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READ THE RULES


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How was the last game you played? What did you like or hate about it? Why?

Previous thread >>88859
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I'll start.

Recently played Sanitarium (1998), an absolutely bonkers point-&-click game that might just be my favorite of the genre. P&C vidya has always been a little surreal but this one takes the cake, and the best part is the game doesn't even attempt to explain anything. Granted, speaking with the characters does reveal the central plot point, but everything else is a complete mystery and completely up to the player to figure out.

The game starts with the player in an asylum (the original title of the game btw) not knowing who he is or what got him here, then his brain goes on a liiiiiiiittle trip, or several... The puzzles are quite creative, naturally, but you'll figure them out eventually and it'll be very rewarding. Save for one or two instances, there's no "pixel hunting" like in other P&C games thanks to the glorious 640x480 resolution, as well as the superb color palettes chosen for every level (or "chapter" as it is called in-game).
My only gripe was the FUCKING maze but nothing a walkthrough from gamefags can't handle. Overall a fanstatic game that's best experienced completely blind.
Replies: >>244728
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I got super hooked to Sunless skies for about a week and a half.
The story is what kept me engaged, it has that planescape feeling of persistent weirdness, but sadly the main character's motivation feel lacking and unsympathetic. Also the ambience was fantastic, the backgrounds are beautiful and feel so impactful when going through them.
And that's it for the good, now for the bad parts.
The game is retardedly slow, so I had to play with cheat engine's speedhack on toggle to make it somewhat bearable.
Combat wasn't fun, its very clunky and the rewards for killing enemies are trash. 
The lack of indications of where things are is annoying as hell, I couldn't find the portal to one of the main areas (for which there wasn't any indication given about its location) because I didn't comb through every single speck of FOW on the map. So I ended going to the end game area instead and got blasted. "Welp" I said, "I ain't throwing away another week retracing my steps with a new character, so screw this." So I end up just reading the wiki to get to the end of the story, which was ok, though it felt somewhat flat, I expected to get more answers about the background of the world.
All in all, I would recommend watching a series on the lore, but not bothering playing it.
Lately I just feel like doing Slay the Spire runs. It's (usually) satisfying, easy to pause and come back to, can take my time or rush through as I like. Although I've been playing that game on and off for years.

>>244659
This game taught me I was tonedeaf. I spent a fucking hour on the sound reproduction puzzle and still had to resort to a guide because I couldn't reproduce what I was hearing. All the rest I cleared no problem. The game was really cool but for some reason that's what stuck with me, I barely remember anything else.

Maybe you would like playing Harvester next, if you haven't played it yet.
Replies: >>244791 >>245501
Rule the Waves 3 is a crime of direction and intent.
It has an amazing ship designer, good fundamentals, and it avoids fancy frills or distracting  grafix - it has more in common with Aurora4x than anything else. The strategy layer is a bit rudimentary, but it does the job, and Rule the Waves 3 has enough improvements over Rule the Waves 2 to be worth playing. The extended timeline also captures the imagination, since your technological and investment priorities do matter, at least to some degree. The foundation for some alt history content is present, and even the gimped nations can catch up a bit if you pick options in your random events strategically.
One problem: I don't want to meticulously control a bunch of random ass boats like some sort of God Game, I want to see how they perform under those captains it keeps bullying me into meticulously cultivating. I can obviously micro pixels and win fights I shouldn't; that isn't hard or rewarding. The nuances of the tactical layer are entirely lost when it requires so much micromanagement, and virtues turn into vice if manual is the intended way to play - I was under the impression the game was supposed to be a quality wargame, not a terrible RTS. If I'm to control anything manually, it should be group tactics or at least my flagship(s) where they are present.
All I want is to see if my combination of preset tactics and designs outperforms the developer's and historical analogues. The game's muddy vision only gets worse with the addition of planes, which can barely be automated at all. The enemy AI is generally superior (and cheats a bit), and it has little issue chucking out planes at reasonable interviews, yet the player AI is deliberately gimped in obnoxious ways - seemingly only to prevent or punish the use of AI control. 
In short, please do remove the game part of the game, thank-you.
>>244728
>sound reproduction puzzle
Yeah that took me a while too, but I kept playing it by ear until I got it right. The best approach is trying all the buttons first and ordering them from low to high, then going from there.
>I barely remember anything else.
Perfect time to replay the game then. It doesn't work on modern Windows however ScummVM supports it so you can just use that.
>Maybe you would like playing Harvester next, if you haven't played it yet.
Thanks, downloading it now.
Replies: >>245501
I'm game to replay it, I'll post back later when I'm done.
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I just finished Knights of the Old Republic. Light Side like the moralfag I am. God, I really wish I sat down to finish the game on the Xbox when I was a wee lad, before I learned the big twist. Even though I knew fully well what the reveal was, I still had a ball with the game, even if there were a few things that drove me up a wall.
The game may work like a d20 tabletop game under the hood, but honestly, that kinda makes me more interested in joining the fa/tg/uys. I played a Soldier/Guardian just like I did back when I first played, I just got my party members to do anything that doesn't involve ramming lightsabers up asses, which definitely bit me on the ass many times. Speaking of, I found the party likeable:
>I wasn't too big on Bastilla, but I understood what they were going for and the confession scene was kind of sweet, I'll hate seeing what happens to her character arc in the remake
>I empathized with Carth to the point of savescumming before the events that happen after the fourth Star Map, because I was worried that not completing his quest before then would make him go down a dark path, god I hope his son made it out in one piece
>Mission was alright, very useful and her spunkiness didn't wear on me
>Zaalbar was a surprisingly fascinating character and I enjoyed his arc, even after the whole "oh sweet I can understand what wookies say" aspect wore off. Him and Canderous were more or less my "kill everything to death" team. Speaking of:
>Canderous's hardcore convictions got my respect, plus all of the first few seconds of his lines when begging for stimulants from him are burned into my mind. Too bad he starts specced into heavy weapons instead of melee like he should be
>T3 was cute, even though it took me almost two decades to realize that the spikes he gave you were computer spikes, not non-tunneler security spikes
>Juhani was my pick for the solo mission part, she was likeable enough
>Jolee was a nigger, but a nigger who gave me free healing items and was able to just press Force Storm to win, so I say he's fine as is. God knows his backstory made me sad
>I didn't use HK-47 often due to having shit for Repair, but if I replay I'm definitely using him more and using a character with high Repair, because learning the lore on "meatbags" gave me a chuckle
I want to replay this, but at the same time, I feel like doing so will make me hate it. Getting to play Dark Side and be a total shitheel might be funny, and playing a Star Wars game without playing both sides is like reading half a book, but as said earlier, the glitches in this game were an absolute hassle.
<sometimes you'd get your current character stuck after combat/actions, and you either have to wait like half a minute to move again or switch party leaders
<this resulted in ten minutes of the game crashing after a turret segment because I wanted to get the fuck out of an area ASAP, but the MC was frozen, so I switched to my single party member and cheesed it, which fucks up the game because lol,coding
<couldn't take any screenshots, but granted this was most definitely due to ShareX, but this doesn't bode well for people who played the Steam version and want to take screencaps. If anyone can confirm/deny, that'd be rad
Plus, the final boss was such a pile of shit. I get that it's par for the course when it comes to games like this, but come on man it's fucking miserable to have to pick between getting my fucking character to move his ass instead of standing in place, or having the boss fight repeat itself up to like eight times because I can't walk up to the Jedi pods and destroy them. Actual fucking cancer. It's a genuine shame that, if Bioware actually releases the damn remake, any fixes will be plagued by poz out the ass.

Still, I don't regret finally finishing this after over two decades. One could argue that if you've played one Bioware game, you've played them all, but I'd say that you can do far worse than this one. Granted, I've only played some of Mass Effect 1 and a bit of Dragon Age Origins, and have Neverwinter Nights downloaded somewhere on a hard drive, so if whoever I'm quoting was talking out his ass, my bad.
Shoutouts to my brother for not immediately selling his Xbox copy even though it wasn't his thing. Hopefully, I can get him to finish it next. This inspired me to start a Star Wars vidya thread, by the way, to discuss more about it outside of a thread for reviews. It's only proper.
>>245004
>'ll hate seeing what happens to her character arc in the remake
Didn't they canceled the remake?
Replies: >>245056
>>245004
One more critique I forgot to mention:
THE FUCKING PATHFINDING
I can't tell you how many times I had to sit around and wait for my companion to hurry his/her faggot ass up so I can go to the next area. And if I go to see how far away they are, not only will they usually be uncontrollable, but then my other two characters will run back to the third guy, and that'll just waste more time. Of course, I can just pause, but then I can't tell if the straggler is holding still, or just taking a turn. And using the map just makes me second-guess if the straggler is coming or not and solves nothing.
Plus, I've had at least one instance where the retarded pathfinding made my ally cross into a loading zone and then I had two wait for that niggerfaggot to come all the way back to where I was. God that was so fucking gay.
>>245046
It got uncanceled, it seems, though all they've said is "I'M WORKIN' ON IT"
>>245004
Don't feel bad about going light side in a BioWare game, blame the developers and Lucas for making almost every moral choice "do what a sane person would do" vs "be an asshole for no reason" in every BioWare game after KOTOR.
>joining the fa/tg/guys
An excellent choice. Start with either the WEG game which was the foundation of the Star Wars EU and has tons of support for being discount Han Solo but is based on a much simpler system built on fistfuls of d6s, or Saga Edition which is based on what became D&D 4e but without the inherent WoWfaggotry that made 4e such a shitshow. WEG is very beardy if you want it to be with inherent high lethality and massive pile of supplements but the core mechanics are very simple and the buckets-of-dice problem goes away with a computer dice roller. Saga is designed for prequel/EU stories with Jedi fucking everywhere and is d20-based like KOTOR, but suffers from choice paralysis due to the sheer number of talent trees every character has access to and Jedi can be very broken if nobody stops them taking all the "Force X" feats that let them ignore the skill system and roll Use The Force for everything. Both of them are better than KOTOR's core system, which is the most broken iteration of D&D ever with a Star Wars coat of paint.
Replies: >>245108
>>245062
>Don't feel bad about going light side in a BioWare game, blame the developers and Lucas for making almost every moral choice "do what a sane person would do" vs "be an asshole for no reason" in every BioWare game after KOTOR.
And that's all the more reason to go Dark Side: it can be funny. Hell, I can't imagine playing Paragon in Mass Effect had anything on the level of punching ((( journalists ))) out.
Thanks for all the advice on what system to check out, by the way. Makes me wonder how a Saga campaign would go if the players weren't allowed to play Jedi. Or am I better off just playing Spelljammer at that point?
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>>245108
>Makes me wonder how a Saga campaign would go if the players weren't allowed to play Jedi. Or am I better off just playing Spelljammer at that point?
That's just a Dark Forces/Rogue Squadron campaign. Nothing wrong with that. Spelljammer is its own weird animal due to being built firmly on D&D conventions while also having TSR (being well into stage 4 ass cancer at this point) tell the writers to do whatever the fuck they wanted with almost no oversight. Case in point: all of these fuckers are aliens you'll probably meet. You can even play as them, except for the giant space hamster sadly.
Finished replaying Sanitarium. It was just as "cool" as I remembered it. Very atmospheric, great music and environments, and some inventive puzzles. It got better and better as it went on too, very nice.
Only complaints are that it was a bit too easy and short. Nothing gave me too much trouble this time around. I don't think I spent more than 15-30 minutes on any particular problem. Cleared the sound puzzle in around a minute, lol. Seems I've improved... or maybe just have better speakers now. :^)
>>245004
>because I can't walk up to the Jedi pods and destroy them
It's been awhile since I played Kotor 1 but I thought you could do that.
Replies: >>245470
>>245464
Let me rephrase; I can't do that before getting killed off, due to my character needing like a minute to remember how to walk.
>>244728
>>244791
>Maybe you would like playing Harvester next
I played the demo. While I liked the story and absurd dialogue, the combat and pixel hunting were extremely atrocious, putting me off the gameplay entirely. I ended up just watching a playthrough of the game and enjoying that.
You always were a kidder, Steve!
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It was good.
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Laika: Aged Through Blood demo

It's a mixture of Trials Flash game motorcycle physics (in a very forgiving way), twin stick aiming, metroidvania exploration, and crafting. The art and animal people aesthetic come together really well and are complemented by beautiful 2D animation, so despite my misgivings from the violence of the opening minutes it seems like it could be fun.

However, the aiming with KB+M is fucked because pressing the aim button activates bullet time, which zooms out the screen. This occurs even if you tap it, so every time you fire you have to wait while the game slows down or risk having your shots miss. You can see the results of the game screwing with my aim in these videos. I could simply slow down and shoot more slowly, but I enjoy doing things quickly in a game like this because the mechanics are very simple but very unforgiving - you die in one hit and your weapons are very limited.

I'm not sure if I enjoyed the game enough to buy/pirate it and play up to my current point again. It's neat, but I just despise collecting resources in any kind of video game; the cooking system here is fun since you explore a recipe table with different categories of ingredients and there doesn't seem to be a "mistake" type recipe, but the awkwardness of shooting down a piece of rock from the ceiling, manually driving over it, and having to do that repeatedly bothered me. It's especially annoying since there's a basic recipe that magnetizes all crafting materials to you from almost fullscreen, so I know I'd just use that whenever I left camp, and if I'm doing that then what's the point of the mechanic?

I just feel that someone did not think this through very thoroughly, and that's not even mentioning the fast travel you unlock 20 minutes in that lets you whip between bonfires major checkpoints instantly, since heaven forbid you might need to drive your motorcycle around in a game about driving a motorcycle around.
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Afraid Of Monsters: Directors Cut
A game where its pitch black and you rely on batteries that run out after like 10 seconds so you have to wait for it to recharge which takes fucking forever. Boring piece of shit.
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Hebereke – a neat gimmick-based platformer in the style of Metroid for the Famicom. At first, I thought this was some obscure one-of, but it’s actually part of a long-running series, although none of the following games are anything like this original gameplay-wise, interestingly. It reminded me of “Gimmick!"—another appropriately titled platformer for the system—and sure enough, both were developed by Sunsoft. I guess they were in their gimmick-based mascot stage.

The gameplay is simple but satisfying: you have four characters with unique abilities that allow you to tackle different platforming challenges as you wonder on a large open-ended map in search of key items and bosses. The game does take on that Metroid-lite style of exploration (even sporting the iconic Metroid-style map), and you can go anywhere you want, limited only by your current abilities. I wish there weren’t as many obvious hard blocks like walls you can only destroy much later on, or water, and instead the exploration was halted by having to figure out how to get to places. For example, once you acquire the wall climbing ability, the game opens up in a very interesting way, but sadly doesn’t lean into it as hard as it should have. The game is not inherently very difficult, but on a few occasions it does ask you to perform some ridiculous platforming that you could only pull off after weeks of practicing. The bosses are also fairly easy, with obvious tactics to employ. In any case, the game is pretty lenient and has infinite continues; in fact, when you die, you’re always taken to your starting position in the center of the map with every item that you acquired prior to dying, so you might even say the game is borderline generous for the era. And it is pretty short in general. The one thing that does make the player’s life harder is the added momentum to your movement; yeah, it’s one of those. I’m sure at the time this was seen as an impressive, realistic feature, but honestly, fuck it sideways. I’d take precise controls over having to compensate for you sliding off every platform, any day.

Visually, the game looks great; it is a late-gen installment, so that’s to be expected. All the sprites are very expressive and well animated, and it has that appealing pastel palette. Just like Gimmick!, it relies on a simple, minimalistic approach to graphics and pulls it off expertly.
The music is also nice; all the tracks sound very complex for an 8-bit system, but again, that makes sense for a late-gen game. I don’t remember if every area has a unique track or if some do repeat, but they are solid nonetheless.

So yeah, an enjoyable little thing, would recommend.
Replies: >>248639
>>248538
Hebereke was really fun, I remember finding it in one of the ROM sets years ago and loving it. The westernized version, titled "Ufouria", completely butchered the graphics and is best avoided.
https://tcrf.net/Ufouria:_The_Saga
Replies: >>248678
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Why did I not know about this game? I found it randomly while scrolling through a rom website.
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>>248639
Yeah, it's really fun, a very addictive loop.
>The westernized version, titled "Ufouria", completely butchered the graphics and is best avoided.
Ah, typical pointless changes and censorship. At least it was cancelled.
>>248675
>Boku
Huh?
Replies: >>248755 >>248838
>>248741
Rika uses boku so her ancestor does the same thing
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>>248755
oops, must be trans, sorry whitey
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>>248775
sorry schlomo that's not how japanese pronouns work
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Tony Hawk's Underground PRO, a mod for Tony Hawk's Underground 2.
It has almost all maps and almost all characters from Tony Hawk games before Proving Grounds. Maybe even tricks.
Only problem is that you cannot climb.
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Robocco Wars – a drop-dead gorgeous platformer/shmup for the Famicom.
It's honestly one of the most beautiful games for the system that I’ve ever seen. Absolutely impeccable art direction as you move from one beautiful screen to the next. Worth playing just to behold this spectacle.

The gameplay itself is separated into two categories: the platforming stages and the shmup stages, which go one after another. Now, the game is clearly targeted at younger audiences (even going by the title “kid robot wars"), as it is nowhere near as insane as your typical shmup and very generous on continues and stuff. But that is not to say the game has no challenge whatsoever. Basically, if you’re bad at shmups, this one might be worth checking out. This is like a gateway drug into this genre for children.
The platforming stages are very simple and are pretty much just an excuse to pick up power-ups for the shmup stages, which are the main attraction of the game. There are some branching paths occasionally, which is a nice touch, but it’s nothing too complex. The bosses are definitely the most challenging aspect of the game, and they are pretty fun, each having a pattern you need to figure out to beat them. Some later bosses might provide a bit of a difficulty spike, mostly due to how much ammo you need to dunk into them, but yeah, otherwise it's a cakewalk. Thankfully, the controls are pretty tight in either category.

