Essence_of_Meh

joined 7 months ago
[–] [email protected] 2 points 4 days ago

That's good to know, thanks!

[–] [email protected] 2 points 4 days ago

Much obliged for that! I often think about writing on what I'm playing but end up forgetting due to time constraints - threads like this one definitely help with that.

[–] [email protected] 2 points 4 days ago (2 children)

I get that, it's just if there's no mod to post it I think it's better to have a topic rather than not, especially since it can be pinned afterwards if any mod stumbles into the community again.

We could also bully them into setting up a bot that would post those automatically but this might have its own issues since some people disable bot submissions.

[–] [email protected] 4 points 4 days ago (2 children)

That sounds encouraging. I've been meaning to give it a shot but the backlog is a fickle beast and lives by its own rules.

How're the Kb/M controls?

[–] [email protected] 2 points 4 days ago (4 children)

Majikoi! Love Me Seriously! S - it's a wacky visual novel about a group of high-schoolers in a world where melee combat is pretty much commonplace and all the girl MCs are action manga level of strong. Series is hilarious and I can't stop playing it after getting swept of my feet by Momo in the first game (ended up blazing through it in two days which doesn't happen often these days). This one is a sequel with the same (though epanded) crew and I really can't wait to jump back in.

As for the monthly thread, I feel like if it doesn't happen "officially" the first person to have something to write should just post one themselves instead of waiting. Not like there's a lot of activity here so it should remain visible long enough to gain traction.

[–] [email protected] 4 points 4 weeks ago

Ahhh, gotcha. I checked the links in OP this time and honestly the NFSU version sounds like many radio edits I heard before so I'm not sure what to tell you. Couldn't find an official radio version to compare but I don't really hear anything strange there.

Is it a ham-fisted way to do it? Sure. Personally I chuck it up to the fact not every label bothers with a less noticeable edit for their songs.

[–] [email protected] 21 points 4 weeks ago (4 children)

A lot of explicit music has (or used to have) a "radio version" which silenced or changed the offensive language so they could be used in places and products aimed at a younger audience. That's what this is.

Music isn't the only thing with censored cuts. Have you ever seen old TV versions of mature rated movies? Die Hard, Scarface and many others had swearing redubbed in corny and unfitting ways just so they could be played on the small screen.

It's just another way of "protecting" kids from one thing while completely disregarding other, more screwed up elements still present in the same media.

[–] [email protected] 1 points 1 month ago

Can't talk for the others, obviously, but I tend to avoid unsolicited advice since I know how annoying it can be.

[–] [email protected] 2 points 1 month ago (1 children)

Oh, totally. I never went beyond Shogun 2 so I forgot to mention it. Good catch.

[–] [email protected] 11 points 1 month ago (3 children)

In case you're not aware, there's a project called VCMI which rewrites the Heroes 3 engine to add lots of modern improvements, fixes and easier access to mods. Thought it might be of interest since you like the game.

As for other games, how about XCOM? These games are turn based so you should be fine with touchpad + there's plenty of time to think. Don't know what specs we're talking about but in case of modern revival, XCOM: Enemy Unknown should work without issues. XCOM 2 is slightly heavier but might also work.

You could also go for 4X titles like Star Ruler or Total War series.

Finally, there are turn-based RPGs like Knights of Pen and Paper - it's light and pretty fun (as far as I remember anyway). A bit simple but might be enough to spend some time on.

[–] [email protected] 3 points 1 month ago (1 children)

Yeah, Metal Wolf is a cheesy action movie filtered through Japanese lens. It's crazy, stupid and unintentionally hilarious.

As for Gothics, I think they hold up really well as long as you can overcome a few things:

  • get used to the controls - they really aren't bad but they were created when standards weren't as established as they are now.
  • treat them as worlds you are a part of rather than games - it helps figure out alternative solutions to quests and avoid some unpleasant surprises (in universe, not bugs).
  • game world does not revolve around you - early on even basic wildlife will be a challenge, treat enemies with respect.
  • there's no level scaling - some areas will be unavailable to you until you're strong (or crafty) enough.
  • don't play Gothic II with Night of the Raven expansion installed from the start - it adds a bunch of difficult enemies available from the get go and will make the game way harder if you don't know how to avoid them.

