Games Beaten 2017
Re: Games Beaten 2017
Yeah, I was more going off of original console versions. Definitely smacked the Vita version down. I knew about the PS2 one, but I've heard not good things about it.
Oh, dang, I forgot Falcom wasn't even involved with the original games.
Oh, dang, I forgot Falcom wasn't even involved with the original games.
Re: Games Beaten 2017
Sarge wrote:Oh, dang, I forgot Falcom wasn't even involved with the original games.
Falcom's president, Katou Masayuki, gave Hudson and Tonkin House some production materials to go off of. The premise, and setting were outlined for them to a certain extent, but Hudson and Tonkin House obviously put their own spins on the final product.
Dawn of Ys was the first game I beat this year. I wouldn't recommend it, though.
- Exhuminator
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Re: Games Beaten 2017
Sarge wrote:Oh, dang, I forgot Falcom wasn't even involved with the original games.
Even the PS2 remake was by Taito, not Falcom.
I think you already beat the best version of Ys IV, honestly.
PLAY KING'S FIELD.
Re: Games Beaten 2017
Probably true, and knowing those facts has reduced my desire to really go at Ys IV in any of its other forms.
Still gonna mine those Duo games, though. I'm still waiting on my Turbo EverDrive to come in, so I can't hit any HuCard goodness yet on-system.
Still gonna mine those Duo games, though. I'm still waiting on my Turbo EverDrive to come in, so I can't hit any HuCard goodness yet on-system.
- BoneSnapDeez
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Re: Games Beaten 2017
Ys IV on PC Engine is GODLY
- ElkinFencer10
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Re: Games Beaten 2017
Games Beaten in 2017 So Far - 137
* denotes a replay
January (10 Games Beaten)
February (12 Games Beaten)
March (6 Games Beaten)
April (9 Games Beaten)
May (14 Games Beaten)
June (10 Games Beaten)
July (20 Games Beaten)
August (9 Games Beaten)
September (14 Games Beaten)
October (7 Games Beaten)
November (21 Games Beaten)
December (5 Games Beaten)
137. Crisis Core: Final Fantasy VII - PlayStation Portable - December 25
Final Fantasy VII is one of my favorite RPGs, and that's the case for a lot of folks my age and bit older. It was a brilliantly told story with what was at the time cutting edge visuals and gameplay mechanics. Even today it is the most iconic entry in the MASSIVE Final Fantasy series. I mean, despite having never appeared on a Nintendo platform, the game's protagonist, Cloud, was a DLC character for the recent Super Smash Bros on 3DS and Wii U. So how does this prequel released ten years later hold up?
In a bit of a departure from the hybrid real time/turn based Final Fantasy VII, Crisis Core is a straight action RPG with freedom to move about the field and all of the combat taking place at once. The game's protagonist this time is a SOLDIER named Zack (who looks a lot like Cloud with black hair), and the story revolves around his attempt to unravel a mystery about a surge in the number of mysterious monsters and SOLDIER members going missing. It takes place shortly before the events of Final Fantasy VII and ends right before the original begins, and Tifa, Cloud, Aerith, and Sephiroth all make appearances to one degree or another in the game, but the action is definitely all about Zack.
The game's visuals are probably the highlight as they're extremely impressive for the PSP, and the cut scenes are probably the best looking of any game on the system. Unfortunately the music doesn't quite hold up to the original (although there is an interesting arrangement of One Winged Angel), and the voice acting feels stiff and amateur. Whether it's because of that sub-par voice acting or bad writing, I can't say, but at no point was I really engaged by the story. It didn't straight up repel me or anything, but I never got sucked in, and that's a big strike against an RPG in my book.
From what I've read, there were more scenes to the game that expand on Zack's and Cloud's friendship (which was the most interesting component of the story in my opinion) that had to be removed due to the limitations of the UMD format, and I think those missing scenes could have added some real depth to the story and the character dynamics. The character development throughout the game - especially Zack and, to a lesser extent, Sephiroth - are definitely the highlights of the game's narrative. A lot of RPGs have a hard time developing characters in a way that is gradual enough to feel real without keeping them too static, I've noticed, and to Crisis Core's credit, it manages to strike a pretty good balance for the most part.
