• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

Beating Games

Finished up the Xenoblade Chronicles X Definitive Edition game, now featuring a new epilogue. DE really smooths out the experience, from the Quick Recharge feature, to Overdrive lasting longer, to Survey tiles providing information as soon as you have access to them, it's much more approachable. Monolith Soft is still gonna Monolith Soft, so there are still some quirks and bloat that leave you going "Come on man." Hopefully the power of the Nintendo Switch 2 will allow them to figure out how to make a gear loadout feature.

The new epilogue is A Lot, more than I expected based on the expectations set by 1DE's Future Connected, but it feels almost Xenosaga 3-esque in the "we had a lot of concepts for stories that we're gonna have to condense and burn through." There are some nice character beats that I wouldn't say feel earned, but the attempt is nice. It's also, um, not the direction I would have expected the story to go in after the original 2015 release.
 
Finished Outer Wilds. This is a brilliantly crafted game that was also the opposite of fun for me a lot of the time. At some points there was a real joy to discovery or playing with the possibilities. But most of the time, I figured something out but kept dying so had to keep trucking that five minute trip to wherever at exactly the right time. There's a lot of waiting around so I got some reading done in the meantime. And by the end, the last few puzzles I just looked things up because I was fed up with banging my head against a wall and it was 13 minutes between each bang. For an adventure puzzle game, its pretty unforgiving. I've played hard games before but usually they do you the kindness of not having to take an interminable and awkward walk to the hard part where you might trip and fall into the sun.

Also, I'm genuinely shocked I've been playing this for less than a month because it felt a lot longer. Any emotional connection I could have to the beautiful ending is really muted with the feeling the game is really annoying to try to solve myself because if I mess one thing up I need to start over and I actually don't have a lot of time in my evenings so feeling like I lost progress and I need to take a lot of time to get some where just to TRY again was a lot. Again, this doesn't take away from the great care, craft and wit of the game. When that stuff wasn't dragging me down, I was really able to appreciate so much. But it is also a game that greatly requires to to memorize everything (you can only check what you learned on the ship itself). Some might appreciate that challenge but I just feel so defeated.
 
Unicorn Overlord. I loved exploring the overworld, kitting out squads, routing battlefields. And I was so ready for it to be over with the final battles. I could not scratch the penultimate boss without burning through all my items, and while the final was somewhat easier it was still rough. When the option for an epilogue battle popped I said, no, thank you.

There was also a story! It was bland!
 
I beat the elite 4 and champion in Pokemon Crystal. I am now working my way through Kanto. Final team: Meganium, Suicune, Magmar, and Heracross.

I previously beat Platinum and Fire Red. And honestly, I am super impressed with Crystal. They really play up that it is a sequel to the original games, with Johto being right next door to Kanto and even sharing the same victory road. Team Rocket is still disorganized after having been defeated in the original game. And the little regions feel pretty distinct. Plus, the animated sprites are absolutely incredible. The basic mechanics of the series are great, but it can't be overemphasized how much the character design adds to these games, and Crystal has extremely good designs.

There are some issues with certain Pokemon missing out on strong moves or having moves that don't work well with their stats in this game. later games are apparently much better about this. But, these games are easy enough that you can still make anything work if you really want to. it's a mark against the early games, but it's fine.

I am definitely going to finish all of the post-game stuff, and then if I'm not feeling burned out I may start up a Nuzlocke run. I have never done one before, and coming fresh out of a playthrough I will already have a pretty good idea of what the routes are like and what to watch out for. We'll see!
 
Last edited:
Unicorn Overlord. I loved exploring the overworld, kitting out squads, routing battlefields. And I was so ready for it to be over with the final battles. I could not scratch the penultimate boss without burning through all my items, and while the final was somewhat easier it was still rough. When the option for an epilogue battle popped I said, no, thank you.

There was also a story! It was bland!
Man, I sunk 80+ hours into this game and was ready for more (and I did do the epilogue battle, and apparently they added a few more later), but I get the feelings you had. Especially about the story, that was bland as hell. It was still very nearly my GotY last year, seriously rivaling Shadow of the Erdtree. I can't recommend it highly enough to anyone else reading this!
 
I beat the elite 4 and champion in Pokemon Crystal. I am now working my way through Kanto. Final team: Meganium, Suicune, Magmar, and Heracross.