Like mentioned, the visuals are what really stand out about the game. The sprites are nicely detailed and all the backgrounds are incredibly vibrant, with each new stage having a unique, beautiful art direction. On the first playthrough it's borderline distracting as you gawk at the visuals and miss some of the shots fired at you. Gotta concentrate! And ain’t no way a game like this would have bad music, so yeah, all the tunes are nice and upbeat.

There is absolutely no story to speak of; it just drops you straight in. It’s very much an arcade game at heart, where you simply go through stage after stage for the high score.

Shmup savants will no doubt find the game too easy, but like mentioned before, if you’re bad at the genre, this one might be worth the while. And just playing it to check what the NES was capable of is also nice.
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>>248793
correct, but that's not the narrative that localisers push
>>248741
僕 using tomboys are a treasure.
>>241697
I actually have a legitimate reason for fucking up the warthog run. My problem was that i was playing the PAL version of Combat Evolved and its worse than the NTSC version. I even just now compared it myself by downloading the NTSC version and its much smoother. Its a very different experience. You can look it up yourself. The game runs shittier on the PAL version. Personally i had input lag and lag when shooting and turning and explosions. So its not that im particularly bad at the game. Its more like the game version was shitty. Obviously the Warthog Run is going to be difficult when the game runs like shit.
Jedi Academy minimum force use, minimum saber run. At final level.

I love JA, but I thoroughly do not recommend trying this challenge. All but the lowest tier reborn require extreme shenanigans to even damage. I don't know why Raven decided to make guns even worse when they already sucked in Outcast. The fun in JA is the saber combat anyways. Maybe if you know more about speedrun movement tech then I do and can get some interesting skips.
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>Planet Crafter
Its kind of like Subnautica. But shittier and stops being fun after a couple of hours. Its essentially just a collect,build,wait simulator. You build things to gain different powers. When the powers reach a certain threshold you unlock a new tier of buildings etc etc. Over and over. Not quite fun when theres barely anything else to do. Well i saw a cave but that was just another place to collect materials. And i saw a few broken spaceships? Space stations? where you could collect more materials like in Subnautica. Non-existent story except a few messages in the couple of hours i played it. Oh and those space stations/spaceships were pretty much all empty with just a few storage containers with loot.
This game is just doing the same thing over and over again and looking at numbers going up.
>Cyber Hook
Trailer showed voice acting. Game had no voice acting. It was just a typical platformer with a grappling hook and the voice acting is what attracted me so i uninstalled it
Replies: >>250022 >>250023
death must die... it's ok, better than a lot of vampire survivor clones, but the imbalance is fuckhueg. feels like three characters stomp the game (granted you have specific items) and the other three get auto-buttfucked past a certain difficulty. also every character has a talent tree and few of the final talents are good past D40. also good gear is very annoying to farm and picking god skills during a run feels very rng-dependent. many runs i ended up quitting out because i didnt get my three preferred gods between the three reroll options i stacked in my gear and talent options.
adding: they only let you pick three gods per run, which limits your access to level-up perks. i think all the gods available so far are light, death, time, earth, fire, ice, war, lightning and fate (last of which can always roll even after you locked your primary three gods in).
>>250015
>the voice acting is what attracted me so i uninstalled it
What? You played a platformer for the voice acting?
>>250015
>the voice acting is what attracted me so i uninstalled it
is this bait?
Did you expect the computer lady to cheer you on and tell you that you're a good boy?

For anyone interested, it's actually a very fun game and built around cheesing some of the later levels if you want the highest grade.
Replies: >>250098
>>250023
Hey, I know of at least one hack where like 50% of the reason he still has fans is most of his games have a breathy woman cheering you on. It matters.
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Esper Dream 2: Aratanaru Tatakai – a cool little action-RPG for the Famicom.

Now, I haven’t played the original, which I would normally do, but it’s specifically the sequel that caught my eye with its art style. It is also a very late gen entry, which I’m particularly interested in, whereas the original is a rather early one and so understandably plain-looking in comparison.

The game has a pretty neat setup where you can choose from 4 different worlds to travel to, each with its own short little narrative. Since the premise is based on books, each world covers a different genre—fantasy, sci-fi, dystopian. You can freely travel between them if you need to pick up some items or secrets. Definitely a great idea that always keeps you excited for the next world; I honestly wish there were more of them to explore.

The gameplay is quite simple; it’s a bit like Zelda, but you fight on a separate screen once you come in contact with an enemy. It’s also projectile-based rather than melee, and there are partner characters that join you on every level to help in battles. As the game progresses, you buy new guns, and they all perform somewhat differently—some stun enemies, some bounce off walls, or lay down mines. Simple, but satisfactory. In addition, you can use a variety of magical spells, but they all drain the MP very quickly, so they’re pretty much relegated to boss encounters. All this is a solid getup, but your movement is so slow that there is just not much skill involved and no way to get any better at the combat, not that there’s much need for that as the game is fairly easy, plus you can always just walk away from most battles with no penalty. Interestingly, you can actually adjust the gameplay speed, which is a really rare feature for the time and even in general, but if you do it everything feels comically in fast motion and not the intended way to play. What I didn’t like in particular is how bosses don’t indicate whether they’re hit or not; there’s the faintest of noises, but it’s completely drowned by the mayhem on screen. But again, they’re not very hard and don’t require any other strategy other than just shooting ‘em up.

Visually, the game looks really nice; the art direction is very distinct, with a lot of purple, pink, turquoise, and sort of melon. It all pops and contrasts nicely, and everything is quite detailed. Some enemies have impressive animations, and there are a lot of enemy types in general; most are unique to their respective worlds, so there’s definitely a lot of variety in that department. There are also a few impressive effects like scrolling layers and the cool shifting underwater screen, which is to be expected from a late-gen title.
The music is nice; although it didn’t really leave any lasting impression, there aren’t any real bangers.

The story is simple, as this collection of short vignettes, but being tied up as a journey through different book worlds, it’s rather enjoyable. So yeah, this one is definitely pretty neat, and any action-RPG on the system is always a joy to discover.
i liek vidya
>>250252
Get the fuck out.
>>250252
Strap this nigger to a cross
>>250252
Holy based.
>>250252
you fucker
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>>250252
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Sonic Frontiers
It was pretty epic.
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Pseudoregalia

Furry bait main character, hated the look of the place, combat was unfulfilling and the last boss was mediocre, but the platforming and movement was absolutely aces and it didn't hold your hand for the whole game like basically every game does nowadays.

I give it a 7/10 purely for the platforming being so fucking good
>>250557
Those were my thoughts upon seeing it. It looks fun to play but the environment are so lifeless unlike a proper N64 game.
>>250557
Where are her pants?
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>>250557
>Furry bait main character
She has a snout, it's barely bait.

>inb4 muh kemono isn't furry
It is no matter how much you deny it.
>>250560
It's like 5 dollarinos right now or free if you prefer elsewhere. I recommend it, it's not a bad game
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>>250560
>but the environment are so lifeless
That's kind of the point. It's a near-abandoned castle in a dream realm, so no shit it's going to be stark and desolate. Making it less "lifeless" would detach the game's levels from the story and atmosphere it's going for, and the game would end up with its gameplay, story, and visuals fragmented from each other instead of working together as a cohesive whole.
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>>250569
Let me rephrase it.
The art direction as well as the design of the levels can be very uninteresting and basic in a bad way. Some of the textures are very stretched as well.
The N64 Castlevania games, for example, have very similar areas, but like any N64 game, they tried to make the most of the max poly count and textures they had.
Pseudoregalia will oftentimes have very basic geometry without any attempt to make it more subtle.
>>250564
In the accessibility options.

>>250570
It's definitely a bit lackluster, but I didn't mind how it looked.
>>250570
I think that Pseudoregalia tries to imitate the stark geometry and limited texturework you'd see in some earlier, unoptimized B-grade N64 games for atmospheric purposes rather than the visuals you'd see in more polished N64 releases. There's a couple exceptions to this, most notably the Underbelly's polygon jitter effect, but usually it sticks decently close to this; close enough that those room-seperating barriers are definitely inspired by janky old culling techniques. This isn't handled perfectly, of course, and I do think the game would have needed its map a lot less if the dev made the rooms stand out more, but its art direction is still pretty distinct and definitely grew on me as I played it.
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>>250570
There is something about genuinely trying to make the best possible visuals despite real technical limitations as opposed to deliberately making your game look like shit in a blatant display of nostalgia bait that I find hard to look past.
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>>250613
There's also something to be said for not arbitrarily adding detail or prettifying games just for the sake of it, or else you end up with trash like the Demon's Souls remake. Even without getting into how they fucked up the enemy designs, in trying to make the buildings more detailed and "pretty" they messed up the game's architectural style and lost a lot of the brute, often unornamented strength and ruined might that made Boletaria so compelling.
Think of it this way: a good painting isn't one where everything is equally hyper-detailed and realistic. A good painter knows what to draw attention to and what should receed into the background, what to paint in detail and what to paint in broad strokes, in order for a greater overall effect. Likewise, a good piece of music almost always isn't one where every note is equally important and theoretically "good" on its own in isolation. Composers actually tried this in the 20th century: ((( Arnold Schoenberg's ))) 12-twelve tone technique attempted exactly this, and the result was https://invidious.privacyredirect.com/watch?v=L85XTLr5eBE and several decades of even worse serialist music.
This isn't a case of a dev making his game look like shit for nostalgia: it's a dev prioritising some qualities over others to manifest a higher, overarching quality. The execution is flawed in some areas, yes, and it doesn't lend itself all that well to random screenshots, but on a larger scope it nails its overall atmosphere and mood, and these would be easily harmed if one tried to make the game look uniformly pretty for screenshots.
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Jagged Alliance 3

It's not as great as JA2, but it's a very solid, well done sequel and most of what you want out of a squad tactics game. With how underwhelming and outright shit most 2023 releases were, I could easily put it on a top 3 for the year. A few things are kinda odd (to get the perfect ending you need to recruit at least one of two special mercs before a timed event ends, both require a sidequest to recruit, the random drop/scrap into parts system is kinda there for the sake of a crafting system), but overall the issues are minimal, mitigatable with mods, and I see no SJW shit (worst is one of the hundred+ random civilian chatter lines misquotes a modern politician in a failed attempt at humor).
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>>250632
I think the dev just wanted to reduce development time, anon. Which is fine.
To clarify. I'm not suggesting that more detail = good. Using textures and detail to indicate the main focus was a standard, very helpful technique, which the game does well in some areas but quite poorly in many others.
Some areas even have that same problem of too much detail.
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>>250648
>I think the dev just wanted to reduce development time, anon. Which is fine.
Anon, if you're working on a game jam game, everything is at least a bit influenced by reducing development time, but that doesn't mean it's the sole reason you go for something. You ideally want to make something good out of your game jam project (unless you're one of those boring hipsters who makes endless game jam games just because, with no intent of being good, in which case you don't matter) so you aim for goals you believe you'll be able to achieve within your timeframe. This is especially the case if your game jam has rankings or some sort of prize, which Metroidvania Month apparently does.
Now, I don't know whether the game's atmosphere was something the devs set out to make intentionally or if it arose mid-development, but given how it's intertwined with the story it's clearly something they were conscious of. It's a credit to them that it works as well as it does, really, even with all the game's aesthetical issues. I frankly thought the environments looked terrible in the few short webms I saw, and assumed the paid version would be shallow furbait with okay movement at best.
>To clarify. I'm not suggesting that more detail = good. Using textures and detail to indicate the main focus was a standard, very helpful technique, which the game does well in some areas but quite poorly in many others.
Some areas even have that same problem of too much detail.
That's fair, and I don't think we really disagree much there.

>go to attach an image for this post
>wonder if I can find any fanart that actually uses the game's environments in any significant way
>check
>almost nothing
I understand Sybil's figure being a bit distracting, but I'm still disappointed.
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>>250613
Can't forget that the indie dev would add a few anti-fun "hardcore" mechanics to the game like switching suits to attack/be immune to certain projectiles, or some arbitrary rhythm or timing restriction. 
speedrunner mode: ON

>>250560
All of the recent "n64" aesthetic games i've seen lack the color and life of actual n64 games. they stick to depressing and bland color palettes and washed out lighting and call it n64.
If you want to have some dark moody levels, that's fine, but what's with the trend of games just being intentionally moody/ugly from start to finish. Am i a simpleton for liking to look at pretty/happy environments?
what's wrong with green grass and blue skies?
Replies: >>250671
I thought it was kinda funny that the bunny goat thing had such a serious expression on her face while she was running around with her asscheeks to the wind. But I couldn't bring myself to finish the game. And it wasn't for bad gameplay or anything, it's just that there's a gorillion other 3D platformers that are simultaneously competing for my attention.
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>>250665
Cavern of Dreams aimed for something like what you want, but I'm not terribly interested in it because it strikes me as something that exists only for nostalgia (granted, I was wrong about Pseudoregalia) and was made by a he/him developer.
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>>250671
I played it and the controls are fuckign awful, if you want a retro inspired game with actual heart and good controls, check the demo for this out.
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>>250672
>the controls are fuckign awful
Not at all surprising.
>if you want a retro inspired game with actual heart and good controls, check the demo for this out
I need to get my DualShock 4 working with the evdev API and not just the old joystick API on this Linux install before I try any more 3D platformers.
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>>250671
That first image looks OK, it's like a fall-themed level, and thats as bright and dayglow as it gets.
Thats more PSX/Spyro caverns aesthetic. But even Spyro had some nice places that look like planet earth.
I avoided that game because the gameplay looked boring, but I thought the same thing about the visuals as i do about the other retro 3D games.
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I played The Pathless.
It's made by people who make walking simulators and 2deep4u "art" but I saw some gameplay videos and it looked interesting.
The movement is the strongest aspect of the game and the gameplay is heavily base around it. You have a stamina bar that depletes when you sprint but then you can shoot at talismans scattered around with your bow to refill it. Shooting the talismans will not only refill your stamina bar but makes you also gain momentum for more speed and acceleration. If you shoot the talismans while in air (空中) you can jump higher and extend hang time. An eagle will be aquired soon after the start of the game and many things can be done with it. It allows you to glide after a high jump, push yourself upwards after aquiring some yellow polygons, move around objects and shit like that. All these things can be combined to parkour like spiderman but less gay.
There are 4 major areas plus the tutorial and the endgame arena. The gameplay loop is: go to an area, light up three towers, fight the boss and move on to the next area. "Fight the boss? There is combat in this game?" I can hear you saying but no, there is no combat. I have to explain the story a bit for things to be clearer. The MC is a woman (What? A woman in my vidya games? Is she cute? No, but she wears a burka so you don't get to see her face) archer. She can shoot arrows with a bow. The big bad red guy comes and kills the nice big blue eagle. The nice big blue eagle gives you a small eagle to help you in your quest of saving his 4 children who became red and mad after the big bad red guy applied a red dye to them. Your role is to go shoot blue dye arrows to get them to become blue and nice again and then kill the big bad red guy for liking the color red (He doesn't even get to become blue.)
When you enter an area, you have to light up three towers to weaken the red monster. For that, you'll need to collect some macguffins placed across the map. They are locked behind puzzles that are for the most part braindead easy. But you don't get to take your sweet time solving nice puzzles like some 3D adventure game shovelware that you found on the fitgirl site and thought about downloading because you were bored and drunk. There is a moving wide red zone surrouding the red monster and if you stay too long in one spot, it will catch up to you and you'll lose your eagle because he freaks out. You'll have to find it while being stalked by the red monster. If you get caught, you'll lose your precious yellow polygons that make you fly higher. Once you collect the macguffins and light up the towers, you get to chase the red monster at high speed and shoot arrows at him until he gets enough of your shit and goes into an arena where you follow him and the boss battle begins. It plays out differently depending on each monster but most of the time, you'll be dodging attacks, avoiding projectiles and shooting arrows until he becomes blue. You can gather the remaining macguffings in the area to put on a statue in order to get additional abilities like more speed boosts powered up talismans. You can take your time to enjoy some relaxing puzzle solving and parkour while there is no monster around. The puzzles themselves are underwhelming. You'll be lighting torches by means of other torches, unfreezing targets by shooting through torches, placing weights on platforms to lift gates and all kinds of variations of the above.
Once the four monsters become blue you go fight the big bad red guy in an an arena where your eagle becomes red and you have to make it blue again by shooting blue arrows at him.

Take the blue bill.
6/10
I read that as "The Pantsless" and was quite mesmerized with the idea.
Replies: >>250783
>>250671
I looked at the trailer for this and the first thing I noticed in the first shot was the character's walk cycle not lining up with his movement speed, which killed my interest.