All things considered, Crisis Core - Final Fantasy VII is a competent action RPG for Sony's first handheld console, but it's not a great Final Fantasy game. Hardcore fans of Final Fantasy VII will want to give it a playthrough at the very least to get more of the world's story and lore, but for more casual fans of the game or relative newcomers to Final Fantasy, this is a definite "maybe" game. If you see it cheap or know a friend who has it and will let you borrow it to play it, then sure, do that, but don't go out of your way.
* denotes a replay
January (10 Games Beaten)
February (12 Games Beaten)
March (6 Games Beaten)
April (9 Games Beaten)
May (14 Games Beaten)
June (10 Games Beaten)
July (20 Games Beaten)
August (9 Games Beaten)
September (14 Games Beaten)
October (7 Games Beaten)
November (21 Games Beaten)
December (5 Games Beaten)
137. Crisis Core: Final Fantasy VII - PlayStation Portable - December 25
Final Fantasy VII is one of my favorite RPGs, and that's the case for a lot of folks my age and bit older. It was a brilliantly told story with what was at the time cutting edge visuals and gameplay mechanics. Even today it is the most iconic entry in the MASSIVE Final Fantasy series. I mean, despite having never appeared on a Nintendo platform, the game's protagonist, Cloud, was a DLC character for the recent Super Smash Bros on 3DS and Wii U. So how does this prequel released ten years later hold up?
In a bit of a departure from the hybrid real time/turn based Final Fantasy VII, Crisis Core is a straight action RPG with freedom to move about the field and all of the combat taking place at once. The game's protagonist this time is a SOLDIER named Zack (who looks a lot like Cloud with black hair), and the story revolves around his attempt to unravel a mystery about a surge in the number of mysterious monsters and SOLDIER members going missing. It takes place shortly before the events of Final Fantasy VII and ends right before the original begins, and Tifa, Cloud, Aerith, and Sephiroth all make appearances to one degree or another in the game, but the action is definitely all about Zack.
The game's visuals are probably the highlight as they're extremely impressive for the PSP, and the cut scenes are probably the best looking of any game on the system. Unfortunately the music doesn't quite hold up to the original (although there is an interesting arrangement of One Winged Angel), and the voice acting feels stiff and amateur. Whether it's because of that sub-par voice acting or bad writing, I can't say, but at no point was I really engaged by the story. It didn't straight up repel me or anything, but I never got sucked in, and that's a big strike against an RPG in my book.
From what I've read, there were more scenes to the game that expand on Zack's and Cloud's friendship (which was the most interesting component of the story in my opinion) that had to be removed due to the limitations of the UMD format, and I think those missing scenes could have added some real depth to the story and the character dynamics. The character development throughout the game - especially Zack and, to a lesser extent, Sephiroth - are definitely the highlights of the game's narrative. A lot of RPGs have a hard time developing characters in a way that is gradual enough to feel real without keeping them too static, I've noticed, and to Crisis Core's credit, it manages to strike a pretty good balance for the most part.
All things considered, Crisis Core - Final Fantasy VII is a competent action RPG for Sony's first handheld console, but it's not a great Final Fantasy game. Hardcore fans of Final Fantasy VII will want to give it a playthrough at the very least to get more of the world's story and lore, but for more casual fans of the game or relative newcomers to Final Fantasy, this is a definite "maybe" game. If you see it cheap or know a friend who has it and will let you borrow it to play it, then sure, do that, but don't go out of your way.
Re: Games Beaten 2017
First 50:
51. Oniken - PC
52. Strife Veteran Edition - PC
53. The Mummy Demastered - Switch
54. Super Mario Odyssey - Switch
55. Wolfenstein II: The New Colossus - PC
56. Etrian Odyssey V - 3DS
57. The Legend of Zelda Four Swords Anniversary - 3DS
58. Vectorman - Genesis
59. Human Resources Machine - PC
60. The Legend of Legacy - 3DS
61. Dynamite Headdy - Genesis
62. Romancing SaGa 2 - PC
So last year Square decided to port Romancing SaGa 2 to iOS/Android, and then a couple weeks ago they ported the phone version to Steam, Vita, and the console marketplaces. Unlike the ports of Final Fantasy V and VI, here they kept things pretty much the same as the original. The sprites have been uprezzed, but they're still the same core sprites. They also put some fun effects on the bosses; they're now sprites that have some articulation so they can move around a bit, but still, the same core sprite. And the mechanics are pretty much untouched, with only a bonus dungeon and some bonus classes as additions.
