Yeah, I've been out of it again. Happening more and more lately. It comes and goes, honestly, but... mmh, I think anxiety about life, finances, and my wife's health are just weighing down on me mostly.

Still been playing stuff, though I dunno if I can go into full rundowns of everything. In my more energetic states I can work up the creative energy for that sort of thing, but that's also the times where I'm actively willing to, well, do literally everything else.

So a quick rundown, I suppose!

DRAGON QUEST 3 sure is a Dragon Quest game. Such dragon, lots quest, wow. It has a few bad ideas and a few okay ones that got pushed into later games in the series. Kind of wore on my patience by the end, though.

Speaking of wearing on my patience. BATTLE CHEF BRIGADE is very, very good but given how bad I am at match 3s and how much my anxiety spikes with hard time limits on things I'm not good at, I kind of petered off halfway through. I may go back to it, but I kind of lost momentum on it. It's a good game though and its aesthetic is 100% top notch.

SQUIDLIT was a dollar and was about as much of a game as you'd expect to get from a dollar. It's a cute little gameboy aesthetic thing where you use your ink-shitting doublejump to attack enemies and it's over in about an hour if you're taking your time.

DRAGONWARD, however, is a very, very grindy hybrid of roguelike and infinite runner where the goal is to just keep going forward grinding out gold and stats and EXP while random events constantly try to screw you over. It's an okay timewaster but there's not really much depth to the game.

MINIT is the first game I actually made a concerted effort to clear since DQ3 and is absolutely worth looking into if it's on sale. The whole "you have to rush to make meaningful progress in 60 seconds before you die and it resets" thing is surprisingly well-balanced, and honestly if you don't care about how high or low your death count is, it's perfectly willing to let you take your time, sixty seconds a life, to figure things out.

HYPNOSPACE OUTLAW is a Web 1.0 nostalgia simulator where you play as a volunteer moderator for the alternate universe equivalent of sleepytime CompuServe. There's plot there (and the plot kind of hit me in the emotions) but really it's about digging through a very, very faithful recreation of the internet circa 1999. It's naturally not as diverse as the real internet, but that's what Steam Workshop support later on this year is looking to fix. It shot up my charts super quick in the same way Return of the Obra Dinn did last year: Saw TieTuesday streaming it, instantly dropped every other plan I had to buy it, pushed through it in about a day and then beat it two or three more times while getting a high off the music. Definitely worth the price on the same level that Obra Dinn was.

Honestly, video games are good.


So this was a thing.

Anyone who's known me for any length of time knows how big a giant fucking nerd for the original tactics-RPG styled Shining Force games I am. I kind of fell out of love with the series once it went towards more generic Action RPG stylings, but for a goodly amount of time I basically was so in love with the Genesis games that my original online avatar was basically a sprite-comic-recolored version of the SF2 protagonist. This series is literally my childhood and I will never hate it. I can't even bring myself to bash on it despite its faults (Let's be honest, the Genesis games are a pair of strategy RPGs that were trying SO AMAZINGLY HARD to muscle out Fire Emblem that it's not even funny, and SF3's non-localized chapters have some... really bad cultural barriers) so that should give you an idea of how quickly I hunted down this romhack when a friend told me about it.

Basically designed as an AU of the original game (as its name implies), SFA tries to streamline the experience, only drip-feeding you exactly enough party members to fill a team instead of flooding you with them like the first two games did. This allows them to do a little more with those characters, too - they're more than just portraits and stat blocks, and they stay relevant throughout the game, piping in at various moments to let you know their thoughts on the situation at hand.

Oh, and also since it's an AU, your protagonist is genderflipped and literally the only characters you have that were recruitable in the original game are in your starting party and the hot birdperson. Everyone else is either a side character or a serial-numbers-filed-off palette swap named after one of the hack crew. This part I didn't mind; the part I did mind is that the original cast that wasn't recruitable any more (save for the two aforementioned self-insert palette swaps) all more or less showed up and a decent number of them were assholes. One hits on you, two others are actually boss fights... it kinda falls a little flat. Honestly, the writing is the weak point of this. It's certainly functional, but in desperate need of a proofreader and has a few points where I thought the tone veered towards a bit overdramatic in a way that doesn't mesh well with the series.

Speaking of not meshing well, the character portraits kind of have a lack of cohesiveness to them; they're all good on their own, except some of them are the original SF1 art designs, some look like SF2 designs, and one of the NPCs straight has a portrait back-ported from the GBA remake, which had its own vastly different artstyle.

I have to say though, when it cames to original spritework, to level design, to enemy balance? God, it was like actually playing a Shining Force game all over again. I know some people have described this already as a difficulty hack, but honestly, it's not any more difficult than Shining Force 2; it is at least as punishing as that is (SF1 never quite felt that rough when I played it even as a kid, SF2 I had to wait about ten years to actually finish the last quarter of without cheating because of difficulty spikes) but you have a lot of tools at your disposal that you wouldn't see in the series until maybe 3.

