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#cortex reaver
gaspardos · 1 year
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I really like Shodan's design from the System Shock Remake that Nightdive Studios did, please don't hurt her
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Headcannoning that reaver was 20-23 when he made the deal with the shadow court because there's no way you'd do something like that with a fully formed frontal cortex
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downwithpeople · 3 months
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system shock remake
game was good, first and foremost.
it looks stellar. it's a proper immersive sim. the environments look great and are full of all kinds of goodies for you to pick up and subsequently vaporise into a scrap cube. my first encounter with this kind of game was bioshock, of course, but it's incredible how bleak the situation at citadel station has become. there were people still trying to get by in rapture (including the splicers!) but in citadel shodan is grinding up the last pockets of free humans by the time you wake up. the audio logs tell the same story again and again: once upon a time, someone was dying alone. it feels almost pointless to weigh in on system shock's story or theming because it's such a classic. you know shodan, you love shodan, everyone does.
i said that the game was clunky in a way that felt good and i'll stand by that for the most part. when you can fight on your terms combat settles into a fun rhythm of finding cover, shooting cyborg, ducking behind cover. you are not always fighting on your terms and sometimes you get bumrushed by a gorilla tiger. unfortunately part of the clunkiness is moving slow as shit in a way that does make things tense but only because of your rank clumsiness rather than any of the other things the game can do to amp up tension.
the boss fights blow. you fight diego twice and the cortex reaver three times. the solution to both enemies is the same: berserk patch, stamina patch, reaction patch if you're feeling nasty, run up and hit 3-4 times with the laser rapier. it doesn't feel very climactic.
the chronic lack of storage is frustrating. the cargo elevator has a piddling lack of space ensuring that you have to just dump the guns you pick up on the ground then go back to that specific floor if you want to play around with them again. it's not exciting, it's not dramatic, it doesn't build tension. it just means that i'm never gonna use the grenade launcher because it takes up space. the cargo elevator should have just been the size of your inventory, who gives a shit. resident evil did this for years then did it again for the remakes.
i have no idea if the set up for the endgame was in the original or not but jesus christ i hate it. the game takes a swan dive around the time you're poking around on the executive floor and you have to do all the groves. i felt like i was soft-locked on my first run because i didn't have enough batteries to do beta, so i started a new game and let me tell you, the groves don't become more fun on the second run. when it was revealed that i had to go to every single node room and copy down the stinking numbers i nearly uninstalled. what a chore. what a hassle!
cyberspace was fun the first few levels then became tedious every successive level, especially the one that would make my game crash (as i was playing a pirated copy that didn't have the patch). if i do another playthrough i'm just turning that shit off. the puzzles were fine.
in general i think i would have preferred more humanoid enemies rather than robots and more of them like the mantis that got up close and personal instead of hanging back looking for angles.
this was, of course, something that would change in system shock 2, so if and when nightdive gets that out it's gonna be a day 1 for me.
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theladycarpathia · 1 year
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The Ballad of Starcourt
Hellcheer AU prompt: In space
“Are you taking passengers?”
Chrissy jerks her head up. She wasn’t expecting anyone to ask her anything, not when Robin is the one to the front of the ship, twirling her parasol, and chatting to anyone who might be wandering by looking for safe passage. They’ve been left behind to watch the ship and pull in anyone able to pay a fee to go as far as Auburn. They’d been hired on Persephone to transport some medical goods to one of the outer rim planets and everyone else went off on the buggy to make the delivery. An actual honest job that will get them paid without being shot at. A rarity for the crew of Starcourt.
“We are,” she says, taking in the long, lean gentleman in front of her, guitar case strapped to his back. His trousers are dusty at the hems, practically standard for the outskirts of Hess. It’s not the worst of the outer rim planets but it’s far from the civilized Alliance ruled planet of Obsidian where Chrissy was born. He’s not from one of the inner rim planets, she’d bet money on it. He has dirt underneath his fingernails, thick silver rings on every long finger. His boots are hefty and black, the solid kind that you can walk an entire planet in. They’re unattractive as hell but they last. His long, dark coat looks like a cheaper version of the one Steve favors. There’s patches sewn into it, careful stitching where there were once rips. All of this says someone without any consistent income who takes care of what they have.
“Do you charge much?” he asks anxiously, taking in the dark mass of Starcourt behind her. Chrissy wonders if he just sees a clunky and outdated transport ship, like everyone else.
