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What games have you been playing, and what's your opinion on them?
What have you been playing lately? Discussion about video games and board games are both welcome. Please don't just make a list of titles, give some thoughts about the game(s) as well.
I've been playing Hades 2 so much recently. As someone whose wrists physically hurt from playing so much Hades 1, Hades 2 absolutely lives up to the hype. The gameplay is so good. It's just as addictive with even more variety of things to do. I've put too many hours into this game so far and I'm thoroughly pleased
Ditto, and agreed. Supergiant Games has yet to disappoint me.
The only minor complaint I have is that the topside run is a bit too lengthy, IMO. By the time I get to the final boss of the run I'm pretty burnt out from having already fought 3 guardians, and 3 monsters just to get to them. So I have been really struggling to take down that final boss. I beat them once, but have failed quite a few times in a row now, even after I managed to successfully fight my way to them again. I know I will beat the final boss again eventually, but it's been rough going, somewhat frustrating, and feels like a slog... especially now that I know I need to beat them 3 more times before I can progress the story.
p.s. Ironically, a supposedly "negative" Oath of the Unseen (Vow of Denial) has actually been the biggest help for me. By permanently eliminating the 2 other Boons choices from the rest of the run whenever I pick one, it has allowed me to finally start consistently getting more Legendary, Infusion, and Duo Boons... which has made getting to the final boss significantly easier.
(Psst id probably spoiler tag part of this bit, as someone who eagerly awaited the release but didn't follow development the discovery of
Was a big happy surprise.)
But agreed, this game is amazing, it is more of everything that was great about Hades, but further refined and expanded and with so much content, really everything you'd hope for in a sequel. I've only beaten Chronos a few times
and Typhon only once
Yeah, that's why I kept everything as vague as I could too, so I didn't spoil anything for anyone. And yeah, I didn't play the Early Access version and haven't been following the development either, so it was a nice surprise for me too. I didn't even know who the main protagonist and antagonist would be before I started playing a few days ago, so even that was a nice surprise. :P
p.s. I've been playing the heck out of Deep Rock Galactic: Survivor lately too! I actually have been playing it since EA though, but I still keep going back to it. It's great!
What a clutch piece of advice, totally going to try that out. But yes, very much agreed. Fighting ||Prometheus|| on the topside always feels like a slog. Just did a "Trial" where it was even just Mt. Olympus and it still was slog-ish.
Prometheus kicked my ass more times that I care to admit before I finally figured out his patterns. Switching to using the cat familiar against him has really helped too though, since she can slowly chip away at his health while I mostly focus on dodging his (and his eagle's) near constant barrage of crap. Ditto for switching to using the "seeks foes in your Casts" weapons so I can now just quickly plop the Cast down onto him then fire blindly in between dodging until he moves again or the Cast dissipates. Rinse, repeat until he's dead.
I found that Prometheus has a fairly huge window to whale in him right after he attacks. His hits are big, but if you can dodge them you then get a good second to smash him. Coming from Silksong it was a very familiar dynamic.
Yeah, I wail on him at close range whenever he's stationary now too. And at this point I can consistently kill him without taking much damage, but the fight is still a long one. The cat and seeking weapons help speed it up significantly though, since I can continue to damage him even while he's doing all his BS that you can't stand still or be near him for.
I've also been enjoying it, slowed down a bit after hitting the credits a week ago but there's still a lot to do with relationships and weapons along with half the achievements remaining. I just handily beat a 32 Fear run earlier tonight, which is nice after I never quite got there with 32 Heat in the first game.
How did you get to 32 heat?? That's insane. Way to go
Victory screen, having a weapon that can block attacks helped. It's funny that I didn't even get an attack boon but sometimes it's not necessary. I was very close on the previous attempt with the blades but literally ran out of time a couple seconds before I got the final blow.
Fear loadout/some boss discussion
I used this set of oaths, Frenzy 2 is one of the first I enable once it's an option and helps me get used to faster enemies before adding on other things. As mentioned earlier Denial can actually be helpful by eliminating boons I'm less interested in.
If I was going up I would have gone with Rivals 2 since the first two bosses don't give me much trouble in those versions now (and I love seeing Eris with the other aspect, one of my favorites in the first game), but Unrivaled Hecate is a pain and I haven't practiced that version of fight enough yet.
Also the "Allies" in my victory screenshot is from the hex that lets you summon a defeated enemy, they can often shred bosses pretty well and one of the upgrades keeps them there through the entire fight.
Same, I can't believe they actually managed to (in my opinion) surpass Hades 1. I was worried that Hades 2 could please me compared to Hades 1 given how much it upped the bar for me but no, I'm pretty sure I like it more than Hades 1.
RIP my free time.
Thanks for the hype! I've chosen Silksong over Hades 2 for now, but I need comments like these to convince me to get to Hades 2 afterward. Hades 1 was so good, so it's crazy to hear that the sequel is just as good if not better.
They really knocked it out of the park.
The removal of double-dashing, the cast as an aoe that slows down creatures, and the addition of omega moves all serve to make for less frenetic and more considered gameplay. Hexes are a much more customizable and fun version of calls. I like grasp and making choices about which benefits you get better than the first game's one or the other approach on the mirror. The rare resource acquisition is rendered much nicer with the loyalty card system, and aspects aren't anywhere near as much of a slog to max out. Familiars are a fun and cute little addition and offer a little way to further customize your play style.
While all told I found the game a fair bit easier than the first, almost every aspect of the game is just that little bit better, nicer, and more fun. It's truly an incredible achievement. Though all the cosmetic options are too expensive.
Spoilered ending 1 thoughts
The one fly in the ointment for me was the ending. It's very abrupt and didn't feel well foreshadowed to me, and while it's a great moment for Zagreus, it leaves Melinoe feeling like a bystander in her own game. And afterwards is just kinda sad. Melinoe is fighting the same war she's been fighting her entire life, and mostly doesn't see her family. Zag doesn't even really try to get to know her better, since he already learned about her in the timeline Melinoe has no memory of.
But my biggest criticism by far is that there's no way to get Scylla and the Sirens to play a concert at the camp. I bought all their songs, I got the poster, they wrote a love song, and still nothing!
Personally, I miss the more frenetic gameplay of the first game, and I'm still not completely comfortable with omega moves. Sometimes I'll get hit while charging them up, sometimes I'll run out of magick, and sometimes I'll choose a boon without noticing it only applies to an omega move.
All the added complexity adds up, so playing this game well feels more taxing than the first one, and I'll sometimes burn out and go do something else in the middle of a run.
Completely fair. For myself, as I get older and repetitive stress injuries and the like become greater concerns, I find myself leaning away from the more button-mashy games. For Hades 2, I find the daggers and the coat are still pretty fast paced, as is the skull with Medea's aspect, and you can turn on Frenzy if you want things to be even faster. And honestly, even with the increased options, I find myself still often defaulting to just plain hitting things and spamming dodge as much as possible.
For omega moves, it took me a bit to get in the habit of watching for it on boons, and I'll usually ignore at least one. I also like the eternity arcana (slows down time for a bit when using an omega move); it gives a bit of breathing room, and also means I'll occasionally catch an incoming hit in time to dodge, and when you catch a boss attack with it seeing it slowed down really helps with learning the pattern.
I finished RoboCop: Rogue City a week or two ago and since then, have just been playing Chrono Trigger for the CGA.