I think some of those points might sound more serious than they really are but should make for a good primer anyway. There's a lot to like about those games (even compared to another titan of that time, Morrowind) so I hope you have fun!

[–] [email protected] 2 points 1 month ago (3 children)

Couple of disclaimers to start with: I'm primarily a PC player, even most of the console games I played happened via emulation so I'll drop stuff from both. I'm also really fond of games willing to try something different, even if they end up mediocre or bad - these ain't GOTY material.

With that out of the way, here's a short list of titles I really enjoyed:

  • Croc: Legend of the Gobbos (PC, PSX, Sega Saturn) - 3D platformer with relatively slow and clunky gameplay (kind of similar to classic Tomb Raider games). Colorful, cute and simple.
  • Kao the Kangaroo (Dreamcast, PC) - series very similar to Croc though might feel a bit less polished at times. Don't really care about the sequel even though it's not a bad game.
  • Parasite Eve (PSX) - JRPG set in 1990's New York. Interesting combat system focused on guns and positioning, great art and fun story.
  • Gothic I & II (PC) - German RPGs with a unique atmosphere and world. Surprisingly open-ended with some of its quests. Has an unusual keyboard-centric control scheme.
  • Sheep (Mac OS, PC) - game about herding sheep through various wacky levels. Lots of humor.
  • Metal Wolf Chaos (Xbox) - crazy story about an American president fighting FOR DEMOCRACY in a mech suit, created by From Soft. Has modern ports for PC, PS4 and Xbox One.
  • Oni (Mac OS, PC, PS2) - the best Ghost in the Shell game without actually being one*. Third person action with a great melee combat, big empty levels and rough difficulty spikes. Has a community made "Anniversary Edition" with fixes and access to mods.

* I haven't played all of the GitS games to back that up.

 

TL;DR: Mediocre and flawed game, still had fun.


Ghost in the Shell: Stand Alone Complex is a PS2 action game developed by Cavia. Those familiar with that name might already know what to expect and those who don't... let's just say this studio isn't known for their masterpieces.

Post doesn't contain spoilers.

Story

Story was written with the help of staff from Production I.G, studio responsible for Ghost in the Shell anime (and many other series), and feels like an alright secondary arc from the SAC show - not an original one mind you, but still floating around some of the themes tackled there.

Beyond the lack of originality it also suffers from how it is presented: each stage starts with an audio briefing, followed by a short cutscene and another call after loading into the stage proper. It's not a great system and it feels like a budgetary restriction rather than anything else however it still a part of the game and affects how it's received.

All in all, it's nothing mind blowing but decent enough.

Gameplay

As mentioned before, GitS: SAC is an action game - it has shooting, melee combat and platforming, with most of the play time focused on the first one.

Control scheme is weird and unintuitive for anyone used to playing modern action games with homogenized button layouts but it's not unplayable or even a huge problem once you get used to it.

Movement feels rather stiff but not painfully so. It suffers from janky and limited animations that not only look dated but also unpolished at times.

Jumping is a bit floaty which might make the platforming sections a bit more challenging than they should be. I didn't have too many issues with that (except in like two places focused on wall jumping) but I've seen people struggle with those parts so I guess it's worth a mention.

There's a dodge move but it's kind of useless - Major does cool acrobatic jumps that look good (the only good animations in the game) but also makes the camera focus on her and follow her movement which can lead to losing track of an enemy you're trying to avoid. Batou does a slow dive that neither protects him from damage nor moves you far enough to scatter away from danger.

Shooting doesn't provide a lot of "oomph" and can feel a bit bullet spongy depending on where you aim (there is a damage multiplier depending on body parts, even for mechanical units).

You have access to two weapons and up to three gadgets at once - gadgets use melee button to throw so you have to switch between them and unarmed attacks. It's easy to blow yourself up if you're not careful.

