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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.
Metroid Dread
Completed it twice: on Normal and Hard. Firstly, the pros:
And the cons:
It's kind of funny seeing how divisive the EMMI zones are. After playing a few other metroidvanias (Hollow Knight, Axiom Verge), the EMMI zones excited me because of how unique they were, and for how they showed that you weren't uniquely capable in the game setting. It gets a little tiring how so many games effectively have you be the unique apex predator in gameplay even though in the fiction there's stronger enemies supposedly hunting you. I loved how the zones forced me to explore under duress, and then later they forced me to come up with a full plan of where I wanted to travel to before I entered them. Finally returning to an EMMI zone to kill the EMMI was such a uniquely empowering moment, and it didn't feel like a power gimmick because there was still so much risk. The later zones where it was a challenge scouting out a spot to actually accomplish the kill were exciting.
I did see another discussion about Dread suggest that the EMMI zones are more fun if you conceive of them as chase sequences instead of specifically as stealth sequences.
Interesting to see you say that the controls are kind of clunky. I am currently playing through Super Metroid on SNES as a pregame for Dread. The controls in that game feel clunky and yet once you get them flowing it can run pretty smooth for a game that came out in
19971994, I expected it to be much worse.I can only guess that the controls in Dread will be a significant Improvement over Super Metroid. Maybe it’s just a matter of perspective?
The controls felt great overall, but there were definitely some specific things that felt unwieldy, especially when you needed to do free-aiming. I think it made it feel worse because of the major contrast between the times it felt good (most of the time), and the occasional times where you had to do something awkward.
For example, to shoot missiles with free-aiming (a very common need in boss fights), you have to hold LB, aim with left stick, hold RB, and then push Y repeatedly to actually shoot. That's four different fingers and three holds involved in an extremely common action, and doesn't feel very good to need to do in the middle of a fight where you're also dodging attacks frantically. I don't think I ever used the grapple beam with free-aiming without having to stop for a second first and remember how to do it.
There were also some things that the game never explained that used strange control combinations. The main example is being able to shinespark in midair, which you can only do if you hold Y and B together, when you can shinespark on the ground with B alone. Why does adding the "shoot" button let you do it in midair? Who knows. I had no idea it was even possible until I watched a YouTube video of how to get an item I couldn't figure out, and the reason I didn't figure it out is because midair-shinesparking was so unintuitive and unexplained.
Hey thanks for the feedback Deimos. I’ll get back to you on my thoughts once I start my Dread run.
I found the boss fights to be somewhat disappointing towards the end. Every single one of them were bullet sponges and they had extremely high damage if you didn’t manage to dodge their attacks. I know I’m probably the only person with this problem, but I had a hard time realizing how simple the patterns were because they were constantly exploding with missiles for which I never ran out. It was especially frustrating because almost all of the enemies could be one-hit killed by the screw attack and none of the bosses were vulnerable to it.
The final boss in particular was frustrating because of a machine gun attack that had you jumping in circles around him. It took a while to be able to get the rhythm right for the gravity jump when you just spent the entire first half of the fight rapid spamming the shoot button.
Yeah, the timing requirement on the double-jumping felt really out of place with how smooth all of the other movement options were. Whenever I messed it up, it always gave me a feeling far more like, "ugh, the stupid double-jump didn't work again" instead of feeling like it was me doing something wrong.
It wasn't very difficult to get used to eventually, but I definitely died a number of times due to doing it wrong, and it just seemed unnecessary. The game already gives you so many ridiculously good movement options (like, you know, infinite double-jumping) that there was no need to be so strict on how this specific one can be used.
Dusted off dwarf fortress for the first time in ~10 years. It took a while to re-familiarize myself with the various menus and while I'm sure lots has changed it feels very familiar to how I remember it. Have a bit of an interesting fortress going on because I'm mostly building upwards.
I found an embark site that had a virtually sheer cliff (inclines at 1 tile per z-level) that spanned the embark map in a straight line and extends upwards about 8 z-levels. I tunneled into it horizontally and have placed most of bedrooms/workshops/storage extending upwards into the cliff, which is kinda neat. I do have some stuff below ground: my farms are down a level where the soil is and I channeled downwards a large pit and lined it with spikes over which a drawbridge sits in my main entrance-way as my only defense for right now.
Also just a sidenote: the last time I played dwarf fortress I was just getting into programming and was very much a mouse-centric PC user. I didn't mind the interface back then, but I thought it was clunky. Now, it's actually striking to me how quick and efficient a game UI is if you're willing to forgo the mouse entirely. Obviously this is a popular sentiment among programmers but I'm not aware of any other games that are both heavily menu driven and keyboard-centric.