Romancing SaGa 2 is a generational story about a series of rulers of the Avalonian Empire as they seek to undo the harm being caused by the Seven Heroes. Why are a group known as Heroes being such dicks? That's something you'll find out late in the game if you remember to go pick up some treasure you could see but not access until you killed a boss in a different area, assuming you went to the area with said treasure in the first place. But that's ok; the WHY of them being dicks is not necessary, since they very obviously are major dicks throughout the game.
RS2 has that core SaGa experience of powering up by doing. In this case, you have five types of physical attack categories and five types of spells (though only three can be on a character at once due to opposite elements being incompatible), all with independent levels that go up as you use them. You can gain new weapon attacks randomly in battle by having a flash of inspiration (a lightbulb appears above your head) and busting it out, and learning these is very important for keeping your damage going. A hidden and very important mechanic is the idea of "global levels". See, while individual characters level up their own skills as they fight, they also contribute to a global level of that same skill. This global level is then applied when you recruit new characters (most evident during a generation shift) and when you teach magic to a character who didn't already have it, as well as being able to teach higher level magic when the global level for that element is high enough.
I mentioned this is a generational game. At the start you progress through a standard RPG story, but shortly in your main character learns inheritance magic and then kicks the bucket. He uses the inheritance magic to power up his son with his own abilities. At this point, you cannot game over until you get to the final ruler (who you name at the very start of the game), who finishes up the story and conveniently has the power of the inheritance magic run out. But until you have the final ruler, whenever you would game over you instead just pass down your skills to the next ruler, picked from one of four randomly selected classes you have unlocked. This is a generational shift, which triggers various long-term improvements if you set them up ahead of time. However, dying is not the only way to generation shift; after doing a sufficient number of story events you automatically trigger a shift; this represents the fact that no one person can do all the things.
There are three important things that can only progress during a generation shift: any weapon skills learned become available at the dojo and can be taught to anybody, any fusion magic researched is made available, and if you had a full suit of armor being researched in the blacksmith that will also complete. You also will gain access to the next public works project, as you can only do one per generation. Unless you are actively killing off your party you will need to be conscious of the fact that you will only get a limited number of generations, so make sure you stay on top of things (weapon skills and fusion magic are the biggest ones, as you'll want those late game).
The game has a large number of characters that can join your party; you start with a good selection and you will gain more as you progress the story and help people out. You can only ever have one person from a given class (where gender is part of the class makeup I think, I never tested it personally), so you are forced to diversify. Each class has a specialization in terms of what weapon skills they can learn and what weapons their stats are appropriate for. In addition, there are several unique individuals in a class, and they can differ, sometimes dramatically. It's a lot of very hidden information that keeps things fresh but can also be frustrating if you haven't done all the wiki research.
And that's one thing I noticed about this game as compared to Romancing SaGa 3; this game has a lot more fiddly bits to it due to stricter requirements on what weapon skills you can use and the inability to change parties mid-generation without killing off people. On the flip side, I feel like magic was more useful and easier to get into, eventually leading to me utterly cheesing the last boss by combinging a particular formation and a particular magic spell to never let him get any turns. The two games both suffer from the problem of hit-all attacks; when enemies have them you're in for a very bad time, because all healing magic is single targeted and enemy damage tends to be large compared to your actual HP. Many times battles came down to whether or not I got the right pattern from the boss so I could get in sufficent damage before I was overwhelmed (or I discovered this boss could be stunned and cheesed it that way). I will say that RS2 has more tools for extracting yourself from boss fights going south as long as they aren't using hit-all magic every turn (I'm looking at you Sorcerer). RS3 had less hit-all but the actual fights tended to be more of a race.
