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#the gameplay clips are never credited so its not for certain but like. i know my boy's arm
catmaidetho · 1 year
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before i go to bed i just wanna share this cool video essay by one of my favorite channels about notch!
youtube
i watched it all the way thru, and i find the very neutral and unbiased presentation interesting and one of my favorite things about the style!
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halorocks1214 · 8 months
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okay so i just steamrolled thru detective pikachu returns over the past 2 days because i was sick and had nothing else better to do and right after finishing it i went into the tags and WOWIE the negative reception is very large!! i do understand and even agree with some of it but i just felt the need to get my own thoughts down (again. sick with nothing better to do) so take a peek under readmore for very typical elongated halo ramblings about his fave video game series
for the record i never played the first game (only watched a few clips of it on youtube even) but i did go see the movie in theaters. just figured i'd mention this ahead of time so my favoritism is known and to prevent myself from coming off as a perfectly unbiased reviewer
BEWARE THE SPOILERS BTW
(post-editing note: it be long under here, you have been warned)
to start off YEAG this game is not worth 50 bucks! the story's pacing is all over the place and is very basic, the graphics are not particularly well refined, the characters' expressions do not fluctuate as much as they should (professor gordon in particular ;-; i felt so bad for him), and the voice acting outside of merloch and detective pikachu himself are kinda phoned in! it felt like an early 2000s 4kids dub for real. even the gameplay aspects themselves were rather meh in presentation; the button hitboxes were annoying to deal with and as cool as i thought the "main" mechanics were they were incredibly clunky and the tension they tried to build up in the "solving the case" climaxes was just Not It. there was absolutely no reason for the loading/pauses to take that long
(the pokemon gimmicks were okay tho. i would die for growlithe)
however, this isn't a problem specific to this game. while i enjoyed scarlet it was definitely not 60 bucks material (and when i went back to it for the teal mask i even went "good lord, did it always run this badly?"). i gotta give credit to detective pikachu, at least this game ran properly for the most part and never crashed on me lmao
while that doesn't negate the criticisms i previously mentioned i simply wanted to say that this is going to be a problem for as long as pokemon keeps making money. this isn't me finger-wagging at anyone in particular (i certainly have no room to talk, i did say i liked scarlet), i just wanted to say: yeah, pokemon has been A Mess
"but halo!" you cry. "you talked like the negative reception was overblown! what gives the giant negative paragraph??"
because much like scarlet, i still really enjoyed this game sdfjnsdk. how can i say that with confidence, though, when i largely agree that there were many, many issues to be had with its performance?
the word of the day: expectations
and perhaps this is where my bias comes into it. whenever i play a spinoff game (like snap or pokepark for instance), i don't really go into it for mindblowing gameplay and stories, i do it for the same reason this series has kept me enraptured for over a decade of my life:
the pokemon themselves!!
there are SO MANY little things that the regular games don't go into, and while i have my own headcanons and OCs i can play off of, it is so much fun to see actual canon material acknowledge certain things you've only ever theorized about!!
the whimsicott were so fun to watch float around, the article asking where a furret's tail began and ended made me laugh out loud, the fact that they went hard into the "slowpoke tails are eaten as food" thing, and the "let's not get into that right now" jokes about venonat hunting other pokemon and dusknoir eating souls LIKE. i LOVE when pokemon goes into its more "serious" aspects. i know main series games do it too occasionally but outside of offhanded mentions or pokedex entries, do they go this hard into them? if they do and i'm just stupid pls tell me about it i'll eat that shit up
being reminded of less-talked-about pokemon is always a plus and how can you not pop off when you see one of your faves included in the story? (INTELEON AND WOOPER I'LL KICK THEIR ASSES 4 U) it's simply fun immersing yourself into the world of pokemon and getting a glimpse of what it would be like to have pokemon walking down the street and how that affects everyday life! maybe the story is basic, but it served its purpose and i had fun going along with it!