Everyone has MP and skills. For some characters, it's spells, but for your melee fighters, it's little combat tricks to help out. Your archer can spend an MP to hit an extra square away. Your centaur can spend some MP to hit two enemies in a line. That sort of thing. It actually adds a lot of variety and actual thought to the gameplay. In addition, while the game does (understandably) lean a little too hard on bottomless enemy spawners, it uses them to good effect, both to harry (most battles en route to a new town are less "sorties" and more "rush through the gauntlet in one piece" now) and to apply pressure (in the endgame where you're basically more or less gods and can generally nosell everything with a finite number of warm bodies to kill). And it manages to do this without reaching SF2's levels of stat inflation where enemies are one shotting your squishies! (It takes two or three shots, of course.)

This was a good hack. Script needs some proofing and maybe touching up, and it won't be for everyone, but the gameplay is 500% solid.
So while I didn't get much for Christmas for myself (only people online got me presents since most of the family's resources and money were focused on making sure the kids had a good holiday) one of the things I did get from a friend was a $50 Nintendo eShop card, with the intent of purchasing Fire Emblem Echoes (which I will touch on when I actually beat it). What was done with the surplus was up to me, though it admittedly wasn't much because Nintendo prices on first-party games. That said, I'd played the demo of this a few months ago and was decently impressed, it was on sale for ultra cheap, and I needed something light and crunchy to get through some bad times (like having a power outage for about 4h the other day), so I'd grabbed it.

Fairune is incredibly retro. I'm not just talking about the 8-bit aesthetic crunchy pixels and chiptunes, I'm talking about the fact that the game does just about nothing to explain anything to you. You're plopped down in the world, told "defeat the sealed evil", told how to find a weapon and create health recharge spots, and then just... left to your devices. Figure it out your own damn self.

And god damn, you will have to do a lot of figuring. The world is decently small (the entire game combined is maybe as big as Zelda's overworld TOTAL, if you're generous), but incredibly labyrinthine and convoluted. You'll wander around a whole lot, you'll rub up against walls in the hope that you missed a hidden passage somewhere (though for the most part the game is good about telegraphing those, save for one case). And god damn it, you'll face tank monsters.

Combat is kind of like vintage Ys but even MORE simplified - you walk into an enemy. If you're roughly the same level as it or higher, the enemy dies. You take a point or two of damage if you're equal level, and gain a little EXP. If you're higher level you just steamroller them but don't get or lose anything. So it doesn't really get in the way, except as an additional form of grind-gating. That's it, that's the entire game. You wander around, find trinkets, unlock areas, progress through increasingly chufty monsters.

.....until the final boss inexplicably becomes a top-down shmup, but that's to be expected.

Honestly? Not a bad game. Nice music, incredibly light, achievements for speedrunning and things like that. It's on 3DS and iOS/Android if you're into that. There's a collection of the entire series on Steam for ten bucks.

Solid 7/10.
Sometimes superstition is the weapon you need to use against depression. While I've been fine drowning myself in endless f2p games like gachas and digital TCGs (which are also sort of gacha-like, come to think of it), I've been letting games pile up in the backlog, especially with the slew of holiday giftings I've gotten from friends.

Then I noticed on my Backloggery that I had 666 games unfinished on Steam.

That naturally could not stand, even if Valve is ostensibly Satan. So I looked through what I had been gifted, grabbed something that seemed rather light and workable, and hammered through it.

Donut County is a relatively new indie game, came out in August of this year, about donuts.

wait, no. It's about that thing that makes donuts what they are. It's a game about holes. And naturally, anybody who orders a donut gets a hole, right?

In Donut County, you are the hole, a tiny little pit in the ground that slides around casually, sucking in rocks and grass and wadded up paper, getting progressively bigger as you do so. Then you can suck in crates, and tables... then people, buildings, the landscape, until you've left a vacant lot where a house once was. And then you repeat. Where does all this junk go? About 999ft underground, where most of the titular town of Donut County lies in shambles, subsumed by this hole and trying to get someone to confess to who did it.

Basically, it's Katamari Damacy, but with sucking things up into the planet's core instead of shooting them into space, set in a surprisingly Animal Crossing-esque world (what with its only one human and quirky animal cast, plus a healthy dose of Simlish 'voice acting'). Granted, it was only really made by a handful of people, so it's nowhere near as intricate or fleshed out as Katamari is... but it doesn't really need to be. It's not a AAA game, it's an indie title made with a lot of love and attention to detail, and quite honestly, if this came out for the PS2 instead of Katamari? It would have gone over just as well.

This year, admittedly, was a good year for indie games. I haven't given new stuff enough love and probably never actually will. But I've seen this on a few 'best of' lists alongside my personal choice Obra Dinn, and I have to say, if you're okay with the overall length of the game (I beat it in about 2 hours) then it's absolutely worth the price.

Just watch out for holes.
Well I got hit super hard with the burnout stick these past few months. I reached my point of impact and had a big crash but now I'm back to have my revenge against the burnout paradise I was in.

takedown legends dominator.

That said, I don't have enough energy in my tank to do a full lights and confetti awards blog like [personal profile] xyzzysqrl and [personal profile] kjorteo are doing, so I'll just post something I stated a few days ago in a Telegram chat with them.