Much as I like Chrono Trigger, I'm a little afraid to start something else because I fear it'll take over the little game time I have and I won't end up actually finishing CT. Which I suppose is ok, but I am at least enjoying it enough at the moment that I want to continue.
If you're saying this is your first time playing Chrono Trigger, then please finish it. It's not that long of a game and the story goes to interesting places.
Last post I make about Hollow Knight: Silksong in these threads (at least until the DLC drops), because I beat the game with 100% completion. What a trip this game was, and I have to keep the details scant because I would hate to spoil the events of Act 3 for anybody but man, Team Cherry really didn't hold back on their fans. I actually had a few encounters where I had to take a break out of exhaustion, but when I did come back refreshed I cleared it pretty quickly. That's a sign of good boss/encounter design right there, couldn't say the same for certain bosses in some FromSoft games (though to be fair I didn't take a break on pre-nerf Promised Consort, I just bashed my head on it for several hours straight). Still can't believe I only paid 20 dollars for that, feels like a crime.
I'm feeling a little hollow now (haha) after binging Hollow Knight for a month straight, and I'm just not all that interested in playing the latest and actually good release in the second most popular multiplayer FPS right now. Maybe I'll pick up where I left off in Kingdom Come Deliverance II, since I haven't beaten that yet nor touched the DLC content I paid for. I am looking forward to getting Arc Raiders when that releases on the 30th, and there's a server stress test for it this weekend that's open to everyone. The potential of a possibly mainstream extraction shooter is just too good to ignore, and no, Bungie's new Marathon does not count.
Just started playing Hollow Knight: Silksong myself! I'm only 11 hours in, and came across
spoiler
bellhart town. I'm really enjoying the game and the difficulty, although I heard it really picks up in Act 2, I hope it isn't unreasonable hard though.
The map more or less fully opens up in act 2, and boy are there a lot of out of the way areas to discover and collectibles hidden in corners here and there. Difficulty wise it's pretty fair, almost easier than some bosses in act 1 even once you get the act 2 mobility skills and some great tools. Some spots I genuinely have no idea how people would discover unless they were trying to climb into every single hole and smack every wall, so there's no shame in looking something up if you do feel lost.
That's great! Really looking forward to it. I was just basing what I saw on some Steam Reviews, a lot of people said Act II and Act III are much harder for some reason. I know this game probably got a bunch of new people into Hollow Knight/Silksong given the popularity, but I thought it would still appeal to the 'hardcore' souls-like platform player (tough, but fair).
I will definitely use a map if need be, but I'm surprisingly pleased with myself and at the rate I've discovered secret areas. Usually I suck at that, but think I've been doing pretty good so far.
Act 3 does get kind of mean, and not necessarily in a fun way. That's all I'll say about that, but you'll see what I mean when you get there.
Skarrsinger Karmelita will give me flashbacks for a while to come.
Same. That was probably the hardest boss of the game for me.
SO MANY TIMES of playing her and her arena intro.
ugh
Personally I didn't find the difficulty curve that extreme between acts. I'm not great at these games so it's not like Act 2 was easy or anything, but I didn't feel like it was substantially more difficult. Although I'm sure if you miss
Very very minor spoilers. Not even really a spoiler if you've played Hollow Knight and assume this exists
the needle upgrades
it'll feel more difficult than it needs to be.
I've maybe been playing too much of this game. I finished a 100% and am now probably around 2/3 of the way into a second play through. On this second play through I'm exclusively using the Hunter's Crest because I avoided it like the plague on my first run.
I don't think I'll ever be good enough to steel soul this game, I'm barely good enough to steel soul the first one, but I am curious how far I could make it. My guess is to roughly Bellhart. Trying that is probably what I'll be doing after this current run.
I've played most of Hollow Knight, didn't get past the last Colosseum challenge (I think trial of the fool) and I was too stubborn to complete the game, so it's been on hiatus since. Will definitely go back and finish it though. I think if you managed to 100% the game you can definitely go far in a steel soul run!
Minor spoiler
Honestly the hardest encounter for me so far was the one with Shakra and there's like 2-3 enemies flying around - keeping track of them all and the projectiles was the hardest part (not sure if she helps you later on in the game.On my second run I did loosely try to see how far I could go without dying. My first death was off route getting an optional upgrade, but if I tried again I'd probably skip that. Or rather I'd at least avoid doing it while limiting myself to a crest I'm bad at. On main route my first death was right around where you currently are. With a few tries I think I could probably finish act 1 deathless, but I don't think I'd have the patience for the number of act 1 play throughs I'd need to repeat to get through act 2.
On your spoiler, I'm not sure which room you're referring to. I don't know Shakra mechanics very well, which is actually kind of great because it means I can't really spoil them, but I believe she does slightly different things depending on your route.
Interesting that you avoided the default crest as much as possible on the first run, was there a reason why? I'm at the gates to act two almost entirely blind so no spoilers, but I have found a few crests and I have ignored everything that isn't the Hunters Crest because I love learning and mastering the move set and its timings and peculiarities. The other crests seem neat, but change the down swing which feels like it would mess with my head for exploration and combat at this point in the game.
Crest discussion. Very light on detail, but technically has minor spoilers regarding how I feel about some crests.
I avoided it for a few reasons, but the biggest were related to feel. Reaper and Wanderer felt significantly better in both combat and exploration, especially the pogos. I'm pretty sure that Reaper is even objectively better for pogoing than Hunter due to the size and location of its hit box. For the way I play Hunter and Beast are the hardest to make effective use of and the easiest to end up in bad positions with.
My favorite though is actually Witch, but only when I'm really in the zone and only for bosses (I hate it when exploring). I replayed the true ending final fight with a bunch of different builds and Witch was the most satisfying of those. Overall I find the game easiest with Wanderer and second easiest with Reaper though.
I'm about 15 hours into Ghost of Yotei now and it's just lovely. I'm loving the gameplay, the story, the world, and the characters. They got rid of many minor annoyances from Tsushima and the game is overall much smoother and more pleasant to play. Like Tsushima, this will likely be a game that I play for a few hours a week for months on end. It's sort of set up in a way where it's easy to boot up, do a few story beats, and come back the next week for the next "episode" in your adventure.
I also picked up Battlefield 6. My main complaint is that I wish there were more vehicle centric maps. There are three or four the scratch the itch (though none as large as the biggest maps in BF3 and BF4), but I'm sure more are coming in DLC. The other minor annoyance is that it seems like it will take a while to unlock certain gadgets, like C4 on recon requires a bunch of challenges. I've only played for 8 hours and pretty evenly across classes, though, so I can't really say how long the grind might be. However, most everything else I could say about the game is positive. It's smooth as hell, I've had zero network issues, the performance is great, the gunplay is fantastic, and some of the new gadgets are absurdly cool like the ladders that assault gets. I think it does a good job of feeling quite a bit like BF3 and BF4 while also being its own thing a bit. I'll definitely be playing this for a long while. It's good that this will be scratching my FPS itch as I played the Black Ops 7 beta last week and I was not impressed. It might be just the third call of duty game that I don't purchase (the only other two being Vanguard and Infinite Warfare).
I still haven't been in a helicopter, and I haven't even seen a fighter jet yet!
We players are actually to blame, though. The developers look at the statistics and see that the smaller infantry-focused maps get more playtime, so they make more small infantry-focused maps.
