dorchadas: (FFXIV Warrior of Light)
Even more so than for A Realm Reborn I'm not entirely sure how to review this. My previous experience of an MMO, I started at the beginning--or nearly so, at patch 1.8 of World of Warcraft--and stayed on the train for years until I finally left in patch 4.2 during Cataclysm. I could have reviewed each expansion as it came and talked about how Balance Druid startd out terrible, became good but not great during Burning Crusade, truly blossomed in Wrath of the Lich King, and then slid down a bit in Cataclysm while also talking about how the story was nonsense the entire time. I can't do that for Heavensward. There was one major patch while I was playing, patch 5.4, that reworked the monk and added more raids to Shadowbringers, but I'm not in Shadowbringers and I still don't have monk unlocked. I can't talk about tactical points, the original Ishgardian Restoration, mana management, astrologian card priority, or anything else that was a major point of Heavensward because by the time I joined they were all gone.

As such, a lot of this review will be about the storytelling, which is the part that everyone really praises Heavensward for. I heard so often while I was playing ARR that Heavensward was where the story really picks up, just wait for Heavensward, if you have any feels for the game now you don't even know what awaits you in Heavensward, over and over again from everyone. I tried to avoid letting cynicism or hipster dislike take hold and I'm glad I did, because I'm here to report that Heavensward is one of the best Final Fantasy stories ever committed to ones and zeroes. That does mean that from here on, there will be massive spoilers, because I can't really talk about what makes it amazing without discussing the story's twists and turns. You have been warned.

Final Fantasy XIV Heavensward Approaching Ishgard
"And so they came, at a friend's behest. Heroes once celebrated as saviors of Eorzea, brought low through treachery, their names blackened with royal blood..."

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dorchadas: (Chrono Trigger Campfire Scene)
How do you review the perfect game?

Chrono Trigger is the game I've beaten the most times, starting back in [livejournal.com profile] uriany's basement in high school. He introduced me to the game and showed me how it worked, and then watched me play as I went through the game once, tried out New Game+, and eventually found all of the secret endings. The slow way, too--every time we'd play through the game, get to a secret ending, and then do another New Game+ and start from the beginning. We played through over a dozen times to get all the endings, and I've played through it more since then, making Chrono Trigger the game I've beaten the most in my life. The most recent time was over a decade ago when the DS port came out, and now that it's the 25th anniversary and I speak Japanese, it was time to go back to the original and experience it all over again.

Well, almost the original. I played the Steam game in 4x3 mode, in a small window to avoid any distortion or bad scaling. The port was based on mobile phones and was legendarily bad when it was released, but a series of patches since then made it look pretty close to the original. I usually play old games in an emulator with as accurate graphics as possible and then edit the resulting 240p images up for posting here, but all these images are direct screenshots. As you can see, it still looks amazing.

It's all still amazing. I make no pretense of being objective here.

Chrono Trigger Crono and Marle walking
A boy, a girl, and an adventure across time.

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dorchadas: (FFXIV Warrior of Light)
I thought I was done with MMOs forever, but [instagram.com profile] sashagee pulled me back in.

I followed the original development of Final Fantasy XIV haphazardly, mostly reading about how it was likely to be a disaster. At the time I was playing World of Warcraft and had no intention to switch, so I watched from the outside as the development ran into a bunch of roadblocks, the zones were empty cut-and-paste jobs, the gameplay was boring at best and infuriating at worst, the art team spent as much time and effort making a flowerpot as they did a player character model, and a private stockholder sold his entire 1% holding of Square-Enix in response to how terrible the game was in possibly the most epic ragequit in gaming history. But to their credit, Square-Enix didn't give up. Back then, every game was either World of Warcraft, or wanted to kill World of Warcraft, and they always came to one of two ends--they were World of Warcraft, or they died. Warhammer: Age of Reckoning, Wildstar, Tabula Rasa, Rift, all years in development and all gone now. Many others went free-to-play and scaled down their ambitions drastically. Somehow, Square-Enix threaded the needle and made gold out of dross. They made the game totally free, shut it down, and then restarted it, hence, "A Realm Reborn."

I went to Distant Worlds back in 2014 when they played "Answers" and showed the cutscene, and I kept seeing articles here and there on gaming websites I followed. The first one to really get my attention was about a phantom train and Kefka raid based on Final Fantasy VI, but by that point I had been done with MMOs for years. [personal profile] schoolpsychnerd wasn't nearly as in to video gaming as she used to be, and what's the point of playing an MMO by yourself, even if it is as story-heavy as FFXIV was supposed to be. But the whole time, I kept hearing the it was the best Final Fantasy of this millennium, and I thought that one day, I'd get to it.

