Here we are again (again): the thread where we discuss the games we are playing in 2025

I’ve been on this Gainax kick that started with Gunbuster and then into Diebuster and then into Alisia Dragoon and then into the SNES Ace Wo Nerae! (the joke here is that episode 1 of Gunbuster is almost literally beat-for-beat the first several chapters of Aim for the Ace!) game which I played all yesterday while watching GDQ

And gang that is a gosh danged video game! It’s got that fancy SNES Pilotwings style fake 3d but applied to tennis in probably the best use of that tech I’ve ever seen, and the tennis itself feels way ahead of its time—it’s smooth and deep and the timing is generous but not unfair. It does really reward aggressive net crashing so don’t expect to win from the baseline, but like with most sports games from this era there are holes in the AI’s programming such that there’s a spot you can serve to that is an ace once you get the muscle memory down

Avoid it if you know you don’t like video game tennis at all but if you do this is about the best one out there

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With all my recent obsession with The VVitch happening I really wanted to scratch that folky horror type itch with a game that’s good (sorry Blair Witch 2021 not you) and picked up the RE4 remake again and actually having a good time this time! Nerve racking stuff though yeesh. Never been a big RE4 fan but maybe this is right place right time for me.

This is also in line with my franchise completions so woohoo!

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I just rolled credits on Gravity Rush, wonderful game. I started it and put it down to play other stuff and came back to it months after. At first I was sort of lukewarm about it, the gravity rushing felt super clumsy and combat sometimes felt frustrating and the writing/story didn’t really captivate me, however I didn’t delete it knowing I wanted to come back to it later and I’m glad I did.

I’m not really sure what happened but I came back to it and loved every second of it. I think at some point I decided not to do the gravity thing and just walk and jump around looking at the different cities. I became enamored by how much thought was put into the construction of the world from the unique visual style down to the attention to detail with the architecture/“urban planning” of each game area. Then you add on top of that the fact that you can look at it all while upside down, sideways etc and see it in a different way…truly impressive and I’m still kind of amazed by it.

Yes the combat was still frustrating at times and the feeling of disorientation can be a lot, but I grew to find the comic book presentation very charming and I suddenly stopped really caring about the fact that the story didn’t keep me at the edge of my seat. The overall vibe of the game is very whimsical and storybook-like and I’m a huge fan of that sort of thing. I’m excited to start the sequel and see what is added/changed to the game-play - I think I’m ready to appreciate the games much more now that something clicked when I returned to this one.

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Nine Sols: I have been to prison and escaped. The stealth section wasn’t too bad. I’m not above a little trial and error, but I’m glad it was short. I actually thought it was a nice touch that you’d trip and fall if you tried to dash. The boss at the end was cool.

I then went on to rescue the fine folks of Peach Blossom Village. It was around this time that the game gave me the teleport function, so I spent a couple hours porting around the map filling in spaces I didn’t before. Along the way, I rescued the fine folks of Peach Blossom Village again.

After all that, I returned to the critical path, smashed those big hammers, and started on the path towards Jiequan. I’m curious if he’s going to be as strong as the game is making him out to be.

Game is still good! Having a good time. It’s turning out to be longer than I expected. Not a bad thing.

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I have mostly finished Silver Version, still need to evolve some pokes and missing one version exclusive, Mantine. Otherwise I think I have 246 caught or something insane like that. I’ve finished an insane degree of the side content in the game, I believe the only things left is to defeat Red and deliver Kenya the Spearow. I also beat Yellow version for the first time.
I’ve spent most of my time getting weird encounters, like impossibly low-level fully evolved Pokemon in generation 1/2. I love my level 10 Rhydon, my Level 7 Ledian, Level 15 Rapidash, Level 10 Dragonair, Level 9 Pigeotto (took 4 hours to find the 1% encounter).

Needless to say, I have more than filled the entire Pokemon box storage system in Silver version, to the point where I have to stop playing, and my next jaunt up to battle Red will require releasing at least one more pokemon, which will be my fifth or sixth time doing so, in case I encounter a shiny, something that still hasn’t happened with full odds in my 150+ hour save file. Of course I did breed many shinies so far.

I am quite primed for Pokemon Stadium runs, with at least three full teams of level 50 pokemon. But I am also started a speedy plowthrough of Pokemon Gold, which will be followed by Pokemon Crystal. Also it’s nearly time to play / build my custom cartridges of the Pokemon Red/Green/JPBlue fan translation patch, and a Spaceworld Backsprites run as well. After completing gens 1/2 in my thorough standard, I will be tempted to start gen 3.