But the devs are also to blame, because progression is locked behind experience points, and the fastest way to get XP is to get lots of kills. The other day I was playing with three friends, and one suggested we should switch to a small-map playlist so we could earn XP faster, and to me who has been with the franchise since 1942, that's just not the real Battlefield experience!
Battlefield devs, if you're reading this; in the next game, please do away with the whole levelling system. If you absolutely feel the need to have some kind of unlock system, tie it to tactical gameplay achievements instead. Force players to play the objective to get unlocks, not grind for kills.
I'm wrapping up my first playthrough of Ghosts of Tsushima and I'm very excited to play Yotei
As someone without a PS5 and for whom Yotei was one of my most anticipated games this year, it will be very difficult to wait 2 years (or however long Sony decides to leave the exclusivity up). I'm on some hopium that Sony wizens up and realizes that this kind of exclusivity does nothing but hurt them financially.
I've been playing BF6 and really enjoying it. The vehicles are fun to use, although I'd be cool to get the TV guided missile in the chin turret of the attack helicopters. The graphics are good, and the gameplay is snappy. Respawning, reviving, and vehicle respawns are all very accessible, meaning you get back into the action quickly.
I'd like more vehicle choices and different factions and maps to choose from. If it does well in sales I hope they'll hopefully improve this.
https://www.ea.com/games/battlefield/battlefield-6/news/battlefield-6-season-1-roadmap-preview
We will for sure be getting new maps and weapons each season. I agree that the map pool is a bit limited right now. The online discourse around it seems to forget that even battlefield 3 and 4 had this issue on release and only became the games we remember them as through multiple DLC each. I expect the same here and that the game will likely fill up over the next year (though obviously I would have loved a few more large vehicle maps at release).
My rtx 2060 can play small scale modes but anything bigger than that and it's like my controller movements are seemingly lagged down with 100lbs of inertia. Too many players for the workload on my PC, I suppose.
Should've gotten it on PS5 but it's too late now!
Small scale is a lot of fucking fun though, I can't lie. It's tight and it's fast and it's accessible and it makes COD feel like a Saturday cartoon.
I've been playing starfield recently and tbh I don't think it's as bad as people say it is. Is it as good as fallout 4 or Skyrim? No. But it's an ok game.
I enjoyed the side/faction quest lines well enough. The main one had so much potential, did so many cool things, but I absolutely hated the ending.
To the point it soured my experience of the whole game. I thought the gunplay mechanics felt pretty good, and a couple zero g gags were neat. But then I followed it up with Cyberpunk, which is a better game in every way.
I felt this way too. I think I put about 80 hours into it when it came out and I had fun with it. It felt like a Bethesda game, which is all I needed or wanted.
It didn't change my life or become my forever game (no Bethesda game has) and that's ok.
I loved all 300 hours I played of it and can see myself going back for a new character. Just didn't like how it's all hops and teleports with occasional space encounters, but I focused on the ground encounters and had a darn good time.
Started playing PokeMMO a week or so ago. Basically just an MMO version of the GBA/DS Pokemon games. It's neat seeing other players on screen doing stuff, and the game has some increased difficulty and the encounter tables have changed a bit. But that's about it? I don't have any interest in PVP, the buy/sell pokemon feature is a mess...so many Magikarp...and it feels over-powered and against the spirit of the early-to-mid game. Plus you can filter the pokemon list by just about anything but type? Which is annoying.
But all the same I'll keep on playing because it's interesting enough that it's getting me through yet another play of Fire Red.
Final Fantasy VII Remake
Not an actual remake.
The need to stretch what was originally around 15% of the original story into its own full story with a proper arc, along with its outright abridgement in many places, leads to it feeling like a totally different narrative.
For better or worse, the characters don't feel like their original selves. Cloud in particular has gone from merely aloof to some kind of alien who has no idea how to interact with other human beings.
The combat system feels like it's unsure what it wants to be. The player is asked to play as if it's an action game, but you constantly need to menu to use skills and items and give orders to party members. Attacking feels weirdly floaty with no weight to any hits, and sometimes you'll just be attacking thin air for a while (FF1 style?) after killing an enemy because the targeting won't switch to the next one. Simply repositioning yourself in a fight so you can actually hit the enemies feels like a chore, with the default movement being a slow walk. Enemies can sometimes just walk away while you're preparing to do a special move and you'll just whiff instead of tracking them. Blocking seems to work even if you're being hit from behind. It all just feels jankier than the high production values would suggest.
Despite all of that, it's not a bad game and I'm enjoying it for what it is.
The visuals are on point and faithful to the original designs. Having facial animation in particular adds a lot.
It seems that a lot of people don't like the side quests since they kill the pacing of the story, which yeah, they do. I don't think the side quests themselves are too bad, though. They're short, usually let you warp to the quest giver as soon as you're done, and you can even get a little bonus story segment for doing them. If the alternative is just grinding 30 mobs so I can afford the equipment upgrades on offer, I'll take the side quests.
Chadley's side quests do seem a bit grindy though, so I'm not going to go too far out of my way to do those.
The seamless transition between field and combat is a welcome change. I wish they'd just limit the battle result pop-ups to just loot and level ups, though. As it is, there's too much info to parse in the quick time that it scrolls by (some of which is utterly useless info like "enemy X defeated" - yeah, I already know!), so it's easy to miss stuff.
The game runs pretty decently on my PC (albeit with the occasional crash), which you can never take for granted when it comes to AAA PC ports.
I resonate with your complaints about the story and combat. I actually went on a bit of a rant of my own about the story when I beat the game for the first time, and honestly I still feel that way. Fortunately, the story's significantly more cohesive and well explained in FFVII Rebirth, which is just an improvement on all the new things introduced in Remake and much more.
The combat itself does feel rather janky on the initial playthrough but it surprisingly works really well on hard mode, which forces you to slow down and play more deliberately rather than just brute forcing your way through most encounters in normal mode. It becomes more of a puzzle of building up and holding ATB and limit breaks on your team while building stagger on your enemy while healing/buffing/debuffing, and also making sure you have the right elemental weaknesses for certain situations (hell house forces you to learn this, god I hate that boss), and then absolutely nuking the boss into oblivion when you actually do stagger them.
I thought I'd just be done with the game after I beat it once on normal difficulty but for some reason I decided to give the hard mode a go and somehow I ended up with 100% achievements and had more fun in hard mode than normal. Stick with it, it does get better somehow. Or don't and just move onto Rebirth after you beat it, because that game is just so damn good even on normal.
Man this and getting hit randomly when you're charging an ATB attack drove me crazy.
100% agree on the combat part. (I can't speak to the rest, since the combat turned me off too much to finish the game.) The combat functions just like the classic ATB-style combat system, but presents itself as action combat, full with a dodge roll (that doesn't actually function like a dodge roll, because it gives no i-frames, nor does it meaningfully allow you to maneuver away from attacks, since most attacks track your character perfectly). I can only imagine this was done as a means to appeal to younger players, but it didn't work for me at all. Give me classic FF-style turn-based combat back and I will love you forever.
Just completed Clair Obscur: Expedition 33 and wow, what a fantastic OST and visual direction the game has. I regularly listen to the music in the car.
I thought the story was decent too, and I think the developers did an excellent job on creating a foundation to create new games in that universe. Honestly reminds me a bit of templars vs assassins haha.
