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Beating Games

Violentvixen

(She/Her)
That’s been on my backlog for a while; I was just waiting to see if there was ever going to be a patch that made the controls a little less awkward.

Yeah, I played it for a while on Switch and liked it but the interface was unusually sluggish for a turn-based game. Would be nice if the status of patches for that sort of thing was announced or catalogued somewhere.

It's frustrating, because the rest of the game is so dang good. Moving characters on a tactical RPG grid should not be hard anymore! It really seems like an easily patched thing. And I also played on Switch and agree the menus are sluggish. I was wondering if that was my Switch, sounds like it's not. I just bought and installed it a couple weeks ago when it was on sale so can confirm nothing's changed from what you're describing.
 

Octopus Prime

Mysterious Contraption
(He/Him)
And speaking of finishing off SRPGs that are Really good and are being strongly recommended, finished off Fell Seal: Arbiters Mark, which is an SRPG that looked at Final Fantasy Tactics and said “Well… why don’t we just do that again? That game was great!”

So they did.

really doesn’t look to attempt reinventing the wheel, and while I liked the spritework in FFT more, you can’t say they weren’t up to the task Of recapturing everything else that made FFT work.

Top shelf example of SRPGing!
 

FelixSH

(He/Him)
Did they reduce the problematic aspects of FFT? I guess you are able to undo movement? And permadeath not being a thing? No horrible escort missions, with suicidal maniacs?

Aside from these QoL aspects, is it easier to find out how to develop your units? This was always a sticking point for me. Without a guide, it always felt like trial and error, and like you might waste a lot of time on useless jobs (maybe? I assume there are better and worse jobs? Maybe that's nonsense?).
 

ThricebornPhoenix

target for faraway laughter
(he/him)
(maybe? I assume there are better and worse jobs? Maybe that's nonsense?).
In FFT? Ehhhh... kinda-sorta, but not really? Even the basic Squire isn't strictly obsoleted by anything down the line (rock-throwing can be surprisingly useful!), and the jobs that are hardest to unlock are also (IMO) the hardest to use effectively.
 

Octopus Prime

Mysterious Contraption
(He/Him)
Did they reduce the problematic aspects of FFT? I guess you are able to undo movement? And permadeath not being a thing? No horrible escort missions, with suicidal maniacs?

Aside from these QoL aspects, is it easier to find out how to develop your units? This was always a sticking point for me. Without a guide, it always felt like trial and error, and like you might waste a lot of time on useless jobs (maybe? I assume there are better and worse jobs? Maybe that's nonsense?).

Yes you can undo movement

Permadeath is something you can opt in to if you want to crank up the difficulty, by default a fallen character is “Injured” and needs to sit out a few battles to recover (but you can also disable that, so falling in battles just gives a slight penalty when tallying up the end of a battle)

Off the top of my head there are two escort missions, but the NPC isn’t suicidal so much as the enemies are dicey (and one of those missions is optional)

Cant really screw up character builds and mastering a job doesn’t take long and gives that character permanent stat boosts so even devoting time to sub par builds is a net positive
 
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Adrenaline

Post Reader
(He/Him)
Pentiment is really good. If you don't know about it, it is a 2D narrative RPG where you play a 16th century journeyman painter staying in a small town in Bavaria when somebody is murdered, and he takes it upon himself to find the culprit. There isn't a correct solution to the mystery you are searching for, the game is about the decisions you make in the limited time you have. If that description didn't bore you, you'll probably like it.
 

Violentvixen

(She/Her)
Pentiment is really good. If you don't know about it, it is a 2D narrative RPG where you play a 16th century journeyman painter staying in a small town in Bavaria when somebody is murdered, and he takes it upon himself to find the culprit. There isn't a correct solution to the mystery you are searching for, the game is about the decisions you make in the limited time you have. If that description didn't bore you, you'll probably like it.
Yeah, I started playing this on Gamepass before my subscription expired and loved it, plan to renew and pick it back up.
 

Octopus Prime

Mysterious Contraption
(He/Him)
Got Ending B in Nier Automata, which is a relief since i didn’t have any fun playing as 9S at all and am excited to not have to use him again any time soon
 
I just rolled credits on Valkyria Chronicles, which was really very good! Some of the missions are a bit of a headache, but I'd recommend this to anyone.
 

Octopus Prime

Mysterious Contraption
(He/Him)
74D4DFCE-7AE8-4B73-B0AC-C68B7CE5D81F.jpg
 

Adrenaline

Post Reader
(He/Him)
I finished Signalis, an indie survival horror game. It plays like a mashup of early Resident Evil and Silent Hill games. Cool sci-fi setting and style, story's a bit hard to follow.
 