So during my meltdown over the past couple of months, I got deep into F2P games mostly, but a few gifts from friends and auspicious bundles led me to also getting Battle Chef Brigade (which I haven't tried), Tales of Berseria (which I may not be able to run) and The Return of the Obra Dinn.

The Return of the Obra Dinn I beat in one night.

Twice.

And I've played two more times to full completion despite the game being entirely static and offering nothing new on replays, just to feel it again.

I've said time and again that the entire reason I bounced off of Papers, Please was because it triggered my anxiety from working high-demand retail/food service jobs and I noped out like, immediately. If Lucas Pope did another game where you could take things at your own pace and just drink in the setting, I would ADORE it.

Well, he did. And I do.

I can't say too much without spoiling either minorly or majorly, and this is a game like Undertale where you want to go into it as unaware as possible. Ultimately, it's a puzzle game. You're an insurance adjuster in the early 1800s, and the titular Obra Dinn has just drifted back into port, derelict and abandoned. You've got a logbook of the sixty people who were on a (now) ghost ship, and a watch that lets you travel back to hear and see a corpse's exact moment of death... as a sound clip and still image. Your job? To find out what happened to each and every person on board and chronicle it. With what amounts to the paranormal equivalent of a binder full of photographs and a cassette tape.

Well, "photographs" is misleading, as the moments of death are more of a moment frozen in time - a fully realized and articulated scene you can walk around in and examine for hints as to who these people are and what happened to them. Usually cause of death is obvious since you can just see it happening or hear someone talk about it, but the how and who is much, much harder to puzzle out.

You will have to take stock of the entire world around you. Keep a notebook handy because the tools the game itself gives you are mildly inadequate and the Macventure-esque dithering effect does make certain details harder to commit to memory or, at times, even to notice. Know about your maritime uniforms and positions at the turn of the 1800s, it will come in handy and actually help you figure out a few people before the game even tells you its own clues for who they are.

But more importantly, drink in these moments in time. Everything about this game is an artistic masterwork, from the deliberately monochrome dithered graphics (with your choice of Old 80s Monitor Settings to color them with!) to the use of chiaroscuro shading for effect, to the music which is appropriately naval and farty enough to bring to mind drunken sea shanties and to piss off Yahtzee, judging by his review (which is always a plus point.) The voice acting, while at times a bit hammy, is perfectly servicable, and the sound effect work is on point. Everything about this game is absolute art, and even if your first playthrough will only take you on average around eight or nine hours (and a 'speedrun' where you know all the answers will take about three given mandatory waiting periods when you enter a new death moment) it's worth every damn minute and every damn penny.

Buy this game, if you can. I haven't recommended a game as hard on this blog as I do now. It's not for everyone (in particular there is a heavy content warning for gore and it can be a bit eyestraining at times as you try to make out details) but it was absolutely exactly what I wanted and needed at this point in time.
Don't let the cartoon animals and chipper music fool you: from beginning to end, Night in the Woods is a horror game, filled with nightmarish themes such as murder, eldritch gods, gentrification, and the awareness that the world is a tiny speck in a cold, uncaring universe and that everyone will die cold and alone. There's spooky things like ghosts and giant dream monsters and kidnappings, sure, but the real terror is just living life as a socially maladjusted young adult, staring at a world that expects you to do everything and gives you less than nothing to work with.

Night in the Woods is a game about being alive today, in 2018. (Or 2017, as the case may be.) It's about existential despair and rural-class obsolescence, it's about the way that everyone has mental health problems but only the younger generation has the energy left in them to care any more. It's about the way how life squeezes the life out of you, sometimes quite literally, until all you have left is your routines. It's about seeing those routines, and being willing to compromise them, to change plans. Night in the Woods is a game about learning to grow up and about how it's not just the immature/childish ones who need to learn to take responsibility.

There is no right or wrong way to play Night in the Woods. There's no such thing as 'game over' and life goes on even if you fuck up. You're destined to fuck up in some way or another, even if you try to do the best you can. Especially if you try to do the best you can, because that means interacting with people and trying to offer solutions when you can't realistically have the entire picture.

This game hurts, a lot. But, in the game's own words:

I want it to hurt. Because that means it meant something. It means I am... something, at least.

Try to play Night in the Woods if you've ever questioned what the point of it all really is. And do your best to play it as blind as possible.

gregg rulz ok
Whoooof I am of conflicting emotions on this.

They tried. They honest to god tried. And like Seiken Densetsu 3 and Legend of Mana, Secret of Evermore is unique in ways that aren't just "oh it's the one America made". The spritework is great, many of the systems are interesting to interact with, and the soundwork is high quality.

But it has so many problems. So many. I swung wildly between wanting to play the game because I was enjoying it and being fucking done with the game and only pushing my way through it out of spite multiple times, sometimes within the same play session. The writing ranges from "forgettable" to "dear god shut my protagonist up", the music has just enough melodic hook to it that it deeply frustrates me that most of it is Ambient Skyrim Noodling, and the game takes that oldschool mindset of "maze of twisty little passages, all alike = gameplay length" that I noted in my Phantasy Star IV writeup that I was quite glad we as a culture had largely moved on from.