However, I found the ultimate conclusion of the game to be a bit.. underwhelming, I guess. In my opinion, there was only one objectively correct ending, and the other only sounds good if you didn't understand the story that game was telling you. I don't feel like typing more than that at the moment, but still, it was a great game, with an S-tier OST. It is worth playing the game for that alone, and the satisfaction of parrying in the game. A solid 8/10 and probably one of the best debuts from a new game studio you can ask for.
this is interesting to hear in contrast with the developers stating they went out of their way to make two endings to the game that are equally valid. They explicitly did not want there to be a "good" vs "bad" or "correct" vs "incorrect" ending. Which did you think was the "obvious" one?
He sounds like he chose Verso's side. Alicia's ending is equally valid IMO and if I was in that situation is what I'd personally pick.
I would not be surprised if that ends up being true. If someone tells me they thought there was one obviously correct choice, it feels like they are always talking about the Verso ending. Which I think is interesting itself.
I just got a chance to reply, but you're technically correct. I actually chose Alicias ending because the game was glitching out for me and I didn't get to see the two options, so I chose at random. If I didn't, I would have chose Verso's 100%.
Explanation Here
I didn't watch any YouTube videos or read any essays about the lore of the game, so my understanding is purely from what I was able to observe, so maybe I missed out on key details. But essentially, it sounds like Alicia just wants to stay in this world out of guilt for The Writers killing her brother (by a fire that was intended for her, and Verso saved her from?) so they can experience having a full life together, and her brother 'does not want this life anymore' according to him anyways. In the ending cut scene, it looks like he's just an unwilling participant and Alicia is painting him to perform for her to some degree.On top of that, it is simply a fake world! However, if you want to argue that it is real, she doesn't even have Versos consent, either. I get that people can get really philosophical discussions about this, but that's not a topic which I want to touch really lol. "For those who come after" doesn't really make sense anymore with the events that transpired, all of it was sort of meaningless.
With Verso's ending, yes Alicia might have to return to her disabled body, and she's left with both physical and mental anguish, but her family has reconciled to some degree and they have a chance to do something about The Writers together.
Feel free to let me know if there's a key detail I missed about Alicia's ending that I'm not getting. Personally, I don't know how @drivick or anyone else would knowingly pick the Alicia ending.
Spoilers for COE33 ahead
I mean, “is the painted world as real as ours” is like, one of the most foundational questions of the game. If you aren’t interested in at least engaging with that philosophical discussion, it isn’t surprising that you don’t understand why someone would pick the Maelle ending.
I don't mind discussing it. It's just way more than I would like to type. If you had responded further with why you thought it was a more valid ending, I probably would have responded to a few things.
This entire thread should be inside spoiler tags!
I built a new PC, so I'm playing the game I always play on a new computer: Half-Life. My 7600X and 9070 XT run it just fine! The 25th anniversary update is proving to be a nice update.
I played Half-Life again relatively recently (either this year or last) on my Steam Deck, just to see if I could get acquainted with an FPS on Deck yet. It definitely wasn't bad and I managed to finish it like that and then ended up playing through Black Mesa for the first time as well.
Funny thing is, the original game is what really sticks with me and the one I always go back to. I played OpFor and Blue Shift back in the day as a teen and always mean to go back to them again (only ever played then once or twice), but they never grab me the way the original does and I end up dropping them after not too long.
I played Black Mesa on my last pc build. It was really awesome. I'm finding it incredible how well the original half-life holds up however. I've never played the expansions but definitely should at some point.
I do the same thing, but with Half-Life 2.
I wish Valve would make another Half-Life game (I know Half-Life Alyx exists, but I'm not interested in VR).
I'll probably continue onto Half-Life 2 next to experience the 20th anniversary update. It's arguably my favorite game of all-time (rivaled by Resident Evil).
Half-Life: Alex was absolutely incredible for what it's worth. I'm really glad I played it and am shocked it lived up to the hype. It's too bad it wasn't as accessible and no other VR games have been made anywhere near as good. After HL:A, I'm have an even greater desire for a new HL game!
I just finished TUNIC.
It plays like Zelda, but with a boatload of mystery.
This is one I need to get back to. I played quite a bit in 2022 when I had game pass, but then I got my Steam Deck and cancelled Game Pass and couldn't play anymore. I've been meaning to rebuy it all these years, but just haven't gotten around to it yet.
I think playing it on a portable device is definitely the way to go, these kind of puzzles are better done on the go.
If you, decided to get back to it, I used this spoiler-free, mostly hints guide, I'm not smart enough to solve some of the late game puzzles by myself. This helps a lot.
I played it about 2 years ago on Switch and loved it. I was put off by the reviews saying it was super difficult, but apart from one spike about halfway or 2/3rds through I found it doable (and I'm awful at games). Even that spike has a sort of cheese method using items to help.
By far the worst part of the game for me was when I got stuck for hours because I couldn't find a way to a location. I got into some end game puzzle dead ends just because I missed a path around a hidden corner. I ended up looking it up and was annoyed at myself and the game haha. The other sticking point was "-||-", I didn't realise what it meant, as there aren't really any clues for it. If you know, you know.
Watch the speedruns some day, you'll be surprised by how breakable the game is!
I've been playing "Subway Builder", a game where you build subway systems in various US cities and see how high your ridership can go. It's decently fun but also fairly buggy for me. I think it's developed by just one guy so it'll take time for bugs to be fixed. As much fun as it is, I'd probably wait a bit for it to be less buggy.
Besides Hades 2 (which I posted about under the other thread), I've been absolutely jamming Deep Rock Galactic Survivor. I threw it into my cart when I was purchasing Hades 2, as I had a lot of love for DRG and it had finally hit 1.0 and was 6 dollars so I figured it was worth trying at least.
And oh, I've been so blown away. It improves on the Survivor template in so many amazing ways. Note the main other survivor I have significant time in is the OG (Vampire Survivors), so most of my comparisons will be to that.
2)Multiple objectives and goodies: tied into the above, the game gives you so many different things you want to do (Get minerals, complete secondary, get drop pod, pickup XP from slain enemies, kill the boss faster for better loot ) and also gives you little precious time to do it. Having to balance priorities, and decide when to be safe and give up things vs be risky to try to have it all is a lot of fun.
3)Weapon upgrade system: you get 4 weapons over the course of a run, and upgrade them with various stats, which also increase their level, and at 3 different tiers you get an overclock, aka a powerful special upgrade, with the last being an especially powerful unstable overclock. You can also get generic upgrades, ones that apply to all weapons or stronger ones that apply to a subset (such as electrical weapons, heavy weapons, etc). One minor complaint is the system highly emphasizes matching types vs variety, but that may be the nature of the beast. The weapon system and especially the overclock feels awesome, much like evolving your weapon in VS, but here it's much more straightforward.
Bonus) For any fans of DRG, there's lots of references, familiar voice lines, etc, as you'd expect. It's charming.
Overall I want to give props to the team, for adapting the parts of DRG that made sense, and leaving out what didn't. For example, in DRG the Scouts grapple hook is a signature part of his kit, you can't imagine a scout without it. But it's entirely absent in Survivor, as it wasn't needed. I think people making a spinoff of existing IP tend to fall into the trap of needing to 1:1 the IP as much as possible, and try to shoehorn specifics into it rather than catch the vibe. I think DRG Survivor made smart choices for what would be fun and what wasn't needed, and captured the same feelings of DRG in a new format.