perhaps it's just my mental illness talking, but walking around and seeing all the pokemon and THEN doing the quiz girl's quizzes was actually kinda nice! even if the puzzles weren't that hard, i can't lie and say i didn't pump my fist when i guessed where the mystery was going like with cramorant swallowing the jewel or how the passimian statues needed to hold different berries. overall, i just enjoyed being reminded of how much i know and what i love about this series
also, the ways they incorporated the movie were pretty baller. i liked how they didn't just do a repeat of the mewtwo plot from the movie and let me tell you, even tho i called it early on, i liked that my suspicions about the aurora drop being deoxys were confirmed!! (i suppose it's not that hard to guess bcs what other pokemon comes from space, but i just recently finished playing omega ruby again and i normally don't think about deoxys a lot so LET ME HAVE THIS)
plus "i heard they made a movie about the R case" MADE ME SCREAM. i thought they were just going to ignore the movie and do their own thing but then they DID THAT. incredible. you can call my expectations low (which is valid) but holy fuck
so the TLDR for those who want this: if you want a sweet but cliche game exploring the world of pokemon with a lot of funny moments + worldbuilding, then this game is perfect for you. if you want a game with a groundbreaking story with graphics to boot, then yeah, you're not gonna find it here. i've even seen people say their own nostalgia of the original spinoff wasn't enough to get them to enjoy this game, so take my words with a grain of salt
i would say just watch compilations of the game on youtube, but not every youtuber is gonna go fully exploring the game for all of its little details, so if you care about that kind of stuff, buying the game is your best bet. also if you don't care about that kind of stuff then you should just ignore the game altogether etc etc anYwAY
as for a TLDR for the TLDR: new pokemon snap is goated and i would say a more enjoyable experience than this game esp if you didn't like it so PLEASE buy it the game's only 30 bucks and you can throw treats at pokemon PLEASE it has so many sidequests and interactions you can partake in PLEASE i prommy i won't bite PLEASE stick your fingers in my enclosure PLEASE PLEASE PLE
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zydrateacademy · 5 years
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Review - Rage 2
I have little to no experience with the first Rage. I have about two hours on it, last played five years ago. I remember a lot of brown, and I think I immediately quit because it didn’t engage me very much. To the surprise of everyone, last year we get a teaser trailer set to Andrew WK’s “Ready to Die” in a semi live action setpiece telling everyone that Rage has returned, and it’s gonna be wacky! In practice, it’s just a very colorful shooter. A fairly decent one, but it lacks the general humor that Borderlands has, which yields a common comparison. Indeed, Rage 2 feels like a union between Mad Max (the driving), Borderlands (the environment), and DOOM (the gunplay). This review will have several comparisons to all three, but I’ll try to explain the systems so my readers won’t require previous knowledge of other games. I’ll start with the game’s main selling point, the zany gunplay and abilities. You play as Walker, gender of your choice but you cannot customize them as they both essentially exist as their own beings in this world. You are some kind of military trainee in a fairly safe and stable stronghold that gets annihilated in the first fifteen minutes of the game by an organization called “The Authority”. You put on a suit of armor of a now-extinct sect of “Rangers”, you being the last one in an impromptu promotion. This armor facilitates all of your guns and abilities. Even the guns are acquired through ARKS dotted around the land that are specifically designed for rangers and their suits, so right off the bat you’re more or less more equipped than every bandit in the wasteland.
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Other than some odd key bindings to start with, the abilities and guns feel very good. One of the first you acquire is imminently useful, as it was designed to shatter armor of the enemies (and the ability is in fact called “Shatter”). This is also very satisfying as you play through the game, whether you use that ability or shoot it all off, you can actually see mob’s armor plating fly off as you whittle them down. It’s a good signifier as any that they’re ready to be killed outright. Considering the game shares much more with DOOM than with Borderlands, enemies are not at all bullet sponges. Most enemies can be taken out in just a couple shots, or a single headshot. The armor is what makes them spongey, but you’re very quickly given the tools to deal with it. Other abilities include a bullet barrier, a ground slam, a super sprint, a dash, a vortex that pulls enemies in and detonates, an overdrive, and a few others. Considering that DOOM developers have worked on this, this is not a cover shooter. Everything is designed to keep you moving and shooting and the set of abilities you acquire serve this goal incredibly well, and the gunplay is very fun. However, like Mad Max (from Avalanche Studios, which also served as developers here) strongholds don’t tend to respawn which leaves my usual fare of sandboxing starting to dry up just 11 hours into the game. I’m starting to get the feeling that the game is rather short, and I wish it took a similar idea from recent Far Cry games to reset the strongholds, maybe add some extra difficulty to it, and let us play it all again. I do not believe there is a New Game Plus at this time, so when I’m done, I’m done. This is essentially a twenty to thirty hour game it feels, so take that as you will.
Everything can be upgraded as well, DOOM-style. This is not Borderlands, and you will be staring at the same guns throughout your experience. There are about ten of them though (two from the preorder bonus, or potential DLC) and you can change their capabilities, level them up, and add extra mag sizes, reload speeds, and so on. They’ll function differently as you see fit but I find myself defaulting to the assault rifle you acquire, upgradable with armor piercing rounds which really tear through most enemies.
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Returning from Mad Max are the convoys, one of my favorite mechanics from that game. There were only a handful there, and this game serves many more and they’re certainly more engaging in their own way. They boast an entire caravan with a War-Rig like truck that serves as its own boss (complete with a health bar), where you must wipe out the allies and then hit “weak points” that pop out periodically. I’m not sure if they constantly spawn or are as temporary as the strongholds, but I do enjoy them.
So the gunplay is good, the environment is interesting to look at. There’s plenty of lights, colorful characters, and even trees and wildlife in certain zones. The writing leaves something to be desired. For example you get a Borderlandsy splash screen introducing a few characters, one of which was “enjoys manipulating others, and once tortured a guy just to get his approval”. Meeting him just screamed “This guy is going to betray the fuck out of you”. Sure enough...
So let’s move on to some points I have “mixed” feelings about.
As I alluded to with the guns, this isn’t really a Loot-N-Shooter. It’s just a shooter. Everywhere there are chests to get “feltrite”, the main upgrade currency. You also get money, which also helps buy upgrades outright as well as ammo for you and your vehicle. There’s even an upgrade just to help you triangulate and find these chests so you don’t abandon every stronghold at 3/4 chests found because it’s hiding in a tiny alcove somewhere, but sometimes I do it anyway because it kind of kills too much time when you’re running around for a while. The gameplay encourages constant moving, shooting, and ground-slamming, but after a while you actually run out of things to do all of that with. To the game’s credit, it doesn’t make Anthem’s mistake of “go here, kill everything”. Sometimes you defend a pylon, sometimes you shoot fuel tanks, sometimes you destroy a power silo. All of which involves a lot of shooting but none of this respawns or comes back.
