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Re: Games Beaten 2019

by PartridgeSenpai Mon Aug 19, 2019 12:18 am

prfsnl_gmr wrote:Awesome review, Partridge. It really makes me want to play the game. Should I play Sticker Star first, though?

Thanks! It was one I really enjoyed writing ^w^

If you already own Sticker Star, I think it mayyy be worth a try just to see how much will be improved upon in Color Splash, but if you don't already own Sticker Star then I would say you can easily give it a pass.

While I would definitely like to pick Sticker Star back up again someday and give it another honest try to get through (it's been like, since it came out, since I last played it, so like 7-ish years), it is an odd game through and through. From a little hunting about Sticker Star I've done online in the past day or two, I get the impression that it'll probably be a lot more fun approaching it as an action-adventure game with turn-based combat rather than an RPG. Sticker Star is a pretty bad RPG, but it isn't really trying to be one, and Nintendo themselves called it an action-adventure game rather than an RPG.

Certainly at the time I was very much hyped for a new turn-based Paper Mario which I thought would be a return to Thousand-Year Door-style gameplay, but I felt very burned when it was not. Going in with the right expectations, I think there is something to be enjoyed with that game (I mean it got pretty good reviews at the time, so clearly there is something the game is doing right). Really the only objectively poor thing it does that Color Splash fixes are all of the Thing-based puzzles with sometimes 0-hint on which Thing you'll need to solve it (or even if you've found that Thing yet).

I'm currently playing through Mario & Luigi: Paper Jam, so it may be a while until I move onto my next 3DS game, but I would say for a more definite opinion, gimmie a month or so to pick up and finish Sticker Star :lol: . Otherwise my immediate opinion, largely based on my memory, is that Sticker Star is an all-around inferior version of Color Splash, and if you can only play one, play Color Splash.
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Re: Games Beaten 2019

by prfsnl_gmr Mon Aug 19, 2019 9:11 am

Good to know. Thanks, partridge. Also, your new avatar is awesome.
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Re: Games Beaten 2019

by BoneSnapDeez Mon Aug 19, 2019 9:14 am

"I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me"

I feel betrayed!!
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Re: Games Beaten 2019

by PartridgeSenpai Mon Aug 19, 2019 9:45 am

BoneSnapDeez wrote:"I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me"

I feel betrayed!!

That thought did occur to me when I changed it here :lol:

prfsnl_gmr wrote:Good to know. Thanks, partridge. Also, your new avatar is awesome.

Thanks! I commissioned it from a friend a week ago and she sent the finished product to me this morning~
I love it so much! It came out soooo good <3
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Re: Games Beaten 2019

by Ack Mon Aug 19, 2019 10:56 am

1. Dusk (PC)(FPS)
2. Project: Snowblind (PC)(FPS)
3. Soldier of Fortune: Platinum Edition (PC)(FPS)
4. Ziggurat (PC)(FPS)
5. Wolfenstein 3D: Ultimate Challenge (PC)(FPS)
6. Destiny 2 (PC)(FPS/RPG)
7. Destiny 2: Curse of Osiris (PC)(FPS/RPG)
8. Destiny 2: Warmind (PC)(FPS/RPG)

9. Destiny 2: Forsaken (PC)(FPS/RPG)
10. Star Wars: Rebel Assault (PC)(Rail Shooter)

11. Castle Werewolf (PC)(FPS)
12. Project Warlock (PC)(FPS)
13. Castle Crashers (PC)(Hack and Slash)
14. This Strange Realm of Mine (PC)(FPS)
15. BioShock Remastered (PC)(FPS)
16. BioShock 2 (PC)(FPS)
17. BioShock 2: Minerva's Den (PC)(FPS)