She remembers standing in front of the ship, clutching her suitcase, and wondering if answering an ad on the cortex was perhaps the dumbest thing she’d ever done. Judging by the ship’s appearance, she was about to be kidnapped and fed to Reavers.
She’d been wrong, thankfully. In the five months since she joined their crew, the chaotic and noisy ship has become her home. She knows the hiss of the kettle in the morning, the best seat at the dining table, every inch of the shuttle that is now her’s. She appreciates that Steve offered it to her, instead of one of the crew bunks. It offers her a bit of space and quiet from everyone else when she needs it. She’s new to the ship and the rest of the crew have such a tight bond that occasionally she feels a little like she’s intruding. Nancy and Jonathan are a couple, and Steve and Robin have been best friends since forever. They even all come from the same planet and her limited time aboard just doesn't feel like they can compare.
“We’re reasonably priced,” she says, because she’s already seen the fraying of his clothes, the angles of his cheekbones. “And my captain might be amenable if you can offer other payment. We had someone fix our microwave for us once so he could get to Crow.”
“I’m good at wiring and stuff,” the man says, looking hopeful. “If that helps.”
Chrissy thinks wryly to the flickering lights in the galley, the hissing of the radio and that their video occasionally flickers green. Somehow she thinks that Steve won’t mind. Robin spends so long making sure that the engine keeps running that she doesn’t have time for the smaller issues.
“It helps,” she says, and watches the dimples appear in his cheeks.
Oh. That also helps.
“I’m Eddie,” he says, offering her a hand. “I need to get to Sierra and I’m kind of broke.”
“We’re so broke that we take payment in baked bread and menial labor,” Chrissy says frankly. Their life aboard Starcourt is far from plush. They eat cheap noodles more often than not, and take illegal jobs because they pay. Some times are better than others, and all the crew do get paid, but the past few months have been tough. Too many parts that needed fixing in one go and if they get grounded, they’re done for. So the parts had to be fixed and they all just made do. “I’m Chrissy. I’m the medic here.” To her interest, he doesn’t do that usual thing people do when they find out that she’s the medic – which is flick their eyes doubtfully up and down her tiny frame. But she was trained at the best school on Obsidian, under Dr Kelly herself and she’s more than capable.
She could have had a glittering career on Obsidian. Everyone said so.
Right up until they didn’t. When the possibility of passage off the planet - and a paying job - presented itself, she’d taken it. And Steve had merely offered her a shuttle to have as her own space, and a fairly well stocked med-bay, and asked no questions about her former life. She’s so grateful for that, and she’ll patch up the crew until the time that someone asks her to leave.
“Nice to meet you, Chrissy,” he says, and his fingers linger a little on hers. “How is a medic required on a transport ship?”
“You’d be surprised,” Robin interrupts, and Chrissy looks past Eddie’s shoulder to see the small group of people standing behind their engineer.
Robin never looks like an engineer, not with her freckled face and wavy brown hair. But Chrissy learned very quickly that Robin does three things very well - talk very fast, make the best stew out of not many ingredients, and fix any spaceship you could mention.
“We have more guests,” Robin says, catching the direction of Chrissy’s eyes. If she thinks that Chrissy found an odd outsider, then Robin’s group is full of the strangest individuals she’s ever seen. There’s two guys about Chrissy’s age: one with brown hair and a smirk that she doesn’t like. The other one with long dark hair is wearing a strange green jacket and a baseball cap. Next to him is an older gentleman, with glasses and a curious expression as he stares up at the very top of Starcourt. He has curls and a friendly face, a backpack dangling from one wrist.
Behind them is another man her own age with a black leather jacket and the most piercing blue eyes that Chrissy’s ever seen. There are two girls standing with him, one with red pigtails and a furious expression and a dark-haired girl with wide, dark eyes.
“Right,” Chrissy says, thrown. “That’s a lot. How did you manage that?”
“I can talk to people,” Robin says, which is true so long as they’re not cute girls. It certainly explains how they ended up with these random guys and two kids. “People can be persuaded if they’re looking for cheap passage.”
“Can they be persuaded to not murder us in our beds?” Chrissy asks, because she has doubts about that. The blonde definitely looks like he might rob you without any issues, and even the two girls look like they might be capable of stabbing someone, given the right circumstances.
There’s a distant familiar rumble and the bright yellow buggy they use for short journeys appears, weaving its way through the crowds of people. Jonathan sits at the front, Steve and Nancy perched behind.
“Thank God,” Robin sighs, raising an arm to wave at them. “I hate doing the welcome speech.”