Unfortunately, you kind of need to get lost constantly because the game is a grindy motherfucker and getting lost is an easy way to grind. Or rather... the game isn't grindy, but is. It's... mmn.

Sword, [21.09.18 21:09]
Spells are borderline useless unless you level them but so are weapons. And you gain experience slowly. And have to regain EXP for every spell and every weapon you obtain.

Sword, [21.09.18 21:10]
Charge attacks are obscene but you gotta murder 100 things without them in order to get them. Magic is nuts but involves literally burning money.

Sword, [21.09.18 21:15]
[In reply to [personal profile] xyzzysqrl]
Grindy is having to kill things with 200+ HP, 20 HP at a time, with a spear, to get through a puzzle that requires you to throw the spear, because somehow you forgot how to throw spears despite ALREADY KNOWING HOW TO THROW SPEARS.

Sword, [21.09.18 21:16]
This is what I am currently having trouble with.


Speaking of which: the game makes no effort to tell you that your charge attack for spear weapons is a ranged attack. This is needed to solve one puzzle and make several bosses actually beatable.

You can only equip eight spells at a time but you get something like 36. A fair number are support, but there's about 20 variants on "do damage" that you don't really need because magic damage is untyped in this game, so you just equip the one you've levelled the most and use it to do damage.

The last area of the game basically turns into "we ran out of budget" and is essentially an empty corridor switch maze sandwiched between two fits of backtracking that culminates in a final boss that has to employ numberwang damage (read: absurd numbers for the sake of inflation) just to present any challenge at all.

Of course the fucking butler did it.

I'm glad I beat this, but I'm also glad to be done with it. It was better than people give it credit for, but worse than its fans like to treat it. The Mana series has always been grindy bullshit. These are my spicy hot takes.
When it first came out, I took Can You Escape Love? as a cheap cash-cow ripoff game, the sort of things that algorithms generate and blarf out to fleece unsuspecting young children and get sweet sweet ad revenue. Something like Grand Theft SpidermanAmazing Strange Rope Police.

It's... well, I can safely say it's not that. It's very definitely patterned after Undertale, but the aesthetics and battle design are the only things they have in common. The same goes even harder for the sequels, Can You Escape Fate? and Can You Escape Heartbreak? which both settle into their own voice and feeling, while still somehow feeling like a connected series.

The plot of all three is relatively simple on the surface, and technically hits the same bullet points on all three.

It's the new year. The spirit of the old year - represented by that year's particular Zodiac Animal - is keeping you behind for whatever reason. Resolve that issue.

Whether you're being held against your will by a yandere who doesn't want to let go, are a victim of the someone's despair-fueled revenge, or what have you, the gameplay is simple, as well: bumblefuck around like an adventure game hero, solve the soup cans you need to solve, and get the hell out of last year and into next year. (Semi-relatedly, the soup cans tend to be a reminder of that year's memetic bullshit gone by - CYEL has Five Nights at Freddy's and JUST DO IT references, CYEF has social media/like comment and subscribe jokes, and CYEH openly has you dealing with a sentient fidget spinner. There's a fair amount of funy here, is what I'm saying. Get the hell out of last year.)

All of the zodiac animals are adorable (and/or psychotic) and I would fuck them (and/or get murdered by them). For those who are tallying.

All in all, not a bad use of an evening.
Honestly, it's a bit of a surprise that courtroom games don't make a bigger showing than they do. Sure, you have the Ace Attorney series, but aside from that and (through a mirror, darkly) the Dangan Ronpa games, there's... not really a huge market for "punch this narrative straight in the logic". Unsurprising, then, that Aviary Attorney showed up on my wishlist, and, eventually, into my Steam Library.

Bearing a very distinctive pen-drawn art style, a cast of (mostly but not entirely) birds, and a soundtrack public domained straight out of Carnival of the Animals (literally; the game repeatedly credits Camille Saint-Saens for the music), Aviary Attorney tells the story of a Holmes-and-Watsonesque pair of lawyer-birds (Falcon and Sparrowson) living in France in late 1847 and early 1848...

Wait, what was that you said?

Oh. Oh.

To say anything more would be spoilers, but I will suffice to say that it does an interestingly thorough job of sticking to historical bullet points. As far as gameplay goes, it flows relatively similarly to the Ace Attorney games, jumping from acquisition of defense-client to investigation to trial, and in addition, it's not simply "you versus the prosecutor/judge", but rather, you have to make your case convincingly to a jury. Press the wrong things or mess up your case and they'll think less of you and your defense, so you can still reach a "guilty" verdict if you messed up too much on connecting the bulet points together. Notably unlike those games, though, you can absolutely fail to find evidence you need to clear the case, and failure is not an instant loss condition. You can bumble around and get everybody you try to defend killed and are no worse for wear for it. Well, maybe a little worse for wear. You can't just fail at your life's calling and not have it affect the plot, though the major branches are relatively late-on.