If you've maybe heard that this was a bad mobile port you were misinformed. The whole game controls with keyboard with only a single instance where I could not figure out how to activate a control with keys; that is the confirm name entry of your final ruler at the very start of the game. Once you're past that the only real reminder of the mobile nature is the large buttons in menus that would be tapped on a mobile port; since they were in empty space anyway I just ignored them.
51. Oniken - PC
52. Strife Veteran Edition - PC
53. The Mummy Demastered - Switch
54. Super Mario Odyssey - Switch
55. Wolfenstein II: The New Colossus - PC
56. Etrian Odyssey V - 3DS
57. The Legend of Zelda Four Swords Anniversary - 3DS
58. Vectorman - Genesis
59. Human Resources Machine - PC
60. The Legend of Legacy - 3DS
61. Dynamite Headdy - Genesis
62. Romancing SaGa 2 - PC
So last year Square decided to port Romancing SaGa 2 to iOS/Android, and then a couple weeks ago they ported the phone version to Steam, Vita, and the console marketplaces. Unlike the ports of Final Fantasy V and VI, here they kept things pretty much the same as the original. The sprites have been uprezzed, but they're still the same core sprites. They also put some fun effects on the bosses; they're now sprites that have some articulation so they can move around a bit, but still, the same core sprite. And the mechanics are pretty much untouched, with only a bonus dungeon and some bonus classes as additions.
Romancing SaGa 2 is a generational story about a series of rulers of the Avalonian Empire as they seek to undo the harm being caused by the Seven Heroes. Why are a group known as Heroes being such dicks? That's something you'll find out late in the game if you remember to go pick up some treasure you could see but not access until you killed a boss in a different area, assuming you went to the area with said treasure in the first place. But that's ok; the WHY of them being dicks is not necessary, since they very obviously are major dicks throughout the game.
RS2 has that core SaGa experience of powering up by doing. In this case, you have five types of physical attack categories and five types of spells (though only three can be on a character at once due to opposite elements being incompatible), all with independent levels that go up as you use them. You can gain new weapon attacks randomly in battle by having a flash of inspiration (a lightbulb appears above your head) and busting it out, and learning these is very important for keeping your damage going. A hidden and very important mechanic is the idea of "global levels". See, while individual characters level up their own skills as they fight, they also contribute to a global level of that same skill. This global level is then applied when you recruit new characters (most evident during a generation shift) and when you teach magic to a character who didn't already have it, as well as being able to teach higher level magic when the global level for that element is high enough.
I mentioned this is a generational game. At the start you progress through a standard RPG story, but shortly in your main character learns inheritance magic and then kicks the bucket. He uses the inheritance magic to power up his son with his own abilities. At this point, you cannot game over until you get to the final ruler (who you name at the very start of the game), who finishes up the story and conveniently has the power of the inheritance magic run out. But until you have the final ruler, whenever you would game over you instead just pass down your skills to the next ruler, picked from one of four randomly selected classes you have unlocked. This is a generational shift, which triggers various long-term improvements if you set them up ahead of time. However, dying is not the only way to generation shift; after doing a sufficient number of story events you automatically trigger a shift; this represents the fact that no one person can do all the things.
There are three important things that can only progress during a generation shift: any weapon skills learned become available at the dojo and can be taught to anybody, any fusion magic researched is made available, and if you had a full suit of armor being researched in the blacksmith that will also complete. You also will gain access to the next public works project, as you can only do one per generation. Unless you are actively killing off your party you will need to be conscious of the fact that you will only get a limited number of generations, so make sure you stay on top of things (weapon skills and fusion magic are the biggest ones, as you'll want those late game).
The game has a large number of characters that can join your party; you start with a good selection and you will gain more as you progress the story and help people out. You can only ever have one person from a given class (where gender is part of the class makeup I think, I never tested it personally), so you are forced to diversify. Each class has a specialization in terms of what weapon skills they can learn and what weapons their stats are appropriate for. In addition, there are several unique individuals in a class, and they can differ, sometimes dramatically. It's a lot of very hidden information that keeps things fresh but can also be frustrating if you haven't done all the wiki research.
