Friday, 6 December 2024

999: Nine Hours, Nine Persons, Nine Doors

 

Chunsoft, or I guess Spike Chunsoft as they are now known, are a developer I really like.  They've been around since the 80s but I was really made aware of them in the mid 2010s when I got my hands on a very cheap copy of Kamaitachi no Yoru for the Super Nintendo.  Kamaitachi isn't really a "game" per se, it's more of a choose your own adventure novel slammed into a SNES cartridge.  There is a game element to it, the process of combing through the story to deduce who did the murder that takes place at the start of the game but gameplay consists entirely of reading through long passages of text with very little actual input from the player.  It sounds boring as fuck when I write it like that but Chunsoft are quite adept at weaving a decent mystery and so the game is carried by strong writing and some clever twists and turns.

Fast forward from the Super Nintendo to 2009 and Chunsoft are still at it with the first entry in what is now known as the Zero Escape series, 999: Nine Hours, Nine Persons, Nine Doors.  No longer just a sound novel, 999 has graduated into a full on visual novel with character art and even, if you're playing the PC re-release like I was, voice acting.  The original version didn't have the VA so its a little closer to its roots in that regard, I suppose and the VA in both English and Japanese is sort of crap so maybe the DS is the way to go.

The gameplay is pretty simple with it consisting mainly of reading the story and making choices at various key moments.  Unlike something like Kamaitachi though, 999 splits its talky, novelly sections up with point and click adventure segments where you poke around a room and solve puzzles.  The puzzles are mostly pretty easy and getting stuck usually means that you've missed some clickable aspect of the environments you're in but they are a welcome addition either way.

They story is sort of hard to talk about in a review like this because the story is all there really is to this game.  If I go into any detail with it and spoil it then there's no real reason for you to go play it and I DO want you to go play this game, it's good.  To summarize in a not quite accurate way, the game follows 9 people who have been kidnapped onto a sinking ship and have 9 hours to get out or else die in a watery grave.  Doesn't sound too complicated until you factor in that each victim has a numbered bracelet which, through some simple math, allows them to access the numbered doors in the ship which block their escape routes.  The other problem with those bracelets is that they will send a signal to the bomb in their gut if they fuck up and kill them.  So think of it kind of like anime Saw.  That doesn't quite do it justice because writer Kotaro Uchikoshi was fucking ON something (good connotation) when he wrote this game but it's an easy comparison to make.

My one problem, and I will put a spoiler for one of the endings here so stop reading and fuck off to play 999 if you haven't already, is that mistakes in this game feel undeserved and bullshit.  For example, I stumbled into one of the endings where everyone gets murdered at the end but the choices that you make in 999 don't give any indication as to that being the path that you're on.  In Kamaitachi, when I got one of the many bad endings for that game it felt like my fault.  A bad decision somewhere down the line, a misunderstating of the facts.  But in 999 pretty much all the choices you make are "pick a door".  Imagine some guy comes up to you in the street and says "pick a card", so you choose one at random and then he shoots your dog.  You had no way to know that the card you picked was the dog murder card, you'd be pissed.

Thankfully the game doesn't twist and turn quite as much as other Chunsoft games and you can use a flowchart to jump to any previously viewed point in the story to make the other choice so I guess 999 actually ends up being more book-like than the SNES games despite the point and click editions.

Either way, it's a good game, worth playing and it's got a decent steam version that comes bundled with the sequel that, at time of writing, I have never got around to playing.  I'd probably suggest the DS version over the PC version just because I have fond memories of curling up in bed with my DS, a hot beverage and a good mystery but there's nothing overtly wrong with the port so just get comfy in your gaming chair if need be.

Wednesday, 4 December 2024

GoG's "Preservation" of Video Games

 

As someone who sees video games as an art form and not just a toy to kill time with, preservation is an important topic for me.  Not just me either, there are plenty of people online who will be happy to shout from the rooftops about how important the preservation of old media is for a laundry list of different.  Due to the fact it's such an important topic, it really pisses me off when people come into that space with a shitty attitude and shitty intentions, just like the people over at Good Old Games.

Good Old Games was a website I used to have a lot of time for.  They would take ancient PC games that were an absolute bitch to get running on modern systems, get it running and then provide a DRM free installer so that instead of having to mess with things like DOSBox you could just double click an icon and be playing Ultima 7, for example, in seconds.  I do think that charging 10 dollars for a game from 1992 is sort of dogshit but whatever, better than nothing I suppose.

One thing that Good Old Games likes to harp on about is the fact that they are preserving video games.  That they are force for good in the gaming space by making old games accessible for all.  Maybe at one point that was true.  I remember a long time ago they had some kind of legal bother over the Fallout games and their response to being told to take the games off their storefront was to make the games completely free for like a week before they were pulled.  Obviously, to continue their efforts they have to fall in line with this bullshit but they did everything they could to make sure their installers for Fallout 1, 2 and Tactics got on as many computers as possible.  I'm not 100% certain that's exactly what happened but that's how I understood it at the time and that's what drew me to the website in the first place.  "It sucks that this happened, but have it for free and keep it forever"

But fast foward to today and it's a different story.  Warcraft 3 recently got an, apparently, shoddy remake from Blizzard and what I'm assuming is a result of this remake being launched, GoG were told to pull their Battle.net edition of the game from their store.  So did they make it free for as many people to download as possible before it's gone?  No, they made multiple social media posts about how the game is being pulled, how "they care" about preservation and that you can buy the game for 15 bucks, maybe a bit less if you use a discount code from their Facebook post comment section.  "Look at this thing we failed to preserve in any meaningful way, give us money before it's gone though!"

It just rings so hollow to me as soon as they start charging money for it.  Unwilling to do anything about it other than advertise its dwindling avaliability hoping that a few 30-40 year olds will open their wallets in light of the news.  An easy way to prey on people's nostalgia or computer illiteracy as a method to make a quick buck.  I was willing to pay for the convienience prior to this because I was under the impression that when push came to shove they would throw down but instead they shook the silver cup in our face and demanded payment for them not doing their fucking job.

If you want to know where the real preservation efforts lie, it's unfortunately in piracy.  The thankless, sometimes dangerous (in a litigation sense) work of making sure that as many games from the artforms history aren't lost to time and aren't lost to shit-head companies pulling crap like this so they can make a few extra sales of poorly put together or uneeded remakes and remasters.  There are plenty of sites doing it that I will refuse to name here because being underground is what helps keep them alive but THOSE are the people you should be rallying around.  The people making emulators, the people dumping ROMs, the people provding these old games for free and providing instructions for the less tech-savvy to get them running.  That's true preservation

Maybe all this is just overly cynical ranting from someone reading way too far into a shitty piece of news about Warcraft 3.  That said though, as far as I'm concerned, GoG don't care about preservation, they care about exploiting your nostalgia to make a line on a graph go up

Monday, 2 December 2024

Evil Dead: A Fist Full of Boomstick


 Confession time.  Despite being a massive fan of horror books, games and movies I have not seen ANYTHING Evil Dead related.  Not a single thing, not the original 1981 movie, not the new Evil Dead Rise from last year and absolutely nothing in between.  I have drunkenly watched some scenes from the various movies on YouTube with friends but never sat down and watched something from this franchise from start to finish.  Not that I have anything against it, it's certainly on my to-do list, but my watchlist is almost as big as my gaming backlog so its really just a case of being lost in the crowd.  

So as someone who knows fuck all about franchise, A Fistful of Boomstick was certainly an interesting experience.  Series main character Ash Williams (portrayed in game by the actual Bruce Campbell, very cool) gets embroiled in what I assume is yet another encounter with demonic monsters called Deadites and it's up to him and his trusty boomstick to make them go away.  This translates into a pretty generic (for the time) yet quite entertaining PS2 action game where you lay waste to demons while solving puzzles to progress a predictable yet decently entertaining enough plot.  The story certainly feels like a bit of an afterthought, a phoned in excuse to facilitate demon murder but judging from the fact that the franchise is about a man with a chainsaw for an arm I think moaning about the predictable twists and sub-par storytelling would be akin to moaning about the lack of story substance in something like Doom.  It's not what we're here for.

