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NerfedFalcon

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Finished Dead Space Remake. It's pretty good.

Because I couldn't help but compare the two in my head throughout my playthrough, I'm going to steal a clickbait article format and post 5 Reasons Why Dead Space Is The Better Action Horror Game (& 5 Why It's Resident Evil 4). [note: This is specifically referring to the remakes of both, and judging them against each other as games rather than as remakes, though in my experience (limited as it is with DS) these apply pretty much equally to the originals.]

Dead Space: Enemies
Put simply, the Necromorphs are a blast to fight against. Tearing them limb from limb with your various weapons never gets old, in large part due to the effort put into the 'Peeling' system that shows them taking ludicrous amounts of damage. They're also dangerous opponents who aren't afraid to sneak up on you, keeping you on your toes and glancing around in the dark for any threats, even when there aren't any.

Resident Evil 4: Bosses
Dead Space only has three major boss fights, and they all play out similarly: dodge the slow-but-massive tentacles, shoot the glowing orange bits when they appear. They don't behave a lot like the regular enemies, and break up the flow of gameplay. Resident Evil 4's bosses, besides their greater number and variety, are a test of the skills you've honed against the Ganados, and they all fight very differently from each other, forcing you to adapt to the unexpected.

Dead Space: Weapon Variety
Each of Isaac's weapons is very versatile, with the primary and secondary fire options giving you multiple ways to dispatch your enemies. The modular upgrade system makes them even more interesting to work with as you turn them into engines of destruction that suit your playstyle, using nodes found scattered around separately to your currency (though you can also just buy them if you don't need anything else).

Resident Evil 4: Weapon Variety
Though a lot of RE4's weapons are similar to each other, the variations within each class of weapon create a lot of opportunities to build Leon's arsenal your way, and being able to equip up to eight at once compared to Dead Space's 4 lets you pull out all of those options easily. With sources ranging from the Merchant to hidden treasures to the superweapons you only get in New Game Plus, finding all of them is a fun part of the process as well.

Dead Space: Kinesis and Stasis
Besides weapons, Isaac also carries the Kinesis Module and the Stasis Module, allowing him to grab and throw various objects and slow enemies and objects down temporarily. These two options create a lot of tactical flexibility: slow down enemies to shoot them or keep them away, throw explosive barrels to avoid wasting ammo, pull ammo pickups from across the room towards you. They're also used to help repair the ship in various puzzles, reinforcing Isaac's backstory as an engineer.

Resident Evil 4: Knife, Melee and Dodging
Though he lacks Isaac's sci-fi flair, Leon's seemingly simple side weapons create a huge amount of mechanical depth too. The knife, besides dealing decent amounts of melee damage, can also be used to execute downed enemies or parry their incoming attacks. Shooting enemies in certain body parts will stun them, leaving them open to kicks that send them flying or head-destroying wrestling moves, and Leon's mobility and ability to duck when enemies take a swing at him lets a skilled player avoid almost all damage with style.

Dead Space: The Ishimura
The real star of Dead Space's show, more than the protagonists or the Necromorphs, is the USG Ishimura itself. The visual and audio design create a genuine feeling of being trapped on a spaceship that was practically a derelict even before the zombie outbreak, and now is only held together with spit, tape and the prayers of the survivors. Seeing the deterioration get worse as the game progresses also creates a feeling of running out of time, despite the game's lack of a timer at most points.

Resident Evil 4: Side Content
Other than a couple of minor side quests and minigames, Dead Space is largely focused on its forward progression, with side areas otherwise limited to resource gathering. Resident Evil 4, on the other hand, has a large number of side objectives to pursue; besides the Merchant's requests both large and small, there's a brilliantly-designed shooting gallery minigame, and finding all of the treasures tests your navigation skills, as well as your planning in maximizing their value with gem slots.

Dead Space: Story and Lore
Resident Evil's story is mostly a standard action flick: kill the baddies, save the girl. Dead Space's story tells a haunting and genuinely horrifying tale of human hubris at a huge scale, as the survivors' discoveries and the various logs Isaac uncovers reveal the Ishimura's collapse bit by bit, and the origins of the Necromorph outbreak. Wondering what terrible things wait around the corner, literally and metaphorically, is a huge driving factor in the game's appeal.

Resident Evil 4: Characters
With a few notable exceptions, most of Dead Space's characters solely exist to serve the plot, and have little going on beyond what's visible at a first glance. On the other hand, Resident Evil 4's plot almost seems to serve its characters, giving them opportunities to banter and develop, either revealing new things about them or letting them grow and build up what they already have. Even the villains are memorable foes, from the implacable Father Mendez to the mysterious mastermind Saddler, creating a cast that will stick in your mind long after the details of the plot have vanished.
 
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Worgen

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Whatever, just wash your hands.
Saw that Age of Mythology retold was on sale and couldn't resist since I love that game. Yeah, its Age of Mythology with better graphics, just what I wanted. Plus its got a nice mod system built in, looks like the cutscenes have additional animation, and boats/buildings blow up nice. Just what I wanted.
 
