Showing posts with label Steam. Show all posts
Showing posts with label Steam. Show all posts

Sunday, 8 March 2026

Weird Games Getting Weird Sequels

 

I live for weird niche shit.  I don't care if I need to dig through Steam suggestion queues for hours on end or digging through the aisles of a retro game store, I love filling my game libraries with weird crap that no ones played and no one cares about other than me and a few other weirdos.  So imagine my surprise when I'm going through my Steam suggestions only to find that a curio game from my earlier years or something I never hear anyone talking about ever gets a new release in the current year.  I want to shine a light on these newer games so that hopefully I can convince a few more people to try the same weird shit that I like, here we go 

1. Radirgy Swag

Radirgy is a arcade shmup from 2005 that made its way to the Dreamcast and the Gamecube later down the line.  It was Japan only but its built up a bit of a following with shmup fans thanks to its unique artstyle, bangin' OST and interesting gameplay loop that involves slicing things up like its 2am in central London.  

Surprisingly, it got a couple of sequels which I think are both on the Nintendo Switch although if my understanding is correct, the English version of Swag got delisted due to license issue.  I was pretty shocked, then, to find that on the 4th of March 2026, Swag got released to Steam and for 10 bucks and even you can play it right now.  Radirgy 2 is still MIA on PC but apparently you can get it on Switch and PS4.  I'm not sure if thats true for places that aren't Japan but if it is, go check that out too

This is the most normal one of the games I'm about to cover since the original was a shmup and its sequels are also shmups.  Good games too, I'd suggest playing the first one on and emulator for either DC or Gamecube to see if you gel with it and then dropping some support for this game on Steam if you do.  

2. Slave Zero X 

Slave Zero is a 3rd person shooter from 1999 where you control a big ass robot shooting other big ass robots.  This is one I never finished myself since I only ever had the Dreamcast demo of the thing but there's a user on YouTube called pmcTRILOGY who has done speedruns of it that I've enjoyed watching.  One I need to bump up the backlog priority list for sure.  It's a game that I think very few people are actually aware of.  I can maybe think of one other person that I know who is aware of what Slave Zero is and I'm not certain he's actually played it for himself, like he just knows it exists

So then in 2024 it got a weird followup game called Slave Zero X.  X is not another 3rd person shooter about big ass robots like you might expect but instead a 2D side scrolling sprite based character action game.  Inspirations for its designed cited on the store page are Devil May Cry, Strider and Guilty Gear.  Guilty Gear.  Funnily enough, when I saw the Steam page for this first time around its launch the first thing my brain went to was Blazblue because the main character is a dead ringer for Hakumen from that game. 

I can't speak to its quality since I've not played it for myself but it honestly looks really cool.  If you're into that style of game then it might be worth checking out.  Its price tag is a little high at 20.99 which is why I have not purchased it for myself yet but hardcore character action fans looking for a fix might be willing to drop that.  I'm personally gonna either wait for a sale or a significantly reduced backlog and I'm certain the former will come first.  

3. Baroque: Become A Meta Being: Revive

Baroque is a strange game originally released in 1998 for the Sega Saturn exclusively in Japan and is probably one of my favorite games on the system.  It got a remake that actually released in the west for the PS2 and Wii but it's quite different from the original version and just not quite as good.  So with that combo of Japan only game on an obscure system along side a sub standard remake that got mixed reviews, Baroque was doomed to the curio dimension.  

So when I was going through my steam discovery queue one evening imagine how hard my jaw hit the fucking floor when I saw Baroque: Become a Meta Being crossed my path being a game that apprently released in December of 202 mother fucking 5. 

If you have not seen or heard of Baroque then the quick description is that it's a sort of first person real time dungeon crawling roguelike kind of like mystery dungeon but not really.  That's not a good description but at the very least you can get a vague idea of what I'm on about.  So what kind of game do you think this is?  If you said "oh, another dungeon crawler of course" then you lose 10 points and get bonked on the head because its a fucking FROGGER CLONE.  This isn't close to the first time the series has had a spinoff that's out of left field like this but man, all I want is more weird dungeon crawling and instead I get this shit.  

Actually, having not played it I can't say for certain that its shit.  I don't actually like Frogger all that much but I'm such a slut for Baroque that I'm basically forced to at least give it a go.  I'll go in with an open mind and maybe I too can hop my way into becoming a Meta Being. 

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All of this makes me wonder if there are other weird curio games from my past that have recent or semi-recent sequels or spinoffs just hiding out there on Steam or some other storefront somewhere.  Is there are Jade Cocoon 3 or something extremely similar hiding away somewhere?  Maybe a modern Mohawk and Headphone Jack I don't know about?  Or fuck it, after seeing that Baroque game there could be typing tutor based on The Granstream Saga for all I know.  I need to do more digging and I need to try these games and so do you.    

Thursday, 26 February 2026

Can't Stop Flippin'

 

When I heard about Unfair Flips I honestly thought it was a joke game, one of those stupid titles that you gift a friend where they play with it for 5 minutes and then it sits in their Steam library unplayed for the rest of time.  For £1.69 on Steam though I had to at least go and give it a look and I was honestly quite surprised at how much I enjoyed it.  

 The premise of the game is extremely simple.  You are given a coin that has a base 20% chance to flip heads when you click it.  When you land a heads you are given a few in-game cents to buy upgrades with and the game ends when you flip heads 10 times in a row.  Flipping heads with a 20% chance each click sounds insane, and it is, so the game allows the player to buy an upgrade to heads chance in 5% increments so you can slowly turn things in your favor although the game likes to emphasize that it is entirely possible for a person to never win.  The chance upgrade will cap out before 100% as well so in a way they really aren't kidding.  On top of that you can upgrade the value of the coins heads result so you can get your upgrades faster and, what is probably the most important upgrade, the speed of the flipping animation so you can do more flips in less time.  