Only complaints are the (apparently new to 1.0) gear system is overly fiddly, you get new pieces once or more per run, they have different slots and raritites and each has 3-5 stats and abilities and also can be upgraded and also can be different levels, it's just too much to care about. Thankfully the have a "smart equip" button that auto puts some stuff there (good stuff? I truly have no idea), but I hope that they can tighten and simply the system a bit, as the idea of building tailored "builds" is an interesting one, but as is a little too much for a Survivor.
And, the game uses way more steam deck battery than you'd expect. Guess those 3D renderings and bug calculations take it out of you. I typically get like an hour 15 or hour and a half on full battery. Lack of a mid-run save option (or a game crash recovery save) has caused me mild distress a few times.
Overall if you enjoy survivor games I heartily recommend the game. If you also enjoyed DRG that's just a nice bonus
Finally got around playing Cocoon, had my eye on it since release but never got around playing it before Ps+ forced my hand. Now that I've played it a bit (I've gotten to the fourth "thing"), it's kinda boring.
The minimalistic style has a little intrigue in its oddity but the puzzles are far too easy. That probably wouldn't be as big of a deal but it overexposes the minimalism which makes the whole thing feel like a chore. Walk here, activate this thing, walk here and then back... And the solutions are almost instant most of the time so you're just there, walking, and taking in the presentation. There should be more meat on the storytelling bones to fill in the idle period left by walking.
I will say the game feels extremely polished, so if you're not the one to rush things and enjoy light puzzles with some feeling of adventure and discovery, this is for you.
Agreed on the challenge of Cocoon. It had one of the worst ratios of time to solve the puzzle as compared to the time it took to execute said solution of any puzzle game I've played in the last few years, and it really hurt my enjoyment of it.
Silksong has turned out to be a full on project for me. 30-something hours in now and still on Act 2 but enjoying it immensely, most particularly during the 'exploration phase' as new abilities are discovered and new paths open up. However, it really is a game I need to be fresh and focused for, things tend to go to shit pretty quickly if I try playing too late.
For the latter scenario, or just generally when I want to listen to music for a spell, I am still popping in and out of the new Skate game. The gameplay is rock solid, but the map is fairly mediocre, and literally everything else is a pile of piss - even if all progression needs to be disabled just give me a goddamn offline mode! But I'm stuck, I still have a deep love for the original series and it stands to the strength of the gameplay - which I would actually say is more fluid than the originals - that I clocked up 100+ hours over the course of the closed alpha. Just turn off all in-game audio, crank the tunes and away you go.
I've been playing Hard Space: Ship Breaker, a game about salvaging derelict space ships. I thought it looked neat so it's been on my list for a while but I wasn't really confident I'd actually enjoy playing it. But it came up on a humble bundle so I finally grabbed it.
I'm really liking it. On its face the game is mostly cutting up a big spaceship and putting the pieces in the correct bins. But then they add in fuel lines you need to avoid cutting into. Then it's pressurized compartments that need to be safely vented. Or nuclear reactors you don't want to get careless around.
The whole ship becomes a puzzle. You're always on the clock and every second is lost income. There's a lot of neat interaction between systems. You can safely flush the fuel line before cutting it. Or you can cut into it then use fluid from the cooling system to put out the resulting fire before it burns its way to a nearby fuel tank.
Such a great game and the way the story is told is just fantastic.
I think the story itself is interesting. But I kinda felt like it was just happening around me. I just go in and have fun breaking ships while the characters are going through all their troubles. I just did the last mission that changes things up, but that was like the one time the story impacted the gameplay.
I think that's a pretty fair critique. You really have no agency over the story. I guess I just enjoyed it because I'm in strong agreement with what it has to say.
I finished a Nier Automata I mentioned here a few moths back and I remain ambivalent about the game.
The story and the various perception twists it takes the player through during the various stages of the game is exceptional, but only in the medium not in the wider body of fiction. In my opinion it then fails to be actually good game and so it drags on. As I went through the story I was mostly tired of the gameplay and so it failed to make me very interested.
Also personally I had a large problem with the ridiculous anime like breakdown of 9s. Sometimes less is more and sometimes less is simply better. Generally lot of the elements were unnecessarily garish and absurd.
I think that if it was just very slightly different it could have been one of my all time favorite games but as it is my main impression of it is just mediocre.
The intro made a massive negative impression that never went away. If the game absolutely has to have a long unskipable part right at the beginning that has to be completed without saving then at absolute bare minimum remove any unnecessary portion of it, don't introduce three sequential boss fights.
I don't consider the various camera angle induced gameplay changes bad necessarily but they were far too frequent and far too abrupt. I think more moderation would have served better here.
I actually think the added perspectives on the same events in the second playthrough were neat but again the simple fact of the second playthrough absolutely made the game worse. The third one was not so bad since it was sufficiently different but the first two were effectively identical bar a few differences.
I am not actually sure what changes could be made here to have the same impact. But adding the perspective in the first one would make the game shorter and more concise even if it had negative effect on the overall atmosphere. Perhaps revisiting the battle sites later could have some of the impact.
I'm a sucker for having the same story told from multiple perspectives, so the 9S playthrough was my favourite part of the game, and a very welcome surprise. I loved the gameplay, but was disappointed with the length of the game when I first got the credits, and then overjoyed when I got to play as 9S and realised I was at most halfway through the game.
Had some time to kill this weekend so cracked open one of the Zachtronics games I hadn't yet tried: Last Call BBS. Like most Zachtronics games, it's focused on puzzles, automation, and programming-esque challenges. However, unlike others from the publisher, this is a collection of 8 smaller games rather than a single puzzle type. I've liked pretty much all of the games thus far, though none of them individually as much as some other Zachtronics games.
I'm not sure if it's the game or me, but I haven't appreciated the story/worldbuilding as much as other Zachtronics games. For all the love these games get for their puzzles (which is extremely well deserved), one of my favorite bits were the quirky ways the narratives are presented: I still have my "Technical Documents" binder from SHENZHEN I/O and zines from EXAPUNKS. That's not to suggest its just the physical materials that make the narrative immersive, but the notes in Last Call BBS just haven't hit the same way.
On that note, anyone have suggestions for other games that make clever use of physical components? The only other one I can think of is the guide from Keep Talking and Nobody Explodes. I suppose those code wheels from old games count, though they weren't really part of the game.
I've mostly been playing Hollow Knight (just got the first ending and heading back in for the others now) but wanted to make a quick shout-out for the demo to Q-Up in Steam Next Fest.
Q-Up was made by one of the creators of Universal Paperclips so if you're into that unexpected clicker vibe, this one is a gorgeous version. Oh, and if you've somehow never played Universal Paperclips, it's free, in-browser, and a total trip.
Thanks for posting about Q-Up, that looks really polished and I enjoyed Universal Paperclips, had no idea about it.
I finished Mafia: The Old Country a few days ago after about 15 hours of playtime. I really, really enjoyed it. I do hope they have the juice to make another game in the series after playing it.
One of the voice actors let something slip a couple of weeks ago about the next one being in early development, so that bodes well. Nothing official has been said, though. The way the story ended definitely does offer plenty of scope to continue it in another game.
We need more games like this - mid-priced ($50 in the age of $70-80 AAA games) and mid-length. Not everything needs to be an 80-100 hour behemoth.