And that's one thing I noticed about this game as compared to Romancing SaGa 3; this game has a lot more fiddly bits to it due to stricter requirements on what weapon skills you can use and the inability to change parties mid-generation without killing off people. On the flip side, I feel like magic was more useful and easier to get into, eventually leading to me utterly cheesing the last boss by combinging a particular formation and a particular magic spell to never let him get any turns. The two games both suffer from the problem of hit-all attacks; when enemies have them you're in for a very bad time, because all healing magic is single targeted and enemy damage tends to be large compared to your actual HP. Many times battles came down to whether or not I got the right pattern from the boss so I could get in sufficent damage before I was overwhelmed (or I discovered this boss could be stunned and cheesed it that way). I will say that RS2 has more tools for extracting yourself from boss fights going south as long as they aren't using hit-all magic every turn (I'm looking at you Sorcerer). RS3 had less hit-all but the actual fights tended to be more of a race.
If you've maybe heard that this was a bad mobile port you were misinformed. The whole game controls with keyboard with only a single instance where I could not figure out how to activate a control with keys; that is the confirm name entry of your final ruler at the very start of the game. Once you're past that the only real reminder of the mobile nature is the large buttons in menus that would be tapped on a mobile port; since they were in empty space anyway I just ignored them.
- ElkinFencer10
- Next-Gen
- Posts: 8621
- Joined: Fri Aug 13, 2010 8:34 pm
- Location: Henderson, North Carolina
- Contact:
Re: Games Beaten 2017
Games Beaten in 2017 So Far - 138
* denotes a replay
January (10 Games Beaten)
February (12 Games Beaten)
March (6 Games Beaten)
April (9 Games Beaten)
May (14 Games Beaten)
June (10 Games Beaten)
July (20 Games Beaten)
August (9 Games Beaten)
September (14 Games Beaten)
October (7 Games Beaten)
November (21 Games Beaten)
December (6 Games Beaten)
138. Super Lucky's Tale - Xbox One - December 29
Super Lucky's Tale is a game that I received as a Christmas gift from my mom this year, and as a big fan of platformers, I was eager to try it (I played this before starting Shadow of War which she also gave me this year for Christmas). I wasn't really too sure what to expect going in, and while I definitely enjoyed my time with Super Lucky's Tale, those relatively low expectations helped it.
Super Lucky's Tale is a fairly short 3D platformer that can be beaten in a couple of sittings (or, like I did today, one roughly 10 hour sitting). You know that generic "low budget platformer" feel that a lot of these animal mascot platformers had in the early and mid 90s? Imagine that in 4K, and that's pretty much what Super Lucky's Tale is. It's a completely average but totally playable 3D platformer with an extremely forgettable anthropomorphic mascot. The best comparison I can think to make is that it feels like a low budget Banjo-Kazooie (I haven't played Yooka-Laylee yet, so I can't say which one feels more like that).
The game is actually a sequel to Lucky's Tale, a game that was released exclusively for Oculus Rift, although I doubt anyone aside from Rift users have ever heard of it. As I said, it's a fairly short game - there are only four worlds each of which are divided into five levels plus a boss. Each world has four clovers to collect - one from collecting the five L-U-C-K-Y letters, one from collecting 300 coins, one from finding a secret area, and one just for completing the level. It's extraordinarily easy to get at least two of these - the one for 300 coins and the one for completing the level - and after the first world, I usually got three of the four clovers on my first run although it varied from level to level if the clover for the five letters or the one for the secret area was easier. To fully "complete" the game, you need to collect 99 clovers.
Other than its general mediocrity, the game's biggest weaknesses are the camera and the control precision. The camera is generally okay, but there are certain levels and obstacles where it becomes counterproductive. Sometimes the camera keeps you from seeing where a platform is, sometimes it makes it difficult to gauge where on the Z axis a trap is, often it make it difficult to tell where on the Z axis an enemy is if you're trying to jump on it, and it's sometimes difficult to tell the difference between a platform and ancillary background decoration. It's not game breaking, but it's definitely not an infrequent a frustration. As for the controls, they're fine, but they're a far cry from the refined feel of Mario, Donkey Kong, or Banjo. Your jump feel unusually short for a platformer, and that's especially true of the double jump. Whether or not Lucky grabs onto a ledge seems completely random, and the mid-air movement strikes an awkward balance between "yes, you can move your character in mid-air" and "no, you're stuck where you are on the X axis" that leaves it feeling like you're swimming through jelly when you're in the air.
