PC:
– Blacksad: Under the Skin
– Darksiders 3
– Dusk
– Prodeus
– Rebel Galaxy Outlaw
– Rise of the Tomb Raider
Switch:
– Return of Obra Dinn
PC:
– Blacksad: Under the Skin
– Darksiders 3
– Dusk
– Prodeus
– Rebel Galaxy Outlaw
– Rise of the Tomb Raider
Switch:
– Return of Obra Dinn
Completed Return of Obra Dinn.
I’m surprised how much I got into that game.
First part is gathering the clues, which is pretty standard for walking sims.
Second part, that starts with the storm, is much more involved, as it requires a lot of crossreferencing. Officers of same rank wear similar clothes. Each officer has a mate that is often seen with them. People of same origin tend to stick together. Things like that. The funny part is that I had the most trouble identifying four Chinese guys. Because, you know, they all look the same.
Stylish black&white walking sim. We play as insurance investigator from the 19th century, that is tasked with figuring out what happened to a vessel, now barren besides a few skeletons.
You have a magic clock, that given a corpses, shows how a person died. Now if in that memory someone else dies, magic clock will make their corpse reappear too. And you can do multiple time jumps that way.
The story broken into chapters, and each chapter has a page dedicated to each corpse. Some of the crew didn’t leave corpses behind, so you also need to figure out what happened to them (in the middle of the sea, dugh!). Each page is a 3D slice of a ship, sometimes spanning multiple decks. You can move around, trying to figure out who’s who.
There are about 40 different ways a person could die in this game. I didn’t expect anyone to be electrocuted. I was wrong.
Pretty quickly we discover that the ship was attacked by no less that a kraken. And before that, by a couple of murderous crab riding merman. And this is all a result of a curse. The game leans into the mystical heavier than what I expected. But there are also a couple good old murders to solve as well. A baton is a far deadlier weapon that one would assume.
Interestingly enough, they decided to remake Front Mission 1. Not just have a port from NDS, which was quite a direct port from SNES, but to actually remake it in 3D:
https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/FRONT-MISSION-1st-Remake-2171006.html
I personally don’t see a reason to play it myself, as I completed the game some time ago on NDS. But it would be intersting if they release other Front Mission games for the Switch as well.
NDS produced some very unique games. To play this one, you need to hold your console on its side, like a book. The backgrounds are 3D, but the characters are animated 2D black and white sketches. Very stylish.
We play Kyle, an ex cop, who now works as a traveling salesman. His boss sends him to Hotel Dusk, no less. Where he by chance gets room 215, that is rumored to grant wishes. There are also other rumors about the hotel: it’s haunted by a ghost of a girl who disappeared there 10 years ago. Her body was never found.
Kyle is haunted by memories of his partner, Bradley, who was undercover in an art smuggling ring known as “Nile”. For some reason three years ago he betrayed both Nile and the police. Kyle shot him in the process, but Bradley’s body was again never found.
Played the game for a few hours already, reached Chapter 3. And until now I still don’t know what kind of mystery it is. Getting some pretty strong Twin Peaks vibes, though.
The further, the worse gameplay becomes, unfortunately.
Pen and chalk puzzle was annoying. Nobody likes pixel hunting.
The main theme of the game is angels. Melissa has an angel doll her mother made her. Writer Summers has a bookmark with reproduction of “Angel Opening a Door”. The same painting Bradley tried to steal from Nile, apparently.
Although I dislike the theme of masked vigilantes, I must admit that the game is phenomenal.
We play as a teenager that tried to stop a rapist, but instead got sued by him and now on probation.
He’s bestowed with a magical app on his phone that allows him to visit Palaces: places that evil people build inside their minds. And if he’s able to steal their Treasure, it will cure them. Potentially also make them brain dead, but it’s one evil person less anyway.
The most annoying part is that they brought back the persona dialog system from Persona 2. To get a new persona you first need to crit it, then you need to persuade it to join by guessing a right answer to a very vague question.
Managed to install Persona 5 on my Switch.
I feel like I update firmware on it more than I play it.
At first, I was getting “failed to read NSP metadata”
Fixed that by installing the latest patches. The process is super-shady, as you just copy a bunch of random files you found on the Internet.
Then, had to figure out the Master Key password in Atmosphere:
up, up, down, down, left, right, left, right, b, a, plus
That enables unsigned code installation, since the only NSP available at the moment is converted from XCI.
