fallout was a game about blowing people up and seeing gory deaths, everything else is history rewriting by 50 year old devs who were barely out of highschool at the time they made it
Tim Cain was in his 30s.
My kill count at the end of my first run in Fallout:
The rat counter could be a lot lower, but it was such an easy way to acquire xp that I didn't mind doing it.
fallout was a game about blowing people up and seeing gory deaths, everything else is history rewriting by 50 year old devs who were barely out of highschool at the time they made it
Tim Cain was in his 30s.
My kill count at the end of my first run in Fallout:
The rat counter could be a lot lower, but it was such an easy way to acquire xp that I didn't mind doing it.
Finished Demon's Souls for the first time and man how FS changed the bosses were very refreshing compared to later games where you just memorize attack patterns, dodge and punish. I was shocked that most of the attacks didn't have insanely cheap tracking like in later entries, makes your general strategy when fighting more important then pressing the dodge button perfectly. Wish there was more bosses in future games like Dragon God/Fool's Idol or Maiden Astraea with puzzle-like/'gimmick' design, it's far more interesting. I was thinking throughout the whole playthrough how most of the things that dark souls does well were already present and done better in this game(with some exceptions like the healing system). Real stand out level for me was the Tower of Latria, unmatched atmosphere, felt very much like an old-school dungeon crawl with maze-like design. I really appreciate how grounded and realistic the levels felt overall.
Funny how even though it's not an interconnected world it still provides the most open ended progression. One might wonder how much better series would be if they focused more on environmental hazards/traps/puzzles and exploration instead of fighting samey over and over again.
Demon's Souls bosses encapsulate the themes of their areas. They're generally not challenging to fight, and almost all of them can be easily defeated with tricks. Later Souls games increasingly emphasize fights with bosses, causing areas to feel uneven and heavily focused on spectacular fights that end up feeling generic.
Finished Demon's Souls for the first time and man how FS changed the bosses were very refreshing compared to later games where you just memorize attack patterns, dodge and punish. I was shocked that most of the attacks didn't have insanely cheap tracking like in later entries, makes your general strategy when fighting more important then pressing the dodge button perfectly. Wish there was more bosses in future games like Dragon God/Fool's Idol or Maiden Astraea with puzzle-like/'gimmick' design, it's far more interesting. I was thinking throughout the whole playthrough how most of the things that dark souls does well were already present and done better in this game(with some exceptions like the healing system). Real stand out level for me was the Tower of Latria, unmatched atmosphere, felt very much like an old-school dungeon crawl with maze-like design. I really appreciate how grounded and realistic the levels felt overall.
Funny how even though it's not an interconnected world it still provides the most open ended progression. One might wonder how much better series would be if they focused more on environmental hazards/traps/puzzles and exploration instead of fighting samey over and over again.
Finished Demon's Souls for the first time and man how FS changed the bosses were very refreshing compared to later games where you just memorize attack patterns, dodge and punish. I was shocked that most of the attacks didn't have insanely cheap tracking like in later entries, makes your general strategy when fighting more important then pressing the dodge button perfectly. Wish there was more bosses in future games like Dragon God/Fool's Idol or Maiden Astraea with puzzle-like/'gimmick' design, it's far more interesting. I was thinking throughout the whole playthrough how most of the things that dark souls does well were already present and done better in this game(with some exceptions like the healing system). Real stand out level for me was the Tower of Latria, unmatched atmosphere, felt very much like an old-school dungeon crawl with maze-like design. I really appreciate how grounded and realistic the levels felt overall.
Funny how even though it's not an interconnected world it still provides the most open ended progression. One might wonder how much better series would be if they focused more on environmental hazards/traps/puzzles and exploration instead of fighting samey over and over again.
fallout was a game about blowing people up and seeing gory deaths, everything else is history rewriting by 50 year old devs who were barely out of highschool at the time they made it
I'm playing Mega Man Battle Network 1. So far it's much too easy and I'm not a fan of the random encounters since there's zero resource management outside of battles, but the battle system itself is fun enough to keep me engaged. I'm told that 2 and 3 are better and better still, so I'm hoping to eventually go through the whole series.
