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Ack
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Re: Games Beaten 2019

by Ack Sun Aug 11, 2019 12:17 pm

pook99 wrote:Those were good reviews of DKC, I still havent played 3 but I definitely need to get to it.

Random question for the thread, does anyone here ever replay the same game twice in one year? If so how do you personally keep track of it on your games beaten lists?

Depending on the game, I will often replay several times to try and complete everything, particularly if there are multiple endings. However, I only record them here once, because otherwise you'd see the see thing over and over again, especially if it's something I'm seeking achievements in.

Now, if it's a different year, I will list it again, but only once a year.
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PartridgeSenpai
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Re: Games Beaten 2019

by PartridgeSenpai Sun Aug 11, 2019 5:13 pm

pook99 wrote:Those were good reviews of DKC, I still havent played 3 but I definitely need to get to it.

Random question for the thread, does anyone here ever replay the same game twice in one year? If so how do you personally keep track of it on your games beaten lists?


Thanks! If you liked 1 and 2, 3 is totally worth playing through ^w^

I tend to only do something like that if I beat it in a way that is totally unlike the previous way I beat it. Like, last year I have Magicka 2 on there at least twice, and that's because once was just hard mode, which I was very happy to have actually beaten with my other friend who loves Magicka, and then the second time was when we actually managed to beat it on VERY hard mode, which is something I thought we'd never never be able to do, and I wanted to share here not only that I'd done it but also how I felt the higher difficulty affected the game.
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Re: Games Beaten 2019

by prfsnl_gmr Sun Aug 11, 2019 5:53 pm

Ack wrote:
pook99 wrote:Those were good reviews of DKC, I still havent played 3 but I definitely need to get to it.

Random question for the thread, does anyone here ever replay the same game twice in one year? If so how do you personally keep track of it on your games beaten lists?

Depending on the game, I will often replay several times to try and complete everything, particularly if there are multiple endings. However, I only record them here once, because otherwise you'd see the see thing over and over again, especially if it's something I'm seeking achievements in.

Now, if it's a different year, I will list it again, but only once a year.


I take the same approach, except that I never list games I have beaten more than once. I don’t often play through games more than once unless doing so is required to access all of a game’s features (e.g., Mario vs. Donkey Kong, etc) or a game’s true ending (e.g., Ghouls ‘n Ghosts, etc.). If I do, I only list the game once in the “games beaten” thread. I also play through some classic games, like Castlevania, Super Metroid, Zelda II, etc., once every few years. I don’t re-list them, however, unless I play through a new version (e.g., the GBA version of SMB2, etc.) or a new mode (e.g., the “second quest” in Castlevania).
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Re: Games Beaten 2019

by Xeogred Sun Aug 11, 2019 7:17 pm

1. Castlevania: Order of Ecclesia* (DS)
2. Shadow of the Colossus (PS4)
3. Onimusha: Warlords* (PS4)
4. Resident Evil 2* (PSX)[Leon A]
5. Resident Evil 2 Remake (PS4)[Platinum]
6. Donkey Kong Country: Tropical Freeze* (Switch)
7. Devil May Cry 5 (PS4)
8. Mass Effect* (PS3)
9. Sekiro: Shadows Die Twice (PS4)
10. Mass Effect 2* (PS3)
11. Streets of Rage 2 (SMS)
12. Mortal Kombat (Genesis)
13. Mass Effect 3* (PS3)
Sekiro: Shadows Die Twice (PS4)[Platinum]
14. Front Mission (DS)
15. Doom: Sigil (PC)
Front Mission (DS)[UCS Scenario]
16. Doom 2: TNT Revilution (PC)[8h32m55][UV]
17. R-Type Leo (Arcade)
18. Super R-Type* (SNES)
19. Doom 2: TNT Evilution* (PC)[5h55m56][UV/Complex]
20. R-Type III (SNES)[SaveStates]
21. Life Force (NES)
22. Metal Storm (NES)
23. Near Death (PC)
24. Bloodstained: Ritual of the Night (PC)
25. Adventures of Lolo (NES)
26. Dying Light (PC)
27. Star Wars: Dark Forces* (PC)
28. Shadow Hearts: Covenant (PS2)
29. Blazing Chrome (PC)
30. Contra Rebirth (Wii)
31. Thunder Force IV* (Genesis)
32. Shinobi III: Return of the Ninja Master* (Genesis)
33. Resident Evil 4* (Wii)
34. Gradius V (PS2)
35. Dragon Quest IV (DS)

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5:38 - Easy
9:10 - Normal

Gracius V is simply put... an absolute monster. Both one of the hardest and best shmups I've ever played. This final entry in another legacy Konami series was heavily done by Treasure and it shows. This is a bit more balls to the wall than the other games and different in ways, tons of memory / pattern based sections, and a lot of the game feels like this crazy merger between 16bit shmup design mixed in with 2000's bullet hell. Hitoshi Sakimoto does his usual majestic work on the killer OST, not as elegant as Radiant Slvergun's music, but I love how Gradius V's sound is a lot more drum and bass, very spacey.

