Decided to give Mega Man X a try. For SNES, this is definitely impressive. Not in terms of visuals, as I think Disney’s games and Earthworm Jim are more impressive. But the first level takes place on a bridge, and crusher enemies destroy that bridge. Terrain manipulation in a 2D platformer from ’93 is mindblowing.
Regarding bosses difficulty, I found Pinguin to be extremely easy. You stick to the top of the wall and shoot it in the face until it dies. The only issue solved in later games is that X doesn’t automatically shoot away from the wall. Which doesn’t make any sense, I know.
Also, Dash is a special move in the first game, which you need to aquire. Luckily, it’s impossible to miss it if you pick the right stage.
Eagle is also surprisingly easy. I mean, you can literally smash him in the face with regular shots, no need to charge them.
A feature no other game implemented, I think, is that killing one boss makes another stage easier. I thought it’s insignificant at first, but then the electric floor at the Mandril stage was so infuriating I went to pay Eagle a visit first.
Salomon Ultra 360 Mid
Salomon Ultra X is probably my most favourite shoe. In fact so favourite that I just bought a second pair once the first one wore down, which happened pretty quicly as those aren’t very durable.
Despite a similar name, Mid shares very little with the Salomon Ultra X. Different design of the toe, different lacing system, different sole.
Hiked twice in them, 10-12km, been in deep mud, no issues whatsoever.
Since Zero playthrough went so well, I decided to give X a try, although I always found him more difficult. Maybe I was wrong. What you do need, though, is to remap your controls: I put dash on left bumper, regular attack on right trigge and special attack on right bumper. Because you need them all at the same time. How people play with default mapping is beyond me.
X’s regular attack is basically a peashooter, but his fully charged attack is quite good. And since his attacks are ranged, the bosses I struggled with as Zero, such as Spider and Stringray, are much more manageable. You still need to master the evade for the Spider, though.
The playthrough this time was Dragon, because always start with Dragon, then Walrus, as he’s still vulnerable to fire, unlike Peacock, then Spider, then Stingray, which is easy with Walrus’ weapon.
Colonel is still vulnerable to Ice, for some reason, just like with Zero.
Then both Mushroom is vulnerable to Spider’s web, and Lion to Stingrays. And Owl fight with Peacock’s weapon is laughable.
Overall, I feel like X gameplay is much easier than Zero, because his weapons realy exploit their weaknesses. During the General fight, which I found to be thoughtest with Zero, I literally took no damage with X.
First two phases of Sigma are also easy. Third one is just… long. Unlike the first two phases, this one doesn’t seem to have any weaknesses. So you just go through the annoying phases over and over until it dies.
It is more than 5 minutes of real time. I know, because I recorded only last 5 minutes of it.
I had to pause the game to give my fingers a rest at one point.
But now, I can say I’ve done it. Finished Mega Man X4, 28 years later 😆
Completed Mega Man X4 with Zero, fulfilling my childhood dream, one might say.
While Colonel is manageable, Zero against the General is another story. His only vulnerable part is the head, but touching it, or any other part of the body hurts Zero. I had to backtrack to get the second energy tank, and refill it in the Walrus stage, and beat Iris again just to be ready for this fight.
Then you need to beat the 8 animal bosses again. This sounds terrifying, but there are a few caveats to that challenge. You do get to replenish some life between the fights, and if you die, you don’t need to repeat the gauntlet all over, the killed bosses stay dead.
The final boss is all-in-all not that hard. First phase is extremely predictable. Second phase requires some well timed wall jumps, but still doable. The only challenge is to have enough life for the third phase. And the third phase is total random. I got lucky with the “alien” shooting above Zero’s head over and over.
I remember I’ve seen Bouncer in one of the gaming mags around 2000, and was wowed by the screenshots and the art. It might have even been a preview, and the screenshots fake, but still.
Many years later, it seems I haven’t missed much by not playing it.
The only interesting bit is that I was created by the guy behind first Tekkens, so the movesets of some characters are taken directly from there.
I might still play it at some point, as I adore PS2 aesthetics. But feels I didn’t miss it for nothing.
I always had a special relationship with Mega Man X4. It was the first Mega Man game I’ve seen, because for a strange reason, it was ported to PC. But also, many years later, while trying Mega Man X3 and Mega Man X5 I understood that it hit the sweet spot of looking amazing, unlike X3 which still had SNES era visuals, but still having solid core gameplay, unlike X5.
What I didn’t understand as a kid is that Dragoon literally screams “hadouken” and “shouryuken”, because his moveset is basically Ryu/Ken from Street Fighter.
For some strange reason, Mega Man X Legacy Collection on Switch doesn’t have save states. I rarely use them nowadays, but Mega Man without them is still brutal.