One big issue here is bad camera control - it's slow and feels sticky in a way that makes smooth aiming almost impossible. I'm not sure if it's just a screw up or an attempt at some kind of auto-aim/target-snapping but it's not great.

Melee is pretty limited, with just a few basic attacks flowing into a simple combo. It's also pretty situational as running head first into a group of enemies can be extremely deadly.

There's also a simple hacking minigame which allows you to take over an enemy for 20-30 seconds. It's not particularly useful but can help with killing few enemies if you're fast enough.

All those elements are pretty basic in a way familiar to anyone experienced with budget titles from that era. They work well enough to not be a chore or make the game unplayable. Not only that, I had a decent amount of fun throughout.

Graphics

Surprisingly decent. While some of the interior locations can feel samey at times there's also a decent amount of nice looking vistas and backgrounds

Two playable characters, Major and Batou, look good. I wasn't entirely sold on Major's design initially but ended up liking it quite a lot (especially when equipped with a "stun unit" which gives her big Shadow the Hedgehog shoes). Batou looks pretty close to his anime version.

Enemies have distinct designs that let you know what's you're going to deal with - as long as you can see them that is. The big problem with enemies is a stupidly short draw distance which can lead to situations where you end up shooting into an empty space because the reticle turned red.

As mentioned before, animations are very limited. Most of them look like placeholders rather than an intended end result. The only exception for this is Major's air ballet when dodging - these moves feel like the only set animators spent some actual time on.

Finally, there are prerendered cutscenes. They appear at the beginning of every stage and are quite good - both from graphical and composition standpoints. They're also pretty short so we don't get to watch much of them.

Sound

Music is a mixed bag. Some tracks sound a bit GitS-like (without reaching the quality of anime unfortunately), some (mainly combat ones) can be a bit repetitive and dull. None of them got on my nerves so at least there's that.

Characters are voiced by their anime VAs which is neat. Their performances are alright if a little flat - that might be because of the direction or due to the fact I'm more familiar with the JP cast of GitS, not sure about that one. They're good enough for the most part.

What's not good enough? Tachikomas. I like those muppets both in English and Japanese versions of the anime, here on the other hand they went a little too far into the annoying and silly aspects of their characterization.

There's not much to write about the sound effects - they're about what you'd expect from a mediocre shooter from that era. They neither break nor enhance the experience in any significant way.

Summary

I didn't have high expectations starting this game. I've seen plenty of opinions about it being "not great" to say the least and knowing the devs behind the project didn't do much to alleviate my worries.

Despite all the jank, mediocrity and a couple of frustrating sections (mainly focused on wall jumping) I had a surprising amount of fun. It wasn't a fantastic experience I'll remember for the rest of my life but it was enjoyable enough I managed to stick with it to the end - that's more than I can say about some of the critically acclaimed classics in my library.

 

I've been trying to finish this write-up for a while now but due to the combination of limited time and constantly changing thoughts about the game it was a rather difficult process. It should be good enough to communicate my feelings about D3 but get ready for a wall of text, lots of rambling and rough edges - sorry about that.

Post doesn't contain any spoilers.

Intro

Drakengard is a difficult series to write about. None of the entries is objectively good as actual game and yet they can provide a type of experience that's still rare to this day.

I finished replaying Drakengard 3 some time ago, years after I engaged with it in any form beyond listening to the OST. It has been long enough I managed to forget A LOT (pretty much all of routes B & C as well as some other parts of the game). To some extent this playthrough felt like I was going through this story for the first time and that was probably the best case scenario I could think of before doing it.

I decided to play the game on my Steam Deck - both to see how well it would run and because it was an a great way to put in a session right before sleep. The good news is, game runs surprisingly well. Outside a few specific situations game held pretty stable 30FPS and felt better than the OG experience. Another benefit came from the small screen as it helped mask some of the less impressive visuals - hell, I was surprised how pretty the game could look in motion at times.

One caveat however was the batter life - 2-2.5 hours depending on the load. It's understandable and worked out pretty well for me (again, I was doing these sessions right before sleep) but seeing such results is never particularly fun on a portable device.

