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PostPosted: Mon Jan 11, 2016 1:11 am 
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You should play System Shock 2. ... For a hour. Then never touch it again unless you really like it for some reason.


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PostPosted: Mon Jan 11, 2016 1:20 am 
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mjack33 wrote:
You should play System Shock 2. ... For a hour. Then never touch it again unless you really like it for some reason.

I've got like 15 other games I want to finish before getting to that, including but not limited to:
  • Undertale
  • Myst
  • Shovel Knight (Plague of Shadows DLC)
  • Dr. Langeskov, The Tiger, and the Terribly Cursed Emerald
  • Spec Ops: The Line
  • Portal Stories: Mel
And that's just what I can think of off the top of my head that I already have installed.


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PostPosted: Mon Jan 11, 2016 1:26 am 
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It won't take long. I am 99% sure of that. I wasn't joking when I said "for an hour". This is your chance to cross it off your list before the end of the evening. :evil:

Edit: For anyone who doesn't know my beef with SS2, let me just say that I consider it to be the worst video game I've played (I've heard of worse but not bought them) in years.


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PostPosted: Mon Jan 11, 2016 1:31 am 
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mjack33 wrote:
It won't take long. I am 99% sure of that. I wasn't joking when I said "for an hour". This is your chance to cross it off your list before the end of the evening. :evil:

*looks at clock*
12:28 am
1/11/2016
*looks at GOG library*
548 MB
*brings up calculator*
That would be about an hour's download, sir. And considering my "evening" is already ended and I've moved into late night, I don't think I'm going to do that.


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PostPosted: Mon Jan 11, 2016 1:33 am 
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Okay. Download it, play whatever you were going to, and then get it done tomorrow evening.


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PostPosted: Thu Jan 14, 2016 11:42 pm 
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So, over the past few days, I've found time to put about 2 hours into System Shock 2.

Well, I can say it's aged. I can say it needlessly obfuscates information. I can say it's hard. Mostly, I'd call it horror. I hadn't known it was supposed to be horror.

I'm currently debating whether or not to continue, not because of the Dark-Souls-esque the-game-never-pauses-so-good-luck-with-that difficulty, but because I was honest and truly terrified by the time I stopped tonight. I may never hear monkey sound effects the same way again. ._.

Perhaps most importantly, I don't consider the game as a whole bad, in the same way I don't consider Cave Story as a whole bad, despite how I've been complaining about it lately. I've played a lot of games with awful tutorials (and I do think the tutorial for System Shock 2 is among the worst), I've known of a lot of games that obfuscate their mechanics (most roguelikes have that as a "feature"), and I've had to deal with clunky controls from time to time (I'd probably put Monster Hunter at the top of that list, with maybe Abe's Oddysee right below it), but even with all those elements, I can't say that the game itself is inherently bad. It definitely should have had a sprucing up, though; make the controls more like modern shooters so that I'm not leaning over every time I try to interact with things, change the menu interactions at least so that you can turn while you're looking at your inventory, be more descriptive about what the hell career patch you're choosing, etc.

I went and looked up mjack's old post about it, and I think he mostly gets it down (also the same with the article he links), although I don't feel as comfortable passing a judgement on it at this point:

Spoiler


QUICKEDIT: I almost forgot to mention the music. The music is a) overly loud on default, and b) does not really fit with the atmosphere.


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PostPosted: Sun Jan 17, 2016 2:59 am 
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A few quick comments:

RealMyst

An interesting puzzle game which took about 6 hours all told. Very atmospheric, although it wasn't as immersive as I was led to believe, firstly because of small things like actual static (like, television static and white noise) in a situation of magic, and then later because of my needing a pen and paper to solve parts just brought me completely out of the experience. I thought it was really good for what is essentially a point-and-click.



Undertale

While I think it handles player choice and consequences in the best way I have personally ever seen (though not necessarily morality? I'm not sure at the moment), I can't say it's a supremely great game even though I had a blast with it. It's so very Homestuck-esque, which makes sense considering they're both based on Earthbound, but personally I think the most interesting thing about the game is how it uses being a game program to its advantage, and I kind of kept thinking about the last game I played that did that: The Stanley Parable. It's a bit of a deconstruction of traditional game narratives, and especially a deconstruction of traditional RPGs (most specifically JRPGs), so I want to count it among my list of "artsy-fartsy" games, but I think it's a bit more down-to-earth and enjoyable, mostly because of the writing and characters.



Mega Man

I was emulating the original Mega Man, partly because of my love of Shovel Knight, and wow is it hard. Mega Man himself has a weird slidiness to him because of a rather modern animation thing involving making a person stop correctly. It might be the stages I'm going to, but I can barely get past the first screens with more than half health.