So gameplay is king in this one and it's decent enough.  One button for gun, one button for chainsaw arm, kill most things that move until a cutscene happens and then do it again until credits.  Sounds like something that might get repetetive and boring but the game isn't long enough for that to really happen.  I played through the whole thing in one sitting that took around 6 or 7 hours and right as I was maybe starting to get fed up it had the good sense to finish.  Just the right length.  Aside from the boomsticking and the chainsawing Ash also gets access to a spell book which comes with a few offensive options but is mainly used for solving puzzles.  The problem with the spellbook is that it's such a crap offensive option that it's easy to forget that you even have it and then that forgetfullness causes the game to stall horribly as you flounder around with a puzzle that's easily solved with a quick incantation.  For example there was one part where I got a Possess Deadite spell, a spell that you are supposed to use in order to grab a couple of items stashed behind an unkillable horde of the bastards.  A simple puzzle meant to show you how to use the spell but I died there multiple times trying to run in and brute force it (despite the game telling me not to) because I just flat out forgot that I had even picked up the spell.  I was so comfortable in filling everything full of buckshot that the function of my R1 button had completely left my brain.

Despite my own stupidity in that one instance, the other puzzles in this game aren't much better.  There was one puzzle that required the possession of a dog, a spell I DID remember but it then fails to show you that there is a live dog enemy behind an automatically closing door which led me to run around a mostly empty map for about 20 minutes looking for a different dog enemy to possess.  Like trying to solve a jigsaw where someone has just hidden a couple of the pieces around the house and not told you about it.  Aside from that there was a couple of annoying "put the McGuffin in the right sequence in the thing" which would have been fine if the menuing wasn't so slow and one puzzle that involved finding gems with an alarm thing which gave me Sonic Adventure 2 Knuckles flashbacks and I'd rather not thing about those sections of that game.

The bosses are also an incredibly weak aspect of the game pretty much consisting of low-tier Zelda dungeon bosses.  One where you tennis a projectile back, one where you make him run into a wall and the final boss is LITERALLY just stationary King Dodongo.  I would have liked a bit more out of its bigger fights and it's a shame we got this lame, generic, My First Video Game Boss tier shit.

All in all though, these problems aren't enough to ruin what is a pretty decent movie tie in game.  I'd argue that it's worth it just for some of the Bruce Campbell one liners.  It's not going to blow your mind or change your life but Fistful of Boomstick will give you a decently fun action game experience and a sensible chuckle

Saturday, 30 November 2024

Horror Month Roundup

 

Well, horror month is "over" and for the first time in years I failed to finish all 31 games on the list.  Technically, at time of writing I still have one day left but the next game in the list is Murdered: Soul Suspect and there's no way in fuck hell I'm finishing that in one day.

So why did it fail? The first and probably most obvious reason is the fact that I'm a dad now.  Being a dad reduces my stream hours a fair bit even at the weekends so while in previous years I would maybe go from like, 6am to midnight, this year I'd have to do 9am to 6pm and then 6pm to 11pm.  That's a whole bunch of hours, even an entire games worth of hours in some cases to get shit done.  Now while it would be easy to scapegoat my 1 year old if I'm being honest I don't think I could have pulled it off this year anyway because I'm an idiot.  In previous years I have put short indie horror games in the list to account for the fact that Monday-Friday I have to do my 9-6 job but this year I put far too many big boys on there.  Resident Evil 3, Fatal Frame, Bioshock, Fear 2, Manhunt, Disaster Report, what the fuck was I thinking.  Then I also got sort of blindsided by games that I thought would be a bit shorter that ended up taking way more time like Tormented Souls, FOBIA and Hollowbody.  My impression going in was that they were short and they were short in the sort of "6-10" hour definition and not the "1-2 indie experience" that I was thinking.  My fault for not doing the research in enough detail.

But enough about my failure.  More importantly, how were the fucking games?   Well good, mostly.  Stuff like Fatal Frame and Bioshock were in there because I already knew they were good and I wanted an excuse to replay them.  I was actually surprised at how much I enjoyed Resident Evil 3 actually.  Usually when I have played that game in the past its because I've been marathoning 1-3 back to back and by the time I hit 3 I'm burnt out.  Playing it fresh gave me a new perspective on it and while it's still sort of frustrating and feels like an expansion rather than a proper sequel, I liked it a lot more than I usually do.

Then there were the first plays like Disaster Report which I really enjoyed although I have played later games in the series and enjoyed those so I sort of knew I'd like that one.  Crow Country was also a great old school survival horror throwback with a cool visual style.  Tormented Souls I liked less but still thought was pretty solid.  I really enjoyed the fact that someone was doing the modern day "rendered" backgrounds thing because I love pre-rendered backgrounds of old and I wish more people would make really crisp, detailed shit on modern tech.  That technique is seen as "dated" though and isn't used so much so big props to Tormented for doing a take on it.  Of course, I cannot mention the great games from the horror games I finished without mentioning Faith.  Absolute belter of a game despite the fact that it looks like an Atari2600 game.  Interesting plot, actual effective horror, some decent replayability that I'm excited to go back to offline, absolutely a contender for best game of the marathon. 

Finally there were the stinkers.  Moons of Madness was a pathetic and boring foray into Lovecraft.  Hollowbody was a complete snoozefest which is crazy considering how much it was copying the homework of much better games.  Finally there was FOBIA which I won't go into detail on here because that might be one of the contenders for worst games I have ever played in my life and therefore I need to save all my bile for the blog post its going to get soon.

Just because horror month is over, doesn't meat that I'm just giving up on that playlist though.  It's being incorporated into the regular schedule and played to completion.  My weekends will also continue to be long horror streams until it's done so tune in over at Twitch or Youtube to check it out.  The one good thing about failing the marathon is that the last game on the list is Deadly Premonition 2 and while before I was planning to b-line it to the end to make pace, now that I've failed I can kick back and engage with more of it's content, which I think is a much better way to do my first playthrough.  

Good times were had, more to come

www.twitch.tv/taurinensis

Thursday, 28 November 2024

Silent Hill 3's Weird Bad Ending

 

Silent Hill 3 is my favorite entry in the series.  Unlike the vast majority of the fanbase that seems to hold 2 as the best one, I actually like the occult stuff from 1, 3 and 4 and I think the third entry in the series has some of the best scares of the entire franchise.  But they are all (all being 4 and before, anything after 4 can fuck off) good, really that just comes down to personal preference but despite having played SH3 a ton and it being in my top spot since my teens I have never gotten it's weird bad ending.

I didn't even know it was a thing.  Silent Hill as a series is known for its multiple endings thing but 3 didn't really have that. 1 had the Good/Bad + or not plus thing, 2 had endings based on actions you took in the game, 4 has a bunch of endings based on how you treat the escort and how good of an exorcist you are but 3, I thought, only had 2.  It's a definitive story about the aftermath of the first game, there's not really a lot of wiggle room for an ending.  Heather has the unawaked demon god inside her, some shit happens and then she kills it, done and dusted.  Of course, there's the UFO ending which basically every game has to have as a tradition but then there's the "Possessed" ending.  I only found out about it when I was drinking with my friend and he mentioned it in an off-hand comment and it took me completely by surprise.

First of all, you can't even get it on a New Game, you have to be in New Game + or else it won't play even if you do the other requirements.  Once you've done that, you have to get your Hotline Hill on and kill over 100 enemies while also letting them smack you around because you yourself have to take over 1000 points of damage.  Forgive the woman in the confessional near the end of the game and then kill the final boss and boom, bad ending.  I won't spoil what it is exactly here, you can either go look it up on YouTube or go do it yourself.

So it's no surprise I never knew about it really.  Silent Hill 3, despite it's quality, is not the kind of game I tend to play more than once at a time.  The game is so exhausting (in a good way) that after I'm done I'll put it down for a handful of months and then come back for another playthrough when I get the itch.  It's like crawling under a nice blanket....made of flesh and it's bleeding, but it's comforting nontheless.  Usually when I come back to this playthrough I don't do NG+ from a completed file, I usually just do a flat new game on normal/normal.  I've done the UFO ending long ago but that's one of the only times I've engaged with the plus stuff but I'm mainly here for the narrative and not to shoot anime beams at flesh beasts.