My path is Dragon, which can be beaten with exosuit, and I think that’s the easy choice. Then Peacock, turned out to be easy as well with the fire sword. Then Walrus, for obvious reasons.
Then Lion, you just need to dodge the stomps. And Stingray, despite being weak to the Walrus weapon, can also be taked out with a saber, you can jump safely underneath.
The most trouble, I had with the spider. You need to dash-jump to avoid the homing webs, and even then, I feel that sometimes it’s very hard to do, as his position is quite random.
With Spider weapon, Mushroom is easy. And I left Owl for the last, although with Peacock’s weapon, I could have done it much sooner.
Shadow of the Gods, John Gwynne
A very well-written dark fantasy. The author didn’t try to reinvent the wheel, basing his world very closely on Scandinavia and Kievan Rus, with names like Yaromir, and “hundathral” being a “dog slave”.
In a typical nowadays manner, the story switches between multiple characters.
One rather funny decision is that half of warriors in this world are female. Which led to an uncanny situation where a lot of women are portrayed as brutal, agressive and rather unpleasant.
When I think of Orca, I imagine Gina Carano:
There are a lot of interesting details not found in other books. Leather covers on spear heads. The fact that characters drink and fill their water bottles, or that they cauterize their wounds.
A tribute to everything 8bit.
The hero is a cyborg. So it’s a tribute to Mega Man.
But he shoots grapling hook. So it’s a tribute to Bionic Commando.
But he uses a whip. So it’s a tribute to Castlevania.
But he also picks power upside that change how his whip behaves. So it’s a tribute to Contra.
And it all looks like a Strider game 😆
The game is brutal, to the point I had to look up a guide how to beat midboss on a second level. The only relaxation is that you have unlimited retries, and frequent checkpoints (although they could have added a checkpoint before the bosses).
The movie is very surreal in its hyperrealistic visuals. It is impressive work for sure: all black-and-white, with unexpected camera angles, ultra-wide shots and changing tempo.
And the soundtrack creates tension out of the most mundane things.
What is interesting to me is that Ripley isn’t portrayed as extremely cunning. He is very greedy, often does stupid things, and killing for him, at least from my view, is more of an impulse than something planned. The only reason he can get away with what he does is that the other characters all have their own vices: the vacuous “artists,” the greedy mafioso, the lazy receptionists.
There are some interesting motifs: everyone’s obsession with the expensive pen, stairs, and of course, Caravaggio.
I gave Circle of the Moon another try on Castlevania Advance Collection.
It’s still a bad game. Had to rewatch the intro multiple times, with no option to skip it, since the very first save point is placed badly, and I died multiple times looking for it.
The level design is obnoxious, with those “wells” that you have to jump from platform to platform, instead of a more serpentine multi-floor designs of some of the later installements. What puzzles me, though, is that the earlier Symphony of the Night got the design right, though!
Then there’s the drop rate… The main feature of the game is that you can combine two types of cards in order to imbue your whip with different powers, which gives you about 64 different options. Sounds great! And the nice thing about the Advance Collection version is that there’s an indicator if an enemy can drop the card, and if you already have it or not. But I spent probably half an hour farming for a very basic card, killing axe armor maybe 100 times, and I still haven’t got it. You know what, this simply doesn’t worth it.
I have so many devices connected to the WiFi now that I’m dreadful of the day I would need to change its password.
Hentai commissions
There is a hentai about every character imaginable. And I’m not talking about “fanart”, drawing that are both obscene and childish at the same time. For every new character in a matter of days or weeks there will be probably well drawn hentai available.
And for a rather funny reason.
There are plenty of professional comics artists sitting around. To get a contract for a new comics is extremely hard. There are a bunch of well know artists with a queue of comics, but most get none. But then you can get maybe 50 or 100$ for drawing that Rei girl from Star Wars without much clothing at all.
Beautifully animated metroidvania about a war between medieval rats and toads. The attacks are slow and telegraphed, there are rolls and shield parries, very soulslike. But there are no “bloodstains” to return to, you just start from the latest checkpoint, which is, like in Hollow Knight, is represented as a bench. Healing is interesting: instead of multiple use “estuses”, you have a flask, that replenishes your health the longer you drink it.
The narration is also very different from a soulslike: while rats just squeak and communicate through comics bubbles, there’s an almost constant background narrator, similar to Bastion or Hades.
Honourable Schoolboy, John Le Carre
It’s a sequel to “Tinker, Taylor, Soldier, Spy”, set around Hong Kong and South East Asia. Mostly retold as memoirs: “Afterwards, in the dusty little corners where London’s secret servants drink together, there was argument about where the Dolphin case history should really begin.”
The plot revolves around a journalist/spy, Westerby, that on behalf of British Secret Services tries to shake a Hong Kong millionaire that allies with the Russians to extract his brother from Communist China.