I previously beat Platinum and Fire Red. And honestly, I am super impressed with Crystal. They really play up that it is a sequel to the original games, with Johto being right next door to Kanto and even sharing the same victory road. Team Rocket is still disorganized after having been defeated in the original game. And the little regions feel pretty distinct. Plus, the animated sprites are absolutely incredible. The basic mechanics of the series are great, but it can't be overemphasized how much the character design adds to these games, and Crystal has extremely good designs.

There are some issues with certain Pokemon missing out on strong moves or having moves that don't work well with their stats in this game. later games are apparently much better about this. But, these games are easy enough that you can still make anything work if you really want to. it's a mark against the early games, but it's fine.

I am definitely going to finish all of the post-game stuff, and then if I'm not feeling burned out I may start up a Nuzlocke run. I have never done one before, and coming fresh out of a playthrough I will already have a pretty good idea of what the routes are like and what to watch out for. We'll see!
My main critizism of gen 2, when replaying it via Soul Silver when that was new, was that you couldn't get Houndour, maybe my favourite pokemon from that generation, during the main game. Totally baffling, considering it is one of the Pokemon with the back-then new type Darkness. Let me have it!
 
I'm not sure "beaten" is the right word but I finished Gone Home. I missed a journal entry or two but I got some well hidden stuff, I thought. Overall, a great, short vibes game.
 
I mean, there's an ending, there's a credits roll. Unless you wanna get all philosophical and say it's only right to say you "beat" a game when there's an AI in a versus mode you could alternatively go head to head against another human in, I think you're good?
 
Beat South of Midnight. Absolutely stunning game that I highly, highly recommend. Hazel has a place on my top video game characters.

Also an ending that was atypical in a way that I thought was great storytelling.
 
I've gone through two endings in Citizen Sleeper, though in both cases I chose to stay on the station rather than escape, for different values of escape in either ending (Greenway and Sidereal). There's another ending sitting there available to me, which I'm not sure how I want to address, and the continuation of the DLC story (I've done one of the three chapters). But I also sort of feel like I've done what I came to do and enjoyed it and might be ready to put the game down and move on. I'll see if I end up picking it back up.
 
I loved how different every ending was. But yeah, the DLC is a bit spike in difficulty and I didn't like those characters as much personally. If you're still interested in the world of the game but not feeling these characters I'd recommend moving onto the second game instead.
 
I finished Dolls Nest! For those who don't know (i.e. the vast majority of people), it's a $20 game on Steam that is functionally Armored Core + Demon's Souls.

For the most part, the combat is Armored Core and the world structure and character advancement is Demon's Souls. It stars a freshly hatched combat-class Nymph Seedling. Which is to say, a bio-organic robot girl fully equipped with an exoskeletal frame. It's mecha musume stuff, if you know what that means. She's been tasked by the spear-impaled corpse of her Queen / mom to go get her body back from the people who took it.

To do so, she will need to fully explore four different regions of the desolate Blame!- / [iNaissanceE[/i]-style megastructure she calls home, each region split into three subareas. In the process, she'll get a tail that makes her resistant to acid, replace her legs with hover or spider legs, select from a wide variety of guns, swords, artillery, and lasers, and meet upwards of like eight, maybe even ten characters.

I got the gave mom a hug ending. I'm rating this as 8 Demon's Souls out of 10. Which is to say, it's 8/10ths as good as Demon's Souls. I think once I got past the character proportions and very sexualized starter outfit, the only major problem the game has is a sort of inverted Dark Souls quality curve. Pretty much all the worst level design is up front. The most interesting stuff and locations are in the tail-end of the game. The enemy and boss design leaves a lot to be desired, but they're on the too easy side rather than the too hard side. The biggest thing to the game's benefit is that if you want a Soulslike with mecha combat or a Soulslike that expects you to be using wildly different gear for different challenges, Dolls Nest is the only game in town.

My favorite bit is the Type00 MNK Sabi, a unique katana I got from a sidequest. It's a little weaker and longer than the basic physical sword, but there's a like, full second delay between pressing the button and the attack coming out. And that's there because the sword's main gimmick is that the damage scales upwards the faster you're moving when the attack connects. It was difficult to get the hang of, but I could one-shot most endgame enemies if I got the timing right. And if I beefed the timing and bumped into an enemy, melee attacks are still one of the most powerful things in the game anyway.
 
