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What have you finished and what did you think (WHYFAWDYT) thread
Topic Started: Dec 13 2013, 12:06 PM (33,519 Views)
Twisted
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I just finished Shadow Complex. Found 100% of the items and also 100% of the map, and did it all in about 8 hours. It was a lot of fun.

The story is bad and the dialogue can be downright terrible, but it's fine and doesn't outstay it's welcome. It doesn't overload with you with long, boring cutscenes or give you a bunch of unnecessary fluff material to find to fill in story details. It's all kept to an absolute minimum and I actually appreciated that. It just let me focus on the game.

It plays great and is a good take on the 'Metroidvania' style of gameplay. The map is laid out pretty well, though it can be a tad annoying to traverse to some areas where you have to take the long way around. The combat feels good, and the movement for the most part is tight. It could be a little clunky at times which made it difficult to jump into tight spots but it was fine for the most part.

The way the background and foreground are incorporated into the 2D plain that you run along is pretty damn cool. I remember it was very impressive at the time, and it still is.

It was pretty damn cool of them to just randomly release it on PC. I had a great time with it, and I'm glad that I finally got to play it after all these years.
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Platinumed The Deadly Tower of Monsters last night. Solid little game that is just the right length. A lot of fun. Review soon I hope.
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Moo
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A typical scene in Resident Evil Code Veronica:

VILLAIN
Prepare to die buahahahaa!

CLAIRE/CHRIS
You?!

VILLAIN
Buahahahaaahahaa!!

*Enter OTHER VILLAIN*

OTHER VILLAIN
BuahaHhahaHAHahHaA!!!

VILLAIN
YOU?!

OTHER VILLAIN
Haha.

*Both villains leave room*
___________________________________________

This is the campiest Resident Evil. One villain is an insane schizophrenic who dresses up as his dead sister who he loves. I love when he stands on the canopy of his bed with a rifle aimed point-blank at your back and he jumps off the canopy to hit you with it. And when he tries to kill you by remotely hijacking your plane and flying it to his secret base in Antarctica instead of just crashing it. And how the protagonist, having been hijacked and not knowing where the plane's going, has a nap on the cockpit floor.

The gameplay is pretty typical of the series. I used a walkthrough in some parts because I can't remember things like passing a door with an emblem on it in the tutorial area six hours earlier. Quite longer than the other games, if I remember right.

7/10

The Resident Evil series, at least 1-4, is basically a maths game about maintaining a balance between two quantities, health and ammo, with puzzle elements involved. Code Veronica's not great at it though because I ended the game with heaps of ammo and health items. But there were a couple of times where I was running scarily low on both.
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Moo
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Resident Evil (Gamecube):

Replayed this after a long time. FUUUCK this game is a masterclass of horror atmosphere before the ridiculous story takes over. It scared the shit out of me when I was a kid, and I think it's because it's not clear until about the halfway point that it's not supernatural. It's such a shame that this game and Silent Hills give a taste of what true videogame horror might be but don't go all the way. But I think this is the pinnacle of the genre so far, and not because of the jump scares.
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Patto
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Just finished the Baba Yaga DLC for for Rise of the Tomb Raider and I must say I was completely under whelmed. It was really short, only adds 1 new item and the only semi saving factor was the story was interesting. I hope Crystal Dynamics pick up their game with their future DLC
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Derpstrom
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Just finished Unravel. Not at all what I expected and I'm not really impressed. It looked fantastic but barely used the yarn mechanic. Puzzles were all straight forward with the difficulty coming from actually getting things to behave as they should. Twice I was stuck on a "puzzle" and looked up the solution only to find that I was doing the right thing... just that the object I was trying to move was catching on some small, unseen edge and wouldn't move. This is frustrating as it made me think I was going about the solution the wrong way... when, in fact, I was doing it right but the game was a little buggy.

The last level had a bit like that where I thought a ledge was out of reach as Yarny wouldn't jump up there. It's an ice level with wind and, as it turns out, there's this one small window where you can actually grab the ledge and climb up - but if you miss it it gives no indication you were doing anything right but instead shows the same animation as you'd see to indicate a ledge that was unclimbable. Game had quite a few things like that actually. You used ropes to swing around and the length of the rope you could create or how far it would swing varied depending on what they wanted you to be able to do. Good level design would have seen them making the controls staple and adjusting the level to accommodate - not the other way around. E.g. hanging from 1 grab point I was able to lower myself down 2 Yarny's length of rope and swing to about 45 degrees. This was to prevent me going further and grabbing a collectible button thing. I jumped to the next grab point (1 jump away from the first). It was exactly the same but I could extend my rope the entire length of the screen and swing way up past 90 degrees!

Annoying inconsistencies and a last level that just seem designed to test your tolerance (about 10 minutes of it is literally just holding L and R with pressing right... that's it). I get that they want to make things atmospheric but this whole game (and particularly the last level) really felt like they'd designed the look, story and atmosphere first then tried to wedge gameplay in afterwards.

I hate saying this as I know the guys who created it put a lot of themselves, their time, and love into the game... I just didn't enjoy it. Jingles is writing the review for Another Dungeon... will be keen to hear what he thinks
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Derpstrom
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Had a week off sick last week and, in the brief moments between sleeps, I played This War of Mine: The Little Ones which is the console version of This War of Mine (released Nov 2014 on PC) with a bunch of extras. Overall I really enjoyed it but I felt the additions detracted from the experience rather than adding to it. Children were good but cliche scripting and a lack of severe consequence for poor management made them feel like missed potential. The ability to create your own survivor and custom game felt like they were something requested - I don't get how you can play a game like that knowing exactly how long the war will last, how tough it will be, whether there will be winter and how harsh, etc. Takes the uncertainty out of it which is a key component for contingency planning!

