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What have you finished and what did you think (WHYFAWDYT) thread
Topic Started: Dec 13 2013, 12:06 PM (33,518 Views)
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But that's the thing, it's not even an easy platinum! Honestly, I've played the bloody game every single day since release and will be playing it through again doing a let's play.
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Red Panda
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Jerbs and Groathe
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Jingles
Feb 17 2016, 08:21 PM
doing a let's play.
pls no
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Derpstrom
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Maybe it would be less frustrating if you weren't actually required to try and manouvre Yarny about the level :)
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Red Panda
Feb 18 2016, 11:00 AM
Jingles
Feb 17 2016, 08:21 PM
doing a let's play.
pls no
You know you don't actually have to watch it right?
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Doomguy
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Guacamelee. It was alright, enjoyed it for what it was, but I don't think it's anything special.
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Derpstrom
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Wow, I thought Guacamelee was perfect :)
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Doomguy
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It's a bit too basic. It's good, I especially like the wrestling style combat system which feels quite satisfying and it has a unique visual flavour. I also like the changing between the alive and dead world mechanic, which does alleviate the basic feel of the game somewhat. However, it's too easy because there's almost no puzzle element at all and the enemies and (lack of) environmental hazards provide basically no threat at any point, so you feel like you're just going through the motions to a certain extent. It's one of those dumb games that locks the difficulty levels that aren't too easy behind a completion barrier which isn't compatible with me because I don't feel like playing games more than once in 90%+ of cases.

It's totally outclassed by Super Metroid, though (The only other 2D metroidvania I've played properly). I tried Dust: An Elysian Tale which felt a bit too button mashy for my liking, but the main thing that really turned me off it was that idiotic flying yellow furry's wetdream. Her voice is literally uninstall worthy.

I need to find a PS1 emulation solution that I like because I want to play Symphony of the Night, I think I'd probably quite enjoy that.

Anyway, I started Shovel Knight last night, did two of the first two stages. Liking it so far!
Edited by Doomguy, Feb 23 2016, 10:34 AM.
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Derpstrom
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If interested you can repurchase SotN on PSN and XBL. Pretty cheap too if I recall.

Failing that what emulator are you using? I quite like ePSXe now that I've got it working (works well with the PS4 controlle ron PC)
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Doomguy
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I don't own a console, otherwise that's what I'd probably do. Well, that's not true, but I'm damn sure it's not been ported to SNES or N64. My brother's Wii U is floating around gathering dust, that's it.

I've tried ePSXe but with SotN I had poor performance and graphical glitches. From there I tried using the Mednafen emulator core which requires the Retroarch client. This one run beautifully with no glitches, but I don't like Retroarch. It wasn't beyond me, I got it working, but it's just too convoluted for me to possibly enjoy using with it's interface and some of the extra software components I had to go hunting down to get the PS1 emulation working. It's easily the least user friendly emulator I've ever used and I can see why so many people give up on it so fast. The reason it's so convoluted is all in the pursuit of something I have zero interest in; a master emulator virtual console of sorts that just runs any console you can emulate. I just want basic file>open rom> play functionality that's accurate and runs well like the beautifully perfect snes9x.

Oh well, I'll figure it out eventually when I can be bothered (not now). Maybe the other optional video modules for ePSXe will work better.
Edited by Doomguy, Feb 23 2016, 01:16 PM.
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To follow up the post above:

Well I found a nice, simple frontend for the mednafen PS1 emulator core, so now I can play Symphony of the Night without graphical flaws and noticeable frame drops that I get in ePSXe. I shall be sure to give my impressions of it.
Edited by Doomguy, Feb 29 2016, 08:21 AM.
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Red Panda
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copy+pasta

Finished Rise of the Ludonarrative Dissonance Tomb Raider. Well did so last Friday. Really wanted to finish it before heading to Melbourne to beat up Chickan for not liking the game >:[.

It’s a great game. It’s one small step forward, multiple steps to the side, but it still comes across as a big improvement over the last game, which I didn’t think was all that good. There’s less scripted set pieces, more dynamic pseudo-stealth encounters and it adds some hub-sized exploration to the formula. The result is a game that strikes a nicely balanced gameplay loop that features the structure and cohesiveness that’s reminiscent of Batman: Arkham Asylum.

The structure is rather formulaic: It tends to go from platforming to a marked location, engage in a few stealth-action encounters, follow up with a simple environment puzzle, a shootout happens and then it concludes the event arc with a bombastic chase set-piece. The momentum then slows to a silent crawl, opening up a hub of opportunities that lets the natural game parts to breathe. You explore, platform up vistas, gather resources, hunt and raid beautiful tombs. It’s wonderful pacing. And while the game doesn’t necessarily do anything new, the flow of the game just allows the novelties of its tried and tested mechanics to all feel fresh again.

It’s a mechanically solid game, too. It executes most of its gameplay elements quite well. It has robust stealth and the combat is solid even if the sound design leaves much to be desired. The platforming feels just right with its degree of variety and the right margins of error. Hunting, gathering and crafting has value without feeling bloated. The upgrade system is commendable, with a good mix of gameplay focused side-grades (yay!), stat based upgrades (boo!) and exploration upgrades. The optional challenge tombs feature puzzles that aren’t necessarily hard, but are fun, clever and more thought out than they ever deserve to be. What’s great though, is that these mechanics are all woven through this responsive, finely tuned and polished control scheme. It just makes the transitions of the mechanics flow so well, which is something that even the most ambitious games like MGSV and The Witcher 3 can certainly learn from.