What makes this game really funny is that when you hit your 9th heads combo, the UI falls away and your next flip has a fixed chance to get a certain ending.  You can what these probabilties are in the Steam achievements with the chance to hit a full 10 in a row locked at a pitiful 20%.   Thankfully it's not the only ending there is so I suppose its not really a flat 20% to just "win" but the game can end in a number of ways that don't involve the 10th head.  What makes it even funnier is that what ending you get is chosen at random so if you're REALLY intent on getting that 10th flip then multiple playthroughs are going to be required.

What's surprising about this whole thing is how strangely exhilarating the whole thing is.  When I was clicking after a chain of tails flips and then the counter would start building up and up I could feel myself leaning into my monitor.  Then you hit a 7 or 8 chain when you get a heads and all the tension rushes out of you, it's a weirdly enjoyable feeling.  I think maybe this is how gambling addicts are formed.

While Unfair Flips didn't turn me into an addict, I stopped after a single successful run, it is a game interesting enough where it sits prominently in my memory.  It's one of those games I can see myself coming back to every so often to fiddle with and see which ending I can get this time.  One of the few games in my steam account where I might actually give a shit about getting all the achievements since there is one for each ending

It's a tough game to suggest that people should actually go out and play but if you're open minded and enjoy games of nothing but pure chance then Unfair Flips is a great title to pick up.  Put on an album or a podcast or something and get to flipping, enjoy the thrill when you get your 10 piece.  Worth every penny  

Tuesday, 27 February 2024

The Windows Are Gone

 

On my stream I like to do a little segment that I call "free game dumpster diving" which, I know, is a strange thing to call it considering that a lot of the things I do play end up being quite good but I started with that and I'm not about to change it now.  One of the things I played recently on that segment was a little thing called The Windows Are Gone which I found moderately impressive so I want to do a little post about it and shine some light on it.

The Window Are Gone starts out with a character moving into a new house as a way of getting a fresh start after experiencing some kind of horrible event.  It starts out quite simple with you just having to carry your boxes of stuff into the house but before too long things start to get a little creepy with a next door neighbor coming to say hi and things going bump in the....day.  Things going bump in the day I think is a smidge creepier because the day is when things aren't supposed to go bump.  Bump in the night? no problem, deal with that shit all the time, bump in the day? that's just fuckin wrong.

Anyway the story is extremely short and I want you, the reader, to actually go and play it so without getting into any spoilers things escalate pretty quickly and a decent horror experience ensues.  The story is pretty predictable and you can KIND of guess whats going on as early as the first little text message you get on your phone from another character but what the game lacks in originality it makes up for with absolute SPADES of atmosphere.  Come cool sound design couple with the not-quite PS1 visuals and some funky tricks with timers and triggers was able to actually get a little bit of a spook out of me and when considering that most AAA huge budget large studio bullshit horror games can't get that out of me, that's impressive.  

What Mr or Mrs ScaryCube has managed to show here is restraint, which I feel is a bit of a lost art in the genre in recent memory.  While a lot of horror games want to hit you with dark corridors, lound banging and BOO! CREEPY FUCKIN MONSTER! as quickly as possible The Windows Are Gone knows how to use its short run time to allow itself to build up properly.  Start with something mundane, get comfortable, get a little cozy even and then slowly IV Drip that spooky shit until the climax.  I've always thought that short stories are probably the best delivery method for horror literature and I'm starting to think that short, bite-sized games like this might be a more advantagous method of delivering horror games as well.  A solid 1-4 hour experience is proabably more conducive to making something truly scary rather than an 8 hour gory screamfest that you become desensitized to by hour 3 (Dead Space, you unscary fuck).  

Finally, the game allows you to actually open up the boxes and decorate the house which, in my opinion, was a way more entertaining part of the game than I ever thought something like that could be.  Move over Unpacking, The Windows Are Gone has got your fuckin number.

This post could be longer but I really don't want to spoil it for anyone who hasn't played it before and didn't see it on my stream.  It costs literally 0 money and is short as fuck so don't make any excuses, go try it now.

Tuesday, 12 December 2023

Brotato: Fun To Learn, Boring to Master

 

Vampire Survivor clones are generally a genre I stay away from.   Vampire Survivor was a fun little thing to mess around with for a day or two when taking a break from work or whatever but it wasn't exactly some incredible, ground breaking game that changed my life.  It did however, seem to make a metric fuckton of money and therefore has been added to the list of things to copy wholesale by the indie scene and Brotato is a product of that complete lack of creativity from your average indie developer.  The game, however, was gifted to me by a viewer and despite my cynical comments about it, it is pretty good.

The one thing that's interesting about this game, and maybe the whole genre in general is that it's an incredibly fun time for the first handful of runs that you do and then interest dies quickly as you learn what makes the game tick.  When you first fire up Brotato and start a run you are confronted with a ton of shit that you must wrap your head round regarding the characters stats and equipment.  Do you stack HP? Or is it more effective to prioritize dodge and armor?  Is it worth spending your precious level up upgrades on Harvesting and Luck? Or should you be upping your damage instead?  Should you buy that item that ups your speed but tanks your range?  Maybe you should be changing out your weapons for more damage or lifesteal.  It's incredibly fun at first to get your head around this stuff, experiement and work it all out.