When the buggy pulls to a halt, Chrissy can see Steve’s eyes flick over their strange assortment of potential customers. None of them look like much but Steve is usually flexible so long as they can pay. And they obey his strict rules. Starcourt is his ship and he doesn’t make exceptions.
“Morning,” Steve says easily, climbing down from the buggy. He looks impressive, in his waistcoat and dramatic coat, hair swept back from his face by the wind. Chrissy sees both of the teen girls look a little stunned, because Steve has that effect on people. No one carries off ‘daring ship captain’ like Steve Harrington.
She doesn’t know much about their illustrious leader, only what she’s been told or can infer. He comes from money - fact. A lot of money - also fact. He has a bad relationship with his parents - hinted at by the stiff way he mentions his home world and upbringing. He’s been a playboy and used to bed a lot of people - she’s been told this by just about everyone.
What she doesn’t know is what causes the only son and heir of one of the richest families in the whole ‘verse to buy a hunk of junk like Starcourt, hire a crew, and disappear into the stars.
Given her own secrets, she’s not about to ask.
“I’m the captain and I have a few rules if you wish to use my ship to get where you need to go,” Steve says frankly to the group. “You obey the crew if they tell you something, you do not wander around the ship, you stay in the communal areas unless told otherwise and I do not accept anything illegal, explosive, or generally hallucinogenic aboard. Understood?”
There’s a general mumbling but the guy with the long hair looks a little sheepish. He raises a hand and Steve sighs.
“Nancy will check anything you may have, just in case,” he says, waving a hand and Nancy hops off the back of the buggy. Jonathan shoots off, hitting the ramp and climbing back onto Starcourt. Chrissy doesn’t miss the fact that there are new boxes on the back. They must have gotten another job while they were out.
“What is it now?” Chrissy asks quietly, once Nancy has commanded the attention of the passengers, fully intent on peering into their bags. Steve follows the line of her eyes to the vanishing buggy as it disappears into the depths of Starcourt.
“Oh,” he says flatly, running a hand through his hair. He looks stressed more and more these days, trying to keep them all afloat. Times are hard and sometimes Chrissy worries how long they can keep flying. She’s not sure what she’ll do if they get stranded on some planet and have to go their separate ways.
“Potato vodka,” Steve explains. “From Murray. We don’t get paid much to deliver it but I figure it helps.”
“Are we in trouble again?” Chrissy asks, because she thought maybe they were through the worst. With Starcourt having had a flurry of emergency fixes, they’d all hoped that they’d finally be able to stop spending every spare coin they had on keeping them going.
“Robin said we need a new…I don’t know, some doodad or we’ll break down in the middle of space,” Steve continues, a worried line appearing in his brow. No one ever doubts Robin when it comes to the workings of Starcourt. “Which I don’t really want and the only way to afford it is to take on passengers.”
“Which you hate doing,” Nancy chimes in as she passes by, intent on following her boyfriend back to the ship. Steve’s first mate, and his oldest friend, doesn’t look like much but Chrissy has learned that appearances are deceptive. She can take down men twice her size, wield just about any gun and hides more knives on her person than you’d expect of someone who’s five foot six.
“Which I hate doing because it involves babysitting a bunch of strangers aboard my ship,” Steve says in frustration. “Is that everything?”
Chrissy spins around to find that the boxes and all of their new guests have disappeared. Robin is folding up the umbrella and deckchair she uses when they’re docked, and just Chrissy and Steve remain on the dusty floor of Hess market.
“That’s it,” she sighs and slides her arm through Steve’s so they can wander up the ramp together.
“That’s a strange bunch you managed to find,” Steve comments, as Robin bounds ahead of them. They step over the threshold to find a flurry of activity, Jonathan and Nancy loading up the storage unit, their guests piling their belongings in the designated lockers. Robin skips between all of them, nearly whacking the blonde guy on the head with her umbrella. He glares at her, having only just missed the collision with his head, and goes back to putting his stuff away. She wonders if the two girls with him are his sisters, even though she’s not sure of any resemblance between the three. Unlike the others, their little group keeps to themselves, nervously eyeing the people around them.
Chrissy spots Eddie across the room, piling just about everything into another locker except for his guitar. He starts to smile at her when he sees her but it freezes on his face when he sees how she’s linked with Steve.
“Something wrong?” Steve asks, as he hits the button that will close up the ship. Chrissy watches Eddie turn away, a flicker of disappointment in her gut. No matter. They have five days until they reach Eddie’s desired port and that’s plenty of time for him to know that it’s just a misunderstanding.