If I’m still playing Pokemon by summer, it will have been a full year where I’ve played nothing but Pokemon. Normal for some people, but not for me. It’s gonna feel wild going back to backlog busting, if that ever happens.

I’ve also got a lot of choices IRL this year. This year is going to be interesting, no matter what. The least interesting it could be is if I just keep doing what I always have, while the world burns.

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Started playing The Last Guardian today after getting a PS4 for cheap last year… My time with that console has been limited basically to a few sessions of Wattam and even fewer sessions of Dariusburst: Another Chronicle EX+, so my first impression with Trico was “… Is my console busted to have this much input delay??” After loading up Dariusburst again to test, the answer was no, the game is just like that. Which I am positively dumbstruck by. I have noticed it is by far the best-performing Ico game, is it because the game is allowing all these processes to run with a ton of buffers? If so, I extremely do no believe it is worth the cost. It’s kinda absolutely abysmal to try and interface with. Most of the complaints I’ve heard about the game had to do with the unresponsiveness of the creature, not the controller… Simply turning the character around or trying to minimally adjust the camera turn into pace-halting immersion-demolishing ordeals of gratuitous finagling. I understand nobody turns on an Ueda game for the game of them but this is the first time I’ve turned one off for it. Not sure what they were trying to achieve by making things this way but it is the most outwardly unpleasant experience I’ve had with an otherwise hyper-polished game. It’s a short enough game that I’ll for sure pinch my nose and jump back in eventually but wow what a god-awful first impression it leaves. Hopefully its heart can win me back as all Uedas do but it’ll have to work much harder at that than the others

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I’m convinced the vast majority of game players and game reviewers have no perception or concept of input delay. I bought the Mega Man X collection on PS4 a few years back, booted up X1 for about 20 seconds and immediately stopped because it was unplayable. In all the glowing reviews I read of that game not one person mentioned it had about 3-4x the input delay of the SNES original, making the action feel stuck in the mud.

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A week or so ago I was talking with one of my buddies who was surprised I could notice input delay when playing certain games multiplayer online versus solo offline. This same guy played Radiant Silvergun via the Switch port through a capture card display and didn’t complain once. I’m inclined to think these kinds of people are actually stronger and better at playing games than we are lol it sounds nice!!

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This one is extremely infuriating to me because whenever I’m testing out a new controller on my MiSTer the first thing I do usually is boot up Mega Man X2 and see how dash-jumping feels

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As I’m sure a lot of us have, on my homebrew hacked things I have games that are wildly outside my personal taste as a consequence of absorbing recommendations and lists and all that, and when I’m feeling some “what do I wanna play next” paralysis I just kinda pick one and see how it goes—and with my 2025 resolution to either see it through without juggling multiple games at once or delete it and be done with it, I’m really expanding my horizons and solidifying my taste!

Which brings me to EX Troopers on the 3DS which I played for about 4 hours and then abandoned to eternity

It’s wicked charming and it has impeccable vibes—the art style and art direction is awesome. It had companions and dress-up and all that and it’s just very very charming. I’m wicked annoyed you’re stuck playing as a guy but that’s an evergreen annoyance of mine throughout all time—I probably would have played twice as long if I could be a lady

Where I came to abandon it is because it’s one of those late 2000s/early 2010s proto Live Service games, in spirit if not in practice. The sort of Monster Hunter style game or hub world followed by missions to get ingredients to upgrade things has never really clicked with me. And while the shooting is pretty fun for a 3DS game I feel like I saw 99% of what I was gonna end up doing for 10 more hours after like the first couple missions

I can recognize that this game has the sauce for people who are into this sorta thing, but not for meeeee

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I've been 'playing' The Specialists // OR // Why I won't allow myself to own a PC

Yesterday I got an old Half Life mod, The Specialists, running on my Mac. A former personal favorite that I haven’t touched in a decade (?) — it’s similar to another mod that preceded it, Action Half Life, in that its heavily inspired by action movies, particularly The Matrix trilogy and anything John Woo, so lots of firing two guns at the same time whilst jumping through the air. You can switch from first person to third person on the fly, which I always thought was incredible back in the day (this ability consequently led to a big RP community of separate dedicated servers during the mod’s heyday).

I promptly dug through the depths of ancient hosting sites to build up an arsenal of custom skins as well as my favorite map, ts_tomb (a Counter Strike map that some kind stranger converted for me 17 years ago… x_x ).

