What are you currently playing?

gorfias

Unrealistic but happy
Legacy
May 13, 2009
7,372
1,958
118
Country
USA
I recommend you get the HORI PlayStation fight pad. It works on PC, PS4, & PS3. It is a wired controllers, so you never have to charge it. I suggest you check a Meijers, because it is cheaper there, than Amazon. I got mine for $40.

I assume it is for fighting game and not any game that requires thumb sticks?

ITMT: Went to play Metro Last Light on my PS3. Screen read I needed an update so I clicked OK. Now the screen is black and unresponsive. Not even a progress bar. I'll come back to it later and see if anything happened. If not? I unplug it and wait a million years for it to do a check disk and try again.
 

BrawlMan

Lover of beat'em ups.
Legacy
Mar 10, 2016
29,421
12,246
118
Detroit, Michigan
Country
United States of America
Gender
Male
I assume it is for fighting game and not any game that requires thumb sticks?
Mostly, but it does work great with fighters, beat'em ups, and platformers. If you look at the picture, there is a switch that changes the setting from Dpad, to LS (left stick), or RS (right stck). So at least you're given options.
 
Last edited:
  • Like
Reactions: gorfias

happyninja42

Elite Member
Legacy
May 13, 2010
8,577
2,985
118
Just played the Ghostrunner demo.......

......yyyyyeeeeaah um.....this definitely hits a sweet spot for me. Cyberpunk stuff? Fuck yes. Freerunning? Fuck yes. Retro-synthwave music with thumping beats while I dash between platforms and cut up dudes? Fuck yes.

I was really getting into the mood of it when the music started really going, and I started to get the hang of the controls. I will definitely be picking this up.

Few issues so far though.

1. The action prompts during the tutorial run aren't the best given you are encouraged to be constantly in motion. By the time it popped up, I was already running past, and it wouldn't move with me in my FOV, but was fixed to a location on the ground. So I'd have to stop, backtrack a few steps so I could actually see the message. And it didn't rotate to let you see it from any angle, you had to be looking from a specific direction. So that was a bit of a ding to the flow. Would've been better to have more lead time between the prompts and the action they were teaching. Also, have the prompt float along with me in my FOV so I can keep moving but see it.

2. The combat is a bit iffy and clunky, which is odd to say, since it's literally just one action, swing technoblade. The trick is the enemies track you fairly well, so you have to use a combination of airborne bullet time with left/right, to move out of the way, and then release to cyberdash at them for a strike. Problem is that you don't dash very far, and sometimes the point where you need to start the bullet time dodge is so far, that you come out of the dash, and you still have distance to target...and you're now in real time again, and they shoot you. Sometimes it seemed like I could block/deflect, but this was never actually tutorialized. And there wasn't any alternate button press to block, like genji in overwatch or anything. It's possibly just timing a sword strike at the right moment? *shrugs* Again, game doesn't explain it, so not sure.

3. The mobility is limited, again, odd to say in a movement game, but it was noticeable. Like your normal run speed seemed slow, there was no toggle of walk/run, you just always run. The only alternate is the short dash, which is a button press. Given the setup, it's clearly implied that you will be getting upgrades as you progress, and I assume it will be things like longer distances on your dash, longer bullet time meter, faster base move speed, higher/double jump, etc. But for the demo, it did feel a bit like I was being forcibly hampered. Again, this checks out given the narrative, but it didn't feel fun to play around with in a demo.

4. The maps are very linear. I mean there isn't a lot of variety with how you get from A to Z. It's pretty clearly mapped out for you, via the handy dandy orange/yellow surfaces that scream "run this way!" If you played Mirror's Edge, it's similar to the red coloring to guide you. I'd like to see more expansive maps, with multiple routes to take based on your playstyle, but eh, it's a demo, so maybe that will be coming later.

5. The visuals in the cyberspace part (the digital world, not the physical), got a little vertigo inducing at times. The surfaces you were running along were translucent, with a LOT of background colors and effects going on, so spatial awareness of distance got a bit iffy at times. Wasn't too bad after you adjust, but I had to stop once or twice to sort of get my bearings on where to go next, as I had difficulty seeing the path.