Well, I got to it.

Final Fantasy XIV A Realm Reborn Crystal Tower
This is my desktop background now.

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dorchadas: (Legend of Zelda Toon Link happy)
I was pretty excited to play the game. I preordered it months in advance, and the weekend it came out, I sat down and played it for hours, getting quickly through the opening and the first two dungeons. And then I didn't play it at all until this month, a casuality of my attempt to play Suikoden in Japanese to follow along with the Square Roots Podcast--a task I do intend to get back to eventually--and then my increasingly-prominent social life. When I was out doing something with people five or six nights a week, I didn't have time to play games at all!

Well, thank you for coronavirus for getting me back into gaming. Emoji Link exhausted

You might ask why I'm reviewing this if I already reviewed Link's Awakening, and what's more, if my review there was of the DX version and I never played the original. I've never made a distinction between the Zelda games before--I played the GameCube Zelda Collection version of Majora's Mask that allows saving at owl statues, I played the Master Quest version of Ocarina of Time, and I haven't played the HD versions of Wind Waker or Twilight Princess at all. And the simple answer is that I'm the one writing these posts and I can do what I want, but taking it more seriously, the Link's Awakening Remake makes greater gameplay changes than any of the previous enhanced versions. Master Quest changes the dungeons around a bit, Twilight Princess HD has prettier graphics and the map on the WiiU GamePad, but Link's Awakening Remake changes the presentation of the entire game. That's worth some words.


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dorchadas: (Mario SMB3 World 1 Help Castle)
People talk online about how Super Mario Bros. 2 took the Mario series in a bizarre direction after the template set in Super Mario Bros. before Nintendo brought it back in Super Mario Bros. 3, but they don't really talk about how things immediately went sideways again. After Super Mario Bros. 3 had fireballs and stomping on enemies again and got rid of the life bar, Super Mario Land made things weird again. Superballs instead of fireballs? Exploding koopanokobons? Side-scrolling shooter stages? "Princess Daisy"? What is happening?

What is happening is that since this was a Game Boy game, it was worked on by Yokoi Gunpei instead of Miyamoto Shigeru, so Super Mario Land is a window into an alternate world where the team that designed Metroid and Game & Watch was the originator of the world's most famous video game character. If that had happened, maybe Mario would have starred in a series of best-selling danmaku games? Maybe the traditional Mario stage would have been a riff off a real-world location rather than being totally fantastical. Maybe Miyamoto would have designed Metroid.

A world as different from our own as Sarasaland is from the Mushroom Kingdom.

Super Mario Land Exploding Nokobon
Click click boom.

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dorchadas: (Gendowned)
It's frankly amazing to me that Blaster Master Zero ever got made at all, considering the mess that were the Blaster Master sequels throughout the years. And it's even more of a miracle that it was so good, since Inti Creates mined the original Blaster Master, the Worlds of Power: Blaster Master, and the Japanese 超惑星戦記メタファイト (chō wakusei senki metafaito, "Super Planetary War Record: Metafight"), threw them all into an oven, and somehow created a delicious cake from the results. And what's more, they did it again with a sequel and it was still good!

It is definitely anime as hell, though.

Blaster Master Zero 2 Approaching new planet
A perfectly ordinary planet.

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dorchadas: (Warcraft Stormcrow)
Hey, remember going outside? That was pretty cool, right? At least, in theory--right now I'm sitting in my sun nook and watching snow come down furiously outside my window, which means that Fool's Spring is over and winter has returned to Chicago. At least until tomorrow, when it'll be 13° C out. Welcome to the Midwest--other places have four seasons, and so do we, we just have them over the course of twenty-four hours.

I first heard of A Short Hike when [twitter.com profile] meowtima played through it a couple weeks ago, so I put it on my wish list. Then a week or so ago it went on sale, and after waffling over it for a couple days I bought it. [facebook.com profile] aaron.hosek had bought it at the same time, and we fired it up at the same time. He works for Chicago Public Schools so he has more free time than me right now and beat it first, and came back into our group chat and said it was a masterpiece. And especially now, in the Plague Year when life is not super great, I agree. Get this game.