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In relation, the map does feel a bit small. After gaining reputation with a certain main character, you’re awarded the Icarus, which is a flight vehicle. No weapon capabilities and it’s made out of paper but it’s very useful for transit. I’d almost recommend not using it at all, but it does help nab a few points of interest that you wouldn’t necessarily drive past on wheels, as some things you need to actively search for rather than drive by. As I said before, after 11 hours it feels as though I’ve complete most of the side-stuff already. Side missions can be picked up in towns but they’re much simpler and less interesting than the main story itself, and there’s little reason to do them.
The game is also very buggy. I suffer a crash to desktop (no error message or anything) every couple of hours. Much more often the game will freeze on me for an extended period of time (forty-five seconds or more) before coming back to me. I was on a “clear out the bandits” objective and one of the enemies was clipped into a building. Thankfully the “Shatter” ability has some AoE capabilities that got through the wall and I got him eventually. Those are the main three I’ve suffered but if you read around, you’ll no doubt find much more. These aren’t the usual funny “dragons flying backwards” Bethesda bugs, these are actually game breaking and rage inducing.
Oh, Bethesda. What has happened to you? It felt like it’s just been a couple years since you were the gaming community’s golden boy. It really all went downhill with Fallout 76 (which I’m still waiting on single player and modding capabilities) and has never really recovered. Yes, their new fare of “microtransactions” are here. I don’t normally have a hate-on for cosmetic shops like the community as a whole does but in Rage 2 it’s particularly pointless. It has some gun skins, both of which can be acquired in game. The golden skins are 10,000 dollars in certain shops (which is a lot, mind you) and the other ones can be acquired by farming the Mutant Bash TV enough. I enjoy the mutant-killing arena but I find it’s far too damn easy, and it really needed extra difficulty levels attached. Those skins cost 2500 MBTV tokens and you can get ~1500 every run you do. Considering how easy it is, I earned most of them in like, an hour. Now let’s get to some of the things I actively hate.
I don’t like the driving. Not nearly as much in Mad Max, anyway. The convoys are indeed still fun and more rewarding than Max’s were. To Max’s credit, that entire game was built around the car being a major mechanic and hell, even plot point and Max’s entire motivation. In Rage 2 it’s more of a sideshow. The cars don’t feel like they have much weight to them (at least, not until you spin them out and try to push yourself out of a ditch, which I often do) and when I was given the flying Icarus, I felt little point in returning to the sassy-AI that hosted the Phoenix, the only car you can upgrade and customize.
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To wit, I actually quite despise the driving in certain contexts. Early in the story you have to impress someone enough to enter his suite. To do so you must play through the Mutant Bash TV (fun, but easy) and... a race. You enter the race and the NPC there tells you that you’re starting on the bottom. Now, in other games this means they usually give you idiots for AI. The first race in GTA5 was laughable, and even in Mad Max their one main “race” was actually just a deathmatch with a six minute timer. This newbie race in Rage 2 actually made me Rage-Quit the night the game was released. They give you their own car, every other racer has the same one and they actually match your speed. At any given point I always had two to four other racers ahead of me at all times. You know what bots and AI don’t do? Make mistakes. They never spun out, rammed into each other, or hit a wall unless you yourself did all that to them. After getting a night’s sleep and three tries in the morning later, my only strategy was to ignore the other drivers and concentrate harder than I ever have in a game. I basically had to do a perfect run, not hitting anything. I did so well and ALMOST lost the ENTIRE race to one single spinout near the end of the track. When I won, I could hear one or two car engines right on my tailpipe. They never lost traction like I did, and that’s just garbage.
I hated it. I do not look forward to dealing with this required mission in future playthroughs. By the way, it’s required to unlock an entire upgrade tree.
One final point of annoyance before I summarize my thoughts ultimately. This one is much more minor but it actually irritates me more than the driving does because this one is a constant threat. Every time you clear an objective, no matter how quick or small, you get an unskippable popup announcing your victory and rewards, as well as the reputation gain. This could have so easily been put on the side, like they do their radio-bound dialogues. Instead it completely stops the show and I find myself slamming the enter key so I can skip it the very split second it allows me to do so. In a game that wants you to keep moving, in a very successful and fun way, this thing is just a complete show stopper and I don’t know how their beta testers weren’t yelling “Come on, let me PLAY!” constantly. Ultimately, I do feel like there’s a good game to be had here. The cosmetic store is easily ignored and beyond that, you’ll have to deal with some bugs, janky driving, and bullshit “OBJECTIVE COMPLETE” popups. If you can deal with that, you’re left with some excellent gunplay and skillfully crafted environments. It’s not as long as I had hoped, and I really expected more to justify an eighty dollar preorder but I have not at all hated the experience.
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oblivianclassic · 7 years
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Game Ramble: Furi
Furi, by The Game Bakers. Available on PC and PS4.