The default roster is all dudes, so I dug around to see what kind of options I had for playing as female characters. A host of early half-naked internet stand-bys, we got Rikku from FFX, Trinity from The Matrix, a number of stiffly rigged RP models such as “hooker” or “babe” and the load-bearing pillar of most hacked together female options, a carefully crafted Motoko from Ghost in the Shell.

After getting all the new characters in, I booted up a private server and played for a few hours with bots, listening to music from that era and basking in the nostalgia of old community maps I used to be so familiar with.

Eventually though… The dissonance of the male character sounds started to grate, so I thought maybe I could replace those. I wondered if Half Life Decay might be the answer, so I downloaded Gina’s sound clips and sure enough, this worked perfectly. Same .wav format and it was nearly one-to-one with what I needed, so this ended up being a pretty quick fix.

Sidenote: I never noticed this, but Colette’s VA is ACTING. My god.

gina_die0

colette_die2

I was content for a little while, the sounds matched nicely and I played a bit more… BUT THEN I noticed how gross the player characters hands were whenever I used melee in first person! So I dug up an old program for the Gold Source Engine, HL Model Viewer and started pulling textures off of models. I opened Photoshop and gave the v_melee.mdl hands a much needed manicure ; )

mani

✧・゚: ✧・゚: Gorgeous :・゚✧:・゚✧ (disregard stubby thumbnail…)

With all of that work done… I realized I could now update the hand texture in each of the individual weapon models for consistency…

I noticed there’s a discrepancy with maybe a third of the models’ hand / arm textures… so that’ll require a little more work — We’ll see if my weird channeling of anxious wildfire energy continues. If it does, I might compile everything together nicely and upload for other people to download.

Anyways, this game is cool and I’m surprised more people don’t talk about it whenever it’s nostalgia time.

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Woah! I think I remember playing this, but I might also be confusing it with The Opera. I was already not great at Half Life DM so adding mobility tricks on-top of it just made things worse for me.

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Nine Sols has become boss fight city. Jiequan was very difficult, and I poisoned him, so I imagine he’s much, much harder without the coughing fits.

Almost every move Jiequan does is a problem. The platform you fight him on feels pretty spacious until you realize Jiequan can hit you from full screen from anywhere. However, most of his attacks are easy to parry once you drill them down, but then you have to also deal with the fact that even successful parries can push you into the spikes on the side.

His one-two is the real problem, though. I had an extremely hard time reading whether he was going to follow up with the normal attack or the red charge. I know, intellectually, that the way to handle this is to charge a parry after the second hit so I’m ready for both, but getting that message to my hands was difficult. I settled on a tai chi kick to react, which would get me hit by the normal attack sometimes.

Speaking of the charge parry: this was the first fight I actually used it in. Reacting with it is so hard, but if I have a little time to anticipate, I can get the charge in quickly enough.

Which takes me to Jiequan’s second form, and in some ways I found it a little easier. When he starts teleporting, he’s telegraphing a charge move coming. His charge moves have two very different timings, so I had to get my head around that, but otherwise they weren’t so hard to charge parry.

But anyway, after many attempts, I was able to beat Jiequan and move on. And then the game immediately points me towards Lady Ethereal.

Man, Lady Ethereal. Remember how Red Candle made some horror games? They do. I loved this area. It was so cool to see the game focus more on platforming challenge for a while. It’s got the good movement, but I haven’t really felt like the platforming has been given as much attention as the combat.

Just going to censor this whole paragraph for spoilers, mostly out of laziness: And then there’s the boss fight with Lady Ethereal. This one might actually break me a bit. The first form is extremely easy, but still possible to mess up and waste a smoke on. The second form felt like the real boss, and took me a good long while to drill down. It’s bad enough that there’s three of them, but having to also find the real one out of the three can waste so much time. If there’s an obvious visual tell (besides the green charge move) that differentiates the fake ones from the real one, I haven’t caught on to it. And then, after at least an hour of drilling down the second form, there’s a third form. I died almost immediately and then decided that was a good place to wrap up for the day. That third form really sapped my morale.

Next time, more attempts.