Adrenaline

Post Reader
(He/Him)
The Case of the Golden Idol is a detective game where you are given a frozen murder scene of 1-4 screens, and you can click on people and objects to examine them and gather key words. You use those words to identify the people present and deduce how and why the murder was committed. The murders all tie together into an interesting story. It's quite good.
 

R.R. Bigman

Coolest Guy
I’ve played through five different Kirby games this year, and each one ends with some super-hyped-up multi part showdown that usually involves killing cosmic beings. Kirby: Planet Robobot is no exception. Why do games starring a cute, pink puffball dial up the stakes and action to levels other, “cooler” games don’t dare?

It was quite a shock to see that the Star Dream computer was actually the wish granting computer from Kirby Super Star way back on the Super Nintendo. Kirby has some deep lore for a Nintendo game!
 
Just beat the original scenario in Front Mission 1st: Remake for the Switch. I've got a lot of thoughts about this game. The story is an SNES game's story, so there isn't a lot of meat here. The plot twist with the MC's fiancé is dumb. The combat is really hard - especially early on before your pilots develop skills to make things easier - but a nice quality of life update to this version of the game is that easy mode is accessible at the very beginning. The update in graphics and interface is nice, but there's a few things that look wonky. (Oh man does the final boss look kinda dumb in this version of the game.) It's a Unity game so the performance is lacking, despite looking pretty simple, and I suspect that's also the reason why the game crashed on me about a dozen times during my playthrough. (Not the worst thing in the world, as the game also has autosaves.) The game's mechanics are extremely threadbare and simple, compared to later instalments.

Overall, glad to have finally played it. I might come back to it later to play the add-on campaign. But I'm mostly looking forward to the remakes for FM2 and 3 a lot more. I wish a lot of the quality of life updates to 2 and 3 made it into this game, but the dev team was very obviously going for as faithful of an adaptation as possible, which I can't fault them for.
 
Managed to last Until Dawn with half the cast surviving first time through. Not too shabby. Heck of a game, too. I was not expecting much but it managed to use both motion controls and QTEs to great effect.
 

Violentvixen

(She/Her)
I got the game Say NO! More in a random bundle years ago. Finally got around to playing and beating it (took under two hours) and it is just a wonderfully goofy delight.

 

Falselogic

Lapsed Threadcromancer
(they/them)
If you enjoy adventure games, noir, and whodunits may I recommend Lacuna to you? It's a quick game where you play a government agent (think FBI) trying to solve an assassination that has interplanetary consequences. You do most of this by gathering clues, making deductions, and then using this information to correctly interrogate other characters. It's clever and quick.
 

Octopus Prime

Mysterious Contraption
(He/Him)
While it starts off really strong, can’t really say that Crisis Core: Final Fantasy didn’t outlast its welcome. Really wasn’t helped by the fact that so much of the game is made up of mini missions that are recycling the same half dozen maps and enemies, hundreds of times over. Wasn’t really helped, either, by the fact that I got a pretty overpowered Materia set by the games midway point so I was able to steamroll basically everything.

Really made the parts that, as per the game that this is a prequel to feel MUCH less impactful as a result; I was able to beat Sepiroth, twice, without taking a hit, from across the room, but still arbitrarily lost in the ensuing cutscene because, y’know… that’s where Zack is supposed to die. Then the next two chapters involve you carrying Clouds unconscious body across the entire continent.

Also so much of the early game was just subtle hints and nods that, yes, you’re a bad guy because you’re working for Shinra, and Shinra is so much worse than they let on (which is already very bad) and I loved that… then they decided to drop the subtlety and it just makes Zack look like a dingus for being constantly surprised that, yes, Shinra are the bad guys.

Also just purely from a fan service perspective, I was really expecting a fight against a WEAPON or Jenova or something, it’s FF7 for criminals sake, but nothing of the sort happened. But they may have been in some of the later sun-missions I never got around to.
 

gogglebob

The Goggles Do Nothing
(he/him)
Regarding fan service, if memory serves, the final area includes Emerald WEAPON frozen (or whatever) in one of the crystal spots. It would be improper form for them to awaken before a true crisis, you understand.

And Zack being a dingus is, as far as I have always understood it, his entire character. Bro is surprised every time for Taco Tuesday. It's Taco Tuesday, Zack. Of course it is happening again this week.
 

Octopus Prime

Mysterious Contraption
(He/Him)
I would argue that they’re in the core of a crisis, so that argument simply doesn’t hold water.