>>250672
TBC is a little wonky since the "traditional" mechanics like wall running and wall jumping don't work quite the same way they do in other 3D platformers, especially recent ones. It still has a lot of the magic that many 6th gen games had and I don't regret my time, but the movement has some quirks that came together to annoy me.
>>250632
The problem with the DS remake is not that the textures were too detailed, or that polygon counts were too high, but that they substantively changed the art direction for the worse. To the point that it actually interferes with the plot, which is not an easily achieved level of fucking shit up.
I don't mind when indie developers impose technical limits on themselves to prevent project overreach. Something very basic like Space Station 13 (I don't care for the game but that's beside the point) is fine, but I hate the idea of deliberately setting out to make a game that looks like an N64 (or any other system or era) game. Make the best looking game you can based on your budget, schedule and technical skills that you can. Anything else is in a way fundamentally dishonest.
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>>250706
>The problem with the DS remake is not that the textures were too detailed, or that polygon counts were too high, but that they substantively changed the art direction for the worse. To the point that it actually interferes with the plot, which is not an easily achieved level of fucking shit up.
That's what I said, homo.
>Make the best looking game you can based on your budget, schedule and technical skills that you can.
That's the thing, anon: they are. As the thread's already discussed, a big part of why independent devs go for styles like this, especially in game jam games, is because it's a lot less time and energy-consuming than making games with glitzy, state-of-the art visuals. You spend so much time acquiring the technical know-how to make the most of the UE5 renderer or the trashfire that is Unity's HDRP and make it run well (seriously, the amount of learning and effort that goes into modern rendering is insane compared to old fixed-pipeline stuff) that you often have little left for the rest of your game.
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>>250712
>That's the thing, anon: they are. As the thread's already discussed, a big part of why independent devs go for styles like this, especially in game jam games, is because it's a lot less time and energy-consuming than making games with glitzy, state-of-the art visuals. You spend so much time acquiring the technical know-how to make the most of the UE5 renderer or the trashfire that is Unity's HDRP and make it run well (seriously, the amount of learning and effort that goes into modern rendering is insane compared to old fixed-pipeline stuff) that you often have little left for the rest of your game.
No, I don't buy it. There have been a bunch of "de-makes" lately, plus AA stuff like Boltgun and I suspect that not a little effort is invested making the game look just primitive enough, getting just the right amount of blurriness on textures and so forth, that I suspect in some cases it may actually be easier to make something that would look more at home on the gamecube or ps2 than the n64 or ps1. 
Maybe I'm wrong, but I just see it as cynical millennial bait.
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Fate/Extra
I don't know whether to love or hate this game.
On the one hand the battle system is pretty unique and shakes up the formula quite a bit. On the other hand it's a crapshoot most of the time whether you win or lose an attack until the mid to late game when the balance breaks down and you can just use UBW to turn the opponent to paste or spam Tamamo's spells.
The story starts strong but having to constantly go to the same areas to find events gets tiresome real quick and hampers the story. I like the idea but it kind of falls apart near the end with a villain that comes out of nearly thin air. I thought he was the protagonist that gets their ass beat in the prologue but I looked it up after and he isn't which deflated his entire character for me. It's all just dumped out in one long monologue with a tie-in to Caster to pretend he's a deep antagonist (also doesn't help that he's mostly right). It also meanders very badly in chapter 4 with ランルー and could have been cut out completely to no consequence.
Dungeon crawling is a slog no matter how you slice it. With Tamamo you either stun->encounter->charge->spell or you will most likely die. With any other servant it's piss easy and all the tensions gone.
Most of the command spells are useless. The only ones I found useful were buffs, buff negaters, and MP restores. Items make the heal spells irrelevant outside of recover and that one's too expensive to be that useful.
I also have no idea how somebody's supposed to beat Lancer with Caster without reloading 100 times or grinding for 8 hours.
That being said the highlight of the game is definitely the boss fights and their buildup until you hit Savior who is terrible. I would only recommend this game if you're desperate for a shakeup to RPGs and like Fateshit prior to the extreme focus on fanservice.
I've never played CCC so don't ask about it. Also Tamamo is best wife, Nero a shit, and Alice deserved better.
Replies: >>250784 >>253125
>>250713
Anon, lowering texture resolution and using the right texture filtering is piss-easy compared to the ever-growing complexity of modern 3D graphics. There's obviously a good amount of nostalgia pandering and lazy developers, of course, but a lot of this stuff is also a reaction to how ridiculously complicated and specialist-oriented today's rendering techniques, hardware, and production pipelines are.
Non-developers really, really underestimate the sheer amount of time and learning that goes into game development. This sounds like some kind of lazy cope, and I wish it was, but it isn't. John Carmack has flat out said that game engine development (the thing every mouthbreather who's learned to parrot other people on imageboards suggests) is more difficult than aerospace design, and even if you aren't developing a 3D engine yourself you still need to understand what the engine, the drivers, the operating system, and underlying hardware are all doing well enough to make good use of the thing, and that isn't even going into all the logical and mathematical knowledge that goes into programming or all the non-programming fields that come together over the course of making a game. It's not impossible, but it is a shitton to manage, so moving towards visual styles that ease your burden and let you do more with your limited time, money, and team members is wise for a small developer.

I should mention that I'm still in favour of developers making in-house engines when they can, and it's something I want to dabble with in the future, but it takes a really broad range of knowledge and experience to pull off, especially if you want to make something usable for other people, and quite often you really are better off just using an existing engine if it's suited for the project at hand.
>>250698
LISA fangames are getting weird.
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>>250714
CCC's fan translation is finished if you can't read moonrunes, so now's a good time to play it if you aren't sick of Rock-Paper-Scissors yet. You better be picking the motherfucking King of Heroes as your Servant.
Pardon the doublepost, had a retard moment. Negating the previous sage since this is actual discussion instead of a wisecrack.
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>>250784
Doesn't gilgamesh turn the game into a joke?
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>>250789
He's overpowred as shit, yes, but it's still motherfucking Gilgamesh. Getting to use him as your Servant in a non-mobage is the raddest shit and you can get the fuck out of my face if you don't agree. That'd be like if the Tsukihime remake gave you a route where you could join Nrvnqsr(without any gay shit) instead of removing him entirely from the story. It still hurts.
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>>250791
>join Nrvnqsr(without any gay shit)
Just add vagina and it is not gay.
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>>250784
>play CCC
>without wife

You serious?
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>>250794
>cuntboy
That is so fucking gay holy shit.
>>250795
>play Chad Simulator
>without Chad
Are YOU, mongrel?
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>>250796
>chad
>gets beaten by a rule 63 king arthur
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>>250797
Merely a case of nobody being perfect.
>>250796
If my character is male, he IS the chad, i don't need more male characters in my party when i can have cute girls instead.
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>>250803
Now mind you this is coming from someone that hates the fate series so much he doesn't even like the porn; but if you don't want to be bros with Alexander the Great and Cú Chulainn and go on quests to match the great epics, then there is something wrong with you.
>>250815
that's true, but is hard to reject having a party full of artoria, red saber, blue saber, dark saber, JK saber...
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>>250819
don't forget baseball saber
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>>250820
and beach saber
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>>250821
and beat saber
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>>250822
Kuzuki?
>>250815
Why would you want to be "bros" in a waifu game? That is literally the bad ending in dating sims.
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>>250828
Bros before hoes.
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>>250815
If you like that type of things play FFXV, (is a bit gay but...)
>>250829
the best of both worlds is having female friends, they do the same and are cute to purify your heart.
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>>250831
As in, a cute tomboy I can loudly burp and eat hot wings with?
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>>250833
Indeed, not necessarily needs to be a tomboy, but if you like that, go ahead.
>>250829
Yeah, if you're gay.
Played Bing Bing Odyssey and Fury World back to back.

Odyssey is akin to Nintendo taking all the 3D Mario games from Sunshine to Galaxy 2, surgically cutting out all the Bullshit, amplifying all the good parts and then refining and polishing Mario's moveset, the overall gameplay, level design while adding new features that in spite of technically being gimmicks are still fun due to the excellent level design and overall composition to near perfection.
Playing it feels like a supremely well-conducted classic orchestra with all the parts in the right place, everything from the presentation to the audio to things like purple coin collecting not feeling tedious or unfun or small callbacks and easter eggs, shit just werks and overall 10/10 gaem with plenty of post-game content to make up for its child-friendly but not game journalist-tier difficulty.

Now if Odyssey was classical, conservative M64-style 3D Mario at its vidyamatic peak, Fury World is what happens when you take 3D Land/World-style 3D Mario, make it open world, condense all the fun into a syringe and inject the mixture straight into your veins.
The game is veritable supernova of excellence, firing at full cylinders from the very beginning and doing so until the end.
It is by all objective metrics the single greatest open-world game ever fuggen made, you'd expect it to be shit by virtue of structured around clearing >towers but thanks to 11/10 level design and the 3D World movesets+powerups working amazingly well in a full 3D environment you actually want to clear the towers because the game doesn't withold any fun, islands/tower areas manage to be both self-contained enough to have coherent well-thought out level design but clustered just dense enough that exiting upon getting stuck doesn't leave you hanging for stuff to do because the next island or collectible/puzzle solution/platform to an unrelated challenge you didn't see earlier is always around the corner, and faraway islands can be easily traversed to with the many giant plesiosaurs spawning about who go really fast and have a number of fun race challenges scattered around the map that may or may not lead you to furher secrets etc.
12/10 game and possibly even better than M64, only downside is the game's short length on account of being pseudo-DLC included with a Switch port of 3D World, there's only 100 shines to collect which can be done in less than 4 hours if you know what you doing.
Short it may be, what is there is beyond excellent.

Wonder where the fuck Nintendo's gonna go from here with 3D Mario games.
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>>252548
>10/10
>12/10
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Don Doko Don 2 – a solid Mario clone for the Famicom. And I do mean a clone, it’s pretty blatant, back in the day they gave no fucks about such things. But unlike Mario, this is a super late-gen entry, so they couldn’t look any more different; Don Doko Don here is very detailed and colorful, with lots of advanced effects. And there is no timer in this one. Now, though this is a sequel, the first game is just a simple single-screen platformer, very much like Mario in this aspect as well, so for all sakes and purposes, this is the proper game.

The gameplay is fundamentally simple, it is a Mario clone – you have a hammer to hit enemies, which splatters them and allows you to pick them up and throw into other enemies as you jump around various colorful levels. It’s all very basic and a lot of good fun. There are some mechanics though; you can upgrade your hammer and your jump, but only on one given level as they do reset, and I think some are also timed, like the ability to shoot flame. Nice enemy variety too, every level has something new in store. Though very simple at first, later on it does get more interesting with platforming and a few puzzles to solve, but overall, of course, this was clearly targeted at first-timers. The game does have bosses, and those are definitely the most challenging aspect to deal with, not to say they are hard or anything, most die in 4-5 hits, but there is some strategy to it as you can’t hit them directly.

Visually, the game looks absolutely wonderful; every screen is so pretty and teaming with details, utilizing those 8-bits to their fullest. It’s not so much a technical powerhouse as it is a showcase of the absolute mastery on display to make a Famicom game look this beautiful. As one might expect, the music is also excellent. There aren’t any bangers that leap out at you, you need to slow down and pay attention to the music, but once you do, you really start to appreciate it. Each level has a unique, distinct tune; it’s especially cool when you get to “scary” levels.

The game’s not too long, not too short – just the right length to check out if you’re into the platforming business.
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>>252549
Who is that qt girl?
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>>252850
Looks great. I wonder how hard it is though.... I never touch so much as Cyrstalis due to how hard that gen was....
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>>252878
Not hard at all. Very much for novice videogamers.
>>252877
My gf.
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>>252887
bullshit
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>>252888
It's true.
>>252887
She looks lovebly, congratulations anon.
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So i played Hitman Codename 47 and Hitman 2: Silent Assassin. Now when i played the first game i really hated it due to the fact that the controls were really really bad. Even though i changed the control scheme to WASD it was still very bad and took several hours to get used to. The game itself was very frustrating due to the fact that its a trial and error based game. Something else i learned is that you really need to listen and read everything before a mission because otherwise you will probably be stuck on a mission for a very long time. Even with said trial and error there are some things that seems almost impossible to know without a guide. For example
In a mission where you have to assassinate some scarface parody there is a part where you have to gain entry to a sort of silo of sorts. There are 2 ways in but really only 1 way you can go and even if you go there with the correct disguise the guards still push you away as if you cant go there. So you yourself have to keep walking and just go around them which doesnt even make fucking sense. Lets say you did that without the proper disguise. When you do it without the proper disguise you will be shot by the guards inside the silo. So therefore you will obviously think something along the lines of that because the guards didnt let you in and you walked past them that might have been why you were shot. Factor that in with the fact that the levels are super long and trial and error becomes very very frustrating.
I really didnt like the fact that if you shot the silenced pistol any nearby guard could become alerted if the guard you killed randomly lets out a scream or not. They can also be alerted by the gunshot itself. If they become alerted by the scream then sometimes they can just tell you killed someone without never seeing the body and then just start shooting you. Therefore having a knife that instantly stabs them in the neck silently is the greatest weapon in the game. Oh and dont forget to holster. Stab some faggot in the neck and then instantly holster.
I really didnt like Codename 47 because the levels were way too long and that just doesnt work very well with trial and error and just endless repetition and just a slight fuckup can cause you to have to replay a very annoying level. I dont really think i have much else to say about it except that the levels were well designed which is kind of funny considering how much i hated how the levels were played.

Now onto Hitman 2: Silent Assassin. Now this is where i thought that it couldnt possibly get worse considering what i played myself and what other people have been saying about Codename 47. Well it did get worse. First of all the controls are fine. Alright okay thats good. But thats where the good ends. Now they've made the game way too casualized and added some stupid fucking map into the game. This map shows you everything. It shows you npcs moving. It shows you what type the npc is. If its a guard or civilians. How is that fun. Now you're just checking your map all the time to see the movement of the npcs instead of actually playing the game. And lets not forget the fact that they added saves into the game now. I played on normal difficulty on both Codename 47 and Hitman 2: Silent Assassin. And in the normal mode you get 7 saves per level. Is that not insane? Where is the fun in that? I know you can play higher difficulties and therefore get less saves and make the game harder but thats not my point. My point is that they basically made this game super easy. I had no problem with any level in the game because of the many many saves and the map. I mean it was just way too easy. And then theres the disguises. You could be wearing the perfect disguise but it doesnt matter because every fucking npc still has a stupid suspicious meter (which was not present in Codename 47) that goes up if you even get a little bit close to them. So alot of the time you're just kind of either trying to slip past faster than the npc can detect you or just walking at a distance away where they cant start suspecting you. And thats not fun because it feels like you're cheating the game and its just not fun that no matter the disguise you use they will still detect you. There were like 20 or so levels in this game and did not enjoy them at all. I was actually just waiting for it to be over because i wanted to play Hitman Contracts instead.
Even though i think Codename 47 is a pretty shitty game i still prefer it over Hitman 2: Silent Assassin.
Replies: >>252951
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>>252926
I only played (part of) H2:SA and it felt like trial and error to me so I didn't enjoy it. Guess I'll be crossing C47 out of the backlog too.
>i wanted to play Hitman Contracts instead
And how did that go?
Also how accurate is pic related?
>>252951
This list is garbage.
Commandos 1/2 is nowhere near very/high tier on any conceivable list.
>MGS3 lower than fucking SC1 and the first fucking Hitman
>The Thief series all the way fucking down there
I don't really disagree with anything on the low tier section but everything else here is a disaster by some contrarian autist.
Replies: >>252955
>>252951
Thief does not deserve to be that low. Can definitely tell this was made by someone from /v/.
>>252953
>everything else here is a disaster by some contrarian autist
Thief being on the same tier as Dishonored is the giveaway.
>>292955
Dishonored is only a "stealth" game because the designers went out of their way to make the game less fun if you kill people. It's a BioShock clone without the open world.
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>>250714
They are actually remaking Fate/Extra and changing it to a deck-building system.
Replies: >>253132 >>253133
>>252951
>Also how accurate is pic related?
Absolutely horrendous
>MGS 1 - 3 all in the same tier
>Hitman 1 that high
>Thief Deadly Shadows in the same tier as the other two and the thief series that low in general
>NOLF 2 in the same tier as 1
>missing some games you'd think would be there (Project IGI for one)
>lowest tier is way too variable in quality there's genuine garbage next to okay stealth games
>first Tenchu that high It's not bad for what it is but it really shows it's from the early PS1 lifecycle
>>253125
From what I can tell the remake is dead in the water but who knows.
Replies: >>253144
>>253125
It will probably be censored as well, judging from how these remakes always turn out.
Replies: >>253136
>>253133
What's there to even censor? Tamamo's honkers? The image has draque's giant tits in full view too.
>>253136
They censor the most innocuous shit these days.
>>252951
Stealth in dishonored isn't bad, the core stealth mechanics are not splinter cell but the maps are surprisingly well made to accommodate that playstyle. It's just that playing stealth is CBT mode compared to teleports behind u shoots 20 grenades nothin personel.
>>253132
Funny you say that, but its been confirmed to get a blanket 2025 release earlier today
Also the Stay Night remastered is coming out in a couple of days

>>253136
Lack of swimsuit costumes or general lack of fanservice maybe?
Replies: >>253171
>>253144
Weren't swimsuits only really a thing in CCC? From what I know outside of one scene the original extra played it pretty straight.
Replies: >>253191
>>253136
Panties. All the girls have unique underwear on their models. Especially so in CCC where there's a sequence where the FeMC goes nopan and her model actually changes, only getting away with it because the texture is so blurry.
>>253171
>outside of one scene the original extra played it pretty straight
If you mean the mana transfer infirmary scene, that one got already confirmed to be changed/censored in a tweet by the Studio BB head
As for the swimsuits, its a remake so they might plan to add the CCC swimsuits as OBE side story unlockable or something but censor them before launch or via patch later on
Replies: >>253198
>>253191
Good. Fatefags deserve to suffer after allowing GO to exist.
Replies: >>253200 >>253219
>>253198
Not defending fatefags but how is it their fault some greedy jews made a mobage? Nobody asked for it.
Replies: >>253219
>>252951
Shenmue is top tier comfyness.
Replies: >>253204
>>253203
It is, I want to live in a dreamcast world
yakuza on the ps2 has a similar feel
>>253198
>>253200
I'm not into that series but I've cum to art of the blond loli a dozen times.
Finished Loom the other day. It's pretty short but it has character to spare and the much-vaunted music is actually good, or at least it sounds like it should be good with something better than Adlib. I think half the reason it's so short is the writer used to work for Infocom (he wrote Wishbringer and Trinity) and wasn't used to having the playtime padded for him by cheating bastard puzzles. At least the training wheels experience (no inventory, no red herrings, no verbs other than double-clicking to look and using drafts of which only a couple will make sense at any given time) means you're unlikely to get stuck. Well worth a play, if only to understand the longest running gag in the history of video games.
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Pulseman – an immensely impressive platformer for the Megadrive. Easily one of the best-looking games on the system.

The go-to comparison would be Megaman, but it’s actually much more of a Sanic clone, you can even turn into a ball, and there are some very similar levels and boss fight designs. That being said, the game is great; it’s a traditional platformer with the main gimmick being the ability to ‘charge’ yourself into a ball that can bounce around the level with actual physics. It’s really fun, and there are a lot of creative solutions with this concept in mind, although they probably should have gone even further. The one negative is that you cannot attack down in any way. In a more straightforward platformer, this would not have been too big of an issue, but in a game where you’re constantly flying up in the air and then falling down, that’s kind of an oversight. You can just fall onto an enemy and there’s nothing you can do about it. Well, it is somewhat trivial as the game isn’t very hard and is quite generous in fact for the era – enemies do not respawn, and the continue/checkpoint system is rather lenient.
The bosses are fun and creative, but ultimately too easy. I’m not saying everything should be hard, but for some of these literally all you need to do is jump up to win.

