@crimsontadpoles Can't say I really shared most of your nitpicks. The one that stands out to me the most as a "totally" was the firearms disappearing back into your horse's saddle. That was absolutely aggravating. In terms of the realism aspects though, I quickly realised you didn't really need to participate in them. I'd very occasionally bring something back to camp or eat a meal, but generally my Arthur was just anorexic throughout most of the game. I don't think I ever changed clothes according to weather either, nor did I ever hunt or fish outside of when the missions required it. I felt like those features were all well balanced in that you could engage with them if you so wish, but you didn't have to if that extra realism isn't your thing.
Absolutely agree with your points on the open world. This is the first time playing an open world game where I felt like the game really utilised the open world concept to the extent that it should be. Too often open worlds feel like a simple checklist or just a way from get to mission start to mission start. This time I actually felt like I was part of the world, the world was interacting with me and that the world was constantly changing. I usually dread long rides in games, but this one I had such a pleasure just slowly making my way to wherever I needed to go next. I don't think I used fast travel even once. It's just the perfect version of what an open worlds should be to me. Can't say I can compare any of RDR2 to the first one since I haven't played it, but one day I will definitely have to.
@RogerRoger Fabulous review; as it was an interesting read and great to reminisce about these games which I thoroughly enjoyed in the past. It’s good to see they hold up to a replay, especially Legend. I think I do remember Legend and Anniversary the most, and Underworld left less of an impression on me.
Okay ... you’ve delayed long enough. Looks like you’re going to have to fish or cut bait on your FF7 playthrough. 😄 I’d hoped that it eventually clicked with you but it seems like it may die a slow painful death in your gaming graveyard. Which is fine. The rose-tinted glasses I look through on it are probably the reason I value it so.
@RogerRoger Excellent write-up. Out of those 3 games, the only one that I've played (so far) is Tomb Raider Legend. It's very different to the previous games in the series, and for good reason. They had to change direction after how disastrous Angel of Darkness was. The positive reception of Legend shows that they did a good job of that.
However, at the time, I was a little bit disappointed with Legend. My favourite aspect of the series has always been the exploration. Past games were packed full of environment puzzles, and it generally took a lot of looking around to figure out how to proceed. In Legend, those aspects were subdued as the focus was fully on the cinematic experience. The few environment puzzles that Legend had were mostly quite simple, and the game was fairly linear.
Legend modernised the series, and I may well be in the minority for preferring the older style games.
It would be a good idea for me to replay Legend, as I've not played it since the PS2 days. I think that in a new playthrough in this day and age, I'd better appreciate what it does do well, instead of focusing on what it doesn't do.
@Ralizah Lovely write-up as well. The Origami King does seem to have its fans. Judging by the gameplay footage I've seen, this game probably isn't for me though. I'm glad you had fun with it.
And looking at the screenshots, it's great to see that Ho-Oh, one of my favourite pokemon, has snuck its way into the Mushroom Kingdom
@RogerRoger, great write-up of the Tomb Raider games. Many Moons ago I played the demos to a few of those mentioned on my 360, but I could never get to grips with them (the Underworld demo in particular, I just never figured out where to go after arriving at the temple it featured).
I'd like to try them again someday if they're ever re-released on modern hardware, as I'd love to try out the series, but am not all that attracted to the grittier reboot trilogy (I did play Lara Croft GO on mobile a few years ago and enjoyed it, but that's the extent of my TR experience), lol.
@Ralizah, great ToK review! I'm only in the Fire Vellumental temple, but I agree with a lot you've said. In particular I think the whole conversation around Olivia trying to name Bob-Omb was a sly middle finger to the restrictions put in place, and it was a brilliant move to separate Origami beings into the villains, freeing up a wide selection of Bowser's minions to be friendly NPC's as to not overload on Toads.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
So I finally finished and got the Plat for Ghost of Tsushima. I have been playing this heavily for over a month since pretty much launch weekend and spent a good deal of time with it. Not sure how long but got to be in the 60 plus hour region as I explored and got everything.
So my user impressions - I will try to avoid spoilers with regards to the story though there are some gameplay concepts that do stray into spoiler region so will tag those.