But then you do work it out.  What I've found works for me is getting some luck and harvesting early on, then armor, dodge and HP and then focusing on my damage output and doing that has basically guaranteed me a win with every character so far.  I've also found that the Engineering stat along with buy shittons of turrets is an absolutely busted way to play that makes the gameplay trivial even on it's highest setting called Danger 5.  I am, at time of writing, about half way through the large cast of characters and I'm at the point where I'm sort of glazing over as I play.  I'm not thinking anymore and just going through the motions each time.

This doesn't happen with other games though.  Brotato reminds me quite a lot visually of The Binding of Isaac and mastering that games gameplay and RNG didn't result in a boring experience.  I stopped playing Isaac because I had done pretty much everything in it that there was to do and I wasn't on the verge of falling asleep with each run that I did because the better you got and the more you understood about it, the harder it got and more intense challenges were thrown at you.  Brotato doesn't have that kind of scaling and once you learn how to do 20 waves then it's extremely simple to win every time after that.  Maybe you'll lose a run here and there if you don't get good items for the little egg man that you play as but outside of getting buttfucked by randomness the game is extremely easy.  

However, what I'm not saying with any of this is that Brotato is a bad game.  The game has been incredibly useful for me as a new father because it's a perfect game to play when holding a sleeping baby.  I can play it pretty much exclusively with one hand and I can leave it running between ways if I have to run away to do baby stuff.  I'm not going to lose my flow or forget what I'm doing, it's perfect for sqeezing in a quick session in a busy schedule.  I wish it had more music and there was more to the areas than just a square that fills with enemies, maybe some extra levels with obstacles or maybe mazes to have to deal with and navigate would have been a fun addition but for what it is, a shameless Vampire Survivors clone, it's pretty solid.

If you like these kind of games and you need a new one to fiddle with then Brotato is absolutely worth picking up but otherwise your money might be better spent on something a little more involved.

Sunday, 8 October 2023

MDK: Flaws becoming Vibes

 

I just recently finished MDK on PC for the first time.  Despite the game being moderately well known and despite the fact that I played the demo for MDK 2 on Dreamcaste and loved it, it has taken me this long to finally play one of them to completion and I'm glad I did.

The game was released in 1997 by Shiny Entertainment who are the people also responsible for Earthworm Jim and they certainly did have a bit of a talent for making uniquely strange stuff.  The game is about some dude called Kurt who is wearing what is probably the strangest space suit I've ever seen.  A dude with a gun arm and a hand vaccum for a head if there's one thing Shiny were good at it was designing interesting looking main characters.  Kurt must venture into a number of Land Crawlers, giant alien space ships that are destroying parts of the earth and shoot them up until they aren't doing that any more.  There may be more to the plot than that, but I'll address that later.

Gameplay is a pretty basic run and gun type affair.  Run through the level until you see something moving, hold down the mouse until it isn't moving and then move on.  Each stage is basically just a number of arenas that are broken up by corridors with an occasional puzzle haphazardly slapped in there to try and vary things up but the puzzles usually get no more complicated than "shoot the thing wot we hid".  My favorite stage in the game was the one where the monotony gets broken up by surfboarding segments where you drop cows on gun turrets and the soundtrack plays a knock off James Bond theme, it was a lot of fun.   Also the powerup for dropping the cows was an Earthworm Jim head so that was a nice little nod to their previous work. 

I think though, that if I had played MDK around the time it was new I would have become bored with it very quickly.  The game isn't overly long but every level is the same thing of just rooms of enemies connected by corridors.  The visual designs of the rooms are varied and can throw you for a loop sometimes but that doesn't prevent the gameplay from feeling a little stale by the end.  Yet, playing MDK in 2023 I didn't get that sense of boredom I might have done playing it at time of release.  PC gaming of that era has such a vibe to it, a feeling I can't quite articulate properly but you can FEEL it when you play these games.  Unreal Tournament has it, Thief has it, Deus Ex has it and MDK certainly has it.  I think it has something to do with early 3D combined with the way games were designed back then, the only way I can describe it is as "a vibe". 

I did discover after actually finishing the game though that I had been playing kind of a gimped version of the game.  Like with a lot of games from this era there are issues of compatibility and MDK was no different.  When you fire up the game on Steam you are given the choice between the regular version and the "Glide" version.  Instead of looking up what that was I just went ahead and played regular but apparently the regular version is missing cutscenes and things like that.  I realized something was wrong when I killed the final boss and the game just abruptly cut to main menu.  No ending, no credits roll or anything but by that point I was already done and not about to go back.  I have a quad digit backlog over here, if I care that much I'll go watch it on YouTube.

Anyway, nostalgia is one hell of a drug.  Not a drug that usually works on me usually, I've found that my opinion on the N64 has soured dramatically over the years, for example, but it certainly got me real good with MDK.  Worth a play if you haven't already but might be worth just playing the console version if you can't be bothered wrestling with the keyboard bindings like I had to.

Friday, 29 September 2023

The Strange Grandstanding of Evo/Wave

 

Every so often on the stream (www.twitch.tv/taurinensis) we do a little segment that I have dubbed the Free Game Dive.  It involves going on Steam or websites like Itch, downloading free to play indie games and playing them through.  I've found some real cool little titles over the course of doing this segment so it's generally a lot of fun.

