Here we are again: the thread where we discuss the games we are playing in 2024

picked up cavern of dreams because i was craving something low-stress and vaguely cutesy but still weird and gamey. it’s nice so far, definitely a victory of environmental design and aesthetics. i don’t really love the controls and platforming, the jump feels a little weak and it’s difficult to chain moves together… but the levels are designed well around the moveset and i never feel like the game is asking too much of me.

more to the point it’s got a great atmosphere - it’s peaceful but solemn and a little menacing, sort of in the klonoa zone. since there’s no combat or health system the spooky undertones mostly remain undertones, which i like. i recently got into valle verde, a youtube creepypasta centered around a fictional game; stuff like that is cool to me but i feel like once it starts being like “ooh i’m gonna scare you now” it gets a little boring. i like cavern of dreams because it never drops like that, it just lets the weirdness hang in the air. at least so far!

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I’ve been playing Isles of Sea and Sky (titled Akurra before release). I like the way it combines Zelda-like exploration with puzzles in several layers.

But the world’s openness is somewhat illusory and may be to the game’s detriment at times. There is a defined order to perform major tasks on the islands and I’ve found myself wandering aimlessly at times because it hasn’t been entirely clear whether I just can’t figure out a puzzle or whether I don’t have a required ability yet.

And although I’ve found myself losing steam a little on the ice puzzles I’m impressed with the game and I’m glad I picked it up.

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Reroll! ;o)

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I’ve been playing a bit of the Hades 2 early access, and tonight I got my first victory:

the final summary screen, showing the build I had. blurred/spoilered just in case people don’t want to see anything

That was my third attempt at the final boss. My first encounter went rather poorly as I had no idea what to expect and I was already low on health on the way in. On my second time reaching the boss I almost defeated it, but got smashed real hard when it was down to the last few percent of health.

This time, I got it good.

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So I recently finished Animal Well and loved it. I want to get the rest of the goodies. Anyway, I just happened to read this Super Metroid review on Action Button last night and it amazingly seems to be prefiguring Animal Well in a deep way. Just thought it was neat!

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At the risk of turning this into a Dark Souls thread, I’ve also had a Dark Souls playthrough (third one, I think?) going on for about three years now. I was trucking really well last year, and strangely Blighttown and even the Capra Demon didn’t give me much trouble. But I happened to stop in probably the worst possible spot imaginable – Ornstein and Smough. I know the internet’s out there, but I wanna hear from the best: any good cheese or tips for those jerks to kickstart me again?

Semi-related to both that and this thread, I played through Warrior Blade: Rastan Saga Episode III last night. I say semi-related, because there’s this specific class of western fantasy that I think both it and From Software’s oeuvre fall into, which I’ve talked about before – I call it a sort of under-the-surface, primal fantasy, but I don’t really have a good name for it. Shitty AI grifters just call it “dark fantasy” when they try to make “so and so as a dark '80s fantasy” videos, but it’s more than that. Its DNA is in Robert E. Howard, Frank Frazetta (more specifically, Howard and Frazetta via Milius), Lovecraft (sigh), Boorman’s Excalibur and a touch of metal/prog rock album covers. It’s very much the fantasy of the unknowable, at its most mainstream in post-Conan '80s fantasy films, with even the tackiest sometimes having deeply mysterious moments that felt like whole other worlds untouched (I think of the Vores in Beastmaster) – nowadays, From tends to be the most significant contributor.

Anyways, Rastan Saga III falls into that category, clearly (like many games of its era) taking the most inspiration from Milius’ Conan (the characters you select from are basically Conan’s party: barbarian guy, lady warrior, nimble thief) and doing that really well. I’ve not seen this one talked about much, as it’s a straightforward beat-em-up (a different genre from the first two), was exclusive to Japan, never got a home port until Taito Memories, and followed Rastan II, which was a downer compared to the first.

But it’s a lovely compact beat-em-up that I think is astounding to look at. It does Taito’s two-screen trick, so playing it nowadays, you’ve got this widescreen belt scroller with incredibly dense pixel art – just teeny tiny pixels filling this super wide playfield. Visually, there’s a strange sense of retroactive modernity to it, by total happenstance. The widescreen nature evokes the recent Tengo Project reworks we’ve had, and also makes for tiny fonts that you didn’t see much of in arcades circa 1991. It even displays Japanese and English fonts side by side, which again by happenstance, is trendy in graphic design right now.

As a brawler, it’s not world-changing, but the art, tone, brevity and smoothness make it really enjoyable. There’s a lot of vibey, bassy undertone synths (fantastically chunky insert coin sound), and while there’s not a lot to do other than hit, jump, dash and special, it plays much more fair than its contemporaries – if you were in front of the actual machine, you could clear this with a friend for a few bucks without being pros, which is remarkable for the genre. One interesting mechanic is a wizard companion that joins you to act as a screen-clearing magic special with his own MP meter; to activate him, you just have to kick him in the shins. But other than that goof, it’s all about the tone – gnarburger creatures, undulating tunes, fantastic set pieces, pacing that never overstays its welcome, and bosses that belong airbrushed on the side of a van (my fave is a skeleton king on a throne who doesn’t attack you, but moans “help me” while sending skeletal minions out in balls of light).

Lemme steal some screenshots to illustrate how cool this thing looks:

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Man, I really vibed with this. I feel like I’m always looking for that gritty vastness in my fantasy. I think it relates strongly to a nostalgic feeling as well. I always thinking of the film Fire and Ice and paperback fantasy novel covers.

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I’m going to start talking about what games I’m playing in the From thread, just to cement this context inversion
:cheeky winking emoji:

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Summon NPCs or other players to help out. Aggro them evenly so they don’t kill the NPCs too fast. Use the columns as cover to make evading attacks easier. That’s what I can remember!