Firstly, I enjoyed this game. It was well made, the graphics etc. are truly gorgeous, the realistation of Tsushima island is one of the most beautiful and diverse open worlds you can find. The traversal in the game is smooth and relatively simple and the use of environmental wind for way points and markers does vary things up from icon heavy adventures such as the recent AC games. The music, when used is sparse and the Japanese locale is refreshingly different for me as a Westerner. I couldn't comment about cultural or even historical accuracy. The combat as well is, especially when you engage in open combat, fun and the unlocks of techniques feel meaningful though, one could argue the earlier parts of the game put you at a severe disadvantage as you have a 'stance' for different enemy types and you can't access them till you have them all. That makes some enemy types painful till you get them. However, powering through enemies, parrying and chopping their bits off is satisfying and skill led. The story, on the whole and some of the side missions was fairly fulfilling though not remarkable however they got the core themes of the story across very well.
That said, I found my enjyoment waining and I think this may be less of a fault of the game and more of my general fatigue with open world games at the moment. Over the last 4 or 5 years I've played Far Cry 4 and most of 5, HZD, Infamous Second Son and Last Light, Witcher 3, AC Odyssey, BOTW, Skyrim, Spiderman PS4, Shadow of Mordor, MGSV etc. Now these have varied in size and quality (and I would argue BOTW is the most distinct of these games) and I am not arguing that some of these are amazing games - such as The Witcher 3, HZD and BOTW. The thing is that the gameplay for many of these games is very repetetive as you move from title to title. My main issues with them - and this is something that I felt with Ghost, is the impact of open world narrative and the lack of cause and effect the open world structure has. Take for example side quests - you have a side character that has their own quest lines but they are going to turn up in the main story line so you know that whatever happens in those can't affect the narrative. At the same time, you have the typical issue of your actions not really affecting the world around you. I am fairly certain I murdered thousands of mongols by game end yet they are still just wandering around, even by end game.
I guess my point is that we have really just seen the refinement of the open world genre this generation (again, I exclude BOTW) and Ghost is an example of a really good one for sure, but does little new except for pretty good combat and an amazing setting. It is a very safe game in that it does what it does very well but it does little new. Now is this a complaint against the game? Not really but it sits alongside a lot of games that have incredibly similar fundamental mechanics. It has stealth sections, it has trail missions, it has forced stealth missions, it has a weapon upgrade path, it has a skills upgrade, there are lots of collectibles, side missions and NPC's etc. There are enemy outposts. Even things to climb. Now is this a hard one to review because there is nothing wrong with them as said and it is hard to mark a game for not being terribly original but at the same time... I feel a little like it became a shopping list to 100%. Which is also my fault for trying to 100% and get the platonum and if I had just focused on story missions I may have enjoyed it more.
Also from from a story perspective the central theme is that Jin has to choose between the honour of the Samurai and doing some unsavoury stealth things to beat the baddies. This is all fine but then you can choose to be honourable and fight by calling out your enemies or not you can play stealth and choose - except in story missions where you are forced one way or another and it meant that I played with little stealth and largely chopping in the open but the story took none of that into account and I was branded the same way as if I had been stealthy. Also, there is no recognition that without being dishonourable you couldnt win. A small niggle but something that didn't quite work for me .
So overall a good, well made game but really a little too generic. However, still think this is a great game and worth playing. Just maybe don't go for 100% if you just want to focus on the story and character missions.
Now I may be an idiot, but there's one thing I am not sir, and that sir, is an idiot
@Rudy_Manchego Great review and congrats on your platinum. I’m not done with GoT yet, but I can’t say I disagree with the points you made. There is a realistic beauty, artistry, and historical semi-accuracy aspect to the game that makes the “video gamey” things stick out a little more. When you’re playing Spider-Man and you swing around town to find thugs populating areas you’ve already cleared, it seems less dissonant that here when you see enemies respawn indefinitely, despite both narratives being fantasy based, the illusion of historical accuracy makes Ghost of Tsushima’s lack of permanence of your actions more obvious. Playing Red Dead Redemption 2 last year also probably spoiled us into seeing how it can be done where you kill a sheep by accidentally running over it with your horse and you come back a few in-game days later and the corpse is still there rotting and then a few days later the animals skeleton is there. Or if you rob a store in RDR2, when you come back later the town NPCs remember you, unless you’ve changed your appearance and clothing. Ghost of Tsushima definitely has less realism than I was expecting, but it does add some to the “fun” factor. I commented on the game thread about the way you use the grappling hook as an example of poor realism but good gaming functionality. It’s a fine line to draw for the developers to keep the game fun and yet keep you invested in the world because of your ability to impact it through your actions. Also, the point at which the checklist becomes more mundane but yet not too short to have players feel short-changed on content.