Last edited:
Finished off Deaths Gambit, this time getting the Best Ending.

Top-notch example of Troidin' and a much better example of marrying Troid to Dark Souls than Hollow Knight was. Not to disparage Hollow Knight, just that this combined the essentials of both games more effectively.

If you *insist* on screaming weirdos in your video games, you've got some top shelf examples of them in here.
 
@FelixSH wanted my take on Hack 'n' Slash and here it is. But first, here's his take.

I don't even know. I think the overworld just struck me as incredibly bland, which turned me off. Can't say if that's just me, or really a thing of the game. I think I just didn't enjoy exploring this world at all, but can't put my finger on any reason. I didn't even play enough, to find out if it's difficult. Just one of those games that don't work for me, I guess.
Having played the game, it's one that you need to see not as a Zelda clone but a LucasArts point and click adventure game posing as a Zelda clone (which makes sense as this is a Doublefine game). Exploration isn't actually that big a part of the game but solving puzzles is. But unlike a LucasArts game there really isn't point and clicking but instead coding and changing codes. For me, who knows nothing of coding (and this version feels like coding for kids), the first half of the game is pretty decent but the game lost me (and this is a me issue) when the game became about deeper coding. To be fair, it' still simple in solution... the problem with ME is it's showing me so much stuff to do and my complete lack of knowing coding terms that its both overwhelming and I didn't know where to even begin because at that point experimentation with anything just makes things a mess (which is why you are given a little amulet that turns back time). I really just needed to use an FAQ to complete most of the puzzles in the second half. I will say "falling" didn't need to be in the game because it adds nothing except minor inconvenience when traversing but it only punishes you by... watching a second of fall animation then you are fine.

That said, there's a lot of stuff I liked. It's not hard to get from place to place like in another game that I needed the guide almost completely in the backhalf Outer Wilds. I think it doesn't "discourage" experimentation as much but experimenting, when you start going deep, stops showing obvious results. The last half I still needed the FAQ but not all the time and I felt proud of myself for some of it. The design seems a little cheap but the humour is very much classic LucasArts and is pretty charming. I feel like they allude to more character stuff for the villain that sadly never actually plays out for him to be more than a generic villain. Also, I kind of wish they had voice acting because I could see someone having real fun with the villain.

So basically, if you like Lucas Arts and simple coding, this is a fun game.
 
I finished the story of and rolled credits on Clair Obscur: Expedition 33, but the amount of postgame content left to do makes it hard to say I've "beaten" it. There's a very significant chunk of content left to do that's balanced at much harder levels than the final dungeon and boss, though you can do it before or after said finale.

Regardless, like I said in the dedicated thread, this is a good'un. It's certainly imperfect in several ways, don't get me wrong, but it's still a really good JRPG (or Je'RPG) that's very worth checking out.
 
Just 100 percented Indiana Jones and the Great Circle. A new Indiana Jones story presented in an immersive sim-flavored style meant that it was basically overdetermined that I was going to like this game, but even taking that into account, I was really impressed. The devs made the game’s locations feel like characters in themselves—always the sign of a good immersive sim—and really sensitively-portrayed characters to boot. I was pleasantly surprised to see an Indy story that at least paid some lip service to the problems of colonialism in archeological research and artifact-collecting. The actual human characters struck me as really well drawn, too. Everybody spoke in their own native language rather than just being given stereotypical accents, which is always a plus for me. The game has some particularly kickass female characters, and Indy himself even gets some rare pushback and comeuppance for his usual casual sexism. Inevitably, Indy gets a love interest, but I’d say she’s the best one we’ve seen after Marian Ravenwood, and the story’s written such that we see how this new character relates to Indy’s feelings for Marian. The end of the game even gives us a good reason why we’ve never heard of this new person in Indy’s life before. I don’t know how Troy Baker managed to channel a young Harrison Ford so well in his vocal performance, but I never once got pulled out of my immersion by thinking “wait, Indy sounded weird just then.”