One point that bothered me is that Westerby is obsessed with Lizzie, the millionaire mistress, as he travels along Cambodia, Vietnam and Laos. All that despite having a single dinner with her. A bit creepy, I’d say.
As someone wrote in a review I read, the whole story though feels very inconsequental. The whole operation is set as if to somehow uncover the Russian head of spies. But in the end, it’s like Le Carre forgot about the goal, along his characters, as Westerby is obsesses with buying off Lizzie (which by that point he met twice), while all Smiley gets is some secrets about Chinese submarine program?
Completed Portrait of Ruin.
I usually prefer two handed swords in Castlevania games for their reach, overhead pattern and damage. But in this installment I ended up using Heaven Sword most of the game, switching to Flame Whip and Vampire Slayer at later stages.
After beating the four paintings, you just have a set of bosses left. First, there’s optional Memory of the Whip, which is Richter from Super Castlevania. He can kill you in 5-6 hits, his whip is super quick and has a very good range. I ended up stocking on potions and just kiting him at a range. He basically runs into your weapon, and then you can backdash. With his whip, I just overpowered Brauner, not messing with all his painting magic. It’s impressive technologically how he draws a pattern on a canvas, then the same pattern covers the screen damaging you, but I don’t have patience for this shit.
Then there’s the Dracula and Death duo. Honestly, I think that’s one of the thoughtests bosses I had to face in Castlevania games. Death hovers above Dracula making it difficult to jump over him, hits you while you try to dodge the usual fireballs, can be hit only in double jump, and generally, a pain in the ass. Then there are some Dracula attacks that simply one-shot you.
I’m not sure if it’s the necessity of double jumps, or just the intensity of this fight, but I felt that the controls were very sluggish, like there’s a lag every time I press a button. Maybe it’s the Dominus Collection, or just me. At least the game itself didn’t lag, like the Order of Eclessia when I played it on the original console.
Or maybe the developers intended that you’d attempt this fight only after finishing all the quests. But with the quests such as “kill 1500 enemies with the Javelin skill”, no, thank you very much.
If it wasn’t for the two inverted paintings, and the frustrating final fight, I’d say the game was fantastic. But all in all – I’m not sure.
The first “painting” ain’t bad at all. You get the Owl Transformation spell, that let’s you fly around. No more platforming. The boss, Frankestein Monster, is also okay.
The second painting is a rehash of Carnival theme, and it’s again pain to the eyes. At least as an owl you can fly past most of the traps. The boss, Medusa, looks amazing, but annoying as hell: deals tons of damage, and has an annoying hitbox. I managed to beat her without a guide in the end using the minotaur and that strikes overhead and a meteorite spell, but you need to be super precise to stand just below her head so the tails don’t touch you, as it’s almost a certain death, they multihit.
The other two bosses, Werewolf and Mummy (I’m telling you, they ran out of fresh ideas) are easy in comparison, as they can be team tagged from two sides.
With the owl dorm, the game also unexpectedly becomes kind of indirect control: most enemies can’t hit you, and attack your partner instead. But since damaging him consumes only mana, which regenerates, it’s a great bargain.
Highland Park Viking Honour
By December things get dramatic. Nanako, the protagonist 7 years old niece, gets kidnapped. Her father and protagonist’s uncle gets badly injured chasing the suspect. Fog descends on the town. After being rescued, Nanako dies in the hospital.
Unfortunately, that’s where the game starts to get annoying too. In order to get the true ending, you need to pick not obvious dialogue lines, such as “I don’t know about that”, while the gang discusses if they should lynch Nanako’s kidnapper by throwing him into the TV World.
Teddy disappears, but Nanako recovers. Turns out that the first two victims where kidnapped by someone else. And Nanatame, the suspect, was throwing people into the TV World because he believed they’d be safe there from the real killer.
The problem with those investigation mechanics is that there are long dialogs preceding them. And if you fail, you get one of the bad endings, and endless credits, so I just end up restarting the game every time that happens. And I don’t remember 20 characters by their Japanese names, so that did happen.
Stille Nacht, Brouwerij De Dolle
Of course there’s a False Ending, it’s Castlevania after all. Path to the True Ending in this game is slightly more obvious than in others, though. Or maybe I just played enough Castlevania’s by this point.
First, you obtain the spell the cures vampirism, and you even get to practice it on the monk shopkeeper. And then during battle with Loretta and her sister, you just distract them long enough to cast it.
I also beat them to get the False Ending. They aren’t hard. Funny thing is, the spell is called “Sanctuary”, so it’s not very obvious from its name that it cures vampirism. And I picked it up completely by chance, not evening remembering where.
By that time, I think developers ran out of budget, since they just dump 4 paintings (portals) on you, go and clear those, then come back.