it feels good to play more often than it doesn't. Solid boss battles, a good story, and really satisfying puzzles to solve. I was really caught off-guard by this, in a good way.
Pixel Game Maker Series The Willow Man ($6.99)
A modest little survival-horror game where you're trying to survive long enough to escape a house that plays host to an unspeakable evil known only as The Willow Man. There are multiple endings to arrive at based on your actions.
Downfall ($5.99)
I'm sure at this price you're not expecting fancy dining, and you shouldn't. Pretty much just a mindless little grinder. The art is decent and it's not the worst time-waster for a short while, but it gets dull fast.
Line Time ($5.99)
Regular readers know I'm a bit of a sucker for puzzle games, and this one isn't too shabby at all. You have to push the ball or balls to the goal on each stage, and you're given a set number of moves to do it in. Plan things out move by move and if there are multiple balls in play keep in mind that they will interact. Over two hundred stages to play, which is probably more than you'll need but appreciated nonetheless.
Samurai Kento ($4.99)
An small Metroidvania-ish game with RPG elements that casts you in the role of a samurai trying to save Japan from evil yokai run amuck. Not a bad time for the price, if you're in the mood for one of these.
Nimbusfall ($5.99)
Ah, haven't seen one of these in a while. You're a tiny character and you need to square off against twenty-five big bosses. You've got a good array of moves at your disposal, so all you have to do is learn the patterns and land your blows. Seems fine.
That's all for this week, friends. We'll be back next Saturday with another Round-Up, this time featuring a review or two! If you enjoyed this and feel like tossing me a tip, I have a Ko-Fi where you can make that happen. I hope you have a super Saturday, and as always, thanks for reading!
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Глен Джексон-Фокс
@madfeary говоришь ты издеваешься над симами в CAS? Посмотри на вот этого бедолагу 🤣🤣🤣
Откопала в архивах за 2021 год и даже не помню зачем я его так наряжала 🤣🤣🤣
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P6 Idea : Ophion and Lost World
Worldview: Before humans evolved, the earth that fulfilled the "Gaia Hypothesis" had the persona "Ophion". Ophion is supported by 22 "dragon veins" generated by the collective subconscious of life on earth. These dragon veins have always guarded Ophion's balance.
The international university closely associated with Ophion is the stage for our story. The university's elite students established a "Utopia" in Ophion, an uncultivated place known as the "Lost World."
Design: The Lost World has a similar positioning to Tartarus, Midnight Channel and Mementos in the previous games, but the difference is that the Lost World itself is a grey zone, because its symbols are "nature" and "balance". No substantial harm to humans.
Gameplay: Just like in the previous game, players had to establish "social links" with people around them. Instead, P6 allows players to establish links with 22 dragon veins, turning them into cosmic eggs and cultivating them into personas.
Various prehistoric animals can be found everywhere in the Lost World. They are not enemies but harmless NPCs. However, you have to be careful when encountering moving dinosaur skeletons in the area. These skeletons will turn into shadows and attack players.
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I’ve been seeing some misconceptions in Katamari lore interpretations, which is why I reorganized the Cosmic Species page to be far more readable. Let me clear some things up while we are here:
•Not all Cousins are blood related to the Prince. However, it is very ambiguous as to which cousins are relatives or friends of the Prince. Exceptions include Marny, Princess, Pokkle, etc.
��Cosmic is technically the proper term for their species. Though it can also be used to describe other species of the Cosmos, it is the best we have. This label has been used in the Chateau Notre Desir and Cowbear stages.
•Sometimes they’re simply as humanoid as we are. They require a lot of the same things as us, including carbohydrates and calcium. These are confirmed through Bandai Namco’s Twitter and the Chateau Notre Desir stage.
•The King has scary teeth
More will be added soon, but please reblog to share.
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Neat game idea
Ok so you're a colony of a hive-mind organism- like the aliens from Starship Troopers or xenomorphs except they're not actively trying to kill all humans, you co-exist with them.
So gameplay would start with you taking control of a queen during the founding stages of a colony- she lays eggs, you have limited food supplies so you have to quickly find some food (probably making an enemy of another creature in the process)
Then when you have enough food you make more eggs, which hatch into drones that need to mature before they can do anything.
So you get more food, explore expand exploit etc etc before your most experienced suddenly starts getting lethargic before becoming completely immobile! :0
Thankfully you know exactly what to do- stick them right next to the eldritch creature that's actively trying to destroy the fabric of reality to suck up all the juicy cosmic rays.
Then when they've done enough soaking you throw a human at em' to get them moving again, which lets you specialize them.
So using these new forms (several other have made the trip) you go out and explore expand etc etc until it's time to have a nuptial flight. At this point the most senior of these new forms run off to go make their own colony as the king/queen, which you can later play as.
Here I even made a diagram:
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The Epic Journey of Fortnite: A Look at Cinematic Trailers from Seasons 1-30
Fortnite has not only been a groundbreaking game in the world of esports and entertainment but also a pioneer in narrative storytelling within the gaming community. With each season, Epic Games has released Fortnite cinematic trailers that not only tease new gameplay features and landscapes but also intricately weave the ongoing storyline of the Fortnite universe. Our latest YouTube compilation, "Fortnite Cinematic Trailers from Seasons 1-30," offers fans a comprehensive look at the evolution of this dynamic world.
The Role of Cinematic Trailers in Fortnite's Evolution Cinematic trailers in Fortnite serve more than just the purpose of hype. They are a key storytelling medium, crafting a rich lore that engages players and keeps them invested in the game beyond the battles. Each trailer introduces new characters, conflicts, and chapters, creating anticipation and depth that enrich the Fortnite experience.
A Journey Through Time From the very first season, Fortnite's trailers have been pivotal in setting the stage for the gameplay changes and narrative developments. Season 1 started simply, focusing more on gameplay introduction. As we moved through the seasons, the complexity of the narrative deepened—introducing new worlds, mysterious characters, and monumental events that shaped the fate of the Fortnite island.
Seasons 1-10: The foundational chapters, establishing key locations and the initial conflict.
Seasons 11-20: Introducing multi-verse elements, significant crossover events, and the first hints at a larger cosmic storyline.
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Highlights and Secrets Unveiled Our compilation does more than recap; it dives deep into the symbolism and hidden Easter eggs placed by Epic Games throughout the trailers. For instance, the recurring motifs of butterflies and rifts are not just visually striking but symbolize transformation and the constant change inherent to Fortnite's universe.
Why This Compilation Matters For both new players and veterans, understanding the progression of Fortnite through these trailers offers a richer, more connected gaming experience. It’s not just about recalling epic moments; it’s about appreciating the craftsmanship and intention behind each season's narrative direction.
"Fortnite Cinematic Trailers Compilation: Seasons 1-30" is more than a walk down memory lane. It is an exploration into the art of storytelling through video games and a testament to Fortnite's lasting impact on pop culture and its community. Watch our comprehensive video to see how Fortnite has evolved, not just as a game, but as a living, evolving story.
Experience the journey yourself. Visit our YouTube channel to watch the full compilation and subscribe for more in-depth looks into Fortnite and other gaming phenomena. Dive into the rich lore and discover why Fortnite remains a titan in the gaming world.
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