#the only way to cheat on steam is with a fucking 8 year old system
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Trying to grind Grade in Tales of Symphonia and it looks like it's gonna be a long one, boys
#this is going to take HOURS#there are no up to date guides on anything#the only way to cheat on steam is with a fucking 8 year old system#that no one actually ever explained how to use#and apparently??? they edited random parts of the fucking game when porting it#that stupid dragon in the earth temple used to be So Good for EXP and Gald. Now it's shit#and max grade I'm getting using methods that used to get like 5 grade is giving 1.5#I'm at almost 1000 now and I want someone to do this for me#...considering streaming a 100% playthrough once I get this done tho#10x EXP here I come
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Shylax’s Top 10 Games (Played in the Year) of 2017
Yep, it’s the return! You’re going to be here a while, so...
10. Mario Golf World Tour (2014)
Yep, that’s right, a golf game. It wouldn’t be right without one, and here it is.
I really wanted to play this game because @pawelcyril kept gushing about it, but I don’t really play it anymore. It’s not a bad game, it wouldn’t be on this list if it wasn’t, but it could have been a lot better than it was. There are a lot of 9 hole only courses, which is disappointing. The single player story mode is fun, but short. Online’s loading times are disappointing. Being able to create and customize a Mii golfer is fun, but the Mii’s driving distance sucks compared to Star Mario. The tournament system is fun, and solves World Invitational’s cheating problem by just letting you go as many times as you like, but...Hot Shots Golf World Invitational was so much better. That game had so much more staying power, even with its own flaws.
9. Fire Pro Wrestling World (2017)
I remember playing Super Fire Pro Wrestling X Premium on a SNES emulator. That was my first experience with Fire Pro, and it was so much different than any other wrestling game I had played before. Probably the closest that comes to the Fire Pro experience are the aki wrestling games, most notably WWF No Mercy.
If you’re a fan of American-style wrestling, this game will probably disappoint you, because even though you can create your American favorites and have them battle each other, this game doesn’t feature the wild and crazy antics that make American wrestling tick. There are no storylines here, and no cutscenes. This is pure puroresu. Japanese wrestling is treated more like a legitimate sport, and so does this game. It’s all about the competition.
This game has no license, but it has a robust Create-a-Wrestler system, allowing you to create your favorite wrestlers, characters outside of wrestling, or original characters. You can even create bear wrestlers if you’d like, which is a major plus in its favor in my book.
However, the meat of the game is its robust wrestling engine. It’s 2D at its very best, relatively unchanged since the SFPWXP days, although it does look much better. The action is displayed in a 3/4 isometric view, and the grappling system is unique, and unlike American wrestling games, punishes button mashing, instead of rewarding it. There are three styles of grapples - weak, medium, and strong. You have to build up with successful weak moves before moving up - if you try to go for medium and strong moves too early, you’ll get countered.
The only reason I don’t play it more is it’s still in Early Access, and more features are being added and refined. Online play is there, but the netcode is pretty laggy. There’s not a story or career mode, so unless you have friends who are ubercompetitive at this game, its only other real use is as a supreme @tangobunny Watch Mode game.
8, Parascientific Escape Gear Detective (2015)
The sequel to 2014′s Parascientific Escape Cruise in the Distant Seas, which was a refreshing take on the Zero Escape formula, adding in powers you could use during “escape” sequences, and being able to backtrack to rooms you already completed, was a huge improvement over the original. The first game felt like a teaser for a much larger story, and felt pretty generic and cheap (the localization didn’t help).
Gear Detective (the Parascientific Escape games are eShop only games for 3DS) wasn’t anything groundbreaking either, but it was a much better use of your $5 than the original. While it seems to abandon the story the original set up, it is a more fully fleshed out story, feels more complete, and has multiple endings, which the original did not feature.
It still doesn’t compare to more full-budget and full price titles like the Zero Escape series, but the escape room genre is pretty limited, and this game is well worth your $5. I’m hoping to play the third game in the series soon so it can be eligible for next year’s list.
7. Pokemon Moon (2016)
This game was a mixed bag for me. I really enjoyed it, but there were some annoying decisions that prevented me from playing it more.
First, the good. I really liked the character designs in Sun/Moon. I enjoyed Alola more than Kalos, I enjoyed the new Pokemon in Alola more, and I appreciated that they tried to do something different with the Trials instead of the Gyms. I liked that they tried to breathe new life into old Pokemon with Alolan forms.