“Just that there’s a lot of interesting people this time around,” Chrissy says instead. Because this does worry her - she’s not sure that they’ve ever had such a strange collection of passengers. Anything could happen with the ship this full. After all, it’s hard to have secrets when you live so close together. And Chrissy would know.
“Yeah,” Steve agrees, squeezing her hand. “Who knows how this could turn out?”
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fryknave · 1 year
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ok so the robo pussy is actually called a cortex reaver. and yes it Is ur corpse that goes inside it
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eye-of-terror · 1 year
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When she put you in the Cortex Reaver 😳
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system-shock · 5 years
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cortex-reaver · 6 years
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Finished this, finally. In a livestream hosted by NightDive Studios. I didn’t have many watchers, but it was still worth the 4 hour marathon I put in to get the dead Cortex Reaver in the back and all the colors and glows.
Very happy with it right now!
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dukebeelthazar · 3 years
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Blood Omen 2 Review
Hey everyone!
I know it's been a while since my last post, but Taonpest and I were busy finishing our Legacy of Kain Marathon with Blood Omen 2. And I've beaten Blood Omen 2, hell, I've COMPLETED IT by drinking every single character's blood and opening every chest from every chapter! And to anyone who wants to make a LoK marathon, do yourself a favor and skip this game. There's nothing for it.
When I started playing BO2, I thought it was fine. I thought it was one of the most basic action game you would find on PS2 and I was fine with this. But that impression of low-budget yearly action game soon dissipated and became motoneous, frustrating and overall boring. Just to make things clear, I played the PS2 version of the game which is apparently considered the worst port of that game. And you wouldn't know how overjoyed I was when I read that.
One thing that strikes the eye is the graphics. They're okay for a 2002 PS2 game, but, the atmosphere, the aesthetic. There's nothing LoK about it. I know it's technically supposed to be a transition between Blood Omen and Soul Reaver, but to me, it looked more like a WarHammer Fantasy look-alike. The characters are...what they are. Kain and his massive man-tits looks pretty okay, but Vorador looks like an estranged cousin of Shrek who decided to live in the sewers instead of the swamps. Janos looks good. Another thing that sort of annoyed me were the FMV cutscenes. Soul Reaver and its sequel had beautiful FMVs that set the tone of the game and hyped you up. Unlike Soul Reaver, BO2's FMVs were made with the in-game models which makes some shots absolutely ridiculous. Once again, I like to think this is a budget stuff that happened.
Then, there's the actual game and story. Gee, I wonder what the plot could be this time. Oh? It's another revenge story, what a surprise. No surprise here, the story is not only barely existant, but somehow, even the dialogues are actually terrible. All that poesy and Shakespearian-talk from the previous entries? Gone. And it tries so hard to be serious that it's actually hilarious.
The actual gameplay can go fuck itself. The fighting mechanics especially are the biggest pain in the ass. It's clunky and unresponsive and most annoying of all repeating way too much. Every single fight (with the exception of some bosses) are down to the exact same method. You parry 3 to 5 attacks, dodge, attack, knock your enemy down, wait for him to recover, rince and repeat. So imagine spending hours doing the exact same thing with boring puzzles and frustrating platform sequences. I did like the Eternal Prison however with its claustrophobic approach that kinda reminded me of Resident Evil. And then Magnus came in, and what could have lead to a Nemesis-like encounter just fell flat because the AI in this game is as dumb as a brick, which means there are no actual consequences for you to mess around with Magnus. This leads to the boss fights, and if you've played any Legacy of Kain game then you won't be surprised when I tell you that they suck. If Soul Reaver's bosses are on the same level as Crash Bandicoot then Blood Omen 2 is Wrath of Cortex. They are that bad.
I guess I should also mention the sound. Just so you know we played the game in French. Jean Barney and Benoît Allemane reprised their respective roles from the previous Soul Reaver installments (Vorador and Janos for Barney and Kain for Allemane) and it's great to hear them again. We also get VAs new to the franchise like the amazing Phillipe Dumond (voice-over actor of Keith David in French) as the Sarafan Lord and basicaly almost every male NPC from the game.