The writing is snappy and amusing, though from a furry standpoint it does kind of lean hard on the whole carnivores-as-murderers furry speciesism, even if it swerves here and there on that.

All in all, a nice little game about France and people dying horribly. Plus, you get to learn what they call pains du chocolat in everywhere that isn't France. (It's not a Royale with Cheese.)
Another ambiguous span of time, another glut of games tackled and messed with. Only one out of the lot was beaten, but I'll definitely come back to them.

But I'm bad at shmups, you guys.


The Hurricane of the Varstray -Collateral hazard-

A bullet hell of CAVE-esque leanings, with by far the most wonderfully mangled translation imaginable. Interesting scoring mechanic/bomb mechanic where you can use your special gauge to either use a bomb (which generally clears the screen and sometimes gives you an invincibility mode afterward based on how many score tokens you can grab) or to soak up a lethal hit.

Music is just sort of there and even when the script isn't hilariously mangled, people obsess over the most surreal things, like coats.



DARIUSBURST Chronicle Saviours

This sure is a Darius game. I was never at all good at Darius, but I enjoy the series for what it is. Have to admit, I didn't expect a four-player mode in there, but that's apparently how the Another Chronicle machines in the arcades were really set up.

Playing in the arcade mode is a bit claustrophobic though, as it was seriously intended for dual-screens (and the startup options even have a dual-screen setup) so single-screen gets letterboxed to all hell and back. The new mode works just fine, though, even if I suck at it.


Jet Buster

Very much in the pre-CAVE (or at least Early CAVE - getting some major ESP Ra.De vibes here) bullet hell mindset, this is very clearly an earnest, heartfelt attempt at grasping both the aesthetic of Truxton and a scoring mechanic that feels more similar to Dangun Feveron.

Also there's furries.

It's really rough around the edges and you can tell the budget wasn't very high, plus it's the first game of the set that's actively made continues finite (until you buy the option for infinite continues... with the money you've been using for your continues). I'll probably come back to this one, but it's in that weird valley where it's too unpolished for hardcore fans of the genre and too rough for casual newcomers.


LUFTRAUSERS

I'm... not 100% sure what to think about this. On one hand, it starts with a brief cinematic featuring a face that looks entirely too much like certain fucksticks, and the name suggests German fighter pilots dogfighting. Am I a nazi now? I hope not.

Aside from that, it's a bite-size casual game where the idea is to get a game in, die, and then go on with your life, slowly racking up score and mini-cheevos to get new parts and abilities. The music (all one song of it) is decent, the aesthetic works, but honestly my biggest problem was dealing with the Time Pilot controls. I walked away from that series as a kid for a reason and it was because aerial tank controls and me don't get along.


Steam and Metal

Very Jamestown. Heavy on the Steampunk As A Force Of Good, one of those rare shmups where you can actually take several hits before you die. Unfortunately, that means contact damage is suddenly a million times more lethal than scraping a bullet. I'm... not very good at this one either, but it's absolutely good for what it is.

I'd recommend sticking with the keyboard, though, since it doesn't offer rebinding and doesn't tell you what buttons on a controller you need to press to do things.
Yep, Sword's digesting more free to play games off of Steam. This time, walking simulators. Delicious and low in calories.

Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist

SUPERHOT is the most innovative shooter I've played in years. No, I didn't mistype. Yes, I know what game I'm talking about here. Eight. Eight. Eight.

When this first came out meta-narratives were relatively fresh and new, so I don't hold that against this game. I just... was expecting a little more narrative and a little less meta, maybe. Not bad, for a short jaunt, but... well. It mostly left me wanting to play Stanley Parable.


Off-Peak

This... I feel like there's more to this than there is. It's surreal, avant-garde, and very much a jazz-inspired deal. I hear that there's a follow-up game that has a price tag and, assumedly, a budget to go along with it. Out of the two games I tried, this one I think is the more compelling one, if slightly lower quality. There's something to be said for surrealism, you know? And glowing cow skulls are... pretty surreal.

What next? Well, next I intend to finish up my last Four Job Fiesta of the year, play some Fire Emblem, and maybe unwrap some games a close friend gifted to me. We'll see how that all shakes out.
What happens when you mix urban exploration, Katamari Damacy, Animal Crossing, and Half-Life?

Nothing, those things are nothing alike, what are you doing.

What happens when you try to mix them anyway and add in a few hefty bong rips? Then you get Jazztronauts. A new game mode for Garry's Mod (aka 'that wonky Valve physics box/thing that people used to make shitty youtube videos before Source Filmmaker existed'), Jazztronauts charmed me somewhere around March when I first saw TieTuesday streaming an early alpha and I'd been waiting with bated breath for its proper release.

It's really quite simple: while running through the eighty millionth map full of Extruded Half-Life Creepypasta Shit, you run across a crew of interdimensional cat burglars, pun intended. One of them bumblefucks their magical loot-stealing wand into a sewer and right down into your waiting hands, and you proceed to go mad with power and STEAL THE WORLD. Then they, impressed with your chutzpah, recruit you to steal the world for them.