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Moved most of the recent Dark Souls conversation to the FromSoftware Thread

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I rolled credits on Rebirth after 100ish hours.
It’s good!
I think i like how much they focus on Cloud’s mental state in the Remake trilogy?
Mostly cause i just didn’t really get how important that was in the original.
But maybe that’s because i first played it when i was a little baby so i barely thought about it, even on subsequent playthroughs.

I started Dirge of Cerberus the other day and man, i truly love that game.
Vincent is such a huge dork, no wonder other big dorks (me) loved him so much when they were teenagers.
I remember a lot of people really not liking that game and I’m really surprised at how little people have come around.
I really thought people would have come around to enjoying that game in the past 18 years, since i truly see very little wrong with it.
Oh well.

Something really cool i noticed last night is that it supports mouse and keyboard controls.
I might have to give that a shot since my aim is terrible with analogue sticks and i think it’d probably really help with sniping.
Hopefully I’ll play some more tonight.

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I played it for the first time last year and was truly on board with what it was doing for the first half of the game. After that I thought the shooting sections became much more annoying and the cutscenes much more repetitive and boring. So ended up mixed on it but don’t regret finally playing it.

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This is one of my favorite aspects of the trilogy so far, and I can’t wait to see what they do with it in Remake-3. Especially after that ending!

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dipped into the Silk Bulb Test game things including Flathead. Developer certainly seems very talented. I dont really care for analog horror too much so I hope the project moves away from those cliches. But if it winds up being not for me then nbd of course. Overall pleased to see another clearly talented and imaginative indie developer out there

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Finally, more Elden Ring. Cleared Castle Morne, coming back it’s very obvious certain mini bosses are there to return to/just for skilled players. Found the castle proper so much easier this time while a few open world/sode dungeon guys were a bit too tough to be worth the effort. Nice to see that and remember for this “get to the DLC stuff ASAP” journey im on. With my rate of play very doubtful I get there by the 21st but fingers crossed. Tomorrow will begin the assault of Stormveil. Playing melee has been awesome, samurai is lots of fun. Making notes of interesting weapons to have fun with (whips seem to come up a lot, claws look sweet tooo) and plan to do a few respecs to experiment with power standing and ranged builds. Keeping a journal has been great, really want to get better about that for all games going forward.

Charged up my GBA and all ready for some Links Awakening time soon :sunglasses:. Played LttP last year in preparation for an eventual LA playthrough and the time is right. Been meaning to dabble with GB Studio so hoping to get some design ideas and inspo here. More journaling!

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they mostly did! that’s a good one

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With great pleasure I report that Collective Unconscious owns

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I’m doing my thing where I play one Suikoden and one Breath of Fire in sequence till i reach V in both series. Currently at the very end of Breath of Fire 1. The game is quite obtuse and every time I have no idea what i have to do next because the game doesn’t telegraph it well enough I’ve been consulting the same walkthrough.

I started using this walkthrough more frequently in the second half of the game, I just scrolled through all the things that weren’t directly what was stopping me from progress. Now I’m in the very last boss, and I’m kinda stuck because I don’t have enough money to buy all the potions I need to brute force it. I began reading more walkthroughs more carefully and learned that the protagonist has like 9 transformation that make him more powerful, of which I only have 3, and apparently I should’ve got them a while ago.

The thing is I sold everything I had in storage to afford as many potions as I could for the final boss battle and to get the transformation things I’m supposed to get to make the game more playable I need a full set of a specific armor, but I sold some of this armor to get money for potions. I can take about two thirds of the final boss health with what I have right now, but I’m basically soft locked unless I grind for some experience and a ton of money lol

I liked the game though

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Since I finished Dragon’s Dogma 2, I decided that there was one game I wanted to try, and this one was 1000xResist, but I also bought several games for afterwards, and one of them was the System Shock remake made by Nightdive. So I tried both of these.

A thing I’m discovering is that I’m enjoying more and more to be left to my own devices and figure out on my own in settings that are not entirely hostile to letting the player experiment with what they have. I know I’m not at that stage where I can fully let myself fail and experiment (we’ll get there), but I feel like it gives you an immersive sense in the experience of playing, and both of these games do very well that: one does it in a very literary in media res way, with the first episode being very nice using a mechanic to shift perspectives, and the other one is very classic and much more hostile in the sense that you start feeling defenseless, and so you sort and explore freely to your devices even if there’s a logical path to follow.

In the case of the former, I didn’t expect the direction they take, and I love it! So far I’m in chapter 2, and I love the way they make you explore spaces. This is a thing that I’ve been thinking for a long time, in the sense that spaces are less important that the way they interact with you, the consensus in it and what they make you feel, and this is a game that at the moment is making me review that. It’s not something they do consciously, but the enormity of some spaces, the way you use a mechanic to sort those spaces, the almost no information they give you (and you complete that by getting the tidbits of lore through objects), the interaction between characters… it’s a wild game and it’s confident about what they want to do, but at the same time everything is interesting and willing to take its time.

As for the latter, never played System Shock, and so far seems a great game. I love being thrown off to this space and even I enjoy the cyberhacking mechanic, which I believe seems divisive to its fanbase. It’s simple in each of its spaces, but it pushes well several boundaries of classic games to form its own thing. I love, though, how the space is made, interact between spaces and the freedom it gives you even if it’s intuitive: you have objectives, but you can move freely despite having areas that are harder than others depending on what you have at the moment. I tasted what they got to offer and damn, I think I found two great games so far.

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watching the old cyberhacking from the original game makes me glad they retooled it the way they did, that looked painful. it’s still not my favorite bit of the game, but it was simple enough to get the hang of