19 votes

November 2024 Backlog Burner: Week 5(ish) Discussion

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Finish your Backlog Burning by December 1st!

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Week 4 Recap

10 participants played 9 bingo cards and moved 27 games out of their backlogs!

  • 4 people played Flow bingo cards
  • 5 people played Flux bingo cards
  • 1 person played free choice

There were FIVE bingo wins.

Congratulations to:

Thus far, a total of 114 games have been played for the November 2024 Backlog Burner.

Week 4 Game List:

Week 3 Recap

12 participants played 12 bingo cards and moved 34 games out of their backlogs!
There were 0 bingo wins.

  • 4 people played Flow bingo cards
  • 8 people played Flux bingo cards

Thus far, a total of 87 games have been played for the November 2024 Backlog Burner.

Week 3 Game List:

Week 2 Recap

14 participants played 13 bingo cards and moved 36 games out of their backlogs!
There were 0 bingo wins.

  • 6 people played Flow bingo cards
  • 7 people played Flux bingo cards
  • 1 person played free choice

Thus far, a total of 53 games have been played for the November 2024 Backlog Burner.

Week 2 Game List:

Week 1 Recap

11 participants played 10 bingo cards and moved 17 games out of their backlogs!
There were 0 bingo wins.

  • 6 people played Flow bingo cards
  • 4 people played Flux bingo cards
  • 1 person played free choice

Game list:

35 comments

  1. [2]
    Wes
    Link
    This last week was very busy! Nice work to all who participated. We saw lots of submissions and many bingos. I updated mine throughout last week, so I only have one to add now. I'd hoped to...
    • Exemplary

    This last week was very busy! Nice work to all who participated. We saw lots of submissions and many bingos.

    I updated mine throughout last week, so I only have one to add now. I'd hoped to squeeze in one more but my schedule is looking pretty busy, so I think this'll be it. I hope everyone has been enjoying the Backlog Burner though, and I'll see you folks during the final recap!

    Bingo Card (Custom Golf/Flux) - 20/25 Filled, 12 Played Total
    Mode: Custom Winning Bingo! Finished 20/25
    A modded game
    ✅ Half-Life 2: VR Mod
    Uses procedural generation
    ✅ Remnant II
    Focuses on relationships An updated version (remake, re-release) of an older game
    ✅ Portal with RTX
    Has a moral choice system
    Focuses on exploration
    ✅ Remnant II
    Part of a trilogy
    ✅ Mandragora, Otherskin, MH: Wilds
    Has multiple playable characters
    ✅ Lara Croft and the Guardian of Light
    Randomness determines your fate
    ✅ Remnant II
    Has a skill tree
    ✅ Another Crab's Treasure
    It’s already installed
    ✅ Super Mario Eclipse
    Features a mystery
    ✅ Praey for the Gods
    Has both combat and puzzles
    ✅ Remnant II
    Has a top-down perspective
    ✅ Lara Croft and the Guardian of Light
    Known for its difficulty
    ✅ Another Crab's Treasure
    You can complete it in only a few hours
    ✅ Golf Club Nostalgia
    From now-defunct dev studio You have to tinker to get it running
    ✅ Super Mario Eclipse
    You wanted it when you were younger
    ✅ Star Citizen
    Makes you think
    ✅ Golf Club Nostalgia
    Has a lives system A romhack or total conversion mod
    ✅ Super Mario Eclipse
    Has a time limit
    ✅ Praey for the Gods
    From a studio you haven't heard of before
    ✅ Golf Club Nostalgia
    Has cards

     


    Another Crab's Treasure

    A fun and cute soulslike about a hermit crab.

    You play as a young crab living in the relative safety of a tide pool. That is until a loan shark shows up to claim you're late on this tide's taxes. Since you're unable to pay, your shell is repossessed, setting you off on an adventure to claw it back.

    It's definitely a strong starting hook, and as you can imagine, the story is told in a very tongue-in-shell way. You explore the "Sands Between", where you battle sea creatures, gather trash for upgrades, and collect microplastics for use as currency.

    The comparisons to Dark Souls are inescapable, and Another Crab's Treasure doesn't shy away from them. The default control scheme is exactly that of a Souls game, which makes it reel easy to pick up and play. At the risk of casting too wide a net, I'll just say they've implemented all of the usual Souls mechanics like bonfires, estus, respawning enemies, and dropping your currency on death (which always shucks).

    I would argue there's actually a few mechanics that are more in line with other titles. They borrow Sekiro's perilous attacks and posture build up system, allowing you to capsize enemies through repeated attacks. And the ability to swap shells is very reminiscent of Mortal Shell, along with its hardening mechanic. So even Souls vets might need some schooling to not be played like chums with this one.

    The combat does feel a little shallow at first, but quickly deepens as you unlock new abilities. Lunges, parries, ripostes, and plunging attacks are quickly added to your tacklebox. Then there's my favourite addition: shell spells.

    Being a hermit crab, you can find and use many objects as shells. These include things like tin cans, party hats, coconuts, or shuttlecocks. Anything you can stick your butt in, basically. Some shells are quite strong, while others will just tide you over until you find an upgrade. Shells have unique combat abilities which are called "shell spells", and they really make waves. Some examples include performing a rolling slam in a coconut, spraying fizzy bubbles from a soda can, or simply eating your banana peel to regenerate health. They're also useful to coral enemies into groups.

    These spells are part of umami, their analog for a magic system. Umami, of course, can be leveled up with the MSG stat.

    It's honestly strange to play such a faithful soulslike game with none of the dark fantasy or gothic horror themes associated with the genre. But as they say, the good ideas float to the top. Bonfires are implemented as snail shells, allowing you to level up or shelleport. Rings are sea urchins that hitch a ride on your body and grant unique perks. Lost keys serve as upgrade materials, to forge yourself a new weapon and buoy your damage.

    I'd say the major difference anchoring this from other titles in this now en-trenched genre is the focus on platforming. You can briefly swim by holding jump, so platforming sections tend to be larger and more empty. You also find a grappling hook early on, which can be used to reel yourself to fintastic heights. There's plenty of items to be echolocated this way. Just remember to look down, as sometimes they're under-toe.

    Outside of the things it crabs cribs from Souls, there's quite a bit of originality. The story is fun, eventually taking you on a treasure hunt as found on the back of a cereal box. There's human junk everywhere being repurposed into useful items or ornaments. It says a lot about the currents of our society when you notice their clothing is made out of discarded silica gel packets.

    The game is heavy on satire, with sea folks dealing with the same kinds of murky inequalities that we land folks do. Possession of sea weed is a serious crime, and shellfish corporate interests dominate the ocean floor. Most are drowning in debt. Money is general feels important in this game, letting you buy new shell upgrades, level up, or spend it on junk at the Prawn shop. You may also need to purchase "shell insurance" to avoid ending up in quite a sea pickle.

    On the whole I found the game feels very complete in its mechanical and visual design, and I've had a whale of a time playing it. However, there are a few minor snags that sand-bar it from a perfect score.

    The moment-to-moment gameplay is lacking in some areas. There is a lot of enemy reuse, and they have a shrimpy number of attack animations so encounters can feel repetitive. The main city is a good place to krill time, but is one of many areas that feels a little too large. The music didn't make much of a splash with me, and quickly began to 'eel repetitive and uninteresting. I also found it easy to get stuck on bad geometry and flounder, which led to some frustrating deaths.

    At the end of the bay though, you just need to roll with the tide to not wash out. When ship hits the fin, and you've just about haddock, you need to get back on that seahorse and try again. I want to ashore you that if you're urchin for a new soulslike, this one is definitely worth diving into.

    Another Crab's Treasure can be caught on Game Pass, or is currently 34% off on Steam if you're willing to shell out the clams.

    4 votes
    1. kfwyre
      Link Parent
      Your writeup starts as a slow-moving pun locomotive gradually gaining speed until it goes completely off the rails and finishes its journey in a glorious explosion of wordplay. Amazing. I was...

      Your writeup starts as a slow-moving pun locomotive gradually gaining speed until it goes completely off the rails and finishes its journey in a glorious explosion of wordplay.

      Amazing.

      I was originally trying to come up with a pithy pun response instead to match your level, but you already used them ALL! 😂

      5 votes
  2. kfwyre
    (edited )
    Link
    Pinging all Backlog Burner participants/conversationalists: here’s the new topic for the week (putting this up a little early since I'm busy later with American Thanksgiving). IMPORTANT: Please...

    Pinging all Backlog Burner participants/conversationalists: here’s the new topic for the week (putting this up a little early since I'm busy later with American Thanksgiving).

    IMPORTANT: Please put all entries in this topic before December 1st, so that I can fully count everything for our final recap topic.


    I would like to have two focuses in the recap topic text: Highlights and Favorite Games.

    OPTIONAL TASK: Please PM me the titles of the favorite games you discovered this Backlog Burner (if any), as well as any highlights of the event (such as favorite comments, funny moments, strong feelings, etc.).

    If you don't want to do this, that's fine too. Last time I decided the highlights on my own, but I would much rather them come from the community than just me.

    You will get one more ping from me on December 1st when the recap topic goes live. That will be your place to summarize your time with the event, expound on your favorite games, compliment others' on their bingo wins, etc.

    Notification List

    @aphoenix
    @AugustusFerdinand
    @CannibalisticApple
    @Cannonball
    @CrazyProfessor02
    @deathinactthree
    @Durinthal
    @Eidolon
    @Evie
    @J-Chiptunator
    @JCPhoenix
    @Pistos
    @SingedFrostLantern
    @Wafik
    @Weldawadyathink
    @Wes
    @WiseassWolfOfYoitsu
    @xothist

    If you would like to be removed from/added to the list, let me know either here or by PM.

    9 votes
  3. [9]
    Pistos
    Link
    Cross posting my comment which came at the tail end of Week 4's post: Europa Universalis IV The first thing that struck me was the background music, even as early as at the opening menu screen....

    Cross posting my comment which came at the tail end of Week 4's post:


    Europa Universalis IV

    The first thing that struck me was the background music, even as early as at the opening menu screen. Listening with headphones, I thought, "hey, this is really good music". Well-written, well-performed, well-engineered, etc. I went to go look for a Steam entry for the soundtrack, but found none. I would have happily paid for it, but, anyway, I found it on YouTube: https://youtu.be/hGrtN02XTI0 Is it stereotypical-sounding? Yes, but I still like it. Looks like this composer also created some music for Crusader Kings III, too.

    Went through the game tutorial, and over several sessions, at that. Honestly, I was on the edge of "ugh, this is too complicated", and thought about giving up on the game. So many little details and UI elements and numbers to juggle and manage. Well, I powered through and finished all tutorial parts, then started my first game. For a while in the early going, I felt like I didn't know what I was doing, and was worried about something bad happening due to my incompetence, like getting attacked, or nationwide civil war, or some other disaster. Well, I'm now several in-game decades into the game, and the nation hasn't completely crumbled -- though I did have one civil war already, heh. I'm feeling more comfortable, but I still think I'm doing several things not quite optimally.

    I've tried to avoid going online and learning best practices, or reading the wiki too much, as I want to learn just from doing, making mistakes, living with the consequences. I'll take that experience into the next playthrough. It's clear from what little I did read in the wiki that you can really microoptimize in this game if you really want to.

    I'm still waiting to conclude whether I like this game or not. It's better than Crusader Kings III, which I kinda-sorta enjoyed (but it kept crashing on me). It's more detail- and management-oriented than CK3, which seems to be more focused on pseudo-roleplay, characters, and random events happening to characters. EU4's events are always about the nation, or the royal family (and the effects on the nation). A fair bit of the game seems to be just waiting for the next interesting point, or the point that you have enough X points to spend on thing Y that you want to buy or unlock. I understand that you can speed up and slow down time, but I worry about missing something important, so I only ever speed up to 3/5, and usually play at speed 2/5.

