Another good comparison of different MechWarrior 2 versions:
I’ve finished MechWarrior 2 twice, once the PC version, and also the PSX version, and probably will go back for MechWarrior 2: Mercenaries
Об играх
Another good comparison of different MechWarrior 2 versions:
I’ve finished MechWarrior 2 twice, once the PC version, and also the PSX version, and probably will go back for MechWarrior 2: Mercenaries
Storywise, I’m surprised this turned out to be a vigilante story. Junkies killed your older brother, and now you and your mysterious Accomplice are out for revenge.
The game has all the aesthetics of Hotline Miami, with hard-top-down view, but most of the mechanics from Splinter Cell: light indicator, noise indicator, five move speeds, night vision goggles.
The enemies are also very aware of their surroundings. Leave a door open, and they’ll investigate. Try to close a door while you block it, though, and it won’t. So you end up learning very quickly to close the doors carefully.
You also get to choose from three types of armor, and in general, the more stuff you carry, the more noisy you are, and the slower you move.
As a kid, I didn’t understand how to play this game at all. But being an old man now, and with my love to the Advance Wars series, I decided to give it another try. Now I understand why I couldn’t play it, and it’s one of the weirdest reasons.
First, the control scheme is weird, and I guess it’s that way because Amiga had a joystick. Instead of simply selecting a unit, you hold LMB then drag it into one of the four directions, and that selects what you want to do with this unit. You drag the mouse left to view unit stats, you drag it right to show the move options. Weird, but probably with joystick it made more sense.
Second, it’s a turn base strategy game, with a screen divided between you and your opponent. After reading the manual and pressing buttons, I figured out that I control both sides. I went into the options to specify that I want to play against the CPU, but there was no such option. Turns out, you need to complete a few maps in “human vs human” mode, like playing chess against yourself, before you can progress and play against CPU. Weird, weird, weird.
The game also has a strange notion of move and attack phases. Basically you can only move on odd turns and you can only attack on even turns. Your units can counterattack unlimited number of times, though.
I still like the visuals of this game. They resemble Dune 2 art style, and units have this retrofuturistic look.
Castlevania Dominus Collection released on Steam and Nintendo Switch is one less reason for me to own NDS/3DS now. Until recently, Dawn of Sorrow, Portrait of Ruin and Order of Ecclesia were all NDS exclusive. I even finished Order of Ecclesia a few years ago on 3DS. Now I’m sorry I haven’t waited for this release, as playing NDS games is often a pain: you can’t take screenshots, and the game also hung up on me a few times.
In any case, this is another chance for me to try and finish Portrait of Ruin.
The game pretends to be a boomer-shooter, but in fact it’s much closer to a trick-shooter such as Bulletstorm.
You start with a 10 seconds timer, and you die if the time expires. The way to extend it is by killing enemies, the more inventively you do that, the more extra seconds you get.
There are some clever references to movies and anime from the late 80’s and 90’s: Akira, Bubblegum Crysis, Terminator, to name just a few.
But the overall gameplay feels very chaotic. Even though there’s “easy mode” without a timer, it’s not very good. Levels aren’t even levels, just corridors, and you get just a single gun with infinite ammo, which you can trade or upgrade between floors.
Completed Cultic.
I didn’t expect to have sniper mechanics in a boomer shooter. You can hear them cock their rifle before they fire.
Flamethrower is extremely useful in the second episode. It has a fantastic ammo to damage ration, and surprising range.
I could do with a third episode, really. Finished the game in about 5 hours, and didn’t get tired of the mechanics yet, which happens rarely. But then, it’s a neat an nicely wrapped story, told mostly through the journals of a private investigator that infiltrates the cult and a researcher that works with them.
The second and final boss is a “wall boss”. But it’s 3D, and nicely animated, so no complaints:
I wrote about the game quite extensively when I tried the demo, of all things (I never play demos). The full game has somewhat easier jumps, but other than that, it’s very close to my impression from the demo. It’s a faithful homage to Blood, with heavy emphasis on dynamite.
At first there’s the mechanic from Doom 3 where you need to hold a lighter in one hand in dark areas, and so can only operate one-handed weapons. But after a few levels you get a proper flashlight.
I didn’t expect the first boss to be a German tank.
Not after cultists, skeletons and demons I’ve been fighting. But then, the arsenal is also heavily WW2 themed, with FG42 and Sten, despite the game taking place in ’60ies. Maybe that’s just Return to Castle Wolfenstein influence.
Completed Outer Worlds.
The second DLC, Gorgon, feels so much like the starting location of the game that one of the characters makes a comment about it. The main revelation is that the marauders, which we meet across the system, aren’t just deranged humans, but they were created by Spacer’s Choice.
Unlike Murder on Eridanos which is very self-contained, this DLC does force you to go back and forth around the system a bit. But other than that, it’s rather… unremarkable.
All companion quests are mostly… non-consequential. Except Nyoka, maybe. But running around the system to help an asexual-lesbian with a date?