6. No pacifist run possible, as progress is at times, tied to killing the enemies to clear the gates you need to move through

7. My hands hurt from the manipulation of multiple keys at once on my keyboard, to pull off the different tricks needed. Left pinky on CTRL to slide, then switch to holding shift to bullet time, while also pressing this and that, then back to this, then back to jump, etc. I have arthritis, after decades of mashing buttons like a hyperactive monkey, so that was a literal pain. Remapping of keys might be needed for comfort, as it was definitely for me.

Things I liked, in more detail than just the "fuck yeah" synopsis above.

1. The music. Yep, it's exactly the kind of music you'd expect to hear in a game like this. Darksynth, retro-wave, synth-wave, it's all there. If that kind of music is your jam, then you won't be disappointed with this.

2. It felt fun running around the maps as a cyberninja. Not a lot of context at first, other then "you must get to X and do Y', which then triggers the actual narrative exposition. But you start in media res, so that's ok.

3. The respawn is super fast. Namely the autosave is always just like a platform/section behind you. Dying (and you will die, it even tracks your deaths as a scoring metric :D ) isn't a big issue, as you just press a button to respawn, and you are zipped back to the last section (likely just a few seconds ago), and you try again. It's almost like Tracer's rewind ability, but like, always on, and only triggered when you fuck up and die. Sometimes it can be annoying, as the respawn might be at the beginning of a combat room, wher eyou have to kill multiple dudes to progress. But you have to clear them all in one attempt, any death, whether on dude 1 or 5, respawns you back at the start of the entire fight.


It's really fun, I would've like to see more. I think I missed a collectible in the final tally, but not sure. It showed lists of things that I gathered, but they were all blank, save for the "Artifact" tab, which had a single "?" in it. Didn't say like 0/1, just...the ? sitting there. So maybe something there, maybe just a weird artifact (no pun intended) of the demo.

Definitely putting this on my wishlist. What's here so far is limited, but I'm curious to see how the progression works, and to what level of insanity you can your cyberninja.
 
Last edited:
  • Like
Reactions: BrawlMan

CM156

Resident Reactionary
Legacy
May 6, 2020
1,133
1,213
118
Country
United States
Gender
White Male
I'm fast approaching one year on cookie clicker.

Amazed how addictive it is.
 

Chupathingy

CONTROL Agent
Legacy
Apr 3, 2020
212
140
48
Been playing Katamari Damacy for the first time.

And incredibly charming game with surprisingly addictive and satisfying gameplay, great visuals, and catchy music. You can tell a lot of love and passion went into its development.
 

happyninja42

Elite Member
Legacy
May 13, 2010
8,577
2,985
118
Been playing Katamari Damacy for the first time.

And incredibly charming game with surprisingly addictive and satisfying gameplay, great visuals, and catchy music. You can tell a lot of love and passion went into its development.
and drugs, loooots of drugs.
 

Drathnoxis

I love the smell of card games in the morning
Legacy
Sep 23, 2010
5,755
2,104
118
Just off-screen
Country
Canada
Gender
Male
Started giving Crypt of the Necrodancer another try, but IT'S SO HARD! I have all the stages unlocked already, but I don't think I actually completed the last one. I'm struggling to even make it through the first again though. I just don't have the time to think and make decisions on who and when to attack between beats.
 

happyninja42

Elite Member
Legacy
May 13, 2010
8,577
2,985
118
Was just thinking, you must’ve had the easiest time through the River of Sorrow in MGS3 haha.
Never played anything beyond MGS2, so I have no context for your reference? Sorry but Hideo Kojima's insanity made into video games, isn't something I actually enjoy. MGS2 is one of the few games, that by the end, I was genuinely pissed off at the sheer metric ton of batshit craziness I was made to wade through.
 

hanselthecaretaker

My flask is half full
Legacy
Nov 18, 2010
8,738
5,910
118
Never played anything beyond MGS2, so I have no context for your reference? Sorry but Hideo Kojima's insanity made into video games, isn't something I actually enjoy. MGS2 is one of the few games, that by the end, I was genuinely pissed off at the sheer metric ton of batshit craziness I was made to wade through.
 