Every hour put into Gradius V nets you another continue and this is an awesome reward system to keep playing. Any fan of Gradius and some shmups know that, even with a bunch of continues, you still have to put in a lot of work to see those credits. There are countless moments in this game that can SINK tons of lives if you're not careful. On my last Normal run this morning when I finally beat it, I had used up all 10 continues I had and only had 2-3 more lives left to spare. It was insanely intense.

There are power up Types here you don't normally see in the rest of the series. I used Type 4 for a lot of my Easy work, which makes the Options spin around the Vic Viper. So it's good on both defense and offense. However the better I got, I started using Type 2 more which lets you manually aim your Options. It's good to get good at this by stage 6, which has all this green goo, the entire screen/level shakes, and then there's a section where you go BACKWARDS. Without Options, all you can do is dodge everything and that's insane. In fact, when I first played Gradius V ages ago, stage 6 ended me. I got my revenge this year.

Unlike other entries, Gradius V also has a continuous play option, instead of its old checkpoint based system. So when you take a death, you have a brief moment to recover your Options. But yeah, anyone who's played Gradius V probably knows to not let some of these new features fool you into thinking this makes for an easier Gradius game. This is one of the hardest shmups I've ever played. And now that I've conquered it on Normal at least, it's one of my new top favorites as well. It was super thrilling getting through and learning this.

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21:16

Easy 9/10. I can see how this is a masterpiece and fan favorite for many. Although I can only make the comparison to DQ5 right now directly, in general, DQ4 is one of the best JRPG's out there. I had an absolute blast playing this version and it nullified a few of the nitpicks I had with DQ5, mainly the monster capturing system for party members. DQ4 just gives you a specific set of usable party members and I prefer that. And DQ5's time leaps for that story sounded cool on paper, but it made the whole journey a bit fragmented and most of the characters weren't all that interesting. As an older and simpler game under the hood, it's not like DQ4's characters are vastly more fleshed out compared to it or other games in the genre, but just simply having a single stable party from start to finish makes for a much more fun experience. Even when it just comes down to the getting to know the characters purely through combat, that's a ton of fun experimenting with party setups and really getting to know who does what. Although the first chunk of DQ4 is chapter based, making you play solely through the eyes of a few main characters at a time before it all builds up to the main of main's, the Hero / Player, and everyone joins up. I have mentioned before that I generally don't like this format for games, there are a few exceptions like Suikoden III, and DQ4 (apparently the originator of the chapter system, maybe for JRPG's), is another one that did it amazingly well. I had no complaints with this setup at all here.

Yesterday in between some gaming and getting near the end of this one myself, I was watching a streamer playing some weird DQ4 NES randomizer, which probably just randomizes chests/enemies and such. But map wise, it was incredibly cool to glance over throughout the day to see where this person was in the game and I could recognize just about every area. The world map is rearranged a bit in the DS version, but this is still the same familiar world and dungeons I just went through. It's really cool how authentic this remaster was and neat to see the old NES game in action. I can see how this must have been a mindblowing experience back in the day.

There were some huge fans of this one that sold me on the game and it really didn't take long to see why this one gets so much praise. Anyone with a DS or interest in JRPG's / Dragon Quest, should definitely play this.

For the fans and those who beat it, my thoughts on the final boss:

SCARY! Thing kept transforming, I wasn't sure when it was going to end. It's so cool when you can utilize a full wagon worth of party members during these final boss fights. You really have to change it up and use everyone's strengths. And I definitely took some deaths I couldn't salvage near the end. I thought a full final dungeon/final boss fight reset was imminent. I say that, because I used pretty much all the Yggdrasil Leaves/Vials I had and I assume, if I took a death but was revived at the nearby shrine, I wouldn't have all those items again. And they were -utterly- crucial for this battle.

I ended up using the old man quite a lot actually, because he had both Sap and Oomph. I still kept the Liquid Metal Sword on the Hero, but the Zenithian Sword had to be used as a tool frequently to rid the boss of his buffs. Here's where a big mistake came into play, one of the final female armors in the game was some kind of Shimmering Dress or something... that reflects spells. I had this on Alena, while I couldn't fully figure out if my healing spells and such were reflecting off of her and healing the boss, a lot of my spells were missing her! That was some seriously bad news, I guess I could have taken it off of her mid battle, but her defense would have plummeted. Didn't have any extra armor in her inventory at the time.

I was also utilizing Alena as a healer for a lot of the battle actually, because she had that awesome full party heal staff in her inventory. This never seemed to miss her like the normal spells were at times, so it healed her too. I figured her high Agility would make good use of that. I rotated in Kiryl a few times to get Kabuff in and some multiheal's, along with the Hero using Omniheal in crucial spots. Ragnar had a Yggdrasil Leaf and Vial for some critical moments. Maya was amazing as always, however in the late stages of the battle the boss was quickly putting up a Bounce shield so her insane magic reflected back on me a few times. And despite her impressive HP growth, when this boss started doing his Ice Breath near the end or two big melee attacks in a row, that was pretty much an instant death on some characters like her.

