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Worgen

Follower of the Glorious Sun Butt.
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Whatever, just wash your hands.
There's a fine line between "cringey weeb shit" and "knowingly camp". Most bosses are big titty monster girls with DoA jiggle physics who're out to ground pount you with them whoppers, and they drop their bras and panties as rewards. But then you meet two zombie schoolgirls who entrust you to return their stolen dakimakura to them, or an NPC named Lusty who wants her stolen sausage back. Up to you.
You could even say shes a maid.
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Yeah, I caught that, but heck if I can figure out why. Did she off him?

I mean, no complaints if she did, just wonderin'.
As is so often the case in FROM games, there’s much speculation. But, probably has something to do with the potion and Ranni getting wind of it, not trusting him, etc.
 

NerfedFalcon

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So I broke and looked up the requirements for the true ending in Silksong.

What the hell.

So, "do a whole lot of sidequests, including a few specific ones" was basically how you get the true ending in Nine Sols as well, I won't deny that. But the stuff for Shuanshuan and the poisons to trade for heart containers with Shennong were a lot easier to track down, and maybe I'm just bad at this sort of thing, but I didn't even know Sands of Karak was a place I could go until I looked up the list of Shakra's maps. And while I have been doing a lot of sidequests, the requirement to check back that frequently at Bellhart's Wishwall to avoid missing the start of 'Trail's End' or 'Silk and Soul', as far as I can tell without any other indication that they need to be revisited after those points, is a lot more difficult to intuit than going back to the Pavilion of Four Seasons to check on Shuanshuan and Kuafu after escaping Eigong's Soulscape. You pretty much have to either be obsessively crawling over every inch of the game repeatedly in search of more percentage points or have a guide to find this stuff, as far as I can tell.

I don't know. I am still going to do it, now that I've looked up what I need to do it feels a little late to back out, but it's kinda soured me on the game. Symphony of the Night just needs you to poke around more for the two rings, I didn't even know that I'd done anything different for Nine Sols, and Hollow Knight's true ending could probably be gotten by intuition alone by people who found Kingdom's Edge more easily than I did, but I can't help but feel as though the development process of Silksong led Team Cherry to more than a little bit of complexity addiction, to the game's detriment. I am still having fun, though, so there's that.
 
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Back to RE: Requiem.

Leon’s sections are a nice actiony contrast to Grace’s puzzly stealthy ones. The Boss fight with the hungry blob boy in the attic was a combat highlight so far. Now it’s back in the dark, finding plugs to power things up and rescue the blind girl.
 

Drathnoxis

I love the smell of card games in the morning
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I've been playing a romhack called Pokemon Crystal Legacy. It's a rebalancing of Crystal so that it has a proper difficulty curve all the way to Red, instead of peaking at the elite four and being a cakewalk through the Kanto gyms. There's also a bunch of little touches and quality of life features like being able to run, which is as fast as the bike, from the start and not needing to trade to evolve certain pokemon. I think you are probably able to catch all 251 pokemon if you wanted to. Also they've made little representative menu sprites for every pokemon rather than the generic type ones that were in the original game which is a really nice touch.

Capture.JPG

Honestly, as much as it pains me to say it, this might actually be the definitive version of Pokemon Crystal. It's a straight improvement over the original in every way so far, while remaining as true as possible to the original spirit of the game.

Edit: the phone also holds 25 numbers instead of 10 and the pokedex is an amazingly useful tool telling you a bunch of information like what level and how a pokemon can evolve as well as all the moves it can learn through every method.
 
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NerfedFalcon

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View attachment 14730

Honestly, as much as it pains me to say it, this might actually be the definitive version of Pokemon Crystal. It's a straight improvement over the original in every way so far, while remaining as true as possible to the original spirit of the game.
I'm glad you're enjoying it, but I have a lot of trouble playing anything before Gen 5 because of the fact that Pokemon names are in ALL CAPS everywhere they appear, which is a lot of places, on top of the POKéMON spelling. Drives me up the goddamn wall whenever I try to play the older games, and hacks that don't fix it by default, I just can't get behind.
 

Drathnoxis

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I'm glad you're enjoying it, but I have a lot of trouble playing anything before Gen 5 because of the fact that Pokemon names are in ALL CAPS everywhere they appear, which is a lot of places, on top of the POKéMON spelling. Drives me up the goddamn wall whenever I try to play the older games, and hacks that don't fix it by default, I just can't get behind.
I grew up with these games so it doesn't bother me at all. In fact, it was a long time before I entered a name that wasn't all caps on a game that let you enter a name, maybe 14 or so. It just seemed right to have important names in all caps to me.
 

Drathnoxis

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My egg hatched into a shiny Cleffa, which is pretty cool. It looks almost exactly the same as a regular Cleffa except it has green ears so I didn't even notice until I pulled it out to eat an attack from Whitney and saw the sparkles. Guess Clefable will be my last pokemon after all.