    War is a little interesting, though not at all at the level of a 3D battlefield simulator like the Total War series -- but I understand it's not trying to be that. I've won most battles so far, but I am still getting the hang of things. Took me forever to figure out how to get troops onto a transport. Yes, the tutorial shows you this, but I forgot it, and couldn't find it in the UI that easily.

    I made some early governing mistakes, and I think they hurt the nation significantly in the long run (such as having crown land % below a penalty threshold for a long time). I also don't quite understand how trade works. I mean, I see numbers, and arrows, and I see that I get money each month, but it's difficult to see what actions the player can take to influence the numbers in the right directions. The tutorial showed the very basic elements of trade, but it's not nearly enough. I might have to cave and read the wiki on this topic.

    Overall, I'll still keep playing a bit more, but am still delaying judgement. Good so far, but only so far.

    5 votes
    1. [4]
      Wes
      Link Parent
      I've been listening in the background, and this is a lovely soundtrack. It alternates between elegant and powerful themes, and sometimes both in the same track. I find grand strategy such an...

      I've been listening in the background, and this is a lovely soundtrack. It alternates between elegant and powerful themes, and sometimes both in the same track.

      I find grand strategy such an intimidating genre, and your description really exemplifies that for me. There's so many systems. So many mechanics. And it seems like you need to learn nearly all of them to prosper.

      At the same time, the scale of it is really enticing. To exert that much control over a simulation and see it play out. It's similar to how people describe Dwarf Fortress and Rimworld. I'd love to be able to get into that kind of game, but find them so intimidating. I don't think I have enough room in my head to hold it all in at once.

      I can appreciate your trial by error approach of skipping the wiki. Playing on "extra hard mode", as it were, but you get to see how the devs intended the game to be experienced. It also lets you come up with your own strategies, rather than just copying others'. But in a game like this, probably yes some balance is needed. And explanations of mechanics are often less spoilery than something like "Where to find the Epic Blade of Awesomeness?". So I wouldn't feel too bad for peeking here and there.

      4 votes
      1. [3]
        CrazyProfessor02
        Link Parent
        If you want they did make Crusader Kings II free prior to the launch of CK3. Which is a good launching off point for a Paradox game, this one I believe is the second favorite, the other being...

        If you want they did make Crusader Kings II free prior to the launch of CK3. Which is a good launching off point for a Paradox game, this one I believe is the second favorite, the other being Victoria 2, without paying for it. Although, I would forgo the tutorial because the community finds it to be bad (this applies to most of their games) and really doesn't teach you that much or all of the various game mechanics.

        3 votes
        1. Wes
          Link Parent
          Great tip! Thanks for sharing.

          Great tip! Thanks for sharing.

          2 votes
        2. fefellama
          Link Parent
          Their tutorials have gotten a lot better in recent years. CK3 tutorial is alright, and then Vic 3's adaptive tutorial with any nation is probably the best they've ever made. EU5 should be coming...

          Their tutorials have gotten a lot better in recent years. CK3 tutorial is alright, and then Vic 3's adaptive tutorial with any nation is probably the best they've ever made. EU5 should be coming out in like a year and hopefully that one will have a robust tutorial too.

          But in my opinion nothing beats watching a couple of let's plays on youtube to really get a feel for the things you should be doing. Their game tutorials show you a lot of the mechanics but the youtube vids give you more of the context behind why you should be doing things, and what's actually important.

          2 votes
    2. [4]
      fefellama
      (edited )
      Link Parent
      Hey I missed this last week, but EU4 is my favorite game pretty much ever, I have well over 2000 hours on it. So please feel free to ask away any questions you might have. I know the game can be...
      • Exemplary

      Hey I missed this last week, but EU4 is my favorite game pretty much ever, I have well over 2000 hours on it. So please feel free to ask away any questions you might have. I know the game can be super intimidating since there's just sooooooooo much that you can do in it but deep down that's also the beauty of it. Let me just pitch my two cents about why I love it so much so that hopefully it encourages you to try it out a bit more. (I also love CK3 and have a few hundred hours in that, so feel free to ask about that as well).

      I grew up playing grand strategy games like the Civilization series and the Total War series. Have tons of hours played on Civ IV and V, as well as Rome TW, Emperor TW, and Shogun 2 TW. Then one day like a decade ago I discovered EU4 while taking a college class on Atlantic History. And I felt just like what you described in your post. The game is overwhelming, even more so now that it's had an extra decade to develop and flesh out new features. I had to look up youtube tutorials and read the wiki a lot, but once I 'got it', the other games just didn't feel the same. Everything you could do in those Civ or TW games you could do better and in way more detail in EU4. Army composition, economies, trade, cultures, religion, terrain modifiers, technology and research, naval combat, building construction and development, diplomacy, etc. All are just so much more fleshed on in EU4 compared to most other grand strategy games out there.

      That's it, that's my spiel. EU4 is incredible because of just how much detail is in the game and how much freedom you have to do whatever you want.

      To respond to some of your points directly:

      (putting it in a spoiler box in case it gets too long)

      I felt like I didn't know what I was doing, and was worried about something bad happening due to my incompetence, like getting attacked, or nationwide civil war, or some other disaster. Well, I'm now several in-game decades into the game, and the nation hasn't completely crumbled -- though I did have one civil war already, heh. I'm feeling more comfortable, but I still think I'm doing several things not quite optimally.

      Optimal playing can get too grindy or boring. Leave that to the speedrunners and streamers unless you're into that sort of nitty-gritty optimization. My philosophy is to just make your own goals and then work towards that however you think is best. Do you want to conquer the world? Or maybe just beat your neighbor? Do you want to dominate trade? Or maybe try a pacifist run? Or maybe you want to become the Holy Roman Emperor? Or maybe you'd like to form a specific nation like the Roman Empire, or the Golden Horde, or Italy, or whatever? Believe it or not civil wars/rebellions can even be optimal at times, and there are numerous advanced strategies that involve purposely triggering revolts (mostly to reap the modifiers that you get for crushing them). And when in doubt, just ally someone really big close to you and you'll be free to pursue your goals without fear of being attacked (France, Austria, and Ottomans are really good for this).

      A fair bit of the game seems to be just waiting for the next interesting point, or the point that you have enough X points to spend on thing Y that you want to buy or unlock. I understand that you can speed up and slow down time, but I worry about missing something important, so I only ever speed up to 3/5, and usually play at speed 2/5.

      There's no right way to play the game. Though I'll encourage you to maybe speed it up to 4 if you feel like things are moving too slowly or there's a lot of downtime. I usually play on speed 4 by default and then 5 in periods between wars/goals. You can set your game to automatically pause for you whenever you receive certain notifications, so you'll never miss an event regardless of what speed you're on. Once you get more familiar with the game you start realizing all the things you could be doing during those downtimes between wars, so the game doesn't feel like you're just waiting for events to pop up. Maybe you're developing your nation, maybe you're suppressing rebels, maybe you're fixing your army layout and composition, maybe you're improving your merchants and trade network, maybe you're looking at nations around you to see what's going on diplomatically and where there might be opportunities and threats in the near future, etc.

      War is a little interesting, though not at all at the level of a 3D battlefield simulator like the Total War series -- but I understand it's not trying to be that. I've won most battles so far, but I am still getting the hang of things. Took me forever to figure out how to get troops onto a transport. Yes, the tutorial shows you this, but I forgot it, and couldn't find it in the UI that easily.

      Yup, warfare is one of my favorite parts of the game. There's A LOT that goes into it, as you've seen. And every war leads to some new lessons learned for future wars/runs. And I feel you on the transports things. Even after thousands of hours I still learn things in the game, lol. It's a common thing to still learn little tricks and basic things deep into the game, especially if you play nations or regions that you've never played before.

      I made some early governing mistakes, and I think they hurt the nation significantly in the long run (such as having crown land % below a penalty threshold for a long time).

      Every game I start by lowering crowlands (because I give out the estate privileges that give you 1 free of each of the monarch points at the cost of 10% crownlands). Just take back some crownlands whenever the game tells you you can and you'll be back to 30% (the minimum needed to not have a penalty) in no time. The main downside of being below that minimum is that you'll miss out on some tax revenue, but the 3 monarch points you get are more than worth it.

      I also don't quite understand how trade works. I mean, I see numbers, and arrows, and I see that I get money each month, but it's difficult to see what actions the player can take to influence the numbers in the right directions.

      This is another topic that you can still be learning stuff after tons of hours played. Very briefly, you just need to understand three things: trade nodes (like English Channel, Constantinople, Sevilla, etc.), merchants (you can only interact with a trade node if you have a merchant there or if your trade capital is in that trade node), and trade power (more trade power = good). Trade nodes flow into one another (e.g. Sevilla flows into Valencia which flows into Genoa). The amount of trade power that each nation has in a specific trade node determines where the money goes. Like if Castille has a lot of trade power in Sevilla, they naturally want to keep it there for themselves, so if you are playing as Aragon, your trade power is mostly in the Valencia node, so Castille is essentially taking away from your potential trade income. You can 'fix' this by taking some of Castille's lands (especially trade ports), sending some light ships to protect trade in Sevilla (which increases your trade power in that node), sending a merchant to Sevilla to pull trade towards Valencia, or a mixture of all of those. If it's still confusing, the easiest thing to do is make note of how much you're making from trade that month (just look at the trade tab), then mess around with some stuff like light ships and merchants, then wait a month or two and see if your trade income went up or down, then adjust accordingly or leave it if you're happy with it. I know a lot about trade in the game and I still find myself doing this all the time rather than trying to manually calculate which option is best.

      So yeah, hope you give it another try. EU4 is like a world sandbox, as long as that world is during the age of exploration and colonization. Its systems are some of the most detailed of any game I've ever played, which can be both a positive or a negative depending on how you look at it. And If you have any questions about specific things that are confusing you please feel free to ask. :)

      2 votes
      1. [3]
        Pistos
        Link Parent
        Thank you for the very informative and helpful comment! So, some questions: (for context, in this playthrough, I [somewhat arbitrarily] chose Castile) Well, I did try to pick a couple allies that...

        Thank you for the very informative and helpful comment! So, some questions: (for context, in this playthrough, I [somewhat arbitrarily] chose Castile)

        just ally someone really big close to you and you'll be free to pursue your goals without fear of being attacked (France, Austria, and Ottomans are really good for this).

        Well, I did try to pick a couple allies that I thought were powerful enough to help feel safer. It was Aragon, Portugal, then, a little later, Brittany. I would have considered England and France, but, for whatever reason, it started me with negative relations with them, I think. Anyway, what ended up happening is

        long-ish war chronicle that Portugal got a bit aggressive, so I got dragged into a couple offensive wars together with them. Then Brittany got attacked by Burgundy, and we were way outmatched by the opposing alliance. Then, while that war was still happening, France got in on the action, declaring a separate war, and setting (I think) the same province as the war goal. Didn't think that would be possible, but there it was. Land-wise I was far enough away from the Burgundy alliance members that I didn't get attacked on home soil (though Brittany got steamrolled pretty quick), but once France became an active enemy, that was bad news for us. They marched like 50k+ armies into our lands, and I could not really fend them off. Ended up going fairly deep into debt just to hire mercenaries and keep up large enough armies to swat the bear away. While that was going on, I didn't understand why the Brittany war didn't just end, because their whole country was occupied, including the war goal. It eventually did, but it was difficult having probably 8-ish countries as potential attackers on land and at sea at any time.

        What's funny, though, is that, after Burgundy won Brittany, and that war ended, then Burgundy and its allies, which we were fight against just a minute ago, became our allies in the French-Brittanian war, turning the tables on France (+ Scotland). I saw that our side was slowly eating away at territory in northern France, but, somehow, France was devoting nearly all of its land-based forces to bothering us in Castile. I figured that I could try to just hold out by staying defensive, even to the point of letting 30-40% of my land get occupied, anticipating that the allied forces would eventually overtake all of France. That did end up happening (and France still didn't surrender!), and eventually the war ended.