Come to think of it, I haven’t actually finished all that many video game stories in my lifetime. It wasn’t until I began to deliberately set out to finish games that I realized this. Half-Life 2: Episode 2 sat fallow for months before I finally picked it up to see why everyone wanted Valve to make Half-Life 3 so badly (other than the fact that the Half-Life games are still a high standard of single-player shooter design). Mass Effect 1 and 2 were a pair of rare titles that I played straight through because Shepard/Garrus is my perfectly-calibrated OTP, but I still haven’t gotten around to importing my save into Mass Effect 3. I’ve played through the opening bit of Dragon Age: Origins twice now as two different characters, and stopped shortly after. My Planescape: Torment playthrough is forever stuck at the bit where I think I’m supposed to join one of Sigil’s factions. I got caught up in some massive conversation trees instead. I almost finished all 4 of Warcraft 3’s Reign of Chaos campaigns, but I lost my saves shortly before the last stand against Archimonde. I still feel bad about not seeing Dishonored through to the end. Dark Souls… I might actually return and finish that one day. Playing a Souls game is like riding a bicycle--more muscle memory and mental approach than remembering the plot--and I’m not ready to go Hollow just yet.
There’s just something about playing a game with a linear story that makes me loath to actually finish. Maybe it’s a fear of endings, of seeing something finished and put away, or maybe it’s my tendency to get distracted by new and shiny things promising innovative game mechanics.
So please understand that when I’m saying that Furi defeated me, there’s actually a lot of precedence.
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That all said, Furi has defeated me. This isn’t to say that I don’t like Furi, or that I don’t appreciate its challenge. Far from it. But when it comes to Furi’s mix of bullet hell and character-action hack-n-slash, I seem to have run into a wall, figuratively speaking.
Furi is an indie attempt to make an action-y character action hack ‘n slash game - the kind that normally gets made by a Japanese studio and features a lot of physics-defying, animation-cancelling and enemy-juggling action. Furi is a little different, in that it’s made by a French studio called The Game Bakers, and it doesn’t have the bits you’d find in your average Devil May Cry where you fight groups of weaker enemies. Furi is a boss rush game, which is to say that the entire experience consists of a string of big single-enemy set piece boss fights, with bits in between where you walk slowly through some pretty environments while a man wearing a purple rabbit helmet exposits angrily at you.
All you know in the beginning is that you’re some kind of prisoner, fated to be repeatedly brought to the edge of death. You’re then released by the aforementioned purple rabbit-head man, given a sword and a gun, and told that the jailer is the key. Kill him, and you’ll be free. Of course, in a plot twist nobody saw coming, things aren’t quite that simple. You’ve only escaped your initial jail cell, one section of a whole sky-bound prison. There’s a gauntlet of floating islands to traverse, each housing their own jailer, each with their own reason for wanting to keep you locked up. Or perhaps they’re fellow inmates? The story of this game turns out to be fairly straightforward despite a few twists and turns crossed with the rabbit-man’s best attempts at keeping things vague. That said, I will give the game credit for taking risks with one late-game boss and committing to a theme. That as well as taking a page from Spec Ops: The Line and giving the player a not-entirely-obvious choice in a situation where most video games wouldn’t risk it. The story obviously wants to be great, but only manages to be pretty good.
The visuals are much like the story in this respect. The character design work of this game was done by Takashi Okazaki, the man who gave us Afro Samurai (the manga, not the video game), and the game bears a strange but distinctive sci-fi look as a result. Everyone has long, lanky limbs and our main character bears a stream of wavy white locks that drift like seaweed in a gentle current. He also doesn’t seem to wear shoes, which bothered me for a while, though I’m really not sure why. Unfortunately, low-res texture work and model clipping issues don’t do the concept art justice. Judging by the shaders, Furi is attempting to take on a smooth and stylized aesthetic similar to that of something like El Shaddai: Ascension of the Metatron. Unfortunately, I’m guessing that the limited budget and small team are to blame for the stiff animation work. I understand just how time-consuming animating a game of this type can be, but that doesn’t change the fact that the striking, memorable, and distinct visuals could do with a lot of polish. Then again, considering the size of the dev team, this category could probably be given a pass. Perhaps it was in all in service of the framerate, which stays at a smooth 60 no matter what; an essential part of any fast-paced action title. If so, it was a worthwhile tradeoff. I’ll take a smooth framerate over shinier graphics in a game like this.
Fortunately, both the soundtrack and the gameplay are exceptional. The soundtrack probably deserves its own article and easily stands on its own as something worth buying. Right now. I mean it. Composed by Carpenter Brut, Danger, The Toxic Avenger, Lorn, Scattle, Waveshaper and Kn1ght, it’s a thumping tribute to retro electronica and the perfect accompaniment to energy-ball-dodging, pew pew pew-ing, and laser-sword-swooshing. Whatever atmosphere was lost when I saw an awkward animation was more than made up for by whatever music happened to be playing at the time. My favorite tracks are probably “A Picture in Motion” by Waveshaper, and “What We Fight For”, by Carpenter Brut.
Furi is built around a core set of abilities. The player can dodge, string together up to four strikes with his sword, and make rapid-fire shots with his energy pistol. Each of these moves can be charged up for greater effectiveness. The dodge will go further, and the charged strike and shot can interrupt certain enemy attacks. The player also has a parry move that if timed properly will block melee attacks, reflect projectiles, and open up opportunities to unleash a counter strike on their opponent. It seems like a simple enough system at first glance, but there is a lot to master once the player has a basic grasp of the controls. Parry timing is critical, not only because your health is healed a small amount with every successful parry, but a perfectly timed parry will stun your opponent and allow you to carve off a chunk of their health. Timing charged strikes to interrupt certain boss attacks and knowing when to charge a dodge become important too, though not absolutely essential. The controls are snappy, precise, and perfectly tuned for the sort of exacting and demanding game that Furi is.