All things considered, Super Lucky's Tale is a competent 3D platformer, but don't expect the likes of Super Mario 64 or Donkey Kong Country here. Hardcore fans of platformers will likely find its imprecise controls and fairly hand-off camera frustrating, but there's still some enjoyment to be had. The game's difficulty is pretty low up until the last boss, so it's a good fit for either a game to help unwind after a hard day at work or for younger kids. It's never going to be a "greatest hits" candidate, and it'll be completely forgotten in a year (although it seems to have been largely forgotten at launch), but if you can find it for $15 or $10, it's not bad if you need that collectathon platformer itch scratched.
* denotes a replay
January (10 Games Beaten)
February (12 Games Beaten)
March (6 Games Beaten)
April (9 Games Beaten)
May (14 Games Beaten)
June (10 Games Beaten)
July (20 Games Beaten)
August (9 Games Beaten)
September (14 Games Beaten)
October (7 Games Beaten)
November (21 Games Beaten)
December (6 Games Beaten)
138. Super Lucky's Tale - Xbox One - December 29
Super Lucky's Tale is a game that I received as a Christmas gift from my mom this year, and as a big fan of platformers, I was eager to try it (I played this before starting Shadow of War which she also gave me this year for Christmas). I wasn't really too sure what to expect going in, and while I definitely enjoyed my time with Super Lucky's Tale, those relatively low expectations helped it.
Super Lucky's Tale is a fairly short 3D platformer that can be beaten in a couple of sittings (or, like I did today, one roughly 10 hour sitting). You know that generic "low budget platformer" feel that a lot of these animal mascot platformers had in the early and mid 90s? Imagine that in 4K, and that's pretty much what Super Lucky's Tale is. It's a completely average but totally playable 3D platformer with an extremely forgettable anthropomorphic mascot. The best comparison I can think to make is that it feels like a low budget Banjo-Kazooie (I haven't played Yooka-Laylee yet, so I can't say which one feels more like that).
The game is actually a sequel to Lucky's Tale, a game that was released exclusively for Oculus Rift, although I doubt anyone aside from Rift users have ever heard of it. As I said, it's a fairly short game - there are only four worlds each of which are divided into five levels plus a boss. Each world has four clovers to collect - one from collecting the five L-U-C-K-Y letters, one from collecting 300 coins, one from finding a secret area, and one just for completing the level. It's extraordinarily easy to get at least two of these - the one for 300 coins and the one for completing the level - and after the first world, I usually got three of the four clovers on my first run although it varied from level to level if the clover for the five letters or the one for the secret area was easier. To fully "complete" the game, you need to collect 99 clovers.
Other than its general mediocrity, the game's biggest weaknesses are the camera and the control precision. The camera is generally okay, but there are certain levels and obstacles where it becomes counterproductive. Sometimes the camera keeps you from seeing where a platform is, sometimes it makes it difficult to gauge where on the Z axis a trap is, often it make it difficult to tell where on the Z axis an enemy is if you're trying to jump on it, and it's sometimes difficult to tell the difference between a platform and ancillary background decoration. It's not game breaking, but it's definitely not an infrequent a frustration. As for the controls, they're fine, but they're a far cry from the refined feel of Mario, Donkey Kong, or Banjo. Your jump feel unusually short for a platformer, and that's especially true of the double jump. Whether or not Lucky grabs onto a ledge seems completely random, and the mid-air movement strikes an awkward balance between "yes, you can move your character in mid-air" and "no, you're stuck where you are on the X axis" that leaves it feeling like you're swimming through jelly when you're in the air.
