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Re: Games Beaten 2019

by ElkinFencer10 Tue May 28, 2019 12:44 pm

Games Beaten in 2019 So Far - 27
* 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 (6 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

27. Xenosaga Episode I: Der Wille zur Macht - PlayStation 2 - May 26


Xenosaga is the second game in the lengthy and fairly disjointed "Xeno" series after the PlayStation's Xenogears. The first Xenosaga game, subtitled "Der Wille zur Macht," is the first in the Xenosaga trilogy, each game in which is named after a book by German philosopher Frederick Nietzsche. "Der Wille zur Macht" translates to "The Will to Power," a concept Nietzsche described as the driving force behind humanity, the drive in humans to do more than simply subsist. It's clear that the game's director was influenced by Nietzsche's philosophical ideas, but the execution of translating those ideas into a video game is, like mankind itself, somewhat flawed.


The basic story of Xenosaga revolves around Shion, a brilliant young engineer with the Vector corporation, and her anti-Gnosis combat android, KOS-MOS. What are the Gnosis, you might ask? That's a good question and one that the game never really answers. The best it tells you is that they're creatures from another dimension that are made almost entirely of salt, normally have a non-corporeal existence in our dimension, and that either turn victims into piles of salt or into Gnosis upon contact. The Gnosis serve as the primary antagonists in the game, but they're by no means the only antagonists. You'll also fight the U-TIC organization (again, they're not really explained very well), occasionally Galaxy Federation troops and mechs, and more bosses than you can shake a stick at. To clarify before I go further, the story here isn't bad. It's just badly told. The rule of thumb with good storytelling is "Show, don't tell," but Xenosaga tries to tell a whole lot and doesn't even do it particularly well. It reminds me of my experience reading Joseph Conrad's novella "The Heart of Darkness" back in high school. It's not badly written, but it's so dense that you have to pay close attention to have any hope of keeping track of what's going on. Passive viewing here won't cut it and will only leave you saying "Wait, what the hell is happening?"


Visually, the game is nice even if pretty standard for a 2003 release on the PlayStation 2. The PS2, in general, has some pretty garbage video output and is atrocious in my opinion over composite video, but using YPbPr component cables usually cleans that up pretty nicely, and while there's still some text that can look a bit blurred, the game looks nice and clean over that superior A/V output. I actually found myself thinking "Man, I wish I had that early 2000s 480i skin." When was the last time you saw a blemish or pimple on the face of a PS2 JRPG character? Like the game's visuals, the game's soundtrack is quite nice and probably the best aspect of the game. The sound effects are well done, and the music composition is actually superb. Given the nice but largely par-for-the-course visuals and the overly convoluted story, I was expecting the music to sit solidly in "Okay" territory, but I found myself pleasantly surprised.


What people will most remember about Xenosaga are the cutscenes. Seriously like a third of the game is cutscenes. I didn't time it myself, but according to Reddit and GameFAQs, Xenosaga Episode I contains literally more than eight HOURS of cutscenes. I'm normally a big fan of cutscenes, but it just gets excessive here. I found myself seriously bored after a cutscene hit the ten-minute mark, and a LOT of them (if not the majority of them) went well past that. Fortunately, you can pause the cutscenes, so no worries about "Damn, I really have to poop, but I have another three hours in this cutscene," but unfortunately, there's no option to fast forward. You can just skip the cut scenes entirely, but since that's how like 90% of the story is delivered, that's not really an option for a first playthrough.


Xenosaga is definitely an interesting JRPG experience, and it's one I would recommend fans of the genre play through at least once, but it's definitely not one I can see myself replaying, and it's not one back on which I'll be looking particularly fondly down the line. It's dense, it's pedantic, it's poorly paced, the storytelling is dry, and while the combat is fun even if a bit simple, it's just a wholly average game all things considered. The pedantry and monolithic (no pun intended) cutscenes are the most memorable aspects of the game. It's worth playing for the experience, but I don't think it's worth replaying.
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Re: Games Beaten 2019

by Ack Tue May 28, 2019 1:25 pm

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)

Part of me always felt like there was a missed opportunity with the second Shadow Warrior expansion. They could have called it Wonton Destruction, and it would have totally fit their aesthetic. Too bad.