Shiny is on the right. I guess they ran out of time or creativity for a lot of the shiny coloring. It's a shame they aren't all as striking as grey Charizard.

 
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meiam

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Ahah, now I have played wall world!...

For about 2 hours and uninstalled. There's not enough to differentiate every run, so they all blend together super quick, it also feel really RNG heavy, one run I did incredibly well cause I got a really good item right away (super drill), the run after I did awful cause I just kept finding small poor cave.

The setting isn't really used for anything that interesting, you could have the exact same game horizontally. And unlike something like Hades, there's no story binding every run together.

Its not bad, but there's so many better options.
 
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NerfedFalcon

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Beat Grand Mother Silk on my first try, though it was a pretty close call - one mask left, not enough mana to heal, and with an attack incoming, I managed to get the last hit in first by a whisker. That was a really fun fight, like a slightly more deranged Radiance. About on the same difficulty level (in my own experience, at least) as Gehrman the First Hunter or Soul of Cinder, for the outcome. Guess I managed to figure out Hornet's advice and git gud.

I was spoiled on the nature of Act 3, and I knew that shit was going to get real, but I didn't think it was going to get this real. At the same time, it recontextualizes the first game's story; Void is dangerous, even if it's useful in destroying gods, and that makes it that much more impressive that the Knight was able to create the Void Heart. From here, though, I basically don't know any specifics and I don't intend to search for any if I can help it. It shouldn't be that difficult to find where I need to go from here, anyway, the Inverted Castle had less guidance for more locations to track down.

And going by what I've seen so far, Pharloom was affected far more by opening this route than any of Dracula's castles ever were.
 
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PsychedelicDiamond

Wild at Heart and weird on top
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Finished Dread Delusion

It's an indie fantasy RPG, set in a world of floating islands in the sky after a cataclysmic event destroyed terra firma. Now, as far as weird fantasy goes, this is just about the equivalent of "it was a cold and stormy night." The player assumes the role of a nameless convict given the mission to apprehend a mercenary leader by the inquisition of an organization called the Apostate Union. Dread Delusion, you see, is set in the aftermath of a war where said Union overthrew the gods and the priest class ruling in their name. Now all worship is banned, a ban enforced by the ironically named Inquisition. Dread Delusion has you travel the three nations of its airbound archipelago to put together a team that can track down the aforementioned mercenary leader and stop her plan to, presumably, destroy the world.

There is a central philosophical question that acts as the thematic throughline for the story, which is, effectively, "Does man need gods or do gods need man?" Within the archipelago, which, we learn, is only a small part of a greater word, are three nations with three different philosophies. Hallowshire is suffering a famine after dethroning its fertility god that demanded human sacrifices and is now under the administration of the Inquisition. The Endless Realms are a nation of undead who've lost the ability to die and worship a deity called "The Ferryman" in the hope that he'll finally grant them death. And the Clockwork Kingdom is an early 20th Century Russia coded realm governed by an omnipotent but malfunctioning machine called the Clock King, and has quite easily the most interesting plot line in the game.

Double D is a game not by any means devoid of interesting ideas and imagery. Gothic cities of the undead. Squirming larval gods born from crystals. Magic that works by manipulating the language of the universe. There is a sincere effort there to reimagine the tropes of classic fantasy, albeit one that never quite pulls the floor out under it the way something like Wooden Ocean does, if you allow me the deep cut. Nor does it come up with a mythology and a system of metaphysics quite as cerebral as Morrowind, its most obvious inspiration. Which isn't to say that there isn't also quite a bit of the stuff you do expect. There is the technologically advanced precursor civilization (for a moment in the beginning I was afraid the game was gonna do the "It's actually future earth" thing Metaphor ReFantazio did, but it is better than that) and a plot that effectively revolves around stopping the villain from activating a doomsday device. It doesn't entirely avoid cliches but I'm willing to give credit where it's due.

There is a respectable literacy to the moment to moment writing and a surrealist quality to some of the art direction that elevate the game above just being diminutive Morrowind. And whenever I felt that I was starting to grow bored of it, there was something legitimately clever or imaginative to win back my interest.

There is not much I can say about the gameplay, apart from "It's very quaint that it's pretending it has any." Dread Delusion is, in essence, a game about walking back and forth and talking to people. There is combat, if you want to be technical and call walking around an enemy and occasionally pressing the left mouse button that. There are skill checks, although unless you really want to specialize to the point of just not spending some skill points, you'll be proficient in just about everything by the end. Dread Delusion is not so much an RPG as that it's a walking simulator with RPG aesthetics. But it's a rather good walking simulator.

Despite everything, there is a decent sense of exploration and discovery. It's world isn't very big, but its dense and uses its verticality well so that you won't just be able to walk everywhere in a straight line. Which does, however, make some of the backtracking pretty irritating, because it doesn't really have a fast travel system, or that many convenient shortcuts. I think its art direction is also mostly pretty appealing. The environments aren't super detailed but every zone has a distinct atmosphere that's conveyed well.