And if Zack weren’t a dingus he wouldn’t be anything so I fully encourage him being a dingus
 

FelixSH

(He/Him)
I have never played Crisis Core, but you get the feeling that Zack is a dummy from the flashback in FF VII, too. I find it pretty funny, that not only is Cloud someone who acts stoic, while not being that way, but also the guy he is thinking he is, is more of a dork than a badass (which, granted, Zack is too, but he certainly isn't the stoic guy Cloud tries to be).
 

Exposition Owl

more posts about buildings and food
(he/him/his)
I’ve finished almost everything in Kirby and the Forgotten Land, and it’s been absolutely delightful. I don’t think it quite beats out Planet Robobot for the title of my favorite Kirby game, but it’s up there with the best of them. The only thing I have left to do is to beat the final battle in the final arena. That thing hits hard.
 

Adrenaline

Post Reader
(He/Him)
The Dead Space remake smooths over the rough edges of the original and looks as good as you remember it looking, which means it looks way better without making drastic changes
 

Peklo

Oh! Create!
(they/them, she/her)
The recent remaster/remake/whatever inconsistent definition you want to apply was an excuse to revisit it, and now I've mostly solidified my understanding that I don't like Metroid Prime much at all. It's not really a great turn from my prior relationship with the game, but given the degree of near-universal praise the game has maintained for the past two decades, there's always the nagging feeling of "shouldn't I like this? Everyone else seems to" which can foster self-doubt or alternatively, motivation to examine the work further for oneself. I wouldn't call Remastered's wider reception a "resurgence" for the game with that history in mind, as it remains one of the most celebrated games ever, but it did prod me to also rediscover the game because in my mind and memory that reputation does not reflect how I've ever experienced or the impression I've had of it. Given that much of the positive commentary goes toward "a perfect video game" superlatives to characterize how people perceive Prime, a description of a host of issues that arose upon this replay can serve to provide a counterpoint.

Probably the takeaway that affects my time with the game most is that I don't enjoy its sense of level design, progression structure and movement feel in concert almost at all. Individually, all of those aspects are sound, with plenty of novel or insightful ideas on how to adapt a previously 2D experience to a 3D world, clearly indicated by the game's heavy reliance on Super as a guiding template as is commonly known. The issues that manifest are then the chafing of all these elements together in practice that necessarily couldn't be predicted since the overarching and long-term goal was to convey and preserve a known formula, and it's in the details where the foundation starts to crack under pressure. The backtracking synonymous with the series in the context of Prime's design conceits turns into a plodding chore almost explicitly because of the world design's sense of intricacy; you must engage with the environmental clutter and spatial density on repeat passthroughs simply because those are the fundamentals of its navigational texture that don't evaporate and can't be greatly mitigated by future player states and levels of power. It always feels like you're caught in Rube Goldbergian machine, going through the motions of pre-packaged progression beats, even after having "solved" them the first time around.