Now, as much as I enjoyed the first half of the game, I have to say, some of the later stages get so mazelike with not much going on that it becomes kind of a chore. The creativity in design also takes somewhat of a nosedive, as everything becomes vague and abstract and kinda oppressing. Also, you need a genuine epilepsy warning on some of the screens. I wonder if the production was rushed near the end.

As was already mentioned, where the game does shine is in its presentation. The graphics are absolutely incredible; it’s one of those rare cases where you truly cannot believe this is running on Megadrive and not SNES, although it would have looked even better on SNES. And it’s not just the visuals, there’s speech everywhere; impressive stuff. Although music is kind of a letdown, it’s not bad, and few stages do stand out, but in general it’s not very expressive and, just like the stages, becomes more abstract towards the tail end.

Sadly, there’s no story whatsoever, not even a premise. I’m sure there was something in the manual, but man, what a shame; it would have been truly incredible to follow a story with speech and cutscenes that are used only very occasionally. 
So yeah, it’s a pretty nifty platformer worth checking out just for the amazing presentation and if you’re not very good at this genre and want something more chill and manageable.
100%'d it, gotta say lots of things wrong with DRG Survivor. Difficulty feels artificial and meta progression is a slog. Even after maxing the meta perks out and trying to clear Haz 5 with a subclass and weapons you have masteries done for, it feels the outcome is down to luck more than anything.

The in-game level-up perk options you are offered have color-coded rarities (think diablo/wow item rarity). The biggest issue with this system is the variance between the lowest rarity and highest. Common perks are essentially 1/5 as strong as legendary ones, so if you get offered too many commons and uncommons you likely won't keep up with horde scaling. Likewise, getting lucky with a lot of legendaries enables you to faceroll like nothing. It would be such a simple fix to close the gap between the rarities.

Meta progression has a similar problem with numbers. It expects you to collect thousands of various minerals (of which you would be lucky to get a couple dozen total per run). The gameplay isn't fun enough to justify how large the grind is.

Supply pod/gem hoarder artifacts are generally lackluster. Only a couple feel game-changing and it feels bad when you aren't offered one of them.

The digging mechanic is the most interesting part of this game. Unfortunately, the best strategy is just to clear out a massive area and group bugs into a holocaust ball instead of intelligently dig paths to kite bugs down. Also the best weapon choices are weapons that start as cryo or can be overclocked to cryo. Also you may as well only take damage perks on level-up, even over the designated XP% perk because more dead bugs will likely translate to more XP than it will.

I'd say Brotato has been the most fun Survivor clone I've played so far. It has tons of build variety and is one of the clones to feature an option for manual aiming to make the gameplay a little less mindless. Hopefully DRG Survivor will see drastic change before release, but it's anti-fun for now. I probably wouldn't have purchased it if not for being part of the DRG franchise. Also hoping Rogue Core won't suck ass and won't feel like a game mode that should've been tacked onto base DRG (to be fair, base DRG has had an incredible amount of free content updates and all the season passes can be played at your own pace entirely for free as well).
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I promised myself (or an anon here, I forget) to write up a review after I had finished playing the Shadowrun Trilogy. I'm two and a half years late, I hope you're still here to read this.

Shadowrun Trilogy review

Harebrained Scemes (hereafter HBS) released a trilogy of Isometric, turn based RPGs based on the Shadowrun franchise between the years of 2012 and 2016. All the games are mechanically similar, but differ mildly.
I enjoyed them when I played them in the summer of 2022, but I'm a sucker for CRPGs, so I would have enjoyed these games unless they were dogwater.

Shadowrun Returns:
Plays like a polished tech demo, probably because it is a polished tech demo. Lots of references to previous Shadowrun games. The later games are the ones HBS wanted to make and actually have campaigns that don't take two hours to finish. Good introduction to the setting, but not much else. Play it first if you're going to play it at all, Returns is short and not worth returning to.

Shadowrun Dragonfall:
Compared to the first; Clearly the game HBS wanted to make. More content, a story that lasts more than 2 hours, more detailed graphics, takes you away from the well-established Seattle setting to the games' benefit. Anarchy Berlin is lavish compared with HBS' Seattle. Stat and cyberspace mechanics unfortunately carry over from Returns, both were reworked in Hong Kong for a good reason. Both parts of the game are serviceable but not engaging and do not appeal to me. It's a shame how often you have to interact with both of the systems.

Shadowrun Hong Kong:
Weaker cast than Dragonfall, but with a reworked stat and cyberspace system. It's more finely tuned that Dragonfall, but it lacks the cast and as interesting a story. Don't play this one first as the other games will seem a downgrade.

The fan campaigns for the game(s) are sparse, and incompatible across the games.  I'm unsure which game has the most user content, but the moddb, nexus and steam pages seemed inactive when I played through the trilogy at the start of 2022. I'm sure this would improve if there was a single remastered game containing all campaigns for the PC, like HBS has done for the switch.

Fin.
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Thaumcraft 2
I would have started with the original, but I can't get it to not crash on world generation. Besides, Thaumcraft 2 has all of the content present in the first while also being less and more grindy in some areas. Thaumcraft has always been very innovative in the Minecraft modding scene and left a massive impact such that every magic mod and many that aren't can be traced back to it.
Thaumcraft 2 was a significant change from the first and was where the groundwork for the genre of magic modsAn extremely poorly defined genre was formed. The biggest change that came with 2 was the addition of a research mechanic that locked your ability to create the different items in the mod until you completed certain tasks. This addition was contrary to every other progression based mod at the time, which followed the standard method to progress: crafting expensive and not so expensive shit. This nonstandard approach came to be one of the defining characteristics of magic mods moving forward. However, the first attempt is never the best, and this gacha bullshit quickly gets old after the thousandth stack of slabs.
The main way to progress in Thaumcraft 2 is by using a Quaesitum to perform research. Research is a process in which you destroy items for a chance to obtain a theory. Without using artifacts which are random loot from chest your chance will almost never be higher then 15% without the usage of rare items like diamonds. If you're lucky enough to get something out of a research attempt It will be a knowledge fragment which then has to be researched again for a chance to obtain a random theory. If that wasn't enough that theory then has the be researched not once, not twice, but 4 times in a row without getting a negate outcome to be completed which can be close to impossible depending on the randomly generated level of difficulty for the note. After all that you finally unlocked a new item, only to find out that you need 10 other researches to even create the materials it's made from.
This is partly alleviated by the increased chest spawns around the world. It's very clear that at the very least early on Thaumcraft 2 wants you to explore, but when your reward for doing so is a handful of chances to spin a gacha for a chance to get a ticket for another gacha that gives you a chance for another fucking gacha it's frustrating. That's not even mentioning how there's around 10-15 different artifacts that you'll be forced to clog your inventory with, and that most of the chests spawn underground. This means that a lot of that "exploring" will be spent starting at 2 stone blocks. After my first chest of research that provided me with nothing usable I became very frustrated with this mod. I didn't feel like I was creating wonders, I felt like a retard addicted to gambling. 
There does exist a method to get a massive amount of artifacts quickly, but unless you managed to get the required research for the goggles of revealing you'll be forced to gamble vis crystals at obelisks for a chance to unlock a vault. However that's something you end up having to look up, because the only indication that you get comes from the goggles of revealing.
Thaumcraft 2 even introduced the Thaumonomicon, which in later versions is an extremely helpful compendium of all your research so far as well as future research. However, much like research, this version is rough around the edges, but thankfully isn't nearly as torturous. The category tabs help, but when one section has 37 pages and the rest struggle to break 10, the page turning starts to get annoying. The descriptions are also of low quality, feeling very dry and not really telling you much about the item. It also doesn't have everything; for example, I didn't realize that the basic objects needed to create things like the crucible and infuser don't have research tied to them but also have nothing in game to tell me about them.
On a more positive note, the aura mechanic in Thaumcraft 2, while not as fleshed out as later versions, does have some interesting effects that don't appear in the later versions. For example, if the aura is high enough, sand will start turning into dirt, logs will start growing leaves, and vis crystals will grow faster. The taint is also back as an opposing force to your feats of magic. From what I can tell, the taint isn't much of an active threat and more a consequence of doing retarded shit constantly. Even then, it almost requires active effort to make it an issue.
Endgame wise, there's only really the void tools and armor being better than diamond, the portable hole, which is very limited and not really that useful despite being cool, and the doors inside the vaults, which contain just more loot that you most likely don't really care about once you can make the key. 
Thaumcraft 2, while being rough around the edges, is an interesting mod that contains a lot of innovative ideas for the time it was made. It was the first mod to contain a guidebook of sorts, as well as the first for chunk-based mechanics, nonstandard progression, and even biome corruption mechanics. It was the defining mod for the creation of the magic genre of Minecraft mods and served to show how much potential mods had to transform Minecraft into a completely new experience. Despite all of my previous praise, I can't recommend going back to play Thaumcraft 2. The later versions of this mod improve upon everything this mod set out to do.
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Thaumcraft 3
Thaumcraft 3 was created at an unfortunate time when Minecraft went through a number of updates relatively quickly and eventually culminated in the 1.7.10 release, which marks what is commonly considered the golden age of modding. This constant stream of updates ended up taking its toll with Thaumcraft 3 being fairly barebones. Despite the lack of content, Thaumcraft 3 refined and changed a lot of the systems from the second version for the better.
Thaumcraft 3, like 2, has a vastly different start, with the Thaumonomicon being one of the first things you obtain through using a wand on a bookcase. The Thaumonomicon was significantly better than it was in 2, appearing very similar to later iterations of the book. However, the lack of tabs, zoom, or a search function makes it feel a bit clunky. It's also filled with hidden research, which becomes annoying quite fast with how the new research is still random.
Aspects are added in 3, which endured as a concept for the rest of the mods lifespan. Aspects quite like every new addition made in this mod has issues. The main issue is overlap, and a majority of aspects feel like a waste of space. Saxum and Solum being good examples: One is stone and the other earth.
Nodes are also introduced here. Which, while crude and almost pointless, is the first time a mod ever implemented such an idea. Unfortunately, they're quite limited, being pretty pointless to interact with, as almost everywhere will have a strong enough node for whatever you're doing. The only thing you can do with them is to destabilize them, slowly move them around, or combine them. The ability to move them around does allow you to make dead zones with no vis. While interesting in theory, nothing is done with it, and reasonably no one is going to spend an eternity combining enough aura nodes to become the sole magic user on a server. While better than the chunk-based mechanic, it still feels undercooked, quite like the research.
Realizing that making a core mechanic of your mod a gambling marathon wasn't a good idea, Azanor improved research significantly. Gone are the fields of automatic resource demanding tables, and instead you will be personally gambling your life savings away so you can potentially get a research note related to an aspect of one of the items you sacrifice and then spending vast amounts of items to guess what 4–24 different aspects are related to that research. While less frustrating than 2's, the overcentralization of aspect use and the large amount of resources you have to void for a chance to get what you want still makes research a chore.
The items added in 3 are all fairly basic and mostly just ported from 2. A number of items got buffed like the portable hole and the thaumometer, which now works as a node finder. There's also a few new items that range in usefulness from a new method to kill things to a significant increase in the power of late game. The most impactful addition is golemancy, which gives you a way to automate things without using another mod, which I'm pretty sure is also the first mob based automation ever added by a mod. Despite that, golems are locked to at least midgame a research away from endgame and are fairly limited in what they can do.
Thaumcraft 3 feels like an unfinished sculpture. There's good stuff in this mod, but its unfinished nature sullies what's been done with it so far. This is also where the first addons were made for Thaumcraft. Those being magic bees and thaumic tinkerer. Bees is a compatibility mod for the Bee mod and Tinkerer, which adds a bunch of little things. Unfortunately, Tinkerer is locked behind an adfly, and I wasn't willing to open it for a very small mod. 
With this review done, I'm now onto Thaumcraft 4 in my series of autistic reviews for a mod no one's cared about in 11 years. Thaumcraft 4 is commonly considered one of the best mods ever made and is still getting new addons to this day. After the hours of retarded gambling, I'm looking forward to the significantly more refined way 4 handles things.
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Far Cry 4
>Story
The story for the game is a rather simple one. You're going to your homeland to bury your mother's ashes and along the way get caught up in some sort of terrorist scheme. Luckily you're saved by your step-father Pagan Nim. After he gives you a nice meal, you both go off to bury your mother's ashes and fades to black as you're about to shoot some fucking terrorists.
>Audiovisuals
It's shit. In this 20 minute tech demo, I was experiencing abysmal frame tearing on my PS3. Other than that, it's okay. Also I think there was something broken with the audio as I kept hearing someone screaming in the background.
>Gameplay
The game wasted 20 minutes of my time doing nothing aside from reading random news articles and letters around the room. And ends just before we get to the good stuff.
Overall
How did Ubishit think get away with spending $20 million in 2014 for a game that could be completed in 20 minutes? Overall, I give Far Cry 4 as "I wanted to shot some fucking terrorists" out of "At least I didn't pay money for this shit".
Replies: >>269872
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Path of Exile
Introduction and story
Path of Exile is a free to play Diablo clone with way too many mechanics. Story is OK. You are basically a convicted felon who has been sentenced to exile in a shithole called Wraeclast where the not Aztecs and wannabe Romans dabbled in dark magic way too much. For what? To get the fucking gems that govern your skills and spells ingame. So you claw your way through the entire coastline full of cannibals ruins full of undead Aztecs, ruins of replica Rome through some abomination where the dark magic came from back to your home town where a slave rebellion broke out that made the return of a hungry, hungry cannibal God and his frens possible. After you beat the cannibal god, the kiwis and their chink partners have you by the balls, because there is a Endgame area called the Atlas. Also the cannibal god wasn't even the final boss. A edgy Cthullhu monster and some old guy who fires yellow getter beams that one shot you. That Beavis and Buttheadesque pair is the actual final boss.

Sure I could write more about the lore. I could even create assburger monstrosities like this about it.

https://inv.nadeko.net/channel/UCb_Eo2UWdETuD_D_jslhkMQ/playlists

Maybe nobody here cares. I neither  have time nor the patience to do this. Also most image board softwares don't support the War and Peace sized epic that would result from a serious effort post about the lore. 

Audiovisuals
Graphics look good for something that has been created at the ass end of the 7th generation. Real problems appear as soon as you play with other people, because the client ain't the best at rendering one gorillion particle effects. It even cooks delicious magic smoke with your graphic card whenever it has to render Mongolian hordes of monsters. The music, voice acting and sound design on the other hand are fantastic. Check out this:

https://inv.nadeko.net/watch?v=JFGnRtOxBWs

And this is just the theme of a obscure boss not many people have experienced or even beaten because he has fucking cheat skills. More about  such skull duggery in the gameplay section 

Gameplay
Gameplay is mostly like Diablo 2. Diablo 2 modded by an autist who added the Sphero Board from FF X, a fully customizable skill tree and also 5 different other game modes to it. Its mostly killing a lot of dudes and then a boss while you autistically try to create more and more ridiculous combinations. After the main campaign its an endless grind for money that work like Ork teeth since it is also crafting material, completion of the ridiculous endgame quests and better gear. But its OK, because getting that one corny pair of boots that can you make you immune to 10% of the game feels pretty awesome and so does making difficult boss your bitch. Especially if you are selling both the loot from the hard boss and the boots for a ton of shine rocks the player base consider money.

Criticism
As fun as the normal gameplay loop and some of the challenging content is, it comes with a lot of bullshit. Sure it has a shop. But cosmetics and stash tabs you only need if you plan to hoard stuff won't buy you victory against a bosses and rare monsters who fucking cheat. But why do they have to cheat? Turns out the assburgers who are grinding in that game for aeons found a design flaw that makes player characters pracitcally immortal. So the devs had to add "fun" mechanics like death balls that follow you and explode, minions who become a minefield after dead, one hit dead beams, one hit dead Simon says, life degenerating fields, red globs of death and blue glowing dudes running towards you. To think of it, I am thankful for the latter for the alternative is 3 electric pylons assembled directly at your position at once that westinghouse you instantaneously. To make the endgame more fun, the devs added modifiers to endgame area. If you don't use them, the loot suck. If you do use them, you have to look out for fun mods like reflecting 18% of all physical damage or Monsters get extra crit damage that can destroy most characters. 

If the arms race between GGG and the autists doesn't make you rage sometimes, then there is still the overcomplicated nature of the game that enables way too much theory crafting and outright trolling. With so many different mechanics, expansions and a real time market there is naturally a lot of information about the game. Way too much of is untrue gobbledygook. There is more tinfoil and speculation about the inner workings of that goddamn game than hours of Alex Jones recorded paranoid ramblings.

Conclusion
Is a good game? Yes. Also a wonderful affliction if you manage to get hooked to the endgame. Is it a great game? Hell no. First there is all the bullshit you have to subject yourself to until you get to the good parts. Then there is GGG's vision. The engine is incapable of presenting it perfectly to the enduser and the dev is incapable of incorporating some features from the Chink client that is managed by Tencent into the Western client. All in all I give the game a solid 8 1/3 shitty pebbles out of my money doesn't stop screaming.
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Zelda: Borrowed Wisdom
It's pretty good.

The gameplay is centered around making copies of enemies and objects. New abilities come from finding new things and killing them. There's a natural progression of more powerful monsters and more convenient movement options as you go through the game. The only thing it's really lacking is a favorites list, since the roster of copies and even the recently used list get pretty unwieldy in the later parts of the game.

The story has some problems. The episodes along the way really dragged on. The game never misses a chance to slam the brakes on gameplay for some mandatory talking. The worst offender is the Zora chapter, where nearly every scene has to play twice. The game hardly ever lets you find a story detail on your own, instead preferring to wrest your controls away and tell you everything in what are essentially unskippable cutscenes. And if your eyes glaze over partway through, you can get the gist from the ever-present quest log. All that said, I did enjoy the Hebra Mountain story, and the game's overall plot and major characters made for a decent story when they got the spotlight. It even adds a new villain who isn't just a Ganon flunky.