Unlike SR1 & 2 however, I thought the French Dub to be very hit or miss, making the poor dialogue looking even more dumber than it already is. I like to think this because of direction issues (voice acting for video games in France is very different than in the U.S or Japan) because you couldn't sound as deadpan and monotone as Uma. Maybe this is an adaptation choice? I don't know, but this makes her death scene almost funny to watch. Allemane is playing his dialogue in his usual Kain-fashion (though slightly less "jovial") but some of his lines sound wrong. And then, there is the actor that actually outshines Benoît Allemane: Phillipe Dumond. This man is 90% of the game's dialogue and each time, he delivers especially as the Sarafan Lord. There's also something weird around the end of the game where Vorador changes voice actors in the same cutscene or even mid-sentence. I think the voice-acting for this game was rushed.
That's all I'll say about Blood Omen 2. This game made me feel empty. It actually made me wish I played games I don't like because I think the problem comes from me and not the games themselves.
Blood Omen 2 is a 3/10/. Stay out of its net, brethrens.
P.S: I wish I could stream games, but I don't have the setting nor the actual physical place to do it.
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g4zdtechtv · 7 years
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ScrewAttack's Top 20 - PlayStation Games
Do Not Underestimate the Power of PlayStation.
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eggoreviews · 5 years
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20 Dream Games for the Playstation Classic!
The PS1 Classic came out last year. Everyone got excited for a minute, but then we found out it was missing almost everything! Here’s my personal list of the 20 games I reckon should’ve been included. I’ll stick to one per franchise to keep it fair, but I might have to break that rule once. Hope you enjoy/agree!
Note: This is just my opinion. There might be some ones you don’t agree with, and I might have cut some ones from the original lineup you liked. Sorry in advance lol
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Before I kick off the list, thought I’d briefly list off the games I cut from the Classic’s actual lineup:
Battle Arena Toshinden
Cool Boarders 2
Destruction Derby
Intelligent Qube
Jumping Flash
Mr. Driller
Oddworld: Abe’s Oddysee
Resident Evil (you’ll see why)
Ridge Racer Type 4
Super Puzzle Fighter II Turbo
Syphon Filter
Tom Clancy’s Rainbow Six
Twisted Metal
Wild Arms
Aight, let’s go.
1. Final Fantasy VII
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The quintessential PS1 JRPG, of course FF7 had to stick around from the original lineup. Like it or loathe it, FF7 defined its console and is still highly regarded as one of the best JRPGs of all time. Playstation wouldn’t really be Playstation without this game. This was the game that pushed Final Fantasy into 3D, and firmly into the hearts and minds of players everywhere. There’s little else to say, other than that you kind of already know how iconic this one is.
2. Grand Theft Auto
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The humble beginnings of a now mammoth franchise, the first entry in the now legendary GTA series was a top down weird thing that let you explore three separate cities in whatever cars you can find. While this doesn’t hold up especially well today admittedly, GTA was an important milestone, not just for its series but for its console generation and has certainly earned its iconic status to belong on the PS Classic. This one was a good choice.
3. Metal Gear Solid
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Another obvious choice, MGS is where Metal Gear really became Metal Gear. Brilliantly cheesy voice acting, awesome stealth gameplay, suitably weird story and the birth of the now iconic codex screen, MGS is like the archetypal cold war film wrapped in a supremely fun package on the PS1. If this wasn’t here, there is no PS Classic and that’s just the tea.
4. Revelations: Persona
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This was one I wasn’t expecting an appearance from on the PS Classic, but I’m glad it did. In my head, the beginnings of this extremely weird spin-off JRPG series is an essential piece of kit on a classic compilation. Everyone hoping to experience the best of what PS1 had to offer should probably try this one out and while it certainly isn’t for everyone, it’s certainly unforgettable and deserves its place among the rest of this lot. But hey, maybe I’m biased because I’m obsessed with Persona 5.
5. Rayman
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The first in the franchise that spawned my favourite 2D platformer of all time, Rayman made his glorious start on the PS1. While some may argue that the second entry in this colourful, creative platformer series deserves the spot, I’m with Sony in giving the spot to the first instead. Despite the cringey, cliche villain name they went for, this game was innovative for its time and had its own unique art style that still holds up remarkably well today. This limbless boy has earned his place.
6. Tekken 3
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The final game from the original 20 I’m carrying over into my list, my thoughts are that this compilation was in need of a traditional fighting game and Tekken 3 perfectly fits the bill. This acts as one of the most iconic fighters on the PS1, and is pretty much superior in every way to the previous two entries, bringing with it more characters, more moves to pull off and a better, smoother combat system in general. This is the perfect fighter for fans of retro and takes its place rather nicely on the classic console.