18. Blood (PC)(FPS)
19. Blood: Cryptic Passage (PC)(FPS)
20. Blood: Post Mortem (PC)(FPS)

21. Shadow Warrior (PC)(FPS)
22. Shadow Warrior: Twin Dragon (PC)(FPS)
23. Shadow Warrior: Wanton Destruction (PC)(FPS)

24. F.E.A.R. 2: Project Origin (PC)(FPS)
25. F.E.A.R. 2: Reborn (PC)(FPS)

26. Vampire: The Masquerade - Bloodlines (PC)(RPG)
27. Men of Valor (PC)(FPS)
28. Ultima III: Exodus (PC)(FPS)
29. Albedo: Eyes from Outer Space (PC)(Point and Click)

30. Midnight Ultra (PC)(FPS)
31. Amid Evil (PC)(FPS)
32. Star Wars: Knights of the Old Republic (PC)(RPG)
33. Betrayer (PC)(Horror)

34. Borderlands 2: Commander Lilith & the Fight for Sanctuary (PC)(FPS/RPG)
35. Far Cry 2 (PC)(FPS)
36. Apocryph (PC)(FPS)
37. Eye of the Beholder III: Assault on Myth Drannor (PC)(RPG)

I knocked out a couple of games over the weekend, so here are my thoughts.


Since other folks are busy checking out Ion Fury, I decided I'd go in a totally different direction and check out Apocryph, a throwback FPS that cribs much more from the Heretic and Hexen line of FPS.

Unfortunately, Apocryph ended development well before it was actually ready, so while it has good bones, it never had the chance to really develop. The original idea when it entered Early Access on Steam was that it would feature 30 levels, but over time the design philosophy changed to fewer but significantly longer levels. As this was never communicated to backers, they felt slighted when the game release with only 3...literally 1/10 the expected amount. Content updates further expanded this number to 7, and some of them are massively long (one has you warping between what is effectively a few levels. The enemy count in just this level on the highest difficulty is over 1000), but after that, development ceased. The dev has gone radio silent for a year on Steam, and while a Switch port was apparently worked on, there's been no word on that in months too.

What happened? Well, the dev team apparently consisted of one guy who brought in some freelancers and got too ambitious. As a result, we can see what could have been, but Apocryph in its current state is a shell of that possibility. Enemy AI often screws up and causes folks to run in place, there are clipping issues and problems with differing heights, menus are obviously unfinished, and the mouse cursor pops up after exiting the menu in the game until you finally shoot a weapon. Hey, it was on sale for less than $4, so I wasn't expecting the Mona Lisa here.

As for gameplay, Apocryph is medieval-themed, with weapons consisting of magic wands, gauntlets, and swords and ammo involving different colored mana. The more powerful weapons pull from multiple mana pools at once, and every weapon has an alternate fire that must be found but can be quite fun to use. Unfortunately one of the weapons never actually makes an official appearance in the game, so I was only able to experience it with a glitch, but all of the major archtypes of FPS games get represented: the blue wand is a shotgun with a supershotgun-esque alt fire, the green gauntlets are a rifle with a flamethrower alt, the purple swords serve as a rocket launcher with a railgun alt, and so forth. There is also a kick that can briefly stun certain enemies, so this makes mixing up and stunning enemies a good strategy when you're point blank.

Not all enemies register hits, which sucks because you can't tell if you're actually doing damage until they do. Some of them, however, will literally turn into gory skeletons as their flesh melts off and they keep coming. Hey, there were some cool ideas here, even if they didn't all get worked out.

Even if it had been completed, I don't think Apocryph would ever have been better or even equal to the likes of Amid Evil, but it's sad to see the squandering of potential. It goes on sale fairly often, so if you really have a hankering for a throwback FPS and you've gone through Dusk, Amid Evil, and now Ion Fury, well, don't pay over $5 no matter what. That's my advice.



It's tough to say goodbye, but I have finally managed to finish the Eye of the Beholder trilogy. I started this back in September 2016, so it has been three years of playing these on and off with a dedicated party that I successfully ported between each game. Upon beating the final entry, I felt both happy to be done and sad that the journey was over; at this point, these games were sort of like an old friend. Ah well, I'll always have the memories.