I'm on a business trip this week, and brought my steam deck to keep me occupied during down time (and flights), and am playing Tomb Raider (2013) on it. Given the age of that game, it runs like butter on the deck and looks pretty great on that small screen too. I'm a couple of hours into it and enjoying it too. I haven't played a Tomb Raider since the original Tomb Raider 1 and 2 on PC in the '90s, so I was going into this very much blind. I picked up the modern Tomb Raider Trilogy for peanuts in the Steam sale last week, so if I like it I've got the next two in the series to keep me busy too.
The first Tomb Raider in the reboot trilogy is considered to be the best one, but my favorite was the second. I think Rise of the Tomb Raider did everything better. My main criticism of the game (and this probably applies to other open world games) is that it felt so desolate after completing the main story content. Definitely try to play the whole trilogy, especially if you have a PC once you get back from your trip.
I do, got a nice modern PC at home with plenty of horsepower!
How do I always miss this thread when it comes out? Oh well, here goes:
Vivid/stasis: This is a classic 4-key rhythm game with pixel graphics. It's also my first rhythm game ever. It's incredibly addicting! Why didn't I try a 4-key rhythm game sooner? The game also has a visual novel type of story with some puzzle elements and boss songs in it, but I'm still really bad (I can only FC songs up to level ~4 right now), so I can't speak to how good the story is – the chapter 1 "boss" alone requires you to be a rhythm game god in order to beat it. I'm definitely planning to put in the time required to make that happen though. (Edit: As of Oct 15, I have beaten the chapter 1 song!)
God Eater 3: I'd heard of this series before, but before playing it I had no idea it was actually a Monster Hunter clone in a post-apocalyptic setting. It's pretty fun. Definitely doesn't have nearly the amount of depth in its weapons as Monster Hunter does, but all the weapons are pretty fun to use, especially the Heavy Moon, which is my current favourite weapon type. I was actually close to putting the game down because all the fights were way too easy and over in 10 seconds, even the boss fights, but then the fights suddenly became a lot harder (and just in time to keep me interested), so that's good.
I do think it's funny how Girls Frontline 2 completely ripped off this game's story. I didn't even realize it until I played God Eater 3 because no one online is talking about it.
Spoiler for the beginning portions of GE3 and GFL2
In God Eater 3, you ride aboard a mobile fortress through an apocalyptic wasteland rife with dangerous fiends. You have some top-secret cargo aboard that even you don't know the contents of, when something happens, and the cargo is revealed to be a young female child with superpowers. You take this child under your wing and don't plan on delivering the cargo to its intended destination anymore.In Girls Frontline 2: Exilium, you ride aboard a mobile fortress through an apocalyptic wasteland rife with dangerous fiends. You have some top-secret cargo aboard that even you don't know the contents of, when something happens, and the cargo is revealed to be a young female child with superpowers. You take this child under your wing and don't plan on delivering the cargo to its intended destination anymore.
Monster Hunter Rise: I never finished Sunbreak, so I'm doing that now in preparation for the prophecied winter performance update for Wilds (which I still haven't bought due to the aforementioned performance issues). I'm having trouble deciding on a weapon though. Longsword is usually my favourite Monster Hunter weapon, but I feel like Rise's iteration of it is one of the weakest, mainly due to the absolutely horrid detection on Foresight Slash/Iai Spirit Slash. I can literally be right in the middle of a monster's attack, where I would have 100% taken damage without the i-frames those moves afford, but I still don't get the proc for successfully dodging an attack. I never had that problem in World. They definitely changed something with the detection. I think an attack now has to hit where the move puts you as opposed to where you are when you press the button? Or something like that.
On the flipside, Rise's Lance is one of my favourite iterations on the weapon. Insta-Block feels so good to use.
Bongo Cat: Not actually a game, at least not really, but a fun little desktop overlay you can leave running while doing other things. It's a cat. It taps your screen when you hit a key. You can give it a hat. What's not to love?
As an aside, last time I got some helpful suggestions to build a zipline tower in the middle of the map in Grounded to make the traversal less painful. It sounded like a good idea, so I tried it. Unfortunately, as I was in the middle of building it, my home base got raided by mosquitoes and mostly destroyed before I managed to get back to defend. I'm afraid that killed my motivation to continue playing the game for good, but thank you for the suggestions. I'm sure the tower would have actually made the traversal a lot more fun.
+1 bongo cat
I just bought all the relatively new Wolfensteins as they were on sale, at the moment I'm still on The New Order in the beginning, it seems like good fun so far, and you know, you get to shoot the bad guys.
Haven't played many games in the past few months (almost none tbh) so this is a breath of fresh air for me. If anyone has any non-spoiler tips to share, let me know!
I took a bit of a break from Voices of the Void. It's a super fun game, but I've reached a point where I'm starting to get really invested, and I read that a new update is going to be coming out soon that will likely require a restart so I've decided to step away until then. I'm excited to come back to it when the update drops, though. I've been checking the website daily for news.
I'm also still working my way through Chrono Trigger as part of the CGA. I won't say too much more here on that.
Lastly, my kids and I have picked up Cobblemon (A Pokemon mod for Minecraft). I've played a few other Minecraft Pokemon mods (most notably Pixelmon), but this one integrates a lot better with Minecraft, and the result is a melding of the 2 games that decently extends the vanilla Minecraft experience. I'll spend some sessions grinding out my Pokemon levels, then I'll realize I need food and tools, so I'll spend the next session doing Minecraft things. The progression bounces back and forth like this, and there are addons that help to integrate the Pokemon features with Minecraft a bit better. Overall I highly recommend it if you are into both Pokemon and Minecraft. Especially if you know some friends/family that are also up to play. The multiplayer is a lot of fun.
Lots of gaming this past week. Which is easy to do when you're not working, apparently.
I finished Chrono Trigger last week. ~40hrs over 7-8 days. That's definitely the fastest I've ever completed a JRPG. I'll wait til the CGA post to say more.
From there, I decided to give Chrono Cross a try for the first time. Even though I loved Chrono Trigger, I never got around to playing Chono Cross. I'm about 8hrs in, but it hasn't totally grabbed me yet. I'm also not entirely sold on the battle system yet, nor the characters themselves. Neither are bad, but maybe I just need more time with the game. That also might be because I just finished a JRPG and it can sometimes be hard for me to immediately jump into and commit to another one. We'll see.
From there, I went back to Coffee Talk 2: Hibiscus & Butterfly, which is just a relatively short (~10-15hrs), chill interactive visual novel. I played and finished the original a couple year ago, and CT2 is a direct sequel, featuring most of the original cast of coffee-loving Seattleites.
The first one focused on IRL racial issues, coded though...well, race. Fantasy races, anyway: Orcs, Elves, Humans, Succubi, etc. This second one I think focuses more on acceptance, belonging, and existence. There are a couple characters who are outsider- or even immigrant-coded. One I could see even being like former Amish? And they're trying to figure out their place in modern society. The other is definitely trans-coded, too. He's transitioning from alien to human, but the things he's dealing with are definitely things I've heard trans folks talk about. There's also an in-game government agent also trying to find and detain him. For a game made in 2023, maybe a bit too on the nose.
All in all, I enjoyed it just as much as the first game. There's another Coffee Talk game coming out later this year that'll take place in Tokyo. I'll be Interested to see what social issues that one tries to tackle. Low birth rates, stagnant economy, and more racism/xenophobia maybe?