I think Maya, Alena, old man, and Kiryl were dead near the very end, I never saw the use for Meena here, but I actually brought in Torneko near the end just to tank some damage or hope his weird randomness helped... the dude was doing like ~7 damage to the boss, well he was there for moral support at least. Finally, with just the Hero, Ragnar, and Torneko standing, I somehow landed the final blow on the boss and beat him when I was about to give up.

My Hero was level 34 and party in the mid 30's. I probably could have grinded out a few more levels to make this easier, but still... I beat him on my first go! Looks like there's a full extra chapter worth of content in this version. I'm not much of a completionist thesedays and am fully satisfied with the core game done, so I'm not sure if I'll mess with that stuff. But for people into that or veterans curious about this version, that's really cool it has a lot to it. I should at least go check out that Huffman's Post village again, seems like you can help rebuild that area. I recruited two or three people looking for a new home along the way and looking over a guide, looks like this village builder gets pretty elaborate after awhile.

Long story short, playing DQ5 DS last year was a fun adventure and boosted my curiosity on the franchise a little more. But after playing DQ4 DS this summer, I'd say I'm a full blown fan now and can't wait to play more of them.
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Re: Games Beaten 2019

by MrPopo Sun Aug 11, 2019 9:28 pm

1. Octopath Traveler - Switch
2. Dusk - PC
3. Forsaken Remastered - PC
4. Tales of Eternia - PS1
5. Resident Evil 2 (2019) - PC
6. Pokémon Trading Card Game - GBC
7. Metro Exodus - PC
8. Thronebreaker: The Witcher Tales - PC
9. Project Warlock - PC
10. Magic: The Gathering - PC
11. Ghost 1.0 - PC
12. Call of Duty 2 - PC
13. Sekiro: Shadows Die Twice - PS4
14. Revelations: The Demon Slayer - GBC
15. Mechstermination Force - Switch
16. Shadow Warrior Classic Redux - PC
17. Lost Sphear - Switch
18. Warcraft II: Beyond the Dark Portal - PC
19. Dragon Quest III - NES
20. Rage 2 - PC
21. Blood - PC
22. Harvest Moon 64 - N64
23. Battlefield V - PC
24. Sigil - PC
25. Shining Force III: Scenario 2 - Saturn
26. Shining Force III: Scenario 3 - Saturn
27. Borderlands 2: Commander Lillith and the Fight for Sanctuary - PC
28. Gato Roboto - Switch
29. Timespinner - Switch
30. Amid Evil - PC
31. Pillars of Eternity II: Beast of Winter - PC
32. Pillars of Eternity II: Seeker, Slayer, Survivor - PC
33. Pillars of Eternity II: The Forgotten Sanctum - PC
34. Bloodstained: Ritual of the Night - Switch
35. Orphan - PC
36. Project Nimbus - PC
37. Hardcore Mecha - PC
38. Grey Goo - PC
39. Giants: Citizen Kabuto - PC
40. Wolfenstein: Youngblood - PC
41. Fire Emblem: Three Houses - Switch

Three Houses is the latest entry into the Fire Emblem series, and the one with the most mechanical complexity. I was still discovering things when I was a handful of battles out from the end, if that tells you anything about all the different systems involved. I'm definitely going to want to do a second playthrough at some point in the future; it isn't quite to the level of how Fates has three completely different stories, but there is a branch point midway through that takes you in one of four directions and as I understand it the battles after that are unique (paralogues would be shared).

The setup for Three Houses is that the continent is currently at peace and the various nations send their children to the monastery located centrally for schooling; students learn combat and how to be better rulers. Unfortunately, this also means that when the inevitable war breaks out you will see former classmates on opposite sides, fighting to the death. The twists and turns pull from the standard pool of Fire Emblem tropes; it's all told well but nothing you haven't seen before.

One thing this school setup gives us is an infusion of Persona-esque gameplay into things. The game is based around months, and at the end of the month you have the main story battle for the chapter. But prior to that you do school things. Your character is a professor at the school, and each Saturday you're given the option to do one of several things. Then, starting on Sundays, you will set up a lesson plan for your students, which will take you until the next Saturday. In the middle you might have some triggered events; special holidays and birthdays, as well as support conversations that you didn't already trigger on Sundays. Sundays are when you have the bulk of your active gameplay outside of battles. You're given a few options; you can rest, which is the "I don't have anything better to do" option and gives you a general benefit, there is the ability to go out and do side battles (paralogues that you unlocked through support as well as battles for experience/cash), and finally there is exploring the school. This is where you do the bulk of your building up supports, as well as gaining lots of side story insights into the world. You can talk to all the students, train your MC, shop at special merchants, and engage in several activities. These activities all cost a time resource, so you have to balance out your priorities. These activities include the aforementioned MC training, building relationships with your students, or engaging in a non-lethal arena for cash and prizes (but no experience). You can also fish, which, as it turns out, is one of the primary sources of money in the game (wish I knew that earlier).