But like you, overall I find the game to be quite fantastic. I’m leaning slightly more positive than your [already positive] review, but I know I’m still not at the burn out point yet, and I’m not sure I’ll put the extra effort for the platinum, we’ll see. Your review reads like a 7-8/10 and I’m thinking 8-9/10 so far.
Fall Guys is an online multiplayer game developed by Mediatonic, and published by Devolver Digital. Most of you will be aware of this game at this point thanks to its great marketing. It is a brilliant mix of Mario Party-style mini-games and the Battle Royale concept. In this game you are pitched against 59 other players as you make it towards the end of the stage, except for one impossible stage called See Saw, because F#&@ that stage and its broken physics.
The gameplay is simple enough for anyone to grasp it within minutes of playing. You can walk, jump, dive and grab. This includes grabbing objects, but also other players. If you commit to the latter you're an effing noob and you deserve a place in Fall Guy hell.
The aim of most courses is to make it to the end of the level as fast as possible. Various obstacles, like rotating platforms, moving walls and rolling balls try to stop you on your way. Another type of level requires you to stay alive as long as possible, by staying on a platform as moving blocks try to push you off, or by jumping on the correct platforms in a game of classic memory. The last kind of challenge are team based challenges, but those can shove a tin of beans up their arse, F&$# them.
Verdict: Fall Guys is a good metaphor for real life. Working together is impossible, everyone is doomed. You'll get singled out as a team and destroyed by the competing teams, pushed off ledges just before the finish line. Dragged down with other players into the abyss. And you'll see victory disappear before your years when the game can't keep up with the lag and hands the crown to another stupid player that was clearly miles behind you.
@RogerRoger Yeah, I liked it early on, but it was easy to see how it could go wrong. Thankfully, the game mostly improves as it goes on. I really liked the creative environments, unique dungeons, and emotional depth to some of the characters — all things basically missing from Paper Mario: Sticker Star. It feels like the developers are learning how to harmonize deeper game design and writing with the bizarre restrictions Nintendo has placed on them.
So, in terms of plot and setpieces, are the PSP/NDS versions of Legends and Underworld basically identical to the console versions, but just in 2.5D?
How far into FFVII are you, by the way?
@RR529 Yeah, I agree that aspects of the game felt actively rebellious in terms of how they approached character writing. Like... NPCs complaining about how toads are stupid and all the same? It's very on the nose.
Sounds like you're still in the desert area, then? You still have a lot of the game ahead of you. I agree with what you said on NL about how it's sad that old-school fans will miss a superior entry in the series, although I'm starting to notice a general softening of the angry attitude many people have about the game as people start playing it and talking about how decent it is. It won't be a universally beloved entry like the first couple, but I think it'll quickly develop a cult following.
@Rudy_Manchego Yeah, I think GoT releasing at the end of a generation filled with bold, visionary open world games probably hasn't done it any favors. Although it's hard to get over how beautiful the game is as a whole. Good post.
"Verdict: Fall Guys is a good metaphor for real life. Working together is impossible, everyone is doomed."
😂 Seems like 2020 was the perfect year for this game to launch, then.
To be honest, I'm sort of curious about this, but gameplay videos just put me off. It looks like a meme game that people will rave about for a month or two before it disappears off the face of the Earth.
It has definitely attracted an insane player base fairly quickly, though. It'll be interesting to see if player retention is strong.
Partial playthrough: My system says I spent about nine hours on it, and I seem to be more than halfway through the game.
Gurumin 3D (henceforth referred to as G3D) is a 2016 port of an obscure, one-off 2004 action-RPG from Trails and Ys developed Nihon Falcom. The game was also released on the PSP in 2006/2007, so this isn't its portable debut. In G3D, you play as Parin (you can actually name your character, but, like Link in The Legend of Zelda games, her default name seems to be considered canon), a young girl who is sent to a small mining town to live with her grandfather after her parents go on an expedition somewhere. Her initially boring town life is turned upside down, however, when she discovers a race of monsters that are visible only to children. These monsters live in a different dimension, but enter and exit the human realm through a crack in one of the mining town's walls. The initially peaceful and orderly Monster Village she encounters is razed early on by a rogue group of monsters known as the Phantoms, however, who are led by a mysterious figure known as the Prince. Parin unearths a legendary drill weapon and sets out to save Monster Village from the destructive Phantoms.