With mastery of the controls, I’d imagine that this game will become appealing to speedrunners. Absolute mastery of all the various attack timings and patterns isn’t required to beat the game. Rather, cutting down a boss’s health bar becomes much faster once you figure out a few tricks, and I’m sure there are a lot of people who will make it their mission to go through each boss as quickly as possible.
There are nine bosses total, plus one optional “secret” boss, each with their own theme, arena, gimmick, and twist to the formula. I’ve heard that Furi plays a bit like a last-gen cult-classic game called NieR, and this is true to a certain extent. Like in NieR, each fight is a blend of character-action/hack ‘n slash and bullet-hell gameplay. Each boss fight goes through several phases, indicated by blips below their health bar. Each phase of the fight requires the player to work through two health bars. Two sections to the fight, essentially. Generally speaking, in the first half of a phase the boss will engage the player with a mix of bullet hell projectile patterns and melee attacks, while in the second half of the phase the player is locked into a small area around the boss and the fight becomes melee-focussed. That said, each boss after the second one will start mixing things up, each one with a twist to the formula. The third, for example, has no melee section to the first phase of his fight, instead putting up a series of rotating shields that the player must shoot through, but saying much more will definitely ruin a fair amount of the experience for you.
The difficulty curve from boss to boss is, unfortunately, rather uneven. The third fight seems to be a common difficulty spike for many. He’s not exactly tough, but seems designed to test the player’s patience to a breaking point, while the fifth fight is a breeze after the quick reflexes and more precise positioning required by the fourth boss. While I never made it quite so far on the default difficulty level, the ninth fight is apparently quite easy after the extremely tough seventh and eighth bosses (though I’d argue that in this case it’s necessary for thematic reasons).
Fortunately, the game is actually quite forgiving in terms of allowing the player to learn while keeping up the pace of each individual fight. The player themselves has three lives, and losing a life only resets whichever phase of the battle they’ve currently reached. Successfully finishing a phase will restore a lost life and replenish the player’s health. The player must lose all three lives before being forced to start the fight from the beginning. The game may be demanding, but it has a fair amount of tolerance for mistakes.
Unfortunately, my own tolerance for the game was worn down by just how demanding later fights were. Taxing melee combat, that I can handle. I’m even okay with the occasional bullet hell game, though I can’t say I particularly appreciate the genre. Furi’s blend of both, on the other hand, seems to be geared to break me down into incoherent rage. Switching between the two modes of action on the fly simply proved too taxing for me. It might be argued that I had ruined the experience for myself by getting fed up at one point and switching the game to “Promenade” difficulty so I could essentially skip ahead and finish the story, thus removing a lot of my motivation for continuing the game. That may be true, but I do feel that by that point I’d already seen most of what the game had to offer, mechanically speaking. I’ve got a good look at what Furi does, and, frankly, I’ve got a lot of video games on my plate here.
This isn’t to say that Furi is bad, far from it. It’s an admirable effort, something that’s striving for greatness and bumping right up against the hard limitations of a small team and budget, especially for the kind of game it’s trying to be. To achieve Devil May Cry 3 levels of polish, you need much bigger teams of animators and software engineers, but the core of Furi, the fast and challenging combat mechanics, is rock solid. For those who want a precise and demanding series of fights, where a neat art style and kickass soundtrack are bonuses, Furi is definitely a game for you. Though lacking in terms of visual fidelity, Furi has tough boss fights where good reflexes and patience will win the day. No filler, just your character and your opponent. The experience wore thin for me about two thirds of the way through, though, for more or less the same reason. Furi knows what it wants to do and does it very well, but the things it does ended up driving me up the wall.
I will say this, though: playing the deceptively hardcore Hyper Light Drifter after bashing my head against Furi feels so much easier. Situational awareness? Dash timing? Juggling ranged and melee combat? I’ve got it covered.
Tune in next time when I drift on blades of the hypest light.
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-Taihus “Enough talk, let’s fight!” @raincoastgamer
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hermanwatts · 4 years
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Sensor Sweep: Viking Bikers From Hell, Lovecraft & Hemingway, Hadon of Ancient Opar
T.V. (Bare Bone E-zine): But Milius’ mark on Sutter’s creative process may go far beyond simple story and dialogue.  A more concrete clue lies in Milius’ end credits when Miami Vice scenes and the superimposed B-movie episode title “Viking Bikers from Hell,” pseudonymously written in 1987 by Milius, flash across the screen with other clips from his filmography.  Though Sons of Anarchy is stylistically, tonally, and philosophically different from Milius’ episode, it is not a leap to see how it put the gas in the tank of Sutter’s imagination.
  Horror (DMR Books): One of Lovecraft’s earliest stories written as an adult is “Dagon.” After his ship is sunk by German U-boats, a castaway finds himself on an unknown island. There he encounters the title creature. This story is one of Lovecraft’s earliest and one of his lesser ones; however it still has elements of genuine terror.