It was a nice thing to discover though, gave me an excuss to do two more playthroughs of one of my favorite games on the PS2 and I suggest you give it a go too.  If I'm being honest it's not REALLY worth the effort to get but if this post can get even one person to replay SH3 again then that's good enough for me.  Go play it

Tuesday, 26 November 2024

Pathetic Imitations


 I've put some real stinkers on this years horror marathon playlist and one of them that really stood out for having a particular odor was FOBIAL: St Dinfna Hotel.  I'm not going to spend this blog post going into the details of just specifically how terrible it was, that's another post for another time, but not only was it a bad game, it was also a pathetic imitation of something much better.

We live in an age where remakes and remasters seem to be all the rage, constantly barraged with updated versions of shit from games past and when those aren't being shoved into our faces by developers and publishers there are constant talks of what "deserves" a remake (whatever that means) and what "needs" a remake.  Pathetic discourse for pathetic people who have buried deep into their comfort zones and built nuclear bunkers so that they don't have to suffer the torment of playing something new or from an unfamiliar IP.

But one thing we don't seem to pay much attention to is the imitators, the weird malformed cousin of the remaster.  Not part of a well established thing but copying the well established thing closely enough that the people will still clap their hands together like seals and fork out the money for it.  It happens a lot in the indie sphere with a great many games cribbing from things like Zelda, Metroid or even just copying whatever big indie game came out in the last six months.  If I had a dollar for every Vampire Survivor clone that exists then I'd probably have enough money to pay off the rest of my mortgage.  Again, a post for another time but I do feel the indie scene does have a bit of a creativity problem going on.  

Not that this ALWAYS results in terrible bullshit.  Touhou: Artificial Dream in Arcadia springs to mind with it being just a straight up, slightly weebier, clone of Shin Megami Tensei 1+2 but clearly done by someone with a lot of love and passion for the older MegaTen games so the imitation feels sincere.  Not a quick way to make a fast dollar off two established franchises with a fan game but someone who clearly likes Touhou a fair bit making a game in a style that we don't get anymore just because they like it so much.  Go check that game out, it's pretty fukken neato.  

I suppose you would call it a tribute, rather than an imitation

But then there's FOBIA: St Dinfna Hotel, a pathetic attempt to make money off the fact that Resident Evil 7 exists by a studio of inept, creatively bankrupt morons.  Everything about that game from the graphics to the UI to the gameplay feels like a cheap knockoff of what RE7 was doing.  The very epitome of the "we have Resident Evil 7" at home meme that you see so often around the internet.  Unlike the Touhou game, it seems to have been made by not only cynical idiots out to make a quick buck from the back of another IP, but also a group of people who have ONLY played RE7 and literally nothing else. I will, for now, refrain from going into massive detail but FOBIA is the exact kind of game to cause veins to pop in heads with just how hollow it is and it's just one of many offenders that have popped up thanks to platforms like Steam and Itch.

Another, slightly less (but only slightly) offensive example is one I'm currently playing at time of writing called Hollowbody.  A game that at first glance looks like it might be doing its own thing and then quickly devolves into a particularly shallow Silent Hill clone that isn't so much bad as it is just painfully boring.  Usually I say that boring games are worse than bad games because at least anger is an emotion and art should be there to illicit emotions but there's something especially grating about a developer that copies another games format so closely only to still make the interactive equivalent of wallpaper paste.  A group of people who played Silent Hill 2 exactly once, followed it up with a single viewing of 28 Weeks Later and then churned out a low effort game because those two things made money, so surely that will too.  It's pathetic to see developers engaging in this trash behaviour and its even more pathetic to see consumers giving it the thumbs up in a steam review.

Being inspired by another person or studios work can lead to some really great things.  Some Lost in Vivos, some Okami's, some fuckin Undertale type shit but making those kind of games requires not only love for the thing you're imitating, but love for the medium itself.  The two games I talked about here are just recent examples of a problem that has existed since the dawn of games, but I'm begging just a few more indie devs to maybe try at least a little harder.  Play a little more widely, go experience some things that aren't games, draw from many things to make something cool instead of just copying the flavor of the month to try and line your pockets.  Steam is already full of shit, stop adding to it

Friday, 22 November 2024

The Game Awards Are Dumb Bullshit

 

It's that time of the year again! The time where everyone gets together to discuss what the best games of the year were.  The time where we celebrate all the cool titles we have played throughout 2024.  The time where shallow hype merchants peddle their crap opinions at you in the hope to generate some dollar for their high profile buddies in the industry.

Maybe I'm cynical but The Game Awards are something I've always had a certain degree of disdain for but I think even this year the lineup of nominees for the hype machine are sort of grim.  For those that can't be bothered to go look what they are I'll list them here.

-Astrobot 

-Bolatro

-Black Myth: Wukong

-Shadow of the Erdtree

-Final Fantasy 7 Rebirth 

-Metaphor: Refantazio 

This is just the GOTY category but I find that no one gives a fuck about the other awards.  All discussion revolves almost entirely around these titles so who gives a fuck about anything else?  That aside though, this lineup is just fucking depressing.  Astrobot is a shite mascot platformer that failed to push PS5s, Bolatro is the token indie entry in a thinly veiled attempt to make it look like the awards aren't just a AAA circle jerk, Black Myth Wukong is just "another souls-like", Erdtree is a fucking DLC for a game from 2022, FF7 is a padded remake that butchers key scenes from the original and Metaphor is about the only thing on the list that skirts the line of being an "original" game, despite at it's core just being fantasy Persona,.

This lineup has even had the effect of turning me into a tin foil hat conspiricy crackpot.  DLCs have won awards in the past in minor categories but this is the first time that one has been in the running for actual GOTY.  My dumb theory is that some money-men have greased the palms of award show organizers for Erdtree to be entered and for it to win so that FromSoft can make extra dollar of a "Elden Ring: GOTY Edition" that includes Erdree.

But if you ignore the specifics of this years show in particular, The Game Awards are just a pile of dumb bullshit as a concept.  90% of the votes for winners are peformed by a jury consisting of people from various games media outlets and I wan't you to think very carefully about that.  Think of the kind of absolute dumbfuck that works for any big gaming website or publication.  An entire enthuisast press made up of easily manipulated morons that barely have the motor function required to operate a control pad or keyboard pumping out the most stock standard gaming opinions day after day so that they can maintain funding for their site and access to developers and publishers.  These idiots are the ones who get to say what the best games of the year are.  I'd be willing to bet money that the games these people have played over the course of the year can be counted with just your fingers.

But even if it was a completely public vote, a vote where dedicated communties of niche weirdos could push for whatever game they love to get some recognition, it wouldn't matter because deciding a game of the year in the current year is just daft by design.  Not one person, nor group of people has had the time to even scratch the surface of things that were released this year.  I'm not saying that in order to make an informed decision on what a potential game of the year is you have to play EVERYTHING that year, but I guarantee that the judges for this show, along with most people (myself included) have barely scratched the surface on things that came out in 2024.  

There is a channel I quite like on YouTube challed YourMovieSucks who does these "best of" videos.  One example of this is his best films of 2015 video which was released in 2018.  He gave the year of 2015 some breathing room while watching as many films as he could from that year both big and small, and then made a list based on that much broader viewing.  I feel like that's what The Game Awards should be doing.  Fuck GOTY 2024, we should be crowning GOTY 2018 around this game thus giving judges and general audiences a bit more time to experience what 2024 had to offer outside of the big budget, heavily marketed titles. 

At the end of the day, none of it really matters, it's all just twats shouting their opinions from the rooftops.  I base my personal GOTY selections on stuff I played that year rather than stuff that was released that year, none of this affects me on a personal level really.  But these are award shows are somewhat important to developers and publishers and their outcome will have an effect on the industry at large in some way and if you ask me, it's making things considerably worse year on year.