Recently, one of the games I finished as part of this segment was something on Steam called Evo/Wave, a short collectathon platformer in the same vein of something like Banjo Kazooie or similar titles.  The story is about an old AI called MagnaVex (get it?) drestroying some kind of computer core that causes the world to get all screwed up.  You, playing as a little robot dude, have to go into 3 worlds, collect some shit and reverse the damage that MagnaVex has done. 

According to Alexandre Isidorio, the guy who designed the UI, the game was made as a student project for a university course and as far as the game itself goes it's actually pretty good.  Having just finished Yooka Laylee and absolutely hating it playing a game like this which actually seemed to have a bit of thought and effort put into it was nice.  The final stage as well where you fight MagnaVex in a series of platforming challenges was particularly fun and did a good job of testing your skills with the games various power-ups, worth a shot if you have a couple hours to kill one day for sure.

But there's something weird going on with the games story, what little there is of it.  When you collect all the parts in the games three levels and are about to enter the final encounter with MagnaVex, a cutscene plays where he makes a bit of a speech about the current state of the industry, about how games have become unimaginative, constant installs and updates are annoying and companies are nickle and diming using at every turn and it's done in this sort of "old man yells at cloud" tone and yet, is he wrong though?

The constant installs and updates ARE annoying.  It's not something I've ever been too bothered by because I'm more than happy to just play or do something else while it goes on but the fact that the days of being able to just buy a game, slam it in my machine and just play right away are long gone IS annoying.  The fact that every time I fire up Xenoblade Chronicles on my Switch and it asks me to do a software update on a game made THIRTEEN fucking years ago is cause for minor irritation.

The nickle and diming of the industry as well is also a well documented and often complained about side of things.  Battle passes, microtransactions and bullshit DLC featuring content that should have just been in the initial purchase are rampant not to mention the constant remaking of safe bet, classic games in a thinly veiled attempt to get you to open your wallet for that nostalgia hit

But it's the criticism of people that feel that the creativity has been largely sucked out of games in exchange for varients of the same thing that really rubs the wrong way.  I'm not one to say that ALL of gaming has become stagnant, I'm far too widely versed in the deepest, most obscure realms to honestly think that but I do feel that generally speaking gaming, at least the mainstream stuff, has sacrified being interesting in exchange for being mostly OK.  What I mean by this is that if you look that the libraries of anything from back in the day, take the PS1 for example, the games are widely varied, even within the same genre.  There's a lot of experimentation going on with style, mechanics and presentation and while it makes the sysem interesting there are quite a lot of just flat out stinkers on that system.  Nowadays I feel that everything is sort of made from a template, usually something that worked well in the past and while that means that truly, honest to goodness fucking AWFUL games aren't really all that common anymore the creativity within the medium has suffered greatly as a result.  

It's been a thing in the AAA scene forever but even the indie scene hasn't avoided falling into this trap.  At time of writing there are two big indie games that I am told are very good.  Lies of P and Sea of Stars.  I have yet to play either of these and people who's opinions I don't immdiately disregard have told me that they are good games and they sure as shit look pretty cool but Lies of P is just Bloodborne and Sea of Stars is just Chrono Triggter (it even has Yasunori Mitsuda doing the music, for fucks sake).  I'm always glad to have more of a good thing, sure, but it doesn't make me a cranky old boomer, like Evo/Wave suggests that I sigh a little at all the safe bets and appeals to nostalgia.

Still, Evo/Wave is an pretty good Free2Play thingie if you have some free time and nothing better to do.  The dev might have his head up his own arse on the state of the industry but this is a game that fucking NO ONE gives a fuck about so collect the shiny objects then turn it off and ignore his crap opinions going forward.

Tuesday, 1 February 2022

Detention Quick Review

 

Detention is a game I've had my eye on for a long time and now I have finally got around to playing and finishing the game so I want to spend just a little time sharing some of my thoughts on it. 

The game starts out with you playing as a high school student called Wei who, during a storm, finds himself trapped in the school with a girl, Rey.  They interact for a while and then Wei ends up hung upside down in the school assembly hall dead and the story then focuses on Rey as she explores the school to try and escape.  I dont want to go into too much of the story after this point because Detention is very much a one and done kind of game where things are best experienced for yourself.  The story isn't anything incredible but its well executed and interesting enough to hold your attention for its fairly short play time

Gameplay is done entirely on a 2D plane using the mouse.  If your familiar with old point and click adventure type games then that's the kind of style it has.  You walk around the environments finding various odd items for various odd puzzles which you solve for various interpretations of keys for various interpretations of doors.  It's actually quite a good job that the story for Detention is interesting because as a game, it's a bit shit.  The puzzles are insultingly easy at pretty much every stage of the game with usually the thing you need to solve a puzzle being either in the room of the puzzle itself or just every so slightly down a hall with few exceptions.  The only time I got "stuck" in Detention was during a puzzle sequence involving tuning a radio to change rooms and I was only stumped because the shadows of one of the rooms was hiding a door.  I fired up a guide, saw the sentence "exit the door on the right" and then closed the guide and did the rest of the game no problem.  The only other element to the gameplay is the "enemies" that occasionally stalk you in the corridors.  They come in two flavors and both are thwarted by pressing the right mouse button to hold your breath.  If for some reason you are killed by one, the game makes you walk up a mountain path for 15 seconds and then drops you off at a checkpoint.  