        So, I managed to regain all of Castile, but much of the land is smouldering from war, and the nation is like 6+ loans in debt. Looking back, I wonder if it would have been better (cheaper) not to try to fight off the French alliance, but just let the nation become undefended and taken over while my allies took over France. Assuming our side wins, I'd presumably get my nation back, but without the huge debt, which, at this point, I wonder how long it'll take to dig out of.

        So, yeah, in my experience so far, alliances can be plus-minus. :)

        can set your game to automatically pause for you whenever you receive certain notifications, so you'll never miss an event regardless of what speed you're on

        Took me a while to find this out. I'm like "hm, what's this random icon in the corner of this popup -- Ohhhh". My worry here, though, is that I haven't gotten to all the different popup types yet. I think, once I do, I can start speeding up. I'm still pretty content to play at 2 speed for now, going up to 3 for bursting time now and again.

        maybe you're fixing your army layout and composition

        I do see the two rows of little squares during land battles, but I have very little idea what they mean, or if we can even adjust that stuff to be better. I haven't gotten around to learning about that yet.

        Every game I start by lowering crowlands (because I give out the estate privileges that give you 1 free of each of the monarch points at the cost of 10% crownlands). Just take back some crownlands whenever the game tells you you can and you'll be back to 30% (the minimum needed to not have a penalty) in no time. The main downside of being below that minimum is that you'll miss out on some tax revenue, but the 3 monarch points you get are more than worth it.

        Interesting. It didn't occur to me to think of it in these ways. By now in my game, I ended up getting back to 30%+ by way of wars, events, and general development (+0.2% per development, I think it is). And, yes, I'm seeing that the three monarch point types seem to be very key to success in the long term. My starting ruler only had like +1 +1 +2, and, for a long while, our nation was technologically behind most major powers.

        Thanks for tips on trade. I think I have a better grasp on it now, and I'll try experimenting with some things.

        Overall, thanks again!

        2 votes
        1. [2]
          fefellama
          (edited )
          Link Parent
          Oh boy, love talking about EU4 so here we go: Castile is a great beginner nation. They're big enough to not really be bothered by anyone, and if you make an alliance with France you're pretty much...
          • Exemplary

          Oh boy, love talking about EU4 so here we go:

          or context, in this playthrough, I [somewhat arbitrarily] chose Castile)

          Castile is a great beginner nation. They're big enough to not really be bothered by anyone, and if you make an alliance with France you're pretty much unstoppable for the majority of the game. You say France was negative towards you, that is almost always fixable unless they are rivaled to you or if they really desire your lands (which France shouldn't at the start of the game). So improving relations with them, maybe royal marrying them if possible, rivaling their rivals (probably England, Burgundy, or Aragon) should get you friendly enough where they'll accept an alliance. And if not, just hover over where it says they'll reject it and the game gives you a complete breakdown of every reason why they're for/against allying you (this is just good advice in general, hover over any numbers or modifiers you see and most of the time you'll get a detailed breakdown of what goes into it, so you can know what you need to fix or change to get the results you want). If France is indeed rivaled to you, I would try Austria.

          Portugal got a bit aggressive, so I got dragged into a couple offensive wars together with them

          Yup they really gun to expand their base at Ceuta. If these types of war there's no shame in just doing nothing. Accept the call to arms and then literally just do nothing. Keep your army in your lands in case anyone tries to invade (like Granada) but otherwise, your navy alone is enough to keep Morroco/Tlemcen/Tunis from coming into the Iberian peninsula.

          Then Brittany got attacked by Burgundy, and we were way outmatched by the opposing alliance.

          Yup, if I had to point out a mistake, I would say it's allying Brittany as a beginner. There's nothing wrong with it, but as soon as I read that I knew there would be trouble. France, Burgundy, and even Provence (if they survive) all really want Brittany's lands, so allying yourself to them means that you're going to called into a war to protect them. Which is exactly what happened, Burgundy attacked them, then after a while, France saw how weak Brittany was and declared as well (this sort of thing happens all the time, other nations will take advantage of someone who recently got wrecked in order to take advantage of the situation, which you should do too!).

          "How am I supposed to know that France and Burgundy desire Brittany's lands?" you might be thinking, well there are a couple of ways. First is to see who Brittany's rivals are, next is to go to the diplomatic map mode, clicking on Brittany's neighbors like France and Burgundy and seeing which lands they have claims on and which they consider their core lands (oh by the way you should be flipping through map modes all the time, they're great). Nations will usually try to push on their claims, and doubly so for any cores the want back. Lastly you can right click on France or Burgundy to bring up their diplomatic screen, then click on the rightmost of the three tabs in the middle there called 'show diplomatic feedback' (shortcut is 'd') and it'll show you in yellow and red which lands they really want, yellow being they're interested in it and red meaning they will stop at nothing to acquire it.

          Also there are times where you can just decline the call to war. If the enemies look way stronger than your ally, you can just decline to help them when they attack. You'll lose the alliance, and get a couple of diplomatic penalties (which are temporary) but your lands, economy, and armies don't get ravaged.

          While that was going on, I didn't understand why the Brittany war didn't just end, because their whole country was occupied, including the war goal.

          So basically this happened because you were in the war. Peace deals are dependent on war score, and a big chunk of war score is the percentage of enemy lands occupied. So because you were in the war, Burgundy occupying Brittany's lands is only a small chunk of your side's land (they would have to occupy some of your lands to increase their war score, or just wait, which is what they ended up doing. They were waiting for the war score to slowly tick up so they can get more of their demands in the peace deal.

          What's funny, though, is that, after Burgundy won Brittany, and that war ended, then Burgundy and its allies, which we were fight against just a minute ago, became our allies in the French-Brittanian war, turning the tables on France (+ Scotland)

          So this happened because Burgundy demanded that Brittany become their vassals in the peace deal. So now the France vs Brittany (independent) war became a France vs Brittany (vassal of Burgundy) war, so Burgundy automatically comes to the defense of their (very recently-acquired) vassal. And you just happened to already be in that war.

          and the nation is like 6+ loans in debt

          The classic EU4 expression "debt is just a number" applies here. Two quick tips: 1) Go into your estates, specifically the Burghers, and select the privilege 'Indebted to the Bourgeoisie'. This will give you five more loans, but they'll be at 1% interest rate rather than the 4% that your other loans are at. Use the 1% loans to pay off the 4% ones and save yourself some cash. 2) As Castile you are lucky to have a gold mine in La Mancha. That's probably your most important province honestly. Click on the state that it's in, Toledo, enact the 'Encourage Development' edict (optional) and then develop the production of that province using your bird mana (admin/diplo/military power are often called mana, and diplomatic power specifically is jokingly referred to as bird mana because, well there's a bird in the icon). The more production in that province, the more gold you make. Rule of thumb is to develop any gold province's production to 10, more than that and you run a risk of the gold mine depleting (not a huge deal, it just lowers your production in that province, so you have to invest more bird mana to bring it up).

          I wonder if it would have been better (cheaper) not to try to fight off the French alliance, but just let the nation become undefended and taken over while my allies took over France. Assuming our side wins, I'd presumably get my nation back, but without the huge debt,

          This is possible, but I would avoid this while you're still new. It sounds okay in theory, but in practice, your lands get pillaged, which leads to decreased yields in the future, increased war exhaustion, and more rebels in your lands. A few provinces here and there aren't a huge deal, but you generally want to avoid completely ignoring your lands while you go off and fight on enemy soil. Just make sure you're protecting your highest developed cities like your capital, any gold mines, and centers of trade.

          I do see the two rows of little squares during land battles, but I have very little idea what they mean, or if we can even adjust that stuff to be better. I haven't gotten around to learning about that yet.

          Like trade, this is another topic that can go on forever. Some very basic tips:

          • Always make sure to have a general when you're fighting a battle as they give flat bonuses to your dice rolls in battle.

          • Pay attention to terrain, the attacker in the battle pays any terrain penalties, usually being unfavorable terrain (mountains, hills, marsh, etc.) as well as a penalty for crossing a river (the simplified terrain map mode is great for this, I use it all the time in wars) (also note that the attacker in a battle is the one who moved into the defender's province, it doesn't matter who the aggressor and defender is in the overall war - the only exception is forts, the owner/occupier of the fort is always the defender even if they weren't on that tile first).

          • When in doubt, having more soldiers than your opponent is usually a safe bet. Sounds obvious, but there's a whole lot more that goes into battles and dice rolls (like morale, tech, fire/shock pips, discipline, combat modifiers, etc.). But while you're still learning the game, just try to avoid getting into battles (and wars for that matter) that are even or too close to call. Unless you have tons of manpower that you are just looking to burn, then just grind your way to victory.

          As for the lines you mentioned:

          Those two lines you mentioned are the front and back rows. There's only two of them for the entire game. They go hand-in-hand with your combat width (which you can see in the military tab). Your combat width starts at like 20 and then slowly goes up with tech. If you have less than those 20 units in a battle, you'll only have one row.

          There are three types of units: infantry, cavalry, and artillery. Infantry are the cheapest, they take up a spot in your front row and attack the spot in front of them. Simple. Cavalry are similar, except they cost more and can attack squares diagonally from them as well. Artillery start out nearly useless in battle (still good for sieges though, they make sieges go quicker), but by late game they become half of your army (because they're the only units that can attack from the back row). So for most of the game just focus on having your armies be at least the size of your combat width, preferably a bit larger.

          Typically you'll want a couple of cavalry, say 2 or 4 units per army then the rest should be infantry. Let's say your combat width is 20 and you have 20 units of infantry. Each infantry will take up one of the squares and fight the opponent until one side is dead or loses morale. If you sustain losses, you might only have 18,000 troops now, meaning you are no longer at your combat width. This is why having a few extra is helpful (they automatically deploy to the back row and fill in any gaps as they appear). Cavalry units get automatically put on the sides, that's why it's good to have like 2 or 4 of them, so they can attack units diagonally from them. If you have 10k infantry vs 8k infantry, only 8k of your infantry is actually doing anything (they can only hit the squares in front of them). But if you instead had 8k infantry and 2k cavalry, ALL of your units would be hitting the enemy. Way better.

          Much much much later you'll want to slowly transition your army to be mostly infantry and artillery. Artillery are like paper, so you never want them on the front row, but they're the only ones that can do damage from the back row so the ideal late game composition is basically just 20 infantry and 20 artillery (if your combat width is 20, which it definitely won't be by the end of the game). If in doubt, just look at some of the AI's armies and (roughly) copy them in terms of size and composition.

          My starting ruler only had like +1 +1 +2, and, for a long while, our nation was technologically behind most major powers.

          Yeah Castile's ruler isn't great and their starting heir Enrique is a bit of a meme in the EU4 world. He's literally as bad of a ruler as you can possibly get in that game, 0-0-0 mana per month. You can try getting rid of bad heirs, either by disinheriting them or just making them a general and sending them off wildly outnumbered into battle and then hoping for the best/worst (this is also a strategy in CK3 lol). The best heir/ruler would be 6-6-6 but that is rare. Generally anyone with 9 or more total mana is decent, but obviously more = better. You can tweak it slightly by shifting your national focus in the court tab. One of the reasons Ottomans are so powerful (there are many reasons) is that their starting ruler is young and has 6-4-6 mana.

          Hope that all helps! Let me know how the rest of your run goes, or any future runs if you decide to try a different nation.

          3 votes
          1. Pistos
            Link Parent
            Thanks for your comment! Lots of info here. Too much to digest in one go, I think, but I will refer back here if I'm mid-game and remember, "oh yeah, someone gave me useful advice about this on...