I played RimWorld a while ago and never really got into it the same way I did with DF but maybe I'll give it another look. I can imagine the transition from keyboard to mouse in what's essentially the same game format would be jarring.
That's not to say Dwarf Fortress's keyboard scheme is perfect. There's plenty of nonsense I've had to rebind, such as using the semantically significant -/+ keys for sub menu navigation (one requiring shift and one not) instead of just -/= or some other pair of keys.
Its funny because I always find that Rimworld's interface impedes my enjoyment of it vs something like DF
Hades
It's an action rogue-like. I'd heard good things about it, and was not disappointed. While nothing it does is really new, it's very well executed all around. The story is solid, but the combat is something else; there are oodles of build options, but to a degree I don't think I've seen before pretty much all of them have real uses that can actually come up in gameplay. The combat itself is fast and fluid, and there are lots of styles in the form of different weapons it can take. Overall, I'd recommend it giving it a try.
I had the exact same experience. I came looking for a game with more width, less depth, but a comparable amount of gameplay. I don’t want to grind out an annoying search for some small tidbit when I get my location reset against my will periodically.
I think they should have made less searching required to finish the game but left in all the extra details for those who wanted it. That would have allowed more types of people to enjoy the game.
I've been playing a bit of Dungeon Crawl Stone Soup lately. I've always really enjoyed roguelikes but I've never really tried this one!
So far I've been having fun delving with a troll berserker as a move fast and hit things type of character. I'm still in the phase where I'm learning what enemies are most likely to ruin my day and what-have-you but it's fun!
Sacred Fire
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
I clicked through on the Steam news item that this publisher is having a sale, and saw this game. It has a free demo available, so I downloaded and tried it out. Finished the demo in just over an hour of gameplay. It seems to be a hybrid between an RPG (with stats and so on), and visual novel, and games tagged "choices matter". Graphics and music are nice. I enjoyed the demo, and will probably buy this if it ever goes on a sale under my threshold (around 10 USD).
I've been playing a lot of Back 4 Blood & Gunfire Reborn lately, at first more of the former, but now more of the latter.
I started playing Back 4 Blood during the closed alpha test and continued through the closed & open betas throgh to today when I got it via Gamepass — I would've pre-ordered on Steam, but then I found out about the singleplayer having no progression and went for the refund pretty fast. Honestly, I'm glad I did, because this game is not worth $60 in its current state. The biggest reasons for this are two-fold:
First, there are six distinct types of special, and the three most common ones are split into 3 sub-variants which are visually almost identical but have noteworthy mechanical differences. As an example, there's the "tall dude with a huge arm," which is split into the Crusher, the Bruiser and the Tallboy. The first one grabs and kills you similarly to a Hunter but without the pouncing, and the other two just do overhead slams. The main problem of these is that this is basically taking a good idea and pulling the pieces apart for no discernible reason — they could've easily just had one enemy that combined them and it would've been interesting, but instead we get 3 that are boring and one-note. Add to that that it's awful hard to distinguish between the variants and now you've got crummy visual design as well; I still don't know of any way to distinguish a Bruiser from a Tallboy except by behavior or pinging them.
After that, further problems abound in that most of the specials are absolute bullet-sponges, they spawn at ridiculous speeds, and that they have a tendency to deal a lot of difficult-to-heal trauma damage. Put it all together and you've got yourself a big pile of annoying that just gets in the way of your playthrough.
The second problem is the maps. They aren't in-and-of-themselves annoying per se (with exception to the ones with map-wide mist/fog) but they're also by and large entirely dull. Of the maps I've played so far, I can only think of two crescendo events / finales that were actually interesting, and they both occur in the first quarter of the game. The rest just ends up feeling samey or outright reusing set-pieces, and the environment variety feels pretty lacking as well. All told, I've long since ceased to be excited to see what the next map brings to the table, because the answer is usually just "a slightly different layout."
Gunfire Reborn, however, has been a great deal of fun. It's a pretty simple FPS game belonging to the Binding of Isaac school of roguelikes, so the concept isn't very novel, but the visual design in this game is absolutely stellar and the gameplay is likewise very nicely polished. Also of note is that, in contrast to most roguelikes I've played, the bosses in this one very frequently pose a real challenge, even if you have a good build. The only real problem I've noticed in it is a tendency for bad English translations, but that's not worth worrying too much about. Overall, I've got less to say about this than B4B, but that's because I've spent more time enjoying this game rather than analyzing problems, and I think it's safe to say that's a good thing.
I realized that correspondence chess is the one that brings me more joy. Regular chess makes me very anxious, with correspondence I have time to really think about what I'm doing.
I'm playing a dozen matches at the same time, some with a 24h time control, others 48h.
Chess this way feels like playing one of those mobile games you can use to fill idle times during the day. If something feels too complex, I just give myself time to think. If it doesn't, I make the move.