Games (Walker’s Retreat): Ghost of Tsushima is out now. In case you missed it, it’s this: Yep, a game set during the Mongol invasion of Japan. Gameplay is very reminiscent of the well-regarded Breath of the Wild for the Nintendo Switch blended with the more recent Assassin’s Creed games. Yes, playing in Japanese with subtitles is an option, as is playing in Black & White for the Full Kurosawa effect. This has the Death Cult in games mad, especially when Japanese outlets have been positive about this game. The meme below summarizes aptly.
Fiction (Rough Edges): A while back, I read SON OF GRENDEL, a novella that’s a prequel to this full-length novel. Now I’ve read BATTLE FOR THE WASTELANDS, and it’s a fine post-apocalyptic yarn, just as I expected based on my enjoyment of the novella. It’s the future, of course, after some disaster that has left vestiges of what people call the Old World. The countries, states, and cities that we know are gone, but firearms technology remains (although at a much lower level for the most part) and dirigibles are still around.
RPG (RPG Pundit): The newest issue is out, and RPGPundit Presents #102: The Woodsman is a very short issue, but it’s also only 99 cents! In it, I present a brand new character class for Lion & Dragon, that can also be used in other OSR games: the Woodsman! This is essentially a non-magical ranger-style class, based on Medieval-Authentic concepts of what a Woodsman was and did. If you want to play a native English (or Welsh) character who has ability in hunting, trapping and wilderness lore, this is the way to go!
Lost Race (Cirsova):   In Hadon of Ancient Opar he presents a tale of the Ice Age in Africa. Some readers will not care for the earthy, rough sexuality which still has the power to shock and disturb, despite the passage of decades.  Willy Ley’s “Chad Sea” and “Congo Lake” (Engineer’s Dreams, 1954) are present here as Mediterranean-like basins, while cities of a Jakob Bachofen-type matriarchy (Mother Right, 1861) flourish all around. Hadon, a sports champ/gladiator, is to become king but is instead sent on a deadly mission, and we’re off into whitest Africa, with Rider Haggard’s characters Laleela and Paga appearing alongside the Hercules-like Kwasin and the mysterious “grey-eyed god” Sahhindar.
Writing (Wasteland & Sky): We’ve talked many times about the awful state of art right now in the modern world, but we haven’t offered much in the way of solutions aside from the obvious: just keep trucking. Today that changes as I introduce to you my newest book due out at the end of this month: The Pulp Mindset!
  RPG (The Other Side): Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH) is more closely aligned with “Advanced Era” D&D, but its feel for me has always been more OD&D, though over the last few years I have been treating it as another flavor of Basic.  I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.
Writing (Pulprev): Updated Call for Submissions: Pulp on Pulp. Misha Burnett and I are working on a free collection of essays for writers. Titled Pulp on Pulp, this collection offers practical advice on creating fun, fast-paced fiction. This collection is aimed specifically at writers who want to create pulp-style fiction, though writers from other genres may learn something new from this collection. This project is a labour of love, allowing writers to share everything they have learned.
Fiction (Tentaculii): Ernest Hemingway published his first novel in 1926, just as Lovecraft was writing “The Call of Cthulhu”. Over time Lovecraft’s star dimmed away almost to nothing, while Hemingway struck the world like a meteorite. So much so, that Robert Bloch once remarked that it was difficult to conceive that Lovecraft had actually been living and working in the same era as Hemingway. Another protege, J. Vernon Shea, also observed that… “Part of the reason for Lovecraft’s unpopularity with the literary critics of his day lay in the fact that mainstream literature, following Sherwood Anderson’s and Hemingway’s leads, was turning more and more toward simple sentences and action–packed narration”.
Non-fiction (Marzaat): In “Slaves of the Death Spider: Colin Wilson and Existentialist Science Fiction”, Stableford talks about Wilson’s Spider World series in a way that convinces me there’s probably not much of merit in them. He finds them not that original – specifically derivative of Star Wars and Murray Leinster’s “Mad Planet”. He finds it ironic that Wilson, who once accused science fiction of being fairy tales for adults who have not outgrown fairy tales, has written, inspired by his occult interests, a story that seems to suggest, a la L. Ron Hubbard’s Dianetics, that mankind’s salvation will come. In short, Stableford says Wilson neither delivers a new plot or anything conceptually satisfying.
Fiction (Jon Mollison): Celebrate your independence from authors that hate you, the good, the beautiful, and the true.  You should pick up your copy of The Penultimate Men today, and I’ll tell you why. or starters, it includes a new Morty and Kyrus story from Schuyler Hernstrom.  If you have read any Hernstrom, you already know his entry is worth the price of admission alone. In addition to that story, you get Jeffro Johnson’s inimitable break-down of the post-apocalyptic genre, a pair of tales from my own pen, and something you’ve never seen before.
Art (DMR Books): The artist, John Byrne, turned seventy today. I would reckon most DMR Books fans know him from his work on superhero comics like The X-Men and The Fantastic Four. However, Byrne has a long history of drawing heroic fantasy characters. Back in 1971, barely in his twenties, Byrne wrote and drew his first published comics story which was published by the Alberta College of Art and Design in Calgary. The protagonist of the comic was called “The Death’s-Head Knight” and the plot was firmly within heroic fantasy parameters. Check it out here.