7. Oddworld: Abe’s Exoddus
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Here’s the reason why I cut Abe’s Oddysee, to replace it with what is arguably its vastly superior sequel! Oddysee is still good, but for newcomers to this extremely odd platformer, the larger variety of power-ups and potential strategies is a much better pick for those unfamiliar with the franchise. To put it simply, Exoddus just holds up better today than its predecessor. Get ready for what is kind of nightmare fuel though, as the slightly unsettling imagery and character designs are bound to make you feel a little uneasy as you traverse dystopian, industrial environments as a weird amphibian thing.
8. Resident Evil 2
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And, predictably, here’s why I cut the first RE, because there was no way I was leaving this franchise off my list. It was a tough one, but the second just won out. In my mind, RE2 just improved upon the first one in so many ways. While the first was a horrifying, strategic blast through an infested mansion that became one of the PS1′s defining games, RE2 took what the first one did well and built on it immeasurably. More developed characters, a fleshed out story, more unique environments to explore. Even though the map got exponentially bigger, that feeling of claustrophobia never went away and it was awesome the level of horror they could achieve with 90s graphics. As a legendary horror game, RE2′s the one I would go with.
9. Bishi Bashi Special
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I know what you’re probably thinking, ‘this arsehole cut Ridge Racer but they’re making room for Uncle Bean?’ Well, hear me out. A lot of you may not have heard of Bishi Bashi Special. It’s a little known Japanese party game that is the maddest thing you will ever play. And in a classic compilation filled with iconic RPGs and the like, I felt that injecting a little chaotic madness into the mix was never gonna be a bad thing. There’s nothing on the PS1 that even comes close to the level of chaotic fun this gives you and shows the pure variety of the console’s back catalog. I’m very firm on this game’s place. Fight me about it.
10. Legacy of Kain: Soul Reaver
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A hack-and-slash game with fully rendered 3D open environments, starring a kickarse silent vampire with glowy eyes. It’s a real wonder they didn’t put this on the starting lineup. For real though, Soul Reaver was ahead of its time in a lot of ways, really testing the PS1 to the limit with its graphics and control scheme. An awesome tech demo for the time that still holds up well today, but is also a solid game in general. Very worthy of this list.
11. Castlevania: Symphony of the Night
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As pretty much any PS fan will tell you, this game kind of has to be here. And everyone won’t shut up about it for good reason. While Castlevania made its start on Nintendo systems with the original trilogy, it really made its mark on the industry when Symphony of the Night dropped onto the PS1 in 1997. It took what made the other games so great and built on it all, providing a sprawling platforming epic filled with collectible power-ups, hidden places to explore and a story that, at the time, defined the franchise. Many would argue that the series still hasn’t topped this entry, and as such is an essential addition that is sorely missing from the real thing.
12. Tomb Raider II
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Tomb Raider is, well, iconic. I’ve used that word a lot but it’s true. Lara Croft and the franchise she belongs to are iconic, especially to the Playstation. And like Castlevania, the lack of any Tomb Raider on the Classic is almost criminal. This title encompassed everything that makes the original Tomb Raider trilogy so great, interesting puzzles and areas that require a lot of strategic thought to traverse, a decent selection of weapons and vehicles and a sense of genuine fun and adventure that runs through the whole thing. Tomb Raider is cool, and it doesn’t need much introduction. And for me, this was the most glaring omission of them all.
13. Crash Bandicoot 2: Cortex Strikes Back
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While we’re on the subject of glaring omissions, here’s what was basically the PS1′s answer to Mario and Sonic, Crash Bandicoot. In particular, I’ve chosen Crash 2 because I feel it’s the best experience for new players. Crash 1, while it’s the original, is full of a load of fuckery that may put newcomers off altogether if they can’t master the jolty controls and the slightly unfair life system. Not a bad game, just not great for those new to the franchise. Crash 2 just sort of lends itself better to the classic, challenging but not too much 2D platforming the series is known for. Well-designed, aesthetically pleasing levels, consistently fun mechanics and even a story you can sort of follow. This was Crash at his best, and it needed to be here.
14. Spyro 3: Year of the Dragon
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Yet another PS Classic omission that made people sad, Spyro acted as the lesser known, but still suitably iconic second mascot for the PS1. Unlike his orange counterpart, Spyro’s levels felt much less linear and were more of an explorative collectathon rather than a straight platformer. And of the original trilogy, it’s pretty safe to say that number 3 consolidated everything the first two nailed and made it as perfect as it could be. Year of the Dragon defined the series at the time, and it needed to be onboard as much as Crash.