The narrative and character arc is better executed than the last game, though the final result still isnt great. The game still enforces this flat, dull seriousness that I could barely engage with. It still has the urge to have everything break into rubble around you - with Lara slipping and falling everywhere. You still end up fighting some ancient protectors of something at the end - it just feels all too familiar territory. Even if the execution fares better, I feel 2013’s adventure just has more remarkable moments. There’s nothing quite like the radio tower climb, or the collapsing ship sequence, or scenes that present the surroundings and adversaries to be intimidating. Here, It wants to get the job done to push the game forward.

Not that I care too much about Lara’s origin story. I just dislike how the script is at odds with the structure of the game. Ludonarrative dissonance appears in alot of games, but it’s such a killer in this one. The script tends to present a sense of urgency, but you’re free to stop to listen to this collectible audio log while you’re being hunted down. As you’re in a race to get somewhere before the antagonist does, you fast travel back to discover a tomb for half an hour because you just got the tool/ability to access them. The game wants to maintain the momentum of your typical, linear action-packed adventure game, but it’s so game-y in how it breaks that so easily.

Despite that, this is where the Tomb Raider reboot should have started. It is a better baseline than the last game, which just came across as a poor man’s Uncharted with some things tacked on. But there’s just alot of room to do more here: Go H.A.M with the tombs, give context/space to the hub area gameplay and build a structured world around focused hubs with vertical metroidvania-like depth, because we’re just saturated with slow, lengthy, horizontally expansive open-worlds.

What I’d like to see most is for the franchise to emphasize the survival stuff on a more mechanical level. Because it’s still trying to pretend that it’s something it’s not, when it’s still just another refined, wonderfully executed and polished action-adventure game. Which isnt a bad thing. Because despite its ‘derivativeness’, it just felt so oddly refreshing to play a polished 25 hour AAA game and complete most of its content before its conclusion.
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Derpstrom
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Finished Firewatch and I now understand why people are grumpy about the end. The below is pretty spoiler free but, if you want to know nothing about the game (which I recommend) don't read on.

Spoiler: click to toggle
Edited by Derpstrom, Mar 4 2016, 12:02 AM.
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Derpstrom
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This is a pretty good rundown of the ending and a possible interpretation

http://press-start.com.au/2016/02/11/firewatch-explanation-and-analysis/

I think glitches in the game were making me look for something more though.

I think my biggest problems with the game related to it's delivery. During the course of the game there were a few disjointed conversations - where Delilah and Henry were discussing a character I'd not heard about before. Initially I thought this was the games way of trying to show me, the player, what it might be like to have Alzheimer's. Day, to day, to 1 month later, to another month later. Conversations that I didn't remember initiating, etc.

I think what happened was that the timed conversation pieces cut dialogue short. So perhaps Delilah asks me an important question but I accidentally choose to look at snowmobiles. This starts a dialogue about snowmobiles and, when the timer runs out, she cuts immediately into "well if you don't want to talk about it that's fine". The problem is that the game assumes I've heard an entire conversation so later, when asking me to make a conversation decision relating to that earlier discussion, I'm at a loss.

I'm going to have to play it again and be a little bit more careful with my choices and waiting for conversations to end. I wonder if this is a problem many had or whether it was specific to me.
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Moo
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I'm having a Zelda binge, replaying some games and playing some for the first time. Skyward Sword is much better than I remember. The motion controls are stellar, except for how often you re-centre them and some awkward implementations (ie. swimming and bomb rolling). The three fights with Ghirahim are excellent fun in this regard. I like the puzzle-oriented gameplay. The Silent Realms are a superior version of the electric bug collecting in Twilight Princess: the contrast between the environment's tranquility and the mounting tension as the timer counts down is mesmerizing. The character flourishes of the town's inhabitants are simple and effective, but feel like sketches compared to the well-drawn townsfolk in Majora's Mask. They don't ever rise above slapstick. Ghirahim is by far the best main character. He's so menacing and flamboyant.



The linearity doesn't bother me much, though it stinks that there's no adventuring or sense of discovery. The worst thing about the game is the unskippable tutorials and explanations. There's a part where you get these fire earrings that make you able to withstand intense heat, and when you enter a hot area the first time the earrings briefly flash red to illustrate the point. I was stunned that the game managed to explain it without text and a condescending visual cue, which is its modus operandi 99% of the time. Remember replaying Ocarina of Time, how you could collect the Kokiri Sword and 40 rupees for the Deku Shield and enter the Deku Tree in about five minutes? If you know what you're doing, you still can't enter the first serious gameplay portion of SS for about an hour. Nintendo need to rein in the tutorials badly. They're such a slog.

I'm currently nearing the end of The Minish Cap. It'll be the first 2D Zelda I beat. Structurally it feels like Skyward Sword -- it has a lot of dungeon-like gameplay outside of dungeons -- but with a surprisingly elaborate overworld stuffed with characters and secrets, more than I'm even willing to seek out. It has some inventive ideas I'd like to see again, like puzzles where you control multiple Links, and MANUAL JUMPING. Some cool bosses too. My only complaints are that some areas have convoluted layouts and there's a dumb part in one dungeon where you need to advance by planting a bomb in an obscure spot, with nothing to signal you need to bomb that spot. Had to look it up.
Edited by Moo, Mar 8 2016, 01:06 PM.
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Moo
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Also, I doubt they're going to make Skyward Sword HD, unless the next console has motion controls. The game is entirely built around them. I can't see how they could adapt a normal control to it. They'd have to re-design so many things.
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