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Casual Shinji

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Actually got back into Horizon: Forbidden West, because I just can't seem to not wanna mine what value I can from this game. Still probably the best looking game on PS5 - Aloy as a character model in this game is rivaled only by Kratos in GoW3 when it comes to finish.

Anyway, the game is still a slog having to run here and there, and sitting through the most banal fucking conversations from characters who look like they'd have a lot more pep in their step. But fighting robots is still the more fun way to play Monster Hunter than actually playing Monster Hunter.
 

Bob_McMillan

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Anyway, the game is still a slog having to run here and there, and sitting through the most banal fucking conversations from characters who look like they'd have a lot more pep in their step. But fighting robots is still the more fun way to play Monster Hunter than actually playing Monster Hunter.
Any particular reason you prefer Horizon over Monster Hunter? I was barely able to progress through Zero Dawn with how much of a bore I found the combat to be.
 

The Rogue Wolf

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I've been playing the demo for the System Shock remake. Technical issues (like control bindings resetting on startup) aside, as I imagine they've been fixed since release, I can't say I really care for it- it's leaning too hard into obtuse mechanics and garish aesthetics that the original was too new to know better about. Finding the one useful item in a room absolutely strewn with junk is an outright pain. I've been through one "cyberspace" section, which plays like a low-rent version of Descent, and figuring out exactly what you're supposed to do is a headache that's only amplified by the overly-bright and warping cyber architecture.
 

Casual Shinji

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Any particular reason you prefer Horizon over Monster Hunter? I was barely able to progress through Zero Dawn with how much of a bore I found the combat to be.
Well... the combat. The combat is fun to me. And almost as important, the amount of time to take down a machine is appropriate. Monster Hunter draws this shit out to an excruciating degree, where a fight can last up to half an hour, with it also running away and you having to track/chase it down. And it really just is 'go find the monster, kill the monster, strip the monster, make better gear, go find next monster, kill monster, strip monster, make gear' - the little cat dudes are neat, but besides that there's no story or world building to draw me in. Not that the story of either Horizon games are that great, but it gives enough texture to the world to give me an actual sense of world.
 

Bob_McMillan

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Well... the combat. The combat is fun to me. And almost as important, the amount of time to take down a machine is appropriate. Monster Hunter draws this shit out to an excruciating degree, where a fight can last up to half an hour, with it also running away and you having to track/chase it down. And it really just is 'go find the monster, kill the monster, strip the monster, make better gear, go find next monster, kill monster, strip monster, make gear' - the little cat dudes are neat, but besides that there's no story or world building to draw me in. Not that the story of either Horizon games are that great, but it gives enough texture to the world to give me an actual sense of world.
Interesting. Maybe I should give it another try, now that I understand how fun bringing down a big old dinosaur with your bare hands can be.
 

BrawlMan

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I finally got my RG35XX-H and I love it. It's so much better than the Myoo Mini. You can play up to Dreamcast games and PSP games. I'm mainly here for the Dreamcast games. There's even Naomi hardware games on it too. Right now I've switched between Dynamite Cop, Powerstone 1, and Cannon Spike. DC is so much fun playing it again, since the last time I played this game, I was about 14. The combat holds up well and has that Sega arcade greatness! I was able to do a run in one go! I picked Eddie, the kickboxer.

This portable emulator can even be hooked up to an HD screen,
 
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meiam

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Started playing rogue trader, adaptation of tabletop RPG in 40K by owlcat, who made the pathfinder RPG.

I'm enjoying it a lot more than the pathfinder, both because the 40K universe hasn't been overused as much as the medieval fantasy setting but also because the system is just much better for a video game.

The pathfinder system is super fun at making these crazy character combination, but the adaption suffered from a lot of bug and badly written toolbox, so you ended up with a lot of fucked build. Plus you didn't have much chance at making fun build because there just wasn't any reason to have multiple character. But the main problem was the magic system, spending hours in between every fight casting 10-20 buff is just not fun and the limit on what magic you could use when was just a pita.

Rogue trader avoid most of those problems. There's no buff to cast between fights, and ability either have no cooldown or are used once per fight. Leveling is fast and gives you a lot of small bit size option that are all pretty straightforward, so its more about making fun build rather than jumping to the wiki every time to figure out how the ability actually work. Plus the game was build from the ground up with turn base rather than path finder where they mainly focused on real time (but adapted a turn based system).

There's still a couple of problem, owlcat isn't very good at designing encounter, it seems like there level designer team and encounter designer team don't talk, so most fight start with you either having no cover or having cover but needing to turtle so the enemy slowly trickle to you. It's also pretty easy (at least first chapter) even on higher difficulty, compare to pathfinder that's pretty brutal (but it seems like they build the pathfinder around the idea the player will save scum all the time).