All things considered, Super Lucky's Tale is a competent 3D platformer, but don't expect the likes of Super Mario 64 or Donkey Kong Country here. Hardcore fans of platformers will likely find its imprecise controls and fairly hand-off camera frustrating, but there's still some enjoyment to be had. The game's difficulty is pretty low up until the last boss, so it's a good fit for either a game to help unwind after a hard day at work or for younger kids. It's never going to be a "greatest hits" candidate, and it'll be completely forgotten in a year (although it seems to have been largely forgotten at launch), but if you can find it for $15 or $10, it's not bad if you need that collectathon platformer itch scratched.
- prfsnl_gmr
- Next-Gen
- Posts: 12202
- Joined: Mon Jun 01, 2009 10:26 pm
- Location: Charlotte, North Carolina
Re: Games Beaten 2017
1. Shantae 1/2 Genie Hero (Wii U)
2. Blek (iOS)
3. Bloo Kid 2 (3DS)
4. HarmoKnight (3DS)
5. 3D Fantasy Zone II W (3DS)
6. Fantasy Zone (SMS/3DS)
7. 3D Fantasy Zone Opa Opa Bros. (ARC/3DS)q
8. Fantasy Zone II: The Tears of Opa Opa (SMS/3DS)
9. 3D Classics Twinbee (NES/3DS)
10. Rainbow Bell a/k/a Twinbee (ARC/DS)
11. The Legend of Zelda:Breath of the Wild (Wii U)
12. The Guardian Legend (NES)
13. The Clash at Demonhead (NES)
14. The Goonies II (NES)
15. Day of the Tentacle Remastered (iOS)
16. Mario Kart 64 (N64/Wii U)
17. Drancia Saga (3DS)
18. Chain Blaster (3DS)
19. Color Commando (DS)
20. Ace Mathician (DS)
21. Jump Trials Supreme (3DS)
22. Dragon Quest VII (3DS)
23. Fairune II (3DS)
24. RBI Baseball (NES)
25. River City Tokyo Rumble (3DS)
26. Dungeons & Dragons: Chronicles of Mystara (Wii U)
27. Arkanoid vs. Space Invaders (iOS)
28. Device 6 (iOS)
29. Transformers: Human Alliance (ARC)
30. Metroid Samus Returns (3DS)
31. A Ride Into the Mountains (iOS)
32. Super Mario Run (iOS)
33. Legend of Kusakari (3DS)
34. Banjo Kazooie (N64/360)
35. Go! Go! Commander Video (iOS)
36. River City Knights of Justice (3DS)
37. Super Little Acorns 3D Turbo (3DS)
38. Tomb Raider Go (iOS)
39. Lume (iOS)
40. To The Moon (iOS)
41. The Executive (iOS)
42. Gorogoa (iOS)
43. Old Man’s Journey (iOS)
44. Shadow Blade (iOS)
45. The Sailor’s Dream (iOS)
46. I MAED A GAM3 W1TH ZOMBIES 1N IT!!!1 (360)
I MAED A GAM3 W1TH ZOMBIES 1N IT!!!1 (360) is probably my favorite stick shooter since Smash TV. It is good, simple fun; it is completely unpretentious; and I thoroughly enjoyed all of my time with it. Also, it has an absolutely fantastic soundtrack, and I am very happy with the $1 I spent on it. (I must note, however, that the game is a score chaser, and I don’t think you can really beat it. You just play through the song. In my case, I made it to the end of the song that runs through the game and the end of various YouTube videos purporting to show the game in its entirety. That was good enough for me. My high score was just a bit north of 750K.)