Fuck you Geoff


Wednesday, 16 October 2024

31 Game Horror Challenge 2024


 It's that time of the year once again to do the 31 game horror challenge!  This year we're doing it in November because my October was busy as all hell but if it was really up to me, it would be spooky month every month but whatever.  Here's the list in the order that I'll be playing them

1. Silent Hill 2 

2. Paranoihell 

3. Resident Evil 3 (PS1) 

4. The Smell of Death -A Tsugunohi Tale- 

5. Bioshock

6. Lucifer Within Us 

7. Fatal Frame

8. Crow Country 

9. F.E.A.R 2 

10. Splatter Master 

11. Moons of Madness

12. Gun Survivor 2: Biohazard Code Veronica 

13. Lost in Vivo

14. Bloodshots

15. DreadOut

16. Fobia: St Dinfna Hotel 

17. Disaster Report 

18. Tormented Souls

19. Manhunt 

20. Faith

21. Hollow Body

22. 999: 9 Hours, 9 Persons, 9 Doors

23. Evil Dead: Fistful of Boomstick

24. Murdered Soul Suspect 

25. ...iru?! 

26. Hell Yeah! Wrath of the Dead Rabbit 

27. Gregory Horror Show 

28. Shadowgrounds

29. Dementium 2 

30. Michigan: Report From Hell 

31. Deadly Premonition 2 

I've not failed a horror challenge since the very first one I did where I underestimated the length of Days Gone but this year I have a baby to contend with.  Will I get through all of these? or will life be the real survival horror?  Only one way to find out!  www.twitch.tv/taurinensis


Monday, 7 October 2024

I Do Not See The Appeal Of Silent Hill 2: Remake

 

The Silent Hill 2 Remake is one of those games I've been shitting on since it was announced.  Starting with the annoucement that the gaggle of incompetant hacks, Bloober Team, are making it and then with every shoddy trailer to drop since then I've only had increasingly harsh words to say about it.  But then the launch trailer appeared on YouTube and under it was a sea of positive comments of people hype to play it and I'm just completely baffled.

It really does feel like I'm going insane in some ways.  Like, imagine if you were in a resturant and the waiter serves you literal dogshit on a plate.  You respond by saying "this is dogshit! I'm not eating that" but then all your friends and the other people in the resturant are just shovelling the dogshit into their mouths and just GUSHING about how good it is.  That's what watching the trailer and then looking at the comments section feels like.

On a gameplay level, the things shown in the launch trailer look OK, I guess.  Maybe the most acceptable part of the whole deal.  This is only because they are using the same 3rd person over the shoulder style that a ton of games in this genre have been using since 2005, it's a hard thing to fuck up at this point.  That said though, Silent Hill: Homecoming and Silent Hill: Downpour were also using this style of game play and managed to fuck it up so even though it looks fine in the trailer I'm very much expecting it to suck ass when I actually get around to playing it.

But the gameplay is not what I'm really purplexed by, it's everything else.  The subtlety seems to have been completely thrown out of the window in the overall presentation.  The game looks like its pulling all the tricks for "scares" that things like Dead Space uses.  Like there's one bit in the trailer where James turns a corner to a TV with static on it and a monster in front of it.  As he gets closer the TV turns off and the monster just shuffles out of view.  I can almost guarantee that the next move after that is if you turn the camera the monster is gone.  One of the oldest and least effective tricks in the book being used in not just any modern horror game but in a SILENT HILL game of all things.  Even in the, admittedly kind of ass, 2001 E3 trailer for the original game they weren't pulling any bullshit like that.  The games creepiness spoke for itself in the few snippits that they showed off between some cutscene bites.  

But the cutscenes are where the remake seems to scandalize me the most of anything.  The new voice acting and character designs look like absolute trash.  The two big offenders so far are Angela, who's had her weird quirky line delivery removed for ham fisted, obvious bullshit and Eddie, who has, quite frankly, become a parody of himself


The trailer shows off a section of his speech near the end of the game where he says "It doesn't matter if you smart, dumb, ugly, pretty! its all the same once you're dead! and a corpse can't laugh" and the presentation and line delivery of the scene are so HORRIBLY bad and miss the point of the original so hard that I physically winced.  Whoever is voicing Eddie in this remake needs a fat slap or a better director.  Preferably both.  This is just two scenes out of the whole game too so how much actual pain I'm going to feel playing through it is sort of daunting.

Now the obvious thing to say here would be "if you hate it so much, just don't play it".  But that doesn't fly because Silent Hill 2 means a lot to me and if I'm going to be in a position to talk at length about how much this remake sucks shit, I have to play it through AT LEAST a couple times.  Plus there's always the astronomically low chance that I'm wrong about all this and it turns out to be great.  I think I have more of a chance of surviving a plane crash and then winning the lottery right after but the chance is a smidge higher than 0%, at least.

But here's my theory on why SH2R is seeing so much positivity.  Most people played, or more likely watched, Silent Hill 2 and didn't really get it.  The looked at some video essays or articles about the game after the fact and parroted that bullshit to seem smart online but they were essentially just pretenders wanting to be in on the popular thing.  Then Bloober comes along and gives you a version of the game that is louder, dumber, less intelligent and easier to digest but has JUST ENOUGH of the original in there to still looks smart with your peers online for enjoying the "art game".  If that's not it then I weep for the standards and tastes of general gaming audiences.  

I knew the bar was low, but this is on a whole new level of trash.  I, of course, will be playing it at some time soon after release and will be coming back to either validate this post or maybe do a complete 180, lets see how it goes.

Thursday, 15 August 2024

Blue Stinger: The Good Kind of Jank

 

Blue Stinger was a launch title for the Dreamcast that I pretty much ignored when it came out.  At the time I was much more into arcady type games so I opted for Power Stone as the game I got with the system.  After that I stuck to the arcade and fighting games on the system so my library of titles consisted mainly of things like Soul Calibur, Dynamite Cop, House of the Dead and other games in that sort of style.  I did go on to enjoy things like Code Veronica and Evolution but Blue Stinger was one of those games that stayed out of my collection for the entire consoles lifespan. I'm sort of glad it did actually because this game is all sorts of fucked.  I think a younger me would have scoffed at its weird, jokey cutscenes and got easily frustrated at its gameplay but at older me can appriciate it for the wonderfully weird bit of pre-2000s jank it is.

The game follows Elliot on his adventures through Dinosaur Island.  He's chilling on his boat with a friend while he builds an anime girl-in-a-bottle (no, don't think about it) when a meteor crashes down and causes a monster outbreak.  Elliot is soon accompanied by a guy called Dogs are are assisted by a chick called Janine and the three of them must work together to stop the outbreak by shooting a lot of things in the face.  Oh, also the anime girl-in-a-bottle turns into some weird ghost thing, don't think about it too hard.

On the surface, Blue Stinger might seem like any other survival horror game and I spent my first couple of hours with the game playing it as such but I quickly found out that you will be absolutely miserable if you're trying to go through things that way.  There's no real survival or horror elements to Blue Stinger, its a much faster affair where enemies drop cash and guns/ammo can be bought from vending machines so no need to conserve, just blow everything to high hell.  The horror on the other hand falls completely flat but I'm not entirely convinced that's what they were going for.  The imagry is trying to be horrific with ihabitants of Dinosaur Island having their bodies taken over and mutated but the whole thing has the vibe of a low budget action B movie with a horror theme.  For example there's one point where you have to fight a jeep that's been turned into a giant crab monster and when you kill it you are rewarded with a minigun for Dogs that allows you to just absolutely mow shit down.

Once you realize to not play it like you would play something like Resident Evil though the fun factor jumps up a fair bit.  There's also a number of setpieces throughout the game that are, admitedly, quite stupid but will have you grinning like an absolute idiot as Eliot and Dogs bumble their way through them.  An example of a good one is that there's one point where Eliot has to cross a chasm to get to another part of the island but instead of going around or finding away across, he climbs up a big tower with a gas tank on the top of it and blows it up as he jumps off to have the blast just throw him across.  It's dumb to the point of it being awesome and I wouldn't have it any other way.

There are some frustrating parts of the game though.  The two most notable of these are a section near the start where you must navigate a freezer but the freezer is a big ass maze that's slowly killing you AND there's enemies inside it AND if you fuck up the puzzle it becomes a giant heater that STILL kills you as you go through it and the solution to the puzzle or even what elements need to be interacted with aren't particularly clear.  There's also a bit where Elliot gets a bit sick and its not hard but they decided that a lot of wall climbing needed to be done in that part and the climbing is slow as all fuck and it reverses your controls when you're doing it which makes navigating the area take a bout 8 times longer than it usually would.