Training your MC and the lesson plans fits in with the biggest change in the game; the relaxation of the class system. In this Fire Emblem classes set up base stats, ability to use magic, and learned skills. In terms of what weapons and magic you can use, this is entirely determined by your character skills. So as your sword skill goes up you gain the ability to use better swords, and gain passive abilities that make you better at swords. This means that a class, such as archer, can use any weapon they have the necessary skill to use (and E rank lets you use Iron weapons, so you can always use every weapon); you aren't restricted. Magic is restricted to caster classes, but if you can cast any magic you have access to healing and damage magic, again gated by your skill levels. Magic is learned individually by each character, so you will see differences between different people specced into mage classes. And different characters have different growth rates, so you still will have characters who are better physical than magic characters, but nothing stops you from speccing everyone as a single class. Speaking of classes, class changing happens when you are of the appropriate level (5, 10, 20, 30), have the appropriate seal, and pass an exam. The chances of passing the exam are based on how close you are to having the minimum skills required (e.g. armored knight wants axes and armor skill). If you have the minimums it's 100%, otherwise it's lower. You can only take one exam per character per week, and the RNG seed is locked to an individual character pretty hard, so you can't really scum it (other than try and reload so you don't waste the seal). Once you can be in a class you can always switch back to it for free, and there is no tree. It also doesn't reset your level, so expect end game levels to be in the low 40s.

This customization and freedom feeds into another change; the weapon triangle is no longer an inherent thing. Instead, at B rank you learn a passive that gives you the benefit of the weapon triangle (e.g. sword vs. axe you gain a lot of dodge and hit). However, since you are limited to five passive skills you have to make choices in what you take; the more weapons you want to use the less effective each weapon will be, even on a character that capped their skill in everything. There's also a system of special attacks that are learned and equipped in a separate set of slots (so again, the wider you go in types the more choices you have to make in what you take). These abilities shut off the ability to do a follow up attack (when you outspeed), but have various other benefits, such as increased damage or increased crit rate. These abilities also take more uses off your weapon (3-5 for the common ones), so you have to balance the durability loss against the utility. This is more of the mechanical complexity that comes to the fore. The game does have a blacksmith who can repair and upgrade gear, though the upgrades are greatly simplified. You can either upgrade a weapon to another class (e.g. Iron to Steel or something else) or to just a better version (so an Iron+ that hits harder). Repairs are expensive enough that you can't just piss away uses willy nilly (especially on the fancier gear, where you are limited by materials) but not so bad that you should ever fear running out overall.

There's a few other systems. There is an adjutant system which replaces the partner system of previous games. Here the adjutant mostly builds support, but has the ability to trigger some bonuses (a follow up attack, healing at the start of the turn, defense). It's GREATLY nerfed compared to the busted partner system in the previous two games, so it's mostly just for building support (though adjutants also gain experience, so it can be useful for leveling squishy characters). Additionally, you can equip a character with a battalion, a group of mooks that give you a stat boost. These can level up to five, and each level gives them a couple of stats. Some battalions also give a stat penalty (e.g. mages reduce strength), and flying units need flying battalions. In addition to the passive stat boost battalions can also be used for a gambit attack. This prevents enemies from counter attacking but is weaker than a regular attack. In addition to not being counterable, a gambit that lands will knock an enemy off balance (or you, when it's used on you); this will reduce their defense and root them. Gambits also have an area of effect, so you can hit multiple enemies and provide a measure of safety on the enemy turn.

The other big system added is the giant monsters. These take up multiple squares and have multiple health bars. They start with a shield on each square, which reduces damage taken and might have another benefit (can't be crit, doesn't take magic damage). Dealing damage removes the shield; when you remove a shield it stuns the monster for a single attack (which means they can't counter). However, on the monster's turn they regenerate their shields. Managing busting a shield is important, as the damage reduction is high. One surefire way to remove a shield is with a gambit; this also makes monsters focus on the character that used the gambit. This is useful for drawing fire when you can't kill a monster in a single turn; being able to taunt a monster can save your squishies (and is vital on the final boss). The multiple health bars is the other big thing about the monsters; destroying a health bar ends combat as if you killed it (important if it dodges a lethal counter), but then the monster gains health back (and it's always more than the previous bar) and gains a passive. So monsters get more dangerous as they get lower. These quickly become a focus of fights, and managing them is another new wrinkle.