Pulp Fiction (Adventures Fantastic): I read “The Black Gargoyle”. It was the cover story for the March 1934 issue of Weird Tales.   It is available in the collection of the same name. Set on Borneo, the unnamed narrator and his companion, Martin Gow, are traveling upriver to join a museum expedition. They stop to rest at an outpost run by a man named Gomez. Gomez is an evil man, the very stereotype of the white oppressor. Gomez has given them a hut in which there are several skulls and a shrunken head on a shelf above the beds. Also staying in another hut are a man and his wife.
Pulp Fiction (Pulp Net): I have posted previously on the prolific H. Bedford-Jones (1887-1949), who is considered the “King of the Pulps,” having written over 800 short stories, 200 novels, and more. While he had several series of works with single characters, many of his longest series were instead around certain themes. Kind of fictionalized histories or docu-dramas. Many of these were done for Blue Book, one of the “Big 4” of pulps. The longest of these series was his “Ships and Men” series that ran for 34 parts from January 1937 to November 1939.
Fiction (Superversive SF): Probably the best known of the series, THE BLACK CAULDRON follows the Companions as they seek to stop Arawn from acquiring more cauldron born. It is very different from the Disney movie version. The silent, stalking soldiers cannot be slain but weaken the further they get from the land of the dead. The companions have a mission—steal the cauldron and destroy it. That’s not as easy as it sounds. However, the one who jumps in must know it will cost his life. One of Prince Gwydion’s main allies turns traitor, and one of Taran’s new companions is out for his own glory.
Culture Wars/RPG (Grey Hawk Grognard): Sometime over the last couple of days, Wizards of the Coast decided to put up the following disclaimer on all D&D products earlier than 5th edition, plus a few 5E items as well. Setting aside the typos and grammatical errors of this hastily-done disclaimer, I can’t say I’m surprised that Wizards of the Coast has decided to bend the knee to the SJW crowd.
Fiction (Pulp Serenade): Robert Silverberg’s criminal past has been coming to light—and I, for one, am thrilled, just as readers were undoubtedly thrilled decades ago. In 2011, Stark House Press republished two of the sci-fi master’s earliest novels,  Gang Girl (1959) and Sex Bum (1963), both of which originally appeared under the pseudonym Don Elliott. These are from the heyday of smut paperbacks, a time when rising talent (like Silverberg, Donald Westlake, and Lawrence Block) were cutting their teeth on T-and-A-tastic yarns, honing their writing skills and getting paid for it.
Sensor Sweep: Viking Bikers From Hell, Lovecraft & Hemingway, Hadon of Ancient Opar published first on https://sixchexus.weebly.com/
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operationrainfall · 4 years
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Title Ara Fell: Enhanced Edition Developer Stegosoft Games Publisher DANGEN Entertainment Release Date March 26th, 2020 Genre RPG Platform PC, Mobile, Nintendo Switch, PS4, Xbox One Age Rating E for Everyone 10+ – Alcohol Reference, Fantasy Violence, Mild Blood, Mild Language Official Website
It’s kind of remarkable I didn’t play Ara Fell a lot sooner. After all, a friend gifted me the original game at least a couple years ago, where it quickly got lost in my massive Steam backlog. But then something wonderful happened – Stegosoft Games went and remastered the original game as Ara Fell: Enhanced Edition. That same friend suggested I review it for the oprainfall site, and I’m incredibly happy I finally listened. And while you could make the argument I would have enjoyed this whimsical adventure sooner, I’m glad I waited. Because Ara Fell: Enhanced Edition is just a much smoother, easier to access game with the same meaningful story intact.
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For all intents and purposes, Ara Fell: Enhanced Edition is the same game that was reviewed on the oprainfall site 4 years ago. However, there are some key differences. The battle system has been revamped, the user interface for menus is really easy to parse, and they even added new character classes and skills, apparently. They also upgraded the systems present in the game, such as crafting and enchanting, added difficulty modes, a handy autosave and more. While I wasn’t able to compare and contrast these changes much, not having played the original, I did find a few videos online, and I can say the UI has been wonderfully streamlined. Battle menus aren’t clunky, and it’s clear and obvious what your options are, and even in what order attacks will happen. And while I’m not usually a fan of crafting, here it’s very well implemented. All you need is to buy the recipe for an item, have enough of the requisite ingredients, then hold A to craft. You can craft single use items, as well as upgrade your equipment to provide better stats for your team. Enchanting is also very easy to do, and works pretty much identically. The key difference is you can attach up to 4 passive enchantments of your choice to character equipment, such as increased health, critical hit rate, the capacity to poison with regular attacks and much more. By contrast, crafted items have set properties.
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Steve was dead on when he said the game is one of the best RPG Maker games ever. I honestly didn’t even realize this was a RPG Maker title at first, since it has such polish and poise. Sure it looks like an old game, the same way Chrono Trigger looks like an old game. Meaning this looks totally authentic to a certain time period, and that’s not a complaint. Ara Fell: Enhanced Edition could easily have been a touchstone RPG from the 90s, chock full of heart, great gameplay and a really interesting story. Take it from a wannabe fantasy author, that last part is hard to do, especially in a genre full of cliches and overused tropes. And while the story isn’t the most complex, it also does a great job of introducing key elements organically and tying them together in a satisfying arc. The tale revolves around a floating continent, a mysterious relic, elves, vampires and one fierce young woman. I don’t want to ruin it by saying too much, but trust me that it’s a joy to experience, and the lore of the world of Ara Fell is really intriguing.