While Detention sort of sucks shit in the gameplay department it does much MUCH better with it's horror.  Games that look like they could have been made in FlashMX 2004 usually piss me off but the old Newgrounds-y style art coupled with some decent sound design make for a rather unnerving atmosphere.  There was one moment where I had to pause the game and go do something downstairs and the weird noises coming from my room were enough to make me trot back upstairs and close the door to shut them out because they were sort of making me uneasy.  Also, one thing I cannot praise this game for enough is the TOTAL lack of jumpscares.  Not a single one.  A lot of horror games/movies rely heavily one loud noises coupled with an orchestra sting to force a scare out of you but Detention does not do this EVEN ONCE and for that it must be highly commended.  A lot of the fear in Detention comes from its strange, nightmareish visuals and it does this nice thing of occasionally flashing something weird at you for just a frame or two and then never bringing it up again.

Minor spoiler here so if you dont wanna hear it skip the next paragraph 

One of the puzzles involves finding a box cutter and slitting the throat of the strung up body of Wei in the second chapter.  When you do this and get the item or whatever it was you get for the puzzle, as you click out off the screen, Wei opens his eyes for just a moment as the screen fades to black and fades back into the main game.  If you click him again, his eyes are closed, it never happens again.  It's a fantastic way to unnerve a player and it uses this technique sparingly enough to keep you guessing at every turn.

Spoilers over

It's nice to see a horror game take a more subtle approach to scaring the player than the usual loud noises, monsters made of bacon and chase sequences that we've come to know all to often today.  Sure, Detention isn't particuarly great as a game but it's trying to tell you a nice, creepy little tale with some nice creepy imagry and at that it succeeds very well.  If you dont want to take my word for it then consider that it was good enough at what it did to have a movie made of it, which I will be checking out myself at the first possible opportunity.  It's extremely cheap on Steam so go pick it up and give it ago, you proably won't regret it

Saturday, 15 January 2022

The Steam Discovery Queue Is Just Depressing

 

Every so often when I have a couple of minutes to kill or if I'm procrastinating something I'll fire up Steam and take a look at the discovery queue.  At first, the discovery queue seems like a good idea because it apparently looks at games you play and then suggests you things based on that but at this point I'm sure that's bullshit because the Steam discovery queue is equal parts depressing and anger inducing and I don't know why I keep clicking through it

I'll start by saying that it's not a totally useless feature, I do occasionally come across a title in that list of games that I'll either buy right away or at least put on the wish list for later because it looks interesting but titles that do that are few and far between.

One thing that discovery queue has done for me is given me a fair bit of contempt for the indie game scene as a whole. I thought that indie games were cool because they were free of things like investors breathing down their necks to make a certain amount of cash and therefore could be a bit more creative and experimental except that's not what is going on at all.  Zelda-Clone, Soulslike, pixel graphic boomer shooter, low poly 3d horror walking simulator, Slay the Spire rip-off or the worst offender, action roguelite.  Just a constant barrage of samey, uninspired dross made by tossers that lack a single creative bone in their body trying to cash-in on whatever is the indie trend at the time.  I used to love roguelike games, but then 2011 came around, The Binding of Isaac came out and was really good but then the store flooded and is still flooded with rougelikes and now nothing will get me to hit that next button faster than seeing that tag.  Take some notes from Dennaton Games or Lucas Pope and try and make something at least a smidge original, will ya?

But it gets worse than that

The reason I think that the claim that discovery queue suggests stuff based on what you play is because every so often I'll get suggested a game that looks something akin to a low effort platformer than you might have found on Newgrounds around my middle school age.  Keep in mind that games on Newgrounds back then.  I got suggested one piece of shit looking game called Bok which looks EXACTLY like some piece of shit game some idiot would have made when trying to learn FlashMX.  The difference now is that it's some piece of shit trying to learn Unity or Godot or some such crap and they want money for it

 


Yeah it's only 2 quid but I'd rather stand in Siberian winter and have someone pull my ear lobes than give you money for that sack of shit.  Purplexingly it fed me that one because of Cuphead and......Bendy?  Whatever algoritihm they got for game suggestions is pretty drunk

But Bok isn't even the worst offender.  I did a couple of queues back to back and found this one guy who had made the same game 3 or 4 times, re-skinned them and jigged the levels around a bit and was selling each game for like 5 bucks each.  If I ever find them again I'll put them on twitter but the lack of quality for those games was absolutely shameless.

While I'm at it, let me also touch on the "Adult Only" games that occasionally pop up in the feed as well.  Why is it that almost every adult game on Steam is the ugliest looking piece of shit I've ever seen.  I've played A LOT of hentai games in my time and if there's one thing a Japanese ero-ge developer will put a lot of time into it's the art, because that is what is pulling in most of it's userbase.  Adult games on steam though all seem to use the exact same ugly looking 3D models with godawful animations and some of the worst "erotic" voice acting I've ever heard.  If there is anyone out there getting off to steam adult only games that aren't a translation of some Japanese thing, let me know because I'm convinced these people do not exist.

It makes me wonder if Steam has anything akin to quality control since the store is just HEAVING with garbage.  A sad state of affairs but luckily there are accounts on places like Twitter and YouTube that will filter through the bullshit better than any discovery queue ever could so tell that queue to go fuck itself and go there instead

Wednesday, 1 December 2021

How about finish your stupid game?

 

I know I was supposed to be using the blog for a sort of diary type thing nowadays but today I have to spend some time going off on one.

If you do care about what I've been playing today and yesterdays its just making the usual rounds with SMT V mainly; grinding, recruiting, dying, you know, all the good stuff.  I also streamed a whole bunch of Yakuza where the combat in that games just swings wildly between insultingly easy and actually impossible.  There's one guy in particular in the collesium who is just consistantly clapping my cheeks and I just cannot seem to get the better of him.  He's not THAT hard but getting hit like, once, means that a quarter of my health vanishes and unlike fights in the story, I can't spam convini energy drinks.