Anyway, I left it at 8.5 out of 10 (the same score I gave it on PC) because it's still a bloody awesome game. The new bits are optional anyway so they're really just something added on for consoles. Controls worked surprisingly well, wasn't sure how the mouse would translate but they changed it entirely rtahter than just trying to replicate!

http://www.anotherdungeon.com/this-war-of-mine/review-little-ones/

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jamesh
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I finished Costume Quest 2 over the weekend. It was an enjoyable evolution of the mechanics from the first game, and tied up the story pretty well. They streamlined the combat by making all costumes control the same with timed button presses, rather than some relying on button mashing if directional inputs. That just leaves some costumes giving different effects on the primary attack (one divides damage between all enemies, another adds damage over time, another does splash damage, etc), and each costume has its unique special. Each costume can also be upgraded with candy.

Story wise, the dialogue is still entertaining and the new villain is appropriate to the theme. The game also involves time travel, with sections in the past and future.

The game is still fairly easy, but there is a bit of a challenge if you go for the "Hardcorn Mode" trophy/achievement. This requires that one member of your party wear the Candy Corn costume in every battle, which doesn't have any attacks. This acts as a self imposed handicap, reducing your party's damage by a third.

It's definitely worth checking out if you enjoyed the first game.
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NMANOZ
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I went straight for the hardcore achievement, still was easy because you could regenerate health in fountains which were everywhere, after battles.
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jamesh
Feb 14 2016, 10:06 PM
I finished Costume Quest 2 over the weekend. It was an enjoyable evolution of the mechanics from the first game, and tied up the story pretty well. They streamlined the combat by making all costumes control the same with timed button presses, rather than some relying on button mashing if directional inputs. That just leaves some costumes giving different effects on the primary attack (one divides damage between all enemies, another adds damage over time, another does splash damage, etc), and each costume has its unique special. Each costume can also be upgraded with candy.

Story wise, the dialogue is still entertaining and the new villain is appropriate to the theme. The game also involves time travel, with sections in the past and future.

The game is still fairly easy, but there is a bit of a challenge if you go for the "Hardcorn Mode" trophy/achievement. This requires that one member of your party wear the Candy Corn costume in every battle, which doesn't have any attacks. This acts as a self imposed handicap, reducing your party's damage by a third.

It's definitely worth checking out if you enjoyed the first game.
I really should get around to playing this. I absolutely loved the first Costume Quest and its DLC. No idea why I've kept off playing this for so long. Next time it's on sale I'll grab it.
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Ghost of Chickan
Feb 14 2016, 05:44 PM
Just finished Unravel. Not at all what I expected and I'm not really impressed. It looked fantastic but barely used the yarn mechanic. Puzzles were all straight forward with the difficulty coming from actually getting things to behave as they should. Twice I was stuck on a "puzzle" and looked up the solution only to find that I was doing the right thing... just that the object I was trying to move was catching on some small, unseen edge and wouldn't move. This is frustrating as it made me think I was going about the solution the wrong way... when, in fact, I was doing it right but the game was a little buggy.

The last level had a bit like that where I thought a ledge was out of reach as Yarny wouldn't jump up there. It's an ice level with wind and, as it turns out, there's this one small window where you can actually grab the ledge and climb up - but if you miss it it gives no indication you were doing anything right but instead shows the same animation as you'd see to indicate a ledge that was unclimbable. Game had quite a few things like that actually. You used ropes to swing around and the length of the rope you could create or how far it would swing varied depending on what they wanted you to be able to do. Good level design would have seen them making the controls staple and adjusting the level to accommodate - not the other way around. E.g. hanging from 1 grab point I was able to lower myself down 2 Yarny's length of rope and swing to about 45 degrees. This was to prevent me going further and grabbing a collectible button thing. I jumped to the next grab point (1 jump away from the first). It was exactly the same but I could extend my rope the entire length of the screen and swing way up past 90 degrees!

Annoying inconsistencies and a last level that just seem designed to test your tolerance (about 10 minutes of it is literally just holding L and R with pressing right... that's it). I get that they want to make things atmospheric but this whole game (and particularly the last level) really felt like they'd designed the look, story and atmosphere first then tried to wedge gameplay in afterwards.

I hate saying this as I know the guys who created it put a lot of themselves, their time, and love into the game... I just didn't enjoy it. Jingles is writing the review for Another Dungeon... will be keen to hear what he thinks
I'm on my third playthrough and I've found that there are a lot of moments of just... nothing... where you're simply walking along doing not a heck of a lot. It's... odd.

I like this game, but I also really don't like it. It was my most anticipated game for 2016 after my short playthrough at PAX. Wish I'd loved it more than what was presented.

There are fans of it out there though: http://www.destructoid.com/review-unravel-339641.phtml
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Derpstrom
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That's a very strange review. Feels more like an ad than a review. Maybe it's been too long since I last read a review
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I spent some of today reading other reviews to see what the general concensus is, and it's all over the shop. I don't know if that writer clearly indicated enough why they loved it to be honest.
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Platinumed Unravel. Took too much effort, but for some reason I wanted to 100% it so I could feel like I'd conquered the game. Doesn't make me feel like more of a man though sadly.
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Derpstrom
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That just makes you more of a whore. Playing a game you didn't like because it's an easy platinum... you whore! ;)
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