2. Blek (iOS)
3. Bloo Kid 2 (3DS)
4. HarmoKnight (3DS)
5. 3D Fantasy Zone II W (3DS)
6. Fantasy Zone (SMS/3DS)
7. 3D Fantasy Zone Opa Opa Bros. (ARC/3DS)q
8. Fantasy Zone II: The Tears of Opa Opa (SMS/3DS)
9. 3D Classics Twinbee (NES/3DS)
10. Rainbow Bell a/k/a Twinbee (ARC/DS)
11. The Legend of Zelda:Breath of the Wild (Wii U)
12. The Guardian Legend (NES)
13. The Clash at Demonhead (NES)
14. The Goonies II (NES)
15. Day of the Tentacle Remastered (iOS)
16. Mario Kart 64 (N64/Wii U)
17. Drancia Saga (3DS)
18. Chain Blaster (3DS)
19. Color Commando (DS)
20. Ace Mathician (DS)
21. Jump Trials Supreme (3DS)
22. Dragon Quest VII (3DS)
23. Fairune II (3DS)
24. RBI Baseball (NES)
25. River City Tokyo Rumble (3DS)
26. Dungeons & Dragons: Chronicles of Mystara (Wii U)
27. Arkanoid vs. Space Invaders (iOS)
28. Device 6 (iOS)
29. Transformers: Human Alliance (ARC)
30. Metroid Samus Returns (3DS)
31. A Ride Into the Mountains (iOS)
32. Super Mario Run (iOS)
33. Legend of Kusakari (3DS)
34. Banjo Kazooie (N64/360)
35. Go! Go! Commander Video (iOS)
36. River City Knights of Justice (3DS)
37. Super Little Acorns 3D Turbo (3DS)
38. Tomb Raider Go (iOS)
39. Lume (iOS)
40. To The Moon (iOS)
41. The Executive (iOS)
42. Gorogoa (iOS)
43. Old Man’s Journey (iOS)
44. Shadow Blade (iOS)
45. The Sailor’s Dream (iOS)
46. I MAED A GAM3 W1TH ZOMBIES 1N IT!!!1 (360)
I MAED A GAM3 W1TH ZOMBIES 1N IT!!!1 (360) is probably my favorite stick shooter since Smash TV. It is good, simple fun; it is completely unpretentious; and I thoroughly enjoyed all of my time with it. Also, it has an absolutely fantastic soundtrack, and I am very happy with the $1 I spent on it. (I must note, however, that the game is a score chaser, and I don’t think you can really beat it. You just play through the song. In my case, I made it to the end of the song that runs through the game and the end of various YouTube videos purporting to show the game in its entirety. That was good enough for me. My high score was just a bit north of 750K.)
Re: Games Beaten 2017
Games Beaten 2017
The first 50:
Horizon Zero Dawn: The Frozen Wilds - PS4
Alienation - PS4
Forza Horizon 3: Blizzard Mountain - PC/X1
Destiny 2: Curse of Osiris - PS4
Doom VFR - PSVR
Gorogoa - iOS
Devil May Cry 4 Refrain - iOS
Sonic Mania - Switch
Raiden V - PS4
Scanner Sombre - PC
Everything - PC
Luke Sidewalker - PC
The Fidelio Incident - PC
Emily is Away Too - PC *new*
Total: 64
Emily is Away Too is a follow up to the original "Emily is Away", which I played almost two years ago to the day. I can't say that I enjoyed the more fleshed out sequel any more than I did the original, which at least had a lot more going for it in terms of novelty. I also am not sure that people were using AOL IM to talk about stuff like God of War, Juno, and Battlestar Galactica in 2007 or so when this game is supposed to be taking place...that technology was already being passed over by then, at least in the circles I frequented.
One more to go before the year is out!
Previously: 2016 2015 2014 2013 2012 2011 2010
The first 50:
Horizon Zero Dawn: The Frozen Wilds - PS4
Alienation - PS4
Forza Horizon 3: Blizzard Mountain - PC/X1
Destiny 2: Curse of Osiris - PS4
Doom VFR - PSVR
Gorogoa - iOS
Devil May Cry 4 Refrain - iOS
Sonic Mania - Switch
Raiden V - PS4
Scanner Sombre - PC
Everything - PC
Luke Sidewalker - PC
The Fidelio Incident - PC
Emily is Away Too - PC *new*
Total: 64
Emily is Away Too is a follow up to the original "Emily is Away", which I played almost two years ago to the day. I can't say that I enjoyed the more fleshed out sequel any more than I did the original, which at least had a lot more going for it in terms of novelty. I also am not sure that people were using AOL IM to talk about stuff like God of War, Juno, and Battlestar Galactica in 2007 or so when this game is supposed to be taking place...that technology was already being passed over by then, at least in the circles I frequented.
One more to go before the year is out!
Previously: 2016 2015 2014 2013 2012 2011 2010