But what I want to go off about today is a game called Ghostrunner.  I bought Ghostrunner after seeing the trailer because it looked like someone took Mirrors Edge and Hotline Miami and then smashed them together.  The atmosphere of the game and the soundtrack are right up my alley so I snapped it up right away.  At first I was having a good time with it but the more I play it the more janky and buggy it seems to get and it all came to a head yesterday with a certain platforming challenge.  

In one level of the game you have to run through these giant spinning discs that have breaks in them.  At first they are spinning too fast so as you approach them you have to right click them to slow down time on them which allows you to either pass through them or run along them.  Now one thing you have to understand about Ghostrunner is that it's not an easy game.  It presents you with pretty rough challenges that you will probably die on a few times but will also give you pretty frequent checkpoints so you can try over and over nice and quickly until you get it.  

I came to one spinning disc section about half way through the stage where the disc was horizontal and was positioned near a wall.  The idea is that you time slow the disc and run along top of it, jump off and wall run along the wall to the next platform.  I will attempt to crudely draw a diagram of the scene in MSPaint

The black thing is the disc and the red thing is the wall, looking at the part of the level sideways on.  So I slow the disc, jump on the wall and screw up my jump to the ledge and die, no problem I'll just start again.  Only problem, when I hit the restart button the scene had changed.

The disc had like, pivoted and was now clipping through the wall as it spun around.  I tried to press on anyway only to find that the angle of the disc and the spinning meant that it would make the wall run impossible or, if I could get on the wall, I'd get clipped by the edge of the disc and knocked off to my death.  Completion of the room was impossible and my only solution was to quit the game.

Now while each level has a great number of checkpoints that make dying not a problem, the game DOES NOT save progress at those checkpoints.  So I had to do the entire fucking level over and then hope to God that it doesn't happen again.  Well it DID actually happen again, 2 more times on 2 different discs in the stage only I got lucky the other 2 times and the disc pivot was either not a problem or a minor annoyance at best.  

This has really soured my view of the game now.  When I fire up Ghostrunner now I'm constantly worried about what game-breaking bullshit is going to pop up out of nowhere and force me to restart enitre stages thus wasting god knows how much of my life with this crap.  I went onto the Steam discussion page to see if anyone else had experienced it and while I couldn't find anything about it, I was greeted to thread upon thread of people complaining about other, way more serious bugs and glitches.  

I know game-dev is no easy task and obviously its not really realistic to expect a developer or studio to find and fix every bug before release but this is game breaking shit.  Ghostrunner is 25 pounds and apparently developed in part by 3D fucking Realms of all people so having level geometry just randomly break or game crashes or major performance hiccups just is not acceptable.  

How about finish your fucking game and make sure it works before you charge me money for it, eh? Is that really so much to ask?


Monday, 16 August 2021

Super Benbo Quest Turbo Deluxe

 

Every so often a game (or a film etc.) comes along that falls into the category of "so bad it's good".  An example of these in gaming would be something like Deadly Premonition (although I just think it's good, but whatever) and in film, The Room.  These are the kind of games that people know kind of suck for a plethroa of reasons and yet playing/watching them brings the person great joy.  So people see how favorably these films and games are spoken about and then they try to make something similar but attempts at this kind of film and game making almost always fall flat

Which is what Super Benbo Quest Turbo Deluxe is.  Someone trying to make a game that's "so bad that it's awesome" except it fails at the entire second half of that phrase and ends up just being bad.  The game is about a little blue girl fighting an army of skeletons and she does this by running, jumping and punching her way through 7 or 8 stages.  The dialogue is full of needless cursing and very obviously done on purpose spelling mistakes to try and be all eDgY and while it's going for humor the only thing it achieves is eye rolls.

The gameplay, while not awful is generally not very good and is sort of a chore to play.  Benbo, which I assume is the girls name, is somehow both too floaty while also feeling extremely stiff which makes platforming and absolute pain in the ass.  It's fine in early stages but the last few levels actually require some precision and it's hard to achieve that level of precision when you feel like a cinderblock on an ice rink.  Occasionally you'll have to punch an enemy or two and most enemies die in one hit but the real shittiness comes out in the bossfights which all boil down to running up to the enemy and mashing the attack button until you win.  Sometimes you might die, sometimes the boss will die in the blink of an eye, just keep restarting until the game lets you through.  I think the best way to describe the way Super Benbo Quest plays is just painfully boring.

I thought at first it was trying to emulate the kind of humor you'd find in the early days of sites like Newgrounds but that's sort of an insult to those creators.  Sure, there was plenty of edgy stuff on Newgrounds back in the day but it wasn't edgy just for the sake of being edgy in most cases, there was some sense in a lot of those old animations that the person making it did at least care a little bit about the project they were working on.  Super Benbo Quest feels like it had no effort put into it because it's purposefully trying to go for the "so bad it's good" appeal so anything shitty is just going to be part of the games "charm"

Here's the thing, if you strive to make something good and it turns out shit, people may still fall in love with it because they recognise the vision, the hard work and the passion behind the project.  When you strive to make something shit, the only thing it can possibly be is shit and boy howdy is Super Benbo a pile of shit.

Don't play it

Wednesday, 3 March 2021

Atomic Heart Hype

 

This is going to be a pretty short post but it's pretty rare for me to get hyped by an upcoming game so when I do I feel like I have to mention it.