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,082
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
UnMetal Demo.

Unmetal, based on the roughly 30 min demo, is both an homage and a parody of the Metal Gear series which seems to have just enough alterations to avoid Konami Legal attention. You kind of get the gist from the trailer, that the main character Jessie Fox is arrested for a crime he didn't commit and needs to escape from prison, before...more stuff happens. What the demo reveals that the trailer doesn't is that the game actually takes place in flashback, narrated by Fox in Custody after being shot down in a Soviet attack helicopter crossing the border into allied territory and interrogated in military custody.

Why this matters is that it allows Jessie to be a bit of an unreliable narrator for his tale, where the Interrogator will frequently question "How did you escape from your cell?" and "Why did you do that?". It can be amusing and irritating due to the constant interruptions, but it does hang a lampshade on some of the weirder elements of video games. If you randomly punch boxes in the base repeatedly, the interrogator asks "What were you hoping to accomplish by punching boxes?" "I don't know".

The games first boss battle, against "GRENADE GUY" is full of Jessie basically making shit up as he goes along "I wanted to punch him" "Why didn't you?" "There was a ditch in the way. But then I beat him and took his stuff" "But you said there was a ditch in the way" "I used the bridge. Apparently it was there all the time, but I didn't see it until after I killed him". Complete with said elements just appearing on screen as he mentions them. Made even more amusing when you first enter the room where Jessie can't remember what he found there, so there's just an empty room with ghostly floating question marks fading in and out until you come back later and he remembers "Oh yeah, that GRENADE GUY was there". It's all very tongue in cheek yet "Serious" and with Metal Gear that might be the best way to go.

The gameplay itself it a shout out to the early MSX Metal Gear titles, done from an isometric-ish viewpoint and playing very much like MG/MG2. Avoiding guards and finding items to solve puzzles is the bulk of the gameplay, with a bit of adventure game logic here and there. One example is needing to get a pair of encrypted radios for you and someone in a cell so they can help you. You need to take radios from knocked out guards and then punch computers to break them, take the circuit boards and jam them into the radios to encrypt them. Somehow this works.

Jessie is doing a pretty good discount Solid Snake/David Hayter and the lines are clearly meant to evoke some of the more Idiosyncratic quirks of Snakes dialogue. The artwork is mostly good for what it's trying to evoke, but some of the art looks just a little bit off, notably the character art, which doesn't look as detailed as it probably should.

The demo ends with Fox finishing chapter 1 and entering the sewers for his escape. It looks pretty well completed so the beginning of the actual game will likely play much the same. It does say the game will be out Oct 2, but it looks like the release date has been pushed back to TBD so we'll likely have to wait a bit for the full release. For me though, it looks like the UnMetal team has struck a good balance here of "Metal Gear homage but also a loving parody" and I'm looking forward to giving it a try.

 
  • Like
Reactions: hanselthecaretaker

happyninja42

Elite Member
Legacy
May 13, 2010
8,577
2,985
118
Interesting. It would be nice if more games had things like that. I mean, I don't mind if there is violence in my video games, especially if it's established right away, which Ghostrunner does. Literally the very first thing that happens when you hit start new game, is you leap off a ledge and impale a dude with your katana. So, you know, they show their hand right away. And I'm fine with that. I guess I just got spoiled by Mirror's Edge, where the devs did allow for combat, but they stressed that Faith isn't a fighter, she's a runner. You can pick up guns sure, but doing so slows you down, and limits the amount of mobility you have as a freerunner. So it's in your best interest to just avoid conflict, by finding really creative paths through the map, using your primary skill, parkour. To me that's great game design. Sure you could spend 3 minutes fighting these guys by snatching their weapons and shooting them. Or...you could already be done with the map, because you just hopped over this thing, wall slid down that, jumped to this pipe, and shimmied up, job done. :D So I would've enjoyed that option with Ghostrunner. The "you guys are literally mook drones of the Big Bad, who is my target. I'm not wasting my time with you, because you know, cyberninja. I'll just wall run up this, blitz dash and electro whip like tarzan across this gap, slow down time and hack this thingy and just leave you behind, 'cause I've got better things to do with my time.

