(Archived 2022) The thread in which we talk about games we are currently playing

@goonbag wow! i‘ll have to check that out, i don’t think that has happened to me yet. i'm glad you “like” it, i usually only build things that i myself decide are pointless about 2 mins afterwards lol

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@“Syzygy”#p49548 Jump Force

I main shaggy

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Turns out the game is actually not too hard if you play on NG+ and have access to the powerful postgame NG+ moves (not that this is an impressively low amount of continues or anything)

**GOD HAND** rules... I know it's kind of gauche to wish that things you like should be iterated on or derived from instead of having new things be made, but boy... There just aren't enough games like **GOD HAND.** And maybe even against my better judgement knowing how badly it could go, I hope one day there's a **GOD HAND 2.** Or a **GOD HANDS**

@“rootfifthoctave”#p49594 I have not been building much lately myself, been plowing through the last little bit of the main story, then I plan to luxuriate in the postgame, building roads and ziplines, upgrading stuff I see around the place, doing deliveries whenever the mood takes me. I‘ll be interested to see how much a strand contract affects the frequency of us seeing each other’s stuff.

i fired it up and didn‘t have a notification or anything, just another of the game’s inscrutable systems i suppose!

since the castlevania gba pack came out on switch, i've been chipping away at aria and got to the end today. it must have slipped my memory but i'm pretty sure i did complete it back on the gba. i still think i prefer dawn of sorrow though!

Got to the part in Neo TWEWY where you fight ||the Deep Rivers Society||, and I have to say: immediately before that fight I had been thinking, ||huh, this combat is kind of sleepwalkable, I can get away with just expending all my pin energy right away most of the time||. That fight kind of hits you like a train to the face with ||having to actually dodge, position yourself on the field, and use attacks in a less thoughtless way||. I‘m glad it demanded those things of me, I’m just surprised there was extremely little in the way of tutorializing or even foreshadowing that stuff.

I guess I'll be keep playing this :face_with_monocle::thinking:

https://twitter.com/christinelove/status/1466207426982600713

Looks sharp, plays nice, I'm all for where the anime takes me.

@“KennyL”#p49840 This makes me want to (entertain the notion of) play(ing) Scarlet Nexus.

Please ignore how in my earlier posts in the Helpline thread where I neglected to preserve the stylization of the title Raw Danger! and did not write it with its proper exclamation mark. Having apparently gone through my first run of Raw Danger! today as well, I think that Raw Danger! deserves that level of respect towards it.

Also I played the unsub! As in, a... ROM hack? I think? Of the original domestic release with audio and a few other features but with English translated dialogue and menus. I think it would be a weird game to play with corny English voice acting because there's some good emotional substance to this story so far. But even still it is very funny to me that the undub didn't restore the localized names. I recognize that that would pose a technical challenge and the sin of it ultimately lies with the process of localization back then, like, English speakers just would never be able to wrap their heads around the idea of a story about _foreigners,_ or worse, that Japanese people in Japan have names like _Stephanie._ I mean, come on, she even looks like a Haruka.

Anyway, about the game itself. _Raw Danger!_ makes _Disaster Report_ feel like a prototype, in a way that says a lot more about how good _Raw Danger!_ is than it does about how _Disaster Report_ feels incomplete. I liked _Disaster Report_ and I liked what it was doing, and both games have a lot of the same cool things. But, yes, I can already tell that _Raw Danger!_ is something special.

@"captain"#p49845 I was mostly jokin around hehe... I didn't get stuck environmental-wise all that much. While playing _Raw Danger!_ I only got momentarily stuck on one confusingly naturalistic looking environmental puzzle, and actually, I fully admit it was totally my fault, I actually just overlooked the obvious natural solution. It was the part where ||you reunite with Haruka when she's with that woman and her child Erika, and Haruka is trapped on that gas station roof in the middle of a rapid, and to get on top of an awning where there is a bridge of a sign leading to where Haruka is, you need to push a sign, but the sign is too heavy to push alone. I thought that you must have to come back to it once you reunite with Harkua so I kept rooting around for some alternate path to where Haruka was. But I eventually realized that to push the sign you just need to go back to talk to Erika's mom and she'll help you push the sign! Something in my head just assumed that there was only one other NPC that I could call upon to help me interact with an object in the environment.||

I'm very excited to keep playing _Raw Danger!_ and unlike _Disaster Report_ which feels like it is pretty straightforward narrative-wise, _Raw Danger!_ feels like I have so much more to discover about it.

Also plot point from late in Disaster Report:

||Keith killed at least two people??? To be fair one of them was shooting a fully automatic bazooka at him but still. Why is this hilarious to me??????||

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@“Gaagaagiins”#p49849 I didn’t get stuck environmental-wise all that much.

Oh no no no, to be clear I am speaking again of TRICO. On the other hand I played the intro to [size=16]**_Raw Danger!_**[/size] a year ago and, as I recall, had to do a lot of running around the one or two rooms you're in to find what I was looking for. (I say this to illustrate my sometime video game tunnel vision and not to criticize [size=16]**_Raw Danger!_**[/size])

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@“Gaagaagiins”#p49849 Raw Danger!

the crowd rises to their feet, the chant building louder and louder: "Steal his hat! Steal his hat!"