15. Crash Team Racing
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Look at me go, I’ve finally broken my franchise rule. But in this one instance, considering how wildly different the 2 Crash games are, I think we can let it slide. CTR was never really meant to happen, it was mostly just a side project for the guys at Naughty Dog to do while they still had the rights. And the result was an awesome, fast-paced and crazy experience to rival Mario Kart. Unlike Nintendo’s equivalent at the time, CTR had much heavier, clunkier feels to the karts you drove, which really made you feel like you were driving this hunk of metal. You had power-ups that kept everything interesting, shortcuts to learn and even a full-on Diddy Kong Racing style adventure mode. Guess we’ll just have to wait for the remaster to relive this one.
16. MediEvil
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I’ll be honest, this was the one I was most disappointed to have missing from the Classic. I absolutely adore this game. I love the story, the concept of Sir Dan as a character, the combat and the lovely gothic areas you encounter from a mausoleum to ghost pirate ship. But most of all, the cheeky, totally stupid British humour running through the whole thing, particularly through the game’s archetypal villain Zarok, makes the whole game as funny as it is epic, with a suitably rousing soundtrack following you on your journey to prove you’re not the zero everyone thinks you are. Classic game, desperately needed a place on the lineup.
17. Gran Turismo 2
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I’m going to preface this by saying that I don’t care much for realistic racing games, I don’t derive a lot of joy out of them and they aren’t really my cup of tea. But in my efforts to keep this lineup as diverse as possible, I thought I’d include the game that really pushed the PS1′s graphical capabilities to its limits and almost created a game that surpassed its console generation in its looks. There’s a whole wealth of content here; a whole bunch of cars to unlock and a beefy career mode to keep you busy for a fair while. And this game differs from other racing games on the system by rewarding strategic thought and encouraging players to think through every action they take on the race track, which for me makes this the most immersive racer on the system.
18. PaRappa the Rapper
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Okay, I know. I really did just put this here. But come on, PaRappa ended up in PS All Stars, so he’s gotta mean something to someone, right? It doesn’t matter how you slice it, this paper dog properly revolutionised rhythm games at the time, creating a fun and responsive, if a little short, experience that was certainly unique for the time. This is another that would definitely fall under the weird category, but it’s a bit of Playstation that doesn’t get mentioned nearly enough and it’s worth a spot on pure fun factor alone.
19. Ape Escape
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As one of the first games to rely entirely on the Dualshock analog sticks, Ape Escape is another that falls into the ‘must mean something to someone’ category, as Ape Escape also ended up with a character in PS All Stars. This one is a fairly simple foray, but it was met with a lot of love from fans, as you play as a tiny, chibi version of the dude from Yu Gi Oh (tell me I’m wrong) and round up a bunch of escaped apes in varying platforming levels with a cool selection of gadgets. It’s here because it’s here, let it be.
20. Silent Hill
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Silent Hill is pretty much as iconic as horror games get, and yet I somehow managed to forget about it until I got the 20th and final game on my list. It was claustrophobic, gory, full of metaphors you really don’t want to dig into and, most of all, it was terrifying. The constant fog, while it was mostly implemented to account for lack of draw distance, worked in the game’s favour and became a staple in the series. For the PS1 era, this game and the series it belongs to properly nailed the scare factor and left everyone who went near it feeling at least a bit uneasy. Saying this belongs here is an understatement.
Cool, there’s my list. My probably quite badly justified list clouded by pure fan-ness. But anyway, hope you agreed with some of my picks and let me know what games you would’ve liked to see on the otherwise questionable PS Classic lineup below. Thank for reading !
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commodorez · 6 years
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What's a good starting point for learning this stuff? Most of my computer knowledge is being able to assemble the parts together, doing network and and system diagnostics, and just fiddling with OSes. (And the one time I used Backtrack + Reaver to hack my friend's wifi lol.) But Idk how to write code (I've tried tutorials but they never seem to stick.) or figure out how the actual circuitry itself works.
That actually is how many people get started.
As for writing code?  I was taught how in school.  There are many different approaches here, from picking it up through python on a linux command line environment, to playing with BASIC on a 8-bit microcomputer from the 1980s, to messing with C.  There really isn’t one right answer, and I’m sure my followers have a variety of suggestions for how best to approach that.
Circuitry...   if you haven’t figured it out by now, I approach this stuff from a vintage computer angle, which ends up having a similar approach to a microcontroller if you separated the chip out into the various components within: CPU, RAM, ROM, graphics, serial/parallel I/O controllers, etc.  This user port on a C64 can feel similar to the digital I/O on an arduino for example.  There was a time when a Radio Shack 100-in-One style kit would be a great answer to this, but times have changed, and most people don’t build analog circuits from scratch any more.  I still do but that’s just how I roll.