Eye of the Beholder III picks up where the second one ended, with my boys back in a tavern. A guy shows up and asks the party to travel to the sacred city of Myth Drannor, where a lich now resides. What's a bunch of adventurers going to do? Why, grab their weapons and head out the door to go kick some bony ass!

The previous two entries were designed by Westwood, but the third and final game is where SSI officially took over, and it's usually considered the weakest of the three. Certain design decisions that were dropped in the second come back for the third, such as frustrating puzzles which can cause the party to restart unless certain classes are brought along, spinners, one way doors, and so forth. From all of the negative hype, I had been expecting a lot more of these, but the truth is that they're actually nowhere near as common as I had thought. Spinners and one way doors only appear in a couple of places, so it wasn't really a concern.

The bigger threat here was in the choices for those possibly game-ending puzzles, as well as throwing in maze areas and one of the nastiest levels in the whole trilogy, an underwater level with a null magic zone where your party is forced to drown. Having an understanding of 2nd Edition Dungeons and Dragons will help you know who to bring for these kinds of situations, but it was still a frustrating experience at the time. Of course, clerics are still the game's bread and butter, but the wizard is now the subject of many of these class requirements, so you ultimately need both. Beyond that, you need tanks to keep them alive, and that's pretty much it, so fighters and paladins. Rogues are pointless in the third game.

There were some cool attempts to improve things, such as optional areas and big sidequests, changes to the party resting mechanic, and an All Attack button where the whole party is supposed to swing at your foes, though this last one never worked for me. I'd see maybe a couple of folks attack, but never the whole party, even when they could. As much as I wanted to use it, the button just didn't work for me. The party rest mechanic was also changed so that enemies could no longer surprise you while you slumbered; instead, you have a sort of radar that won't let you rest if foes are nearby, which might mean multiple rooms or hallways away. In some cases, the devs strategically placed foes to keep you from resting at certain points, and it seems like enemies spawned into the maps a lot more than in previous games, though some areas could be fully cleared.

The game is at a certain level in player power that makes me feel you were supposed to port over a party, because a bunch of level 1s walking into Myth Drannor would get badly slaughtered by the first enemies they'd encounter. Like really badly slaughtered. Since I was walking in with well-armed troops around level 10, most of this stuff wasn't a threat, but then I'm in +3 full plate with +4 weapons, which is nearly capping out. As a result, the biggest threats came from traps and puzzles, with the sole exception of one enemy type that could hit the entire party and messed up my weaker spellcasters.

By the time I ended the adventure, my party was around levels 11-13, though it is apparently possible to grind up to 18 with a wizard and devastate the final boss through repeated uses of Time Stop. I used it once off a scroll and froze the final boss long enough to get some good hits in, enough that I was able to drop him with limited strategy beyond simply attacking once it wore off. It's tough at this point to really counter the power creep of players, so the game tried to pull out the stops, yet I still found the final dungeon easy. Even the bosses weren't as tough as I was expecting, considering how difficult boss battles had been in previous titles.

Assault on Myth Drannor isn't bad at all, but I didn't enjoy it as much as the first two. Implying that it's weaker...I don't feel like weaker is the word, just that it was a new dev team who hadn't learned all the lessons of the last group and were trying some new things but were also facing possible players that could simply push through like it was nothing, because at this point it kinda was. I still had fun, even if the luster of the previous games wasn't quite there; I'd done this before, after all. Yet taking down a god seems like the best way to end a series where I'd already slaughtered some of the nastiest critters in the 2nd Edition Dungeons & Dragons monster manual.