Actually if I'm honest, Atomic Heart is a game I saw a couple of years ago via a trailer on YouTube and then forgot about.  Someone in my stream mentioned it and I just had to go and seek it out again.


 Game play wise it looks like pretty standard stuff, a Bioshock or Fallout type affair and since I really enjoy the first Bioshock, taking that game and giving it a Russian twist is more than welcome.  But what really got me interested was the striking visual style.  The overall setting looks like standard post-apocalypse but the things that inhabit the landscape and the indoor environments in that trailer look like some kind of abstract painting come to life.  Even if the game releases and ends up being bland open world bullshit, I'll probably enjoy exploring the world at the very least.

It reminds me of when I was younger and the I saw that Bioshock trailer for the first time

I suppose it's pretty clear that the developers of Atomic Heart are trying to imitate these old trailers with theirs and that's a good thing.  Hopefully their game will be just as interested as the first Bioshock was

Unfortunately though, there is no release date for Atomic Heart as far as I know.  It has a steam page with a big TBA on it but I'm OK with this.  I'd rather it take a long time and be a good game rather than have them rush it out and have another buggy mess on my hands.  I will be watching very carefully


Monday, 1 March 2021

Little Nightmares

 

Little Nightmares is one of those games I just don't get.  I was told by multiple people that I know that it was awesome, that it was an excellent game that is going to terrify me and leave me awestruck by the end.  Well I didn't get that, not even a little bit.  I don't think Little Nightmares is a shitty game at all but it has to go on the ever growing pile of mediocre games with large followings that I just can't comprehend.

There isn't much of a story to speak of.  You play as Six, a little girl (I think) trapped in a giant ship called The Maw.  The Maw seems to host some kind of event where these disfigured "people" come on board and just gorge themselves on food and you are the main course so you have to get out.  The game itself however, doesn't tell you this.  This information is given to you on the Steam store page of all things, I had no idea until AFTER I was finished with the game that my character was called Six and the big ship was called The Maw.  There's no cutscenes or notes to read or anything, which is fine since they are clearly going for a more environmental storytelling approach, but the story isn't interesting enough so it all just comes off as a bit pretentious.

Game play wise it's just a platformer.  You run, you jump, you pull blocks, push buttons and turn valves and shit to progress.  Every so often the game will throw a big monster at you which you have to hide from as you go from room to room.  There is no combat, you can't fend off the big bad unless you are scripted to do so which means if you are caught, most often you are going to get killed.  Getting killed though doesn't matter because check points are extremely frequent which means that not only is Little Nightmares pathetically easy to finish but it also sucks all the tension out of the horror.  I'm not scared of the blind creature with massive spider arms if I know that I'm only going to lose 30 seconds of progress if he gets me.  

I'm trying to keep this post spoiler free but there's one game play section I just HAVE to talk about because it pissed me off so hard.  There's a bit where you have to run along a table, food is haphazardly strewn everywhere and the weirdos that inhabit the ship and just guzzling it up Hungry Hungry Hippo style.  You have to weave between the people as to not get grabbed but it's extremely tight and the hitboxes for what counts as a grab and what counts as a near miss just don't make any sense.  The checkpoint for this section however, is right near the table, so all you get is a feeling of rage welling within you as you have to creep your way down the table for the 17th fucking time because the slow, fat, lumbering monsters suddenly have reflexes like the flash.

I will say though, visually the game is quite interesting.  I remember watching the Rohl Dahl movie James and the Giant Peach as a kid and I haven't seen it since then and I'm not going to look it up before publishing this post but it was giving me those vibes.  The art style is quite striking and everything looks nice and spooky.  It's got this weird dollhouse vibe to it all that gives it a nice creepy vibe making me think that Little Nightmares would have served better as an animated short film rather than a game.

Little Nightmare isn't a bad game, a lot of effort went into it and it shows, it's a perfectly serviceable little platformer, I just don't understand all the hype that surrounds it.  So if a short, simple little horror adventure is what you want then I'd still recommend picking it up just don't expect anything more than that.  There's also a Little Nightmares 2 and I didn't hate this first one enough to not give that a try at some point so maybe some of my gripes are fixed with the sequel, we shall see

Monday, 6 April 2020

Regarding Megaman 2p1c

This weekend I was scheduled to do a 2 players 1 controller marathon of Megaman 5, 6 and X at Critical Hit Nagoya with the owner of the establishment however as I'm sure you're all aware, the world is getting fucked over by COVID right now and of course the best course of action for most people is to just stay home.

As a result of this, I'm sorry to announce that the Megaman marathon this weekend is cancelled for April.  That does not mean its cancelled completely, once this whole virus thing is over and we can safely gather once more a new date will be set and the stream WILL happen.  A 200 GBP incentive was met for this thing, there's no way its getting cancelled forever.

Instead of the 2p1c marathon, on April 11th and 12th I'll be doing two 8 hour streams consisting of a two hour session of each of the stream segments.  So the schedule will look something like:

100 NES Game challenge
Cuphead Challenge Project
DQ5 Playthrough 
Chillstream -> More than likely to be FF7 Remake

Also I'll be doing a long-ish stream of the FF7 remake on Friday, 10th April because I'm excited as all hell for that game.

So while it's a shame that we have to cancel Megaman for now, it's probably best for all of us to stay inside and stay safe.  It will happen, and for now we can enjoy the new releases and some classics over the weekend! 