Double D isn't a great game, it doesn't measure up to something like Pathologic 1 or Planescape Torment when it comes to janky artsy fantasy RPG's. However, I will say, if it had come out in the era its visual style and gameplay call back to, it surely would have reached a certain cult status in its own right. There are plenty of aspects to DD that I find commendable and genuinely weird and creative. I can only reiterate, it definitely peaks during the Clockwork Kingdom arc. As a whole, it's flawed but unique and I felt my time with it was worth it.
 
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meiam

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There is not much I can say about the gameplay, apart from "It's very quaint that it's pretending it has any." Dread Delusion is, in essence, a game about walking back and forth and talking to people. There is combat, if you want to be technical and call walking around an enemy and occasionally pressing the left mouse button that. There are skill checks, although unless you really want to specialize to the point of just not spending some skill points, you'll be proficient in just about everything by the end. Dread Delusion is not so much an RPG as that it's a walking simulator with RPG aesthetics. But it's a rather good walking simulator.
Thats what I was worried about. Its a bit disappointing, especially after disco elysium came out and proved that you can make a game about just talking to people still feel like a game.

Dunno if you ever played it, but there's endereal, a mod for skyrim that has kinda similar story in some way.

 

Bedinsis

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I played through the demo for Detective Instinct: Farewell, My Beloved. It's a visual novel which promises a story of train journey where a woman vanishes and nobody seems to remember her ever having existed... wait a minute, this sounds familiar.

The demo is set entirely outside the train. You're awoken at night after a scene depicting someone falling to their death by a police busting into your hotel room to arrest you on charge of murder. Don't let this initial dramatic beat fool you, this is a game that (based on the demo) is lightweight to comedic. After that you get to do some investigation in regards to this initial cutscene and get to know the characters. The protagonist (named by the player, i.e. me) Herman is a college student whose entourage consists of a classmate and a professor. He is to to write a paper and in order to do so they are set to go a three day journey on a luxury train. And as this information is revealed the demo ends, with a tease that "something will happen on the train".

It was fine. The characters were written well enough. I do wish they showcased some more puzzles; in the demo there was only one and once that was introduced it only took three textboxes to figure out the solution.
 
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Worgen

Follower of the Glorious Sun Butt.
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Whatever, just wash your hands.
Tried a few demos.

SIN remaster, yeah, its still SIN, still a pretty good 90s fps game with some poorly explained mechanics, like having to read a note with f11 to get the code you need to shutdown a nuke. Still enjoy the gameplay and Nightdive made it look quite good, but still 90s.

Dust Front RTS, and RTS game with lots of artillery, only did one map against the flesh faction, they blow up nice. Its a bit simplistic, but it was enjoyable. Watching your giant tanks trundle across the land then bunker up into long range artillery to bombard the enemies is fun.

Changeable Guardian ESTIQUE, this is a long lost shmup nes game that only released in Japan, or something that does a good job pretending to be a long lost nes game that only released in Japan, even has the right flicker. The shooting is decent, really impressive it if is indeed an NES (or famicom game I suppose) You can swap between jet fighter and robot, if you double press the fire button on the jet you do a stronger rapid fire attack, with the robot you make a slow moving energy wave that destroys things that it touches. Kinda neat.

Flowers and Deities, you play a lizard person and you make up and army and gear them and use spells in an auto battler. Neat art style, more fun then I expected since I normally don't like auto battlers.

Wind Runners. Kind of a shmup roguelike, but you angle your jet and fly around an area in a twin stick shooter manner blowing up enemies then move on two one of two others with different rewards and challenges.

Moldwasher, you play a sentient piece of sushi with a hose as you run around cleaning an isometric pixel environment. Its very cute and charming.

Rogue Realm: Guardian Grids, decent tower defense game, nothing really stands out other then having to also put down some production buildings for things like rocks, trees and gems, but its still fun.
 
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Drathnoxis

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My PHANPY evolved and suddenly I regret my choices. DONPHAN is a cool looking POKéMON and you can get PHANPY quite early so I forgot just how bad the backsprite is. I'm looking forward to looking at this for the rest of the game now:

 

Johnny Novgorod

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Playing Figment 2: Creed Valley. It is one of the most exactly the same game as the first one that I've ever played, even though it released six years after. It's the same hacknslash puzzle game (can't call it a platformer since there's no jumping or falling) where the puzzles are as complex as either doing one thing or the other and the combat merely exists to break them apart. But to these games' credit they thrive on bizarre choices that make you want to see what the hell they come up with next, like styling levels with a psychedelic Boschian aesthetic or turning every boss fight into a musical number against a Disney villain. I also like the protagonist. It's nice to play as someone who knows what they're doing and stays optimistic for a change, cheesy jokes and all.