The downsides: Breeding is still a hassle, even with quality of life improvements, so competitive is still a hassle. Online was a huge step back, no more Super Training, no more being able to access online features while playing, you have to go to a separate screen. For its flaws, the PSS >>>>>>>>>> the Festival Plaza. Let us be able to chat via text and speech online, you cowards! There was a golfer character, but no golf minigame.
6. Pocket Card Jockey (2016)
Pocket Card Jockey was an unheralded 3DS eShop game that combined horse racing and solitaire. But while I played it, it was oh so addictive. I loved raising my horses, racing them, and naming them after obscure video game systems. If you don’t have it, you should definitely buy it. It’s a great way to pass the time.
The art style is incredibly cute as well, you’ll love your horses.
5. Dream Daddy: A Dad Dating Simulator (2017)
I almost forgot this game. @hopeies would have killed me if I had, so I put it on the list. I’m not super keen on romance-based visual novels, although I did put Katawa Shoujo on there last year. Being a heterosexual male, I did not think I would enjoy this game, but I was pleasantly surprised. I got to enjoy meeting and getting to know the various dads (Damien and Hugo were my favorites), but the game got some things right with the whole visual novel experience (and some things wrong).
My favorite thing about Dream Daddy, is that you can romance who you want. You can just go, “I want to romance that guy”, and YOU CAN FUCKING DO IT. No decrypting mysterious route conditions, no looking up a guide. And if you don’t know who you want to romance? You can get to know the various dads before committing to one. It also makes it very clear when you’ve pleased or displeased a dad, and pleasing or displeasing a dad is obvious if you’ve paid attention to what they like and don’t like. It takes a ton of the crypticness out of visual novels, and other VNs should take heed.
On the other hand, it doesn’t feature basic visual novel features like being able to backtrack or see a chat log, which is disappointing. DDADDS manages to mix up things by including minigames, made possible by the Unity engine. It also allows you to create your Dadsona, averting the typical blank slate protagonist of most visual novel games.
4. Mystery Chronicle: One Way Heroics (2016)
I bought the original One Way Heroics for 78 cents on Steam and loved it. It was a delightful hybrid of 16-bit JRPG and roguelike, and I was so excited when I heard Spike Chunsoft was doing an enhanced remake of this game. I haven’t played it as much as I want to, but it’s the original game but better, and that’s all I wanted.
To keep you from dawdling, you have to keep moving forward, or else the left edge of the screen will consume you. You also have to keep track of HP and hunger levels. Once you die, that’s it - but you can transfer items between playthroughs and gain perks that will help you do better in future playthroughs.
It’s such a delightful throwback to the old days, and a fun roguelike.
3. Love Live! School Idol Festival (2014)
This is the first ever mobile game to make the list. I knew I wanted to download this once I joined the mobile world - Cute girls, trading cards, and music? What’s not to like? The rhythm game aspect is very good. It’s very responsive, and fun. The visual novel aspect is kind of hit or miss, but I love the girls, so it’s all good. It’s basically just the characters being themselves, and no real story of importance. I wish the game was a bit less stingy with love gems, but otherwise, I love it.
2. Nier (2010)
Nier is kind of punching above its weight here. While the game itself isn’t anything special, it’s wrapped up in this awesome music, beautiful graphics, and innovative storytelling that makes it something special. Besides, Yoko Taro is just a great guy. I can’t wait to get a chance to play Automata, so I can surely put it on a future list.
1. Castlevania: Symphony of the Night (1997)
This is the video that convinced me to give SOTN another try:
youtube
It truly is a masterpiece, but some of my own thoughts: It’s a shame Sony discouraged 2D games on the PS1, because the 2D games on the PS1 are timeless. 2D is timeless. 3D ends up looking like shit later, and the PS1 3D games surely do look like shit.
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TL;DR: Yeah, uh, bought one of these Because Reasons. Long story behind why I feel I need it. Short version: muscle memory sucks, getting old sucks, programmers suck.
So I’ve got this weird keyboard layout thing going on that I’ve been using forever, and I’m reluctant to change. Muscle memory of three decades (... OK, two-and-a-half) being difficult to retrain and all that. Especially at my age.