Overall though, good fuckin' game.  The only other game that I think the company did after this is Illbleed and if you've played that as well as Blue Stinger you might come to the conclusion that the development team consists entirely of insane people.  It's sort of hard to recommend to people but if you don't mind some late 90s jank and you need a good chuckle from a retro game then Blue Stinger has you covered


Friday, 26 July 2024

Reevaluate Your Opinions

 

I can't help but feel that in recent years that the general gaming public has a bit of a problem when it comes to the way they treat games.  The way it seems to me is that a game comes along that ends up being the main character for a while, think titles like Red Dead, Elden Ring, Horizon Forbidden West, New God of War etc, then these games are played once by most people and then shelved while the user goes on whatever social media platform and joins the collective marketing driven gush is going on at the time.  After a period of time the collective gush dies down and everyone moves to the next thing, the game is largely forgotten in public discussion and the game is never played again by a majority of the people who bought copies of it. 

Writing about how this is a shitty way to be in this blog, now that I think about it, is probably a case of preaching to the choir because I know for a fact that the vast majority of people who engage with my little corner of the internet aren't like that but I think it's worth stating that it is a shitty way to be.  It's a shitty way to be at the peak of the games popularity because most games have higher difficulties and extras that are skipped by a majority of the userbase and its a shitty way to be after the fact because I'm of the opinion that reevaluating your old tastes to help better understand and appriciate the stuff you consume currently is good practice so allow me to regail you with 2 times that this happened to me.

The first case was only a few days ago from the publish date of this post with Doom 2016.  It took me a long time to get around to it since I went through a portion of my life using only trash laptops and I wasn't about to play a game like Doom on a console.  When I did play it I had a fun time with it but I remember feeling that the game was overly long and felt like an absolute slog to play by the end.  I enjoyed my time with it but the additional modes for score and time seemed like absolute overkill for a game that could barely handle its own length in the campaign.  This time around, however, I had a lot more fun with it.  I don't know if its because I'm just better at games or because of my even better hardware or because I was streaming it but the experience was significantly more enjoyable the second time around.  Upon finishing it I even had a go of the arcade mode to see what was up and found it to be a cool addition to the games content package.  If I'm being really honest with myself I think my opinion of  the game "barely being able to handle its own length" stems from the fact that the system I played it on originally was constantly crashing and blue-screening during the playthrough.  I was replaying sections a lot because of these hardware issues that were not fault of the game and yet it sullied my opinion of it.  I'm glad I went back to it because now its a title that has become a candidate for a possible future speedrun. 

The second and much more violent example of an opinion change is with The Evil Within.  I picked it up and played it around the time that it launched and holy fuckin hell did I absolutely HATE it at first.  I thought the horror elements were lame and trying overly hard to "scare" the player with just huge piles of gore.  But more than that I hated the game itself.  The first few chapters set me up to believe I was going to be playing a stealth game only for the majority of encounters to be some kind of ambush situation.  The constant lack of ammo and healing had me frustrated rather than on edge and when the game threw a boss at me I was either bored or frustrated.  The upgrade system was cumbersome and stupid and I felt that at base, every enemy was far too tanky and combat was not fun to engage in at all. But then I watched a friend of mine play it on Twitch and suddenly I felt the need to give it another try and my opinion did a complete 180.  Maybe its because I knew what challenges were ahead on the second try, maybe its because I was in a completely different head-space than the previous playthrough but either way I had a MUCH better time with it.  I still think the horror is kind of lame but maybe its because horror today is so oversaturated with untalented developers making complete shite that The Evil Within seems like a breath of fresh air.  But I also just enjoyed the game a lot more.  I understood from the outset this time that ammo is scarce and I played much smarter that I had a better time with it although the upgrade system is still stupid and using gel to upgrade pockets and sprint time is extremely annoying.  But overall I like The Evil Within now, its a cool game and I want to try and beat it on Akumu one day.

So go back and replay some of those things from your past.  Same goes for books and movies too, always worth seeing if stuff holds up for today you the same way it did for old you.  Maybe you'll discover something cool that rubbed you up the wrong way before or maybe you'll realize that younger you was an idiot that like trash.  Either way its a fun thing to do so go try it


Wednesday, 10 July 2024

Doom64 is absolutely horrible

 

I play a lot of games in a lot of genres and as a result of that I also play a lot of complete and utter shite.  Every so often, though, a game comes along thats so rancid in its design and content that it lodges itself in my brain and I can't stop thinking about it for a long time.  It's like seeing a horrible road accident where the images of people being sliced in half by pieces of car metal stick in your minds eye for weeks after the event.  It happened with Outlast 2, it happened with Holy Diver and now it's happening again with Doom64.

Doom64 was released, unsurprisingly, on the Nintendo 64 in 1997 and unlike previous console ports of Doom where it was just Doom 1 or 2 being brough to console, this was a whole new thing.  A unique Doom game for a brand new system, fucking wow, but in terms of the larger conversation of Doom and Boomer Shooters in general, 64 is a bit of a black sheep in the series and the genre.

On it's surface its a pretty competently made Doom game.  It's basically just more of what we got with Doom 1 and 2 with some redesigned monsters and a new gun to play with, what could possibly go wrong? Well fucking everything really.  

The first and most minor problem is the controls.  The N64 controller is already a gigantic piece of garbage made for octopus people (and even they don't like it that much, they told me) and playing an FPS on it feels like pulling teeth.  Running with the stick and walking with D-Pad is irritating but but the absolute worst thing about the controls is weapon switching.  The number of times I fucking died because I got ambushed by a large number of pinkies or imps and either couldn't pull the appropriate gun out fast enough OR accidentally switching to the rocket launcher and blowing my own face off made me want to rip and tear my own throat out.  There's a reason these games were originally made for PC where you could switch guns with a number key.  It's because using the right gun for the right situation is key to gameplay and having that shit hindered by having the guns just be in a list makes for a fucking awful time.  

Then there's the level design just being generally fucking awful.  When I was playing Doom 1 and 2 on stream I'd often complain pretty vocally about how I dislike the majority of levels designed by Sandy Petersen but I feel like I owe him an apology now because the Doom64 levels make even his most diabolical outings look like a walk in the park.  Sudden pits, crushers out of nowhere, pitch black rooms full of enemies, PLATFORMING are all common features in Doom64 maps that are likely to drive you insane.  One of the worst examples of this is a level early on where you are expected to sprint across a number of platforms that change height as you touch them.  I didn't know that's what was going on at first so I had 3 or 4 attempts where I just fell into the black pit of pinkies and ate shit.  The point of the section was so poorly conveyed that I had to look up a fucking YouTube walkthrough just to be able to tell what was even going on.  That's just one example too, go watch the VoDs on my YouTube channel of the playthrough I did recently for many, many hours of similar and equally frustrating bullshit. 

Then there's the thing that really stuck in my brain which is the games penchant for teleport ambushes.  In original Doom, ambush rooms were a common-ish thing.  You would walk into a room where there would be a gun or a key and when you grabbed it the walls would open.  The concept is introduced in E1M3 (I think) where picking up a blue key opens a wall to a few shotgunners and then you know its a thing you're supposed to look out for.  You can walk into a room and maybe predict if the walls are going on open, for a new player its a guessing game that keeps proceedings intense, keeps you on your toes.  Doom64 said fuck that though and just teleports enemies into a level, usually in positions that will completely fuck you with no warning.  The second to last level in the game is a great example of this where killing a Mancubus (at least I think that's the trigger) will spawn in an ARMY of imps, directly in your face.  If you know its coming you can move out of the area as your rocket travels through the air and avoid too much damage but for a new player it's just a shitty rookie trap.  Kill the enemy, OH WHOOPS NOW YOU'RE TRAPPED, dead and restart the level.  Imagine if you were playing something like Dungeons and Dragons and then when you kill a monster the dungeon master suddenly goes "oh by the way, there's 100 goblins in the room with you now".  You'd call him a piece of shit, break his teeth and never invite him to DnD sessions again.  That's what teleporting ambush spawns makes me want to do in Doom64.