            Thanks for your comment! Lots of info here. Too much to digest in one go, I think, but I will refer back here if I'm mid-game and remember, "oh yeah, someone gave me useful advice about this on Tildes". I'll try to put some of this into practice, like improving relations with France ("sorry we wrecked your navy; can we be friends?"), and changing my infantry:cavalry ratio. I was building the armies at 2:1 or so.

            3 votes
  4. [6]
    CannibalisticApple
    Link
    Bingo Card Mode: Golf Bingo! Finished 21/24 ✅ Lost in Blue ✅ Portal 2 ✅ Pokémon Kanto Expansion Pak ✅ Metroid Fusion ✅ New Pokémon Snap ✅ Pokémon Kanto Expansion Pak ✅ Metroid Fusion ✅ Portal 2 ✅...
    Bingo Card
    Mode: Golf Bingo! Finished 21/24
    Owned for more than 3 years
    ✅ Lost in Blue
    It’s already installed
    ✅ Portal 2
    An updated version (remake, re-release) of an older game
    ✅ Pokémon Kanto Expansion Pak
    From a genre you don’t normally play
    ✅ Metroid Fusion
    Is beatable without killing any enemies
    ✅ New Pokémon Snap
    Has both combat and puzzles
    ✅ Pokémon Kanto Expansion Pak
    You can save/pet/care for animals
    ✅ Metroid Fusion
    You wanted it when you were younger
    ✅ Portal 2
    A romhack or total conversion mod
    ✅ Pokémon Kanto Expansion Pak
    Has a time limit
    ✅ New Pokémon Snap
    Came out more than 7 years ago
    ✅ Portal 2
    You can create your own character Has a branching storyline “When the hell did I buy this?”
    ✅ Perspective
    Focuses on exploration
    ✅ Lost in Blue
    You started it but never completed it
    ✅ Lost in Blue
    Has a weather system
    ✅ Lost in Blue
    Has a fishing minigame
    ✅ Lost in Blue
    Is one of the oldest games you own
    ✅ Lost in Blue
    Uses a unique control scheme
    ✅ New Pokémon Snap
    Popular game you never got around to playing
    ✅ Portal 2
    Has aliens
    ✅ Metroid Fusion
    Set in a dungeon Is mostly text-based
    ✅ Where the Water Tastes like Wine

    So, I checked off a few more games. And also decided to mark off Lost in Blue for the first square since, well, I do own it. It just felt kinds like cheating before.

    Now, onto the games I played:

    Metroid Fusion

    First off, a fun realization as I looked at the board: I had basically zero games in my backlog with aliens. I managed to play all the games with aliens during the last one. But, back when the 3DS eshop closed I downloaded all the freely available virtual console games, including Metroid Fusion. So I figured might as well check it out, and played until the first boss.

    And... Yeah, Metroid isn't my thing. I died many times. It's still pretty neat to play it and see the cinematic nature of the cut scenes! They feel pretty advanced for the GBA. Also, I am highly amused to imagine normal people navigating the space station.

    I also used it to check off the "Save animals" thing because I KNOW that's a thing in this game. As far as I'm concerned, it counts!

    Where the Water Tastes Like Wine

    Where the Water Tastes Like Wine is a game I have on Switch, picked it up a few years back after reading an article breaking down the troubles at Telltale. Mainly to support the developers, as I'm not really fan of the setting. Just never been big on American folk tales.

    I only played a little bit of it, but my god the atmosphere and narration is incredible. The opening had me HOOKED. As a writer and storyteller, the wolf's talk about the power of stories and how they can change resonated deeply with me.

    The gameplay itself... Not as gripping to me. You collect stories by traveling and tell them to people at campsites, who request certain types. I got to the first campsite, and... I apparently can't tell what counts as a thrilling or "venturesome" story. I actually quit the game and reopened it to try again, and... my choices still sucked. So yeah. There's also a stamina and money mechanic, but I honestly didn't encounter it? If I played a bit longer it would probably become more relevant.

    I think I'll come back to this one later, because again, the atmosphere is fantastic, but for the time being I decided to try some other games.

    New Pokémon Snap

    I played New Pokémon Snap a lot when it first came out, but haven't really played it since the DLC came out. The game demands your full attention, and I like to watch TV in the background while gaming. This was a nice excuse to dive back in, though I'm definitely rusty. Got to check out the Badlands and the secret side path where you shrink, both are pretty fun!

    Also, while there's not a timer, you ARE on a set course so I figure it counts for the time limit square.

    Perspective

    Perspective is one I don't remember getting, and every time I scroll past it in my library it makes me think of a demo because of the graphics. But turns out it's actually really cool! It's a platformer where you move the camera to line up platforms in your perspective.

    I played through a bunch of the levels and had a blast. You really have to think outside the box. The tricky thing is that I'm playing on Steam Deck, and have to use the trackpad instead of a mouse for the camera. And my finger can slide and make the camera shake a LOT when pressing down, which messes up shots. Still, lots of fun!

    Just three squares left! Three squares which have zero overlap in my library. I started Oxenfree II last night for branching narratives, so I figure I'll round it out with a Zelda game on 3DS and then... I have no idea for the "create your own character" one. Could Kitaria Fables count since we can change the protagonist's fur pattern?? Hmm...

    5 votes
    1. [2]
      Wes
      Link Parent
      Aha, Metroid seems perfect for "save the animals", since it originated that whole meme. It definitely counts! I'm not a Switch owner, but if I were it would largely be due to New Pokemon Snap. I...

      Aha, Metroid seems perfect for "save the animals", since it originated that whole meme. It definitely counts!

      I'm not a Switch owner, but if I were it would largely be due to New Pokemon Snap. I had so much fun with the original game, just exploring the different paths and variations. I think discovering the secrets and unique interactions was way more interesting to me than actual getting high scoring photos. Finding and opening a secret side path felt like you were revealing something major.

      I'm also glad they stuck with the fixed on-rails action of the original. In some ways it feels dated now, but it allows for much richer scripted interactions. Maybe it's just the nostalgia talking, but an open-world would just be a completely different game, and I don't think it'd work as well.

      Perspective looks nifty. A little like Superliminal, but with the puzzles being in a 2D environment instead of 3D.

      I didn't actually realize DigiPen had brought a lot of their old demos to Steam. A few classics that I looked for are missing, but I bet there's lots of innovative concepts in there just like this one.

      Best of luck finding a title to finish your bingo!

      2 votes
      1. CannibalisticApple
        Link Parent
        Yeah, Pokémon Snap definitely works best on rails. While you can trigger secret interactions and paths (and there are so many, one of the levels has a forest where you teleport to different...

        Yeah, Pokémon Snap definitely works best on rails. While you can trigger secret interactions and paths (and there are so many, one of the levels has a forest where you teleport to different seasons!), a bunch of the events are time-based. It makes me wonder now what sort of events might be unfolding beyond the camera... Maybe I should play a level while speeding along the whole time?

        Funnily enough, I recall New Pokémon Snap got a lot of unhappy reviews at the beginning because it wasn't open world. I think they somehow thought it was supposed to be a different game entirely, since there was hype about an open world Pokémon game at the time?

        I'd argue Perspective is in a 3D environment. Come to think of it, I think someone on Tildes recommended it and compared it to Super Liminal? It's definitely a fun concept and well executed!

        And thanks! I think I've got it figured out now, so long as the underworld in Hades counts as "set in a dungeon." May not be a literal dungeon, but it's got the same spirit dang it!!

        3 votes
    2. [3]
      CannibalisticApple
      Link Parent
      Welp. Last night after posting, I started two more games, and I officially completed my golf card! Winning Card!! Mode: Golf Winning Bingo! Finished 24/24 ✅ Lost in Blue ✅ Portal 2 ✅ Pokémon Kanto...

      Welp. Last night after posting, I started two more games, and I officially completed my golf card!

      Winning Card!!
      Mode: Golf Winning Bingo! Finished 24/24
      Owned for more than 3 years
      ✅ Lost in Blue
      It’s already installed
      ✅ Portal 2
      An updated version (remake, re-release) of an older game
      ✅ Pokémon Kanto Expansion Pak
      From a genre you don’t normally play
      ✅ Metroid Fusion
      Is beatable without killing any enemies
      ✅ New Pokémon Snap
      Has both combat and puzzles
      ✅ Pokémon Kanto Expansion Pak
      You can save/pet/care for animals
      ✅ Metroid Fusion
      You wanted it when you were younger
      ✅ Portal 2
      A romhack or total conversion mod
      ✅ Pokémon Kanto Expansion Pak
      Has a time limit
      ✅ New Pokémon Snap
      Came out more than 7 years ago
      ✅ Portal 2
      You can create your own character
      ✅ Monster Hunter 4 Ultimate
      Has a branching storyline
      ✅ Oxenfree II: Lost Signals
      “When the hell did I buy this?”
      ✅ Perspective
      Focuses on exploration
      ✅ Lost in Blue
      You started it but never completed it
      ✅ Lost in Blue
      Has a weather system
      ✅ Lost in Blue
      Has a fishing minigame
      ✅ Lost in Blue
      Is one of the oldest games you own
      ✅ Lost in Blue
      Uses a unique control scheme
      ✅ New Pokémon Snap
      Popular game you never got around to playing
      ✅ Portal 2
      Has aliens
      ✅ Metroid Fusion
      Set in a dungeon
      ✅ Hades
      Is mostly text-based
      ✅ Where the Water Tastes like Wine

      To start off: I know myself, and so while I started Oxenfree II: Lost Signals which definitely has branching endings, I decided to pause it to knock off the other two squares. I loved the original Oxenfree, and the bit I've played of the sequel hooked me enough to guarantee I'll see it through to the end once I boot it up again. And one of the games was also on the Steam Deck, so I had to stop before I got too invested.

      Side Note for Steam Deck Users

      One other reason I stopped is because I had to remap the controls on my Steam Deck. I have the controls set to mimic the Nintendo Switch by default (swap X/Y and A/B) because my muscle memory is used to that. Oxenfree uses XYB to make choices for dialogue. Thing is, the dialogue is laid out on screen in that order, so I'd hit X and it would select the middle option, and I'd have to press A (on the bottom) to choose the last option on the right. And choices matter in this game.

      So, I had to remap the buttons to match their actual positions for my own sanity. And I can tell that it will mess with my general muscle memory by the time I reach the end. Even playing the next game on the list, I mixed up A/B a couple times on menus. And that was after just a little over an hour of playing! So, it will be interesting to see how much this messes with my reflexes by the time I finish it xD

      The game in question: Hades, which needs no introduction. As far as I'm concerned, that counts for "set in a dungeon," if not literally then at least in spirit. It's called a dungeon crawler for a reason.

      As a precursor, I am not big on roguelikes or roguelites, which was reinforced by my experiences playing Wizard of Legend last time around. I think I already had Hades at that time, or I might not have bought it. The whole reason I bought it at all is because I've heard a lot of praise for it, and that even gamers who aren't into roguelites had fun.

      After playing a couple crawls, I fully understand why it's so popular. The combat is so fluid, and doesn't feel as complex as Wizard of Legend. I have yet to beat Megara, the first boss, but it feels like it's possible so long as I get the right boons. I don't need to plot out my trips in advance and hope that I have a good build for whatever's thrown at me. Also, it's fun to see the Greek mythological entities and their personalities. Currently I don't fully trust the gods of Olympus for some reason, and I want to see if I'm right or not. I am DEFINITELY going back to this one later!!

      Finally, I ticked off the "create your own character" with Monster Hunter 4 Ultimate on the 3DS. I bought it when the eshop shut down, but probably wouldn't have touched it if not for the Backlog Burner. I bought a LOT of games in the final days for some reason, games I knew I'd likely never play. I think I'd played Monster Hunter Rise via an NSO trial by that point, and while not super sold on it, I was willing to give the franchise a shot. I also JUST bought a nice new stylus that actually fits instead of a golfball tee, so hey, good excuse to use it!