Much of this could be addressed with a mounting sense of mobility and capability that's usually characterized the series's design sensibilities, but again the limitations of the new medium or individual design priorities prevent it: no matter how far into the game you get, Samus's capabilities, whether in mobility or in her armament, aren't set up to provide an iterative sense of newfound strength that builds up on top of the starting state; what you get are more in line with lateral options meant as answers for specific situations that are more or less "balanced" for relative parity. Instead of an incrementally growing mega-beam, you get a swap between distinct tools meant for distinct use-cases, none of which are outmoded by the game's internal language and demands as time goes on. This seems a great feature for its environmental puzzle emphasis, but in practice of navigating the world especially upon revisits, you're constantly stopping short to reorient your approach and prep to threats that should no longer realistically be a concern or something that warranted your play attention at that stage of the game. Prior games gave you the tools needed to completely ignore such residue later on through tools like the Space Jump, Screw Attack and the aforementioned beam progression, allowing expedient traversal in exploring one's gradually ballooning boundaries, but here it's simply not possible, with the modest double jump amounting to perhaps the only kinetically game-changing moment in the entire catalogue of the accrued arsenal, and it does not do much to abbreviate the same rhythms and paths taken through the environments from beginning to end. The end result is that for a series and character whose primary driving force in game mechanics has often been the sensation of gradually building power, Prime is unwilling to let Samus "outpace" its game design and leaves her and the player feeling oddly disempowered despite going through many of the same rituals and conventions along the way.
The elemental beams meant as specific counters to distinct enemy types reaches probably the nadir of the entire game in the extended Phazon Mines sequence, an environment composed of nothing but industrial fight-boxes littered with colour-coded Space Pirates to blast and engage in extended shootouts with. The clunker contextualization of incentivizing varied beam use is one thing in how uninterestingly it's applied (which does not end here, as the Fission Metroids and the Metroid Prime itself are built upon the mechanic), but it leans on the game design elements that are individually the weakest of the game, in its action-based twitch elements, and somehow bases an entire area on a linear sequence of militaristic shooting in aesthetically drab environments while the world's worst action BGM plays repeatedly and on every pass through previously cleared rooms, all enemies having respawned. It's these kinds of moments that effectively self-sabotage the game's own desire and mandated call for the player to trek previously trodden paths to seek new tangents of its world, as the plodding nature of its 3D navigation is additionally literally interrupted by fight scenes that weren't interesting or enjoyable the first time they occurred, and the emphasis only grows as the game moves into its most backtracking-focused period at the end--the Chozo Ghosts alone are yet another case of the game conjuring up situations in which interaction with it is fashioned to the dullest point imaginable.
I cannot emphasize enough that for a game built so fundamentally on the concept of exploring an environment, the interacting design aspects in Prime usually render even the thought of rolling through the same Morph Ball antfarm cross-sections to reach an area where one must scale the same half-a-dozen platforms while being pestered by enemies that are more trouble to dispatch than they're worth, completely devoid of the excitement of potential new discoveries and instead leave one dreading the environmental chaff required to make the journey. As it is, exploration of optional tangents is only made palatable at the very end of the game, when it can be ensured that no early walls are erected to forbid passage to the game's remaining secrets, rendering the long diversions fruitless should you not have the necessary equipment at hand. In games where navigation is more expedient and better integrated into the surrounding play rhythms and concepts, I would usually relish in making the early, partial testing of external boundaries, but here the process never feels worthwhile to pursue.
Outside of traversal and exploration punctuated by combat, what do you spend the most time doing in Prime? One of the game's pillars is unquestionably its scanning emphasis of anything and everything in the environment for contextual data. The best aspect of the feature is casting Samus's player role as something of a roving zoologist, entomologist, and biologist, compiling and archiving relevant notes on whatever she encounters on her travels... but it's more of a conceptual, theoretical attraction to the premise, as the practical application differs. Prime highly emphasizes being a textually written game, and given that focus, it should endeavor to make the resulting text interesting and worthwhile to read, and in almost all cases it is not. You either have clinical bestiary entries that mostly focus on ways to kill the opposition (since that's what a player is supposed to care about mechanically), colourless Space Pirate security logs or research reports, and maybe the worst of all, Chozo lore that to my knowledge are the first point in the series in which they are starting to be characterized on some kind of attempted cultural basis, and the identity they're given is an incredibly tired pastiche of all the enlightened, "noble" (still colonial though) native tribespeople stock theming that could be mustered for the act, which ended up becoming defining in tone and aesthetic. Their writings are also littered with referrals to Samus herself as a literally prophesised saviour figure and species champion, a sort of mythologized space bird Jesus upon whose existence and arrival their eventual redemption is supposed to be based. Prime's writing doesn't exist in isolation as codex logs to be perused on their own or to be ignored altogether; it mingles and intertwines with all its other primary verbs during play, so if one is predisposed to viewing other design elements of it as rupturing its delicate play balance, the writing is also equally as intrusive in how it's integrated into play, regardless of one's opinions on the material itself.
Another mainstay in series context are boss encounters, for as long as the original Metroid's been around since the earlier days of the concept's definition. Prime does not leave one wanting to apply oneself to its main event bouts, as they are of a school of design that is as the rest of the game: static encounters of going through the motions, often literally waiting for a chance to interact happen. I think there's a perception that the way Metroid bosses were for the first four games or so exemplified some kind of ignorant era for Good Video Game Design before people simply awakened to acceptable values in how to put things together. The things that characterize those battles are their effective "sloppiness", in that you're expected to take hits while delivering your own, and from a conventional modern perspective that reads as a design flaw to some--for me, it's always been an attractive quality as most things faced in the games are animals and other instinctually driven creatures that are characterized by their single-minded drive to negate threats to themselves, and even if not, the resulting scarring during battle on the player end can be just as memorable and effective as an unscathed, perfectly executed fight in other games. Prime does not do this kind of relentless rushdown; it's instead a heavily pattern-based, iterative lock-and-key kind of game with the same emphases as all the rest of it possesses, which in the case of what could and should be exciting messes of action turn into a literal waiting game as a boss renders itself invulnerable, opens itself for a moment of burst damage, and the process simply repeats until the health bar is depleted. It renders all of the major encounters artifically robotic and devoid of any kind of hurried tension, as the only anxiety involved is of waiting for Thardus to complete its rolling around the arena, or the Omega Pirate to lower its beam barrier to get a shot in. There's no intermediate phase to any of the fights, simply a binary state of waiting for nothing and responding for the second or two allowed inbetween. Combined with the dearth of interesting patterns or concepts (get ready for a lot of ground pound shockwaves), I'm actually bewildered that there's as much of an emphasis on these major encounters as there is. The game would likely improve with their simple removal from its structure, such an immaterial factor or active detriment to overall enjoyment that they are.
That's where I am with Metroid Prime, one of the "truly perfect" video games of our time in which I find dissatisfaction with its formula to an extent that I can't claim to enjoy the whole despite individual parts of it tracking as admirable or appealing. The strengths of this game are to me found in its atmospheric minutiae, of inhabiting the internal POV of Samus's vision and all the presentational factors that go toward realizing that specificity, but they are ultimately just details caught in a web of non-intrigue. The reputation the game holds in that light continues to fascinate and puzzle me, as upon release I perceived the glowing reception to be at least partly motivated by a sense of relief that it was not the envisioned and feared total disaster. In the times since, said reputation seems to have only grown, to an extent that this revival of it has dug up so many fawning assessments that treat it as unassailable simply because of its pedigree that I was motivated to compose some thoughts to contrast with that to begin with. The GameCube generationally is hitting its nascent and most heightened nostalgia period, which might play a factor in all of it... but it still seems like somewhere in the middle, criticality towards the game has largely evaporated. As such, these aren't just contrarian viewpoints but impressions I've held ever since I first played the game long ago, but which I'm now likely better equipped to put into words.
 

