1. Sonic Lost World (WiiU)
2. Kirby and the Forgotten Land (NS)
This morning I beat the other game that I had hoped to finish in 2023, Kirby and the Forgotten land. About 10 hours of play to roll credits, and I did a bit of side content in that time.
I did not play a single Kirby game growing up, but since my mid 30s it seems that I'm good for one every year or two. This one probably is my favourite Kirby game of all time now. It is a bright, colourful world that is fun to explore and the various power-ups all tend to make for interesting level design. Each zone has a set of different challenges for completionists and if you don't find them all on a playthrough the game provides you some hints. Leveling up the various powers pays off well, as some of the later bosses do provide a bit of a challenge. Overall though it is not a hard game to beat with just some minimal trial and error.
I'm not really sure that I have any negatives to offer for this game, perhaps the music isn't all that memorable? That being said it never felt out of place and I enjoyed it while playing.
This is the type of game that I think I would have played to completion as a kid - when there wasn't a giant backlog and so many other games available to play. Even so, I doubt that this is my last trip into the Forgotten World, as there are many more things I can explore with Kirby.
Coincidentally, I'd almost say that this could be a prequel to Sonic Lost World. Put a few millennia in between and this could take place on the same planet Maybe it's just a fact that many platformers have a lot of similar stages and themes.
Games Beaten 2024
Re: Games Beaten 2024
2024, Let's Go!
January
Injustice: Gods Among Us (Xbox Series)
I have a weird suspicion this will be the year of comfort food gaming for me. Remakes, Remasters, Replays all sound like a warm blanket given how rough my 2023 was. At the start of the list, we have Injustice: Gods Among Us. I played this game to death on both WiiU and PS3 and I still love it a lot. The story mode is tons of fun, the character designs and graphics have aged very well, and I generally prefer the super moves in this game as the devs didn't seem to try to tie the environments into animation so things are much more over the top than they were in the second game.
January
Injustice: Gods Among Us (Xbox Series)
I have a weird suspicion this will be the year of comfort food gaming for me. Remakes, Remasters, Replays all sound like a warm blanket given how rough my 2023 was. At the start of the list, we have Injustice: Gods Among Us. I played this game to death on both WiiU and PS3 and I still love it a lot. The story mode is tons of fun, the character designs and graphics have aged very well, and I generally prefer the super moves in this game as the devs didn't seem to try to tie the environments into animation so things are much more over the top than they were in the second game.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
Re: Games Beaten 2024
Max Payne Mobile
I wanted something to play on my lunch breaks at work, the game has been de-listed for years but getting hold of it was not all too hard. I'll tell you what, it controls so surprisingly well. The only issue that had were the dream/V sequences because it had all the precise walking, but other than that, the adjustments to the difficulty and the generous auto aiming really made it play well.
It got me in the mood enough that once I finished it, I installed it on my PC, chucked it on hard (I had a save with a previous play through or 2 on my PC) and did it all over again. Still plays great and the storytelling still appeals to me. I think I will go through 2 and 3 again.
The timing with the passing of McCaffrey was even sadder having been in the middle of the play through during the announcement.
I wanted something to play on my lunch breaks at work, the game has been de-listed for years but getting hold of it was not all too hard. I'll tell you what, it controls so surprisingly well. The only issue that had were the dream/V sequences because it had all the precise walking, but other than that, the adjustments to the difficulty and the generous auto aiming really made it play well.
It got me in the mood enough that once I finished it, I installed it on my PC, chucked it on hard (I had a save with a previous play through or 2 on my PC) and did it all over again. Still plays great and the storytelling still appeals to me. I think I will go through 2 and 3 again.
The timing with the passing of McCaffrey was even sadder having been in the middle of the play through during the announcement.
Re: Games Beaten 2024
1. Live A Live (RPG)(Switch)
2. Turnip Boy Commits Tax Evasion (Action)(Switch)
3. Pathway (Strategy [Tactics])(PC)
4. Rewind or Die (Horror Adventure)(PC)
I'm a little behind, but I started off the New Year by wrapping up one of my favorites and have knocked out a few games since.
Live A Live
The original release of Live A Live on the Super Famicom is one of the games that got me interested in imports and emulation. While that version has received several translations at this point, I've gone back and beaten it a few times to see how things changed. I even commissioned a member here (who shall remain nameless for privacy reasons in this post) to make a reproduction version of the game that works in an NTSC-U Super Nintendo.
With Square Enix announcing the remaster for Nintendo Switch, I knew I'd have to check it out...and it lived up fully to my expectations. While the game engine has been updated to enable a 3D world, character spritework is still beautifully detailed. The music is the classic arrangement but updated to make use of the Switch's sound capabilities, and voice acting adds a new touch that the original could not provide. Cut scenes are also skippable if you've already seen them (so a series of them right before a boss fight you have to redo or something is easily manageable). In fact, it's basically the classic brought forward for a new generation to enjoy.
