I haven't played it but I think GMTK has talked about it and it seems like a really interesting concept.Finished Yoku's Island Express. It's wonderful, combining the thrill of exploration and discovery in Metroidvania with the simple catharsis of pinball into one of the most unique games I've played. Some of the trickier aspects of pinball might be off-putting at first but I can't recommend it enough.
Man, oh man, you've been having a crazy weekend of games. Props to you.Days gone on PC has been driving me insane with some controller issues and a save bug. The controller thing is my fault I was using a hacked PS4 controller and having connection issues, switched to an xbox one, but the buttons changed and I got killed.
This wouldn't be bad but Days Gone has this infuriating issue on PC where it doesn't matter when you quicksaved or autosaved, if you died after you recently did something meaningful like defeated a base it resets you back to the beginning even if that was literally like 20 minutes of gameplay ago. So like I defeated a base, saved my game, got killed by a zombie 5 minutes later and it reset me back to before I beat the base UUURFGGGJGH. I wish the story was compelling enough to make me throw up my hands and dive back in, but instead I just huck my controller at a wall and go do something else.
One of my god kids said he missed his DS, so while I was buying one for him I also found a spare and made an excuse to start playing Etrian Odyssey. I've never played a DS and I always wanted to check this out because its a old school dudgeon crawler like Labyrinth of Refrain, which is one of my favorite games. Its surprises me how easily I'm hooked on these Dungeon crawlers. Its literally like crack and Ive been playing 24/7 the last couple days. I think there's something about not being dragged through a game like taking a cat for a walk.
Its just like "fuck you, make a party, heres the keys the dungeon, kill stuff and you'll learn the story...IF you're good enough"
View attachment 5135
The opposite of this is Tales Of Vesperia which I recently got on Switch. I'm like an hour or two in and ...idk I'm escaping a castle escaping with some chick, had a couple tutorial battles blah blah blah I hope this game starts soon. Actually I don't I havent touched my switch since I switched to Etrian Odyssey. If nothing else I wish RPG directors understood when is the time to tell story and do tutorials and when is the time to hook the player. I recall both Final Fantasy 6 & 7 started off with bangers before making the player do the mundanity. Actually I just started Final Fantasy Tactics and it also dumps you right into a battle and doesn't smear a tutorial in your face.
Played a bit of etrian odyssey (I think it was EO4) but the game lack variety in gameplay, so I was having fun for the first 10 hours but things got pretty routine after. Loot is just the usual boring stuff that increase number with no interesting effect, class pretty quickly hey every skill they need and from there own don't really evolve and dungeon need more interesting gimmick to differentiate themselves. I got to the last boss but he was immune to status effect and one of the class I picked was entirely built around status effects... So overall I've found it a bit meh.Days gone on PC has been driving me insane with some controller issues and a save bug. The controller thing is my fault I was using a hacked PS4 controller and having connection issues, switched to an xbox one, but the buttons changed and I got killed.
This wouldn't be bad but Days Gone has this infuriating issue on PC where it doesn't matter when you quicksaved or autosaved, if you died after you recently did something meaningful like defeated a base it resets you back to the beginning even if that was literally like 20 minutes of gameplay ago. So like I defeated a base, saved my game, got killed by a zombie 5 minutes later and it reset me back to before I beat the base UUURFGGGJGH. I wish the story was compelling enough to make me throw up my hands and dive back in, but instead I just huck my controller at a wall and go do something else.
One of my god kids said he missed his DS, so while I was buying one for him I also found a spare and made an excuse to start playing Etrian Odyssey. I've never played a DS and I always wanted to check this out because its a old school dudgeon crawler like Labyrinth of Refrain, which is one of my favorite games. Its surprises me how easily I'm hooked on these Dungeon crawlers. Its literally like crack and Ive been playing 24/7 the last couple days. I think there's something about not being dragged through a game like taking a cat for a walk.
Its just like "fuck you, make a party, heres the keys the dungeon, kill stuff and you'll learn the story...IF you're good enough"
The opposite of this is Tales Of Vesperia which I recently got on Switch. I'm like an hour or two in and ...idk I'm escaping a castle escaping with some chick, had a couple tutorial battles blah blah blah I hope this game starts soon. Actually I don't I havent touched my switch since I switched to Etrian Odyssey. If nothing else I wish RPG directors understood when is the time to tell story and do tutorials and when is the time to hook the player. I recall both Final Fantasy 6 & 7 started off with bangers before making the player do the mundanity. Actually I just started Final Fantasy Tactics and it also dumps you right into a battle and doesn't smear a tutorial in your face.
I had to look up Death's Gambit because I kept thinking of Deaths Door, which came out a month or so ago and has gotten a lot of praise. Can you elaborate a little more on Deaths Gambit?Recently completed Death's Gambit: Afterlife (the recent total overhaul of the original Death's Gambit; it doubled in size and added numerous extra bosses and areas). It's a much meatier game now. Got Ending A.
Also finished Spiderman: Miles Morales yesterday. Excellent follow-up to the PS4 Spiderman. Worth pursuing the platinum trophy I think.