The gameplay is very, very, rote, in a good way: You go up to a video screen in your home base and surf randomly through a selection of Steam Workshop maps for Garry's Mod. You load it into reality, and then hop on your interdimensional vaporwave trolley to jump into the map. Once you're there, you proceed to steal everything that isn't nailed down (and, with certain upgrades, most things that are), while specifically keeping an eye out for mode-generated shiny, humming, candylike mcguffin Shards. When you're done dicking around, you summon the bus out of whatever wall (or floor, or locker, or skybox, or toilet) you choose and it bursts through reality Kool-Aid Man style to bring you back to home base. Back home, you head to a magical chute and pull a lever, prompting it to blarf all of the trash you picked up all over the place, which gives you money for upgrades. Pick level, loot level, dump trash, repeat.

It's zen and incredibly relaxing (except when it's not relaxing because you warped into a jumpscare level because people are dicks) (and also when it's not relaxing because it's hilarious due to someone clipping through the world and finding out that the Combine base you were in has been wallpapered by pictures of Snoop Dogg) (and finally also when it's not relaxing because how the fuck do you get that shard like five miles up in the air suspended on a telephone pole without dying violently). It's worth noting that even though it's been publically released, it's still very much an Early Mod Release Work In Progress: text needs proofreading, there's plenty of bugs, and there have been times trying to run it with [personal profile] xyzzysqrl that the thing just flat-out crashed.

But it's still a chance for you to wander through pretty much any map on Steam's workshop and see what people did. And steal it. There's a lot of interesting stuff there and a lot of mediocre garbage and you can explore it all. And technically, it's all free - assuming you have Garry's Mod, of course. That'll cost you $NUMBER.

I'm gonna be playing this for quite some time, even if I've technically played through the "main story" once already.


EDIT: Also, it's worth noting for those with issues regarding such things, that the Jazztronauts-specific content features heavy casual talk of drug use as well as occasional contemplation about the sentience of NPCs and trippy, potentially epilepsy-triggering visuals.

Also, the Steam Workshop content is a steaming pile and features jumpscares, definitely epilepsy-triggering visuals, and very loud noises, along with flatgrass. so much flatgrass.
So I finally pulled away from my personal millstones for a little while to try some stuff that had been rattling around the discovery queue and, well. I was largely disappointed, but cleared two and kind of "eh whatever" the third, so, my thoughts.

VARENJE (Freebie Chapter One)

Celine and Xyzzy already said everything there is to say about this, but I figured I'd give it a fair shake too.

It's exactly what has already been said. There's nothing really to add except that at one point it smash cuts out of nowhere to a point-of-view narrator describing what's going on to a nurse orderly in what I can only assume, given contextual clues, is a psychiatric ward.

Yikes. Hope you like your whimsical games about surreal fantasy worlds to actually be the deranged breakdowns of the mentally unwell. I know I sure fuckin' don't.

OH MY GOD, LOOK AT THIS KNIGHT!

From the steam page, this looked like a charming little zeldalike, it was free to play, I decided to try it.

Instead what I got was a charming little chicken-themed Don Quixote simulator where I played an yellow blob wearing a bucket on his head and terrorizing a village in the name of "performing feats of honor and valor", until what point that the village lynch mobs him and he has to flee for his life. It was over in fifteen minutes and was very obviously a Game Jam game that somebody put a lot of heart into, so I can't ACTUALLY be mad at it, but I can sure be disappointed.

Sigh.

MECHA-TOKYO RUSH

Well, I suppose Super Mario Run is also free to play.

Quite similarly, this is basically Mega Man Run. (Or Mega Man XOver, minus the obtrusive gacha mechanics.) You automatically run forward at all times, leaving you to man the jump and shoot buttons to murder things in your path and leap over obstacles. Jump is space, shoot is enter, these are not rebindable in any way, shape or form. You start out with two characters available (a rapid-fire gliding character and a double-jumping Not Megaman) and have to buy optional powerups and extra characters with in-game currency that you earn v e r y s l o w l y. Maybe you earn it faster if you beat stages. I didn't grind hard enough to find out.



All in all, I got what I paid for.
this... this was a game.

holy shit.

I don't have words, this is exactly the right blend of inexplicable and unsettling to basically be the most horrifying creepypasta. To steal the words from Vinesauce, "this is Revenge of the Sunfish fucking weird".

I saw credits. I think that means it ended.

If I die in seven days it is because of this game.

Holy shit.

I won't paste the link here but you can google it and die in seven days with me.
So, we'll probably get another Thing Tried this week because last week was a hot mess where I accomplished just about nothing except screaming, but for now, well.

I decided to run this on a lark out of little more than restless desire to do a thing, and then I cleared it in one sitting. Because oops, when it says "Episode 1", it really does mean "episode 1". It honestly follows the old Episodic Telltale Adventure style of Strong Bad's Cool Game For Attractive People and the Sam & Max games where you're presented with Three Problems To Solve by rubbing things against other things, and a plot arc is resolved, you do that a few times and surprise, the game's over.