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I finished Hollowbody today. The fact it was dragged so long was not only for my film buff period this Fall and Winter, but also because I wasn’t enjoying it as far as the beginning. It is made by a game dev that loves the oldie survival horror classics, but he tries to spin it in a way that is adapted to 2024 gamestyle: you can choose tank controls and do it even more classic, but it’s mostly a survival horror with closed and open spaces alike, and some twists with some madness incorporated into it that makes it more and more tense. The game is impressive technically for a solo dev, both from the technical standpoint as well as the music and sound design. My issues came with the camera, which at times feel really bad and not very well-thought, and the story, which in terms of atmosphere is amazing but has a very bland and uninspired plot. What I love, though, is the idea of having a very small scenario that lets you backtrack in not so obvious ways, and there’s a level in which I find a very fun and not so unique twist that makes the experience really amazing (there are sewers that are disturbing, yes!).

Now I’m starting Season. Entirely different experience, I know, but it’s a curious one so far. I’m really intrigued in seeing how the different mechanics are going to work out for the whole story.

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I played through the Persona 3 Reload DLC, Episode Aigis. The DLC strips away most story and social interactions, leaving the extra content feeling pretty hollow.

It feels like the Diablo-ification of Persona 3. By that I mean the way Diablo games feel after you’ve initially beaten the story and continue playing on harder difficulties. The story becomes a vestige and the rote mechanics take over, making what used to be places with people and a sense of atmosphere into conduits for incremental stat growth and goblin-hoarding treasure. Story has its place taken by data points and loot tables. Many of the items now to be found in dungeons also have random property modifiers just like in Diablo, making things into a loot slot machine.

To add to the Diablo Comparison, this feels like Diablo Hellfire. A very so-so addition that adds little of meaning to the game and the small contributions to the story don’t add much. Early on in the dungeons you will see a familiar, shadowy character running just out of reach – this will continue ad nauseum for dozens of hours until the final portion of the game with nothing of interest happening in the interim. This game is purely a dungeon grind with a persona veneer.

When actual events with your party members do happen at the tail end of the game they are a bit baffling and don’t end up contributing to the story. When I took on the final boss and the game concluded the characters finally started to show some actual development and it felt like Persona 3 for a brief moment. It wasn’t enough to make things worthwhile though, it just made me wonder what thoughtful Persona 3 DLC would look like.

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I won against Lady Ethereal woo hoo!

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Yeah! I spent like 2 - 3 hours on attempts to beat her, but I loved every minute. My favorite boss in videogames, probably.

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It was very good! At the end, when you’re being assaulted on all sides and just not letting a single attack through, knowing that an opening is coming. That’s video games.

As much as I find a multi-phase boss kind of tedious, I do have to say I felt pretty cool going from “I can barely handle the second phase” to clearing it without taking a hit. You really become an expert at dealing with those attacks.

Lady Ethereal’s story was also just, so good. So tragic.

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We bought my son Yoshi’s Crafted World for Christmas and he’s been loving it. He’s been playing it with my wife on Mellow Mode and occasionally I have to do the boss battles, but he also has a separate save where he’s playing the game solo. In some ways it’s kind of annoying because it means I don’t get to play the games I recently got, but it also is a certain kind of delight to see him playing the game in two ways and never growing tired of it.

He also got into Plants v Zombies because one of his friends showed it to him. I ended up playing it and that sure is an addictive game! I liked it a lot more than I thought I would, though once I beat the game I also didn’t see a point to continue playing.

I’ve been playing Mario and Luigi Brothership when I get a chance. It’s a fun game that reminds me of other games, from Dragon Quest VII to Ys VIII. It’s a good hangout game to pick up and play for a while. I wish it had more Mario RPG DNA but not everything can be exactly what I want it to be. Still, it’s pretty fun.

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Did you know that you can leap onto your horse from above in Rise of the Rōnin? I learned this just now after collecting a cat. There are lots of little flourishes like this that I really appreciate in this one

The game feels like it’s coming together somewhat more coherently in its second act, which makes me wish I hadn’t spent so long in the first one. The pro- and anti-shogunate choices still feel like they could be woven into the story better, and there’s this weird tension between the story the game wants to tell (seemingly, about playing both sides) and how they want the player to feel like they’re picking a side in the conflict

Act two does have more women in it, which is welcome, even if it’s still only a few. The doctor lady is very cute and I immediately got sidetracked maxing out her bond and favor levels, and now there is also a menacing red-haired lady with an Ivy Soul Calibur whip-sword. I don’t know if she is romanceable yet, but I intend to find out!

I haven’t done too much gaming in the last week, though. I got inspired to do some rearranging of my shelves to properly have all of my games on display again, and that’s where most of my free time has gone the past couple of days

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