I've been playing Dark Souls 1 with both an item randomizer and an enemy randomizer mod. The parameters can be set in a way where it won't completely break the game (like Seath the Scaleless being forced into a narrow tunnel) so I've been playing on that, and it's genuinely a different kind of experience. It's really interesting when all the items are shuffled and you have no consistent basis to make a build on, so you have to make do with what you're given. I started out with a Partizan that I got to level up once due to an early titanite drop, so it was quite a struggle until I got hold of a Demon's Spear, and the game got a lot easier.
Despite the game feeling very fresh due to these shuffled elements, the inevitable result of such an imbalance is that you can become incredibly overpowered very easily. Endgame items can spawn before the game even starts, because my character started out with the armor of the final boss. Often times you'll just get a ton of souls for free from enemies falling into bottomless pits and death planes due to the AI not being programmed for the environment they spawn in. Many larger enemies will get stuck in doorframes, making them a cakewalk to fight. Merchant items are shuffled as well, so you can find an ordinary longsword costing like 20 000 souls, but also Legendary Souls (10k a pop) being sold for peanuts, making leveling up incredibly easy. In the run I'm currently on Andre was selling Twinkling Titanite for 100 souls each, and soon I was walking around with a fully upgraded Black Knight Greataxe before even killing the gargoyles.
Bosses are replaced randomly with other bosses as well, but retain the health bars of the original bosses. For example the Gaping Dragon was replaced by Artorias in my run, but due to it having the dragon's health pool and not Artorias's, it went down in like 8 hits. This dampens the excitement of the unbalance a fair bit, because it feels like the game fails to meet the power level it's allowed me to climb to with properly challening enemies. A lot of the time the shuffled bosses are also ill-fitted for the areas, like when the Capra Demon was replaced with the Sanctuary Guardian, and it literally couldn't hit me because of the smallness of the arena.
Still, it's quite an interesting experience, and I'd recommend it. It's as close as you're going to get to a genuine 3d Dark Souls roguelike.
Katana is great but it is sadly very short and also essentially unfinished (ie it end on a cliffhanger with some vague promise of DLC/sequel). I do like that it's almost the only game that introduce the concept of slowing time and raise the point that it's fucking terrifying to get stuck in slow time in very discomfortable situation or to repeatedly re experience your death over and over again. Light spoiler, one character is forced to experience slow time while being tortured and then killed, so in their head they just repeatedly experienced their death, possibly to infinity.Slowly grinding through Cuphead. Getting a feel for how the game wants me to play it and I've gotten really close to beating some of the early bosses(Heidi Berg) in particular but I'm still not good at it. Thank god you can jus reattempt the boss without doing a level before it, what little help that is. I think I need to experiment with some of the other weapons and grind coins to get them or something.
Played an hour of Katana Zero thanks to JM8's video. Interesting game. Basically lot Hotline Miami(so I'm told) but pixelated art/2d side scrolling and you play a Samurai dude? Basically you work for some shadowy dudes as a hitman to kill whoever you're told to today and you're injected with a Drug before each mission that allows you to experience time in a really weird way. Basically, it gives you the ability to slow down time on command(like Bullet time) but also gives you a form of precognition.
So basically, you fight through one room of mooks and traps at a time and both you and the mooks die in 1 hit, meaning the action is fast and frantic(but bullet time gives you an advantage here). When you die, you get a brief "That won't work" and quickly rewind to the start of the level(not the mission) to try again. When you successfully pass the level by killing all the dudes and getting to the end, you see the whole thing in real time again like you're watching VHS security camera footage(this is skippable, BTW) and it's implied that you playing it was essentially planning all of this out and the replay is actually you doing it. Thus you never canonically die, you act out the same scenario until you find one where you survive and complete the level. Which is an interesting way of dealing with this idea.
You also see how these missions canonically last about 10 minutes or less(in one early mission, an mook gets on the elevator to escape you and you kill him when the elevator reaches the top floor just as you do after killing your way through the building), with you typically painting the hallways red with the blood of dozens of mooks in the process(and the local news keeps remarking on the slaughter you've left behind you) thanks to the time altering nature of the drug. You also get this cool little detail of when you start the combat part of a mission, your character turns on his music player to provide that levels soundtrack while you're playing(and the tunes are pretty good too).
The setting is a dystopian cyberpunk one with a lot of 80's/90's aesthetic to it and between each mission you get a few minutes to unwind a bit and talk to people and chill in your craphole apartment before the next mission. There's little purpose to this other then to let you soak in the setting a little and hint at the plot points, which is shrouded in mystery because as of several missions in I have no idea who or what I'm working for or doing. The main character, only known as Zero, is presumably a war vet who remembers almost none of his past or even who he is and you're told not to ask questions, just to go places and kill people for reasons because the shadowy organization who pays you and gives you your time drug tells you to. In one mission in particular, you're ordered to off an underground DJ and very explicitly told "DO NOT TALK TO THE DJ"(which is begging for you to do so but you don't have to) and if you do, he drops some hints about the drug you're continually injected with. It's very atmospheric and you can have conversations(with dialogue choices) during these bits, or you can just skip it entirely if you don't like it. I don't know if any of it affects the plot but it is a nice touch.
Apparently it's a rather short game(like 5 hours to complete) and that's fine, as so far it does a lot with it's length and worth checking out if it sounds interesting. Currently $9 at GOG, but it's $15 at full price and honestly it feels like it's worth the price tag even at $15.