Rest assured: Hiveswap is absolutely a Homestuck game. There are terms and phrases from HS sprinkled in liberally, the art and music is blatantly styled after it (though thankfully you have arms at all times), and, in its most damningly Homestuck-esque trait, it leaves you on a non-ending for a sequel you'll never be sure will exist.

That said, I've played full-sized point-and-clicks with half the flavor text this has. Hiveswap - at least in its Act 1 incarnation - is absolutely something to be "experienced"; I figure I could speedrun it in like twenty minutes tops, but the entire point is looking around at LITERALLY EVERYTHING. Sometimes two or three times, or trying to dance at it. And then going back and looking some more. It's actually phenomenally written, if you take the time to read.

On top of that, while you're buried in a whole bunch of Homestuck Troll Words after the halfway point, none of them are expected to make sense except as "freaky alien shit". It's coherent if you're already aware of the argot, but if not, you get enough of an idea to truck along with no problems whatsoever.

Is it worth $7.99? Ehhhhhhh. I feel weird recommending a game that may not actually have its final episode released until the year 2413. That said, the soundtrack is great so maybe look into that, and give it a try if you don't mind waiting forever for a followup?
So I admittedly have only gotten a few hours into this, but... well, I have some good and bad thoughts on it.

under a cut )



So, overall: game good. need play more.
It's fascinating how three people can approach the same game and have three completely different game-ruining complaints about said game, all of which are fully accurate and easy to see in the game itself.

Reflections of a Fallen Feather is a free game on Steam (or $1 on XBLA, I hear) about a bunch of lost souls in maybe-Hell that fight monsters and then become those monsters and then move on to kill other monsters. It's all very Final Fantasy Legend 2.

Celine tried it and found the very abbreviated, incredibly terse menu design and battle system impenetrable, not being able to decipher what the hell made moves good versus bad versus "what the hell am I even doing".

Then Xyzzy tried it, and being my partner in "understanding how the fuck SaGa games work", she was able to get a pretty steady grasp of how to progress, but burned out due to how barebones the game was, and its utter lack of compelling writing hook.

So I figured, oh hey, I've played (and beaten) roguelikes, who the fuck needs a story for a dungeon hack?

Turns out, "dungeon hack" is pretty goddamn accurate, since this damn game is labrynthine. There's no in-game map, no out-of-game map (the game has no guides and no discussion on Steam, the closest you get is that the developers themselves posted a walkthrough on their website (which should always be seen as a red flag), and even that doesn't actually have any maps, save for in the one region where your visibility is limited and you can't properly orient yourself for THAT reason. You start out in a confusing, tangled open space with filled with monsters (the game takes the Mystic Quest mindset of having stationary enemies that you have to actively rub against in order to fight, but that don't respawn unless you leave the screen) and stumble around, then you find an item that lets you advance (a "switchblade" - namely a blade for hitting switches) and move to the next area, where all the corridors are 1 tile wide so avoiding enemies is impossible and oh, now half of the map is invisible because it's separated rooms!

And then you go from there to a water-themed switch maze, which leads to a multi-layer teleporter maze, which leads to Mt. Moon, and then everything culminates in all of the gimmicks knotting around each other in one final headache of a clusterfuck. All the while, you have to slog through mountains of encounters, because even though you don't gain anything tangible from them unless you're changing into one, EVERY LAST ONE IS BLOCKING THE GODDAMN PATH. And god forbid you get lost and hit a screen transition or OOPS EVERY ONE OF THOSE MEAT WALLS CAME BACK.

It started out interesting, then in the middle it hit a portion where monsters were too rough to handle with what you had and you needed to get lucky and punch up (which was about the point where Xyzzy got disheartened and wandered off), and then after a few difficulty spikes I managed to faceplant into endgame monsters (including one bonus boss, I think?) and I steamrolled over the rest of the game, more or less, up to the penultimate boss. That was a bit of a challenge, and then the final boss was a snooze.

So it all comes back to the battles, which start out varied and interesting but then rapidly devolve into "hit pikachu with ground-type moves or get your ass handed to you". Weaknesses are huge in the game, as is paralysis, and if you have ways of exploiting either you can coast. Otherwise, it's an uphill struggle.

I dunno. It took me about six hours to push through and I'd say a good four of that was either being frustrated by the battles or annoyed at not being able to orient myself. Only got 89% of the items, which was good but not great, I guess. I'm probably not gonna go back.

It was someone's very first game and it shows. But for a first game, it's acceptable. C+.
A friend graced my Steam inbox this morning with a certain VN that just came out the other day.

That friend got keysmashed at, and I flailed, and then I played through it, knocking out the first route I gunned for in about two hours (plus an added hour of trying to overcome a technical issue that seems to be pre-existing.)

Let me start by saying: You already know if you want this. And this is 500% exactly what you expect it is.

You start in media res as Mila, a petite feline spice merchant who has been rescued by a band of pirates after a shipwreck. Said pirates are hunting after a series of magical coins of considerable power, one of which you conveniently own.

Suffice to say, you do not stay petite, given that these coins have magical transformation powers.