The final and most irritating thing in Doom64 though is the final level.  It's a simple stage, a small room with a bunch of guns in it and then an arena.  At one end of the arena are 3 portals that spawn in an absolutely unreasonable amount of demons.  Once you kill them the final boss appears in the middle and starts barraging you with what I can only describe as a Mushihime-sama style bullet hell pattern.  Here's the kicker though, if you were thorough enough in the previous levels to find the secret maps then you may have also found 3 Hell Keys.  The hell keys upgrade one of your guns AND allow you to close the portals early, meaning the number of pre-boss demons you have to fight is significantly more reasonable.  The game makes no mention of this at any point and I don't care if its written in the manual because who the fuck ever kept manuals for N64 games? No one I knew that's for damn sure.  I have seen footage of people beating this stage from a pistol start without the keys because my initial reaction was that it seemed impossible without them but in order to pull it off you actually have to be some kind of Doom God.

Here's the thing though.  The game fucking sucks.  I don't WANT to explore the levels because the levels are ass and full of bullshit, I just want to get through them as fast as possible so I can stop fucking playing Doom64 and move onto a better game like Action52 or Video Cart-8: Magic Numbers for the Fairchild Channel F.  Getting good at something or taking the time to explore something is only worth doing when the game is good and Doom64 is certainly not that.  Therefore, I fucking cheated to see the ending.  Usually I'm extremely anti using codes and stuff to get through a game but when the thought of playing it any longer was actually ruining my mood and the prospect of streaming it further was ruining my entire DAY before going live, I don't give a shit.  Maybe if there was any indication of the existance of those keys, even in the form of a cryptic comment or something, I would have grinned and beared it because then its my fault, but to be blindsided by a sudden key requirement on the final level that would require me to go play the majority of the game over again?  Get fucked.

Doom64 got re-released for PC where you can use mouse and keyboard and they brightened the game a little bit so its not so unplayably dark at all times but even then I can't imagine it being any better.  Maybe my point about the controls being ass would be fixed but the rest of the broken, rancid design of Doom64 still remains.

Fuck this game, send it to hell along with the people who made it


Friday, 21 June 2024

Remnant: From The Ashes

Remnant: From The Ashes is a game from 2019 that I have just finished in 2024 thanks to the Epic Games Store giving it to me for free.  I remember when it came out and it had a bit of a buzz around it for being essentially "Dark Souls with Guns" but while also having a solid multiplayer com.  Well I didn't try the multiplayer component and let me tell you, Remnant: From The Ashes is the worse than bad, it's fucking boring.

The game is set in some kind of post apocolypse where you are tasked with getting to some island that's protected by a big storm in order to stop The Root, tree people that seem to enjoy human murder.  What follows is, a shameless Dark Souls clone with the twist being that the game focuses on ranged combat which, at first, starts out somewhat interesting.  For the first few areas of the game there's some degree of intensity to the gameplay.  The enemies are dangerous and resources are scarce so exploring the environments for healing items and ammo boxes so that you can free up your currency for upgrades is fun.  But then, after a boss or two, things start to go downhill extremely quickly.

As you kill enemies and gain experience you gain "trait points" which you can put into a variety of skills in your menu.  The most obvious thing to do is max out HP and stamina because having more numbers to get hit and dodge with in a game where damage values are so high is pretty valuable.  Once you do this, however, and max those values a lot of things in the game become trivial and when the challenge starts to die in a game like this, it's the beginning of the end.

What then makes things even worse is that after the initial area of levels set on Earth, you are transported to different, alien worlds on your quest to stop the Root and it's when you get to these areas that a lot of shit in Remnant is re-used.  In the desert area known as Rhom I think I went through the same dilapidated set of corridors about 6 times.  Not as backtracking during exploration, I mean that on the foward path, en route to new areas, the same indoor environment had been copy pasted that many times but just with the enemies shifted around slightly.  It was in this world, the second of 4, that I basically vowed to stop exploring anything because having to endure the same area over and over again was just mind numbing.  

Not that the vow I made meant anything in the end because not only is area re-use up the wazoo but after the first area things get extremely linear.  Like, Final Fantasy 13 levels of linear.  By the end of the game I was rushing through every zone just so I could get to the final boss as fast as possible and I STILL managed to find a ton of rings and trinkets that I basically had no use for because there are two very good rings and then a bunch of trash which will just take up space in your inventory.  

What makes the game completely unbearable though is how, after a certain boss in the second world, the game becomes COMPLETELY braindead.  One of the bosses grants you a beam rifle weapon that is so significantly better than every other weapon that you get your hands on that regular enemies won't even have a chance to get near you, let alone hit you with anything.  It also makes bosses a completely joke because you just aim and hold down fire which allows you to dedicate 100% of your brainpower to dodging the incredibly easy to avoid and heavily broadcasted attacks that they do.  By the end of the game, between trait points making everything a joke, overpowered weapons and boss design that felt like the devs just gave up, you're playing Remnant in a sort of mindless haze that fails to engage or entertain in any way at all.

There is a heavily emphasized multiplayer component that I didn't touch because who the fuck is playing Remnant: From the Ashes in 2024, really? but I can't image that having an extra person in my game would make things any more fun.  It would just be a second drone to mindlessly beam down all the enemies with and, if anything, would make procedings even easier.

So in closing, I fucking hate Remnant.  I always say that bad games have value because at least in getting mad about them or finding them funny in some way you are getting something out of it.  But Remnant is boring.  A game that you will play, finish, feel nothing while playing it and then never think about it again after the credits roll and that is way, WAY worse.  A truly miserable game made by truly soulless people to ride an action RPG wave they didn't understand.  Sad and embarassing

Thursday, 2 May 2024

The Worst Battle Theme Of All Time

 

Metaphor ReFantazio is an upcoming game with a stupid title from the boys over at ATLUS that I'm actually quite exicted for.  It looks like a neo-persona game, right down to the main chracter and Mitsuru-elf but its set in some weird fantasy kingdom full of monsters that look like abstract paintings come to life.  I'm avoiding most of the news and updates regarding it, as I do with most games, so that when I do get my hands on it I'm not tainted by hype or marketing but one thing crossed my path from this game that's so batshit that I can't help but want to talk about it.

A video popped up in a Megami Tensei group I lurk in that featured the games battle theme.  I'll embed it here so that you can hear it for yourself. 


At the start it sounds fine, just a sort of generic orchestra dollar store tier Nier wannabe music but then the male vocals kick and it sweet mother of baby Demifiend what the FUCK is that actual shit?  It sounds ridiculous.  Maybe if it was some kind of real world language being used then I might not think it so laughable but it just sounds like some guy doing opera gibberish.  It's distracting and sounds fucking awful, I have no idea how I am going to be able to take any of the combat seriously if this starts playing every time I get into a fight.

But when I look at the comments for this track, people seem to be praising it but I have an idea as to why I'm having such an adverse reaction to it.  Back when I was a child there was a panel show on British television called Shooting Stars.  The hosts of the show, Vic Reeves and Bob Mortimer would sometimes do a "club singing" round, where Vic would sing a very distorted and silly version of a song and the contestants had to guess what it was.  Example below


And this is the problem, when those vocals kick in for that battle theme all I can see in my minds eye is Vic Reeves fucking club singing.  Hell, given the pace and the flow of the song it almost sounds as if it's Vic Reeves club singing the rap from Persona 3's Mass Destruction.  So maybe if you're British and of a certain age then the Metaphor battle theme will tickle a very silly bit of your brain and if you aren't then maybe it sounds just fine.  That's my theory as to why I and a few of my friends have had such an adverse reaction to it.

To give credit where it's due though, its certainly a memorable song.  Nobuo Uematsu came out recently saying something along the lines of modern game OSTs being a bit boring and I agree with that statement.  There's tons of games with great soundtracks all the way up to the PS3 but I don't think there's many current or last-gen games that you could name where I could just instantly start humming or singing a tunes from their soundtracks, it's all become sort of orchestral mush.  Even games that have good soundtracks like Final Fantasy 7 have them ruined by this grand orchestra bullshit as seen in the likes of Remake and Rebirth.  When I think of JENOVA, my brain defaults to that glorious, high energy PS1 version and not that absolute white-noise trash found in Rebirth.  So despite me calling it the worst battle theme of all time, it at least stands out.  It's so silly that I sometimes find myself in the kitchen singing it as I cut meat and vegetables for dinner, it has wormed its way into my brain and will not leave.