      As I played it, I had a funny realization. A lot of the games I played this time have been on my 3DS, but most have been emulated games in some way, whether it's a romhack or Lost in Blue. This was the first game I played that's actually designed for the 3DS. And even among the 3DS games I play, it's also the first one in a LONG while that used the freaking 3D feature.

      Guys, holy shit I forgot how amazing the 3D can be. The game opens with a cut scene that is just incredible, I kept changing the 3D slider to just ogle at it in awe at how much depth it added. Reminded me of when I first got the 3DS a long time ago. It's a gimmick, sure, but a really cool one when executed well! And I don't think any other game of my library executed it as well as this one.

      Then the actual start of the game (after ~15-20 minutes of working on the character creator) was WAY more gripping than Rise. Starting off by fighting a giant sand-worm thing that's bigger than your ship and shooting it with cannons? Super memorable. I can't even remember the start of Rise, but this was freaking awesome.

      That said, not sure how much I'll go back to it. Like I said, I bought it at the end of the eshop on a whim. And some of the tutorials suggest to me it would be a bit more complex than I'd like (the multiple pages on insect glaives... shudders). I did complete the very first mission at least and I made my character, which tends to be super time-consuming for me, so... Yeah. Maybe I'll pick it up again sometime, maybe not. Just glad I played a little bit, if only to ogle the amazing 3D execution.

      So, with all that, I completed my card! One lesson I learned: be a bit more choosy with my card in the future. I'd already rerolled it a couple times while tweaking the rules since the first couple had stuff I quickly realized wouldn't be too feasible. I had no idea that the aliens one would be a roadblock until I looked at my library, and same goes for the dungeons. Got to try some games I definitely wouldn't have though!

      Still have a massive backlog to go through, but I'm pretty happy with the progress I made. I started a bunch of games that I can now return to when the mood strikes, and got to expand my horizons a bit.

      Now I just need to get back to Oxenfree II and fully immerse myself in the story~

      2 votes
      1. [2]
        Wes
        (edited )
        Link Parent
        Hey, congrats on the full bingo! That's tough to do with a golf card! You're actually the second person to play Hades, after @CrazyProfessor02 did so in week 3. Seems a popular title. I've not had...

        Hey, congrats on the full bingo! That's tough to do with a golf card!

        You're actually the second person to play Hades, after @CrazyProfessor02 did so in week 3. Seems a popular title. I've not had a chance to try it yet, but I've enjoyed all of the other Supergiant games I've played. I'm hoping to snag it on sale once Hades 2 comes out in full release. Always glad for more Darren Korb music.

        I had no idea that MH4U made use of the 3D effect. That's pretty nifty for fighting large monsters.

        Monster Hunter: Rise feels like a gentler game in a lot of ways, so I'm not surprised by your comparison. I finally finished up all quests in it somewhat recently, but never felt very invested compared to other titles. Am hoping that the upcoming MH: Wilds brings back some of that sense of danger and realism to the environments. If my system can even play it...

        2 votes
        1. CannibalisticApple
          Link Parent
          Just from the bit I've played so far, Hades is definitely worth the hype and I can easily recommend checking it out despite it not being my usual genre. The combat is light and smooth enough that...

          Just from the bit I've played so far, Hades is definitely worth the hype and I can easily recommend checking it out despite it not being my usual genre. The combat is light and smooth enough that it seems fairly easy to take a long break and dive right back in without having to fully refamiliarize myself with all the controls or mechanics.

          If I play MH4U again, it will definitely be because of the 3D effects. Most of the 3DS games I play have more stylized graphics, so the effect isn't as impressive. Heck, pretty sure Pokémon ditched the 3D entirely after XY. In MH4U though, it looked like they used it on details and parts of the models rather than just the whole model, so some bits of the monsters would protrude more. And with the details of the graphics, it's really eye-catching. It was part of why I was flicking the slider so much during the opening cut scene, it was cool to see it shift ever so slightly.

          Glad to hear I'm not alone in finding Rise underwhelming. The slow, unmemorable beginning, combined with all the mechanics, just didn't really grab my attention much. I could tell there was a lot of attention and effort put into the gameplay and mechanics, but it felt like that was the main focus. Like we were just dropped in with no preamble. If the opening had been like MH4U, I probably would've been a lot more invested and willing to snag it on sale.

          Funnily enough, I think MH4U has helped me decide against ever buying it. The temptation has been there during sales, but this just convinced me that I wouldn't play it much. Especially now that I know that at least one of the older games had a spark that Rise is missing. I hope the next MH game gets that spark back!

          1 vote
  5. Eidolon
    (edited )
    Link
    EDIT BINGO completed + a bonus entry! My Bingo Card Mode: Standard Winning Bingo! Finished 10/25 Is considered emotionally resonant Has a non-human antagonist Focuses on exploration Has a lives...

    EDIT BINGO completed + a bonus entry!

    My Bingo Card
    Mode: Standard Winning Bingo! Finished 10/25
    Is considered emotionally resonant Has a non-human antagonist Focuses on exploration Has a lives system Has a review score above 81
    Came out more than 6 years ago Adaptation of other media type (e.g. board game, movie)
    ✅ Talespire
    You wanted it when you were younger From a studio you haven't heard of before
    ✅ Warhammer: Vermintide 2
    Has a skill tree
    Set in a real world location
    ✅ Dear Esther: Landmark Edition
    Music/rhythm-focused
    ✅ KickBeat: Steam Edition
    ★ Wildcard
    ✅ Neverwinter Nights: Enhanced Edition
    From now-defunct dev studio
    ✅ Dark Star One
    Uses procedural generation
    ✅ No Man's Sky
    Randomness determines your fate
    ✅ Content Warning
    Is open-source Has a time limit
    ✅ Lethal Company
    From a different country than you Part of a trilogy
    Uses a unique control scheme You heard about it in our weekly gaming topics Owned for more than 3 years From a different culture or country Has a minimalistic vibe
    ✅ Cloud Gardens

    KickBeat Steam Edition = Is music/rhythm focused

    Last burner, I had the card that asked after a game that you don't know how you acquired it. I don't have that card this time, but I do have KickBeat for that kind of head-scratching. But thank goodness! This is the only game in my library that fulfils the music category.

    As a martial-arts style game released in 2014 by Zen Studios, a Hungarian developer, KickBeat has an obvious European feel. It's a PC port, but feels surprisingly smooth. The premise: You are confined in a ring surrounded by wannabe kickboxers and a live audience. You must orientate yourself to the next kickboxer and perform a martial arts move at the time the beat strikes to block the attacks. The game provides you with visual cues by colour hinting at the timing, since you optimise your routine by hitting the attack before the beat actually hits. You play through the story by completing a track. It's pretty much a double album since there's only 24 tracks, some known but also others made by one of the devs. But you can apparently load in your own music, although review report mixed experiences.

    I didn't grow up around platform arcade-style combat games and I'm notoriously bad at them as I'm not that great at co-ordination and intense response demands. So I made it through the tutorial but floundered on the first track. To my great joy, I got a Steam achievement for 'failing a track'! I did manage to progress a little, but the game is ultimately a little one-dimensional and unfortunately without nostalgia to fuel it my interest waned quickly. But I could see this game being a niche for those who like this kind of thing.

    Content Warning = Randomness determines your fate

    So, I'm being a little flexible about my emphasis on determinism here, but there are a possible total of 24 monsters that spawn in this game and some of them just eat you alive and seal your fate. While there is this chance element, the game is a bit like other procedural generated roguelikes such as Lethal Company in that you're supposed to learn how to counter each enemy.

    Content Warning was a co-op pickup that my group just tried for the first time and it has to be the zaniest I've tried to date. You have a 3-day gameplay loop where you have to record footage using a handycam and achieve the required number of 'views'. It's this weird mashup of a horror dystopia with surreal elements and whimsical fun. You start in your technocolour world-sanctuary of a cosy house and verdant island where you can purchase utility items (e.g. torches, enemy countering items) and novelty items (e.g. emotes, party crackers, hats). You (and up to 3 players, if multiplayer) descend in a diving bell down to the depths of a sprawling underworld. The maps are limited and procedural generation appears to be more of variants inside maps rather than the whole map itself. The maps are: (1) some kind of tunneled underbelly of a mine/sewer; (2) a sunken ship; and (3) a barren disfigured industrial warehousing complex. Aesthetically the underground is largely monochrome and stylised as if it was sketched. Overall, the game is a postmodern pastiche, it's a bit of a play on the 'work or die' idea that I see increasingly in art/games etc. lately, although with a more specific emphasis on the labour of content generation.

    The physics are buoyant and a little silly but don't seem realistic for swimming underground (you don't have the weight of water flowing against you). You navigate the map with the aim of filming 'scary' encounters (random appearances of monsters) on the handycam and pulling off stunts for extra views, since the aim is go to viral on the 'SpookTube'. You then have to make it back to the diving bell to ascend before you run out of oxygen with the footage. Back in your cosy paradise, you have to deposit the footage into a canister for it to be uploaded to a CD ROM and then physically carry that to the TV. You and your companions can then view the footage you filmed underground and watch your view count rise as procedurally generated comments from your imaginary audience populate the side panel. Bizarrely, you then have to all go to your allocated beds and sleep so that you can progress to the next day.

    I get scared too easily to enjoy horror, but Content Warning is not too bad in that department although you can get jumped by enemies. Replayability is a concern, given the lack of variance in maps, but it's genuinely a funny game (such as when your character dies in a hilarious way). I would not recommend this game for singleplayer and even for multiplayer, I don't see my party sinking a significant amount of time into it, but for something casual and fun it's a good addition to our loadout.

    Dear Esther: Landmark Edition = Set in a real world location

    You're not exactly sure where you are, some island on the Hebrides, windswept and alone. Dear Esther, the narrator begins...

    As you trek through overgrown footpaths, cave systems and abandoned shipwrecks the narrator recalls his story in short installments, infusing the island with his life, his pain, his relationships, and a historical persona who met a tragic end on the island. The story is told in a prose poem, omitting details, simply enough to be pierced by his lonely melancholy and search for solace in this state of mind.

    I had been avoiding Dear Esther, not because of grief but just generally because of being too overwhelmed in life. But as fate would have it, this was the only as-yet played game in my library that is set in a real-world location. Clocking in at around an hour (non-completionist), it is a short but poignant experience. And it is truly a walking simulator, in that you can't run and you amble around, without any means to auto-walk. But the game draws you in to its meditative journey with its atmospheric design and soundtrack. There are no puzzles, no tests of any sort to distract from the story. Visually there also some splendid scenes and wonderful attention to detail.

    Certain things in the game resonated with me deeply, things I don't have time or energy to dwell on here. But I'm glad I saw it through at last - and moreover, this marks 2/2 Bingo events that I have actually completed one game!

    5 votes
  6. [2]
    AugustusFerdinand
    Link
    le card Mode: Standard Winning Bingo! Finished 12/25 ✅ Deus Ex - Mankind Divided ✅ The Fall ✅ The Last Stand: Aftermath ✅ Subnautica ✅ Sniper Ghost Warrior Contracts Part of a trilogy ✅ Cult of...
    le card
    Mode: Standard Winning Bingo! Finished 12/25
    Is beatable without killing any enemies
    ✅ Deus Ex - Mankind Divided
    Has both combat and puzzles
    ✅ The Fall
    Has a campaign longer than 5 hours
    ✅ The Last Stand: Aftermath
    Has survival mechanics
    ✅ Subnautica
    Considered a disappointment
    ✅ Sniper Ghost Warrior Contracts
    Part of a trilogy Has more than 3 words in its title
    ✅ Cult of the Lamb
    Has a skill tree Set in a post-apocalyptic world Is open-source
    Focuses on relationships A modded game ★ Wildcard You have to tinker to get it running
    ✅ Anomaly Warzone Earth
    From now-defunct dev studio
    You can create your own character
    ✅ Encased
    Has dinosaurs You wanted it when you were younger Features a mystery
    ✅ Duskers
    Has a time limit
    Has a lives system
    ✅ Warpips
    Is mostly text-based
    ✅ Moonring
    It’s already installed
    ✅ The Falconeer
    Is one of the oldest games you own Has cards
    le games

    Through the random-number-generator-friend method, we have a Bingo (the fireworks were a nice touch)! New games this week that met the goal:

    The Fall - I like the design, I'm meh on the UI, I dislike the typical obscure puzzle game mechanic of getting to some point where you have to find some microscopic clue to continue, which I reached about 90 minutes in. After looking and looking in a big loop/circle for 15 minutes I gave up as I don't want to play a game where I have to google for the solutions. This game is effectively one of the point-and-click puzzle games, just with some minor movement and combat thrown in. Uninstalled.