Three Houses is a fantastic entry in the series, and my only concern is that the next game might add yet more systems while keeping all the existing ones to one degree or another. It's right on the cusp of being overwhelming in terms of shit to manage, but as it stands it's just below that threshold.
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Games Beaten: 2015 2016 2017 2018 2019
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Re: Games Beaten 2019

by ElkinFencer10 Mon Aug 12, 2019 11:31 am

Games Beaten in 2019 So Far - 46
* denotes a replay

January (12 Games Beaten)
1. Army Men 3D - PlayStation - January 1*
2. Ys I: Ancient Ys Vanished - NES - January 4
3. Mega Man - NES - January 6
4. Mega Man 2 - NES - January 6
5. Mega Man 3 - NES - January 6
6. Mega Man 4 - NES - January 7
7. Dr. Discord's Conquest - NES - January 7
8. Mega Man 5 - NES - January 26
9. Just Cause 3 - PlayStation 4 - January 26
10. Mega Man 6 - NES - January 27
11. Persona 5: Dancing in Starlight - Vita - January 27
12. Mobile Suit Gundam: Encounters in Space - PlayStation 2 - January 27


February (2 Games Beaten)
13. Earth Defense Force 5 - PlayStation 4 - February 2
14. Fallout 76 - PlayStation 4 - February 3


March (4 Games Beaten)
15. Octopath Traveler - Switch - March 2
16. Resident Evil 0 - PlayStation 4 - March 9
17. Call of Duty: Modern Warfare Remastered - PlayStation 4 - March 10
18. Fire Emblem: The Binding Blade - Game Boy Advance - March 30


April (3 Games Beaten)
19. Moemon - Game Boy Advance - April 5
20. Yoshi's Crafted World - Switch - April 10
21. Wargroove - Switch - April 26


May (8 Games Beaten)
22. Dragon's Dogma: Dark Arisen - Switch - May 5
23. Battlefield V - PlayStation 4 - May 9
24. Timespinner - PlayStation 4 - May 12
25. Earth Defense Force: Iron Rain - PlayStation 4 - May 17
26. Shenmue - PlayStation 4 - May 19
27. Xenosaga Episode I: Der Wille zur Macht - PlayStation 2 - May 26
28. Team Sonic Racing - Switch - May 29
29. Xenosaga Episode II: Jenseits von Gut und Böse - PlayStation 2 - May 30


June (5 Games Beaten)
30. Xenosaga Episode III: Also Sprache Zarathustra - PlayStation 2 - June 2
31. Gato Roboto - Switch - June 3
32. Katana Zero - Switch - June 4
33. The Walking Dead: Survival Instinct - Wii U - June 8
34. Dark Savior - Saturn - June 12


July (12 Games Beaten)
35. The Elder Scrolls V: Skryim - Switch - June 7
36. The Elder Scrolls V: Skryim: Dragonborn - Switch - June 7
37. The Elder Scrolls V: Skryim: Dawnguard - Switch - June 7
38. Tiny Troopers - Switch - July 8
39. Tiny Troopers 2: Special Ops - Switch - July 8
40. Persona Q2: New Cinema Labyrinth - 3DS - July 10
41. Super Robot Wars T - Switch - July 13
42. Super Mario Maker 2 - Switch - July 13
43. Command and Conquer - Saturn - July 16
44. Command and Conquer: Covert Operations - PC - July 16
45. Super Neptunia RPG - PlayStation 4 - July 18
46. My Girlfriend is a Mermaid!? - Switch - July 19


46. My Girlfriend is a Mermaid!? - Switch - July 19

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My Girlfriend is a Mermaid!? was an impulse buy for me. Being a visual novel with cute anime girls, how could I possibly say no? For the most part, it's exactly like you'd expect from a visual novel - a cute story with likable characters and a handful of different endings depending on what choices you made at certain junction points throughout the game. While sticking to the formula isn't a bad thing when it's a solid tried-and-true formula, the other side of that safe route is that it also doesn't really stand out from the crowd too much.

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The game's story revolves around the main character returning to his childhood hometown during a summer break from college to get away from the city and relax in the quiet countryside. While hiking in the mountains, he is reunited with a dear childhood friend...who has, at some point, transformed into a mermaid. Naturally, he is quite perplexed. This confusion grows when he encounters a younger (and much more cognitively challenged) mermaid later on. From there, the story focuses on his interpersonal relationships with the two mermaids as well as his attempts to understand just what the hell is going on and what mermaid ecology and psychology is like especially compared to that of humans. It's a cute tale that does suck you in, but it pretty much follows the visual novel how-to roadmap right down to the token tsundere and yandere characters and the obligatory "totally unexpected" plot twist.

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The ambient background sounds and voice acting are pretty par for the course although having the choice between Japanese and Korean voice acting was a nice surprise as I was only expecting Japanese voices. The artstyle, however, is very well done. Each of the characters are beautifully drawn, and the facial expressions each has really add to the story and illustrate the emotion behind each line of dialogue pretty well. There are a few exceptions, of course, and there are only a handful of facial expressions that get recycled, but what is there is extremely well done. The backgrounds, as well, really stood out to me as something special because they're not just photographs with character images pasted over them; they have an almost oil painting look to them, and while I suspect they might be photographs that have been digitally edited, they are nonetheless gorgeous.