Yep, if you haven't figured it out yet, Twin Dragon and Wanton Destruction are the two official expansions for Shadow Warrior. Neither were created by the original dev team, which had moved on to better, less racist things. However, since we are now in the territory of level designers looking for work, the amount of experimentation going into the expansions is actually kind of cool, with some stand out ideas, even if the execution is sometimes marred.

Twin Dragon

The first expansion involves Lo Wang having to go up against his brother, Hung Lo, who also happens to run some kind of criminal cabal. There are no changes to enemies or weapons, and the game feels like it was put together by a bunch of design enthusiasts who wanted to show off their skills, since it was released for free by a group called Level Infinity. You'll know it too, because they put their freaking logo in every level. You're going to see it. Just get used to it.

That said, their work is actually pretty nice. It starts with Lo Wang returning home and then leads to him tracking down his brother through the streets and eventually to his castle. While I do have gripes about one new addition that I will get to in a moment, the levels provide a lot of the kind of backtracking ability I saw in Blood. They vary in size, but they're visually interesting and form a nice package. There is also a new final boss, Hung Lo. This is the only time you'll see a new final boss in these games, so appreciate it. Then appreciate the ending where Lo Wang kills his own brother with a nuclear missile. That's hardcore, dude.

The one addition I don't like? Landmines. Some of the mines blow up, some go off like a flashbang, some shoot out caltrops, but damn it, you'll hear the beeping and then stop running so you can try and probe around until it jumps up and you backpedal out of range, because these suckers WILL kill you if you don't react right. They're introduced in level 2, and thankfully after that they're used sparingly, because they are a massive pain in the ass.

Wanton Destruction

This one is a little odd. This expansion was developed by Sunstorm Interactive, who also did expansions for Duke Nukem 3D and Blood. The weird part is that the guy working on it got swooped up by 3D Realms when he showed them his work, and the company closed a few years later. In 2005, two years after closing, the former president of SunStorm found the full expansion they had been developing, so it got release for free nearly a decade later. How's that for a bizarre history?

There are some changes here, mainly to the visuals. Enemies have been redesigned to look like stereotypical Chinese gangsters circa 1930, but I find something infinitely more satisfying about putting them down, so I actually dig the vibe. In this one, Lo Wang is now searching the world for evidence of Zilla, so levels include a variety of locales, including one awesome fight on an airplane where visual screen stutters were used to symbolize turbulence. This is perhaps my favorite idea in the whole game, because even if it's a hindrance and bears no practical effect, it's such an ingenious idea.

Ultimately, Lo Wang finds Zilla and puts him down after a big battle across several skyscrapers. Then he learns he has been tracked the world an ugly woman who loudly declares she wants to crap every time she thinks about sex. Sunstorm didn't have to do anything special for that, either, as it was in the base game. It is perhaps the most fitting way to end this.

Shadow Warrior, I'm good. I don't need any further pidgin English, farting sumos, or sexually harassed anime ladies. I've now beaten every base game and official expansion of the Build Big 3: Duke Nukem 3D, Shadow Warrior, and Blood. Blood was probably my favorite, but the Life's a Beach expansion for Duke 3D was my favorite add-on content. Shadow Warrior, I just wouldn't recommend. Some things are better left in the past, like Mickey Rooney's impression of a Japanese man in Breakfast at Tiffany's.
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Re: Games Beaten 2019

by BoneSnapDeez Tue May 28, 2019 7:58 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)
Atlantis (1982) is an early Atari 2600 game by Imagic. Well-regarded and heavily-ported, Atlantis was, alongside Pitfall!, one of the earliest console games to soon be followed by console sequels. The premise here is very similar to Atari's own Missile Command. The player controls a trio of gun towers, which are used to blast airborne enemies. The story is rooted in fantasy, Greek mythology specifically. This is indeed the lost city of Atlantis, sporting a cool retro-futuristic look. The invaders are those of the Gorgon tribe, piloting attack vessels.