I also started Agent A: A Puzzle in Disguise. It's an adventure game and puzzle game in one. I'm a few hours in, so far. The puzzles so far aren't too esoteric. Some can be solved just by guessing. It's fun enough; something to do.
Lastly, decided to get back into Final Fantasy XIV to try the new content. I managed to join a few of my FC-mates (guildmates) who are doing the new Deep Dungeon: Pilgrim's Traverse. It's actually pretty challenging. My relatively-limited experience with the previous deep dungeons were more just long grind sessions. Bosses could be difficult, but each floor of the dungeon was pretty easy. This time, however, both the bosses and the trash mobs on the floor are dangerous. On the upper floors of Pilgrim's Traverse -- We're on Floor 81 of 100 -- trash mobs can easily OHK. Which I'm glad to see. This is considered end-game content, after all. Hopefully we'll get to Floor 91 or even make it to Floor 100 sometime this week.
From the sound of it, it sounds like you may have skipped the previous deep dungeon, Eureka Orthos. If you have, definitely give that one a try, as mobs in that dungeon oneshot you as early as floor 21 iirc!
You are correct: I had no clue that Eureka Orthos was a deep dungeon! I thought it was somehow related to the Eureka field operation, which I have very little experience with (spent most of my time in Bozja, and planning to get back into Occult Crescent).
Though it seems like the Eureka field op and DD are unrelated? Either way, I'll have to give Eureka Orthos a try. Thanks for setting me straight!
That's right, the naming is a bit confusing, but it does make sense if you go through the lore. Without spoiling anything, Eureka Orthos is actually the "real" Eureka. They named the field exploration island Eureka as an homage to Eureka Orthos, because at that point they didn't yet know that a) Eureka Orthos actually existed (most thought it was just a legend) and b) that the island already had a name (the Isle of Val). There's a bit more to it (there's a more direct link between the two than that), but I'll leave that for you to explore!
I don't remember off the top of my head if that link is only explained in Eureka or also mentioned in Eureka Orthos though. I would definitely recommend giving Eureka (the field exploration) a try too though – it's still my favourite of the three and while I haven't set foot in there in a while, back when I did it in late Shadowbringers/early Endwalker (I don't entirely remember) it was still very well populated.
Been doing a lot of Turtle WoW, especially their "freshly"-released Ambershire server. It's been fun, but it's hard for me to really put a lot of time into it.
I have done the grind 5,000 times. I have not found a new game that has really peaked my interest so I have been reading and programming more, which is probably a healthier thing!
But I would love something really interesting to sink my teeth into from the video game industry.
Last time, I played the Donkey Kong Country Trilogy, and this Sunday I finished DKC Returns for the 3DS.
My reaction? It was OK. A bit bland, especially on the art style if you compare it to the SNES games, but overall it was neither bad nor great.
The highlight of the game by far was this jazzy version of "DK Island Swing" that was used on the silhouette levels: https://www.youtube.com/watch?v=vodDCR29vTs
However, what I really didn't like was how small the characters appear on the 3DS screen. This is obviously due to the game being a port from a Wii game, but it certainly affected me on some levels, particularly when you move too fast.
I'll probably forget everything about it in a week or two, so yeah, there's not much to talk about it.
I also started to play Fable Anniversary on PC.
I remember I played the original back in the day (also on PC), but I didn't get that far on the story because I got lost on what I needed to do. I love how cozy the art style looks and I don't mind the simple battle mechanics because that's not the main focus of the game, and also I'm impressed by how interactive the game is, especially for a game that was originally released in 2004.
Kingdom Two Crowns on Steam.
Sidescrolling mix between a tower defense game and Kingdom builder. Very nice feel to the game. The only options in the game are paying gold and moving your character left and right.
The feel is pretty cozy. Has kind of like a casual Terraria vibe but different it is hard to explain. You can play coop with 1 person. One of those games where you load it up and look at the clock and it's been 4 hours.
I've played it an enjoyed my few hours with it but felt I wasn't making enough progression in the game. Felt like I was doing something wrong. But it's definitely a chill game.
Aside from Hades 2, I recently finished my first run of I Was A Teenage Exocolonist. And I can highly recommend the game. The story, art and gameplay compliment each other really well, and it'll take some time before I'll be done given that clearly you can have many different paths and endings.
I don't want to spoil too much given how story-heavy the game is, but one thing I want to say is that I appreciate how inclusive the game is in some unusual aspects, and how maturely it deals with some topics normally not discussed often in media like this. It's really well done in ways that have few medias to compare with, even.
Final Fantasy Tactics: Ivalice Chronicles.
One of my favorite games. I’ve been overall enjoying this faithful remake in the tactician difficulty. A vanilla adaptation of this game is going to be solid given how well the original has aged.
I do have gripes about the remake. There were a lot of balance opportunities that weren’t acted on. It’s baffling to me that they left out WotL content, and if anything adding a few more tidbits in the same vein would have been welcome additions.
The voice acting has its moments both ways. Sometimes it falls flat, and the overall all pacing in dialog is slow as the game rests on speech bubbles before playing the next line with auto-play on.
Somehow i've been Playing Among Us or Minecraft for some reason
But also i will try Hollow Knights: Silksong soon as well
Megabonk: Progression kinda stalled but I'm still digging it. I wish I could do more than 10 minute timed runs, and want an endless mode like Vampire Survivors, but it's still a good time.
Hades: I travelled for a week, and the game sorta started to click, and now I'm digging it. I'm getting to Megara regularly, so that tells me I'm progressing. I like the vibe, the interesting tie-in to the Greek pantheon, and the strange differences they went with all lead to a fun vibe.
Continuing to play Dragon Quest III HD-2D Remake and just got access to fly around the world, did a bit of grinding cause the last dungeon had an HP/MP top-up inside it and because I predict a difficult boss is imminent. Like I said the last time I mentioned it in these threads, all the remake polish hasn't exactly hidden the fact that this game has its roots on the NES in terms of the narrative's low complexity.
I complained a bit that the ramifications of the class system seemed overly complex but I've concluded I'd simply read too much optimizer-speak. The biggest thing that prevented me from jumping at the advice of optimizers was the way they dip into classes only a certain amount of levels to a targeted ability and then swap again, while I sit there wondering about everything above that level that was left on the table. I've since found and felt like the game isn't really pushing me to do this, and I'm glad it isn't because my Sage is only just catching up to the rest of the party. Furthermore, there has yet to be a consistent liquid metal slime farm and I'm not sure there ever is, too many non-LMS spawns killing the rate. With that in mind, I'm glad I'm avoiding the re-levelling. Still, my mage can pretty safely become a second sage when I get another of the special item, and my warrior probably ought to become something else once they have unlocked all warrior abilities just because I don't think it feels like the end of the line for that character, and that means all 3 of my non-hero characters will have class changed once. Perhaps enough.
I finished up a Chrono Trigger replay for CGA. IDK not much to say, fantastic game, beaten it a couple times before and watched lets plays of it a few times so I kinda rushed through it. Not sure I'll even make a top-level comment in CGA's remove cartridge thread for it as I feel like I don't have any crazy takes about the game, it's just a concise story that doesn't overstay its welcome, a simple but effective turn based battle system and a solid xp curve that prevents falling behind and satisfies a grinding-avoidant past self. (which is why it's one of very few jrpgs I finished in the era of my life when I originally played it, I was particularly anti-grinding and anti-turn based in my early 20s.) It's a remarkable game, but my remarks would be unremarkable. I'll probably just reply to others and converse in the final thread.