I will miss it, though there are yet many other games to go play. Ever onward to new adventures!
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Re: Games Beaten 2019

by MrPopo Mon Aug 19, 2019 12:01 pm

It's tough at this point to really counter the power creep of players,

Yeah, that's a fundamental problem in AD&D, and extends to the tabletop experience as well. There's an entire book for DMing high level parties and has a long section on how to challenge players without coming off as a spiteful dick.
Games Beaten: 2015 2016 2017 2018 2019
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Re: Games Beaten 2019

by Ack Mon Aug 19, 2019 12:04 pm

Yeah, I have been that player too, specced out for a ridiculous amount of things except that one encounter that I know the DM will throw at me just to prove I'm not that tough.
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Re: Games Beaten 2019

by BoneSnapDeez Mon Aug 19, 2019 1:11 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)

54. Fast Eddie (Atari 2600)
Fast Eddie is a 1982 Atari 2600 title by 20th Century Fox, one of their very first forays into the land of the VCS, also appearing on Atari's 8-bit computers and the Commodore 64. The game's a single-screen platformer, consisting of "ladder and girder" stage design and starring a rotund mustachioed protagonist. You love to see it, folks.

Fast Eddie lacks the sort of stage progression that characterized Mario's debut. Indeed, the environments here feel randomly hobbled together, and pressing the reset button will shuffle around the ladder formations before the player's eyes. Girders remain perfectly horizontal and fixed, with each stage sporting five rows. Our hero, Eddie himself, is tasked with collecting a number of objects per stage, before grabbing the key which automatically whisks him away to the next segment. Said objects are totally arbitrary: hearts, fish, pill bottles(?), and so forth. These items can be stationary or will move back and forth, looping across the screen. Attempting to foil Eddie are the "Sneakers" -- not shoes, but cutesy alien enemies that "sneak around" apparently. These vary by stage and difficulty setting. Some stand still while others frantically dart about. There exists formations of several Sneakers occupying a single girder, and even the occasional massive foe that's much more difficult to contend with. The Sneaker that resides on the highest girder houses the key. Eddie should take caution when climbing to this altitude, as this particular Sneaker has some freakishly long legs and is thus impossible to clear with a jump. Once a set number of objects are collected (it doesn't have to be all), the top Sneaker shrinks down in size and reveals the key.
The game looks charming enough, at least at first glance. Eddie's your classic 80s goofy reluctant hero, and the Sneakers are quite endearing. While the stage layouts can be pretty bland, the game is at least kind enough to offer up a wide color palette. Animation is somewhat choppy, however, and it's pretty lame how "lives" are represent by a cluster of horizontal lines. No music, but the sound effects are enjoyable. I always appreciate a game that gives me that constant "walking" pitter patter. Oh, and Fast Eddie can actually be paused(!) -- by pressing the black & white switch (now otherwise obsolete by 1982, seemingly).

Where Fast Eddie drops the ball is in the control department. True to his moniker, "Fast" Eddie is indeed too fast! A slower walk cycle would have made everything much more palatable. The jumping is kind of rubbish too. It's very difficult to clear enemies when jumping from a standstill. This is one of those games where inertia needs to be built up first. But the ladders are the worst part. Eschewing the Donkey Kong conventions, Eddie can't climb a ladder gradually. Instead, should the joystick be pressed up or down, Eddie ascends or descends in one swift automatic motion. Even slightly imprecise timing leads to an instant collision with a Sneaker. Additionally, many stages feature multiple ladders "stacked" upon each other. It's extraordinarily difficult to climb just one at a time, which, again, can lead to come very cheap deaths. The manual even mentions (admits) this programming quirk, referencing the "heavy hand" of the player.

Fast Eddie is a fair effort, and an okay rookie attempt from 20th Century Fox. It's one of a great many "playable but not memorable" 2600 titles by an outfit who would certainly go on to produce bigger and better things.
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Re: Games Beaten 2019

by Flake Thu Aug 22, 2019 8:48 am

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)


Batman: Arkham Asylum (PS4)


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)


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)


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


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

Another arcade game while I recover from the marathon that was Fire Emblem 3H. I've always had this fondness for Dark Stalkers despite never spending much time with the series. I finally took some time to play Dark Stalkers Resurrection on the PS3 and I have to say, it is a very nice release.