@“dry cleaner for dogs”#p49870 NO

Raw Danger! mild spoiler:

||["Amber Brazil" whenever a cop dies to slapstick disaster violence](https://youtu.be/ulG2JysM-2E)||

don‘t…don’t read this, it‘s long. it’s about death stranding and i don‘t talk a lot so it’s a d u m p

well hey, so i just finished death stranding and while i shoulda expected the late-night punishment and subsequent frustration with a protracted ending, i'm still on the side of "i had a good time" and now i've got that vg postpartum. DS was really my particular flavor of neurodivergence and, with the exception of the last 20%, i'm really going to miss the high-concept non-violent core gameplay. i could keep playing it, i guess, but i really sank like 100+ hours into it without considering 100%ing it so there's not a lot of gas left.

this isn't really anything more than decompression, i suppose. i'm in the denouement of grad school so i've had to be real choosy with what games i play and when, relying on ~vibe~ or w/e to really dictate what i had time for. so far it's been destiny, apex; shit that just occupies my time rent-free. i platted ghost of tsush and arkham knight, took a big fat long break over the heat dome summer, thought i wanted to blast through ff7rm but actually felt the melancholy of death stranding most appealing for a nice portland autumn, especially since i walk to work, do a lotta walking, walking, walk, etc.

i like shooting shit in games but i tend to like doing other stuff more and that's what this did for me. it was probably around the 30hr mark i realized i wasn't necessarily supposed to have completed the road system. it was after i completed the roads that i got the ziplines which...hooboy...gave me a big 'ol new tool to sink hours into. the intricate zipline network i made sure did make me question my role in the intention. did i rob myself of an ~experience~ at the ass-end of the game because i was able to skip a pretty big pain in the ass? did i pull another mgs:revengeance and soften myself for an entire game before the sudden forced shift in combat efficacy? i'm satisfied, i guess i'm just peeved at how the endgame made me feel like i was supposed to be learning how to play a different game.

i could really do with kojima getting a merciless editor cuz i'm cool with what he's got to say, sure, fine, i just don't know that i need more than 10 hours of people saying the same shit about connection in sometimes different ways. i also agreed to participate so maybe this is nothin' more than just a gripe. gripin'. too dang long, man. let me have the literal emotional trek you're about to put me on, don't have a third character literally grab the avatar's arm to continue going over the same shit you've been working on for the entire game. again, i chose to participate.

gonna just end it here. loved the majority of the game. still feel like i'm sittin' at 10% on kojima's taste in music (i get what he's going for but still not for me) and i'm real bummed that there's not an easy replacement for this obtuse void. i'm sorry if ya read this but i'd be stoked to talk about it more!

i finally installed control! planning on finishing ff7rm and blastin' through control over the break!

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@“Lunarchivist”#p49955 don’t read this

Well I read it _and_ I enjoyed it so there

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@“Lunarchivist”#p49955 DS was really my particular flavor of neurodivergence

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@“Lunarchivist”#p49955 it was probably around the 30hr mark i realized i wasn’t necessarily supposed to have completed the road system.

Looks like we got a similar flavor profile of neurodivergence! I think it was even before that where I realized I was going to do it even if the rest of the online ecosystem I was in wasn't going to help much.

_Death Stranding_ was analog _Elite: Dangerous_ for me and I enjoyed it immensely on that level.

I also went full-bore on completing the road system immediately and || was surprised that there was no reward or special bonus for doing so. I enjoyed it for its own sake but it did feel almost as if they didn't expect anyone to actually do it.|| And you are not alone in having several misgivings about the ending and story overall…

I‘ve started playing the first Famicom Detective Club game today on Switch. I’m about half way through after maybe three hours and I'm generally enjoying myself. The updated stills and animations are luscious and the story has held up well, even if it is a little pedestrian.

My main bugbear is that sometimes I feel like I have to brute force selecting options to progress the story. Unlike, say, a Phoenix Wright game, dialogue / selection options seem to be have a stricter order to uncover / select them whereas it's more flexible in PW games. It's never to a frustrating degree and it's certainly a hangover from its original design but I feel like more could have been done to signpost progression opportunities. I can see why EDGE magazine gave the duology a 5/10 but I'm far more thankful that these exist in English at all than to nitpick them too much.

@“goonbag”#p49556

I‘ve been playing Death Stranding too!

Playing as I myself am off grid, only able to play when there’s enough sun (it‘s the unusually extremely cloudy season in LA) and only get to use online elements when my mobile tethering is functioning properly (I had to call my network provider, they were yanking my chain) lines up so exactly with the themes of the game, it’s really quite an experience for me.

@“Gaagaagiins”#p49985 ha! Elite: Dangerous was literally just me figuring out how to be the best space trucker i could be without compromising anti-capitalism practices. it might actually be what i go back to, it's just a lil lonely.

i'm not sure how linking strands actually plays out but i held a lot of hope and maybe a little of something close to pride that all my efforts helped out others. i put a lot of time into making sure stuff was built in intuitive and convenient paths but who knows. it was pretty great when i found structures that were truly helpful, a lot of em really saved my biscuits from gettin' gooped, so it was a good vibe to be (maybe) accomplishing the same.