• 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.

Hey, Talking Time, Whatcha Playin?

Beta Metroid

At peace
(he/him)
After doing some extensive basement renovations that, among other things, established a retro gaming area, I hooked up my 64 for the first time in 7 years and 100-percented Banjo-Kazooie in about 6 hours (across four separate days/play sessions). I was mildly surprised at how much instantly came back to me. This was comfort food in the very best way. On to Tooie!
 

FelixSH

(He/Him)
I did that at the end of last year. Well, nearly 100%, I missed a handful of notes in Rusty Bucket Bay (that's the level with the ship, right?), and in the last level. Also gave up on the Grunty fight, dear god.

But in general, most comfortable of all comfort food games. I love spending time in this world.
 

Dracula

Plastic Vampire
(He/His)
i really need to stop playing strategy games that take ten thousand years to do anything, but mount and blade 2 is simply addictive.
 

Vidfamne

Banned
Revisiting Shadowrun: Dragonfall. Nominally on "Very Hard", but I wussed out by skipping on the simple mod of allowing enemies more than one attack per turn (still the most baffling last-minute balance change). Still, I love this game's mechanical design as much as its aesthetical one -- the first mission has all of two encounters, but they're drawn-out and full of little handcrafted twists, and your team feels competent and diverse, but not invincible. Not quite as tactical as Knights of the Chalice, and cover doesn't make positioning more interesting (though line-of-sight does), but there's enough grenades and AoE spells being tossed even from the get-go that the game doesn't degenerate into complete trench warfare.

As for the aesthetics -- even better, of course. The antique/bric-à-brac shop with its safehouse annex presents you with a character who, while apparently friendly, wants to find out more about you, the enigma, rather than the opposite (shame there seem to be no actual skill checks on the NPC's side against you). Of course, there is also a character who is apparently cold to all events, but wild on the inside, and one who is heatedly against you (though again in an understated way) because. Another good decision is asymmetric background rewards: deckers (= hackers, for those unfamiliar) get lots of little skill checks in conversation, since the immediate events focus on that subject, but a shaman gets a single skill reward for reading a certain someone's aura.

Indeed, in its sensuousness, the game fulfills a lot of the promise that Planescape: Torment (a historically important trailblazer, but not a masterpiece, imho) offered for better, i.e. more traditionally well-rooted RPGs paying homage. Entering the Kreuzbasar feels very similar to one's first exploration of Sigil, and the strangely life-affirming melancholia that so pervaded the best Obsidian games (deliberately not including Black Isle) is also present here. This might also be the game with the most competent and moving use of German as a seasoning language (and, as usual in Shadowrun, there's an astounding level of detail in researching and fabulating about specific modern cities).

Speaking of which, I play a male elven Shaman and have, so far, invested my karma mostly into Dodge, Charisma and throwing weapons, with one point in biotech since medkits and such tend to be strong in RPGs. Haste is a great spell to start with (especially in the first mission when surrounded by veterans who can make far better use of the AP), Acid Bolt is rather mediocre -- I should perhaps have invested to get better spells off the bat.
 
Last edited:
Recently I've played a couple sessions of Feda: The Emblem of Justice (Super Famicom SRPG, with character designs from the Shining Force artist). This game is not really appealing. It's also not what one would hope a Shining Force-derivative would be.

Immediate first impression was that the combat animations are slower, and the battle sound effects are very weak. This isn't to be presented as a damning criticism, but it does set the ceiling low in my mind for how good the core gameplay could ever get, and whether it would be worth pushing through for.

This game feels like someone penned a fantasy story first, and then later adapted it to a video game. This makes for a dreadful comparison to normal SRPGs, because battles feel much more like filler. Even walking from place to place (i.e., advancing the game through story and geographic progression) feels more like filler than it should, because narratively very little time is passing. This game has ten times the gravity of a 16 bit RPG story, but ten times slower pacing. And calling it a 16 bit RPG story is misleading, it's much more serious and much more like a fan fiction.