    The Last Stand: Aftermath - Latest game in a long line in this series, the previous games were/could have been browser flash games. This one is alright so far, although more repetitive and lacking the variety I'd expect of its roguelike genre. Still installed, but probably high on the list of games to uninstall if I find myself needing space.

    Sniper Ghost Warrior Contracts - Take the old Sniper Elite games where you got slow-mo exploding body parts shots, add the Crysis engine and the suit the character in Crysis wears, and you get this game. Boring to me, but if you like this kind of game there is plenty to do in each mission. Uninstalled.

    5 votes
    1. Wes
      Link Parent
      Well done on getting a bingo! I'm glad the random number gods favoured you on this day. Sniper: Ghost Warrior always seemed like a bit of a lesser version of Sniper Elite to me. A bit more of a...

      Well done on getting a bingo! I'm glad the random number gods favoured you on this day.

      Sniper: Ghost Warrior always seemed like a bit of a lesser version of Sniper Elite to me. A bit more of a standard military shooter, whereas Sniper Elite feels more impactful, and takes itself a bit less seriously. Though I do see Ghost Warrior Contracts 2 has some more positive ratings, so maybe it's an improvement over the original.

      I'm happy to see somebody mention the fireworks. Those were a fun addition. :)

      1 vote
  7. [2]
    deathinactthree
    Link
    My Final Card Mode: Standard Bingo! Finished 4/25 Considered a disappointment You can save/pet/care for animals From now-defunct dev studio ✅Cave Story+ Has a lives system ✅ Anachronox ✅ Alex Kidd...
    My Final Card
    Mode: Standard Bingo! Finished 4/25
    Considered a disappointment You can save/pet/care for animals From now-defunct dev studio A solo-dev project
    ✅Cave Story+
    Has a lives system
    You control a party of characters
    ✅ Anachronox
    You're giving it a second chance
    ✅ Alex Kidd in Miracle World
    Nominated for The Game Awards
    ✅ Celeste
    A modded game Features a mystery
    Has permadeath Recommended by someone on Tildes ★ Wildcard Has driving Has a third-person perspective
    ✅ Ariel_Knight's Never Yield
    Has a skill tree Is considered relaxing A romhack or total conversion mod
    ✅ Project Borealis: Prologue
    Someone else has played it for their Backlog Burner Has a score system
    Focuses on exploration
    ✅ Cayne
    Popular game you never got around to playing Uses a unique control scheme Adaptation of other media type (e.g. board game, movie)
    ✅ Dark Future: Blood Red States
    Is open-source

    On one hand, I didn't get as far as I'd hoped, having only gotten to 8 games or so of my backlog. But! That's probably 8 more than I'd gotten to at any point this year. (I did play a few games here and there but only stuff I'd just bought, like the SH2 Remake.) I did find myself playing older, presumably shorter games because I figured I'd have a better chance of getting to more titles vs. loading up, say, Divinity II and being stuck on that all month with no hope of finishing. I don't see this as a bad thing, it was nice to force myself to just sit and play some games that don't require a steep learning curve or a ton of time investment. I would definitely try to do the bingo card again next year--this turned out to be a very fun way of forcing myself to pick something and go with it instead of staring forlornly at my ever-growing backlog.

    Alex Kidd in Miracle World (Remake)

    This was my interpretation of "giving something a second chance" because I wanted to focus only on games I hadn't actually played before--but I used to play the heck out of the original Sega Master System version of Alex Kidd. I remembered liking it a lot, even though I never could get particularly far in it, but I was maybe about 10 years old at the time. With a nice-looking full remake (not a reboot, it's 1:1 to the point that there's even a button you can tap to switch between the original 8-bit graphics and modern), and an added 3 decades of gaming experience since then, gotta be a good time, right?

    Well, sorta. It is a delightful and fully faithful remake, I can't fault it for that. Anyone who loved the original will love this. What I quickly learned however is that the reason I could never do well in that game whereas at 10 years old I usually tended to beat any platformer I started is that Alex Kidd is the extreme opposite of a precision platformer. It's like every surface is made of ice, or at least it felt that way to me. If, per a previous N24BB post, it was an adjustment coming off of Celeste and into the comparative sponginess of platforming in Cave Story+ (which I still finished and loved btw), Alex Kidd makes Cave Story look like Hollow Knight.

    I still had a good time with it though. I only did a little better this time around then 10-yr-old me, and did not beat it, but I definitely see myself picking this back up on a rainy day and brute forcing through it. It helps that unlimited continues as well as reduced difficulty settings are available where they weren't in the original, but I really wish they had introduced a save system, in both the original and this one, as it would remove most of the frustration of skating off a platform once again into a scorpion for a one-hit death.

    Anachronox

    This game has been sitting on my digital shelf for 20 years. I used to have a PC disc of it, never even installed it, then later (we're talkin' like 2010), I bought a digital version on GOG telling myself I would get to it as I like RPGs in general and a good buddy of mine used to rave about it.

    I have to say, that I think I would have liked it best at the time and age I was when it came out, if I was going to like it at all. It does have a certain charm, but that charm doesn't extend far to me, as I feel like everything that game does decently well at was eclipsed even at the time by better games. This would be totally fine and would still be a fun way to kill time if it weren't offset by the things the game doesn't do well. The world setting is legitimately interesting, starting in the slums of a cyber-mechanical world built by a dead alien race, running a slipshod detective agency with the ghost of your dead secretary as your literal mouse cursor. But the script is pretty terrible--mostly just sub-Whedonesque quips that don't give me any real connection to the characters, when it's not a straight infodump. You spend many hours at the beginning of the game running back and forth between various grey, nondescript hallways and elevators before anything remotely interesting begins to happen. Battle Skills that you use during combat launch a short cutscene similar to the Final Fantasy 7+ games, and like FF7 can't be skipped, so although they're fun at first they just tediously drag out combat in short order. (Although I will say I laughed aloud the first time I used Grumpus' "Yammer" skill.)

    All in all, there's a somewhat mediocre game in there that could be elevated to a good game simply by having writing that was inspired more by Ken Levine's work and less by Buffy the Vampire Slayer, and just a few quality-of-life improvements around menus and battles. But even the mediocre game is buried under enough tedium, and awkward and style-less blocky graphics that didn't even hold up at the time, that I can't recommend it in this day and age, or any other.

    4 votes
    1. Wes
      Link Parent
      I'm digging all the platformers, as they're sort of my "comfort genre". I played a lot of them when I was younger, and still enjoy them today. Though like you, I tend to prefer precision...

      I'm digging all the platformers, as they're sort of my "comfort genre". I played a lot of them when I was younger, and still enjoy them today. Though like you, I tend to prefer precision platformers. Too much momentum or bouncy physics and I start to have trouble controlling my character.

      I only did a little better this time around then 10-yr-old me

      This is very relatable. I finally bought the first Mortal Kombat from GOG this week since it's on sale. This is of course the original arcade game, not the 2023 title called Mortal Kombat 1. Why do publishers do this? Anyway, I was terrible at the game as a kid, and only ever beat it after discovering a combo for Sonya which I spammed to victory. Even then, it felt like a pyrrhic victory.

      So I dusted the game off earlier this week, assuming that my big adult brain would let me quickly figure out how to use punches and kicks effectively without button spamming. Oh my god I'm worse than I was at 10 years old. Every time I think I'm getting it, the AI turns around and absolutely clobbers me. It's embarrassing!

      I don't know if I'll press on to MK2 and 3. DosBox is tough to bind gamepad inputs to, and I think my ego has taken enough blows for one week.

      1 vote
  8. [2]
    aphoenix
    Link
    My final card remains unchanged from last week, unfortunately: My Card - Mode: Standard | Winning Bingo! | Finished 15/25 Mode: Standard Winning Bingo! Finished 15/25 ✅ Wilderless ✅ FPS Chess ✅...

    My final card remains unchanged from last week, unfortunately:

    My Card - Mode: Standard | Winning Bingo! | Finished 15/25
    Mode: Standard Winning Bingo! Finished 15/25
    Discovery
    ✅ Wilderless
    Nostalgia
    ✅ FPS Chess
    Recursion
    ✅ The Stanley Parable: Ultra Deluxe Edition
    Peace
    ✅ Garden Life: A Cozy Simulator
    Annihilation
    ✅ Warhammer 40,000: Darktide
    Order
    ✅ Super Mega Baseball: Extra Innings
    Memory Absence Precision
    ✅ Pattern
    Endurance
    ✅ Ragnarock
    Lost
    ✅ Victoria 3
    Fragmentation ★ Wildcard Connection
    ✅ Tank Team
    Dimension
    ✅ Pistol Whip
    Empathy
    ✅ Spritifarer:
    Organic Synthesis Darkness Mystery
    Adaptation
    ✅ Slant
    Truth Belonging
    ✅ Girls Love Robots
    Courage Sound
    ✅ Upgun

    I did install Synth Riders - thanks @kfwyre and @Wes for the recommendation - but never really had the opportunity to play. I also installed Duskers which I read about from someone else, but never tried it. The only thing I really did this week was take antibiotics (stupid lungs and their stupid respiratory infection), drive my kids places, help my oldest kid with her stats course, and work. I only had one "relax" night and I went to play Magic at the local game store with my friends. I guess I could say that the stuff I was doing with Adobe Acrobat was gamified, and put it under Courage. But editing PDF fillable forms is a game, I lost and I am out of courage.

    What a great event! I love the evolution of the Bingo card over the past several events, and I really liked this form. The highlight for the whole event to me was @SingedFrostLantern's hole-in-one and the wonderful writeup that went with the game. There were so many great entries that I enjoyed reading this time around, actually, and I really wanted to keep trying games that other people tried. Overall, this was another great event, and I really enjoyed it. Thanks for putting it together K&W!

    4 votes
    1. Wes
      Link Parent
      I'm glad you enjoyed the event! Thanks for participating and doing so many write-ups. Sorry to hear about the stupid lungs. I guess it wasn't the best week to play Synth Riders anyway then. Let us...

      I'm glad you enjoyed the event! Thanks for participating and doing so many write-ups.

      Sorry to hear about the stupid lungs. I guess it wasn't the best week to play Synth Riders anyway then. Let us know what you think after you've recovered some and get a chance to try it!

      1 vote
  9. [5]
    SingedFrostLantern
    (edited )
    Link
    SingedFrostLantern's Bingo Card (Standard/Flow, 10/25) Mode: Standard Winning Bingo! Finished 10/25 Humor Connection Synthesis Morality ✅ Xenoblade Chronicles X Harmony Love ✅ Cavity Busters ✅...
    SingedFrostLantern's Bingo Card (Standard/Flow, 10/25)
    Mode: Standard Winning Bingo! Finished 10/25
    Humor Connection Synthesis Morality Progress
    ✅ Xenoblade Chronicles X
    Harmony Love Erosion
    ✅ Cavity Busters
    Causality
    ✅ Eternal Threads
    Trust
    Pride
    ✅ Touhou Hero of Ice Fairy
    Resistance
    ✅ Keylocker
    ★ Wildcard
    ✅ Rabi-Ribi
    Justice Sound
    Fragmentation Change
    ✅ Darksiders Genesis
    Choice
    ✅ Project Warlock II
    Community Light
    Threshold
    ✅ Vampire: The Masquerade - Bloodlines
    Symmetry
    ✅ A Dance of Fire and Ice
    Isolation Happiness Fear

    A bingo for the road!

