• 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.

  • TT staff acknowledge that there is a backlog of new accounts that await confirmation.

    Unfortunately, we are putting new registrations on hold for a short time.

    We do not expect this delay to extend beyond the first of November 2020, and we ask you for your patience in this matter.

    ~TT Moderation Staff

Gripe about What You're Playing 2: Bellyache-tric Boogaloo

FelixSH

(He/Him)
I'm playing Castlevania: SOTN. I don't think it's necessary to go in depth about what about the game is great, and I don't really have any major complaints (small stuff, like how sometimes, there is a lot of walking between save points). But I still wonder about the clock room. I had to look up how to get the Form of Mist, because I didn't revisit the room until I was looking everywhere I hadn't been to yet. And the statues were, again, there. Is the idea to wait in the room, thinking about how to get up there? Because, considering how this works, I would assume that I just need an item to progress here. Which I do too, and that is part of the gripe - is there any explanation, that you need to equip the two rings there?

I'm just curious, if I missed any clues in the game, which might make this ok. But without clues, that seems like a badly designed "puzzle" - I played the game one time before, and had to look up how to progress then, too.

As mentioned, there isn't anything else I would really complain about, so this really sticks out. I wouldn't even mind, if it were just for some hidden boss, or stuff like that. But you need the Mist form to progress through the main game, and it feels like you can only find it, if you are lucky.
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
The one moving statue in the clock is maybe something you could stumble across with lucky timing but I'm not sure how you're supposed to figure out to use the stopwatch there for the other one.

is there any explanation, that you need to equip the two rings there?
I think the inventory description of the two rings together is supposed to give you a clue but it is pretty vague.
 

Octopus Prime

Mysterious Contraption
(He/Him)
The first statue does give you a hint; actually; the first time you enter it the statue always moves, but you Won’t have the double jump at that time to make use of it.

Why the statue moves isn’t obvious, but you’ll know that it does
 

Peklo

Oh! Create!
(they/them, she/her)
I'm a little confused by which part of the clock room is the issue, since it has no less than six entrances, four of which are obstructed in some way. The upward shaft can be traversed by either the Power of Mist or the Soul of Bat, which is simple enough. The leftward passage to Olrox's Quarters opens and closes on its own at fairly regular intervals (communicated with the passing of time through the giant clock face), in the process cluing in that its rightward counterpart can probably also be moved through some means, and connecting the dots from there with the high emphasis on clockwork around the location is a pretty good themed puzzle, I think (there's a stopwatch just a few rooms over, so it's not a long search for the tool if needed, either). It's the most obscure function of the set, which is why it only houses the optional and half-gag Alucart gear. For the other progression-critical passage below, accessible by wearing the rings, you can see that there's a section of the floor that looks like it could open up, and when you do find the rings, the game just straight up tells you with their combined hint of "wear in clock tower" in their descriptions. The potential trip-up here is that you might go in the literal area called the Clock Tower, but exhausting possibilities there would eventually lead you to the most conspicuous clock in the castle before long, which is highlighted amply by it being the stage of the first meeting with Maria, and how you'll only hear the ticking of the clock absent of music while there, signaling that it holds something of importance.
 

FelixSH

(He/Him)
Ok, with all that knowledge I accept that this is my mistake. I didn't know that the rings have the description on them, telling you what to do with them (hadn't gotten them at the point of writing the post, but knew about it from memory).

The main problem I had was with the upper left way, where you might have to wait for some time, so another minute passes. I still think it isn't ideal - the first time I got there, I was focused on the cutscene, which seems to have make me not notice the moving statue. Maybe it would help to make this a room you might want to traverse more often, so that you get a chance at seeing the statue there at times, and not at others.

Dunno, having the statue move, when you get there the first time, should be enough, so I take the blame here. Thanks for the explanation, everyone.
 

Peklo

Oh! Create!
(they/them, she/her)
Some part of the myriad passages there did stymie me the first time through, but that was a feeling that in retrospect I appreciated and would go on to long for in the subsequent games in the same style, which had far less of such headscratching instances--Harmony being the lone exception and thus well loved by me on that basis.
 

Bongo

excused from moderation duty
(he/him)
Staff member
The rings, like so many other hidden things, are also a pop culture reference, specifically to Lupin the 3rd: The Castle of Cagliostro.
 

Purple

(She/Her)
So the latest Humble Bundle has Command & Conquer Remastered in it. And you know, I never really played C&C back in the day, so let me do my best to use like, WarCraft 1 as a comparison point and give this a shot...

... and OK wow yeah it's total garbage turns out.

All buildings have to be touching other buildings, so no getting clever with base structuring AND no expansions.

If you make a second barracks, whatever, everything's still going to queue up to come out of that first barracks.

You kinda just get the one big worker, unless you build a second resource gathering return point building, but the resource fields don't really seem to have enough in them to justify that, at least unless you need more than one and are doing awful long-distance mining.

Units don't seem to have any sort of active-use abilities, nor is the ability to A-move a thing so far as I can tell.

So... there's basically no macro AND there's basically no micro.

Or at least, there WOULD be no micro if we didn't have REALLY bad unit AI where people will just stand there staring blankly while being shot in the head, and where you can have like a dozen units attack something and only 3 actually will because pathfinding around to where they're all in range is beyond them.

And then the 4th mission is this whole thing where the floor is lava and the enemies do extra damage to transports so you're just constantly loading/unloading incredibly unresponsive soldiers into and out of minivans and then at the end of this no-build mission there's a unit producing base in a valley so the profoundly bad pathfinding means you might get to the end without having lost a thing and still lose because your units just won't actually fight.
 