More on the Story:
To give you an idea, the story is about warriors who desert from the evil empire's military. The introduction goes out of its way to show evil amounts of bloodshed and killing of innocents. The characters are all over acted. Tons of dialogue boxes and story in general, which is exhausting on top of being uninteresting. Even talking to NPCs makes me impatient. In the same amount playtime, Shining Force has fewer dialogue boxes but more dialogue *scenes* where something happens, or else the conversation is interesting (stuff like meeting a king, with NPC characters entering and leaving the scene). The fan translation (and perhaps the original script) isn't shy to have characters reference sex and attractiveness. One character seems to be constantly losing his cool with exclamation points and non-profane expletives in every sentence.

More on the Game:
-Very easy combat. For some reason you start off the game being able to one shot every enemy (making a mockery of the fact that there are 4 enemy types or whatever in the first battles), while they would take like 5 hits to kill you.

-There is an alignment system (law/chaos) depending on how you conduct battles, very obliquely like Ogre Battle. I think the only effect is which characters are willing to join you, although perhaps it affects the story too.

-The game bears obvious resemblances to Shining Force throughout. The way characters walk, the way the menus work, the look and feel of weapon types, individual character inventories, the use of stairs and associated footstep sound effects. And obviously the character designs.

-A very impressive amount of effort was put into the player and enemy sprites for battle cutaways. These are higher resolution, more detailed, and much more animated than Shining Force. Individual parts of the sprite will have separate animation, giving characters the ability to bounce up and down like they are on their toes or shifting their weight.

-Music gets very repetitive very quickly because of how the pacing of the story is terrible. Hard to explain why these two are related, but the game progresses by cycling through town areas, battlefield areas, and a SMB3-like overworld map and there is one track for each type of screen.

-This is the only RPG of this style I've played where the text boxes will advance on their own if you wait long enough. Both NPCs in towns and important plot scenes.

In general, this game has a surprising amount of effort put into it (excluding game design). It feels like there is more pure content and more pure production values than Fire Emblem games would have for a decade. When it comes to the story, I think the amount of effort was to its detriment.
 
Last edited:

Sarge

hardcore retro gamin'
@dosboot: Something I thought about since my post on HRG... I have to wonder if perhaps FEDA's translation isn't the most polished, either. The tone feels a bit off to me, at least compared to what you'd normally see from games of that era. It does feels like it's trying to be a bit more edgy - I think I remember a fair bit of cursing and whatnot from my aborted attempt at it. Might be a WildBill thing, or perhaps that was in the original game, though, dunno.

I do know Dynamic Designs' later translations seem a good bit more polished, though.
 

Violentvixen

(She/Her)
Continuing my efforts to get through Apple Arcade, I tried Broken Age. It's really boring? The space guy path seemed to be driven by the insufferable "let's show how boring his life" trope, and the girl's path just kind of stopped being interesting. Meh.
 

ASandoval

Old Man Gamer
(he/him)
Playing Spooky Games for the season and I finished Bendy and the Ink Machine yesterday. Overall I loved the style and I'm interested in the world and where it's going with future entries even if the game itself was a bit dull. But mostly I was shocked at how aggressively the game was marketed to kids a couple years ago, to the point that GameStop still has plenty of clearance ink slime clearly targeted at 8 year olds. I love kids horror and grew up with a lot of it but this game still seems really intense for anyone under the age of 15?
 

4-So

Spicy
12+, probably. From what I've seen of it, it's creepy but no more scary than something like FNAF, which is definitely marketed at kids. Like the equivalent of a PG-13 movie. In terms of the game itself, the atmosphere seems like Bioshock for the pre-teen set.
 

ASandoval

Old Man Gamer
(he/him)
12+, probably. From what I've seen of it, it's creepy but no more scary than something like FNAF, which is definitely marketed at kids. Like the equivalent of a PG-13 movie. In terms of the game itself, the atmosphere seems like Bioshock for the pre-teen set.

Speaking as someone who grew up on a healthy amount of Goosebumps and Are You Afraid of the Dark, I'd put it above FNAF in terms of content. FNAF has an added layer of gruesome if you pay attention to the lore and implied dialog (your body being stuffed into the wired, mechanical shell of a animatronic) but I don't know how much a pre-teen gets out of that beyond scary-looking machines jumping at me in the dark. Bendy has similar jump scares but with an added layer of explicit content that's not nearly as subtle. But then Adventure Time is a kid's cartoon that also has explicit references to demonology and cults so WTF do I know about what kids can handle these days.
 