Most games, if they do track deaths, it's a binary "You didn't kill anyone/you did kill people", usually in the form of an achievement. Having more a sliding scale could be very neat, and encourage more varied gameplay. Like, sure killing these guys makes those portions of the map easier, but it makes this boss much harder. So, you can choose where you want your difficulty. Have a harder time of it by being a non-violent dude in the previous maps, and thus go against a boss, that is empowered by the souls of the dead you claimed, who is as weak as possible? Or, kill a lot of dudes and have an easier first half of the game, but you now face a boss who is Over 9000?

That's a fun idea to play with. Wish more devs would consider it.
 
  • Like
Reactions: hanselthecaretaker

happyninja42

Elite Member
Legacy
May 13, 2010
8,577
2,985
118
Why this matters is that it allows Jessie to be a bit of an unreliable narrator for his tale, where the Interrogator will frequently question "How did you escape from your cell?" and "Why did you do that?". It can be amusing and irritating due to the constant interruptions, but it does hang a lampshade on some of the weirder elements of video games. If you randomly punch boxes in the base repeatedly, the interrogator asks "What were you hoping to accomplish by punching boxes?" "I don't know".
:D I love this so much.

I am curious if this is at all related to Jessie Cox. Either as a bit of homage/headnod to a let's player the devs really like, or something like that. I mean, a video game about making fun of video games, and the protag is a name one letter removed from a guy known for making fun of video games?
 
  • Like
Reactions: Dalisclock

Johnny Novgorod

Bebop Man
Legacy
Feb 9, 2012
18,914
3,477
118
Still playing Blasphemous. The game has bugged out a couple of times on me. One time it took a couple of rooms before I was registered as dead after a nasty fall. Another time was Gemino's quest, which apparently activates as soon as you reach a certain area and can time out if you don't meet him in time. The quest items then spawned out of place and out of order, and now I'm left with the final quest item in my inventory but no way of interacting with the tomb, which locks me out of 100%. Oh well.

I like the novelty of not losing currency when you die. Instead the bloodstain equivalent carries "guilt". You're free to leave as many behind as you want per death, apparently, with the tax of reducing fervor and fervor gain (the game's equivalent for magic). You can also pay a fee to get them back to a confessor, which is a nice take on medieval indulgencies. I like the bosses as well. Charred Visage and Tres Angustias took one try. Warden and Ten Piedad two tries. Esdras three tries. There's really no room for brute-forcing, overleveling or cheesing like many of the nominally tough bosses I remember from Demon's Souls and Bloodborne. You either pick on the pattern or go home, which I like
 
  • Like
Reactions: Dalisclock

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,082
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
:D I love this so much.

I am curious if this is at all related to Jessie Cox. Either as a bit of homage/headnod to a let's player the devs really like, or something like that. I mean, a video game about making fun of video games, and the protag is a name one letter removed from a guy known for making fun of video games?
I'm not sure. I suspect they wanted to do a parody on Solid Snake and having Fox as the last name provides the additional reference of Naked Snake being a member of the FOX unit.

I do hope the game keeps the ball rolling with it's taking the piss out of video games when it does come out.

There was one amusing bit. At one point Jessie meets another prisoner, this one in his cell asking Jessie to help him escape. The conversation goes something like this.
Prisoner:"Can you help me escape bud?"
Jessie:"No, because you're a prisoner and that implies you're a criminal and I don't help criminals"
P:"But you're also a prisoner!"
J:"But I was imprisoned for a crime I didn't commit"
P: "So was I!"
J:"That's what they all say"
 
  • Like
Reactions: happyninja42

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,082
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
Still playing Ace Combat 4: Shattered Skies.