A Short Hike soaring over the forest
With the greatest of ease.

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dorchadas: (FFI Light Warriors Confront Garland)
Final Fantasy is one of the games that I've beaten on original hardware, back when I was a kid and had endless hours over summer break to throw myself against digital challenges. I never owned the game, but a friend down the street did, so I borrowed it and holed up in the basement with my party to fight forest imps. I played for a few hours, made it to the Marsh Cave, and got utterly destroyed over and over again. I had to return the game, but my failure rankled me until I went back to that same friend and asked if I could borrow the game again. I spent hours outside the Marsh Cave, killing monsters until I was hugely overleveled, and then went down into the depths of the earth and slaughtered everything in my path. I was so overleveled that none of the rest of the game was really a challenge, and I beat it a week or so later.

For the reason, and because I've beaten it a couple times in the years since then, I was originally planning to play through the iOS port of Final Fantasy and write about how I liked that compared to the original, what I thought of the changes to make to more like other Final Fantasy games and how the difficulty held up when the characters used MP instead of the original magic system, all of that. Unfortunately, I started the iOS port several years ago and played through extremely slowly, and the last update to the iOS Final Fantasy deleted everyone's saves. They recently updated Final Fantasy IX to make it unplayable, so maybe they're just trying to clear everyone's plate for Final Fantasy VII Remake? Emoji Byoo dood I am immune to their tactics by virtue of not owning a PS4, so with nothing stopping me, I switched over to the version of the game I knew best.

Well, except that it's in Japanese.

Final Fantasy 1 Starting Outside Corneria
Welcome to Corneria.

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dorchadas: (Green Sky)
I first learned about Project Warlock through one of the few parts of game streamer culture I actually participate in, the Continue? Show. I've been watching them for six years now and have seen almost everything game-related they put out, so when they posted a video about a retro-styled PC shooter I'd never heard of, one that reminded me a lot of a modernized version of Catacomb Abyss mixed with Doom, I immediately put it on my wishlist. And when it went on sale, I bought it. Especially when I saw someone online describe it as "Hexenstein 3D," since I've played two of those three references and loved both of them. I don't really like playing modern first-person shooters because the more realistic the violence gets the less I want to play it--this is true of other game genres as well, but it comes out strongest in first-person shooters and fighting games--but pixel games? Bring it on.

End result? It was pretty good, but I do wonder if I should have played Hexen or Heretic instead.

Project Warlock Egypt level
Ancient surroundings, high-tech weaponry.

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dorchadas: (Quest for Glory IV Necrotaur Win)
Well, my "play over New Year's" schedule for these games certainly got thrown off. I was looking forward to playing Shadows of Darkness for literally months, because it's been my favorite of the Quest for Glory games since the first time I played it. It has a creepy horror-themed setting with riffs on Eastern European myths, it has vampires, it has the Fair Folk, it has a Lovecraftian monstrosity that sleeps outside reality whose awakening the hero is trying to prevent...what's not to like? But then I got more social, and then I got distracted by Stellaris, and Shadows of Darkness faded into the background, to rise occasionally as I was sitting in front of my computer and thinking, "You know...I have this game I was playing..." But now that, much like the rains isolated the country of Mordavia, we're all isolated in our homes due to the Illinois shelter-in-place order, I realized that I no longer had any excuse to avoid finishing it.

Okay, that was a stretch. Maybe I need a hero to get me my own Good Humor Bar.

Quest for Glory IV Entering the Inn
I've had that happen to me.

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dorchadas: (Limbo Matter of Time)
When I first heard of Untitled Goose Game, I didn't get any of hype. I figured that it would be a flash-in-the-pan dumb meme game like Goat Simulator or Octodad, where a deliberately-overtuned physics engine leads to ridiculous antics, good for watching on Twitch while you scroll through Twitter on your phone but not actually interesting to play for more than ten minutes, so I stopped paying any attention to it other than seeing people mention it occasionally or the articles that the gaming sites I read posted. And then it came out and all of a sudden the memes were everywhere. Friends whose taste I trusted were posting them and talking about how much they loved playing the game. People were changing their profile photos to the goose. Well-known memes like Smudge the Cat came out in Untitled Goose versions. The goose was, if you'll excuse the phrase, in the air.