A major hurdle for any Indiana Jones story is finding an artifact to center on that doesn’t feel like a letdown after the Ark of the Covenant and the Holy Grail, and Great Circle definitely succeeds on that score. It’s a global chase that makes every location feel necessary rather than just tacked on for the sake of variety (which it has in spades). I’m actually doing some work right now for a team translating an ancient text that heavily quotes some of the same sources that the game draws on, which made the story’s mythological twists and turns extra fun for me. I didn’t manage to predict the location of the final showdown: they went with Noah’s Ark when I had thought they were building toward the remains of the Tower of Babel, but that choice certainly didn’t come across as a rug pull.

The immersive sim elements are fun, if a little light, but then they also make perfect sense for an Indiana Jones story, which was never going to be System Shock or Dishonored. Great Circle is also on a deep and fundamental level a game about punching fascists, though, and that side of the game is thoroughly satisfying. The fighting is technical enough to be interesting without ever feeling so complicated as to be out of character for the movie series. In combat Indy feels just like you would expect: he’s a scrappy hero who can win any one-on-one fight if the player works for it, but he’s not a tank, and when he’s badly outnumbered it’s usually wisest to run away. There are plenty of guns available, and you’re perfectly free to use them, but I found that under most circumstances the sound of gunfire brought down more heat than I could easily deal with, and which meant that for emergent gameplay reasons I didn’t get into the kind of shooting rampages that are common in games but never appear in Indiana Jones movies.

This is a big enough game that I’m sure I’m not bringing anyone’s attention to it for the first time, but I never thought we’d get another great Indiana Jones game after Fate of Atlantis, and to my surprise Great Circle clears that bar easily. If you have a device that can run it, this one’s really worth your time.
 
Last edited:
Just 100 percented Indiana Jones and the Great Circle. A new Indiana Jones story presented in an immersive sim-flavored style meant that it was basically overdetermined that I was going to like this game, but even taking that into account, I was really impressed. The devs made the game’s locations feel like characters in themselves—always the sign of a good immersive sim—and really sensitively-portrayed characters to boot. I was pleasantly surprised to see an Indy story that at least paid some lip service to the problems of colonialism in archeological research and artifact-collecting. The actual human characters struck me as really well drawn, too. Everybody spoke in their own native language rather than just being given stereotypical accents, which is always a plus for me. The game has some particularly kickass female characters, and Indy himself even gets some rare pushback and comeuppance for his usual casual sexism. Inevitably, Indy gets a love interest, but I’d say she’s the best one we’ve seen after Marian Ravenwood, and the story’s written such that we see how this new character relates to Indy’s feelings for Marian. The end of the game even gives us a good reason why we’ve never heard of this new person in Indy’s life before. I don’t know how Troy Baker managed to channel a young Harrison Ford so well in his vocal performance, but I never once got pulled out of my immersion by thinking “wait, Indy sounded weird just then.”

A major hurdle for any Indiana Jones story is finding an artifact to center on that doesn’t feel like a letdown after the Ark of the Covenant and the Holy Grail, and Great Circle definitely succeeds on that score. It’s a global chase that makes every location feel necessary rather than just tacked on for the sake of variety (which it has in spades). I’m actually doing some work right now for a team translating an ancient text that heavily quotes some of the same sources that the game draws on, which made the story’s mythological twists and turns extra fun for me. I didn’t manage to predict the location of the final showdown: they went with Noah’s Ark when I had thought they were building toward the remains of the Tower of Babel, but that choice certainly didn’t come across as a rug pull.

The immersive sim elements are fun, if a little light, but then they also make perfect sense for an Indiana Jones story, which was never going to be System Shock or Dishonored. Great Circle is also on a deep and fundamental level a game about punching fascists, though, and that side of the game is thoroughly satisfying. The fighting is technical enough to be interesting without ever feeling so complicated as to be out of character for the movie series. In combat Indy feels just like you would expect: he’s a scrappy hero who can win any one-on-one fight if the player works for it, but he’s not a tank, and when he’s badly outnumbered it’s usually wisest to run away. There are plenty of guns available, and you’re perfectly free to use them, but I found that under most circumstances the sound of gunfire brought down more heat than I could easily deal with, and which meant that for emergent gameplay reasons I didn’t get into the kind of shooting rampages that are common in games but never appear in Indiana Jones movies.

This is a big enough game that I’m sure I’m not bringing anyone’s attention to it for the first time, but I never thought we’d get another great Indiana Jones game after Fate of Atlantis, and to my surprise Great Circle clears that bar easily. If you have a device that can run it, this one’s really worth your time.
I've been on the fence about this one, but your review has pushed it onto my "play this" list.
 