It started with the Doom layout and went downhill from there. At the time we were using Gateway 2000 Anykey keyboards at work, so I was able to use a cross-shaped cursor key arrangement (unlike the inverted “T” of other keyboards, which persists to this day). Since then the Anykey has gone the way of the dodo, though I snagged a few that were being binned, and still have at least one working one. For one thing, it doesn’t have a Windows key, nor any way to create one, so it’s of limited use. For another, it’s got an AT or PS/2 connector, depending on its age. My working one has a PS/2 connector; but you can’t really hot-plug a PS/2 keyboard. It doesn’t harm anything, but the system needs to be rebooted. Fortunately I have a PS/2-to-USB adapter (two of them, actually) and also AT-to-PS/2 adapters (fortunately just a form factor change; electrically they’re identical) if I want to make the other one work. Problematic, since I only have one full set of keycaps for some reason.
Yeah, so. What do I do? Well, I use the numeric keypad and reprogram the Num Lock to be “E” (and reprogram the Windows Menu key -- the one to the right of the spacebar, not the main Windows key -- to be “Num Lock”) using Keytweak. Which requires a reboot after a remap, so I can’t just casually re-tweak the keyboard layout and switch games.
Over the years I’ve managed to keep this layout by considering it a functional mapping. During my WFA years I was putting precise-fire weapons (sniper rifles) on one key; rapid-fire weapons (usually hitscan) on another; shotguns and other CQB weapons in a third; and melee in a fourth. Then there are the grenades. There’s more, including special layouts for TF-type engineer (whose emphasis is on building and maintaining machinery), but you get the idea. With a functional layout, the exact weapon that a specific player class uses for a particular purpose is unimportant; you simply determine which class it belongs to and map it to the appropriate key. If something doesn’t fit the standard then you come up with alternate mappings, but try to keep things as close to the standards as possible.
Of course, every game has its own way of doing things, and sometimes the weapons categories of a game (*cough*Killing Floor*cough*) don’t fit into my neat categories (tier 1, 2 and 3 weapons are about relative power), so over the last decade my system has been bent and beaten into various odd-looking shapes. But a few key, um, keys have always been the same.
But there’s a problem.
For most games that have a sprint function, the sprint key is a toggle. Tap it once while you’re moving forward and you start sprinting. Sprinting may stop when you a) stop, b) strafe (I don’t like that one), c) jump, d) tap the Sprint key again, e) any of a bunch of stuff, but usually reasonable reasons to stop sprinting. Killing Floor did something different, which was to let you run a bit faster when you switch to a melee weapon, which is why sometimes you’ll see me switch weapons when I’m running (I’ve got something over 2,000 hours on the game, so it’s a pretty well-ingrained habit, even years later). KF2, on the other hand, gives you a separate sprint key -- but requires you to hold it down.
Most of my other fingers are busy when I’m moving and shooting, so I tend to use the PG DN key, which is fairly convenient to my left pinky when I’ve got the rest of my fingers on the numpad home row. Which works great when it’s a tap to sprint. But when you have to hold it down with your pinky, suddenly a lot of maneuvers turn this arrangement into a game of Twister without any of the fun.
Well, I found this keyboard, a Logitech K330 (usually comes in a combo), which rearranges the home/end/etc. cluster to narrow the keyboard a bit -- and the PG DN key is suddenly next to the home row instead of a row above it. No more cramping positions!
It’s an unusual layout, though, and difficult to find keyboards that have it. So far I’ve found... basically just the K330, though there are a couple cheap wired ones out there. I think Dell or somebody ships one with their computers. Fortunately I was able to find a batch of four on eBay for cheap when my first one became a victim of the Pepsi Syndrome, so over the past few years I’ve accumulated a few extras.
Yeah, so that. But there’s another problem: not every game will let me map what I need. because everybody uses WASD, so of course I would use WASD. Only muscle memory and old age; remember those? So they’ll let me remap my keys, which of course they do, only the remapping is limited, because nobody is actually going to use the remapping function. I had a whole thing over the keyboard mapping in 7 Days to Die because they have a tremendous amount of function overloading plus fixed functionality, so I ended up having to completely unbind the mouse scroll wheel and I still can’t really use the mouse to steer my vehicles.
Num Lock was a problem for a bunch of games -- either they simply won’t let it map or tapping it would toggle the Num Lock function and make the keys work sometimes, but not others. I resolved that by remapping it as described above.