This is.... this is not just somebody's fetish, this is somebody's fetishes. Along with the obvious transformation, there's pretty heavy muscle and weight gain undertones going through a fair bit of it. An early choice sets you up to either avoid a conflict or take the element of surprise. Being aggressive leads you to buff out, turning sleeker, more toned... and avoiding combat makes you soft, in a quite plush, literal sense. There are other consequences than that, mind you, as I'm pretty sure that's one of the Major Plot Forks, but as far as transformation, that's about as spontaneous and egregrious as you should expect.

In other words: Yes, this is absolutely someone's fetish fic. Mind you, it's fantastic fetish fic. The characters are nuanced and have layers of depth to them, and even if I call it "fetishy" it's a safe for work sort of fetish. I wouldn't expect any more lewdness than you'd get out of, say, an episode of Totally Spies. (That, of course, also means it's about as worksafe as that horny-ass cartoon. Which is to say: only on the most technical "there is no porn" sense.)

Also, the ending I got (whereupon Democracy Might Have Been A Mistake But Hey, I Totally Banged A Curvy BatFox Princess) implies there's at least eight "routes" and at least twice as many endings there. There's replay value.

This game probably isn't going to convert you into a furry overnight the way Undertale did to people. This is a niche, and if you're in it, or interested in it, you already know. But if you're already there, then it's fun, pretty quick to push through, and at least compelling enough to play through a few times.

If I had any complaints at all, it's that the voices are... well, they're on the lower end of "just sort of there". They don't add much, and it's about the level of quality you'd expect from a Kickstarter budget. You don't miss much if you turn 'em off, at least from what I've seen.
Life's been kinda kicking my ass, a lot, and I don't want to go on just not giving any sign that I'm alive to the three whole people who don't hear me whinge constantly.

Suffice to say, I've been in a slump, but that doesn't mean I haven't been doing anything - on the contrary, it means I've basically been losing myself for hours at a time every night grinding against Lufia 2's Ancient Cave again. That one will probably get a bigger write-up than the new things.

Speaking of new things! I got a few games from a Dollar Store Bargain Bin, and one I snagged on the ultra-cheap off the 3DS Eshop, soooo...

Code Name: S.T.E.A.M.

The first thing that surprised me about this was that it was made by Intelligent Systems. You know, the Fire Emblem/Paper Mario guys. The second thing that surprised me is that it's more or less like a Steampunk Valkyria Chronicles, right down to being an alternate history - though instead of being based in NotSwitzerland, instead you're serving under Steampunk Abe Lincoln, who is voiced by Wil Wheaton and pilots a giant mecha version of himself. Somehow it apparently tanked like crazy, despite being made by a great company, being similar to a great game, and having the Japanese subtitle "Lincoln Vs. Aliens".

I would buy a game named Lincoln Vs Aliens, wouldn't you?

Absolutely get this on the cheap, if you can. This was five bucks for me and totally worth it.


Tappingo

This sure is a "color the squares" puzzle game. This one's unique gimmick is that each colored square has a number that equals how many extra squares of the same color need to be attached to it. When you swipe in a direction (yeah, sorry, touch-screen only), the squares start filling with that color.... and only stop when they hit another filled square or the edge of the grid.

Thus, it's less about figuring out WHERE you need to place objects, but WHAT ORDER you need to do things in, oddly similar to untangling a knot.

It's definitely different than the usual Picross and Linkapix I've been doing recently, and is a nice breath of fresh air. It's pretty cheap, too, I think it was two bucks on sale.



Also obtained recently but unplayed: Chibi-Robo Zip Lash (bargain bin), Overfell (free chrono.gg game).

I'll be better later I suppose but for now, mmmbleh.
So I caught wind of this little phone game made by an obscure indie company named HAL that people are gushing incessantly about. Little thing called Part-Time UFO.

It's not free-to-play.

Believe it or not, that's a good thing, because that means no microtransactions, no banner ads, no intrusive videos, none of that shit. Much like my earlier phone gushfest Love You To Bits, it's just you, the game, and whatever free time you want to devote to it.

There are two things to note about Part-Time UFO.

One is that it is goddamn adorable. You play as a little cartoon UFO with eyes and a giant crane claw. Your goal is to pick up objects and stack them in the Designated Area. There are medals for stacking them in a specific way, or under a certain time limit. You earn coins, which you then use on adorable outfits which minorly tweak your gameplay but are more importantly incredibly cute.

The second is that it is goddamn infuriating in exactly the addictive, "I have to beat this fucking level" way you expect it to be. You are a tiny UFO and that means you can't exactly move very well with heavy objects. Things swing and sway and knock into each other and there is some serious Physics Going On. In essence you are trying to pilot a sentient crane game into doing your bidding and it doesn't always (in fact very infrequently) work the way you want it to.

But you keep trying. Because you know you can do it if you can just nudge this pillar into the right position, or get these cheerleaders to stand on top of each other, or or or or

and suddenly five hours have passed and your phone is telling you that you have 2% battery left.

All in all? Probably the best $4 I've spent on a phone game for a while. It also makes me want to crush someone's skull.

You know. As you do.
.

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swordianmaster: the crudest drawing of a sword imaginable (Default)
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