Honestly, I did expect some bigger guns. Maybe a minigun, or an antitank rifle? I ended up running with the same sniper rifle and LMG most of the game. And the only science weapon I found useful was the gun that makes enemy float Mass-Effect-like.
The final prisonbreak is nice, as if you helped different settlements, they come to your aid at different points in time on different levels of the panopticon.
There are no major final revelations. No, Phineas is not an alien, or The Devil. The only setup for the sequel, if one is to come, is the fact that the Earth hasn’t been communicating with the colony for 3 years, and that the last cruiser (one out of two) sent there disappeared.
And it’s nice that they put together a very thorough epilogue in the best traditions of Fallout. It does give a feeling of closure, and that it wasn’t for nothing.
I didn’t play Star Wars Outlaws, and I’m not sure I will. But can we talk about how boring and basic the designs are?
The pistol is M1911 with a bulb light on top. The jacket is 80’s, the haircut is 90’s, the createure is a mix of axolotl and that Disney dragon with fur.
On the left with have futuristic Tibet, and the right a Blade Runner.
Yeah, I know that the original Star Wars were scrapped from “samurai easterns” and World War 2. But this, this is simply uninspired. And not inspiring at all.
Completed Diablo 4.
Legendary items aren’t the rarest type of item, that’s why their names are so generic. That’s the bit I didn’t understand, or maybe forgot. Finally got my first Unique item. From a Treasure Goblin again, I think.
I know I complained that story bosses are useless. Well, Duriel dropped two unique items. Yes, there’s Duriel again.
The battle cinematic reminded me of those times when we were playing a game just to see the next cutscene. It’s that good.
It’s strange writing that both Donan’s (the fat guy) death and Neryelle loosing her hand are so… Offhand. Neryelle gets bitten by a random zombie, and Lorath has to chop her arm off, and Donan gets poked by a zombie column. Remembering how they offed Decard Cain in Diablo 3 like he wasn’t the cult character in the first two games, that’s nothing.
What I do have trouble with is… consistency. I know this is a story about angels and demons (and divorced parenthood). But why Mephisto is in some kind of a bubble?
Is Diablo and Baal also in bubbles somewhere? Lilith says that this is an eternal battle, because things like hatred won’t just disappear. But then her dying is suddenly a big thing? I mean, can’t she just reappear in a bubble like Mephisto?
After all, we killed Andariel and Duriel at least twice already.
I usually don’t bother with DLCs, by the time I get to them, I’m to tired of the game. But Outer Worlds gets the balance just right: not too difficult to become tiring or feel like grind, not too easy to become boring.
So, I went for “Murder on Eridanos” (clear reference to “Murder on the Nile”). Except Puerott didn’t carry a heavy machinegun with him everywhere. But at least many NPCs make jokes about that.
The new mechanic in the DLC is an investigation scope, which is a bit like Batman: Asylum series, but a scope.
The investigation takes place in a megahotel, which is full of people infested with make-happy parasites. Reminds very much of “We Happy Few”, up to the screams of “Laugh louder” when they try to club you to death.
You get ridiculous amounts of XP, but the enemies also become ridiculously tough, surviving 3 headshots from fully upgraded sniper rifle 🤪
Still impressed by the fact that upgrades change how every weapon looks. A lot of games don’t bother with that at all.
Obsidian sure knows their scifi. Quests here are named “Canid’s Cradle”, “Slaughterhouse Clive”, “Flowers for Sebastian” and “Stainless Steel Rat”
The good thing about loot autoleveling with you: you always find something useful down the path. The bad thing: you don’t have much reason to explore, because… you always find something better later on.
Funny how the locals on Monarch are like “who do we think we are, cannibals? That’s just corporate lies!”, and then there are literally at least two quests dedicated to… cannibals.
To distinguish itself from brown and green Fallout, I guess, Outer Worlds is all pink and orange.
The local version of VATS is slow-mo, not time-freeze, but it works fine as well.
Flaws system is interesting, since instead of being chosen at the start of the game, like Traits in Fallout, you get those as you go. Something like “Robophobia, -1 Dexterity when near robots, but +1 perk”.
Surprised that I did quests in the wrong order in the “toothpaste research” area, and the scientist I was about to rescue got eaten by raptors before I could do so. Forgot that timed quests existed.
There’s a quest chain to aquire unique prototype “science” weapons. The first one I’ve got is a hammer that switches between its elements with every strike. Then there’s also a shrinking pistol, which is a love-letter (or is it a love-pistol?) to the 50s sci-fi:
I can’t decide if it’s more of a New Vegas, Skyrim or Mass Effect. But it’s rather enjoyable nevertheless. Despite “moral choices” can be confusing at times, just like in New Vegas.
Compared to Borderlands, that has a very similar Wild West aesthetics and shooter mechanics, it has two advantages in my eyes. First, I don’t run out of ammunition nearly as often as in Borderlands. And second, the weapons aren’t a generated mess. Yes, you do have some better drops here and there, but overall, the arsenal is much more predictable, if a bit boring. You get your usual pistols, assault rifles, shotguns, and a LMG, much earlier than expected, I must admit.