The game picks up some features from Breath of the Wild, including a simplified cooking system (which is done through NPCs because Zelda can't cook). The food limit is lower than in BotW, but at 20 slots, it's still enough to make food prep unbalancing and time-consuming. And since you can turn hard mode on at any time, the food limit can't change with the difficulty setting.

Another questionable feature is free fast travel. There are about 40 warp points on the overworld to make sure the player never has to do even a little backtracking. There's also a horse which becomes obsolete pretty quickly unless you avoid using the warp.

The plastic toy visuals are a good fit for this game, but suffer from an excess of blur for anything more than a few tiles into the background. Zelda needs to get some glasses, cause she is seriously nearsighted. The music is mostly pretty bland. There are some good tracks here and there.

The dungeons and bosses were all fun, and there are even optional mini-dungeons with their own bosses. Overall, I found the game quite enjoyable, although I doubt I'll play it again.
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>starts as a slow stealth game
>long, unskippable cutscenes
>long, unskippable "cinematic" kill sequences
>cinematic camera is fixed so you can't see the now incoming enemies
>enemies that are literally in front of you don't show up on the minimap
>game turns into a cover shooter halfway through
>fixed camera while taking cover so you can't see shit
>enemies can shoot through walls and doors but you can't
>clean headshots don't kill or even stun enemies half the time
>enemies have infinite ammo but when you kill them you get like 2 bullets
>the gore isn't even graphic
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>>261044
Were you playing this on console or PC? I remember not being able to get into the cabin with the fahtzee watching porn, even with the patch applied.
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>>261047
Did you get the Steam version? Rockstar hilariously botched it.
The first Steam release supposedly used Razor1911's cracked executable, which was broken on Vista and beyond (Razor put one of their signatures in a reserved field of the EXE that was later used in Vista).
They then later replaced it with the original SecuROM executable which broke after having Steam's DRM applied on top of it.
This fag explains it along with the anti-crack methods in the game: https://inv.nadeko.net/watch?v=WfDg7BidsY4 (video's too long to upload here).
It's also funny that Rockstar kept adding anti-crack "features" to their games, even up to GTA 4, which were all bypassed in a similar fashion because they kept using SecuROM.
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Played Chernobylite. I'd give it a 5/10.
>What is it?
A Stalker clone about the zone and the Chernobyl nuclear reactor causing supernatural things to occur. 
>Story
For an indie game it really wants to focus on the story. It is more or less fluff because the game would be much less without it. Basically you are a scientist who is looking for his wife decades after the nuclear disaster. A paramilitary organization has taken over the zone and is performing experiments with Chernobylite, a green crystal that the scientists were researching prior the disaster. It mostly follows similar steps to the Stalker series. Though it is jarring that the game outright states it is 2019 and it jarring to see references of Putin and Syrian mercs in the zone. Most of the story is told by your wife's voice who lives in your head and your character has long conversations with. Additionally you will find random pictures throughout the game, all exclusively of your "wife", or the actress who doesn't look quite like the in-game picture or model. The wife doesn't say anything too interesting really, just typical things Russians tend to say in the zone. If you have watched the Stalker movie then the gist is the same. The story goes retard at the end where it is revealed that you are actually your own kid who using the power of chernobylite gained the memories of your dad and basically assumed his entire persona. The chernobylite is a living organism and wants to rule the earth. The game has multiple endings, but basically there are only 3 which can all be acquired in the same run.
>Gameplay
It tries so hard to be the Stalker clone but fails. The first thing you will notice is that this is not an open or even semi-open world. Instead, you select missions to go to an area from a choice of 5 or so maps. You will also see these same areas dozens of times. Each time some items, like ones you place or hidden items, stay while the rest are randomly generated. The map may look slightly different too but not enough. By the 3rd time dropping onto the same area it will be boring.

Once you appear on the map, which are at best feel like the size of a single explorable area in the Stalker games, you are free to explore. You technically are not forced to complete the objective, but the side quests are pitiful if really any exist. A few question marks will appear to show that some mini-event or character is there but mostly the map exists to hide collectables and the main objective.

A main portion of the game is collecting items to upgrade your character and base. Nothing crazy, just the same few items over and over to create all of the game's items. It falls flat rather quickly as just focusing on getting all the upgrades means a good half of the game you can safely skip collecting when you already maxed out your character and have everything you need to win. 

As for the rest of the base, it will house the members of your team. Afterall, the entire point of the game is to collect a team and the equipment necessary for attacking the nuclear reactor and saving your wife mom but there is no incest as she appears to be dead in the only ending you make it out alive. The team building mechanic is painful. The game gives you choices throughout that pisses some of the team off while others are happy.  Make them too pissed off and they leave the team and you will never get the good ending. So you have to use the power of chernobylite to run around a map that lets you manually change each and every major decision you can make. But chernobylite itself is a rarer resource so at least at the start of the game you suck it up until you can afford to fuck around and find out. It just sucks hard since the game more or less has only a few right options to get the good ending where nobody dies. Also the game gives a large fuck you since you can softlock yourself out of missions by your choices which you won't know you did unless you find a guide.

Gunplay is fine, though the revolver seemed to be the only reliable weapon in the whole game and enemies only get spongier at the end. The final mechanic are the environmental hazards. You can build three different types of equipment to lessen the hazards to lessen radioactive areas appearing, make it so the evil bad guy shows up randomly less, and lessen the amount of not zombies with portals. Which I should mention now that enemy variety is shit and only is soldiers with guns and not zombies. The whole environmental hazard mechanic only appeared to exist as a reason to use all the extra resources you didn't need by endgame. Not that it mattered as you can easily dispatch any of the threats by endgame, and the only annoyance is trying to avoid them early on.

>Music
Was there even any? Completely forgettable.

>Summary
I just wanted a Stalker game that wasn't a mod. The environment felt right but the game spent too much time trying to be deep and introspective when I just wanted to scavenge and shoot things. Then of course the scavenging sucked and the game turned out to be running around between small maps until you just happen to have everything to beat the final mission. It also required multiple trips to fix all the decisions I made that weren't "correct" because some random NPC didn't like my ultimately inconsequential choices. I will admit that the developers have piqued my interest as they have recently announced a sequel and it is randomly switching up to a 3rd-person shooter with wacky monsters.
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>>261077
>I just wanted a Stalker game that wasn't a mod
I feel ya
I recently tried a couple of games that are like Stalker, but all have their own share of problems
>Zero Sievert
Its pixelshit and ever since I played the early access they fucked with weapon ranges which makes basically every weapon hit like a wet pool noodle if its bullets hit outside of some vaguely explained weapon range
>Road to Vostok
More Tarkov than Stalker and the current demo doesn´t have any anomalies, but its too early to form a proper opinion
>Project Silverfish
A genuine surprise, but a welcome one despite its big fat red flags (scaly game, dev and characters in-game have pronoun trash) and its early ahlpa state
Despite that it has a surprising amount of content already and I´m having a blast
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>>261077
I just wanted a Stalker game that wasn't a mod. 
Well I can't help you with that, but how about Stalker: The Beta: The Finished Game? 

There's a Russian standalone mod called Oblivion Lost Remake. It is an autistic 1:1 recreation of the game GSC wanted to make, using old stalker builds, dev reviews, concept art and dev documents. They even made changes to the engine. The AI, item physics and weapon ballistics are improved tremendously. 
A few months ago the 3.0 beta was released.  Although still in development, it is practically a finished game. 

It feels like playing Stalker for the first time all over again, that is why I highly recommend it. 
https://github.com/skenka25013/Oblivion-Lost-Remake-3.0-Translation/releases
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>picked up SotN for the first time after finishing the GBA titles
>start playing as alucard
>holy mother of SLOW
>"running" at the same speed as the fucking zombies
>can't attack then immediately jump or dash
>can't even jump right after falling
>always a loooooooong ass delay between actions
>half the input doesn't even register
>taking damage throws me across the room
>the same never happens to enemies though
>recovering from damage is way too slow to evade attacks
>reach the part where I have to fight my clone
>he's almost twice as fast as me
And this is supposed to be the highlight of the series? What a fucking mess, I've played NES shovelware that was more responsive.
Are the ports any better?
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>>261191
>And this is supposed to be the highlight of the series?
Only by shit eating retards easily impressed by production value.  You didn't even touch on the garbage level design, braindead bosses, schizophrenic difficulty, and upside-down castle fetch quest.
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>>261193
>schizophrenic difficulty
What do you mean exactly?
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>>261191
I'll add that one of the fundamental mistakes that Symphony of the Night made when it decided to rip off Super Metroid was that it completely ignored one of the key innovations of Super Metroid: a run button and the speed booster.  The ability to get around quickly is what makes having a big open world fun to navigate.  Ironically they actually did implement a sprinting feature when playing as Richter, but for some baffling reason the designers decided to make Alucard meander around like the linear arcade Castlevania games, not realizing that that kind of pacing is only suited to those games because they're filled with constant highly-threatening action and you're rarely asked to do any backtracking.  It's not a good idea in a big open world that doesn't want to kill you as badly, and it becomes especially annoying when you reach the upside-down castle and have to constantly rely on your MP-limited abilities to get around the half-assed level design.
>>261195
Most of the game is utterly piss easy, but there are a few areas (mostly in the upside-down castle) with huge difficulty spikes that make no sense.  Thinking of Galamoth obviously, the second doppleganger fight (until you fight an exploit), and some areas with hugely damaging non-boss enemies right next to otherwise harmless areas.
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>>261197
Eh, schizophrenic implies such things are more common than just a few areas.
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THE WEST HAS FALLEN!

Soviets have invaded NYC and it's up to (You) to drive them out, with the help of an underground resistance movement. Your character is a plumber called Chris who does two things; open manholes and shoot commies. Both fun.

Freedom Fighters is mostly a cover shooter with some tactics and stealth sprinkled in. You complete missions where you infiltrate Soviet strongholds, eleminating any soldiers in your path, then either place a bomb or raise the US flag. When things get too hot you can retreat to the underground base in the sewers through any manhole. You can play missions in any order, however completing certain missions first will make other missions easier. So don't listen to the NPCs, always figure out the best order based on each misson's description.
Missions are comprised of tasks, some of them optional, with one "main" task. If you complete the main task the whole mission is a success, even if you missed the optional tasks. You can't go back and replay a completed mission or even revisit its location, so don't end a mission if you haven't scoped out the entire location... Completing tasks earns you charisma, and with more charisma you get to recruit more resistance members who accompany you on your missions to help. The members are kinda stupid, as AI characters tend to be, but they always know where the bullets are coming from so that's great.

There are some nice QoL features, like auto-reload and no friendly fire, but the weapon management is... not great. First the player can't auto-switch weapons when ammo runs out, and second the player can only carry a shotgun OR a sniper rifle OR a rocket launcher. This can get frustrating as your main weapon runs out of ammo and you either have to pick up an inferior weapon or use your fallback pistol/revolver. Another major gripe I have with this game is the one "pure stealth" mission; since there's no concept of light and shadow, or an enemy radar, there's a bit of trial and error. You won't find out where certain soldier are standing until you come face to face with them, and at that point you've basically messed up the whole mission. Thankfully the gameplay is too good for me to get really frustrated with these issues.

Fun game overall, strongly recommended.
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>>261377
>Soviets have invaded NYC and it's up to (You) to drive them out
>Your character is a plumber called Chris who does two things; open manholes and shoot commies.
>then either place a bomb or raise the US flag.
Burger dubs checked (1776).
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>Order of Ecclesia
It is boring and lazy, lacks variety compared to DoS, AoS and SotN.
The world is not interconnected as the previous titles, the level design is atrocious, and the pacing is all over the place.
The Castlevania is big but repetitive, copy pasted areas with the same monsters over and over again.
The glyph system feels barebones, not all monsters have glyphs, some glyphs are stuck inside statues, some glyphs shouldn't be glyphs, like the wall phasing glyph, the magnet glyph, or the wing glyph.
The movement mechanics are underused, I think there were only two bosses that required the use of magnets, and there were a handful of areas where that required the wall phasing glyph. 
I hated the chest system, they replaced the loot tables from the monsters and with the chest system so you can waste your fucking time because Iga hates you.
The familiars are useless, and there is no spectral sword familiar or imp familiar, even though there is sword AI and imp AI in the game.
Those late game areas are ball busting hard for no reason, I used cheats to deal finish them.
The lack of hints made me look for guides, that is bad, I'm talking about the fortune ring and how the automaton transformation works.
Most of the bosses were fine, with the exception of the giant metal centaur with the stupid fucking hitboxes and physics system, and the shadow monster, fuck whoever designed those two.
The music doesn't have the same punch as the Aos or SotN.
I liked the story, I liked Shanoa and her interactions with Albus, it has a better story than Aos and SotN.
Overall, I think it's an inferior product compared to the previous Castlevanias I've played.
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I wrote:
https://antares.neocities.org/blog/review-nioh
https://antares.neocities.org/blog/review-nioh2

Nioh 2 is still being "drafted" technically.

>How was the last game you played? What did you like or hate about it? Why?

Nioh 2 is overall a well-designed game inspired by Dark Souls. I like the combination of action game mechanics and RPG mechanics. For reference, the games incentivize executing skills at specific frames. It also has its own spin on complex itemization, and there isn't a major time commitment in acquiring effective/powerful equipment because crafting allows the player to tune the attributes. However, the bosses generally have greater mobility than the player. Given a challenging game with fast enemies, I took the pragmatic approach to slow them down and cripple them even as I prefer action games where both entities are mobile.

pic related, my shin-destroying weapon.

Some of the attacks and abilities from bosses are reminiscent of game designs from Ninja Gaiden and Devil May Cry. (I think I saw one of the bosses execute Spiral Swords, one of the abilities from Vergil from Devil May Cry, but I haven't caught it in a screenshot or in a recording.)

Other than that, the game performs well on PC and on Linux through Proton, but there is a reoccurring issue on auto-play video assets in the skill tree. Mousing over too many nodes can cause the game to hang and force the player to exit.
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>>262473
Two more pics:

A level someone can get lost in (The Mausoleum of Evil). Perhaps the most compex design, but I can still appreciate the verticality, eastern architecture, and the paths the player can take.

Second pic is a level I think stands out visually.
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>>262473
>>262475
Have you played their spiritual successor game, Wo Long Fallen Dynasty? How does it compare to Nioh?
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>>262477
I haven't.
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I finally got around to playing Higurashi when they cry, the first half was enjoyable but the game is just a disjointed mess I had 0 expectations when it came to this game other than some word on in the internet. 
the pacing is garbage and the story falls apart in the second half and becomes incoherent garbage and has what  I'd call fairy  tail syndrome the writer just suddenly pulls a solution out of his ass using the power of friendship
character growth is non existent and just they suddenly change because of magic plot device with no reason or logic the antagonist of the story has 0 hints has to them being one until 75 percent of the game is done.
which is a shame because the first half  is actually interesting and some of the characters would be great if they were given some more personality rather than being one dimensional.

the concept seemed like it would be good but the comic relief and constant resetting of the story and beating you over the head with how having fun doesn't last forever 
and your friends will eventually split apart and the sudden out of nowhere allegory of people being bad because of the environment or some disease and suddenly violence no matter what is bad towards the end is just in-suffocating...
3/10 game
7/10 ost
Time Wasted:More than 60 hours
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>>262477
Wo Long is a step down from Nioh 1/2.
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>>262504
How so?
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>>262484
if you dont think the first 5 episodes is peak fucking visual novel, you are a fucking faggot. I don't want to converse with a low iq fag like you.
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>>262527
the game works like shit, the combat has only two buttons, infinite stamina, the parry mechanic is gone, the poses are gone, the game is shit. They just should copy pasted nioh2 but with chinks, but they did a shitty game with DEI instead.
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>>262544
>low iq
Pot calling the kettle black btw you take the net 2srs
>first 5 is peak
nowhere even close unless you play nothing but moege or have only played a handful of VNs
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==Iron Meat=

Introduction and story
Remember this shit horror movie about a ship that has been taken over by AI and that turned the entire crew into what an edgy autist thinks cyborgs would be? Pretty much the same happens in the story of this fine Contra clone. Yuri Markov, a scientist working on something that looks like orange play dough on the moon gets possessed  by the subject of his research, kills everyone in the base, turns them into cyber monsters and then teleports himself and and the autism abominations to earth. Since then the entire world is covered in penetrant Iron meat and you, power armor man, have to stop Markov. 

Audiovisuals
This game comes with two styles.

1. Unfiltered, which let's not lie to ourselves, won't hold up even a month after the 90s nostalgia wave rolled over us

2. Filtered, which looks much better and kinda apes what the look of a VGA game on mid CRT. 

Colors, particle effects and levels kinda fit the bill of one of those early 1990s shareware games. Besides that there are unique elements to the design of the enemies and the levels that make the game stand out. 

The OST consists of forgettable hard rock that fits what's going on the screen. I can say much else about it although I have just beaten the final boss except it ain't Cyber Shadow's OST. 

Gameplay
Its goddamn Contra. You jump around and shoot stuff, collect various sub weapons, stand still while holding a shoulder button and die in one hit. Even some of the selectable weapons are identical to their counterparts from Contra. To differentiate itself from its inspirator, it let you upgrade sub weapons to a second tier that is palette swapped to green instead of blue. Riveting innovation. The only other difference to Contra is its short length and how difficulty is handled. You don't need to enter the Konami code to get 32 lives, just select easy. 

Otherwise the procedure in all 9 levels is pretty much the same as in Contra without the 3D or overhead sections. You get past everything that is thrown at you without losing too much and then fight a usually screen filling boos. 

Criticism
There is not much except the handling of the movement is kinda slippery. Thanks to this, its very easy to make retarded mistakes that end up costing you a live and maybe  a fully upgraded sub weapon.