In the midst of all this, [instagram.com profile] thosesocks messaged me one afternoon and told me that the previous night, she had gone to a party and had ducked into a side room where people were playing Untitled Goose Game. She had a bunch of fun with the playing-in-a-group format, and so she asked me if I had a Switch and, when I said yes, asked if I wanted to play Untitled Goose Game game with her because she could use some stress-relieving goose antics. She offered to buy me dinner to reimburse me for the cost of the game, I accepted, and so while we chatted and ate dinner, the game downloaded, and then we booted it up and started to play.

My initial impressions of the game were totally wrong. It's just as great as the awards and memes say it is.

Untitled Goose Game goose facing farmer
"Hinder me? Thou fool. No living man may hinder me!"

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Review: Cats

2020-Jan-15, Wednesday 11:59
dorchadas: (Cowboy Bebop Butterfly)
"At 9:20pm? That movie? Then?"
-[instagram.com profile] wanderluster_kp

"You guys are insane. I would rather die."
-My Japanese tutor

"The second time through was genuinely everything I hoped it would be 😻"
-[twitter.com profile] arsduo

"Dancing kitty emoji Cats Dancing kitty emoji, or 'What if American Idol Winners got Reincarnated?' "
-[facebook.com profile] tom.hen.12

"Dancing kitty emoji Cats Dancing kitty emoji was okay."
-[facebook.com profile] hillel.wayne

"That was the worst movie I’ve ever seen."
-[instagram.com profile] britshlez
So I saw Dancing kitty emoji Cats Dancing kitty emoji.

Ineffable! )
dorchadas: (Green Sky)
A game of blowing up colonizers with lightning storms.

Yesterday was the renewal of [facebook.com profile] tom.hen.12's board game afternoons at Dice Dojo, which is now five minutes' walk from my home. So I had no excuse at all, and when 2 p.m. rolled around I showed up just in time for him to say they were playing Spirit Island. None of the other people I invited could come, but Spirit Island is for 2-4 players and we had four, so it all worked out.

Spirit Island takes place on an unnamed island where you all play spirits of the land, worshipped by the native Dahan, who now have to defend the island from invading colonists who want to take all the resources, kill the Dahan, poison the land, and otherwise ruin everything. Each spirit has its own particular playstyle and abilities--I was playing Vital Strength of the Earth, who was slow to build up their full strength and often had to play actions in advance because they took a while to take effect, but [facebook.com profile] ImpishFarainite was playing Lightning's Swift Strike, who could act very quickly but wasn't as powerful again large groups of colonizers. There were quite a few more spirits, but A Spread of Rampant Green, my initial choice, was missing a necessary card, and several spirits were high complexity and we didn't want to get too overwhelmed.

Here's the board:

2020-01-04 - Spirit Island gameplay

In the center there is the island. The white (heh) miniatures are the colonizers, consisting of explorers, settlements, and cities. Each turn explorers appear in one terrain type, the colonizers expand their settlement in places they're occupying, and then they ravage the land, causing Blight (the small grey circles) and destroying Presence (the colored circles). Spirits act twice, once before the invader phase with fast actions, and once after it with slow actions. The native Dahan are the wood-colored mushroom-shaped tokens.

Actions vary enormously depending on the spirit. As Vital Strength of the Earth, I had the ability to reduce the damage the colonizers caused in any place where I had two Presence, but in the beginning I could only act once per turn and I had to choose between gaining new abilities and restoring previously-played abilities to my hand, so I had to do a lot of planning in advance. In addition, I could only add Presence to somewhere very close to where I already had Presence, and many of my actions were only effective on areas either where I had two Presence or near where I had two Presence. On the other hand, [facebook.com profile] tom.hen.12 was playing Shadows Flicker Like Flame, who couldn't do much against parge concentrations of colonizers at all but was good at causing Fear, and who could relatively quickly spread Presence.

I've heard Spirit Island described as "Pandemic with people"--including by [facebook.com profile] tom.hen.12 after our game--but I haven't played Pandemic so I can't actually speak to that. But the colonizers were definitely equivalent to a creeping infection that we had to manage. Emoji Dragon Warrior march I used Vital Strength of the Earth's defensive powers to destroy anyone who was in my lands and occasionally colonizers that were driven there by the others, Shadows Flicker Like Flame caused a bunch of Fear to keep the invaders on terrified and killed off lone explorers, Lightning's Swift Strike kept smashing settlements and used their powers to increase the speed on our actions, and [facebook.com profile] pejohnson2's River Surges in Sunlight covered the wetlands and coasts due to their ability to treat any Presence on wetlands as double, allowing the rest of us to focus more inland. All spirit turns take place simultaneously and spirits are cooperating against the colonizers, so we had a lot of turns where we'd debate what to do, think about actions, plan out "I do this then you do this so that I can" kind of scenarios, and then we'd go to the invader turn and hope for the best. Emoji stabbing