But it works. And the most surprising thing, it works on Firmware 12.1.0, while the latest is 15.0.0
I’m always afraid of upgrading firmwares on my Switch, as I almost bricked it once already, and lost all my saves in the process.
Looks like I completely missed the fact that Persona 5 is now also on PC.
And even better news, Persona 4 is planned for Switch in January as well. Dropped it on PS2, dropped it on PC, not I have a chance to drop it for the third time!
PC:
NDS:
Racing game from Capcom from the 2000’s that is best known for using the popular at the time cel-shading technique. There are lots of cars available from the get go, including some top-tier ones, not just trash cars like you start with in some more realistic racing games.
The problem is that the driving itself is not very enjoyable. Cars are hard to handle, and I’m not sure what the game expects you to do about it.
Completed Castlevania: Order of Ecclesia.
Took me almost 4 months, albeit with pauses. Started to play it in March, and completed it just now.
Decided to play this game after completing Bloodstained: Ritual of the Night. It was a mistake to try in play it on the original hardware, though. First, NDS can’t take screenshots. The game is gorgeous, but I can’t prove that now. Second, there are considerable slowdowns when there are a lot of moving objects on screen, which make some boss battles frustrating.
But first things first.
Bloodstained’s heroine was an exact copy of Shanoa, heroine of the Order of Ecclesia. Up to color of her dress and the tattoo on her back.
There’s no difference between weapons and spells now, or as they called here glyphs. A rapier, called Confodere, or a hammer, called Macir, use the same mana as a lightning bolt. Mana recovers quickly after a brief rest, very similar to endurance in Dark Souls series.
Different from most other Castlevania series, instead of a huge castle, there are a lot of discrete locations. All of them are rather small, and some of them also quite linear, even corridor-like.
In terms of pixelart, this is the swan song of NDS. The next Castlevania game will be already a 3D one. And Prison Island is simply a muscle flex, with it’s hand drawn lighting and shadow effects.
In terms of combat system, at a certain point I felt that they should have called it “Order of the Axe”. Seriously, Axe glyph rules the midgame. I always found axes in Castlevania games awkward. But in Order of Ecclesia they simply… work? You can hit enemies above or below you, which is great. You can also hit bosses multiple times, because their sprites are so big. Guess the game also helps you a bit in aiming your throws.
Crab boss was easy, except for the slingshot parts. You need to drag your character down in order to go up the Lighthouse. But then the boss is also beneath you. If you fall, you touch it. One touch, and you’re basically dead, caught in a damage loop.
Maneater boss was a lot of trouble for me due to its random moving patterns, and a lot of flying debris causing lots of damage. Then I discovered I have missed the light magic, Luminatio, at the top of the Lighthouse. I actually went all the way up, but then the elevator glitched, and went all the way down, so I assumed you need to do something special in order to fix it. Turns out it works just fine on the second try. And by mashing double light magic, the Maneater boss went down on my first try.
Not sure if I’ve “got” the game after that, but I enjoyed Russalka, Goliath and the “sand shark” bosses immensely.
I also feel that the game is slightly easier than other Castlevania games. A lot of glyphs have a rather wide arc, so you don’t have to position yourself that much. You can hit enemies standing above or below them, out of their reach. Unlike Symphony of the Night, where you had to get “in their face” all the time. And there are even some homing glyphs.
Also, the good ending is slightly more obvious than in some other Castlevanias, as I have missed just two villagers in my first attempt, and I was doing that without a guide.
Barlowe was a huge pain for me. Lots of well timed jumps, especially in his second phase, when he starts to dash at you. Fail any of the five jumps, and you’ll be stunlocked, and probably loose around 50% of your total health. Ended up stocking on healing potions, just to get past him.
The next boss, Wallman, is a clever reference to Konami’s own Bomberman, by the way.
I really hate when others say “you haven’t seen the game until you do X”, but in case of Eclessia, it is quite true. You haven’t seen the true Castlevania until your reached the castle. And you reach the castle only if you head for the true ending.
Blackmore boss’ design is absolutely awesome: evolution of “not shadow effect” we’ve seen back on Prison Island. But the necessity of constantly staying in the air was quite tiring. I wish I didn’t play this part on the original console.