Conclusion
A short and snappy contra clone that got my attention by not having any current year bullshit in it. I say wait for huge discount and if that ain't enough for you, get it for a  10 finger discount. Overall its 7.8 horny tentacles monsters out of 10 triple penetrated high school girl.
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Helltaker
I remember ragequitting this game a couple of years back because i was stuck on a level. Then today i saw a anon request this game in the share thread so i gave the game another try. It was hard and short. Fuck this game. I did not enjoy it.
There was also a nigger police inserted at the end for no reason which only further spoiled my enjoyment of it which was next to nonexistant in the first place. Fucking pseudo-anime trash.
>>262755
>Filtered, which looks much better
Looks like dogshit.  Ironic you claim unfiltered is the nostalgia-pandering option when it's exactly the opposite.

I'm adding this to my play list though, haven't played a good (new) run 'n' gun since Contra Rebirth.  Blazing Chrome seemed all right but it had some frustrating control bugs.
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>>262755
>>264051
Also it's interesting to me that people lately seem to prefer copying the prone mechanic from Contra, where your hitbox counter-intuitively inflates to the sides.  This is always a source of unfair deaths in Contra-like games.   Ducking mechanics in games like Gunforce, Metal Slug, etc. are far superior.
>>264049
What ever you do, don't read the dev comics about helltaker.
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>>264049
That's why we call them "streamer bait" games. The people that make these things don't bother to design them for humans, because they're all going to watch the trained apes run through the game anyway.
>>264049
I like how the nigger is what gets to you and not the fact that every single girl up to that point is the same typical ugliness westernshit just can't help but bring to the table. There's nothing pseudo-anime about it. It's straight tumblrshit.
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>>264049
Play the new game, it has LGBTQVIH+ now.
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>>264064
Is it gay?
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>>264092
NTR
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>>264049
The dev seemed like he designed some demon girls and wanted to place them somewhere marketable but couldn't develop for shit so settled for some Unity tutorial sokoban. I did enjoy the action segments in the extra levels though, worked well as NES hard.
>>264068
>it's straight tumblrshit
I can see it. The little story and dialogue there is was severely unfunny and read like something a Twitter user would write, and it does border on Hazbin Homosuck fanart at times the guy posts on his Deviantart account.
As a counterpoint, here are some 3D models made by some nip fan. Are they pseudo-anime ironic tumblrshit?
>>264088
What game? Examtaker? If there was I failed to see anything.
>>264096
>horny demon that embodies lust fucks everything and anything
As expected, fucking slut. Malina remains pure.
Replies: >>264103 >>264126
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>>264101
>Are they pseudo-anime ironic tumblrshit?
I always considered it to be that just of slightly higher quality, it looks like someone trying to imitate similar Japanese art like pics related
I despise people for doing this shit you pretty much degrade art styles and make everything look like homogeneous garbage.
>>264049
The girls are hot and the developer was more successful than any of you will ever be, cope.
Replies: >>264107 >>264122
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>>264105
<my dick and popularity matters more than anything
are you 14 years old? how did you even get here?
Replies: >>264109 >>264113
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>>264107
>my dick and popularity matters more than anything
yes
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>>264107
>my dick and popularity matters more than anything
yeah
>millions of flies cannot be wrong
>>264105
Wasn't it a free game? How does having a flavor of the month free game equate to successful?
Replies: >>264123
>>264122
you're not getting it, anon, think of all the rule34 submissions
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>>264068
sup /monster/, this is your annual reminder that bitter schizos and failed normalfags won't get their waifus when DOTR happens.
>>264101
>What game?
Awaria
>spoiler
I don't know, I stopped reading the comic shit.
Replies: >>264131
>>264088
>>264126
>Awaira
Is it actually LGBTQult shit, or just "muh yuri"? Hot chicks lezzing out has been popular since decades before the fag shit got popularized by the jews, the issue is they only make ugly dykes now.
Replies: >>264132
>>264131
I don't know and I don't want to find out.
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Half Sword Playtest

*Introduction and story*
This time its an Beta version you can practically consider a complete game. As complete as Barbarian for the every home computer of the 80s was. Half Sword is a violent 3rd person medieval combat simulator with only one map and perma death. 

*Audiovisuals*
Good enough as far as I can tell. The soundtrack is fantastic for a demo and the wood cut menu icons are crisp. What isn't crisp is the game itself on low settings. If you have a toaster you are out of luck and the game will never ever look good. Not even after 10000 years. Medium on the other hand looks alright. 

*Gameplay*
Remember Die by the Sword? The control scheme is similar to what Treyarch tried to sell as VISM™, the innovative control scheme of  keyboard and waggle the mouse to make your character flail his weapon spastically. After you have picked one of 8 classes, started the game got  used to having spasms on mouse move, you can press g and then chose either single combat or one of up to 3 randomly selected game mods. 

The game play loop itself is fairly simple. You and your opponents end up in a square are where you cut each other with weapons from the late medieval period. And if you have put the violence level on grotesque like a real man, you can even cut him apart and see blood and guts spilling out of the halves. 

*Criticism*
Just like Barbarian, its a very short game that is over even quicker than Barbarian itself thanks to the lack multiplayer.  It is also clearly not done yet.  Another gripe is you can't select your favorite game mode after a round is over. You must either take single combat or whatever the game picks for you. If you wonder why all of this looks slightly blurry, its Unreal 5 with its new anti aliasing mode that doesn't work so well with most computers that are made now. Unreal 5 is enshitified engine that needs way to many resources to deliver an sharp image.

*Conclusion*
Its 3D Barbarian with less features. Its fun and I am eager to see if the finished game is even worth a damn. As it stands now, we have at least the playtest. 6 and a half badly injured peasants wincing in pain in their own blood out of one assholes in plate armor who has caused that massacre.

You can also check out the misery here, or don't: https://store.steampowered.com/app/2397300/Half_Sword/

>>264051
> unfiltered is the nostalgia-pandering option when it's exactly the opposite
Where have I said it? Oh yeah. Nowhere. The criteria was would it look good in like 10 years even if they don't nail the look of CRTs? The answer is yes, despite the fact they clearly don't . Unfiltered not so much. For that the sprite art itself is too dog shit.
Replies: >>264159
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>>264049
Don't waste your time in that shitty ((( free ))) game, play this instead, if you want your harem full of qt virgin monstergirls that will not act like 3DPD.
Replies: >>264158
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>>264155
>>264146
It runs like shit because it uses UE5
Replies: >>264178
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>>264158
Replies: >>264185
>>264159
or does it just run like shit because there's a three bajillion polygon mug?
I don't get why people bother with new games at all  when there's hundreds of older games that provide more fun for your time
Replies: >>264182
>>264178
I believe it uses some fucked up GI implementation that its not meant for real time rendering, but that could also be it.
>>264158
>>264167
Wait is this the ntr game?
Replies: >>264186 >>264259
>>264185
It's about as far as NTR as you can get.
Replies: >>264187
>>264186
as far from*
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>>264158
There are 2 versions one in rpgmaker with official eng translation and a fan one in wolfrpg (like in pic) it also has uncensored cg's. Which one do I get?
>>264223
>brown shitskin hands
Replies: >>264230 >>264241
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>>264227
Sounds disgusting
>>264225
>after all these years still hasn't realized that darkened male skin in hentai doesn't represent a shitskin, but rather serves to put the spotlight on the female character
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>>264227
>>264230
>>264230
>after all these years still ignorant to the degeneracy
Darkened isn't the same as niggered. Just accept it, many artists are cucks. It is rather obvious when they draw "tanned japanese man" and when they go for nigger. As an expert racist, I can tell you, the image in question is niggered.
Replies: >>264241
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>>264230
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>>264225
>>264235
>>264236
I can't tell whether you mongoloids didn't bother reading the thread or your broken brains started casting niggers out of thin air.
Those are the MC's obscured hands, that's the spiky haired guy from >>264158. >>264230 was right.
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>>264241
>it's okay bro they draw him white when he is not having sex
Replies: >>264246
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>>264242
Not every human being on the planet thinks about niggers 24/7 and thus extrapolates a functional shading as interracial racebaiting.
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just one porn game being posted and this is what I have to come back to. how can you be this obsessed when you are on a nearly dead IMB do you still browse normal social media like some sort of bot?
>>264241
It's not even worth responding to the schizos who see niggers everywhere.
Replies: >>264265
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If my hentai has 人間 with a skin color any darker then pure albine white then I will never play it.
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>>264223
Nobody answered actual question. :(
Played first 10 levels on both and came to conclusion: rpgmaker version is somehow laggy takes up more space ~500 Mb vs ~100 Mb has redrawn mc portrait making him darker, don't think cg's were touched and worse censoring.
So don't bother with official translation.
It's also obviously balanced around hard difficulty as you have way too much healing items on normal and just enough on hard.
>>264185
100% Certified Goddess Approved Pure Vanilla.
Replies: >>264260 >>264280
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>>264259
Also lovey dovey rape.
Replies: >>264280
>>264253
>hasn't found the nigger hiding under his bed yet
not gonna make it
>>264255
Wow. Real subtle aren'tcha?
>>264259
>>264260
it's a decent game though the sequel got crappier art & more generic RPG format gameplay. Which bored the crap out of me, I enjoyed that gameplay a decent bit.
Almost as decent as Ariadne which had a unique take on the RPG format (I know it isn't an original idea but I hadn't played that type of game in a while) whereas Ariadne had a stamina system.. though it isn't vanilla at all.
Replies: >>264285
>>264227
>>264238
Die in a fire kike
>>264280
I haven't played the new one, did it got translated?
>>264223
Play the fan translated one.
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Mafia I
>let's imitate early 3D GTA but with more jank and more restrictions on gameplay such as speed limits and traffic lights

Mafia II
>take 2 steps
>cutscene
>take 2 more steps
>cutscene
>start a fight
>cutscene
>finish a fight
>cutscene
Replies: >>264351 >>264353
>>264320
Mafia I copied GTA pretty well given it does the same weird mishmash of mechanics that only appear for a single mission. Really felt like the devs wanted a racing game instead, especially when the giant map is only good for driving and it devoid of any reason to walk around in.
>>264320
Mafia commenced development before a 3D GTA was even announced.
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Just finished Super Mario 64: Ocarina of Time がんばれゴエモンネオ桃山幕府のおどり。

This is arguably one of the best games on the N64 if not the entire 1990s, mainly due to the stunningly high quality for a game of its time and the successful merging of many individual features into a seamless whole while at the same time being the perhaps most faithful adaptation of a 2D game series into the third dimension.
It is also one of the most nipponese games in all of japanland, oozing with so much soul at every turn it out to be put in a museum of non-degenerate arts, all while being fun and beautiful enough to make one briefly forget it's no longer the pre-2007 黄金時代。

What the fuck makes this such great geimu, (You) may ask?

As already hinted above, it is a de facto merger of a 3D platformer with what one would now call a Zelda-esque 3D open world action adventure game.
(You) explore towns and talk to various townspeople for hints as to what to do, then leave town and explore outside areas containing enemies and entrances to dungeons and other towns.
The game is similar to OOT in that there's extensive areas which aren't dungeons to do [thing] in, these are highly reminiscent of OOT if much smaller and thus less of a drag to navigate or revisit in later parts of the game.
Dungeons are where the game really turns into The Legend of Peach, they're functionally Mario levels but with all the trappings of a Zelda dungeon such as multiple floors, keys, a dungeon map hidden somewhere in the dungeon and simple pazzuru.
However the dungeons here are designed rather well in that despite being comparable in size to OOT I never once got stuck for more than 2-3 minutes and rarely had to open the map to navigate, really refreshing compared to the typical Zelda clone.
The platforming gameplay employed is astoundingly competent and consistent, the controls while not as good as those of M64 are largely spot on and the designers were careful not to place platforms at completely bullshit angles while also addings floors to most platform-heavy rooms instead of you falling back to the dungeon entrance like the average Zelder gaym the fast travel system also shits all over OOT.
Combat is simple if slightly clunky but gets to the point, you whack the enemies until they die instead of waiting until they drop their invincible guard stances.

All this is underlaid with gorgeously aesthetic early 3D visuals with color palettes straight out of a Dreamcast accompanied by supremely nipponese banger tunes easily up there in my personnel top 10 and superior 1990s animu voice acting.

Regarding negatives, the game's biggest one here is no doubt the camera.
Now it's arguably one of the better early 3D platformer cameras in that it always follows your character and automatically re-centers when you stand still, but this is occasionally hampered by the complete lack of camera control.
I say "occasionally" here because it's nowhere near as bad as it sounds, thanks to smart level design it only becomes a real problem in a few areas and overall was not a critical flaw.
The other issue is that the Mecha boss fights while visually splendid with impactful gameplay mechanics suffer from a few technical and design faults that drag them down somewhat.
First of these is that the game's release unfortunately predates the rumble pak, this makes it subjectively harder to judge when you're getting hit as the sound effect for that sometimes fails to play in moments of screen saturation on top of rumble just being a natural fit for punching niggers in the face.
The second and arguably bigger flaw is that 2/3 Mech bosses will have a fun first phase where the boss will fly at you only to get punched in the face and fall over with a correctly timed hit, but then in his second phase will seemingly try to avoid honourable melee combat in favor of spamming long ass full-field attacks where he'll either be invincible or not present at all, leaving you to slowly wear down his HP in the moments he does show up using your own projectiles which in my opinion just unnecessarily drags out these fights.

Tl;dr
8/10 Gameplay
9/10 Grafigs
万歳/10 Music
for an overall 1997/2000, go play this gaym in its original Nipponese RIGHT NOW if you haven't done so already but stay the fuck away from the western trannylation and its retarded sex changes.
Replies: >>264482 >>264489
>>264481
You played the PC port right?
Replies: >>264483
>>264482
I was already halfway through the game by the time I found out about the recompilation, so no.
>>264481
I'll never be able to place this game above Goemon's Great Adventure because it dumped the 2-player co-op play that had been iconic for the series since the SNES games.  Sorry anon the sidescrollers are better.
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Finished Klonoa 2: Lunateas Veil for the Playstation 2
A 2.5D platformer where you play as long eared dream traveling cat janitor whose job is to fix up fucked up dream worlds. 
>The Gameplay
 It's really unique in its own way. Since Klonoa can't do shit on his own (besides doing his jumping yoshi flaps) you rely on a priestess in training named LoLo to power his ring which allows him use his ring to grab enemies and let him jump higher up in the air. As you progress the game starts throwing more mechanics into that really spice things up. From bombs, to lighting dashes, and even flying. 
You may even come across sections where you snowboard through various areas which kind of require some precisions if you're trying to go for 100%
>What I liked
The overall the music. I seriously cannot get over the music, it's got this really vivid dreamlike feel to it something that I really can't exactly explain it properly.
>What I didn't like about it.
Remix stages. To me they feel like filler but they atleast change the stages around to keep them challenging but I would have honestly preferred more originally levels within it.
>Overall 
I recommended playing this one for anyone looking to play any platformers. And if you're wondering about playing the Klonoa Phantasy Reverie Series. Don't just don't, even if you buy the special bundle for a cheap price you won't get the art book and soundtrack files, you can only access them via in game which isn't worth it at all.
Replies: >>264674
>>264638
Does anyone know if the game runs well on PCSX2?
Replies: >>264679
>>264674
Ryzen 5 3600x+GTX  1050 ti here using latest version and it runs fine for me at original resolution even with a youtube livestream in the background at 720p 60 fps
Replies: >>264700
I will now post the name of three review youtube channels.
CrispiestK, Egzaum, Peerless Daddy, Terran Reviews.
Replies: >>264686
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>>264685
That's 4 you retard rat.
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>>264679
To be honest this post reads like some sort of joke or meme to me especially considering the questionable posts by this ID.
Replies: >>264859
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I played this for 15 minutes and it was a mind-numbing experience. Does it get any better/more challenging?
Replies: >>264825 >>264835
>>264793
It's more of a nostalgia trip for people. For the time it was alright.

An Atari 2600 commercial of Ms. Pac-Man that aired in Australia incorrectly states Ms. Pac-Man is Pac-Man's older sister, when she is supposed to be Pac-Man's wife.[17]
https://youtu.be/xeGB-8NiKBQ

I remember this being a fun game.
>>264793
It's pretty good, I think the remake recreated it pretty faithfully. The game has a unique approach to level design which kind of takes the formula from the sidescrolling stages in Crash Bandicoot and blends it with some more depth and verticality.
It also boasts a great score, some fun bonus modes and even the original game was included which was a nice bonus. I understand though,you are 14.
Replies: >>264844 >>264865
>>264835
>I understand though,you are 14.
Yes grandpa, anyone who doesn't like the things you like is an age-based boogeyman.
Replies: >>264847
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>>264844
Yes
>>264700
anon... I'm afraid  you have autism.
Replies: >>264864
>>264859
>he doesn't have autism and/or he views it as a bad thing
You have to go back.
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>>264835
>calling others kids while praising remakes
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>>264864
Reading complehension.saying someone has autism is not the same as saying it's a bad thing you dunce
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Felvidek – I recently purchased Felvidek at the recommendation of a friend. 
It's an indie rpgmaker game, the sort one would find sold on itch.io (which it is) and nowhere else (it can be found on steam too).

I thought it would be your standard fare rpgmakerslop, but the game paces itself and acts like it's a classic adventure game, e.g. Kings' Quest, Monkey Island, which just so happens to have the added complexity of a JPRG atop, 
rather than pretending itself to be a real game like a JRPG would. There's not complexity in the combat, if a fight is slow you've forgotten to grab a weapon or damage up item. There is no moon logic found in the puzzles, although there is a bit of aimless wandering as you search for specific people. The main game is only an hour and a half, but with the added side quests it rings in at a grand total of ~4.5 hours.
Some will find Felvidek's artsyle offputting but I am not one of them. I find the dithering and extremely limited colour palette a delightful change from typical retro-styled-graphics so often found in these smaller titles. The fmvs present within the game aren't faithfully rendered with ancient technology, the developers very clearly used blender. It looks off but no matter. The soundtrack makes up for it, as does the Aulde English translation of the game's script from Slovak.