AC7 being my first game in the series make it a little difficult to adjust but I'm definitely feeling it now. While AC7 is technically a lot better, AC4 is better structured. The campaign is less all over the fucking place and I do really like how the missions flow logically into one another. Even the side story of the kid in the occupied town(despite the lackluster voice acting) is growing on me and provides a nice contrast to the action. It also feels less awkward that Mobius 1 has no development at all then it did with Trigger because at least in this game you don't have the side story in the penal unit where Trigger is mentioned a lot but never seen.

Just finished the mission where you need to help the beach landings succeed and it was well done. So far the best moment was when Stonehenge starts firing at you from half a continent away and you have to hide in the canyon to avoid it's fire. I can see where AC7 borrowed this concept for a number of missions(notably where the Arsenal birds are firing AOE missiles at you).

Also played more Hades and unlocked the Adamant Rail(the assault rifle). For a genre I'm not really into, this game has the unnerving ability to me go "I'll do a run and then play something else".....4 runs and 2 hours later....I think it's because it does feel like I'm always making some kind of progress, whether story or powerwise and the early parts of the game are starting to go by really fast now. I can normally make it to Asphodel without much trouble(though I haven't been able to beat Meg with the sword yet) and normally my run ends at Elysium with O+S....er, Theseus and the Minotaur(though I did beat them once). Now I've unlocked the damn weapon aspects and am enjoying fiddling with those.

So yeah, so far a really fun game in a genre I normally don't care for, which is probably even more of a compliment considering it has to work extra had to earn that praise from me.
 
Last edited:

meiam

Elite Member
Dec 9, 2010
3,595
1,823
118
Still playing Ace Combat 4: Shattered Skies.

AC7 being my first game in the series make it a little difficult to adjust but I'm definitely feeling it now. While AC7 is technically a lot better, AC4 is better structured. The campaign is less all over the fucking place and I do really like how the missions flow logically into one another. Even the side story of the kid in the occupied town(despite the lackluster voice acting) is growing on me and provides a nice contrast to the action. It also feels less awkward that Mobius 1 has no development at all then it did with Trigger because at least in this game you don't have the side story in the penal unit where Trigger is mentioned a lot but never seen.

Just finished the mission where you need to help the beach landings succeed and it was well done. So far the best moment was when Stonehenge starts firing at you from half a continent away and you have to hide in the canyon to avoid it's fire. I can see where AC7 borrowed this concept for a number of missions(notably where the Arsenal birds are firing AOE missiles at you).

Also played more Hades and unlocked the Adamant Rail(the assault rifle). For a genre I'm not really into, this game has the unnerving ability to me go "I'll do a run and then play something else".....4 runs and 2 hours later....I think it's because it does feel like I'm always making some kind of progress, whether story or powerwise and the early parts of the game are starting to go by really fast now. I can normally make it to Asphodel without much trouble(though I haven't been able to beat Meg with the sword yet) and normally my run ends at Elysium with O+S....er, Theseus and the Minotaur(though I did beat them once). Now I've unlocked the damn weapon aspects and am enjoying fiddling with those.

So yeah, so far a really fun game in a genre I normally don't care for, which is probably even more of a compliment considering it has to work extra had to earn that praise from me.
Super weapon missions were always the highlight of ace combat missions, to the point that they usually heavily focus on them during the pre launch hype phase. Sadly they often boil down to "don't be there" or "fly below/above that altitude" so it can get a bit repetitive if you play a bunch of them in a row. The lack of development for the main character is something I never really liked, but I think it works better than in other games (say like a dragon quest) because we never see the main character, so it doesn't feel like were playing as a mute sockpuppet. In AC5 the main character actually show up in a few cutscene, but always in the background and with his head hidden, which always remind me of Austin Power censor scene.

The rail is really fucking good in hades, the upgrade that make it into a burst gun combined with a Zeus focused build is ridiculously good, I did that for my first run with the rail and finished the run with lives to spare. Sword is kinda crap TBH, you need very specific build for it which are hard to get if you don't have a lot of keepsake and other ability to force the right boon to spawn, otherwise the gautlet out dps it and the spear is far safer.
 