    Wildcard - Rabi-Ribi

    I was thinking Disco Elysium or Persona 5 Strikers to be thematic. Instead I'm using the free slot to talk about the game with the anime bunny girl and the half-naked fairy on its cover.

    Rabi-Ribi is a 2d platformer Metroidvania with a focus on bullet hell bosses and since the game is so upfront about it, lots of anime girls in fanservicey outfits; just questionable enough to raise some eyebrows, but otherwise relatively tame as far as anime standards go (or the equivalent term for a dev team based in Taiwan).

    Runs fine on steam deck, though the in-game achievement icons didn't show up on the pause menu for me. Binded Down + B to R4 for easier Bunny Amulet access.

    Now it is very open-ended; the only thing the main story progress cares about is Erina & Ribbon beating X amount of bosses so they're convinced to help power the otherworldly teleporting stone tablet and you're completely free to put off the chapter progression fights to just keep exploring wherever you can reach. As a result of this openness I've finished chapter 5 (the end of the main story where the credits play, though there is an extensive post-game) with 20 townsfolk (read: bosses, more than strictly necessary I think), 66% map, and 54% items. That last part is the most critical because I'm still missing some key items; I never found the wall jump item for example and I've been (inconsistently) inputting the hidden tech for manual wall jumps to get around. Also as a result of this, I can't actually progress in the Halloween DLC area because I don't have the verticality to scale up the wall.

    The difficulty I played on was Normal and Standard (bosses scale with you, game says you're fine without grinding) instead of Alternate (bosses are at set power levels and the game says you'll need to explore to keep up). I'm not a 1CC player or anything, but I thought the bosses were generally manageable at my skill level with only a few resets for the harder bosses. There's a stamina bar for Erina's hammer attacks and a mana bar for Ribbon's charged attacks (but not her rapid fire button mashing) so there is a bit of attack optimization I'm sure, but I just stuck to basic hammer combo to up drill + down drill, and the slide bunny attack when the attack penalty for repeated uses for that move wears off. The yellow laser beam for Ribbon usually, green staff for charged seeking if the bosses are out of positioning and just a little healing though the healing amount doesn't scale up late-game. Otherwise yeah, per the bullet hell genre Erina has a small hitbox at the center of her model (holding the hammer button slows her down and shows it) and there's an i-frame button on a timer with up to 3 charges.

    That's my experience with the main game though. The postgame immediately stops holding back with a boss that dealt about 100 per hit + Burning to my 600-ish HP which took quite a few tries to get through. This is just the starter boss guarding the way to the Hall of Memories where even the normal enemies there started dealing hundreds of damage and there are weak copies of bosses mixed in with them. I think I need to explore the full island again and empty out the shop before daring to try again.

    3 votes
    1. Wes
      Link Parent
      Ah the diagonal bingo, so often neglected. Nice work on finishing up your line! I'm not a huge anime person so I'll not comment on the art, but I do like metroidvanias. Especially those that are...

      Ah the diagonal bingo, so often neglected. Nice work on finishing up your line!

      I'm not a huge anime person so I'll not comment on the art, but I do like metroidvanias. Especially those that are heavy on exploration and grant major movement upgrades like wall jumps, so that's cool. I imagine it's frustrating to have gotten so far without that ability, but at the same time, imagine how much will be unlocked when you do finally discover it!

      Recently when playing these types of games, I've been making heavy use of the Steam notes feature for keeping lists/records. My list for Hollow Knight was extensive, but I felt much better about having cleared things after I was able to check everything off (or dismiss it after enough tries).

      I'm not sure if I'd like bullet hell in a metroidvania or not, but I could see it working. Unlike a shmup with free movement, you're dealing with gravity and using movement skills (jumps, dashes, rolls, etc) to avoid. It's more complicated, but I think more interesting as well. Especially if you can tailor your loadout to balance mobility, blocking, and damage based on the boss.

      2 votes
    2. [3]
      SingedFrostLantern
      Link Parent
      Pride - Touhou Hero of Ice Fairy Playing Rabi-Ribi put me in the mood for more bullet hell and coincidentally this game has a fresh update today introducing a roguelite mode. Last time I played...
      Pride - Touhou Hero of Ice Fairy

      Playing Rabi-Ribi put me in the mood for more bullet hell and coincidentally this game has a fresh update today introducing a roguelite mode. Last time I played this was in Early Access July last year back when there were only four bosses so I had that and the full release content to look forward to.

      This is a Touhou fangame with Cirno as the protagonist though instead of vertical shump, it's a side-view boss game with 7 bosses, their hard variants, and the true final boss after beating the hard variants. I say side-view because Cirno is on the ground and the main way to dodge bullets is to use the stamina bar to dash or fly through them with i-frames; probably easier for people to learn dodge-rolling stamina management rather than bullet-weaving. To encourage good play, there's a Courage meter, gained by dealing damage and lost by taken damage, which passively boosts the main attack for each level or used to fuel the two spell card slots. There's a lot of customization options too: the main attack slot and badge slot which basically don't take space, and then the 2 spell cards slots and 3 passive items which take up different amounts of points and must stay within the combined total (10 points by the end of the game).

      My loadout's on the defensive side:

      • Main Attack: Ice Grenade. 1 Point (they all cost 1 point unless you're planning to unequip for some reason? Weapons still have a use on pacifist runs for courage gain I think, and getting rid of adds). Does have a slight arc, but it deals good damage and has a slight AoE which helps in case of summons.

      • Badge: Red-Eyed Cabin Manager (Reisen). Increased max stamina for dodging.

      • Spell Slot #1: Absolute Zero. 2 Points. Basically the smartbomb option along with only costing 1 Courage to cast, though it doesn't affect lasers and doesn't instakill summons.

      • Spell Slot #2: Empty to have more points for passives.

      • Passive #1: Bunny Ears. 2 Points. Slows down nearby bullets to give more time to react or recharge stamina.

      • Passive #2: Gourmet's Hitaikakushi. 3 Points. Flying through bullets eats them and grants Courage. Very useful to get rid of seeking bullets or bullets that remain on the field.

      • Passive #3a: Tengu's Fan. 2 Points. Can use flight another time before landing and reduces stamina for it. Basically giving myself more margin for error.

      • Passive #3b: Rainbow Mushroom. 2 Points. Boosts damage and courage gain in exchange for dying in one hit. For instant feedback on no-hit runs.

      So where does Pride come in? Aside from Cirno being the strongest and the need to take on each boss' Challenge Stage for the ending, the game also keeps track of whether a Challenge Stage no-hit run was completed which rewards some different post-battle dialogue & achievements (yes I did all of these), and Challenge Stage Pacifist no-hit runs which are a matter of timing out and surviving each boss's phase until they move on to the next one (haven't even attempted it yet, no steam achievement for these, this here is purely for pride).

      Then there's the roguelite mode. Doing well on runs grants more metacurrency to invest into increasing and upgrading the starting loadout options. After defeating each boss, there's the option to choose 1 of 3 rewards, skip for money, or a once-per-run(?) option of taking all 3 rewards but invoking a random curse on the rest of the run. The floor between bosses has a shop to spend money on (more money for doing better against the bosses) and some random rewards or options. Haven't completed a full run here yet, I'll choose to cope by saying that I haven't grinded enough metacurrency and that I'm too used to the challenge variants of the bosses now.

      For a game that's $5 rounding up on sale and $7 regular price, I think it's pretty dang polished for what it is even without knowing much about Touhou. I will mention though that the post-battle dialogue includes defeated dialogue art for the bosses with clothing damage and suggestive poses, and the game's cover/main menu being oddly focused on Cirno's legs.

      Has a standalone demo under Touhou Hero of Ice Fairy: Prologue which has its own scenario and bosses.

      1 vote
      1. [2]
        Wes
        Link Parent
        Nice job on the no-hits! I had to watch a little gameplay to make sense of some of your comments, but I get it now. It's more about managing your iframes and buying time between collisions than...

        Nice job on the no-hits!

        I had to watch a little gameplay to make sense of some of your comments, but I get it now. It's more about managing your iframes and buying time between collisions than actually dodging most of the time. So the loadout makes sense, especially for no-hit runs. And the passive "Gourmet's Hitaikakushi" sounds incredibly useful.

        You know, even after 20 years or so, I'm still not entirely sure what Touhou actually is. I know it's a collection of shmup games, but it seems like a "universe" of sorts, with many fan games and spinoffs. Is there a continuous story? Characters, timelines? Maybe it's just a community making games in a common genre and style.

        1 vote
        1. SingedFrostLantern
          Link Parent
          I know just enough about Touhou to know that the official shmups are made by just one guy, ZUN, so all the gameplay, music, and characters is him. I guess it just hit a critical mass in popularity...

          I know just enough about Touhou to know that the official shmups are made by just one guy, ZUN, so all the gameplay, music, and characters is him. I guess it just hit a critical mass in popularity at some point which inspired the decades worth of fanworks since.

          1 vote
  10. [2]
    Durinthal
    (edited )
    Link
    Durinthal's Bingo Card (Standard/Flow, 6/25) Mode: Standard Bingo! Finished 6/25 Friction Absence Justice Lost Light ✅ Super Mario Maker 2 Progress Exploration Silence ✅ Zelda Dungeons of Infinity...
    Durinthal's Bingo Card (Standard/Flow, 6/25)
    Mode: Standard Bingo! Finished 6/25
    Friction Absence Justice Lost Light
    Precision
    ✅ Super Mario Maker 2
    Progress Exploration Silence Transformation
    ✅ Zelda Dungeons of Infinity
    Fear Power ★ Wildcard Connection Threshold
    Fleeting Uncertainty Choice
    ✅ Slay the Princess
    Repetition
    ✅ Secrets of Grindea
    Empathy
    Tradition Increment Complexity
    ✅ Gundam Breaker 4
    Fragmentation
    ✅ Last Epoch
    Beauty

    So this month got rather derailed for me. Ended up playing a few more games, not nearly as many as I wanted to. Had a couple of other things that I didn't even play for an hour that I left off my card.

    Gundam Breaker 4 — Complexity

    I got into the Gundam franchise about a decade ago, and it's a sprawling one. Dozens of anime series with hundreds of different varieties of mecha, and all of them come together here. One of the major revenue streams is Gunpla, plastic model kits of all the different mecha, and the Gundam Breaker game series brings those to life in an action game. The complexity comes from assembling your own mecha by combining parts from a variety of models with slots for head, torso, legs, and separate left and right arms along with multiple accessory and weapon options.

    This chunky boy has the head/body of a Z'Gok from the original Mobile Suit Gundam along with the limbs of the Gundam Gusion (and backpack, the thing behind its head is a giant hammer) from Iron-Blooded Orphans along with twin gatling guns on both arms and extra missile pods on the legs from other models. The color scheme is copied from a Dom and it's convenient that existing palettes can be applied as a whole because I don't necessarily have the patience to select appropriate colors for dozens of sub-parts.

    The gameplay itself isn't nearly as complicated by comparison but having a pair of melee and ranged weapons together along with cooldown abilities from the extra parts allows for a lot of combos in a hack and slash style akin to Devil May Cry.

    I'm having fun so far and the plot reminds me of some of the Build series anime, will put more time into it in the future.

    Last Epoch — Fragmentation

    Now and then I like digging into an isometric action RPG like Diablo and this is what I spent most of yesterday on. The dev team are big fans of Chrono Trigger so the story is inspired by that, having you hop around to fragments of different time periods to save the world. Unfortunately I don't particularly enjoy the writing, but it's easy enough to put aside and just play through the game.