The graphics please me, the music is funky, I adore all of this game.
Replies: >>265846
>>264864
>having a mental impairment is good
cope of the century award
Replies: >>265525
>>264864
Autism isn't a positive thing. It doesn't even make you more intelligent. Autism grants you indefatigable mania (special interests) at the cost of all your social skills if not more.
Replies: >>265523 >>265525
>>265519
>Autism lets you be happy without other people
>isn't a positive thing. It doesn't even make you more intelligent
You're part of the problem, now go back whence you came.
Replies: >>265524
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>>265523
>I have a handicap which barely makes me function as a robot and in a lot of cases is hardly different from downs
>this makes me better than you
you are blinded by your own delusions
Replies: >>265532
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>>265518
>>265519
Cry more triple-vaxxed negrotypicals.
Replies: >>265526 >>267737
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>>265525
Look, I am honestly, genuinely sorry that what I said upset you and I profusely apologize, as a way to make it up to you I will try to help you in the best way I can by directing you to more supportive communities. You can find places where your mental illness won't be derided in autism support forums, there you can discuss your favorite coloring books and toys with other disabled people like you, all in a friendly environment where nobody can hurt you or make you have an episode. reddit in particular is a great place to begin your journey into the brain defects safe space and join thousands of other mentally ill individuals just like yourself who will be happy to help you with your problems. r/autism seems like a great place to start. Hope this helped.
Replies: >>265527
>>265526
TLDR: "I am gay"
Replies: >>265528
>>265527
Is there anyway I can  help you with your homosexuality and mental illness? I don't want you to hurt yourself
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Are >we talking about Autism or >Autism ITT?

Regardless I played though Klonoa 2 and I have to say the game is absolutely baller, perhaps the peak in terms of early PS2 aesthetics carried solely by artistic competence and low-res yet delightfully colorful texturework with no post-processing >filters whatsoever.
Combined with a draw distance that makes competing games of the time look like niggers and a really nice flow of gameplay that just werks this is one gaym any cultured imageboard user ought to have played at least once, moreso with a widescreen patch applied as it makes the stages look even more gorgeous with almost no rendering mishaps outside a few cutscenes.
Replies: >>265532
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>>265524
> all that shit
Schizophrenia is not the answer. 
>>265530
Did you finish the secret levels?
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>>265517
Shoulda purchased Skyrim, punk.
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I recently beat the first Shin Megami Tensei, PSX version. Never really played another SMT game. It was fine.
The gameplay was OK for what it is, but it started getting easy in the latter half of the game, and the endgame was almost a joke (even though I was playing on "Expert" difficulty).
The story was OK. Something that I found interesting is that the Chaos Hero wasn't like a scary delinquent punk sort of guy (like one would expect), but more of a weak glass-wearing nerd (school shooter vibe).
The graphics were nice -- not in a technical sense, but in an aesthetic one. The music wasn't of note but the Jakyou and post-timeskip overworld map themes were nice.
I only did the neutral route but doing the other routes doesn't seem like it's worth it, I'd rather just watch the different endings on YouTube.
Replies: >>266532 >>268246
>>266528
>but it started getting easy in the latter half of the game, and the endgame was almost a joke
Get used to that if you want to continue with the series with some being better or worse at the overall difficulty (not counting the super bosses)
Expert difficulty IIRC only increases boss HP and reduces macca and exp gain
>did the neutral route
With or without a guide?
Replies: >>266533
>>266532
>With or without a guide?
With. Why?
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>>266533
Curiosity
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Assassin’s Creed – so I was never really interested in this series; to me it was the annual conveyor-belt slop, so I never bothered with it. But some anons here and there said the very first game was alright or at least worth checking out. So I did.

Though ultimately I enjoyed it more than I didn’t, the game very much solidified itself as the first truly “modern game” in my mind. Here you have every possible trope of modern gaming: regenerating health, waypoint marker counting down the steps, overbearing prompts that do all the gameplay, relentless handholding of what to press and what to do and where to go, plain white text on translucent rectangles, an orange-teal palette, and constant auto saves, although the latter ends up being a blessing since the game crashes every 30 minutes. Etc. You can find games with these individual elements that predate Assassin’s Creed, but I do believe this is where they all came together for the first time.
The takeaway, ultimately, is that the game mostly plays itself. As the sort of descendant of the platforming genre, which I am a big fan of, it is definitely a step down. It is still nominally fun to climb around medieval cities, but most of the fun comes from self-imposed challenges like scaling the viewpoints undetected. Yes, it is fun being able to climb anywhere you want, but it gets boring fast since there’s no skill involved and no consequences to anything. Combat is absolutely braindead; after you unlock the counter ability, it basically turns into a QTE to insta-win—very much an afterthought. Once you get the throwing knives, the game does get somewhat more interesting, and you actually have to restock them yourself by stealing more. There’s so much they could have done, but that’s the downside of sandbox games—most of the attention goes into sustaining them, and gameplay is secondary and very simplistic.

About the only thing the game does right is recreating the area of the Fertile Crescent in decent sandbox performance; it’s comfy to ride around. The problem is that there’s nothing to do; there are like 4 mission types copy-pasted over and over in the cities, and there is nothing to search for or to collect, whether within cities or outside. There are these flags you can find, but they are literally useless, just some achievement shit, useful only as autosave spots. And an even bigger problem is that you’re not even allowed to explore around at your leisure since you’re constantly under surveillance by the guards and have to use the blend mode where you walk slower than through molasses. Imagine if in GTA every time you passed by a cop, you had to slow to a walking speed. About the only thing you can do as a challenge is to look for and kill hidden Templars. 
It would have been so easy to make it interesting with minimum effort—scatter some chests around, some collectibles, legendary treasures maybe; you’re in a fucking holy land; some currency to sell and buy stuff. Instead, the game basically disincentivizes you from exploring—it implies that you have to ride from one location to the next as quickly as possible, so the entire decently sized sandbox hub world ends up being useless.
There are a few rare moments when you have to infiltrate some place, like a highly guarded fortress, and have to study your surroundings to find a suitable approach and use all that climbing sandbox freedom to your advantage, and then it is quite fun.

Visually, the game does look pretty good, and like I said, it depicts that medieval Near Eastern vibe quite well. Certainly, that is the main draw of the game; as you ride down from a mountain range, an entire biblical city sprawls into view right before your eyes, it is quite breathtaking. And it is pretty impressive that they were able to make it all work as well as it does: seamlessly platforming across multiple surfaces and elevations in decently sized cities that are distinct from one another just about enough. I guess the payoff is that the game crashes like clockwork. On PC this wasn’t an issue as it didn’t actually brick the game, but on consoles you do have to restart almost every 20 minutes; hoo boy.
I don’t remember much about the music, which is telling, but Altair’s voice acting is hilarious.

The story is not that bad for a game like this; they at least tried to do something with it. Figuring out the plot as clues and hints are slowly revealed to you is alright. But the presentation of it is terrible and kinda undermines the experience. All you get are exposition dumps from still-standing models in idle animations. It’s funny though; this series is infamous for its indulgent, glitchy movieslop cutscenes, but here there isn’t a single one. It would in fact have benefitted from a few, given its simple story, but without going overboard like the rest of the franchise.

By about 2/3 of the playtime, it becomes mind-numbingly boring, doing the exact same 4 activities time after time, and the game feels out of content and over by that point. It’s pretty obvious they were more preoccupied with making the eye candy sandbox while the gameplay was secondary because nobody who cares about gameplay would be satisfied with what the game has to offer.
Still, at least it’s not a movie game, and you do get some mileage out of platforming if you’re a fan of the genre like me.
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I.plehed gaemu
It wuz k
>>267124
>It’s funny though; this series is infamous for its indulgent, glitchy movieslop cutscenes, but here there isn’t a single one.
That was something they added a bit of in AC2 and then maxed out in AC3, which was kept as a stylistic choice. AC1 was meant to be a fairly historically accurate game (or at least take a lot of inspiration from real historical fact) so the glitches indicate when you're losing synchronicity with Altair's memories - kind of a visual/gameplay mechanic. Shame it didn't last.

>Still, at least it’s not a movie game, and you do get some mileage out of platforming if you’re a fan of the genre like me.
You must also consider that AC1 was either a launch title or a near-launch title for the Xbox 360, and as a stupid kid in 2004 I thought it was the coolest fucking thing I had ever seen. The graphical leap was nuts, and the parkour animation system that allowed Altair to leap across posts, rooftops, ladders, and other things was a genuine novelty and creative experience at the time. Nearly 20 years after its release, this kind of thing has become a lot more common so it doesn't stick out much. You mentioned GTA as a point of comparison, and I know a lot of people looked at something like San Andreas as a very direct comparison (even though it obviously doesn't make sense). While GTA is an infinitely superior sandbox, I always found it kind of underwhelming that you could never do any kind of climbing or platforming in that game. AC1 was a distinctly different kind of open world game.
>>267124
>>267190
One of the aspects of the game I wish later entries would have expanded upon is the idea of researching your target, even to the point that you could decide if they're someone worth killing. The actual assassination missions are rather boring as the game outright gives you answers on how to best kill your target, so I think it would have been more interesting if, after investigating the person, I then am able to decide if that character's presence in the world is a net positive/negative. Then after I make my decision and continue playing the game, I see how my decision would end up altering the progression of the game's story.
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>>267193
>Then after I make my decision and continue playing the game, I see how my decision would end up altering the progression of the game's story.
Gamedevs, or even moreso the suits paying for them, hate branching storylines. "What, I have to (pay people to) work on content not everyone is going to see? Cut it!"
Same reason everything needs to be "accessible" and why everything has to be dumbed down. They're maximizing for the most generic "consumer" to partake in their slop and feel like they experienced all they want, instead of targeting an actual audience.
>>267190
I played it as a kid too but wasn't blown away by it at all. Got bored & haven't touched asscreed ever since.
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>>267190
By glitchy I meant pic related, anon.
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>>267205
The coconut man!!
>>267205
These didn't really start happening until after AC4 at which point most competent devs had probably left after being promised new games to work on only to constantly be forced back on the yearly AC grind.

Guess I'll do some mini reviews, it's been a while so don't remember everything. Keep in mind that while I call some "good" they're still ubi titles and I only played them because I like stealth games.
>AC1
Started as a Prince of Persia project, turned into crowd and rooftop stealth but kept the parkour. Was alright.
>AC2
New protag and era (Renaissance Italy), more polished than AC1. Probably the second best proper AC title.
>AC: Brotherhood
AC: Rome. Direct sequel to AC2. One large city instead of several smaller ones. Liked the neighborhood takeover mechanic a lot. Everything that AC was supposed to be shines in this. Best proper AC game in the series.
>AC: Revelations
Garbage.
>AC3
You're now a retarded injun derping around in the woods. Why was this even an AC title? It had almost none of the crowd blending and rooftop stealth the series was known for. Ship parts were okay.
>AC4
AC3: The Ship Parts: The Game. New MC/setting again. While a decent pirate game and one of the best in the series, it was painfully obvious that it wasn't supposed to be an AC title. You only really work with the Assassins at the end of the game and never officially join.
>Anything after AC4
Tried one or two after that but never finished. Think some anons liked Rogue (the one where you play a Templar).
Modern AC looks like something else entirely.
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I think there's a couple things in Space Age that ruin Factorio.

The biggest problem is the combination of Vulcanus and item quality. Why build factories on different planets when you can just get infinite of everything for free in Vulcanus? The answer is that it's not worth shipping out every little thing from Vulcanus. However, quality is where this becomes a big problem: since you need to waste a ton of materials to make high quality items, you obviously want to do it in Vulcanus. When you're making quality versions of everything, you don't want to produce non-quality items anymore, so you'll end up shipping everything from Vulcanus to other planets instead of crafting things locally on each planet. Even conveyor belts, it's cool to bring smelteries to other planets for that 50% productivity on belts, but the best belts can only be crafted in Vulcanus so you'll end up shipping belts to other planets instead of crafting them locally. There's no enemies on Vulcanus so there's no need for defenses there, and infinite electricity just comes out of the ground and even solar panels have increased efficiency. Vulcanus is the most boring planet, yet at endgame you'll be crafting almost everything there instead of crafting a variety of things under the unique challenges of each planet.

Quality by itself harms the game a bit too because rather than improving your factory design or expanding it, you can solve some problems by just upgrading things to higher quality. Stack inserters do this even more: rather than improving your logistics, just upgrade to stack inserters and now all your belts can carry 4x resources. These features make sense for megabases to reduce lag or whatever, but for somewhat regular playthroughs they are a negative.

Gleba is, in a way, a better designed Vulcanus. All resources (except stone) in Gleba are free, but it's balanced by the fact that the process of getting them is significantly more elaborate and clumsy than even in Nauvis. If you want to increase your resources, you have to find more farm space and add the necessary logistics and crafting processes for it, and enemies that are much stronger than in Nauvis will keep coming at you the more you farm. I also like the way this planet limits building space, you can either follow the natural squiggly flat lands, or you can expand freely by producing large amounts of landfill. Although the resources are infinite, it's balanced by increased challenges, but Vulcanus is just infinite resources for free without any challenge. The biggest problem with Gleba is that power is too easy to generate, power is free so it shouldn't also be this easy.

Vulcanus just doesn't seem like a good design in general. There's no interesting quirk or mechanic or challenge in it other than "how do I get infinite plastic to match the infinite amounts of everything else". I think it would be interesting if there was some kind of penalty or limitation with regular items that forces you to use liquid metals instead of transporting plates/gears/etc around. It would still be trivial free stuff, but at least your factory would look very different. Maybe conveyor belts and bots that carry them get slowed down 10x because of increased gravity or whatever excuse, that would also give you more of a reason to use trains there.

Fulgora is interesting but it feels like the fun is ruined by being too limited. There should be special areas that can be landfilled to create additional thin pathways between islands. The available resource mines also feel too limited considering you want to be throwing a lot of it into the trash, I only became comfortable with it when I got high quality large drills because they drain less resources. Having more space to build would make it easier to optimize your factory so it wastes less things.

Here's what I would change about Space Age:
- For the sake of Gleba, change fuel values so that the efficiency is something like this: pentapod eggs = rocket fuel > carbon = seeds >> raw fruits = spoilage > mash/jelly.
- Make the new science packs slightly more complicated, so even if you want to take all your production elsewhere, at least the science pack requires a bit more complexity on each planet.
- Nerf stack inserters so that they can only move 1 stack at a time, and have the speed of a burner inserter. Alternatively, stack inserters require lubricant as "fuel". I just want them to be less of a drop-in replacement and require some new designs to use effectively. Having 4x items on belts is so powerful though that I don't know if anything would make me like them.
- Alter quality tiers, there's too many and it feels hard to care about them currently. New: Green is ~50% chance with regular T3 modules, small upgrade that is easy to get in large quantities. Blue is unlocked with space science just like T2 modules, much harder to craft and functions as the top tier for most of the game. Nerf tier 2 quality modules and/or buff tier 3 modules, it should be very difficult to craft blue items with only tier 2 modules, tier 3 modules from Fulgora would then make it somewhat more practical. Purple and orange quality are both unlocked in Aquilo, they are 2 alternatives for endgame quality. Orange can only be crafted IN Aquilo so it's significantly harder to make than purple even though both are unlocked at the same time. This would make each quality tier different from the others, and also give Aquilo a very distinct endgame purpose and the ultimate factory design challenge.
- Add an option to forbid moving quality items to/from space platforms. This doesn't "make sense" but it fixes the problem where you want to move the production of everything to Vulcanus. This kinda ruins the Aquilo orange quality idea though. This would benefit from removal of planet requirements for most crafting recipes so that you can craft quality versions of the special crafting stations on every planet, you would still need to ship in the unique materials from other planets anyway.