Monday, 25 November 2019

Doom 3

I’ve been playing through the Doom games recently in a sort of slow preparation for when Doom Eternal comes out, a game for which I am quite looking forward to.  The first couple of games are about what you’d would expect from titles that old, dated and kind of clunky but solidly made and still a ton of fun to play.  I got around some of that old DOS game clunkiness by using something called ZDoom which is a sort of mod that makes it look pretty and controls in a way that makes sense (mouse to move forward are you MAD?!) and Doom 2 on Ultraviolence in particular feels like a first person Bullet Hell game at times.  
But then there’s Doom 3, the weird black sheep of the family
Talking to people about Doom 3 it seems like it’s remembered rather fondly.  Hell, if I’m being really honest I myself has fond memories playing it up until the point I finished it last week.  But having replayed it I can’t help but feel that it’s just a bit shit.  It’s not because of its fancy graphics getting in the way for my DOS brand nostalgia goggles or anything like that, it just doesn’t feel like “Doom”, you know?
Sure it’s got “Doom” on the cover and it’s about a man on mars fighting soldiers, imps and other iconic monsters as well as a few new additions but it feels wrong.  Doom levels are maze like and sprawling while Doom 3s levels are claustrophobic and linear.  The “puzzles” in Doom 1 and 2 are about finding keys and navigating the various mazes while Doom 3 has you clearing poison barrels with a UFO Catcher and repairing bridges and doors.  Doom 3 isn’t Doom, it’s Half Life with a Doom lick of paint and the spookiness turned ALL the way up. 
What I’m not saying is that Doom 3 is a bad game.  It’s a fun little spookfest with competently made, satisfying gun play, great atmosphere and great enemy variety, it’s a great game that I would probably be talking about a lot more positively if it wasn’t for the title. 
Hindsight is a wonderful thing too because clearly when they came back to make New Doom they went BACK to big open areas full of monsters to rip and tear on.  Arguably they went a little TOO much the other way but I’d rather have it wide, fast and violent than slow, spooky and.....Half Lifey?
Anyway if you’ve not played Doom 3 I would still recommend checking it out, like I said it’s not a bad game by any stretch.  Do be warned though that if you’ve come off the back of new Doom or the re releases of the old ones, you are in for an extremely different experience. 
Here’s hoping that Doom Eternal is going to be an absolute banger!

Tuesday, 30 July 2019

Quake

A while ago I decided to replay Quake so I'll take a moment to blog about it.  It's a short and simple game so this will be a short and simple post.

I don't really feel like I need to introduce Quake in any sort of way.  If you're interested in games and you've not at least heard of Quake then you must have been living under a rock this entire time because this is one of the big bad granddaddies of FPS games.  It's basically Doom but with proper 3D which isn't really surprising since they are both made by the same people.

As fun as Quake is, and it still is a ton of fun to play even today, this game is really, REALLY ugly.  The level design itself is up to the usual id standard for these kind of games at the time but the graphics are all just brown, ugly castles full of swamp water.  Doom, by contrast, while still sort full of dingy corridors on space stations at least had some variation to its color palate.  The levels in Doom manage to maintain some kind of visual interest while Quake just looks like you're staring into a pool of sewer water the whole time.

Complaints about the old, brown graphics aside, the core gameplay is still really fun and the game itself is a classic.  You can actually get the collection of Quake games on Steam for about 5 pounds and with that there's all sorts of mods you can apply to make it look nicer/play a little better than it used to.  So if for some reason you've NOT played Quake in 2019, go ahead, pick it up and give it a spin.  They don't make 'em like this anymore

Friday, 31 May 2019

Dungeon Crawler Mis-genre-ing

Like all things I seem to really enjoy, Dungeon Crawling is one of those niche genres that doesn't have wide appeal but does have an insanely dedicated following of fans.  I'm almost certain that in the past on this blog I've gushed, at length, about how much I love this style of game but for this post I'm here to complain about something that really chaps my ass which is the misgenre-ing (if that's even a word) of games in this genre.

A dungeon crawler is typically an offshoot of the RPG genre that revolves around an individual or group of people navigating a big maze, solving puzzles, killing monsters and surviving with what little resources they have all usually in first person.  Famous titles in this genre include Dungeon Master (Pictured above), Shin Megami Tensei, Legend of Grimrock, Etrian Odyssey and many more.  The real interesting part about this genre is that a large number of titles will require or ask the player if they want to draw their own maps.  Back in the day if you wanted to effectively navigate these dungeons you'd have to break out some square paper and get drawing.  More modern titles have an automap but, for example, Grimrock will ask the player if they would like to turn the map off or Etrian Odyssey actively forces you to draw your own map on the bottom screen of the DS.

You know what isn't a dungeon crawler though? Diablo, Zelda, any of those roguelikes on Steam.  Diablo is the one that comes up most of all whenever I go looking for dungeon crawl recommendations.  I don't have a problem with Diablo, it's a good game, but Diablo is an action RPG loot fest, extremely far removed from the style of game I'm usually looking for.

The reason this gets my back up is because dungeon crawling is an extremely niche genre and it's been mislabeled so much that now, finding a traditional style dungeon crawl is extremely difficult.  If you go on Steam and type in "dungeon crawl", you get a mix of classic RPGs and rougelikes with the occasional actual dungeon crawl peppered in there.  If I wanted a fucking roguelike, I'd search for fucking roguelikes, but I want a goddamn dungeon crawl.

Still, despite seemingly no one know what a proper dungeon crawl is, all is not lost.  There's a website dedicated to enthusiasts of the genre

http://www.dungeoncrawlers.org/

Not a hack and slash or action adventure in sight.  It's dungeon crawling heaven in there, from old to new, so go check it out.