4-So

Spicy
Right. Ratings are always going to be guideposts. My 10-yo loves horror movies and horror-themed media, everything from FNAF and Bendy to stuff like the original Child's Play. (Didn't do so well with FNAF in VR, though. Little too real.) What's age appropriate is necessarily subjective where horror/suspense is concerned. How that relates to marketing, I don't know.
 

Sarge

hardcore retro gamin'
But then Adventure Time is a kid's cartoon that also has explicit references to demonology and cults so WTF do I know about what kids can handle these days.
This has always bothered me about that show. It definitely feels a bit much for a kids show, kind of like some of the stuff in The Grim Adventures of Billy & Mandy did as well.
 

FelixSH

(He/Him)
FNAF is for kids? I tried the first game one time and probably lost 5 years of my life, when one of these grotesque things opened the door. Absolutely couldn't deal with the sort-of jump scare, and generally the suspense.

But I can see how that's just me. I prefer other kinds of horror. And I think I can deal with suspense better, when it's not my fault that something horrible happens
 

Dracula

Plastic Vampire
(He/His)
Yes, speaking as a guy who still haunts the toy aisles, you will find action figures based on both FNAF and Bendy right next to the Roblox and Fortnight toys. As well as Baldi's Basics, for some reason.
 

Octopus Prime

Mysterious Contraption
(He/Him)
I know absolutely nothing about Bendy except that I really like the aesthetic, and this discussion is making me think I should invest more deeply in this thing
 
I've bitched about this on the old forum and heard the whole "arbitrarily halving the player's options is good actually" argument but rain in BotW is so, so, so lame. Carrying the torch back to the lab in Akkala? Where the whole region is just arbitrarily full of enemies every 5 steps? And it rains all the time? Real cool stuff.

Also the draw time for 2-handed weapons/weird lack of common, useful 1-handed weapons also sucks.

Don't get me wrong- BotW is a beautiful and terrific game but... Y'know
 
But then Adventure Time is a kid's cartoon that also has explicit references to demonology and cults so WTF do I know about what kids can handle these days.

I mean - this is just purely anecdotal from me - but my school library had the entire collection of Time-Life's Mysteries of the Unknown books on a shelf right outside my first grade classroom when I was kid, which served as an excellent primer on Hermeticism, spirit summoning, witchcraft and other fun things for your average first grader.

I also collected Topps Fright Flicks cards with actual movie scenes from the movies "Fright Night", "Nightmare on Elm Street", "The Fly '86", and others around the same time so this definitely isn't something new.
 

Dracula

Plastic Vampire
(He/His)
I also collected Topps Fright Flicks cards with actual movie scenes from the movies "Fright Night", "Nightmare on Elm Street", "The Fly '86", and others around the same time so this definitely isn't something new.

I love Fright Flicks!!!! That's all.
 
Can't stop thinking about Morrowind whenever I'm not playing it.

Kind of amazing that a polygonal 3D open world game this good came out in 2002!
 

R.R. Bigman

Coolest Guy
Hey, do you remember The Outer Worlds? Well, it got some DLC recently, Peril at Gorgon, that I've been playing and have just finished. I liked the main game quite a bit, which I've found puts me in the minority, and I enjoyed having some more stuff to do in the interesting yet way too limited galaxy of Halcyon. If you enjoyed the main game, I would recommend you maybe wait a bit for a sale, as this costs a fairly steep-for-what-you-get fifteen dollars. It does have maybe the best writing in the entire game in parts, especially from your crew, who all get to fully participate, unlike in Fallout: New Vegas' excellent but very quarantined DLC.
 

Vidfamne

Banned
Nearly done with Dragonfall. Review (contains spoilers):

The game is tactically interesting most of the time because the quality of cover and positioning tends to change every turn and Eiger/Glory in particular can occasionally benefit from using all their weapons -- it's fun to boost Glory's accuracy, spend 2 AP on tearing people into open view for Eiger to snipe, dual-shotting one with a pistol to finish him off, and finally setting the minigun to Overwatch. For an added challenge I kept to the "clean" conduct, i.e. no comestible stimulants allowed, which would make Glory even more ridiculous. I don't understand why she's maligned as useless -- though that's likely because I made the PC a shaman and thus Dietrich rather redundant.