Either way, maybe in the context of the game it won't sound as silly and I'm not about to let Vic Reeves of all people ruin my enjoyment of an upcoming release.  Let's be honest, anyway, you know and I know that I'm gonna be singing along to this shit when I inevitably stream it anyway.  Bring on October, I can't wait.

Friday, 26 April 2024

Shogi Is Impossible

 

Back when the Corona pandemic was in full swing there was a bit of a Chess boom.  A few content creators went hard during the lockdowns, some interest was whipped up and a bunch of people starting playing Chess a bit more seriously to pass the time.  Me and a few of my friends also go swept up in the Chess hype and now I like to fiddle with a few puzzles or a game of bullet pretty much every day.

On Stream, one of the segments that I am doing is playing every single Yakuza (Now "Like a Dragon", a lame, overly direct translation of the Japanese title) to at least 75%.  If you have played a Yakuza game then you will now that in order to score some of those sweet, sweet completion points you are required to engage with at least a few of the mini games.  Now I thought, with my new found 1000-ish rating Chess skills I might be able to adapt to Shogi pretty easily and score some easy percent.  Well I was very fucking wrong and Shogi is completely impossible.

On a surface level, the two games are extremely similar.  You have pieces that have different ways that they move, a king that you must lock into place in order to win and a system of upgrading pieces when they get to the opposite end of the board.  Well that's the first big difference because in Chess its only pawns that upgrade when they hit the back rank.  In Shogi, getting a piece, any piece, to the back 3 rows or so allows you to flip it and upgrade it.  These upgrades aren't just into higher tiers of pieces like pawns becoming queens or rooks, they gain a whole new set of movement and if it wasn't for the video game versions of Shogi that I stick to showing me the valid moves I think I'd have hard time remembering it all.

But the large amount of basic shit to remember is just the very tippy top of this fucking iceberg.  The thing that really makes Shogi impossible for me to comprehend, the thing that fucks me up basically every time I play, is the ability for you to play pieces that you have taken back to the board instead of making a move.  Losing a piece in Shogi isn't just you losing strength in your forces, you are handing your opponent ammo to use whenever the fuck they like, takes and exchanges have to be considered way more carefully than they do in chess.  It adds a layer of strategy to the game that is deeply fascinating and that I don't think I will ever be able to get my head around.

It's not just me that struggles with this shit either.  I have lost the link (if I find it I'll edit the post) where there was a Chess grandmaster talking about Shogi.  He said that Chess GMs usually end up eating shit if they try to play Shogi but Shogi players can adept to Chess pretty easily.  However though, apparently Shogi players giving chess a try will absolutely fall apart and shit their pants in Chess endgames because of the lack of ability to put shit back on the board.  It was an interesting chat and I wish I could find the video again to share here, maybe one day.

But this post isn't me complaining about Shogi as much as it's me sharing my reverance for the game and the people who are good at it.  I suck at it, I'm clearly too caveman to understand it on a deeper level but with that said, I sure as shit will keep trying my luck against the easy CPUs in the Shogi halls of the Yakuza games.

Thursday, 18 April 2024

Grandia 2: A Deeply Flawed Classic

 

Not too long ago I finished Grandia 2 on the Dreamcast.  It was a game that I had beaten before a long time ago, probably during my high school days, on the PS2 and giving it a revisit in 2024 almost felt like playing it for the first time again.  While my memory of most of the story beats were pretty hazy, going in I remembered pretty vividly really being sick of it by the end and unfortunately by the time I reached the end of the game, that memory had turned out to be correct. 

The game follows the adventures of Ryudo, a "geohound" (a sort of monster slaying mercenary, I think) as he accompanies some chick from the Church of Granas as they go on an adventure to put an end to an evil god called Valmar.  On the way they meet a burly furry, a little boy and a robot and together they have to deal with all manner of evil as they go around beating up Valmar's individual body parts that have been locked away in seals.  It's a simple story with plot twists that you could see coming from several thousand miles away even if you had just suffered massive head trauma in a car accident but for the most part it gets the job of pushing the player from dungeon to dungeon fairly well.  

The game has a number of cool things going for it, mainly in the combat department with one of the most interesting implementations I've seen of the standard ATB that I've ever seen.  Instead of just waiting for a bar to fill and then taking a turn, all enemies and party members in Grandia 2 share the same ATB meter.  The meter is split into two sections with a wait mode and a command mode.  When your character reaches the command line you tell them what to do and then they will either execute right away if you're doing a basic attack or there will be some charge time if you're doing a spell or special move.  What makes this so interesting is that both you and the enemy can knock you out of your command with certain skills so aside from the usual strategizing that one does in every RPG of what to use and when, there's also a timing element to all your decisions.  There was one major boss fight, which I won't spoil, where it had an extremely damaging attack that could bring all of my party members to near death in one go except he was never able to pull it off after the first time because every time I would see him charging it up, I would knock him out of it.  The move I would use to do so would deal less damage, but not having to waste time healing up every time he did it made the fight, overall, much more efficient.  Grandia 1 had the same battle system and the only game I can think of outside of these two examples that does something similar is 2014's Child of Light that basically ripped off the battle system wholesale from Grandia.  

Usually I like to shit on English voice acting in modern games because most of the people that seem to work in that field have about as much vocal talent as a used up kitchen sponge but Grandia 2 has some decent performances going on in the dub.  Mainly because the majority of the main cast is made up of Metal Gear Solid voice actors such as Cam Clarke and Kim Mai Guest as well as many others so even though the script in the latter half of the game is so painfully cringe-worthy I nearly turned myself inside out, its softened by at least having voice actors that are easy on the ears.

But Grandia 2 also suffers from a lot of issues.  The writing is a big glaring one where it seems OK at first but then turns into a 14 year olds first story in the latter half but the gameplay is where most of the bullshit in this game goes down.  The dungeons are short, boring and uninspired.  There's a few cool ones but the vast majority of them require no thinking and don't even have that much in terms of explorability so after 5 or 6 of them they just become sort of grating.  Not to mention that whenever Ryudo has to climb a ladder or push a block the animations for these things are PAINFULLY fucking slow.  You can go and find a life-partner, have a child, raise the child and watch your child graduate university in the time it takes for Ryudo to push a cube a few inches or in the time it takes for you to watch the party climb up or down a ladder one by one.  Thankfully its not to prevalent throughout the game but any dungeon with cubes or ladders can go fuck itself.  

Another big issue is the grind.  You don't NEED to grind to get to the end, for the most part you can just get a couple of things and get to the end if you want but who plays RPGs like that really?  The game throws so many skills, spells and passive abilities at you that all need to be upgraded using coins you get from combat that if you wanted everything you would be grinding for HOURS.  At first I was trying to upgrade everything to max before moving on but the amount of coins needed to stay up to date was so insane that I ended up just finding one battle strategy that worked and then telling everything else to fuck off.  I didn't even unlock a single one of burly furry mans skills except for his first one that could knock enemies out of there charge time because the amount of coins I needed for Ryudo's "win the game" button along side the passive skills to make sure he doesn't eat shit was just too much.

The combat though is where one of the games biggest problem lies though.  As interesting as the battle system is, almost every skill and spell in this game is accompanied by a long, unskipable cutscene of the magic flying around the battle field doing its thing.  I was playing via an emulator for the Retro Achievements and even with the power of emulator speedup, by the time I was at the end of the game I was about ready to eat buckshot for breakfast if I had to watch that fucking ZapAll spell effect again.  This is true for enemy skills too so while you can kind of make regular combat not as tedious by only spamming regular attacks and the early skills with short animations, if an enemy wants you to watch a 90 second cutscene of the sun exploding then you better hope to fuck your cancel skills are ready or your time is being well and truly wasted.   It's a fun bit of spectacle at the start but by the end of the game you'll be begging for a way to skip them.

But despite all of those complaints I did genuinely enjoy my time with Grandia 2.  It's deeply flawed in a lot of ways but its charming and cozy.  Maybe it wouldn't appeal to todays RPG fans who are far more used to either extremely dull real time combat found in the likes of modern Final Fantasy or snappier turned based systems found in games like Persona 5 but if you're willing to exercise a bit of patience then Grandia 2 is a generally pretty good game that's worth checking out. 