The whole game is a slow ramp up into chaos. At the beginning, there are only a few colonizers and they spread slowly, which is good, because the spirits are sluggish and capable of only limited actions within a small sphere of influence. As the colonizers grow more and more numerous, the spirits ramp up their power--where as at the beginning I could only more colonizers or Dahan around or kill a couple explorers (one per turn), by the end I was planning out a poison all the colonizers in this space, then call Dahan to war and shatter this city, and then move those Dahan to a neighboring area where I had Presence so that they could kill the explorers there during the Ravage phase. Meanwhile, the other three spirits were all planning similarly-complex actions. It was impossible for one of us to take over because we all had our own complex plans to manage. [facebook.com profile] ImpishFarainite had played before, but at one point basically said, "I can't tell you what to do, I have to manage my own plans and can't play two spirits" and that was very good. The complexity gives every player enough to handle and prevents one person from becoming general and the rest of from becoming minions. We all had plenty to do.

The final mechanic I haven't mentioned is Fear. Certain spirit actions generates Fear. Enough Fear triggers a Fear card, which has effects like the colonizers executing some of their own as scapegoats, or their attacks having reduced effects, or otherwise suffering damage. Creating Fear is the way to win, since enough Fear means the colonizers decide that their colonization isn't worth it and they pull out. In the beginning, the spirits have to kill every single colonizer on the island to win, but every three Fear cards reduces this to every settlement and city, and then every city, and then just outright victory. On the verge of being overrun, we unlocked the "kill every city Fear level and managed to shatter six invader cities in a single turn and pull off a win, even though half the island was blighted. Emoji ~ Cat smile

It was a bunch of fun! I love cooperative games that don't devolve into the person who has played before telling everyone what to do, and where the players actually have to discuss and plan out their actions before taking them rather than just all acting individually but ostensibly toward the same goals. And we only played four of the spirits--I'd love to get a chance to actually play with A Spread of Rampant Green, and [facebook.com profile] tom.hen.12 mentioned he wanted to try someone other than Shadows Flicker Like Flame. Now that I've played at least once and did really well, I think I could handle a higher-complexity spirit.

It's nice to get back into board gaming. Emoji La

2019 in Gaming

2020-Jan-03, Friday 12:19
dorchadas: (FFX Lulu Fire in your Heart)
Here are all the games I beat in 2019, in chronological order:

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dorchadas: (JCDenton)
So after a whole weekend of partying and staying up late, I came back to Chicago and...immediately decided to to go to a late-night showing of Blade Runner. I mean, now it's an alternate history movie (as of just under a week ago)! I had to see it while it was still on the bleeding edge of the future.

Also, the whole audience laughed when this came on the screen:

Blade Runner opening title

This showing was the Final Cut, which I've never seen before. The last time I saw Blade Runner was as a university student, when [livejournal.com profile] jdcohen and [facebook.com profile] jmenda were astonished that I'd never seen it, so we piled into a disused conference room in Stouffer House along with [livejournal.com profile] t3chnomag3, [facebook.com profile] meistert, and some other people I've fallen out of contact with and watched the theatrical release on a projector. As soon as the voice over started, [facebook.com profile] jmenda audibly groaned. I didn't know what I was missing, but I thought it was pretty good.

This was all before I started describing my aesthetic as "cyberpunk elf" or "an extra from Blade Runner." Emoji Awesomeface Cylon

So that was my half-remembered experience when I went into Blade Runner this time, and I was surprised how much was the same and how much was different. For one, it's not all just Japanese in the background! There's a lot of Chinese too, and occasionally Russian and Spanish. Los Angeles of 2019 is more diverse than the derivative material gives it credit for. This time I did understand the brief bit of Japanese, when the noodle vendor welcomes Deckard and then tells him that two is plenty (二つで充分ですよ!) when he tries to order four fish. There's a Japanese comic about it here that answers the question "What is Deckard ordering and why are they arguing about numbers?"