R.R. Bigman

Coolest Guy
I remembered that I had bought Star Fox 64 3D a couple months ago, and got around to playing it today. The on-rails sections are fine. It’s only when I get shifter to All Terrain Mode that my brain cannot track to targets are shooting me and the liabilities that are my team mates. The final boss (yes, I reached the final boss in under an hour) spends 95% of the time off screen. Why is there no lock on function, or readable radar? Come on, eleven-year-old remake of a twenty-five-year-old game!
 

Violentvixen

(She/Her)
Biomutant is just not working for me. It's mainly the combat, it's just not fun despite all the tweaking you can do. I'm stuck a boss that keeps annihilating me and extra annoyed that it keeps repeating the little boss intro every. damn. time. I liked the Attenborough-satire thing they had going on but now this has ruined it for me. And I've barely gotten anywhere in the game, ugh!

The other aspects of the game besides combat fine, but that's it. Everything seems like it needs a bit more polish. I have so many other games to play that are better than "fine" that it's hard to justify putting time into this one when I could be playing something I enjoy more.

I'm going to take one more intense look at my skills and stats and see if there's something I'm missing then give the boss one more shot but I think I may just move on.
 

ArugulaZ

Fearful asymmetry
Pac-Motos is a hateful game which exists solely to bring misery and despair to those who play it. If you're not squeegeed off the playfield by the final boss, your view is obstructed as it pelts you with explosive orbs, or a panel opens under your character, dropping him into oblivion. By the way, even if you somehow survive the Anti-Fun Equation that is this battle, there's a second phase, because clearly you haven't suffered enough.
 

Violentvixen

(She/Her)
I tried Bugsnax since I heard good things from a few people, but there must be some heavy nostalgia for 90s cartoony "do these minigames to collect shit" games.

I do not have this nostalgia and the whole premise is creepy so no thanks.

Edit: Revisiting this post later because I feel like such a cartoony game doesn't deserve such ire... but I really don't like it. It really grates on me although I can't quite put into words what the issue is.
 
Last edited:

Sprite

(He/Him/His)
Biomutant is just not working for me. It's mainly the combat, it's just not fun despite all the tweaking you can do. I'm stuck a boss that keeps annihilating me and extra annoyed that it keeps repeating the little boss intro every. damn. time. I liked the Attenborough-satire thing they had going on but now this has ruined it for me. And I've barely gotten anywhere in the game, ugh! The other aspects of the game besides combat fine, but that's it. Everything seems like it needs a bit more polish. I have so many other games to play that are better than "fine" that it's hard to justify putting time into this one when I could be playing something I enjoy more. I'm going to take one more intense look at my skills and stats and see if there's something I'm missing then give the boss one more shot but I think I may just move on.
I was obsessed with this game in the lead-up to release and was going to use it as the game to christen my new gaming PC, but then it was universally panned as charming but dull. Heartbreaking.
 

Becksworth

Aging Hipster Dragon Dad
I love the graphical aesthetics of Anno Mutationem, but the main story pacing and side quest design is just weird.
 

Violentvixen

(She/Her)
I was obsessed with this game in the lead-up to release and was going to use it as the game to christen my new gaming PC, but then it was universally panned as charming but dull. Heartbreaking.
Yeah, I was really excited for it as well and was quite sad. Charming but dull is exactly it. I beat the boss but realized I just wasn't having enough fun to continue investing time into it.
 

ArugulaZ

Fearful asymmetry
I jumped into the Playstation 2 late, missing many of its launch titles. I was curious about The Bouncer and fired it up in an emulator, hoping that the reviewers of the time didn't give it a fair shake and that it was an underappreciated gem. No, the reviewers gave this game exactly what it deserved. It's one of those Square titles that's in love with its storytelling but isn't nearly as invested in its core gameplay. You beat up a few mooks with a frustratingly limited handful of attacks, get thrown into a character customization screen with power ups you can't afford, then get fed a heaping helping of the plot in action packed cut scenes, with familiar anime voice actors in desperate need of a paycheck. Steve Blum sounds as excited to be in this game as I am to play it.

I mean, it looks nice. The characters are trademark Square, although perhaps a little overdesigned. One guy is covered with tribal tattoos, while another has metal horns on his forehead along with a bunch of piercings. It's like Square wanted these brawlers to be edgier than the characters in their RPGs, but made them too fanciful and elaborate to take seriously as head busting thugs. That would be easy enough to forgive if the gameplay were entertaining, but it really isn't. You wallop enemies with showy punches and kicks that take too long to execute, then once everybody in the room is sucking concrete, the game hits the brakes and feeds you another cut scene. It's a game that's almost embarrassed to be a beat 'em up, which is understandable as so many other Playstation 2 games are so much better at it. Def Jam: Fight for New York, Urban Reign, Yakuza, even (heaven help me for saying so) God Hand provide greater depth and more impact than this. Even Beatdown: Fists of Vengeance at least tries to give the player more to do than just twiddle their thumbs through yet another cut scene.
 

Becksworth

Aging Hipster Dragon Dad
I love the graphical aesthetics of Anno Mutationem, but the main story pacing and side quest design is just weird.

Seriously, it feels like they had a cool idea for a cyberpunk action rpg were a nano virus forcibly turned a large part of the population into cyborgs, but then they got high and played Control and were like "DUDE!", then they got high again and binge watched Evangelion during their Mage: the Ascension tabletop rpg session and were like "DUDE!!!"
 
Last edited:
Top