    I played it for a few hours when it first came out earlier in the year but there have been a few patches since then and I went with a different class this time. I don't know if the base difficulty level is meant to be more of a training mode with the "real" game being later but so far I'm absolutely shredding through everything with my army of undead minions as a Necromancer.

    Zelda Dungeons of Infinity — Transformation

    Speaking of games inspired by SNES classics that I put a lot of time into, this one transforms A Link to the Past into a roguelike dungeon crawler. Rather than being a romhack it's actually built from the ground up in Gamemaker and as a result isn't quite the same but it copies as much of the look and feel as it can as a baseline. The standard enemies and gear like bombs and the bow are there but to make it work more as a roguelike there's a limited inventory and a lot more health restoration options in the form of food that you can carry with you.

    Sword spins and the ability to keep your sword held in front of you to poke at enemies aren't implemented yet, so with just slashes it's a bit harder than in ALttP. The combat was never a strong suit of the original game for me so I don't think I'll give it much more time, but I'm glad I checked it out.

    3 votes
    1. Wes
      Link Parent
      I've not played Last Epoch, but your description perfectly mirrors my own recent playthrough of Diablo 4, which was my first Diablo game. I similarly chose the necromancer class, and quickly...

      I've not played Last Epoch, but your description perfectly mirrors my own recent playthrough of Diablo 4, which was my first Diablo game. I similarly chose the necromancer class, and quickly bulldozed my way through the campaign without any deaths, playing on the highest-available difficulty. It was fun at first but not very engaging. If everything dies in one hit, there's not much incentive to upgrade your gear or try new builds, I think.

      Of course, I know a lot of players skip straight to the end-game, whereas I'm the weirdo that actually plays ARPGs for the story. And honestly, D4's wasn't bad. Some parts were a little silly but the cinematics were top notch. It had solid voice acting and music throughout as well. Just the gameplay felt a bit flat.

      I'll probably check out Last Epoch when its story is fully completed. It seems to offer a little more complexity over D4, and I like that it includes an offline mode right out of the gate. I also think a Chrono Trigger-esque story full of timey-wimey shenanigans could work in this genre, since it allows for a variety of environments and enemies while maintaining the same basic gameplay loop. But we'll have to see if they pull it off in the end.

      I'm also interested in the upcoming Path of Exile 2. They're finally adding WASD controls, which is huge for me, and the new witch (necromancer) gameplay looks really fun. You can capture specific enemies to use as your summons, rather than having generic zombies. Hopefully it matches up to the hype.

      1 vote
  11. [2]
    J-Chiptunator
    Link
    J-Chiptunator's Final Bingo Card (Standard/Flow, 7/25) Mode: Standard Bingo! Finished 7/25 Pride ✔ Pikmin 4 Balance Restoration Open Resistance Peace Belonging ✔ ActRaiser ✔ Part Time UFO ✔...
    J-Chiptunator's Final Bingo Card (Standard/Flow, 7/25)
    Mode: Standard Bingo! Finished 7/25
    Pride Quantity
    ✔ Pikmin 4
    Balance Restoration Open
    Resistance Peace Belonging Faith
    ✔ ActRaiser
    Organization
    ✔ Part Time UFO
    Abundance
    ✔ Mushihimesama
    Complexity ★ Wildcard Distribution Creativity
    Exploration
    ✔ Affordable Space Adventures
    Friction
    ✔ Jotun: Valhalla Edition
    Perspective Silence
    ✔ Metroid Dread
    Symmetry
    Repetition Choice Vulnerability Light Deception

    Oops! My underestimation of my procrastination has foiled me once again, which led me not being able to finish my bingo card before the end of November Backlog Burner event. Despite having a lot of free time, the presence of my smartphone that makes compulsive and mostly unproductive web browsing and video-watching got me sidetracked numerous times. Guess it’s really time for me to consider checking with my local Telus store and hopefully find a good dumb phone, as addons like LeechBlock for web browsers didn’t suffice to curb my persistent addiction.

    Still, my bingo card actually got me playing a fair amount of games I never played before, which was what ultimately mattered. I’ll write down more details about how the event went for me in the final Backlog Burner thread. Here’s my last minute writeup for the only game I played since the last time I updated my bingo card.

    Metroid Dread

    My first prolonged exposure to the 2D Metroid series came from the Wii Virtual Console port of Super Metroid, to which I beat the entire game entirely blind, save for the unintuitive wall-jumping tutorial trap. Although I never went out of my way collecting every thing, let alone speed-running as it was designed for, I thought that the bounty hunter’s atmospheric and solitary expedition was enjoyable all the way through. Then, I made halfway through Metroid Fusion, beat the original Metroid once with the password cheat and reached to the credits screen of Return of Samus.

    I couldn’t believe that after two decades since the last original 2D Metroid instalment, that Metroid Dread finally got announced for the Nintendo Switch. It didn’t matter for me that it might not wield as much of weight compared to the AAA gaming scene production-wise as it was back then.

    The first time the existence of Metroid Dread was publicly “revealed” originated from Game Informer issue #146, claiming that it’s a 2D Metroid adventure releasing in 2006.
    Former IGN Staffer Craig Harris then allegedly and vaguely backed it up after seeing it at E3 2005. But rather than the game itself as he seemed to be implying, he most likely saw the documents containing ideas, according to gaming researcher Liam Robertson.
    The rumors and Nintendo’s denials would then go on cropping up every once in a while for a decade and half.

    Yoshio Sakamoto, the producer of Metroid Dread, confirmed the idea of relentless threat pursuing the seemingly invincible Samus Aran came around in 2005 or so. Despite the relatively healthy financial success of its predecessor, the development sadly halted at some point due to the lack of technology and expertise needed to get it to its fruition. That is, until he appointed Mercury Steam after overseeing how well they remade the Game Boy original Return of Samus for the Nintendo 3DS, known as Metroid: Samus Returns.

    A lot of its gameplay elements, such as the counterattack punch and 360° aiming, were carried over and perfected for Dread. This time around, the former no longer overpower the base firepower as even the weakest enemies perish within a few satisfying well-aimed shots. Because of this, I’m much more likely to consider Samus Aran’s position when defeating foes, rather than solving every fight with nothing but a decently-timed punch. The upped overall frame rate, increased Samus’s mobility and a near limitless rate of basic firepower made the pacing even more brisk and fluid by comparison.

    In Dread, Samus is tasked to investigate on a planet where the lethal and indestructible E.M.M.I robots designed to exterminate the straggling X parasites has quickly stopped sending any signal. Shortly after landing, most of her abilities got stripped away after battling an imposing Chozo lookalike figure and quickly found out that the robots are hostile to her.

    Thankfully, these metallic fiends are confined to their clearly dedicated patrolling areas that she has to traverse around sneakily and fast. All the escape doors lock out until the intruder can’t be detected by them through sights and sounds after a short while.

    With the combination of a persistent instant Game Over threat, a dissonant music and confusing maze-like level design, dread sets in and panic ensues when an E.M.M.I robot chases. And when all that happens, you bet first-time players are going to die.

    The second one I went through, for example, has a fork where the topmost route is wide enough to lead the player to believe this is the path of the least resistance, only to be greeted by a dead-end due to the lack of ability. By the time they figured it was impossible to cross, the robot will very likely have caught up to Samus.
    If you’re not in panic mode, you would be far more likely to figure out sooner that you’re supposed to slide in the tiny gap underneath the otherwise blocking wall for the door.

    This sort of design choice can come across as mean when viewed purely on a gameplay standpoint, because the move isn’t often used at that point in the game. However, laying out a more obvious path would pull back the sense of dread the instalment sets out to achieve. Not all is doom and gloom here, since the patrolling areas are short and all death here will warp you back to this area instead of the last save point for a quick retry.

    You might be wondering what this all has to do with the silence theme? Well, it’s the fact that the extremely capable Samus Aran has to go through the entire ordeal all by herself. The underground area where she’ll spend exploring blocks all signals outside the occasional ADAM communication system peppered here and there. Since she spends the majority of time alone on such a dark and dismal place, silence usually follows through her limited dialog and the game’s heavy focus on visual storytelling, even in the many cutscenes.

    I’ve yet to come across even a mini-boss fight, but what I’ve seen so far doesn’t disappoint me in the slightest.

    3 votes
    1. Wes
      Link Parent
      I know the internet went crazy for a little while after Metroid Dread was officially announced, but I wasn't familiar with the full backstory of it. That explains a lot. In some ways, the looming...

      I know the internet went crazy for a little while after Metroid Dread was officially announced, but I wasn't familiar with the full backstory of it. That explains a lot.

      In some ways, the looming threat and stress of Dread feels like a very unusual design for modern Nintendo. These days they're always adding assist modes, do-overs, and shorter respawn points. I don't begrudge them for that - I think it suits more player's palettes and they're aiming for accessibility. But the fact that this game feels so different might be a testament to how much of the original design survived. It almost seems closer to early 2000's titles like Majora's Mask, which used time pressure to motivate and threaten players.

      1 vote
  12. JCPhoenix
    Link
    JCPhoenix's Bingo Card Mode: Standard Bingo! Finished 11/25 Known for its legacy You have to tinker to get it running ✅ Odysseus Kosmos and Robot Quest ✅ The Battle of Polytopia A romhack or total...
    JCPhoenix's Bingo Card
    Mode: Standard Bingo! Finished 11/25
    Known for its legacy You have to tinker to get it running A solo-dev project
    ✅ Odysseus Kosmos and Robot Quest
    Has a isometric perspective
    ✅ The Battle of Polytopia
    A romhack or total conversion mod
    Has a lives system
    ✅ This War of Mine
    Has a skill tree
    ✅ Reverse Collapse: Code Name Bakery
    Has romanceable characters
    ✅ Yes Your Grace
    Nominated for The Game Awards Popular game you never got around to playing
    ✅ Cyberpunk
    Has more than 3 words in its title Has a review score above 90 ★ Wildcard Has permadeath
    ✅ Crying Suns
    Owned for more than 3 years
    Randomness determines your fate
    ✅ Convoy
    Has a moral choice system Focuses on exploration
    ✅ Between Horizons
    Recommended by someone on Tildes You heard about it in our weekly gaming topics
    Released in the year you joined Tildes Is considered relaxing
    ✅ The Gardens Between
    Has creatures Has both combat and puzzles
    ✅ Signalis
    Is open-source
    Cyberpunk 2077

    I finally gave Cyberpunk 2077 a try.

    As usual, I'm not very far into it. Only about 3hrs. And I'm traveling for Thanksgiving, so no chance to play more. Anyway, I chose the Corpo start for my character. I was warned backstabbing and soullessness was the Corpo way, and of course my character gets backstabbed right away. Leopards ate my face? Gasp.

    Not being in very far in, I don't have a whole lot to say quite yet. It's definitely a beautiful game. My 3080 and 5800X3D is finally handy for something! I did notice that the controls keyboard controls are a bit weird, at least during the melee combat tutorial. Double-clicking Ctrl to dodge is certainly a choice. But I've never been much of melee fighter in any game, so maybe it'll be NBD.

    That said...I'm not feeling a huge pull to play it a lot more. Maybe just not in the mood for it yet.

    Reverse Collapse: Codename Bakery

    The final game I played was Reverse Collapse: Codename Bakery.

    It's a tactical/strategic RPG, akin to Fire Emblem or Wargoove. It actually reminds me ther recently released "Metal Slug Tactics," which I returned for being kinda crappy in its execution. Reverse Collapse, however, feels like what Metal Slug was aiming for and achieved. It has some deeper systems for upgrading chracters and skills and, creating and deploying items like tripmines and radars. The difference with RC is that plus a player's overall strategy matters, whereas in MST, none of it matters. Like any Metal Slug game, it's more about blasting through enemies and moving forward.

    I'm enjoying so far. I'll definitely play it more.

    2 votes