I forgot how weirdly disjointed the movie was. I can kind of see why the studio execs wanted to add a voice over, though the movie is clearly better without it. There's a lot of confusing shots of rain-slick streets, empty buildings, crowds who almost completely ignore everything going on around them, and scenes with no dialogue and barely any action. It does a lot to immerse you in a world of future shock, where everything is weird and strange and what does it mean to be human--or as my brain insists on search-replacing that with, "What is a man?"--but I was sometimes relying on my memory of what the movie was about rather than what was actually happening on the screen.

I also love all the design aesthetics. The use of chiaroscuro, with the darkness everywhere occasionally lit by flashes of bright light, and the way there are a lot of "unnecessary" details on everything. Deckard's dingy apartment has a bunch of large blocks set together like bricks and almost bas-relief-like murals all throughout. And all the asymmetricality! The apartment is laid out strangely, the clothes have extra curlicues on them, and even the whiskey glasses Deckard drinks out of are strangely designed, as is the bottle of whiskey. A bunch of my clothes are asymmetrical like that now, because apparently that's the cyberpunk aesthetic, I assume entirely due to this movie.

I also completely forgot the middle section, much like when I reread Neuromancer a couple years ago, but I'm not sure if there were any scenes added to it for the Final Cut. And I appreciate how the Final Cut also hints slightly more strongly that Deckard is a replicant, but still leaves everything up in the air.

(I know about Blade Runner 2049, but I haven't seen it)

I'm really glad I went to see it again, since it had been so long and now I'm in a much better mindset to appreciate it, and at the perfect time to do so, too! Now I just need to wait thirty years and then go see Blade Runner 2049 before I die in the Water Wars.
dorchadas: (Death Goth)
Definitely Appearance 0. 🎲

Yesterday, I went to go see Nosferatu with [twitter.com profile] liszante at the Davis Theatre with live organ accompaniment by Jay Warren. The theater even had remnant organ pipes still up on the walls from when there was an organ installed in it, though the actual performance was done using samples.

It's been a very long time since I'd seen a silent movie--not since Metropolis back when I was a university student--and I had forgotten how exaggerated the style of acting was. I couldn't help but think of miming, especially with Hutter and Knock's performances. The film is much less horror for modern audiences than it would have been a century ago due to that. Often, when Count Orlok was looming and Hutter would reel back with an expression of horror, frantically looking around the room, the audience laughed. Admittedly, I did too. To modern sensibilities it was ridiculous, but it certainly did an effective job of conveying their emotions, especially accompanied with Warren's music.

People also laughed at the scene of Count Orlok just...casually strolling through the streets with a coffin full of grave earth under one arm. I really want to know how that played to 1920s audiences.

The movie was pretty effective at selling the mood of creeping doom, especially later, with the scenes of the town officials marking the doors of the "plague"-stricken houses and the procession of coffins being carried through the streets. [twitter.com profile] liszante also told me there was a long scene of the ship sailing into Wisborg cut with scenes of Hutter riding back to town but, uh, I was asleep for that. Emoji embarrassed rub head Live music, no matter the context, no matter the genre, makes me sleepy. Even when I went to a Within Temptation concert back in March, I ended up getting sleepy by the end. But I rallied for the final act.

I hadn't realized that Nosferatu was literally Dracula with the serial numbers filed off either. But once Knock the property agent showed up, I figured it out.

And...antisemitism. I don't think it's Nazi propaganda or anything, but I couldn't help but notice that it's the property agent specifically who falls under Count Orlok's sway and, indeed, the way that an Eastern European man who looks ugly and distinctive is literally sucking the blood of good German women. That rendered some of the scenes later on the movie more uncomfortable for me than they might have been for most of the audience, because regardless of Murnau's intentions, the imagery was definitely there.

He was a brilliant director, though. I've seen plenty of stills of Count Orlok's shadow climbing the staircase and the count vanishing when hit by the rays of the sun, but in the theater, accompanied by the organ, they were still effective.

In summary, I'm saddened that Der Totenvogel isn't the name of a metal band. And I can see why Nosferatu survived down through the ages and is regarded as a cinematic classic.
dorchadas: (Kirby Walk)
This isn't the first Kirby game I ever played--that honor goes to Kirby's Dream Land, which I played for a few minutes on a friend's GameBoy--but it is the first Kirby game I ever beat! I played it as a university student, when unlimited high-speed internet opened up the world of games that I had totally missed out due to not paying attention to console gaming past the 16-bit era. I don't even remember why I wanted to play Kirby's Adventure, honestly, nor why I found Kirby Super Star and played that. My days as a Kirby super-fan only came very recently, so it's not like I was seeking out every piece of Kirby-related media before then.