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My Girlfriend is a Mermaid!? is a bit of an odd game for me when it comes to either recommending it or not because it's such a niche product. Most people are not going to be interested in a video game that's 99.9% reading especially when the story is about cute anime half-fish girls. If that IS your cup of tea, however, then while it's not treading new ground in the genre, it does the genre quite well. If you're a #SwitchCorps collector or just fond of cute anime visuals novels, then yeah, for sure check this one out. If you're just a casual visual novel fan, maybe keep an eye out for a sale on Steam, but truthfully, there isn't anything here that the average Switch gamer is likely to find particularly interesting.
Exhuminator wrote:Ecchi lords must unite for great justice.

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Flake
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Re: Games Beaten 2019

by Flake Mon Aug 12, 2019 12:08 pm

January Games:
Megaman (Switch)
Megaman 2 (Switch)
Megaman 3 (Switch)
Megaman 4 (Switch)
Megaman 5 (Switch)
Megaman 6 (Switch)
Megaman 7 (Switch)
Megaman 8 (Switch)
Megaman 9 (Switch)
Megaman 10 (Switch)
Kirby's Dreamland (Wii)
Time Spinner (PS4)

February Games:

Megaman Legends (PSTV)
The Misadventures of Tron Bonne (PSTV)
Donkey Kong Country Returns (Wii)

March Games:

Metroid: Samus Returns (3DS)
Mario Galaxy (Wii)

April

Batman: Arkham Asylum (PS4)

May

Shovel Knight: Shovel of Hope (Switch)
Shovel Knight: Plague of Shadows (Switch)
Metal Gear Solid V: Ground Zeroes (PS4)
Shovel Knight: Specter of Torment (Switch)
Castlevania (Switch)
Dragonball Xenoverse 2 (Switch)
Sonic Forces (Switch)

June

SNK: Heroines (Switch)
Cadence of Hyrule (Switch)
Saint's Row The Third (Switch)
Operation C (Switch)
Secret of Mana Remake (PS4)
The Banner Saga Pt 1 (Switch)

July

Super Mario Maker 2 (Switch)
The World Next Door (Switch)
Power Rangers: Battle for the Grid (Switch)

August

Fire Emblem: 3 Houses (Switch)
Final Fight (Switch)
Super Puzzle Fighter II Turbo HD Remix (PS3)

Sorry for the short review on Fire Emblem 3 Houses, Noise! But to be fair, the game is amazing and there's not much more to be said that shouldn't be learned by playing it.

As for Super Puzzle Fighter II Turbo HD Remix ... still one of the best puzzle games, hands-down. Why it is Capcom has done such a disservice to this IP is beyond me. A new, fully-realized console release would be amazing. Still, the HD remix of the original is nothing to sneeze at. The artwork wasn't touched up a lot but the filter they used for the chibi fighters cleans up nicely even on an HD TV that could never have been anticipated back when the artwork was done. The Gems themselves seem to be up-res'd quite a bit.

The gameplay is the same addictive stuff that I used to spend every quarter I could find back during the arcade days - but I must have either improved in skill or the HD Remix releases difficulty is off by a bit because I was able to clear Arcade Hard mode with about half the cast in a sitting. Once with only 2 continues, the closest to a 1CC I've ever had.

I just wish there was a proper sequel.
The PSTV is amazing.
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Nintendo ID: Mecha_Flake
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BoneSnapDeez
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Re: Games Beaten 2019

by BoneSnapDeez Mon Aug 12, 2019 1:20 pm

My man Elkin back with the VNs. Join me in playing Muv Luv. :lol:
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Re: Games Beaten 2019

by ElkinFencer10 Mon Aug 12, 2019 3:05 pm

BoneSnapDeez wrote:My man Elkin back with the VNs. Join me in playing Muv Luv. :lol:

I've got a stack of them on Vita that I need to get to! I'm thinking Nurse Love Syndrome might be my next Vita VN, but I've been reading actual books lately, so that diminishes my urge to play VNs a bit.
Exhuminator wrote:Ecchi lords must unite for great justice.

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BoneSnapDeez
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Re: Games Beaten 2019