I built a basic starter base on each planet, but then never had a reason to expand any of them afterward, I just upgraded some inserters and threw upgrade modules around and did some minor tweaks. If anything they only shrunk as I started making more quality items in Vulcanus. Producing quality items on every planet seems like a nice endgame objective and a reason to grow the factory, but I can't justify doing it if the game allows me to make everything for free in Vulcanus.
Recently beat American McGee's Alice. I liked it, but I do wish there was something other than just more HP/MP to find on the side paths. On occasion there's power ups, but I didn't really see that much until late game.
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>>267221
I played all the 360-era ones, but tbh they all run together in my head and I've never felt the need to go back to any of them.
I did really like Unity, but other than that I never bothered with anything after 4.
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>>267603
The game's fantastic texture mipmapping and overall stunning visual clarity without going for the gay minimalist tranny route would make any modern UE5 grafnigs programmer commit shiticide, assuming xey haven't been run over by a hacked Tesla running TempleOS after stumbling outside all disoriented and confused from the lack of TAA ghosting.
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So i have now completed doom 1,doom 2,doom 2 master levels and ultimate doom chapter 4 (doom 1 chapter4). I really dont get the appeal of doom. I dont understand why it has such a big fanbase and so many mods. What i enjoyed most of these games was the first chapter of the first game. I did not like that doom 2 added another shotgun because the way it plays is unfun. It shoots 2 bullets and instakills most things in its way. Its just not fun to play with. I dont really have much else to say. The levels in the first chapter of the first game were fun while the rest of the levels and chapters after that just wasnt fun except maybe 1 or 2 exceptions. But i mean thats out of like almost a 100 levels or so? One of my biggest complaints about doom 1 is that after chapter 1 it just turns into a maze. A maze of boringness and backtracking. Its just a confusing mess. Then we have doom 2. I really dont have anything more to say about it. Nothing noteworthy about the game. A shittier doom. That is its legacy. Doom 2 is a shittier doom.
Then we have the master levels for doom 2. Just bad. Not a single good thing about it. While in doom 2 i can say atleast that the level design was somewhat competent but thats just not the case in the master levels. For example one of my biggest problems with the master levels is that if there are 2 directions you can pick like left and right, the master levels basically has one side that you progress and one side that you dont really progress on so you have to pick the right door otherwise time to backtrack. Meanwhile in doom 2 normally the different paths didnt really mean different gameplay per-se because they were connected in some way. Alot of the master levels also felt very gimmicky and retarded. Like the open field start with a bunch of revenants or the hell elevator level. Just really fucking retarded.
I did not enjoy doom. I dont think im going to play final doom since im not that keen on playing what seems to be ALOT more universally shat on levels. Im pretty sure im not going to have a good experience playing that if i already disliked the majority of doom
>>267726
Why did you keep playing if you don't like it?
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>>267735
This is /v/, people come here to complain about video gaymes and the more time you spend playing the game the more validation your complaint gets.
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>>265525
Varg says that because his own wife is autistic
>>267726
>after chapter 1 it just turns into a maze.
This is true. The only reason to keep playing after ep1 is the feeling of accomplishment of having played through the entire thing.
>doom 2
I enjoyed some of the not-quite slaughtermap fights and horror vibes (see: Monster Condo). But then there's stuff like The Chasm by Sandy "Fuck you" Petersen...
>super shotgun
I liked it, as it makes the bullet sponge enemies less tedious to deal with.
>final doom
You'll most likely not enjoy the levels in Plutonia at all. Some of the levels in Evilution are cool, even innovative (Wormhole), but again, you'll have to wade through some gimmicky shit every now and then.
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>>267726
Nice bait faggot.
>>267736
/v/ isn't one person. Fuck off with your nonsense retard.
>>267726
You're not wrong. Doom 2 became tedious about 1/3 to 1/2 way through.
Original Doom was more fun to play through but the first episode is really more than enough to showcase the mechanics of the game.
Doom 2016 is probably the best Doom.
The FPS genre has a huge range of quality. If you hated the mazes of Doom, investigate Marathon 1 and 2 (youtube videos will be enough) to see how difficult the medium can be. Maze navigation was a big part of FPS for a long time. Purely linear "corridor shooters" were an "innovation" for a time.
There are lots of poor quality games with cool parts, and cool games with poor parts. Doom isn't overrated considering the time period in which it was released, and the low hardware requirements of the time for the quality of experience. The sound design was high end, and mechanics were well executed.
I suggest playing Duke Nukem 3D to get one of the best experiences of the 90s FPS era.
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>>267726
I love the first DOOM, but I agree that the level design is very hit or miss later on.
That's why my favorite FPS of that era is BLOOD. It has great level design and is as memorable as DOOM.
>>267726
I agree with everything you said, I managed to struggle through doom 1 but at 2 I completely gave up just a few levels in. one of my biggest gripes is how doom 2 is literally just but with bigger and harder to navigate maps, a couple of "new" enemies and a new gun. how is it even a successor? it's just a level pack that exacerbates the issues 1 had.
>>267886
>doom 2016 is the best example
Except no it isn't. Mechanically speaking both games are only similar in bein' an FPS.
>inb4 muh x thing
Doot 2016 has Doomtard play like he's walking in molasses while trying not to slip on his own autism.
Managed to get passed a few lvls on nightmare but was both unimpressed & really hated the movement.
It was also piss easy.
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>>267726
I don't understand why Knee-Deep in the Dead is treated like this gold standard for Doom level design.
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Duke Nukem, Alien Armageddon version 5.64
Since I've played most of the content on v4.67, I started the new "Hail to the king" - episode. The bot battle gladiator episode can still go suck a dick.
The new episode starts pretty bad but then moves on into huge city maps apparently. Despite choosing the second hardest difficulty, I find myself not cursing the lack of ammo most of the time, just have to keep an eye for the ammo, weapons and secrets. Enjoying it so far despite uneven difficulty and some minor build engine/eduke jankiness.
>>266528
Addendum
>The music wasn't of note
I rectify this part. The soundtrack is overall pretty nice and some of the songs are still stuck in my head other than those I mentioned (for example Ginza).
I should also add that I didn't like how the overworld map looked in the PSX version. I'm too lazy to post images comparing them here, but the map in the PSX version is similar to the SFC original, except everything is in boring indistinguishable shades of blue for no reason. From what I've seen the map in the GBA version looks the best though.
>>267893
Because the alternatives are 
>The Shores of Hell
<where they got one guy to make most of the levels
<using only one tile set
<and he liked to make a wing of the level just completely pointless to progression
<and includes what is commonly seen as the worst Doom levels of all time (Fortress of Mystery)
>Inferno
<multiple shitty gimmick levels
<including a teleporter maze
>Thy Flesh Consumed
<throws all kinds of cryptic and massed bullshit at the player because they've already played all the other episodes
>Hell on Earth
<gave the guy behind Shores of Hell an extremely limited time to make half the game's levels so its full of gimmick levels
<even the non-gimmick levels are full of ideas the engine can't really do justice to (the attempts at a "city" level)

Knee Deep in the Dead, by contrast, has 
<variety 
<a clear progression
<sticks to only the best designed monsters (id did not know how to use cacodemons in an interesting manner, using them as solo fights when they need support to be more than a high HP easily dodged blob)
<the only good secret level in Doom, and one of the exceedingly few good secret levels in any FPS of the era 
<they're virtually all "too shit to include in main game but put too much effort to cut", "multiplayer maps with bare minimum to make them playable in single player", "bland enemy gauntlet", or "easter egg not really designed for playability first")
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>>267726
You'd had a lot more fun if you played Doom when it just came out, because there was nothing like it at the time. Now of course people complain about the level designs, but back then people just couldn't get enough of Doom. A whole lot of people upgraded to 486 machines just to play it at good framerate and full screen. And yeah 35 FPS was good enough back then. That's another thing people bitch about and they just don't get it, because it was before their time. It's the same way with other classic games, especially those on 8-bit computers, which is all I had in the 80's.
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Monster Hunter Freedom Unite

What I liked:
Almost everything.

What I disliked:
Plesioth
>>258957
kek
>>245004
>like the moralfag I am
based
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>Haydee 3
The beginning was enjoyable when it was still about exploring the new map, but by the end with the juggling of the power cells, the entire no weapon zone and the awful last stretch which is just combat in tight corridors with no ammo pickups I was really glad it was over
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>>270554
>second pic
If she in a breeding facility or something?
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>>270565
That part of the facility yeah
Something happened at the facility where you are at, which caused widespread mutation among the facility staff if exposed for too long (Entropic radiation)
The facility AI (called Consensus) decided that the the staff be reduced to a skeleton crew that gets rotated regularly to reduce chance of mutation, only for it to not work in the long run and cause widespread mutation anyway
One of the text documents you can find in the medical wing talks about how "20 fertile females need to be chosen as birth mothers" for an incubator so the facility can continue on, but that ultimately failed too resulting in the AI seeing the mutants as good enough breeding stock to continue the experiments on the resistance to entropic radiation with the HD-512 clones
Also I´ve checked and entering the door labeled "Impregnation" via cheats just crashes the game
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Cold Depth is a very bad horror game. It is also the perfect horror game for its rancid NEET protagonist, and unintentionally one of the funniest games I've ever played.
It's supposed to be a survival horror game that's built around managing the limited (and often damaged) power/heating systems of an underwater research base. You can route power to specific rooms, and any room that isn't powered up is also unheated. You gradually freeze to death if you spend enough time in the cold, so ideally you want to strategically plan your routes ahead of time and spend as little time in the cold as possible. On paper this sounds like a neat way of adding tension to a horror game, so how well is it used?
Barely. The game is both way too forgiving with how much power damaged generators give off by default and very hesitant to actually let players enter powered-down areas. Quite often it flat out won't let you enter a room unless it's powered on, which turns what should be a risk-management conundrum into a binary question of whether you can enter a room or not. There are also only two enemies in the entire game so far, which, when combined with the above, means that for most of the game your risk is almost entirely nill unless you really, really screw up. I can barely even call it a horror game in its current state, if I'm honest. But it does manage to be something else, and that something is the only reason I'm posting this at all.
I'll cut to the chase. This is a game about a autistic, stinky former NEET girl with almost zero stamina. Its real central mechanics are its crafting system, shitting, and showering, and due to the importance of pooping for crafting materials and a quirk of its control bindings, you are almost guaranteed to eat your own shit multiple times by accident, for which the only cure is showering for inconsistent lengths of time until your poop poisoning goes away. The main character lied her way through the job interview and pretended she could swim to get that job at the bottom of the baltic sea because she thought it was the perfect way to escape normalfag conversation topics such as "global warming" and "why don't you have a boyfriend yet?" The only reason she encounters a horror game scenario at all (otherwise it'd be an adventure game in a dysfunctional sea base which studies sickly whales) is because one of her coworkers saw another coworker drop a box on a mouse and, in her infinite womanly wisdom, decided to stab a human medkit into it. This sort of worked for a bit, but then he got really fat and started biting people, and wouldn't you know it, the mouse medkit mutation was contagious, and thus our slob of a protagonist finds a near-empty ship with blood on the walls, skinless corpses, and one absolutely brain-dead zombie.
She also finds the mouse, which I hesitate to even call an enemy. He literally does nothing but sit in his favorite room and stare autistically at you until you enter, upon which he'll bumrush you, run out of stamina even faster than you do, then slowly waddle back to the only place he truly belongs. Unfortunately for him, his bedroom is also an important control room which you have to enter repeatedly throughout the game, so you devise a cruel routine of:
>walk up to the control room
>stare the fat fuck in the eyes
>take a single step in his room
>step back
>watch him charge out
>run a little circle around him (only a little one, as you aren't much more athletic than he is)
>lock him out
>go on the computer
>type in a code
>open the door to let him back in
It barely even feels like an enemy encounter. It feels like you're bullying this fat, retarded animal over and over again when all he wants to do is sit in his room in peace.

In its current state, it's just not a good game. There's potential, but it's barely utilized. What it is right now is the definitive smelly NEET girl adventure, and this it accidentally pulls off so well that it's a more noteworthy experience for it. I hope the Ukie making this thing manages to retain that even if he fixes the rest of the game, because fuck me, I've had more laughs over this stupid thing than most games which tried to be funny through writing.
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>>270565
Obviously.
What did you think it was anon?
>>270571
>Also I´ve checked and entering the door labeled "Impregnation" via cheats just crashes the game
Cowards.
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>>270808
>calling an undersea base a "near-empty ship"
Writing a long-ass post that late at night was a mistake.
>>267892
Doot 16 and eternal play like a poor man's serious sam    which is kinda funny since croteam pitched a doom game
>>270832
Well it was to be expected since it required cheats to reach
But who knows, maybe some dataminer will find some hidden lewd animation like there was in 2 down the line
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>play Crying Suns
>see characters in cool armor
>space combat
>rogue lite
>give it a try
>diverse and inclusive crew
>those cool looking characters no where to be seen
>retarded writing that takes you out of the post-apocalylptic space atmosphere
>nigger wife
And I alt-f4 out of that mess, fuck this game. True, that is an assassin that can change shape and might be lying, since your MC don't remember shit, but I can't read more of this shit.
Another problem that really takes me off the game is that they keep saying shit like "Take your men and WOMEN out of there" while talking about marines, they just can't just say men or guys, have to include the women.
The gameplay is ok, but kind of bullshit when the bosses have a huge armada of ships while you only have 5 or 6 top and if you get your ships destroyed, they come back with half of their HP, while the bosses can just summon another ship with full health.
Replies: >>271314
>>271254
I'm not shocked, this writing is absolutely retarded. What the fuck does some nigger indie dev know about being poor? 
Jesus christ man.
Replies: >>271318
>>271314
>What the fuck does some nigger indie dev know about being poor?
The whole Mother chapter highlighted how bad the writting was.
>Emperor makes Empire
>Make super cool robots that do everything for you
>Super cool robots manage EVERYTHING for the empire, making them a great tool to have
>BUT those super cool robots are not used to mine stuff or factory stuff, you know, those areas were having super cool robots would do wonders and free up human resourcers for other stuff or something
>BECAUSE I need to write a chapter about a poor miner woman who worked all her life to own that super cool robot, so when the shutdown occured making those super cool robots powerdown, what is the first thing she did? Well, KILL alot of people, force them into sex slavery and force other women to keep pumping children to booster her numbers all over the sector
>The MC feels SORRY for her, you don't have any options to condemn her to the void, instead you tried to arrest her, but she kill herself
The second chapter just as bad as the first one, because the empire has a religion, not about worshiping the emperor, but about worshiping the super cool robots, yes, those super cool robots you can buy in the supermarket and when you kill the pope gee, I wonder why didnt they use the jewish/muslim equivalent of pope? He says that their religion was fake because those super cool robots powered down or something
If I was the writer I would had purged 99% of the text, fucking hell.
Replies: >>271324 >>272199
>>271318
wew lad sounds like a travesty; Good thing you just said fug it & quit, awful really. Are you shocked that the only religion the writer of that game would pseudo-shit on is Christianity? Considering everything the faggot sounds like a commie jew & is probably both. Communism & jews have ruined everything for all time
>>271318
>woman has to live how a man lives
>throws a massive scaled up tantrum due to receiving the equality they espouse
It's not often you see someone write women so realistically in this day and age.
Counter Strike 2

The absolute fucking state of online gaming in the god-forsaken current year of 2025. A slot machine had an AIDS FAS baby with a wannabe FPS, and everyone is cheating.
It's only even moderately enjoyable if you play it with the same mentality as watching car crash videos.
Replies: >>272242
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Vandal Hearts – a nice tacticool RPG from Konami for the PS1. This one is actually somewhat special to me, I remember seeing it in ‘90s vidya magazines alongside the great RPGs of the era and always wanting to play it. Now that I finally have, I can say it’s pretty solid. It’s a very traditional 16-bit era turn-based TRPG; in fact, it even looks exactly like a 16-bit game, although it does use polygonal stages and effects, but the texturing is deliberately mimicking the classic pixel art look. Some stages you will be hard-pressed to tell are in fact 3-dimensional due to simple geometry and that texturing work, and it is only the ability to freely rotate the camera that gives away the advanced tech. The game is ultimately better for it; the pixel art is timeless, and the game looks very appealing thanks to it. All the sprites are nicely animated and I love the absolutely massive fountain of blood following each enemy death. Every town is represented by a couple of pre-rendered screens with that SOVLful pioneer 3D look. It is a shame you don’t get to actually explore any of these as it’s all menu-based, but that’s common for classic TRPGs.
Another common TRPG trait is the inability to skip enemy turns, so you need patience aplenty, especially when retrying battles, which happens often. On the plus side, there’s a very generous option to save at any moment during the battle or restart it from the beginning. The battles themselves are solid; there’s always some unique gimmick to keep them from feeling repetitive. I did find it annoying, however, that by the tail end of the game every battle has so many zoners who can cover almost the entirety of the map and hit you like a truck. It is a challenge, but eventually it just becomes tiresome and limits your options. Also, the bosses are a disappointment, even the final one; it’s always just a bunch of regular enemies you have to wade through, and then the boss himself dies like a chump in 3 hits.

Overall, the game is not too challenging and is good for beginners – the enemies not in your immediate vicinity don’t move, and the only penalty for a party member death is him missing on that battle. For comparison, there are games where you literally lose a character if he dies or miss out on victory XP/bonus, but here you gain XP for each individual action during battles. Ultimately, I only lost a single character once throughout the game and only due to some bullshit screen-clearing spell that the character was weak against. On that topic, it is a shame you can’t grind, there are no extra missions or replayable stages to buff someone up, so it’s imperative to not let anyone lag behind.
One thing I didn’t like is the general lack of meta information: you have no idea what spells do or how much they cost (only revealed during battles) or even what you are upgrading into. No lore on items and stuff, etc. Even many 16-bit RPGs did this better.

The story is pretty simple and basic; not bad, but underwhelming. Like I mentioned, the game comes right from that golden age of 5th-gen RPGs with incredible stories and characters, so I was expecting it to impress me in that regard, but alas. It has a few good moments, tho.
Where the game does shine is the sound department – excellent music and overall audio quality, likely due to its sprite-based nature leaving ample disc space. Loading is quick thanks to this, too.

So, overall, this is a pretty damn good game and is definitely recommended for any tacticool aficionados.
>>272216
The only game where no one is cheating online is Minecraft  unless you are a retarded pvp baby
Replies: >>272243 >>272343
>>272242
It sucks and I hate everyone.
Nuke this planet.
Cheating in videogames?
Fucking really?
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>>272243
live service trash has to die one way or another either way this was eventual
epeen>legit skills

it's why linux having issues  with anti cheat is a joke
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>>272242
A lot of people who play offline cheat too. Every FPS since Doom (and maybe earlier) has cheat codes, and even before that you had cracked versions of games with trainers. And you have all those people who read the spoilers files for NetHack, and adventure game solutions when they get stuck. Cheaters!
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>>272343
to be honest what is cheating and what is just simply making a game easier or slightly better is a very blurry picture to make out. 
is a turbo button cheating or is it simply saving you from RSI?
>>272349
I can understand why people would be upset at people cheating in multiplayer games, but I have no fucking concept of why cheating in a solo game is even one iota morally wrong. Is there any reason for it, or is it just some weird feels that some people just have for some reason?
>>272349
>is a turbo button cheating or is it simply saving you from RSI?
Yes.  The way to save yourself from a wrist injury is to do basic 30-second flexibility stretches daily.  They're trivial and your hands will thank you for them.
>>272350
The only real  reason I can think of solo is simply because some options pretty much rob you of the experience intended
ie playing a console fps game with a mouse and keyboard the ai is slow and won't be able to shoot you enough to do any real damage 
playing on easy mode unless you are first time playing video games as a whole
>>272350
It's not morally wrong but it's retarded. You may as well not play the game at all if you are going to go out of your way to avoid the gameplay.
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>>272349
Technically you are, if the game didn't already provide an autofire option. But some games just have crap controls, and aren't fun to play in the stock configuration. Some games even have impossible controls! Pic is one of them, but I actually kind of like it despite that. I played the Amstrad version, but judging by the comments on lemon64 their port is basically identical.
https://www.lemon64.com/game/ghouls
https://www.cpcgamereviews.com/review/802/
>>272350
There can be a large number of reasons for cheating in solo play, but usually you're depriving yourself of the actual game (not a problem if the gameplay sucks and you're just there for the story).

The only reason to cheat in multiplayer is to be the biggest faggot.
>>272350
I think it's wrong when you are trying to become a big name in some sort of challenge community (e.g. speedrunning, nuzlocke). I barely give a shit about cheating in those personally, but I can definitely see how someone invested in something like them would be upset.
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