I really like how these games capture the feel of a childhood adventure. Similar to Pokemon Red.
Once in a while I have an urge to play something mainstream, but rarely it goes beyond 7/10 from me. I'm playing Sekiro and I have to say, maybe too early, but this is legit good. Seems like Miyazaki made a game this time he always wanted as a kid. When it came out there was this prosthetic tool, I thought wtf, is this gonna be like spiderman ******** this time. But this game stands on its own and have its own rules. It's very intense, difficult, sometimes it's chilling and sometimes it's really creepy - I never had this feeling from any mainstream game before. I'm about 25 hours in and I'm determined to finish it. Just tonight I wanted to quit it, because I hit the wall, but then I overcame it and now I'm in the groove dude. Only betas like Pippen quit, I was born to fly baby, number 23.
Oh, I also finished Shadow Tower. I played it exceptionally only at night, at it was a top notch thing, that's the reason I love video games. It took me 2 or 3 months without save states on PS1 emulator. It was among the hardest games I played so far. I maybe even liked it more than Shadow Tower Abyss. Really looking forward to replay this thing, this time with having my mind solely on it.
Playing Samus Returns, it might not be as masterfully crafted as AM2R but i don't think it's that bad... so far at least, looks pretty good on a pc too.
Finished Desperados III. Fun stealth tactics puzzle game, though the difficulty on some of the final missions had me aggravated (refused to lower the difficulty below normal though). Finished one of the additional challenges and started another and decided that I have had enough of this kind of hardcore thinking (I was using beginner difficulty for these but it didn't appear to do too much to make them easier).
Finished one of the additional challenges and started another and decided that I have had enough of this kind of hardcore thinking (I was using beginner difficulty for these but it didn't appear to do too much to make them easier).
Finished one of the additional challenges and started another and decided that I have had enough of this kind of hardcore thinking (I was using beginner difficulty for these but it didn't appear to do too much to make them easier).
ah, now I recognize Roguey.
These Commando-style puzzle games become rather boring and grindy once you have figured out the midwit developer's idea of difficulty.
wrapped up samus returns the other night, very disappointing game, pacing totally ruined by the melee counter and super cramped environments.
I suppose they made the metroid fights a tad bit more interesting but it really becomes a chore once they evolve and start running away from room too room. Initally I klinda liked how the game looks but it reallly lacks any sense of 'being alone on an alien planet full of monsters' that metroid games usually do so well, everything is too colorful. The one thing i really liked were the animations, extermely smooth and stiffing.
Anyway, started playing RE4, having a blast with it so far.
Finished one of the additional challenges and started another and decided that I have had enough of this kind of hardcore thinking (I was using beginner difficulty for these but it didn't appear to do too much to make them easier).
ah, now I recognize Roguey.
These Commando-style puzzle games become rather boring and grindy once you have figured out the midwit developer's idea of difficulty.
I would like these games a lot more if it was practical to do a map in one run without save scumming. I can do a few of the shorter Blade of the Shogun maps without reloading but that's only after a lot of practice. It would help a lot if the fighting control weren't *** so that you could reasonably expect to fight your way out of a ****-up. It would help even more if ******* up didn't fill up the map with tons more guards.
Completed RE4 main campaign and... I liked it a lot for the most part, had some prejudice about this game in the past(probably due to playing awful pc port back in a day).
Game is unfiltered fun minus the QTEs to which i died about 30 times, kinda embarrassing tbh. If I have one major gripe with it it's lack of exploration and it's way too padded out toward the end imo most of the island section could be cut(except the part where you fight the regenerating zombies, that legit got me sweating), not sure why they were so hellbent on making the game so linear, I can think only of one instance where you can choose which path to take early in the game.
I liked the story and the characters, perfect fusion of James Bond movie and Horror-Comedy.
I've been playing wow classic era. Have a paladin near max level and I joined a raid guild. Will probably never get any loot because I'm not an assertive chad on discord.