by BoneSnapDeez Mon Aug 12, 2019 8:24 pm

1. Ys III: Wanderers from Ys (Famicom)
2. Dragon Scroll: Yomigaerishi Maryuu (Famicom)
3. Ninja-kun: Majou no Bouken (Famicom)
4. Hello Kitty World (Famicom)
5. Galaxian (Famicom)
6. Esper Dream 2: Aratanaru Tatakai (Famicom)
7. Ninja Jajamaru-kun (Famicom)
8. Jajamaru no Daibouken (Famicom)
9. Front Line (Famicom)
10. Field Combat (Famicom)
11. Portopia Renzoku Satsujin Jiken (Famicom)
12. Mississippi Satsujin Jiken: Murder on the Mississippi (Famicom)
13. Space Harrier (Famicom)
14. Geimos (Famicom)
15. Attack Animal Gakuen (Famicom)
16. Sky Destroyer (Famicom)
17. Ripple Island (Famicom)
18. Oishinbo: Kyukyoku no Menu 3bon Syoubu (Famicom)
19. Bird Week (Famicom)
20. Baltron (Famicom)
21. Yie Ar Kung-Fu (Famicom)
22. Challenger (Famicom)
23. Ikki (Famicom)
24. Dough Boy (Famicom)
25. Atlantis no Nazo (Famicom)
26. Bio Senshi Dan: Increaser tono Tatakai (Famicom)
27. Yume Penguin Monogatari (Famicom)
28. King Kong 2: Ikari no Megaton Punch (Famicom)
29. Congo Bongo (Atari 2600)
30. Coconuts (Atari 2600)
31. Arcade Archives: Donkey Kong (Switch eShop)
32. Dragon Quest V: Tenkuu no Hanayome (Super Famicom)
33. Johnny Turbo's Arcade: Super Burger Time (Switch eShop)
34. Fire Fly (Atari 2600)
35. Fire Fighter (Atari 2600)
36. Space Jockey (Atari 2600)
37. Airlock (Atari 2600)
38. Makai Hakkenden Shada (PC Engine)
39. Squeeze Box (Atari 2600)
40. Lagoon (SNES)
41. Atlantis (Atari 2600)
42. Xak III: The Eternal Recurrence (PC Engine CD)
43. Blue Blink (PC Engine)
44. Ys IV: The Dawn of Ys (PC Engine CD)
45. Cally's Caves 3 (Steam)
46. Planetarian: The Reverie of a Little Planet (Steam)
47. Contra (NES)
48. Arcade Archives: Vs. Super Mario Bros. (Switch eShop)
49. Arcade Archives: Moon Cresta (Switch eShop)
50. Johnny Turbo's Arcade: Joe and Mac Caveman Ninja (Switch eShop)
51. Ice Hockey (Atari 2600)

52. Indy 500 (Atari 2600)
53. Video Olympics (Atari 2600)


Indy 500
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When I first played Indy 500, a 1977 launch title for the Atari 2600, I crashed headlong into a wall. Second attempt: same result. Just an utter failure. I popped the cartridge out of the console, prepared to cast it aside forever, when some text on the label caught my eye: Use with Driving Controllers. Oh yes, of course, how silly of me, the driving controllers! I searched my archives, drawers of tangled up knotted controllers and their respective wires, and to my shock and amazement I did indeed happen to possess said device: a single lonely driving controller. I have no recollection of ever obtaining such a thing. I think it walked its way into my house (or perhaps it........... drove).

As its title implies, Indy 500 is a (top-down) racing game, a loose adaptation of an earlier arcade title. It requires the aforementioned driving controllers to play properly. At first glance, these seem virtually identical to the well-known Atari paddles (which were used for Kaboom!, Circus Atari, Warlords, Night Driver, Video Olympics, and many other classics). There are three major differences, however. First, the knob of the driving controllers can be turned indefinitely, while the paddles will eventually stop when pulled to the extreme left or right. Second, driving controllers are singular, while the paddles come tethered together, allowing two to plug into a single jack and making four-player games possible. Third, while the paddles were used for a wide array of Atari legends and obscurities alike, the driving controllers are compatible with Indy 500 and nothing else.
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So, like most other early first-party Atari games, Indy 500 consists of multiple game modes: fourteen to be exact. There are your standard one- and two-player races. Note that there are no AI racers in single-player. Instead, one is left to race against the clock, completing as many laps as possible within a minute's time. Write down your best results, and share them with all your friends! With two players, the first to successfully complete twenty-five laps is declared the winner. On the default racetrack, the controls are quite good! Steering with the driving controller is smooth and fluid, and you really "feel" the acceleration when pushing that lone Atari button. Other tracks don't fair quite as well. One, known as the "devil's elbow," contains too many twists and turns and is just a pain to navigate. Additionally, there are icy tracks (why?!) which are just about as terrible as you'd expect. Can we blame Atari for beginning the trend of inserting "ice stages" into otherwise normal games? I think so. One odd thing about Indy 500 is that if a car is continually pressed against a barrier, it will eventually pass through. A car can even pass through the walls that line the screen's edges, and pop out on the other side of the screen. This is theoretically exploitable, and perhaps playing the game "incorrectly" could yield faster lap times.

In addition to the standard races, there are some bonus modes. These are pretty awesome, the highlights of Indy 500, really. First is a game of tag, for two players, where the "it" car (non-flashing) tries to collide with the "non-it" (flashing) automobile. These matches are contested within a wide-open arena, as opposed to a race course, and crossing from one edge of the screen into the other is encouraged. First player to hit 99(!) points wins. Then there's the "crash n' score" game, where players chase an "item" (a white square) within the arena. Crashing into the square earns a player a single point, first to hit fifty wins. Each time the square is hit, it disappears and teleports to another area of the screen. There is actually a single player variant of crash n' score, too, where once again the antagonist is the sixty second clock.