The control scheme is simplistic and ingenious. Unlike Missile Command, there's no cursor used to aim shots. Instead, pressing the action button fires a straight vertical shot from the middle cannon; meanwhile pressing the button while holding right or left on the joystick will cause those respective cannons to fire (to opposite corners of the screen). The Gorgon fleets, comprised of two distinct ship styles, fly horizontally across the screen, looping across and getting lower with each pass. The enemy ships won't fire until they're on their fourth "wave." When they do attack, the player's middle cannon is the first target. After that, the architecture of Atlantis itself. Once all buildings have been destroyed, the game is over. Gorgons never shoot the side cannons, and destroyed objects will eventually regenerate over time. Atlantis is a pure score-chaser. The speed of enemies increases gradually, to the point where they're too fast to contend with. There's some great foreshadowing occurring at Game Over -- a saucer, housing the survivors of a denuded Atlantis, escapes. This saucer being the ship featured in the game's sequel: Cosmic Ark.
The game controls well, with unlimited ammo and surprisingly rapid fire. Bullets are pretty tiny though, as they typically are in Imagic games, to the point where I eventually felt like I was "sensing" them rather than seeing them. Some players (not me) have noted that the default mode is a touch "too easy" as the middle cannon can reliably take out most enemies. Game mode 2 disables this cannon (also known as the Acropolis Command Post, apparently) leaving the player to rely solely on angled shots from the screen corners. There's also a two-player mode, again with a disabled middle cannon, with each player taking command of a corner cannon. And for the kids: an easy mode.

Visuals are simplistic, but pleasing to the eye. Of special note is the underwater Atlantis dome. Always a shame when that beauty gets demolished. There's no music here, but a varied plethora of pleasing sound effects: the drone of the Gorgons, pew-pew of bullets, and of course the classic Atari lasers and explosions. Overall, solid game, and one of Imagic's best and most simplistic offerings.
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Re: Games Beaten 2019

by prfsnl_gmr Tue May 28, 2019 8:49 pm

Atlantis is great. One of the Crown Jewels in the 2600 library. What criteria did you use to “beat” it?
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Re: Games Beaten 2019

by PartridgeSenpai Wed May 29, 2019 6:24 am

Partridge Senpai's 2019 Beaten Games:
Previously: 2016 2017 2018
* indicates a repeat

1. Night Slashers (Switch)
2. Bye-Bye BOXBOY! (3DS)
3. GTA4: The Ballad of Gay Tony (Xbox 360)
4. Katamari Forever (PS3)
5. Detention (PS4)
6. Donkey Kong 64 (N64) *
7. OctoDad: Dadliest Catch (PS4) *
8. FlintHook (Switch)
9. God of War (PS4)
10. God of War HD (PS3)
11. Tiny Barbarian DX (Switch)
12. God of War 2 HD (PS3)
13. Starlink (Switch)
14. Shin Gundam Musou (PS3)
15. Battle & Get! Pokemon Typing DS (DS)
16. Banjo-Kazooie (N64) *
17. Super Mario 64: Rumble Edition (N64)
18. Mario Party 3 (N64) *
19. Paper Mario (N64) *
20. The Legend of Zelda: A Link to the Past (SNES) *

21. The Legend of Zelda: Link's Awakening DX (GBC) *

My desire for more 2D Zelda goodness was not fulfilled by completing LTTP last weekend, so I picked up Link's Awaking DX on my Japanese 3DS eShop for the super good price of 600 yen (seriously the eShop has a lot of really good deals on Gameboy games even when they aren't on sale, certainly compared to a physical cart that may have a dead save battery, anyhow). As with LTTP, I played this one a LOT growing up, so I could basically go through most of it by memory and didn't need to fumble through the Japanese too much to figure out where to go, and could mostly just sit back and enjoy the original version's dialogue. It took me about 7.5 hours over the course of a few days, and I got all but 3 heart pieces as well as the ultimate sword (which I didn't even need a guide to find all the shells for, and I was very proud of myself :b ).