Sunday, 17 March 2024

One Google Search Is All It Takes

 

We all like to rag on a game journo from time to time.  Despite being members of enthusiast press they often don't seem very enthusiastic about the things they are writing about.  However upon my travels around the internet it seems that it's not only video game press that consists of hack writers that probably failed English in high school and the world of Table Top also seems greatly affected.

Despite how steeped I am in Shin Megami Tensei video games I had no idea that this rule book for a table top game even existed.  To be fair, almost all of my table top gaming experiences to this day have been extremely negative so its something I tend to ignore and turn my back on.  Anyway, the game is called Shin Megami Tensei: Tokyo Conception and its based on, obviously, SMT 3 Nocturne and was originally released in 2004.  It even has a supplementary book called the Amala Labyrinth or something that adds even more shit to it.  It seems pretty cool and if I could find a table top group that doesn't make me want to fellate the business end of a shotgun then I'd be extremely down to give it a try.

So in swoops Chase Carter of Dicebreaker.com and to his credit, the majority of his article isn't even that bad.  He mentions that there's other SMT table top systems and these things have been around since 1993 which was an interesting fact I didn't know.  Pretty much exactly what I wanted that hack at Gamespot to do when talking about Helldivers (http://identitygaming.blogspot.com/2024/03/gamespot-being-embarassing-again.html) although he then does proceed to refer to the game as Tokyo Connection and Tokyo Conception so maybe a lack of reading is how such a fucking awful headline happened.

"Shin Megami Tensei tabletop RPG based on Persona's video game series" is what it reads and if you know anything about Shin Megami Tensei even just in passing you'll know that what is written here is just WILDLY incorrect.  Just in case I have to spell it out for you, Shin Megami Tensei is the mainline series and Persona is the spinoff.  It's not so much that the information is wrong that gets to me, its that this guy is supposed to be a contributer to this niche interest website and yet can't do even the most basic bit of research to get things correct.  One google search is all it would have taken to know that SMT is the main one, Nocturne is the 3rd game and the Conception is the event that happens at the start of the game which kicks of all of its events.  Its literally on the fucking Wikipedia page and takes about 4 seconds to look up.  Even if you didn't want to look it up you should know that the headline is just wrong because Persona 3 and 4 both had "Shin Megami Tensei" in the fucking title.

If I was willing to be charitable to Mr Carter here I would say that, at best, he's a click harvesting little fuckhead.  Persona is undeniably, at this point, the more well known and more popular arm of SMT so using that in the headline is probably more likely to draw traffic to the rag he's writing.  However I'm not willing to be charitible so I'm just going to assume he's a lazy piece of shit.  You're a niche writer for an enthusiast website.  A website where I imagine its members spend all day pretending to be half-elves while jacking off to pornography of bears or whatever the fuck you weirdos are into.  You aren't so busy that you can see something like this and not look up the absolute basics of what it is and what is is about.

If you're going to take the trouble of writing for a niche topic or in this case, a niche interest within that niche topic, make sure you do it justice.  Instead of just shitting out a crap article to earn a quick couple of bucks why don't you take some time and actually write something helpful to people who may be interested.  But let's be honest, Chase Carter doesn't really give a fuck about what he's doing and gives even less of a fuck about SMT.  Farm clicks, get money and move on

A fucking sad way to exist

Saturday, 16 March 2024

Cave Appreciation Post

 

If you were to ask someone who their favorite game development studios are you might get a couple of standard answers.  Square Enix, Capcom, Rockstar, Nintendo maybe Naughty Dog if the person you are talking to is a braindead twat and Activision Blizzard if the person you are talking to is into findom.  However if you talk to someone who's interested in the extremely specific niche of bullet hell shooters the one name that might come out of their mouth is Cave.

Established in 1995 Cave are probably the single most recognizable name in the genre of bullet hell.  Kicking things off with Donpachi back in 1995 Cave's shmups have a unique style and feel to them where you can recognize them right away.  Some of their biggest titles include Donpachi and all its sequels, Mushihime-sama, ESP. RA. DE and Deathsmiles.  For a couple of their lesser appreciated games I would suggest checking out Guwange and Progear as well.   

While shmups are Cave's bread and butter it isn't the only kind of game they have ever put out.  Semi-well liked snowboarding game Steep Slope Sliders was developed by them as well a number of driving games including one Japan only title which I think is about delivering soba noodles to an office?  Its called Delisoba Deluxe and I watched a longplay and couldn't quite work out what the fuck was happening but that seems to be the premise.  They even have what I think is a Tokimeki Memorial clone under their belt called Princess Debut which seems very off brand for them but when I looked up a video to see what it was all about the comments were like "OMG SUCH A GOOD GAME!" and "SO NOSTALGIC" so I guess it resonated pretty well with a few youngin's at launch.  

The one thing that actually blew my goddamn mind was that, apparently, they worked on fucking Shin Megami Tensei Imagine Online of all goddamn things.  If you aren't aware SMT Imagine was a free to play MMO that, was maybe a little barebones but I'm enough of a sucker for MegaTen to have sunk a fair few hours into it.  It shut down and was then kept on life support by some fans running a private server but because the business-men over at ATLUS are fun-hating turbo cunts they shut that down too.  I guess Cave are too busy making more DoDonpachi games to give a shit but I wish someone would bring it back or even just make a new one.

Now that you have read this post you are required to go and play a game made by Cave.  I suggest ESP.RA.DE if you like top down and Progear if you like side scrolling.  Doesn't really matter what you pick in the end anyway because its basically guaranteed to be a good time

Wednesday, 13 March 2024

Gamespot being embarassing again

 

I don't usually read gaming news websites but every so often an article from one of these rags will come across desk and I was absolutely stunned when I saw the headline of this one inparticular written by one George Yang. 

I had to do a double take when I first saw it and read it slowly.  Helldivers was a game that came out in 2015 that I didn't play.  It was a twin stick shooter with online co-op about shooting stuff, I didn't give a fuck about it.  The game has a lot of positive reviews on Steam, netting it an overall Very Positive rating and yet I have never met a single person either online or in real life who has played it and until its sequel came out, I think a vast majority of the gaming public didn't know what the fuck it even was.  Then Helldivers 2 comes out and the game explodes in popularity and granted, after looking up some gameplay for this post, it does look kinda cool.  I'm not personally a fan of doing online co-op, I'm not into games that are multiplayer focused but it looks like a good time.  It looks like Earth Defense Force.

The first Earth Defense Force game came out on the PS2 back in 2003 developed by a company called SANDLOT and was released under the SIMPLE series.  The SIMPLE series was a collection of budget games for various systems where the number in the title indicated their cost.  For example EDF1 was released under the name SIMPLE 2000: THE 地球防衛軍 MONSTER ATTACK in Japan, the 2000 in the title meaning that the game cost 2000 yen.  This game actually got a western release under the title Global Defence Force and involved shooting a bunch of bugs in third person.

Now I'm not particularly good at doing maths but Helldivers 2 came out in 2024 and I'm pretty sure that is a long time after 2003.  I'm pretty sure, Mr Yang, that your title is the wrong way round.  The title of the article makes it sound as if EDF 6 is cribbing off Helldivers 2 despite not only the series being much older, but Earth Defence Force 6 coming out TWO FUCKING YEARS PRIOR in Japan.  What makes it even more frustrating is that he knows this fact and gives this half assed little paragraph at the bottom of the article about the original EDF but only talking about how the name changed a couple of times before finally settling on the Earth Defence Force title.

This is frustrating in two ways. The first, is that George Yang is such an insipid, crap writer that he's name dropping Helldivers 2, a hot trending game, to drive clicks.  But whatever, that's not exactly uncommon practice in 2024.  What's more frustrating is that George had an opportunity here to educate some people on some gaming history.  "Earth Defense Force 6, the game that helped inspire Helldivers 2, delayed to summer" could have been the article.  He could have spent more time talking about the simple series, EDF and letting people know about a cool series that might have not known about prior.  And let's be honest here, the kind of people who are reading Gamespot are the kind of people who have the most surface level knowledge of gaming, these are the people who could maybe use a little nudge into something about more lower budget and unknown. 

I had a look through George's article history and inspid unseasoned-chicken style writing seems to be his bread and butter.  You're a fucking writer for an enthusiast press outlet, George, why don't you fucking act like one.

Bellend