G3D plays out a bit like an Ys game insofar as Parin is primarily running around various dungeons (connected by a world map) killing enemies via an action-based battle system. She can wear equipment that will add various effects that are necessary for her to survive throughout the game (making Parin immune from damage when swimming, when nearing poison gas, etc), and these are upgradeable when you return the small hub town via the scrap metal Parin can drill off her enemies in battle. There are also a few special moves she can learn to increase her move pool, although some of these require fighting game-esque nonsense in terms of the controls needed to pull them off, so, generally, I didn't bother.
The world map is initially shrouded in a mist that represents the discontent of the monsters in Monster Village or something. Remember how I said the village was destroyed early on? You have to help them rebuild. When you complete levels, at the end, you'll acquire furniture they lost. When returned to the correct villager, this furniture... uh... makes them happy and arbitrarily reveals more of the world map. A lot of the progression in this game is sort of Metroidvanian insofar as figuring out how to uncover more of the map requires traveling back and forth between different areas to communicate with various monsters.
...I wanted to like this. I really did. The game received good reviews. Although I'm finding that a lot of people seem to give Nihon Falcom a pass on stuff they'd savage other games for, and G3D is no exception to that rule. Honestly, the game is a litany of irritations that brought the whole experience down for me.
Swimming, or getting anywhere near water in this game is the worst thing ever. It's like trying to wade through the stickiest stew imaginable. Good luck trying to jump when you're in the water in this game.
The game has a system where, to 100% a level, you have to destroy all of the pots and kill all of the monsters. This wouldn't normally be problematic, but you have no idea how many monsters or pots are left in the game's lengthy levels until you complete them. Additionally, every time you move on to a new area, the game seals previous areas with doors so that you can't backtrack. So, there'll be some replaying involved.
I wouldn't mind having to replay levels so much to kill all monsters if it were a reasonable requirement, but when the game forces you to do this with half of the levels because it's almost impossible to kill fish in this game thanks to the abominable way Parin controls in the water, it gets on my nerves quickly. Seriously, if you don't attack the fish that are almost impossible to hit in this game, you won't be able to fully master a level. It's possible you receive something later on that makes this process easier
The game's controls are not ideal at all. Part of this is due to playing it on a handheld without a dedicated second stick due to all of the camera rotation you'll need to do (which must have been an even bigger issue on the PSP, considering it didn't even have a c-stick), but, in general, the game just doesn't feel good to control. Even when you do rotate the camera, you can never really get it where you want to go, so it's too easy to fall off platforms. Parin's powered up drill move, when held too long, will make her do a spinning attack that pushes her significantly forward, which can also make it easy to fall off platforms.
The 3DS version doesn't appear to have maps at all. The PC version has maps. A map would have easily fit on the touchscreen and been a massively welcomed addition. It's not here. What the hell?
Also worth mentioning that the game's irritating boss fights require a LOT of camera rotation, too, so have fun with that.
The characters are all unlikable, and have paper thin characterizations. The best character is thankfully Parin herself, whose often sarcastic and abrasive temperament mirrored my own irritation when dealing with these characters. Also, there's some blue-haired adult who keeps creeping on my young girl protagonist and tries to push her into dating him. No!
This is one of the uglier games I've played on the 3DS, with muddy texture work everywhere and extremely rudimentary 3D character models. Given the age of the base game, this wouldn't be a big deal if it performed well. The 3D effect isn't terrible and does help with image quality a bit, but, like Dead or Alive Dimensions, it seems to kill the framerate in a lot of places, so I usually ended up playing with the 3D turned off. The chunky performance isn't primarily a 3DS issue, as even the PC version seems to run at 30fps. A game that looks like it could have run on the PS1.
This port also has an issue where the music will stutter during cutscenes, during loading sequences, etc. It's not a big issue, but it's one more thing to add onto the list.
The audio stuttering might or might not be a port issue, but the terrible music certainly isn't. Falcom games are usually said to have great soundtracks, but the same absolutely cannot be said for Gurumin's irritating OST. Just... listen to this game.
Not EVERY track in this game sucks, but a large portion of its OST does.
Sound effects are generally terrible, too. When Parin runs on snow, it sounds like a pig is snorting. How do you screw something like that up?
I'll probably end up finishing this game since its design is fairly modular and easy to return to, and I don't like leaving things unfinished. But, suffice to say I'm NOT impressed, and I'm glad I bought this game in a steep sale. That's one hit and two misses for me so far with this developer (loved Ys VIII; Gurumin and Trails in the Sky FC? Not so much)
3/10
@RogerRoger Sounds like the PSP versions have the Switch port problem, where, instead of being redesigned to run well on a handheld, they're just full ports of home console games that run poorly.