As an early 2600 title, Indy 500 isn't much to look at. The blocky graphics aren't particularly offensive, but some of the color choices are downright horrendous. Certain game modes actually look more legible if the console is switched into black & white. The car sprites are pretty accurate and surprisingly unambiguous. The sound effects are amazing. In the world of Atari, an automobile accelerating resembles the sounds of churning ocean waves. And the crashing and persistent "beeping" is always fantastic. Overall, Indy 500 shows its age. In the late 70s this must have been amazing. The lack of substantial one-player game modes would have been irrelevant, the whole point was to compete with your siblings and friends. Today, Indy 500 feels more than a bit dated and has been superseded by countless other racing titles (even within the confines of the Atari 2600 library itself). Nevertheless, launch titles are always something I find particularly compelling -- especially those that require their own hardware.


Video Olympics
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Atari box art is amazing. I think that goes without saying. One of my favorite covers belongs to that of the 1977 launch title Video Olympics. Just look at that hockey goalie dead center. He's so stoic and cool, even amid all the chaos and cacophony that surrounds him. Basketball players dunking, a soccer goalie making an epic save, an intense volleyball spike, a smooth tennis volley, even some handball action. Boasting a host of sporting events and 50(!) game modes, Video Olympics promises the ultimate sports experience.

Pop that cart in and...........

Plink. Plink. Plink. It's Pong!!! Yes, indeed, the table tennis arcade classic. I always found it odd that Atari never decided to migrate Pong to its console. Turns out it was just hiding in plain sight, in the form of Video Olympics. Note that Sears later released their own version, bearing the arguably more accurate title of Pong Sports. So, where are the sports? Well, contained within this cartridge is vanilla Pong, some beefed-up modifications of Pong, and a host of very loosely-defined "sports games" that play with Pong-esque controls. It's a whole big mess of stuff, and mostly quite fun.

Amusing, of the 50 gameplay modes offered, only 2 are single-player! These are the first two modes the player encounters, and are basic games of Pong against a computer opponent. First one to reach 21 points wins. Video Olympics uses the paddle controllers, and the controls are nice and fluent. I'm not wild about how small the (in-game) Pong paddles are, though I suppose that adds to the challenge. The two single-player modes are differentiated by the ball's behavior. In mode 1, the player can add speed to the ball by pressing the red button as it makes contact with the paddle. In mode 2, pressing said button adds "whammy" which puts a sharper angle on return hits. This whammy seems to be the AI's undoing, and as a result mode 2 feels significantly easier. Following those all-too-brief single-player excursions comes various two- and four- player games of Pong, some of which see the players controlling multiple paddles.
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Flick the Atari's "game select" switch all the way to 13 to get the first taste of a more familiar sport. Soccer is almost recognizable as the real thing, complete with a bright green field and two goals. In soccer's most basic mode, two players each control two kickers who move in tandem. One is placed near the goal, making it the de facto goalie. It's deceptively entertaining. And shooting for the small goals, as opposed to a single side of the screen, adds a whole new layer of depth. Once again - and this is true of the other sports - the speed and whammy ball attributes can be chosen. Game 18 (still soccer) adds a little wrinkle to the formula, allowing the player to press the button to "hold" the ball briefly. Following a cluster of slightly-different two- and four-player soccer games comes a thing called "Foozpong." This is like a weird variant of foosball, apparently still played on the soccer field, with each player simultaneously controlling two entire columns of kickers. It's almost too chaotic for its own good.

Before Activision gave us Ice Hockey, we had the Video Olympics version. Hockey here plays a bit like soccer, with players shooting for an onscreen goal as opposed to the screen's edge. It's a touch less frantic, with each player only controlling one hockey player by default. In fact, the game feels like a volley between two hockey goalies, which is somewhat amusing. This is the best looking game on the cartridge; that baby blue ice is so soothing. After hockey is a brief trip back to the world of table tennis Pong, with something called "quadrapong." Based on the 1974 arcade game, these two four-player modes showcase four paddles (two moving horizontally, and two vertically) and four goals. It's quite a treat; now to find three friends who enjoy the Atari 2600.

Handball is a strange one, and probably the least enjoyable part of the collection. Players occupy the same side of the screen and the ball bounces within a closed arena. Players are assigned alternating turns, and hitting the ball at the proper time results in a point gained. Beginning with volleyball, the game now adopts a side-view (as opposed to top-down). Here players try to score by launching their balls over the net. The red button now adopts a new function: it activates a jump. It's a little jarring; given the Atari's limited capabilities in those early days, "jumping" causes a paddle sprite to instantly disappear and then reappear higher up onscreen. Basketball is like a more polished volleyball. Players attempt to launch the ball into the opponent's basket, and mode switching will allow for jumping or ball-holding. The ball is allowed to hit the floor, naturally, and the "bounce" physics here are excellent.

This is quite the assortment of games. The inclusion of 50 is undoubtedly excessive. However, there are at least a dozen or so that are rock-solid. Not everyone will enjoy Video Olympics. But I imagine that anyone who enjoys Pong will find plenty to love.
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