Enter is another one. A lot of programs won’t let me map that, which is kind of awkward, because that’s my Crouch button. Motherfuckers. Mostly it’s games that assume that Enter is Enter and won’t let you map the main Enter key only. There are some, though, that will let me map the Num Enter but not the main Enter, which I can live with. Philosophically I dislike it, but it doesn’t affect me directly. (But still... it should be possible.)
I’ve never played Metal Gear Solid V: The Phantom Pain, though I own a copy. Why? Because the motherfucking ratfuck bastard morons won’t fucking let me fucking remap to the fucking num pad at all. I cranked it up, tried to map my keys, gave up and uninstalled it. Will my mapping make sense in a game that has a very different control paradigm? No fucking clue, because I’m not allowed to try.
Lazy fucking asshats.
Destiny 2 is one of the “can’t remap Numpad Enter” games. There might be one or two other keys, I’ve forgotten. I was determined to try, though, so I dusted off my Gateway 2000 Anykey keyboard and reprogrammed enough keys to get it working.
It’s awkward. I’m not used to the keyboard; it’s HUUUGE; it’s heavy; and it requires rearranging my desk a bit because I kind of need the other keyboard nearby, too. Actually it’s more convenient in one way: using the Numpad with my left hand means I have the keyboard pushed waaaay to the left, which is really inconvenient for typing normally. Entering text fields usually means shifting the keyboard back and forth. So I can put my regular keyboard in front of me... only now I have to change habits, because I’m in the habit of moving the keyboard, not changing to a different keyboard.
Yeah.
So for that and some other reasons I’ve not been playing; none of my friends actually want to play with me; I could use some guidance while I learn the game, but it’s not easy when all your friends have already leveled way past you. Especially when said so-called friends have communications and patience issues. S___ tends to say something; if I ask him to repeat it because I had trouble hearing, or because I didn’t understand, he shuts up and doesn’t say anything. (And I don’t mean Snarb. Different game; really great guy.) A great teacher never ever repeats himself because, you know, repetition isn’t the key to learning, or any such shit, right? Sorry, rant over.
Once in a while I try to find a standalone programmable keypad or keyboard that has buttons in what are blank space in a regular keyboard. In other words, I want a button in the home row, immediately left of the Numpad, because that will let me hold Sprint down without (as much) cramping. A week or two ago I found the one you see at the top and put it on my wishlist. I added a set of red-and-white keycaps because, well, I’ve inadvertently started a bit of a red-and-white theme with my equipment, which I won’t go into here -- this shit’s already too long. Also stuck on my Amazon wishlist.
Yeah. So. Destiny 2 is being shifted from Blizzard to Steam in October. Meantime apparently they’ve gone to a free-to-play model, which I should resent because I paid for it? Apparently? I dunno, when TF2 did that I figured I’d gotten more than my money’s worth out of the game. Here I feel a bit more cheated, seeing as how I haven’t played it more than a few hours. But still, whatever. I went through the motions of getting it transferred to my Steam account. It should show up soon. I guess. Beginning of October.
And now my friend Blacksix (another great guy, and one of my oldest current gaming buddies, hailing back to my Urban Terror days) wants to play. Last night he texted me and said he wanted to try it, was preloading it, and encouraged me to preload it too. I went ahead and did that, reasoning that my account should migrate into that if they didn’t fuck things up, but I don’t really have anything to lose -- never played enough to accumulate any resources. Like, any. Not like, any significant resources; no resources. Just the initial playthrough on a few characters. No money or manna or coins or credits or tokens (or whatever this game uses for commerce) or weapons or, well, anything. Blacksix is going to want to do an initial playthrough anyway.
And then I had to decide: am I going to follow through with this? I found this nifty keypad that should solve all my mapping problems. But it’s $90. But I can afford the occasional $90 purchase. It may even let me play Metal Gear if I really want to try. It’ll apparently let me set up specific mappings for specific games and swap them easily.
So, I figured, what the fuck. Last night I put in an order for this keyboard (the 46-key layout, since it starts with the numeric keypad layout I’m used to and the left side is all individual keys; and Cherry MX switches) and this replacement keytop set. And while I was at it, a copy of Twice Upon a Time, because damned if it’s not one of the best movies EVAR and more than $25 entitles me to free shipping.
So now I’m all a-quiver with anticipation.
#7dtd#7 days to die#urban terror#tf2#weapons factory#koolertron#keypad#cherry mx#programmable keypad#metal gear soild 5#gateway 2000 anykey#doom#killing floor#destiny 2#twice upon a time
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