Given that I started it the evening after I finished LTTP, the first thing I noticed was just how much easier this game is than that one. Most enemies, even bosses, don't do THAT much damage, certainly not compared to the heavy hitters in LTTP, and the combat overall just felt a lot more easy and forgiving. Especially in the DX version, where you can do the
bonus color dungeon after the 3rd main dungeon to get a tunic that either doubles your damage or defense permanently (and you can go back to swap between them whenever), the boss battles almost become trivial at a point when you kill them in like 5 or 6 sword hits. Especially when you get the ultimate sword (so you're dealing 4 normal sword hits-worth of damage per attack), anything that can be killed with a sword dies REALLY fast XD. That said, around the 5th dungeon, most bosses and mini-bosses aren't even attacked with the sword, and are often hit with either bombs or by throwing things at them, so they clearly anticipated you wrecking things with your ultra sword at least a littttle bit XD.

The world and map design are things I'm kinda torn on. On one hand, if you know what you're doing, the world map and dungeon design are super fun to navigate and conquer over and over, and have a good blend between feeling like something you're naturally constantly wanting to explore and simple puzzles to navigate. On the other hand, if you DON'T know what your doing or where to go, you can wander around for AGES trying to find the ONE bit of the map where the area you can progress through is. Especially once you get to around the 6th and 7th dungeons, the game can be pretty unforgiving in expecting you to basically remember the entire map and what bits contain elements you couldn't get past before, and even then the ways you get to those places aren't always very intuitive *glares angrily at Flying Rooster*.

Dungeon maps aren't super detailed, but they often get the job done. The real stumbling block they hit is that there are a lot of staircases that lead to 2D platforming sections which will wrap you around to other areas of the dungeon. These staircases nor their 2D sections are shown nowhere on your map, so again, the game really expects you to have a keen memory for how a dungeon is laid out or you're gonna spend a LOT of time lost. Especially in the 8th dungeon, which has a much more non-linear design than the others in the game, and I can specifically remember I just got so lost and confused in that dungeon I gave up on it on two separate playthroughs growing up (and the gimmick to finish the 7th dungeon is also one that stumped me a lot as a kid, and I had to look that up eventually too).

This is really Link's Awakening's biggest problem. The limited graphical hardware of the GameBoy made it so a lot of important map details couldn't really easily be made to the player, and outside of remembering what the Owl tells you when you beat a dungeon (that makes sense in context I promise), you often have very little clue of where to go next or what to do it outside of remembering where you have or haven't been. Most areas of the map are visually distinct enough that you'll remember them, at least, but there aren't enough tile sets in the game to keep that from happening EVER, and there are fields I frequently confuse the locations of still to this day despite how many times I've played through this game. The overworld map is almost comically useless with how unspecific and vague it is about the locations of things, so while you can kinda use it for the general location of things, it's useless for actual navigation (in stark contrast to the map in LTTP which had basically EVERYTHING on the map which you could see on it).

Verdict: Recommended. The bad signposting is really the only thing keeping me from giving this game a whole-hearted highly recommended mark. Losing where you're supposed to can be SO frustrating that it really just makes it feel like the game isn't respecting the player's time. This wouldn't be something I'd complain much about if this where any other game, as that bad navigation that expected a lot of the player was very common in old action/adventure games. But Link's Awakening unlearns so many good design lessons from LTTP that I cannot leave it unpenalized in good conscience. This is a great game, but do be expecting to use a guide to get through some of the later (or even quite early) overworld sections if you do decide to pick it up and don't want to spend ages wandering around the overworld trying to remember where to go (or if you like making really meticulous maps with notes for your retro adventure games, then I suppose you'd probably love this game).
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Re: Games Beaten 2019

by BoneSnapDeez Wed May 29, 2019 8:04 am

prfsnl_gmr wrote:Atlantis is great. One of the Crown Jewels in the 2600 library. What criteria did you use to “beat” it?

I generally consult the YouTube Atari chroniclers to get a sense of what a "good" playthrough constitutes. Most specifically, World of Longplays.