Gameplay

Let's get the easy part out of the way - mediocre gameplay. It's neither revolutionary nor complete trash and works well enough for what it is. The biggest issue I had with it stems from the amount of worthless combat encounters used as pure padding.

I'm not sure how much of said padding and reuse of assets comes down to the budget or the studio itself but I feel like game would improve a lot just by making a proper balance pass to cut down on some of the tedium. It wouldn't be a masterpiece but it would make the grind less of an issue.

I initially wrote a paragraph about a limited enemy variety but after going over them again it's not actually that bad. The problem with that however lays with the fact that despite a decent number of enemy types, good chunk of them feels pretty similar during gameplay. It's kind of impressive.

If you heard about this game before you probably know about the final boss. It's infamous for being unfair and kind of disrespectful towards the player (it's an 8 minute sequence with disorienting camera, 1HP and no checkpoints) but I ended up loving it. Mostly anyway.

I appreciate the general concept of the fight as well as the gameplay change (it's pretty simple and fun if you know how to deal with purposefully confusing elements) - at the same time, I think the parts specifically intended to make you fail (especially at the very end of the fight) are bullshit and should never make it into the final product.

It could've been a special moment to wrap up the game but ended up feeling mean spirited towards everyone who dared to stick with it until the finale.

Story

Drakengard 3 turned out to be both worse and just as good as expected. While the main story is solid, most of it is dumped right at the end of the game with rest of the playtime focused on side branches that don't really do much beyond showing "well, this timeline is screwed in a new way, oh well". This is a pretty big issue with writing as over all, not much happens in this story compared to other titles.

There are some pretty neat nods and setups to other games - not important to this game's story but I found them to be interesting additions nonetheless.

The finale and some of the major moments can hit pretty hard is you're invested however that doesn't excuse the amount of inconsequential stuff happening along the way.

Another problem lays with humor - it's juvenile and rather one note. If you like or at least can tolerate it that's fine but this will be a big turn off to a lot of people. Even ones interested in Taro's other works. It's not all bad and there are some genuinely funny moments but these were a minority for me.

Characters

Main characters, Zero and her sisters, are interesting. They all start pretty archetypal but they do have their own stuff going on beyond this initial impression. Unfortunately, some of that info is locked behind DLC and outside media (which varies in quality apparently).

Additionally, there's the issue of localization. It's not terrible but it does change some of the characters in pretty significant ways - the most glaring example being Zero, our MC. Her JP persona is more mature and calm with a sense of guilt, EN version on the other hand feels more like an angry asshole (though she does have her moments).

I also really love Maaya Uchida as Zero - she did a great job with her role and might be one of my favorite performances in Taro-verse. EN voices in general didn't fully hit the mark for me to be honest. Some of that comes down to the script and some to VA direction - not great, not terrible, just like the rest of the game.

Side characters, the disciples, are pretty one note - mostly focused on a single trait, related to horny stuff. There is some character development along the way but most of it is relegated to later parts of the game and gets partially reset with each branch.

Mikhail, our dragon, can be hit or miss for people. I get why he is how he is and liked him from the beginning but I can see why others would be annoyed with him. He's a good baby.

Music

Not much to say about this, it's good. Good enough that I keep listening to it whenever my mind gets stuck thinking about the series.

Boss themes are fast and energetic, calm and somber songs carry their atmosphere perfectly and generic combat music is memorable enough I ended up humming alongside it during stages. Some of the songs could easily fit on Nier soundtrack (either game).

There's also an amazingly haunting version of an ending theme from the original game - now even better than before!

Summary

All in all I'm a bit on the fence about Drakengard 3. It has really strong concepts as well as fun and enjoyable moments. It also has a lot of problems with writing, gameplay and technical execution. It can be janky. It can be frustrating. It can be straight up embarrassing at times.

It can be a real gem if you're able to get over its issues. It can be an frustrating mess if you can't.

This game is trash and yet, for some reason, I still love it.

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