BrawlMan

Lover of beat'em ups.
Legacy
Mar 10, 2016
29,421
12,246
118
Detroit, Michigan
Country
United States of America
Gender
Male
Played some Crash 4 a couple of days ago, and did some bloody palace stages as Dante in DMC5. Did some of my favorite boss fights. A got new time record against Cavalier Angelo. Also, that vacuum tornado attack Goliath does...IT CAN BE PARRIED WITH ROYAL GUARD! I have done it before, and it never gets old. Even his attacks that involve screaming or shouting can be parry bait and jump you straight to a SSS in a nanosecond.


For those that want to skip to the best moment. I got it time stamped.
 

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,082
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
FInished Ace Combat 4: Shattered Skies, going though the 2nd half of the game in one sitting. Enjoyed it a lot but it was hard not to compare it to AC7 a lot considering that's the only game in the series in compare it to. And man does it impress that the devs love to reuse their own ideas. I'll elaborate a little on that later but I'll talk about the game on it's own terms.

Most of the missions were nicely done, though I got a little irritated with the blimp hunting mission where you just have to stumble across them in time. Fortunately the mission is almost over when you finish that. The Stonehedge mission was nicely executed in all respects and should have been the big centerpiece, considering it's there from the beginnig and is a threat in a number of missions, not to mention driving a decent part of the plot. The Siege of Farbanti should have been the finale, but for some reason they decided "Oh, we knocked out our superweapon early. Uh....throw in another one, but this one is a glorified missile silo you have to fly through". I mean, the war technically ends the mission before that but "Wait, there's more!" gets tossed up and suddenly meteor fragments are dropping from the sky and there's a laser show and there's a huge number of Yellow Squadron planes and.....seriously, devs? It screams they wanted a BIGGER FINALE but it feels off narratively speaking, whereas the rest of the game flows pretty nicely. On the same note, AC7 more or less reused the Siege of Farbanti for it's own battle over the city and it's almost a beat for beat copy, "Invicible Fleet(AC4)" and "Anchorhead Raid(AC7)" feel very similar as do "Lifeline(AC4)" and "Pipeline Destruction(AC7), but without the annoying sandstorm bit". Which means it's either a clever callback or an argument that they committed self plagiarism(which apparently is a thing). Granted, it's very possible I'll see this more when I play 5 and 0 down the line because there's only so many mission types for fighter aircraft.

Anyway, the side story with the kid and Yellow 13 does end up having some payoff at the end and provides a nice contrast to the rest of the game, especially when you get to liberate the city he lives in during "Emancipation" in a vicious night battle. Though honestly it's hard to remotely see the Eruseans as anything more then dicks, sending bombers to flatten the city moments after they lose control of it and in a later missions they're ready to provoke a nuclear escalation by firing a nuclear tipped cruise missile at ISAF forces in "Breaking Quivers" and that's before the Megalith missile is going to be launched at the end. And of course, the shit they pull in AC7 which is much the same "Oh, that space elevator is pissing us off! TIME TO START ANOTHER NEEDLESSLY DESTRUCTIVE CONFLICT DESPITE THE FACT THE LAST WAR WE STARTED DEVASTATED OUR COUNTRY!".

But good game still. It's kinda cool seeing where the series starting turning into what it is now and fun in it's own right.
 
Last edited:

Drathnoxis

I love the smell of card games in the morning
Legacy
Sep 23, 2010
5,755
2,104
118
Just off-screen
Country
Canada
Gender
Male
I thought maybe I'd play Factorio again since 1.0 is out and I haven't played it in four years and I never did play around with trains or the flying robots really, but I don't know. I played for like 20 minutes and my interest plummeted. I really liked it the first time, but I can't help feeling that I've already done this before and it just feels like work to do it again.

Also Crypt of the Necrodancer is still kicking my butt. I can only get past the first zone extremely inconsistently. A couple mistakes can cost you a run and I feel like I just can't think fast enough not to make them. Maybe I should just give up, beat it as Bard, and call that good enough.