Have you played Cosmic Ark? That one actually features a distinct number of a planets and aliens. I'm not very good at it though.
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Re: Games Beaten 2019

by prfsnl_gmr Wed May 29, 2019 9:27 am

I haven’t, actually. I own a copy, but I didn’t realize it is Atlantis’ sequel. I’ll have to give it a shot!
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Re: Games Beaten 2019

by Flake Wed May 29, 2019 9:53 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)

What to say about Sonic Forces? Actually, I'm not sure! It's not horrible as the Internet says it is but it's definitely not the grand return to Sonic Generations or Sonic Colors that the developers were clearly hoping for.

There is a LOT to like. The story is unexpectedly engaging and starts on a shockingly dark note. There is some world building, a clear sense of the cast beyond the blue blur himself having agency and purpose (even if they aren't playable), and the music is not bad. Also - any time New Sonic and Old Sonic team up, it makes me happy. Also the levels are short, tidy affairs - perfect for speed running or revisiting to get red stars.

Where the game makes an unforced error, in my opinion, is in the Player Created Character. I don't really like the gameplay of the character and the game does a horrible job of sign posting when/where/how to really leverage the Wispon abilities. Narrative wise, the player created character becomes a complete Mary-Sue. In a story where Sonic is down and out and truly needs an ally to support him, I don't feel like a blank slate create-a-character either fills that role or properly allows me to project myself into that position. This game would have been so much better if it was instead a Sonic and Knuckles esque sequel - given Knuckles' role in the story, I was way more interested in seeing how Sonic might interact with the Red Guy instead.

All in all, Sonic Generations will continue to be my favorite 3D sonic game - but I had a lot of fun, enjoyed some neat songs, and will be happy to revisit this game at some point.
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Re: Games Beaten 2019

by dsheinem Wed May 29, 2019 10:09 pm

Games Beaten 2019

Kentucky Route Zero Act 1 - PC
All Our Asias - PC
Shape of the World - Switch
Hidden Folks - PC
Hyrule Warriors - Wii U
Onrush - PS4
Assassin's Creed Origins - X1
Virtua Fighter 5: Final Showdown -360
Metro Exodus - PS4
Split/Second - 360
Far Cry: New Dawn - PS4
Bloodstained: Curse of the Moon - X1
Marvel vs Capcom Infinite - PS4
Rage - PC
Red Faction: Armageddon - 360 *new*
Momonga Pinball Adventure - Switch *new*

Total: 16

Previously: 2018 2017 2016 2015 2014 2013 2012 2011 2010

Armageddon is the follow up to Red Faction Guerilla, which was one of my favorite games of last generation. RFA ditches the open-world design that defined its predecessor for a corridor-based bug-shooter, and the results aren’t great. The game is fun for what it is, and certainly well made and competent...but the “fun” factor that pervaded Guerilla is almost entirely absent (as are most if the things that made that game so fun). A strange entry in an otherwise excellent series.

Momonga is like an easier version of something like Sonic Spinball, though it fails to approach that game’s greatness. Not a bad way to kill a couple of hours, but this isn’t a great example of the evolution of the pinball genre.
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Re: Games Beaten 2019