SHOWER WITH YOUR DAD SIMULATOR 2015: DO YOU STILL SHOWER WITH YOUR DAD?

I still find myself picking this up now and then and it is far more involved than it has any right to be. I'm still unlocking things and I haven't even played 2 hours according to Steam (because the 2 hour mark is when you get cards).



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PostPosted: Sun Jan 17, 2016 3:40 pm 
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So, Dr. Langeskov, the Tiger, and the Terribly Cursed Emerald is a neat little game. I think it's saying something about unfinished games and player choice, but honestly I'm not sure if it succeeds.

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PostPosted: Thu Jan 21, 2016 11:40 pm 
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Ico

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PostPosted: Wed Jan 27, 2016 11:25 pm 
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Some musings on a bunch of free games from itch.io that I decided to play yesterday:

Deadbolt
2d pixely stealth and murder game. I feel it's emulating both Hotline Miami and Not A Hero, though I've played neither so I can't say for sure. Surely the gameplay looks a lot like what I've seen of Not A Hero. Ultimately it's not worth playing in my opinion. I only made it out of the tutorial after a dozen deaths or so and only managed the first two of somewhere around 10 levels.

Code-7
Not worth steaming pile of cow dung. Bad in every sense. Bad gameplay that is at once too easy and too hard to play with; bad writing in what is ostensibly a text adventure: the worst voice acting I have ever heard in a game that would have been fine without any, ignoring the bad writing and just talking about the game as it fits into its genre; bad mechanics in every piece of gameplay it decides to use; bad narrative point at the end.

Plantarium
???

Planetarium
Do you want pixel art with some randomly generated planet, complete with one randomly generated alien species?

Xydonia (alpha)
Eh, it's okay I guess. It feels a lot like R-Type which is exactly what it set out to be, but it's not like it's hard to make a horizontal shooter.

Squirrel Away
Not worth it. Overly simplistic gameplay designed to be multiplayer but doesn't make any sense because it explains nothing.

Slash Quest
Very cutesy five-minute experience designed around two-button gameplay. For such simplistic gameplay it's done extremely well and I would have loved to have more of it.

Anubis and the Buried Bone (demo)
Unlike Shovel Knight, tries to be an 8-bit platformer like those of old and actually is. I played it for about half an hour before quitting, and that was only because of two reasons: the nice-looking portrait of your character which changed whenever you took damage (and at low health, and at death), and the fact there were like 6 directions to go instead of it being linear. I still don't think it's worth anything.

Orchids to Dusk
A wonderfully simple and beautiful experience. It starts out really lonely, because it requires an Internet connection and yet the most you see of other people is maybe a corpse, but in the five minutes or so you have to explore, you can go explore whatever catches your eye. But then if you go again, you might decide to do something different, and if you do you might realize... It's not so lonely as you initially expected. Despite the barrenness, you can read between the lines to see what people have done, and maybe someone else has already climbed that mountain, maybe a group of people have worked together to make something, and maybe, just maybe, this world isn't so lonely after all. I might do if not a full review, then a quicker thing like I did with Rogue Legacy in the first place.


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PostPosted: Sat Jan 30, 2016 9:09 pm 
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I've been playing Super Metroid the last few days, and I've been noticing something. The game starts out super-strong with a phenomenal "tutorial" level and some stellar opening levels besides, but after a little while I start to notice a lot of little problems that would condemn it to "just a little better than average" if I didn't harbor such nostalgia for it. The first boss (Torizo, not Kraid) in particular stands out as a big problem in design terms, because by all accounts it should make the player distrustful of all future powerups. There's also a marked aesthetic disconnect for the rooms made for gameplay concessions: save rooms, energy recharge, and missile recharge rooms.

There's more that I'm not listing, but the point is that there are some weird design decisions that I think could have been done a lot better. It's kind of a shame to see all these things marring what is otherwise a marvelously designed game. It's actually been making me want to replay Metroid Fusion, because I remember Fusion having a more cohesive aesthetic at least.


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PostPosted: Tue Feb 02, 2016 5:17 pm 
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Orchids to Dusk

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PostPosted: Sun Feb 07, 2016 12:35 pm 
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I had an epiphany regarding Super Metroid yesterday. When people talk about "it being impossible to have a game with secrets anymore", this is what they mean. While I would lambaste a modern game for hiding things in the way Super Metroid did, the reason it worked for Super Metroid is because it gave it a lot more replay value, in an age when getting another game to play wasn't child's play. Without a guide, it might take years to find and memorize the location of all the hidden items in order to get the best ending.