I’m also glad that this is less of a “seamless world” and more of a set of well defined and contained areas. Again, more of an Mass Effect than New Vegas.
Completed Fallout.
To this day, I didn’t know what’s the proper way to find the Military Base where the mutants dwell. I just go to Necropolis to deliberately get captured and delivered to the Leutenant.
Turns out, if you go to Cathedral first, there’s a computer with the base location.
By that point I also decided to get rid of my companions, as a supermutant with a rocket launcher or a minigun would wipe them out anyway. I began to feel like a play “Save Dogmeat” game. It’s ironic that even developers were aware of this. Official way Dogmeat dies is one of those forcefields. Forcefields are a pain in general. You just need to stock on Stimpacks and hope for the best.
Also by this point you get so much experience from simply whacking supermutants, you don’t need quests anymore.
There’s a special perk called “Mental Block” that is used only in one encounter against the Master.
I’m glad I now properly played Fallout. Despite game crashing on me occasionally. It speaks a lot that a 25 years old game is still playable. But I feel like there’s just one way to play this game: get Plasma Rifle, burn everything. Any other path just takes more time.
Killed Mother Deathclaw by trapping her between three of my companions. The game was noconcept of aggro.
Gave Ian the unique “Blade runner” pistol from freeing the ranch. He’s a beast with it, if only the AI wasn’t so dumb as to switch to knife every time he needs to reload.
Boneyard is a story about town mayor hiring you to avenge his son, supposedly killed by a gang, only to discover it’s his bodyguards who killed him. The battle between bodyguards and the gang is quite epic by ’97 standards, but it has one major issue: Regulators also try to kill some key NPCs, so you’re in a rush against time and luck yo save them.
I always assumed that Necropolis and The Glow where the same place. Turns out The Glow is a dungeon full of robots Brotherhood of Steel sends you to in order to get accepted. I didn’t remember any of it.
You can actually get two suits of power armour. One as a possible reward for rescuing the initiate held hostage in Hub, and another if you manage to get needed parts and repair it. Also, they make a lot of fuss about the laser pistols, despite the fact that by that time you should have much more powerful options.
Barter skill seems to be outright broken. I thought it should bring better prices. It doesn’t.
Lockpicks skill doesn’t seem to be useful at all, as I managed to lockpick all doors until now without leveling it up once, just by trying and trying.
Now, I view this game as sort of a puzzle: mostly trying to figure out the correct order to tackle the quests. Dekker fight seemed difficult at first, as it’s a small room, and most enemies attack the main character. But it’s easier, if you get the combat shotgun first from the guys that hold someone from Brotherhood of Steel hostage. And this becomes doable once you beat the raiders. And this becomes doable once you finish Necropolis.
I remember that as I kid I always feared the encounter with Deathclaw in the caves.
But I either got lucky, or it’s not as bad as I remembered. The poor beast went down on the first try, with the help of Combat Shotgun.
Finding the Water Chip is not as hard as I remember, even without a guide. Once you get to the Hub, you’re basically being told that it’s in Necropolis. And also you can send a water caravan to Vault 13 from there, if 150 days are not enough. I made it at meager level 5. But just taking the chip is evil, since then ghouls don’t have any water. A better solution is to repair their water pump, and they even point out where you should look for the parts.
And there are two problems with that, considering how old the game is. First, the repair part is tiny, and you need to pixelhunt for it. And second, it’s not called “water pump part” or anything, but simply “junk”. I decided to bring it back only because I ran out of other ideas.
Also, I was wondering how the game explains the transition between the first half, where you look for the Water Chip, and the second, where you hunt the mutants. Turns out, not very elegantly. You meet the mutants in Necropolis (they can even capture you and bring you to their leader, which at this point not very helpful). And once you tell Overseer about that, you’re tasked to eradicate them.
Something like:
– Hey, I’ve seen some Nazis on the street, mom.
– From this day on your task is to assassinate Hitler!
No Mutants Allowed is still alive. Wow. Long time.
The GOG version doesn’t have children. While not a big deal by itself, returning them takes a bit more than the usual patch, because this version uses DAT files. Had to repack it myself, but it worked in the end.
There’s a patch pack called Fixt, but it’s incompatible with 1.2 saves, and I don’t have the motivation to start over.
I played and even finished Fallout as a kid, but…
It was a ripped version, so I didn’t know there were talking heads and even movies in the game until much later. And I didn’t know English that well at the time, so I played with a walkthrough most of the time.
Playing it now, it’s not a complete blank slate, of course. I still remember that Speech and Stealing skills are surprisingly useful, while most others are complete thrash, for example. And it’s lucky that I remember some of the quests, because there’s very little indication of them at all. For example, if I didn’t remember that Tandy from Shady Sands gets kidnapped at some point by raiders, I wouldn’t know this quests exists at all, because you don’t have a good reason to revisit Shady Sands, and even if you do, you specifically need to talk to her father for that.
I plan the game differently now too. As a kid, I would literally hunt every rat and scorpion to maximize EXP. Now, I just fight only if I really need to. Although I must say, the EXP you get from fighting is quite good, so maybe I wasn’t that stupid as a kid.