I've been on the fence about this one, but your review has pushed it onto my "play this" list.

If you do play it, a tip that the game doesn’t communicate very well: there are small wooden boxes with prominent padlocks scattered around the parts of the map marked as enemy territory. Bash those open with a blunt instrument—there’s cash inside.
 
I think Blue Prince is really smart and interesting, and I also found it quite often frustrating due to the random elements. Without those it's not unique, but I've definitely had a better time playing less original puzzle games. Still, worth checking out.
 
The Last Guardian is a beautiful experience for patient people. The controls and camera are janky, and I'm not even talking about Trico - the boy's controls were frustrating at times too. For every time I smiled because Trico caught a barrel I tossed in midair, one would bounce off his snout and make me roll my eyes. Maybe that's part of the experience, maybe it's intentional, I dunno. But the environment was amazing and the sense of exploration and wonder were top tier. The story was simple, but effective. And honestly, I thought Trico was really well designed and implemented overall—there was some friction here and there at times, especially with the intentional unreliability of giving him commands, but overall I didn't have a big problem with him. More often was trying to jump off his back and launching myself off a cliff, or the screen going black for seconds at a time because we were walking through an archway and I was on the wrong part of his back, or trying to climb his leg and circling it at a weird angle until I was upside down for no reason.

I'd put TLG up there with ICO, though I haven't played that in forever so don't hold me to my memories of it. But I don't think it hit as hard as SotC originally did for me, so I think that's still my favorite of the three.
 
I think Blue Prince is really smart and interesting, and I also found it quite often frustrating due to the random elements. Without those it's not unique, but I've definitely had a better time playing less original puzzle games. Still, worth checking out.
I reached room 46 of Blue Prince. And then there are 8 other doors to unlock! At that point I walked quietly away from the game. I do like Blue Prince, but I'm not willing to spend the time to unlock all its secrets and puzzles.

***
I finished Resident Evil VII for the first time. I didn't care for it much.

The fungus bad guys took so much damage it really felt like the pistol was pretty much useless outside of bosses with eyes to shoot. I feel like in most RE games you feel pretty poweful pretty early on. In REVII I felt under-powered for a lot of it.

Also taking inspiration from Texas Chainsaw Massacre instead of the Romero zombie films also made the game feel off to me.

I also liked the choice of giving Mia or Zoe the antidote. Do I save my wife / girlfriend or someone I just met on the phone?

I did like exploring the ship toward the end of the game. Makes me wish CAPCOM would remaster Revelations. That will never happen!
 
Maybe you mean something else by a remaster, but Revelations got an HD version on all contemporary platforms in about a year after the original 3DS game, which was ported forward to subsequent platforms thereafter like onto Switch. It's even on sale right now for a pittance.
 
I do mean something different! I played the HD version. I confusing remake and remaster.

It would be fun for Revelations to get a REmake style remake. I know thats a pipedream for an RE side story. And with how cool 9 looks, I'm also happy for CAPCOM to deliver something new instead of a remake.

I really love the ship setting for a horror game. That may be why I also like Dead Space (its on a space ship) and Man of Medan.
 
I don't know if it's beaten per se but I finally rolled credits on Super Mario Oddysey and that is a damn fine game. It isn't my favorite Mario game but it is my favorite 3D Mario game and it doesn't even come close. (Sorry, Galaxy.) The game has several "wow" moments but the Mushroom Kingdom here might be one of my favorite things in any Nintendo game ever.
 
I beat Pokemon White. It’s a great game and there is a lot to like about it. I only have two complaints: the map is a big step down from earlier regions; there are no loops at all, it’s just a straight line with occasional short branches, until the post-game. And, it does feel more hand-holdey. But, it’s so good otherwise. The area design is great, the visuals are great (especially in battle), the new pokemon are great, and the story is great. It’s a lot of fun.

I also beat Super Castlevania IV. It’s fun and it looks nice, but I preferred Castlevania 1 and 3. Like, a lot of the areas showing off SNES capabilities and the whip tricks felt really tacked on and distracted from the really good core gameplay. And most of it was very easy (up until the final boss rush). It was still a good game, just not my favorite.
 
Back
Top