I'm more familiar with Vampire Savior from back in my Sega Saturn days but Dark Stalkers 3 seems to be almost the same game. Maybe it is? At any rate, the Resurrection version has a lot of settings and features to work with and the animation is much more fluid than what I remember it being like on the Saturn, even with the RAM expansion. Having little 'missions' to earn points and unlock artwork and character endings makes the single player mode feel much more purposeful - which is great because I have no clue if there is an online scene for DSR and I assume, if there is, they would all kick my ass.

As for the game itself - it's moody, spooky, alluring and fun. All the things that Capcom's Street Fighter V is not. Darkstalkers 3 fits right in with other CPS1/2 era Capcom fighters that I adored as a kid. I just wish my local arcades had stood up some Darkstalker's cabs when I was a kid so that I would have more direct memories of the series instead of just recognizing it as 'the game that Morrigan is from'.
The PSTV is amazing.
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Re: Games Beaten 2019

by MrPopo Fri Aug 23, 2019 11:45 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
42. Metal Wolf Chaos XD - PC
43. Ion Fury - PC

Formerly known as Ion Maiden (before Iron Maiden threatened to sue), Ion Fury is a new game using a modified Build Engine and starring the same character from Bombshell (though set before that game). It's another in the line of retro FPS games that manages to both stand alone from the games it is inspired by but also exceeds them in ways. It's certainly not just "Duke Nukem in setting X" like Blood and Shadow Warrior frequently are.

Ion Fury is set in a cyberpunk dystopia, and the level designers did a fantastic job of realizing the setting. You might have thought Duke 3D had great levels that were mimicking real life, but Ion Fury takes advantage of 25 extra years of learning around level design. Rather than be split up by formal levels, the game is divided into seven zones (akin to episodes, with six being full size and the final one being the boss gauntlet). Within a zone the levels transition from one to the next Half-Life style. While frequently these transitions are past a point of no return (e.g. a drop), they aren't always, and a nice feature is when you're coming up to said point of no return the game lets you know how many secret areas are remaining, if you're the type to hunt for those. Sometimes the game even has you revisit a previous level now that you've unlocked the appropriate door or turned on the power supply to get deeper into a facility. There's some pretty good variety; you've got your cyberpunk city streets and rooftops, a giant office building owned by the big bad, some nature areas, and a secret underground lab.

Unlike Blood, here the enemy balancing is appropriate. Enemies with hitscan weapons don't do a lot of damage and are quite inaccurate, whereas enemies that deal a lot of damage have travel time and can be avoided if you're paying attention. There's also the expected curve to enemy difficulty, so while the game does introduce enemies that can rapidly steal your health, they don't appear until later in the game. The enemy cast keeps growing over time, and there are some fun designs, including an enemy that is inspired by the centipede from Centipede; if you shoot a body segment it splits into two, but shooting the head starts a chain reaction that destroys the rest.

Your arsenal is mostly tweaks on the standard FPS set. You have a revolver as your basic weapon that remains useful throughout the game, a combination shotgun and grenade launcher, an SMG that can be dual wielded and fires incendiary ammo, a minigun, a grenade, a piercing crossbow, and bowling bombs. The latter are quite fun; like the name implies they are rolled at enemies and they have a bit of seeking to them (which is probably flavored as you applying a curve when you throw). They are the single most useful hand grenade in any FPS that doesn't have it as an offhand weapon. Additionally, every weapon has a secondary fire, though the shotgun secondary just swaps ammo with the grenade launcher. Some of these secondary fires really make a difference; the Ion Bow in particular is incredibly useful for certain boss fights due to the high DPS it puts out.

The only real complaint I have with the game is that there is one boss fight that has a tuning problem; it's against a flying enemy that is only vulnerable on the back, is usually over a pit (so you only can hit it at certain points in its pattern) and just straight up can't be hit with some of your higher damage weaponry. Not only does this make it take FAR longer than any boss other than the final, but you can get into a situation where you don't have enough ammo to take it down and the arena is not really stocked with ammo to any real degree. It also has the auto save be after you enter the arena and it locks, so when you get to the end of the third zone and are prepping for the boss make a manual save just in case.
Games Beaten: 2015 2016 2017 2018 2019
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