by pook99 Thu May 30, 2019 10:36 am

1. Kung fu z (android)
2. Celeste
3. Dead Dungeon
4. Defender Faith
5. The Messenger
6. Eroico
7. Awesome Pea
8. Vosaria: lair of the forgotten
9. Vintage Hero
10. God of War (ps4)
11. Legendary Wings (nes)
12. Tiny Toobs Busters hidden treasure (genesis)
13. Johnny Rocket
14. Spider-man (ps4)
15. Ori and the blind forest
16. Rude bear resurrection
17. Shining Force (genesis)
18. Mega Man 5 (game boy)
19. Panzer Dragoon (saturn)
20. Shadow of the Tomb raider
21. The Painters apprentice
22. Tower 57
23. Dragons Lair (switch)
24. City of Heroes (openbor)
25. Callys Cave 4
26. Double Dragon (nes)
27. Duck Souls
28. Jumping joe and friends (switch)
29. Zombie Panic in Wonderland dx (switch)
30. Jackie Chans action kung fu (nes)
31. Strider X (openbor)
32. Daggerhood (switch)
33. Donkey Kong Country 2 (snes)
34. VOID
35. Ravva and the cyclops curse
36. Devil May Cry 5
37. Outrunner 3
38. Way of the passive fist
39. New Super mario bros deluxe(switch)
40. Mechstermination Force (switch)
41. Pewdipie: legend of the brofist
42. Robonauts (switch)
43. Azure Striker Gunvolt 2 (3ds)
44. Ikao: lost souls
45. Contra: spirit of war
46. Katana Zero
47. Pixel Devil and the broken cartridge
48. Fate of Nimi (android)
49. Mega Man Powered up (psp)
50. Riddled Corpses EX
51. Mike Tysons Punch Out (nes)
52. Mercenaries Saga: will of the while lions (switch)
53. Martial Masters: new Legend (openbor)
54. Battle Princess Madeline (switch)
55. Contra (nes)
56. Super Punch out (snes)
57. Mega Man 2 (nes)
58. Overdriven: reloaded (switch)
59. Mega Man 3(nes)
60. Bloodstained: curse of the moon
61. Slime adventure
62. Aggelos (switch)
63. Castlevania (nes)
64. New Super luigi dx /(switch)
65. Super Double Dragon (snes)
66. Super Castlevania 4 (snes)
67. Battletoads (nes)
68. Battletoads and double dragon (nes)
69. Necrolance
70. Oniken
71. Final Fight (snes)

68. Battletoads and double dragon (nes)
69. Necrolance
70. Oniken
71. Final Fight (snes)

70. Oniken

Oniken is a 2-d action platformer that would have felt right at home on the nes, both in terms of game design and graphics.

There is an evil corporation that is trying to take over the world, with their huge machines, they are ravaging the world, the resistance is defeated, and then along comes a lone mercenary, by the name of zaku, to single handedly defeat an entire army using only his sword and a limited number of grenades. The story is fairly generic 8-bit fair but I enjoyed it for what it was, a nice throwback to the kind of campy stories you would typically find in the 80's. There are cutscenes in the beginning and end of every level that have a very nice ninja gaiden vibe to them.

The game takes place across 6 stages, your characters move set is as basic as you would expect, one button jumps, one button slashes your sword, and if you press up + attack you could throw a grenade if you have any in your inventory. The gameplay itself is very tight, controls are very responsive and your sword has a very nice range to it. You could also slash away some bullets and just about every enemy has its own unique death animation. Combat in this game is very satisfying, and it never gets old watching your enemies heads fall off or seeing their bodies torn in half by your sword.

Onikens difficulty is taken right out of the nes playbook. You are given 3 lives to complete a stage, each stage has multiple checkpoints and if you die you resume from that checkpoint, lose all your lives and it is back to the start of the stage. You do have unlimited continues and you also can resume from the last stage you were on at any given time. You are also given a pretty hefty life meter so there is definitely room for error. The levels are designed for you not to beat them the first time you playthrough for the most part. The game itself is challenging, sometimes for the right reasons, and sometimes for the wrong reasons. At its best you are navigating a series of tricky jumps with a bunch of obstacles and enemies around and you feel like a total badass while doing it. At its worst you go to jump over a pit and an enemy, that you would have no way of knowing was there, jumps from the bottom and knocks you into the pit, instantly killing you and forcing you to remember for the next time. Oniken is definitely a game you feel yourself getting better at though, and as you learn the enemies and obstacles around you, seemingly impossible sections magically become easier.

In addition to some solid platforming and combat, every stage ends in a pretty bad ass boss fight. These bosses range from a human to giant screen filling machines. All of the bosses are very well done and it is really fun to learn their attack patterns. In addition to the boss fights there are also some sections where you are on a speed bike and have to navigate jumps and fight enemies. These sections are a lot of fun and do a nice job of adding in some gameplay variety.

Overall, Oniken is a great game. Fans of 8-bit platformers, especially ninja gaiden, should definitely check this game out. It is on the short side but it is a very satisfying game and well worth a playthrough.
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