Story wise, my only problem is there's not much reason for you not to be a good guy, the grim dark universe is supposed to be grim, but you can just be a nice all the time and there's no downside. It would be a fun twist if being nice actually caused a a lot of problem, with your ally wondering if you were corrupted every time you did it.
 

Worgen

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Whatever, just wash your hands.
And it really just is 'go find the monster, kill the monster, strip the monster, make better gear, go find next monster, kill monster, strip monster, make gear' - the little cat dudes are neat, but besides that there's no story or world building to draw me in.
Have you tried Monsters Hunters Stories 2?
 

BrawlMan

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Asian Dynamite - A "sequel" to Dynamite Cop/Deka 2. It's mainly a modified version of the previous game, given an Asian/Hong Kong feel made for the Chinese market. Sega technically didn't develop this one, but gave permission for a Chinese gaming company to modify it. The gimmick here is that all three characters can change into different costumes (changing their entire move set and stances) by collecting brief cases dropped by dead enemies or lying around in the area. Eddy is gone, and Jean is gone too. In place is the girl from the first game all grown up, and some other lady no one cares about. Bruno is still in the roster though. I do miss the clothing damage, as that's been removed. This game is fun, but is a glorified reskin of the previous game.

Castlevania Chronicles - The PS1 remake of CV1 that contains the Sharp X68000 port and the Arranged mode of said port, where Simon is given another re-design, making him a crimson redhead. While easier than either versions Arranged mode can still be a challenge, if you're not careful. You can whip diagonally downward while jumping, but it's very situational. The opposite of Bloodlines whip diagonally up, and lacking the 8 way whip direction of SCVIV. I actually like Chronicles more than SCVIV and Symphony of the Night.
 
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Worgen

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Whatever, just wash your hands.
Made it to the final? boss in Darkest Dungeon 2. Probably would have had it if I had a move or item that swapped enemy places, probably would have still made it if my orphan had managed to make a single death saving hit. Oh well, its what it is, next time.
 

Worgen

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Whatever, just wash your hands.
I don't know, is it anything like World? Because that's the first and only Monster Hunter I ever played and it wasn't doing it for me.
No, its a turn based rpg with quite a good story. It operates a bit like pokemon with you collecting monster friends who fight with you.
 

Jarrito3002

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No, its a turn based rpg with quite a good story. It operates a bit like pokemon with you collecting monster friends who fight with you.
I will cosign to it its a great monster tamer game with a rock, paper, scissor mechanic to the combat that lets you mess around with party comp. I need to return to it.
 
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Ezekiel

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Played Crazy Taxi again. The original map, as usual, not the circular arcade map, which is far harder, has more choke points.

2021, Steam:



Today, Dreamcast emulation:



Played in 4:3. It's fine. You see everything you need to. I like how the creators worked around the absence of a second analog stick by circling the cab with the camera when the driver drops off the passenger, allowing them to see other customers that might be around. Your right thumb is way too busy putting the car in reverse and drive (for various tricks) for a camera anyway. Even for a while after the second analog became common, developers understood the problem and worked around it. Now almost every game has you working both sticks so much that those actions that were once activated with your thumbs are now activated with your index fingers. For what? Two buttons instead of four, and one of them (the trigger) depresses too much to replace what the face buttons used to do. Great.

Bored of the same map. I've known the two maps for 24 years or so (though there was a very long period between the loss of the Dreamcast and my playing the game on a computer). Would have been such an easy series to franchise, had Sega only not been morons with 2 and 3. Sequels should have other punk rock songs from the 1980s and '90s, not the same ones. Crazy Hop was lame, made the cars wobble up and down all the time and let you get up to places that should have been accessible only with ramps. Made it easier to avoid crashes. Sega must have looked at how much players were crashing and wanted to give them an easy button. There was a nice balance to the original: use boost and lose some control or drive slower and steer carefully between traffic for extra money. Fairs with multiple customers complicated the formula, like the police cars in the new game definitely will.

Can't imagine why arcade wouldn't sell anymore. That's what I keep hearing. Not like lack of quarter deposits prevented these games from being released on like ten systems. If you want rankings, just make that online and tie a replay to every score (The first game already remembered your highlights during the credits. Replay would take up very little space because it would remember where the characters and objects were and then render them again, just like a racing game replay.) so that other players can make sure the person didn't cheat.

Add good physics, three maps to start, then make more content over time.

Making the new game some massive multiplayer always online thing spells failure. That market is already dominated by a few shooters that players won't want to leave for taxis. The most that I might have added is a versus mode in which no more than two players compete for customers. But even that might have been too chaotic.

Maps shouldn't be massive. I ignore the arrow a lot of the time because I know better how to get to the destinations. I won't remember destinations if the map is massive.
 
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gorfias

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Call of Juarez Bound in Blood on PC (2009)

Surprisingly good. Got it for "free" . Maybe on Prime to be redeemed on GoG?
Says something about the game industry. Lotta fun to be had in older titles to this day.