Lastly, not playing, but watching GDQx this weekend. It's gamesdonequick express, so it's 3 days and not overnight. Happening at twitchcon but the viewing experience doesn't differ significantly from other GDQ content so if you wanna watch some speedruns, now you know.
I've downloaded about 10+ demos due to Steam Next Fest, went trough most of them and there were some interesting things for sure. I'm not at my PC right now so I can't even remember the names of some of them, so I'll maybe do a bit of a longer writeup, plus I'll try and finish the rest by Monday since I don't know what would be playable after that.
Another Next Fest has happened, though I don't have any insta-buy picks besides maybe Forestrike. It's a little hard to form my Top 6 his time and I'm not sure if it's from my taste being more refined or lack of standouts this time.
Forestrike: Martial Arts roguelike. The main premise is having unlimited practice rounds before a fight before going through the real thing. While it can take reflexes and knowledge to interrupt an enemy, it's mostly about managing your limited defensive resources and figuring out how to utilize them to make it through the fight without a scratch, along with refining a build from the perk choices.
Moonsigil Atlas: Roguelike deckbuilder except the card cost is the different shapes the card takes for you to place on the board. Won my first run with a "On Turn Start" set using a card that summons a card On Turn Start combined with a card that triggers On Turn Start effects which let it summon a new copy of itself and continuously proc. It's different, but quickly becomes intuitive, though I ignored adding on shield runes in favor of removing everything and bruteforcing through the aforementioned combo.
Steel Century Groove: It's a rhythm game, except with the structure of a Pokemon game and giant mech dance-offs. I picked the sabotage mech to counter enemy specials and because it seemed the least complex of the 3 starter options. Liked the gameplay and kinda the satirical vibes, though the art style made everyone have sameface. Goes up to the first gym. They also apparently released a mini standalone version earlier this year, Steel Century Groove: Midnight, so I plan to play that after the next fest ends.
Aether & Iron: Flying city Noir setting with turn-based car tactics and some stat-based decision 2D6 rolling. I think I was the most invested in this game's story out of the choices, though the demo basically ends after the first "big" decision and getting a second party member.
Skate Story: It's a skateboard game. You play as a demon taking on a contract to ride a skateboard to devour the moon. Yeah. I've never hit it off with sports trick-style games, but it's got a weird calm vibe to it. Less hellfire, more a serene focus to keep chasing the moon.
Goblin Sushi: Roguelike cooking & serving. Follow the recipe to cook sushi and place them on the sushi conveyor belt while picking upgrades to specialize in a fish type to maximize price and multipliers.
Keeping track of
Slots & Daggers: Roguelite slots to perform RPG actions (Defend, Attack, Money). It starts off with 3 slot faces and buying new ones gives you the option to sell the old one to keep your choices consistent. Enemies scale up each turn, but the game also Incentivizes stalling to gain more economy and the demo's meta-currency choices are between physical def, magical def, and % healing each turn. There are also relics that cost money to use and effectively serve as consistent extra moves which pushes a money build even more.
Bearly Brave: 10 Energy roguelike deckbuilder (no hand discard on turn end) with a slight mix of stacking multipliers and mixing suits like Balatro? It's Teddy Bear fight club. I got decently far with a stab-focused deck, though I couldn't remove enough of the deck to make it consistent and one of the bosses added 3 clog cards that I didn't have a good opportunity to remove. That led to it failing because it was very focused on burst damage with no suit for defense.
Escape from Ever After: Paper Mario style RPG about fairy tale characters diving into other books because of a soulless megacorp. The demo takes place in a Lovecraft story, but cuts off after an unwinnable boss fight. The demo stats are pretty generous with about 20hp per party member and 18 MP to start with.
Dead Pets Unleashed: Part binary choices simulator to manage Gordy's mental, social, and band meters (and money), part minigames (2 button rhythm for the band segments and a burger waitress for Gordy's part-time job). Gordy's an irresponsible 30-something year old demon punk trying to make one last chance at the band work, the general responsibilities of life popping up, and some guys just being creeps to her. The demo has 2 episodes and I'm interested to see where it goes, though the game does warn about a (skippable) scene of implied sexual assault and general themes of dealing with harassment. Less seriously, Gordy can wash her (used) adult toy at the start of every day.
Might keep an eye on, might not
Master of Piece: Deploy your deck of limited units each turn to attack the enemy flag and defend your own. Rougelike with map routing and events to make a supercarry among your units (and also sacrifice them for better fusion fodder). Units don't respawn until after the battle though, so you have to be careful because it is possible to have no units left to fight or defend, though the game does give a "restart battle from beginning" token.
RogueJack21: Roguelike deckbuilder blackjack. Naturally there's a focus on manipulating your deck to hit 21 to proc the suit's special effects (damage, heals, luck, steal money) and having only 8 trinket slots to work with. The luck % meter is also a way to force draw a card that would make 21.
Dobbel Dungeon: Turn-based tactics with dice to trigger moves ala Dicey Dungeons. There's something there, but there's stuff that doesn't mesh like having to click on an action category and then the individual action to place dice into it and the entire party sharing skill points.
After School Afterlife: 2D platformer with platforms appearing/disappearing with the beat and a bit of humor about typical player actions.
Keys of Fury: Typing game with pixel beat-em-up action as the flavor, as in typing a word quickly leads to an effortless air combo. Objectively I don't think it showed much, but I liked the spirit.
It Consumes: Arena Survival FPS but with more Survivor influence. The main thing here is the arena being pitch black and needing to use the pulse every few seconds to keep track of enemies along with reacting to sound cues.
Anima Gate of Memories: I & II Remaster: Stylish action RPG. The overall vibe (and bad voice acting) makes it feel like a 2000s JRPG.
Already keeping track of
Psycho-Sleuth:
Was following because this is the same dev team as Rail of Möbius which I liked well enough.
This one is definitely Danganronpa-inspired: 13 people are told that their wish will be granted if they head to this location which is of course a kidnapping trap where they're separated from society. It's run by a cult (who describe themselves as functioning as NPCs for the game) who want them to kill each other off until the last survivor ascends and becomes a god from the experience. Naturally, they're told that the cult leader is one of the participants. The demo cuts off just before the second trial begins.
Technically speaking, it's a game of Werewolf where each round, one person is chosen to be the killer (and they'll be killed if they refuse). If they get away with the murder after the discussion, they'll ascend and everyone else is executed. If they're caught, they're gruesomely executed in full animated detail. The demo does show a lot more direct gore and horror than Danganronpa's style.
Spoiler-ish demo gore details
The first culprit is sawed in half for their execution, and from my memory, the body does split on camera with lots of blood.
The second culprit is a serial killer who cuts off the limbs of their victims before finishing them off. Their ability also causes everyone to view their own limbs as flesh lumps which they feel immensely disgusted by and the urge to immediately amputate.
One of the main premise points is that A: everyone chosen has some sort of mental disorder (ex. OCD, inability to recognize faces, believing they're an animal) and B: everyone chosen has the ability to project their mental disorder onto others. Can't say I know where this falls on the scale of respectful representation, so I'll note that here.
The protagonist is also an unrepentant siscon and his sister happens to be a brocon. Also noting that here.