Nonetheless it stuck with me because Kirby's Adventure is a fun game in its own right. Kirby games have a reputation of being easy, and mostly it's deserved, with the difficulty found in the alternate objectives and extra modes. Still, I found Kirby's Adventure pretty tricky at points, especially a couple of the boss battles, and I was glad that the game threw lives at me like crazy. There were times when I needed them.

Kirby's Adventure Whispy Woods boss fight
The ancient enemy returns.

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dorchadas: (Legend of Zelda Arrows of Light)
I have almost no experience with musou (無双, "peerless, unrivaled," referring to the skill of the warriors) games, other than playing Dynasty Warriors 3 with my high school friends. I had a soft spot for Pang Tong and played him in multiplayer a couple times, and the phrase "Humble the rebels!" is a meme among us to this day. But that's about as far as it went. Some of them continued further in the Warriors series, but I never did.

That means that I came into Hyrule Warriors without any preconceptions. I knew that I would be fighting enemy lieutenants and generals, that I'd be running around accomplishing objectives, and that I'd be killing thousands of enemies. And all of that definitely happened! I saw a stream of the game before I bought it and the streamer was complaining that it didn't feel like a Legend of Zelda game, and I can see that. There's no puzzles to solve. There's no dungeons to delve into. But Hyrule Warriors is a Koei game, and thus a musou game first, and it actually had more Zelda in it than I was lead to expect.

I mean, I was constantly throwing bombs at everything. That's quintessential Legend of Zelda. Emoji Link sweating

I had originally planned to play this game in Japanese, but after I bought it on the eShop, I learned that, bizarrely, Koei games often have Western and Eastern versions and I had bought the Western version with only European language support. It's not a mainline Zelda game, so it doesn't really bother me, but it was a bit surprising. Had I played it in Japanese, the title would have been ゼルダ無双 ハイラルオールスターズ DX, "Zelda Unrivaled Hyrule All Stars DX."

Hyrule Warriors - Attack Keep
It's okay. I can take them.

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dorchadas: (Death Goth)
Thank you Rock Paper Shotgun for so frequently informing me of the existence of games like this.

It's inarguable that Doom is one of the most important games ever made, up there with Pong or Minecraft. The mark of a device's technical sophistication--or perhaps the technical expertise of their users--is whether Doom will run on it. And I could probably spend the rest of my life playing Doom mods and never have to play the same thing twice. The sheer variety of maps out there is dizzying, and once I make playing Doom my job and somehow finished all the maps, there's plenty of full conversions out there like Chex QuestSimon's Destiny. I could turn these reviews I write into nothing but reviews of Doom mods and maps and still have plenty of material.

Well, and Zelda games. Don't want to completely give everything else up.

I'm mostly kidding. The Doom engine has a lot of limitations like not being able to handle true 3D spaces--areas can have different Z-levels, but it's not really possible for two things to be on top of each other--and clearly being designed for a game where a space marine runs around confronting the forces of Hell with a shotgun. So how well would a game that's based on slow, deliberate movement mixed with melee combat work as source material?

Better than I expected. Emoji Hell Yeah Shock Cannon

Doom: Castlevania - Simon's Destiny Skybox screenshot
What a horrible night to have a curse.

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dorchadas: (Warcraft Algalon)
My achievements tell me I've beaten this game before, when it was the SD version, but I didn't have any memory of it so I decided to play it again.

Eufloria was the first Art Game I ever bought, back when I lived in Japan, Wrath of the Lich King was getting long in the tooth, and I was looking for something else to occupy my time other than playing World of Warcraft exclusively as my computer entertainment. Eufloria was calm, and relaxing, with a space ambient soundtrack, gameplay that gave you plenty of time to react to what was going on, simple principles, and plenty to do. My achievements tell me that I started playing some time in 2010 but I didn't beat it until 2013, which isn't the longest I've ever gone between starting and finishing a game, but it's in the top 10, I think. Not too long after I finished it, they released an HD version and I always thought that I'd get around to play it.

Well...six years later, I have.

Eufloria Seeds on Asteroids
Look at my garden grow.

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dorchadas: (Azumanga Daioh Chiyo-chan bus gas)
I went to another Anime Chicago Sampler on Saturday and watched more stuff. As is my tradition, here's what I though about the shows, in the order in which I'm likely to watch more of them.