Eligor was a pain in the ass for me for a few evenings. I almost dropped the game at that point. It’s a long fight with four phases. The boss is huge, but with only a few vulnerable points that are hard to reach. What changed the fight completely for me was the Melio Ascia glyph (throwing axe). It drops very rarely, so I had to farm for 30 minutes for it. But once I’ve got it, destroying centaur’s crossbows is a breeze.
I literally cheated death by cheating the Death boss with the Death ring. Sorry, not sorry. That ring doubles your damage, but you die from a single hit. Unless you unequip it in time…
Final boss, Dracula was super annoying. He hits hard, and his patterns are very hard to avoid, compared to any other boss in the game. I tried to soak damage using the best shield, but the slowdowns in this fight are so bad and he hits so hard I still couldn’t beat him for a few evenings. Had to farm for an hour to level up and get tons of gold. And then used the same trick as in Bloodstained: stocked food items. All the food items I could get. That did the trick. Glad it’s not Hollow Knight!
Going back to pixelart for the last time: Dracula’s cloak is simply mindblowing.
Must say that Code Veronica turned out quite a disappointment. And I have finished now most of Resident Evil games, some of them multiple times.
It started well, though. Decided to check how Code Veronica X plays on GameCube, and couldn’t stop playing for a few hours. My first attempt at it was back in 2007, on Dreamcast, and I got stuck somewhere in the middle, before Chris appears. Looking back, I should have played the PS3 version, Code Veronica X HD (wonderful naming!), which has better lighting effects.
The game is brutal compared to Resident Evil 2, though. Or maybe I just know Resident Evil 2 too well. Plenty of ammo, but by the end of Training Camp I was running out of healing items.
Not being limited by the PSX hardware anymore, Resident Evil allowed itself to become bigger. And it is actually a problem. There are more enemies, that respawn more aggressively. And since the world isn’t broken into small self contained chapters anymore, there is much more backtracking, much more things to remember.
Bowgun is arguably even worse than the basic pistol. The only useful role are the explosive arrows. And the fact that it doesn’t need to be reloaded.
First encounter with the Tyrant is mostly a standoff, in a space so narrow all you are able to do is shoot and hope it will go down before you do.
The second encounter on a plane is much worse, though. If you didn’t save enough explosive arrows, you may be out of luck, and will have to load an earlier save. The boss will stunlock you, and its attacks track quite badly.
Nosferatu boss was extremely annoying. At least it has a free checkpoint just before the fight. Maybe I just don’t like “sniper” fights.
Interesting how the game tells you a set of lies:
– There are twins: Alfred and Alexia
– There is no Alexia, Alfred was just crossdressing
– There was an Alexia, but she died 15 years ago alongside her father
– Their father didn’t die, but was turned into a monster
– Alexia didn’t die, but voluntarily went to sleep for 15 year to “evolve”
Chris is able to pilot a Harrier. Guess this is something they teach you in SWAT?
This is the earliest Resident Evil I can remember that has a shared storage between characters. What that means, though, and that is something the game never explains properly, is that whatever equipment Claire uses while fighting Nosferatu stays with her. While it doesn’t matter much for the pistol, it matters more for the grenade launcher, that Chris won’t be able to use.
Second episode with Claire is one of the most annoying parts of any Resident Evil game I could remember. First you need to run under a falling block multiple times. Which mean instadeath if you mess it. Then you need to run away from mutated Steve, and if you don’t have enough healing items, it’s back to the falling block again.
Found it to be very frustrating switching between two characters with separate inventory, not knowing when it happens and what items will become inaccessible. That way some healing items were left on Claire before fights with Alexia.
Speaking of that, first fight with Alexia in the manor has instadeath if she catches you, which is slightly annoying. Easy if you know you need a magnum in your inventory. Hard if you don’t. Second phase is just a standoff again. And the third is again a sniping match, with infinite ammo and only landing a single shot, but with slow projectiles.
A bit sad that by the time Wesker appears again in Resident Evil 5, everybody forgot both about Wesker face getting burned (although maybe he just regenerated it, the guy survived getting crushed by a few tons of rails) and about Steve.
And the whole Wesker fight is strange. In the fact that it doesn’t exist. It’s just a set of scenes. I was expecting some QTE, but nope, just sit back and watch events unfold.