RT-55J

space hero for hire
(He/Him + RT/artee)
Personally (speaking as someone who first beat the game 7 years after release) I actually didn't mind the Phazon Mines too much, but that's mostly because I started enjoying the rhythms of the games combat and thought they started hitting stride at the point (chozo ghosts can die forever, though).

What really bewilders me though is that even though the vast majority of people who finish the game describe the mines as an interminable slog, that the general consensus of such a substantial area doesn't seem to have affected the overall mythologization of the game. One would think it would be reflected in review scores or recommendations or whatever, but that doesn't seem to be the case.

I am looking forward to playing the remaster when it comes out physically, though I do find it just a bit weird how conservative it appears to be in terms of (non-visual) design, treating the game as some sort of now-immutable sacred text. One would think they would make some slight tweaks here or there, or revert some of the anti-sequence breaking measures that were added to later versions (especially considering how accomodating MercurySteam has been on the subject), but by all reports I've heard it's just the MP Trilogy version with a bizarrely tweaked charge shot mechanic.

(good post btw. i always enjoy reading your iconoclasm and affection)
 

Peklo

Oh! Create!
(they/them, she/her)
Thanks!

On the subject of the actually new aspects of the production, it's natural to note the curious omissions--the lack of dynamic lighting associated with beam shots (the Plazmite enemies still project it, so it doesn't seem an engine limitation) and the absence of some previously reflective surfaces--but there's also much of merit in the redressing. Samus's suit itself, because of any combination of factors between lighting, texturing or shaders involved has a distinct chrome sheen to its surfaces that makes her resemble the early teasers of the game from old Space World clips and renders, or even some prior TV ad representations of the character. The game does look entirely different, but unlike other overhauls like what Bluepoint now does, Retro's internal team to me is better attuned to the pre-existing aesthetic of the source material and more inclined to follow its suggestions--it's not the same people adapting the work at all, but what is likely reverence for the material exists in not wanting to deviate from it entirely. I still think this kind of visuals-only overhaul of a game is landing awkwardly between authenticity and more meaningful reimagining, but the end results are probably a best-case scenario in that specific context. Some of the differences are odd no matter what though, like the game's general brightness being lowered across the board--it's not just the Thermal Visor-designated rooms that are rendered pitch-dark now, to no clear end.
 

muteKi

Geno Cidecity
Had you played the Wii port of it, Peklo? My understanding is that the beam shot effects were not included because they couldn't find a good way to port the shaders from what was a fixed object (i.e., the gun-arm in GC prime didn't move relative to the camera) to a dynamic one (since the whole point of the Wii port was to enable motion control). If those are the effects in question, I'm disappointed but unsurprised to find that they built this more closely in keeping with the Wii version in that respect.
 
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