We live in an era where arduinos are incredibly inexpensive, and provide a mix between a C-like language and simple circuitry where you can learn the hardware and software aspects hand in hand.  Plus, you can learn the newer device control protocols beyond just serial, like I2C and SPI, and really put some cool stuff together that ends up being practical with not all that much effort as it used to require.  Not to mention, once you find yourself restrained by the limitations of the arduino IDE, you can always leave it behind for higher performance options that grant you greater fine control over your microcontroller.  Then Parallax Propellers, ARM Cortex M0′s, ESP32′s, etc. all become options depending on the type of performance you need to achieve.
I hope that answers your question in a helpful way.
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nonchalant-raptor · 5 years
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A fun unfinished paint over of someone getting assimilated into a Cortex Reaver.
And that someone is me because it’s a fucking cool and terrifying cyborg, even if I have to be dead for it to assimilate a host brain.
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And reference face
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returnerofthesky · 6 years
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After finishing up with the laser (and taking a quick detour to finally grab the laser rapier), I ended up taking the freight elevator on Maintenance up to level 5, the Flight Deck. And... well, I don’t think I was supposed to go here first, but the game basically pulled no punches here. Most of the actual enemies were the usual fodder, the cyborg warriors and assassins that are easy pickings now, but as soon as you arrive you get picked up on radar by a resistance member while they’re fighting one of the toughest robots in the entire game, and of course by the time you get there they’re all completely dead.
That said, the last audiolog the member leaves provides a decent batch of exposition for both the current objective and the next one, so I think it was worth it to come up here for story pacing alone. In terms of gameplay, on the other hand, it feels a lot more straightforward, too, which also helps that sense of pacing after three (and a half, given I explored part of Maintenance early too) big levels of exploration. You start at the freight elevator, take a long trek around one of the decks and through some convection shafts, and finally make it to the hideout of the resistance, and then take down the cortex reaver, bossfight style.
That said, the contrast visually is also pretty striking. Even the crustier areas on the deck look a lot sleeker and more... pristine, compared to down on Research or Medical. The actual flight decks have those slick black paneling and are much more vertical than other rooms, the area near the executive elevator has those chandeliers and the elegant decor, so on and so forth. And the audiologs you find really do paint a very dire picture of all the stuff that was going on, like the security shuttle getting shot down, various supplies going missing and so on.
I know I keep saying it, but I really can’t understate how floored I am by the general quality of everything is, aside from the clunk of the controls which isn’t nearly as bad thanks to the mouselook option the Enhanced Edition adds. It’s... honestly, it’s absolutely thrilling to me that the first System Shock is just as good as the second. SS2 was a fantastic game to experience five years ago and I didn’t think I’d get that kind of experience a second time.
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balzabul · 3 years
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bro i would fuckin KILL for a system shock chapter in dead by daylight it’d be fucking sick.................... shodan isn’t a physical being so she could be like, her own map and the killer could be idk a cyborg warrior or smthn i’d say something more interesting like a cortex reaver but idk how theyd fit that into like normal killer size. maybe a modified one. shodan could admonish you as you complete objectives and run around
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bear-in-a-foxhole · 4 years
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Tuesday’s late entry in the #systemshock bestiary is perhaps the most feared- the Cortex Reaver. A behemoth standing around 4m tall and about the same wide, these robots can nonetheless compact their legs to fit into a standard elevator, human prey included. Their exact purpose is unclear to investigators: #SHODAN had modified the Restoration Bays fairly early on in her war against the human inhabitants of Citadel Station. Anyone who died would more or less automatically be reconstructed in the Bays, albeit with SHODAN’s cybernetic augmentations. So why build these hulking walking brain surgery machines? They’d be seen mopping up after skirmishes, choosing specific wounded or freshly killed humans to gather up in its main claw, peeling heads open to perform seemingly arbitrary neurosurgery. There are reports of these minds being used to access and reconfigure cyberspace defences and operations (probably for the same reasons as the Mutated Cyborgs were created and deployed). On their own, in the real world they often carried still conscious humans, intimidating players with their size. In truth, most lacked an offensive capability beyond throwing stun grenades and would succumb to basic armour piercing weapons. (at Warner) https://www.instagram.com/p/CG3r6oRDWVy/?igshid=19pvyma0sat70
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