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A large reason I enjoyed the story of Ara Fell: Enhanced Edition so much is because of the characters that populate it. Lita LeCotta is the spunkiest, most deadpan little tomboy you could ever want. She’s delightfully snarky and full of personality, with hilarious one liners aplenty. What I especially love about Lita is that she fights against the mantle of hero, and just sees herself as someone that stumbled upon her destiny. But her strength of character, determination and desire to protect her loved ones makes her truly heroic. Or take Adrian, Lita’s childhood friend who has grown up in harsh circumstances, yet found the drive to become a knight. Sure he gets taken by the occasional schemer, but he’s always there to protect his friends, and he may even have some feelings for Lita. Then there’s Seri Kesu, a strong and beautiful sorceress with some serious hard edges. She’s a master of her craft, and her only weakness is one bad relationship that’s soured her to this day. Finally there’s Doren, a mysterious turban wearing bard that’s immensely passive aggressive, and who seems to have a surprising reservoir of knowledge of ancient times. It’s a great cast, and their interactions make the whole story a delight to experience. Even the villains set against them are complex and unexpected. All in all, the entire cast of Ara Fell: Enhanced Edition makes for a very compelling tale.
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None of that would matter if the game wasn’t fun to play, but I can say that Ara Fell: Enhanced Edition is a glorious retro RPG. I played on the normal difficulty, and found the combat easy to understand, yet challenging. It’s turn based, with an ATB showing the turn order. One unique aspect is the Injury system, where your character is weakened if they perish and are revived, and only fully recovers by healing at an Inn or other safe location. As the game progresses and your team fills out, the challenge scales accordingly, but I never found anything unbalanced. It’s really fun and hard to put down. You select attacks and engage the foe, and as you battle your Ultimate bar fills up. This allows characters to use super powerful attacks against the foe, but you can’t rely on these. Each character’s Ultimate takes a different amount of time to charge, and your entire team uses the same Ultimate bar. So once I use any Ultimate attack, the bar resets. Thankfully, you have a lot of control over how your team grows, and even can tweak how they fight. Every time you level up, you are allocated points to distribute to various stats, and the game clearly tells you what each corresponds to. I decided to focus on making Lita a speedy assassin, while I supercharged Seri’s spellcasting at the cost of her speed and defense. As you wander the world, you’ll find magical stones that an be used to augment your character’s abilities. At first all you can do is make them more powerful, but once you have fulfilled their class quests, your options blossom. You can pick from one of two advanced classes for each character, with pros and cons. Once that’s done, you can choose branching options for your abilities, such as Adrian’s Whirlwind attack healing your team, or Doren’s Holy Light affecting all foes. You can even tweak their Ultimate attacks, allowing for a lot of customization options. By the end of the game, I had a really powerful team that was capable of taking on any foe without worry.
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The combat is a lot of fun, but so is just exploring the world of Ara Fell: Enhanced Edition. Normally I don’t like getting lost in games, but this one was built to accommodate exploration and reward you for it. You’ll constantly come across natural resources you can harvest for use with crafting and enchanting. Lita will grab fish from the water, pluck leaves from various plants and mine ore from cavern walls. I just wandered and wandered, and probably spent a good extra 4-5 hours enjoying myself. It’s fun to jump across ravines, crawl through narrow tunnels and swim all around. The world of Ara Fell is a big one, and it’s truly beautiful. Since the entirety of the game takes place on a floating continent, you’ll see eerie sights like waterfalls descending hundreds of miles, or haunting ruins suspended in mid air. Yet, as much as I explored, I only got lost a handful of times in my 20+ hour playthrough. Once was late in the game when a group of damn faeries got me mixed up, and later I couldn’t find the class quest for Doren. Thankfully most activities are well signposted, and you can always check the pause screen for a reminder where you’re supposed to go for continuing the main quest. The only optional quests that were really flummoxing to locate were the various Bounties, of which I only managed to find half.
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Visually, this is a really attractive game. The portrait art for the characters does a great job of expressing their personality. Meanwhile, the overworld and sprite work is both faithful to the retro focus and eye catching. Pretty much all the enemies are distinct, with no color swapped nonsense. The game runs at a smooth clip most of time, and I only had very few moments of slowdown, and only while exploring. The music does its job. I wouldn’t say it was the best soundtrack ever, since it’s mostly low key, melodic and occasionally haunting. If you’re coming here for snazzy rock and roll tracks, don’t bother. But all the music and sound effects do their jobs well, if perhaps without much distinction.
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Honestly the biggest negative for me is that Ara Fell: Enhanced Edition ends at all. I really got lost in this wonderful RPG world, and was sad to see it end. I know I love a game when I even enjoy the puzzles in it. Thankfully there’s an epilogue after the credits roll, which does a decent job of tying up plot threads while still leaving room for a potential sequel. Suffice to say, I really hope Stegosoft Games has a sequel in the works, cause I desperately want to return to this fascinating world. If you love classic RPGs and want something you can get lost in for only $14.99, look no further. It’s easily one of my favorite RPGs of 2020 thus far.
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[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”4.5″]
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REVIEW: Ara Fell: Enhanced Edition Title Ara Fell: Enhanced Edition
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