Благодаря CRTPixels узнал о beat’em’up’е для SNES Ninja Warriors:
The Ninja Warriors (1994, Natsume) – SNES
Sharp Pixels vs. SNES S-Video via Sony PVM-20L2MD
My favorite SNES beat em up finally gets the comparison treatment. The art in this game is on another level. It could hold its own against pretty much any other game on the SNES. pic.twitter.com/Uouu4yHGmD
— CRT Pixels (@CRTpixels) January 21, 2022
Для beat’em’up’ов я обычно слишком криворук, но этот зашел хорошо. Быть может потому, что он не изометрический, сложнее промахнуться. Или он просто очень щадящий. Там кажется даже бесконечные continue, причем иногда прямо перед боссом.
Для SNES тут феноменальные спрайты. И в плане размера, и в плане качества. Особенно впечатляют боссы. Мой фаворит – помесь пожарника и самурая.
Так же очень крутые задники. Он некоторых просто таки веет 90ыми. Особенно крутой эпизод с вертолетом, который пытается расстрелять героя на парковке небоскреба. Ну и там где танк выезжает не хуже.
На днях узнал, что Saitek выпускала для Game Boy аксессуар называвшийся Booster Boy:
https://www.instagram.com/p/CYuC29RoI5n
У Game Boy была неудобная крестовина, и крошечный экран без подсветки. Эта бандура все проблемы пыталась исправить.
Тут можно посмотреть видео про этого монстра.
Как испортить впечатление от игры? Заставить проходить всех боссов по второму разу.
Впрочем, от части я понимаю, зачем это было сделано. Часть asterix’ов/профессий можно в предыдущих главах упустить. А без некоторых профессий очень сложно.
Кстати о профессиях, Dark Knight очень весёлый. Его Minus Strike пробивает часть иммунитетов. А ещё умирая он наносит четырехкратный урон противнику. Некоторых боссов можно одолеть просто оживляя пару Dark Knight’ов.
Последний бой с Victor&Victoria доставил массу хлопот. Victroria каждый раз удавалось отравить моих персонажей, и после этого использовать Exterminate, убивающий всех отравленных. Теоретически от этого спасает амулет Star Pendant, но по сюжету он дается один, а остальные можно докупать в одном из городов. Но из Eternia в этот город не вернуться. В итоге пришлось всем персонажам учиться во Freelancer’ов чтобы получить Poison Immunity.
Драма с родителями Edea разрешается пшиком. Напомню, что Edea пытается реактивировать Earth Crystal, от которого зависит жизнь ее матери, и отряд безжалостно вырезает всех, кто встает на его пути. Но Braev’а щадят, а мать вроде как может выжить и без кристалла.
Еще там истироя с тем, что Orthodoxy, правившие Eternia’ей до Grandmarshal’а во время чумы просто ввели карантин, дав всем заболевшим умереть, лишь бы не пользоваться целебной энергией кристалла, что считалось бы святатотством. За это совершивший переворот Grandmarshal их всех вырезал. Весьма справедливо.
Против боссов отлично работает связка Ninja и Swordmaster. Ninja использует Kairai, который выставляет aggro не на себя, а на конкретного персонажа. А у Swordmaster’а есть Know Your Enemy, мощнейший counter против “заказанного” противника. Set up for success.
После Донбасса начинается какой-то скучнейший эпизод, в котором мы пытаемся пристроить сироту. Сирота случайно подбирает Магическую Руду, и мы потом бегаем туда-сюда, чтобы эту руду занять.
Получаем летающий корабль, добираемся до холодной Eternia, которая и ведет со всеми остальными государствами гибридную войну.
В Eternia научились черпать силу из своего кристалла, что позволяет им лечить людей от неизлечимых болезней.
Мать Edea, жена маршала, как раз одна из пациенток. Кого ты больше любишь, маму или природу? Ладно, это же японская игра, ясное дело, что Природа важней.
Это первая Legend of Zelda на моей памяти за исключением Majora’s Mask, в которой напрямую упоминают другую игру серии.
Прямо во вступлении говорят о Hero of Time и показывают Link’а на коне, что конечно же значит Ocarina of Time.
Впечатляет внимание к некоторым деталям. Линк оставляет следы на песке. Искупавшись, с его одежды капает вода. На дворе 2002ий год.
Если играть на консоли, то видно что в игре интересный эффект depth of field, который видимо не эмулируется. С другой стороны, если играть на консоли, то придется смириться с inverted horizontal look, что конечно очень странное решение.