For correspondence, Chesscom allows using self analysis (without engine assistance) and consulting the database in the opening phase (both available inside the app), which is great for beginners to acquire better habits. And I play much better too!
Inscryption. By the Pony Island developer, Inscryption is a combination of deckbuilding roguelike, escape-room style puzzles, and psychological horror. I don't want to say too much and spoil it, but I played it in one ten-hour sitting, and I haven't been so engrossed in a game in ages.
Myself
So I've been pretty obsessed with Star Citizen for about a month now, to the point that I've already bought and set up dual flight sticks. I'm aware it's pretty controversial, but I bought it with the full awareness of what it is (an alpha game) and what it isn't (a polished release). Here's what matters to me: The game is fun. Regardless of whether they've met their goals yet, or whether they ever do, for me it's a fun game in it's current state. The bugs can be annoying, but not to the point that I want to quit the game. Many studios release buggy games then patch them later. CIG is taking what I feel like is a more honest approach and calling their game what it is, an alpha. I played No Man's Sky and I personally strongly prefer Star Citizen to it.
My wife
My wife played through Ghost of Tsushima. Technically I wasn't the one to play this game, but I watched her play it quite a bit, and also got her opinion on it. She gave it an 8 out of 10 (something she doesn't often do). It appeared to be pretty historically accurate, and the story was engaging as well. The game play featured medium complexity combat. It wasn't just hack and slash a la Skyrim, but it also wasn't as complex as something like The Witcher. It had good skills and equipment trees that made you want to put in the time to advance them.
I started Fallout 3 and promptly got stuck. I'm out of ammo, out of healing stuff, and out of money, so I can't quite make it to Minefield from Megaton, so I just need to play and find ways to grind cash and ammo. Like FNV, I'm still a little skeeved out, but for both games I'm trying to play on default settings now, since I know what to expect. Fallout 3 feels a lot goofier to me, from the Church of the Atom to Moira, and the grocery store. Because of Liam Neeson's appearance, I named my character "William Nielson" because it's somehow funny to me.
I'm restarting FNV. After Skyrim I've found I like to revisit these sorts of games (Bethesda-engine RPGs, mostly) with at least a rabbit-ass idea of how to build a character after what is initially a first blind run. My character has somehwere around S of 7, P 6, E 8, C1, I~7, A 6 L 8 (with an Intensive Training perk put in at level 2), and I'm going to grind my speech and energy weapons up as fast as I can manage, so I can have a fast-talking laser cowboy, hopefully with some implants later. I also just learned that the radio actually shuts off the background music I hated so much (the "music" keeps me thinking something's always going to happen). I'm also thinking of slapping JSawyer on this run, but need to be sure it's okay to do after I've already started.
Morrowblivion: I've finished Morrowind and Oblivion's major stories so I thought I'd try this mod out (it's Morrowind to Oblivion) and I'm not really feeling it. It changes the Morrowind stuff too much and gives everybody that generic human potato head look. I miss the pointy Dunmer. I also don't like that the mouths on the silent Morrowind NPCs move when they aren't saying anything, and refuse to use a robotic-sounding computer-generated voice acting download.
I bought the Indie Arcade Puzzler Pack, which I'd already had a game from because I love these sorts of games, here's the two I played recently:
Ekstase is a game that's like Tetris, except you reorient block color positions on a field that periodically scans for large rectangles of the same color. I'm getting the hang of it, and it's a good fun game, in much the same way Tetris or Puzzle League are (also, check out this awesome Puzzle League clone Flipon I've commented about).
Crossniq+ is an interesting one, it doesn't work like any puzzle I've played, and I would recommend either playing this on a Switch or a computer with a touch screen. Mouse is fine, but the alternative control schemes feel wrong to me. It's a fun puzzle game where you make crosses to eliminate blocks.
I mentioned Flipon, it's basically just a Puzzle League (aka Tetris Attacks) clone. It's extremely well polished and feels great to play, with a good campaign for challenges if you get tired of endless or time attack.
Afaik, JSawyer is enough of an overhaul that you need to enable it at the beginning of a run of FNV.
Broken Reality
It's a very chill adventure game with a gorgeous kind of low-polygon vapourwave art style. I could best describe it as a sort of slowly paced puzzle game, but with a sound and a look to it that really immerse you in the aesthetic. Even if the humour doesn't always land. Very much a "space out after a long day of work" kind of game IMO.
I finally played Deltarune part 2. It has been quite some time since part 1 came out so I also played that before starting part 2. It was a pretty good time. Playing it reminded me of how great Omori was. Man, it is almost a year since Omori was released and I still think about it all the time, I have to replay it again, maybe around the anniversary of it's release.