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dorchadas: (Death Goth)
Back in 2015, I learned about the Kickstarter for Bloodstained: Ritual of the Night from people who had watched it and noticed its similarities to my favorite platformer of all time, Castlevania: Symphony of the Night. In the video, Igarashi Kōji promises to make a game in the style of the old Castlevania games now that Konami isn't interested in doing anything with the IP other than making uncomfortably sexual pachinko games, and basically that's it. There's almost nothing about the actual game in there other than that it would be in the style of Castlevania, but that video! Igarashi walks around an old castle lit by torchlight, he sits at the head of a table and takes a swig from a wineglass before hurling it to shatter on the ground, and he walks outside and transforms into a cloud of bats. I fully admit that I was sold entirely on the game based on the pitch video without even really knowing what the game would be like.

Maybe it's a good thing that I didn't follow the development very closely, then. Through reading USGamer I heard about bringing in Inti Creates, who made the excellent Blaster Master Zero, to help work on the game. I saw the video of all the complaints about the art style where Igarashi once again threw down a wine glass and shouted "I will prove them wrong!" This had all the ingredients of a disaster in the making.

Then Curse of the Moon came out and it was great. And now Ritual of the Night came out and it's fantastic. We wanted Symphony of the Night reborn, and by G-d, that's what we got.

Bloodstained Ritual of the Night Zangetsuto Slash
And then the screen split in half and started spraying blood everywhere.

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dorchadas: (Princess Peach Smash Wielding Toad)
Hey, did you know that Super Mario Bros 2 was based on a game called Yume Kōjō: Doki Doki Pan- Emoji stabbing

Super Mario Brothers 2 is another one of the NES games where the sequel was extremely different from the game it followed after, like Castlevania and Simon's Quest, The Legend of Zelda and Zelda II, or Teenage Mutant Ninja Turtles and Teenage Mutant Ninja Turtles II: The Arcade Game. That meant that when I first played it, on a rental from whatever video store my parents went to, I didn't think it was anything out of place. Sure, none of the enemies or the music was the same, and the most basic gameplay element of the original Super Mario Bros--jump on enemies to kill them--didn't work anymore, but it had Mario in it. That was enough.

Also, I was able to beat it, so that made me very well-disposed toward it.

Super Mario Bros 2 All Stars Luigi Jumping
Luigi finally gets his due.

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Detective Pikachu

2019-Jun-11, Tuesday 11:24
dorchadas: (Not he who tells it)
名探偵ピカチュウ? More like 迷探偵ピカチュウ! Emoji running pikachu

I saw it yesterday with [twitter.com profile] lisekatevans and I thought it was just okay.

More within, also spoilers )

The Sonic trailer played before the movie, which caught me by surprise. It's delayed and it was widely panned, so I'm surprised they haven't pulled it. There was no overt mockery in the theatre, because [twitter.com profile] lisekatevans and I were two of five people there, but she was taken aback by how awful it looked. She commented on the usage of "Gangster's Paradise" as the trailer song and I said it was the most Sonic-esque thing about it. I feel like at this point, that trailer is only further hurting marketing.

I was neutral on Detective Pikachu, but it's much better than...that
dorchadas: (JCDenton)
The Eternal Castle first came to my attention at the end of last year when the developers posted a trailer. I watched and thought it was rad as hell with a bitchin' synthwave soundtrack, so I immediately put it up on Facebook with a comment about how excited I was for it. [facebook.com profile] shane.suydam watched it and had a similar opinion, and he immediately bought it. And then he bought a copy for me as well, so full disclosure, I received a copy of this game for free from a friend for the purpose of bathing in the cyan and magenta glow.

The game claims to be a remastered version of an old 1987 game the devs played and half-remember from their childhoods, but that's all marketing copy. The game is supposedly from 1987, but that's the year that VGA was introduced and CGA was long out of fashion by then. I mean, the EGA version of Quest for Glory I is from 1989. So is Prince of Persia, which is clearly one of the major inspirations for The Eternal Castle's gameplay. The opening faked-up "boot screen" is stylized as a DOS sequence but occasionally uses a Linux command. None of that backstory matters to the gameplay, but some people got lost chasing down a bit of cheeky humor from the devs, so I thought I should bring it up.

The Eternal Castle Castle view
So close and yet so far.

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