Strategically, though, it's rather shallow -- the general plan and roles are almost always the same. The excellent "tower" (terminal) defense encounter in the endgame was among the exceptions, as it's one of the few times you're defending targets that simply can't be defended by a single frontline and require treating every character as a "commando". While I appreciate that the personal missions for each party member made you operate with a reduced squad (and honestly I should try playing this game with only PC + Lucky Strike or such), they also had a notably reduced difficulty.

Aesthetically, I like it very much. The companions are all interesting and multifaceted, Dietrich perhaps the least, although he is sympathetic and still feels coherent. The personal missions for Blitz and Glory have brilliant interplay between the three party members. That I like Blitz and Glory should come as no surprise, particularly Glory's discovery that her potential for kindness and cruelty grow from the same root altogether, and how there is change, but no simple closure of the mutual conflict of love and hatred and instrumentalization and self-denial with Marta.

As for Blitz, he learns about letting go twice: first with Hasenkamp, then Emilie. Eiger, meanwhile, has the most interesting (up-and-down) relationship with the PC, and I particularly like how she insists that she was right about Daemonika's decision being wrong at the time, but you grew into the role gradually. It doesn't quite make sense, but alludes to her growing doubts about her attitude of pre-planning everything. Another memorable story is that of how she felt obliged to claim the meaning of "Eiger" by her own terms, since she knew the battle against being called that forever was already lost. (And it shows how much she really cares about what others think of her, which is again at odds with the first impression you get.) In general, companion dialogues rarely feel tailored towards "+Influence" as they did in e.g. Obsidian's early (=good) games.

Another vignette: Café Cezve (good name) and the fate of Altug, Kami and Jakob. The latter orders coffee daily, and they mutually fling insults at each other (no telling who started the tradition) which Jakob insists is all in good fun, but Altug does not see it thus, which Jakob cannot understand. When you meet Altug for the last time, he says "I wasn't kidding. I couldn't stand the man. But he must have seen it differently."

Other impressions: The lone dancer in the Kreuzbasar that you can tip 5 nuyen after each mission. This never gets you anything, and the spot is deserted after the attack. The conversations with Lucky Strike, who you cannot quite make friends with (great idea). The strange affection that Dr. Ezkibel feels for "Simmy" alone. The mail that an alive Jana sends you after the Lodge "trial run" if you go through with the "pixie dust".

Or how Vauclair being stuck in the past with his grief about dragons controlling the "megacorporations" is hinted at by his choice of an old-fashioned financial newspaper (as in, still printed on dead trees) that Green Winters mentions on his DVDs.

Towards the end, the combat really drags (even if they tried to keep it interesting by giving you the unironic best and probably unexpected character), but it's a testament to the artistry of this game that I had forgotten that.

Btw, investing in Dodge and Throwing Weapons was silly, as I realized quickly -- no reason to try and crit with shurikens or whatever when you can just cast Stunball (or have the two physical experts deal AP damage, or throw flashbang grenades). I also abandoned the "flavourful" plan of going for only Conjuration spells and went with various tiers of Aim/Heal/Haste + Acid Bolt III (later IV) after all, as in every other RPG. I kitted out Glory with the 5000 nuyen minigun even though it isn't really worth that price, because she's the primary Aim receiver anyway and the thing is hilarious when it hits.
 
Last edited:

Octopus Prime

Mysterious Contraption
(He/Him)
Speaking of Outer Worlds (which Bigman was several days ago), I got tired of waiting for the Switch port to get patched so I started playing it anyway.

Makes a good first impression, especially for someone who wants Portable Fallout, and doesn’t consider Skyrim to be basically the same thing, but lord, it ugly.
 

Phantoon

I cuss you bad
I'm playing Game Gear Gunstar Heroes. The Mega Drive version was a technical tour de force, but the Game Gear version is actual goddamn witchcraft.

How on earth did they manage this on that hardware.
 

Lokii

(He/Him)
Staff member
Moderator
Ghost of a Tale came out on the Switch today. I've been looking forward to it for years now and I'm happy to report it's a real Ghost of a Good Time. It's a dark souls but instead of swordfights against suits of armor its finding HATS and CAPS to dress your adorable bard mouse up in. So far I've found it captivating and well written. Funny too!
 
Top