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PostPosted: Thu Feb 11, 2016 11:04 pm 
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I started up The Fall today and... there's a few issues I have with it, at least in the little I've played it. Firstly, it's a glorified point-and-click, only with cover shooting for some reason. Like, I don't think it needed combat at all other than the whole "it's a video game" thing. Some of the puzzles seem downright obtuse, too. I mean, I guess that's par for a point-and-click game, but it has some kind of nutso difficulty curves. One puzzle may simply require you to put a bag that you received when you walked into the room over a camera, while another requires picking up a wrench, going to scan something behind a locked door, then use the wrench to detach a robot arm, then go back to use the robot arm to reach the thing behind the door (and you have to do it in that order; the game won't let you detach the robot arm until you've scanned the thing behind the door).

Then there's also a problem with the "cover shooting" part. I am not exaggerating here: you are taught how to take cover in the first fight, but before the second fight you are given a new "stealth" ability that renders ALL cover irrelevant. I'm hoping I don't find any other horrible design decisions like this, but... we'll have to see.


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PostPosted: Fri Feb 12, 2016 1:36 pm 
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Some further issues with the cover system in The Fall: it becomes an active hindrance to you, because "taking cover" and "activating stealth" are both bound to the same button. So, while most of the time you'll step into the background and go invisible, when there's cover you'll duck behind that. Only, the problem is, the default position seems to be "peeking out of cover to aim", which leaves you vulnerable to enemy fire despite the fact that continuing to hold E in any other area would keep you safe. It's stupid.

Oh, and the whole aiming thing is a pain, too, because your frequently turned around when you don't want to be.

I mean, I'm loving the atmosphere and story, but the gameplay itself is detracting from the game.

EDIT: Also, I thought I should mention that Shadowrun Returns gave me a headache, truly and honestly without hyperbole. I have to run the game at a lower resolution in order to have the text at a readable size, and even then it is egregiously small. I think I'm going to give it one more shot, and then decide whether it's worth it to stick with it.


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PostPosted: Sat Feb 13, 2016 3:00 pm 
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It occurred to me last night that this thread has somehow amassed over 2,000 views. I did the math, and that equals out to an average of 30 views a day since I started it, AND there's been another 10 views since I noticed it last night. Apparently some of you out there are actually reading this? Because I was starting to think I was alone after posting in a vacuum for about a month.

So, uh, thanks, I guess? To whomever out there that's taking the time?

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PostPosted: Mon Feb 15, 2016 2:12 pm 
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The Fall


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PostPosted: Tue Feb 16, 2016 4:51 pm 
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So I started up Dark Souls for the first time last night, and played... I dunno, an hour, maybe two? I died a lot, of course. I did make it out of the tutorial area after only like a dozen deaths.

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PostPosted: Tue Feb 16, 2016 11:07 pm 
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I decided to go back and watch a few Zero Punctuation videos today, one of which covered System Shock 2. With that in mind, I booted up my copy of System Shock 2 and started a new file, playing it more as a quick-paced action shooter than a stealth game. Two things were made extremely apparent to me: first, that this is by far the "better" way to play it, because I progressed as much in half an hour as I had in like 3 hours before (although I still ended up in the same place where I was seemingly stuck with no way to progress); and second, that measured as a fast-paced action shooter rather than a stealth game, it is comparatively a horrible game. I'll also point out that replaying the "tutorial" and opening level made me see just how horrible System Shock 2's teaching is.

I can see now why mjack had so many issues with the game. And I can see how this is not the game for me, not by a long shot. I may watch a let's play for it, but I'm not willing to play through a mechanically bad game in a genre I don't like for the hopes of a story in a genre I've never been able to connect with to be revealed to me.


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PostPosted: Mon Feb 29, 2016 1:04 am 
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Finally decided to brace myself and do a true reset of Undertale. But not before copying the game to some external storage and leaving a message for my future self to leave one last bastion of purity for the "true ending" as it were. Mostly I'm doing this because I want to try my hand at the hardest boss.

Also, on a recommendation from Huey Nomure, I played a little flash game (apparently one of Adult Swim's games) called Pause Ahead. The basic idea is turning pausing into a mechanic: when you pause the game, your body keeps going with whatever velocity and direction you had at the time of pausing, ignoring gravity. It turns into a simple if difficult puzzle platformer after just a few levels and has a weird narrative that seems to involve the mechanics somehow? The narrative is a bit sparse, but I found that every one of the twenty levels were designed centrally around the pausing mechanic, which made it really fun to play despite the 401 deaths it took to beat it (the game tells you how long you took and how many deaths when you beat it). The main issue I had is a rather ugly spike in difficulty after it teaches you everything you can do with your skillset (there are some subtleties I'm not conveying here), which I feel could have been mitigated if there had been more than 20 levels. What I'm saying is, it's pretty good for what it is and I wish there had been more.


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