The rocket with a town built around it? That's "Rocket Town." I take it you're not enjoying the game?
@Octane As long as... cough... Egg Scramble exists, I find the hate towards See Saw misguided! Totally agree with everything else you said, though. Team Yellow can go up my butt.
"Did you get the game because of its good word-of-mouth?"
Not really. I saw it for a cheap price, noticed the developer, looked up reviews (mostly pretty positive), and decided to take the plunge. It was $4.99, so not a massive loss.
"And crikey, if that first track of music you posted were playing in an elevator, I'd get out and take the stairs. The second sounds like a rip-off of Sweet Mountain from Sonic Colours (although I should be careful, as I'm not certain which game came first) and the third is one of the most nightmarish lullabies I've ever heard. I know handheld gaming used to carry a stigma of being somewhat limited, but it had gotten over it by the 3DS era, and nothing was ever this devolved."
The sad thing is that a lot of their games have pretty genuinely decent music.
Anyway, the game was initially on PC, so it's definitely not a handheld limitation.
"And no, speaking of being able to rename well-established characters like Link or Parin, I wouldn't exactly call FFVII my favourite game of all time. This is reflected in the fact that I've renamed everybody at every opportunity, with semi-hilarious results. I need all the help I can get!"
lol! At least you're giving it a chance. Between you and Foxy, I'm starting to feel like maybe FFVII doesn't hold up as well for people without childhood nostalgia for it. I'm sure it doesn't help that it was one of the first major Japanese RPGs to be made in 3D, and so everyone in it is so low-poly that they look like reanimated legos.
Hard to imagine, indeed, that, in the mid-90s, it was basically the video game equivalent of Star Wars: a gigantic blockbuster effort whose focus on cinematic flair and new technology helped usher in a changed industry, and the game that basically guaranteed the future of the JRPG genre in the West.
As is often the case, though, technical showcases often end up not holding up well, and, at least on a technical level, that's definitely true of FFVII. Even compared to the FF games that come immediately after it in the series and on the same platform, FFVII looks like hell.
This is one primary reason I'm glad the FFVII Remake project is a thing. The game needed a refresh, and, some low-res background textures aside, FFVII Remake looks super AAA.
Currently Playing: Resident Evil Village: Gold Edition
@Ralizah It was also the first Final Fantasy game released in the UK, which is why so many hold in such high regard. It was probably my first JRPG ever. One of the reasons I do not play many (if any) games from that period these days is I rather not have my memory of them not tarnished.
Life is more fun when you help people succeed, instead of wishing them to fail.
Better to remain silent and be thought a fool than to speak and remove all doubt.
@JohnnyShoulder It holds up tbh. I’ve still not finished the Remake because I just don’t think it’s particularly fun but I’ve beaten VII a few times in the last couple of years. I was what, minus 3 when it came out so I wouldn’t say it was nostalgia based considering the PS2 launched in Japan before I was even born. Now that’s a scary thought.
"Falcom was also a pioneer in video game music, with their early soundtracks mostly composed by chiptune musicians Yuzo Koshiro and Mieko Ishikawa. They were one of the first game companies to have their own named sound team dedicated to writing scores for their games, known as the Falcom Sound Team jdk. Falcom's Ys soundtracks in particular are considered some of the most influential role-playing game scores of all time."
They're a smallish company, so I imagine, other than occasional turn-over, the same group of people does the music for all of their games.
Apparently they've been developing games since 1981(!)
Oh, and the Wall Market section of the game is SO much better in the Remake. Granted, Don Corneo is still gross, of course, but it went from: "Oh, remember that funny cross-dressing part in Midgar?" to one of the most memorable video game locations of all time.
Currently Playing: Resident Evil Village: Gold Edition
@Ralizah The original Ys soundtracks are indeed brilliant and influential. Yuzo Koshiro is one of my favourite video game composers since he could get the very best out of both the Master System and Mega Drive’s soundchips.
@nessisonett Yuzo Koshiro is one of the best video game composers of all time. Personally, my favorite of his contributions to the medium has been his long-running stint working as the composer for Atlus' amazing Etrian Odyssey series.
@RogerRoger Their series all tend to have their own musical "styles." I guess they wanted to try something different with a one-off like Gurumin. I'm not a fan, personally, but, as you point out, no single company is going to put out nothing but bangers eternally.
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