I have migrated more and more toward PC as my main gaming platform, so my hours logged are low but I definitely have had a good time with GT7 this year.
First things first, I actually bothered to log in to Twitch to make a joke about the three Insert Credit streams I did this year, and I was such a pathetic streamer that I don't have a personal profile page! Sorry for letting you all down.
Basically the same time spent with _-Strive-_ and _Returnal_ and I liked them both quite a bit. I was also surprised that _P4AU_ was so high and that _Rumbleverse_ didn't make the cut. I've been playing a ton of _Rumbleverse_!
Switch stats....a little surprising to see Regency Solitaire just because it wasn't very long but I guess I really didn't play much Switch stuff for more than like 30 minutes this year
Wish this also counted my 3DS to show how much SMT: Strange Journey Redux I played (or combined Doom, Doom II, and Doom 64 hours to at least highlight the games that brought me maybe the most sheer joy), but otherwise this is pretty accurate (and also quite the reminder that this has been a long year…).
Also, I just realized how all three of those Switch games I played with an interesting controller gimmick. I used gyro aiming for both House of the Dead and Umurangi Generation. I played the former like a light gun shooter pointing the joycon at my TV. The latter has a handheld mode that feels like you’re using an actual camera. And I played Taiko with the DK Bongos lol.
Re: Undernauts: Labyrinth of Yomi, I wouldn‘t mind hearing about that game too to see if I should return to it. I picked that up many months back to scratch my first person RPG itch after SMT Stranger Journey and SMT: Soul Hackers 1 and can’t tell if I simply burned out, or if Undernauts was a little too bland?
General battles felt overly easy/boss battles slightly too tough so that grinding was often necessary. I put in maybe 20 hours before also burning out on some puzzles that seemed extra tough; like I remember getting pretty turned off by a puzzle that involved both a note with a fake code and then a hidden note with a real code (I.e I kept wondering why the code I found wasn’t working then had to look it up and realize that one code exists just to mess with you…) that made me realize the puzzles could be potentially extra cruel (but maybe I‘m missing out on some fun-cruelty later if I am willing to dig into the effort)). I liked it for awhile but definitely after 20 hours felt like I’d probably had enough, am I a fool to give up?
154 hours of Souls games and another 130 of non-Souls games where you run around swinging a sword. Time to branch out maybe!
Didn't get the Switch until last November or the Elden Ring machine until August so maybe making up for some lost time. In 2020 I mainly played Too Much Monster Hunter World with some friends, beat Symphony of the Night for the first time, and got through 75% of Breath of Fire V before my save corrupted... then nothing really comes to mind for 2021, which isn't surprising because work was completely out of control and also you could go outside again.
Shoot, I figure this would be as good a place as any -- innit cool to talk about these games some alongside posting stats? We might discover some stuff (lemme know if it's rude though @fetus8, it's your party)
So, on Undernauts, I very much enjoyed my time being there, but I look back on the game with a bad taste in my mouth from right at the end of the experience. I felt it was in many ways more smoothly polished than most dungeon crawlers, with lots of sensible friendliness (despite the intentionally oppressive tone) like auto walking and the ability to warp out of the dungeon at any time without consequence – it feels like it sands off a lot of the genre‘s rough edges without sacrificing any of the character-rolling depth. Aesthetically and tonally, I loved it; excellent hand-drawn art, anti-capitalist alternate history ’70s Japan backdrop, and amazing industrial jazz fusion score. Yeah, some puzzles were obtuse (overall less than average for the genre), but that didn‘t bother me as I’m long in a place where when I start to smell some bullshit like soapbox describes, I‘m on the guide. I agree with soap, too, that the bosses were easy, and that’s where the buzz got killed for me; after 44 hours of really reasonable bosses, my party (read: the only dang party I got) seems to be nowhere even remotely near close to capable of beating the final boss. I tried many, many times and – really, truly begrudgingly – gave up. It‘s a disappointing design choice, as I understand that the post-game runs are meant to be the meat for the “real” dungeon crawlers, so I don’t understand why that end-game roadblock is as it is. So that‘s my caveat if you haven’t played; if you have played for hours and it‘s not jelling, it won’t change much after that, it stays pretty consistent design and tone-wise till that unfortunate spike