For those of you unfamiliar with the property, Live A Live starts with you selecting one of a variety of heroes from different time periods. You play through each story, and once the initial ones are done, a new set of stories unlocks that ties everything together, revealing that all the characters are drawn together by a singular powerful entity which represents relentless destruction. Each scenario offers unique approaches to story, though all rely on a tactical combat system where you maneuver around a grid and unleash attacks to hit specific spaces. In fact, if it weren't for the shared combat system, some of the stories would be radically different to feel they warrant their own games, from managing townsfolk setting up traps for an invasion to a fighting game-style story of a modern ultimate warrior to a futuristic horror title where fleeing is your best option.
I still love Live A Live, and this remastered release is a new way for me to enjoy it. I recommend it highly to RPG fans with a Switch.
Turnip Boy Commits Tax Evasion
Turnip Boy Commits Tax Evasion is a Zelda-inspired game in which a living turnip is stripped of his property by an unethical mayor and must fight back against tyranny and oppression...mainly by hitting things with a shovel and solving simple puzzles. It's short, it's silly, it does offer a never-ending combat dungeon if you really like the gameplay, and it lets you wear a variety of hats. Dungeons are pretty short, the plot is simplistic, and the visuals are charming.
That's pretty much it. There isn't a lot of meat on the bones here, but if you want something that approaches 2D Zelda games the way Gato Roboto approached Metroid, a quick romp that's fun and doesn't overstay its welcome, then Turnip Boy Commits Tax Evasion isn't a bad way to spend an afternoon.
Pathway
Pathway is a tactical game similar to X-Com or Jagged Alliance but with a visual style reminiscent of SNES games and set in 1930s North Africa and the Middle East against Nazis and cultists that raise the dead. There are a series of five unlockable adventures, each one focusing on tracking down a different legendary weapon that either the Nazis or the cult want to use for their own evil purposes, and your ragtag group of adventurers has to stop.
Combat is done tactically on a grid, with both sides taking turns to move and attack or use special abilities. The limited roster of characters you can get have to be unlocked, but they offer a variety of skills and playstyles, and there is an RPG system that enables unlocking a skill tree of options to build them however you want. Plus, each team member brings different talents to the party, which can help with your adventure outside of combat.
That's because a lot of the game isn't combat, it's actually spent traversing points across the region that each story segment takes place in. It's similar to a board game, where you must monitor your fuel supplies as you travel from point to point. Random things can occur at these points, be it finding friendly nomads, engaging in firefights with enemies, or simply nothing at all in the open desert. But sometimes random events will have options for your talents, which can lead to major changes in how the event plays out, with new benefits or different results. Or alternatively, sometimes you can take a gamble that may help you out or give one of your characters a crippling injury for the rest of that adventure.
With so many adventures, hidden events, as well as an array of unlockable characters and items, Pathway lets you enjoy short stints but also the long haul should you want to seek it. There are secret events too that can only be found by meeting very specific conditions; good luck finding them! Pathway has given me a lot to enjoy, and I look forward to continuing adventures and explorations in it.
Rewind or Die
Torture Star Video makes PS1-style horror games. Rewind or Die is just one of those games, where you play a frustrated video clerk named Tony who ends up trapped by a pig-headed slasher eager to show you what your internals look like at a nearby condemned meat-packing plant. Go from the monotony of work to the terror of fleeing a killer in sewer tunnels.
The game takes place in chapter sections, starting with you stuck at work on your day off and eventually devolving into a battle to find a security guard's handgun while fending off the killer, who looks straight out of Motel Hell except in his underwear. Each chapter offers something a little different, be it stealth, openly running from the killer, or trying to solve puzzles and find secrets which will enable the weird alternate (best) ending. Or you could accidentally kill the homeless guy who lives behind your video store. You know, choices.
If you like your horror games mostly helpless and running, and you have a love for the PS1 golden age of survival horror, this may well be a game worth checking out. I have liked what I have tried of the Torture Star games, so I'll keep looking into them.
2. Turnip Boy Commits Tax Evasion (Action)(Switch)
3. Pathway (Strategy [Tactics])(PC)
4. Rewind or Die (Horror Adventure)(PC)
I'm a little behind, but I started off the New Year by wrapping up one of my favorites and have knocked out a few games since.
Live A Live
The original release of Live A Live on the Super Famicom is one of the games that got me interested in imports and emulation. While that version has received several translations at this point, I've gone back and beaten it a few times to see how things changed. I even commissioned a member here (who shall remain nameless for privacy reasons in this post) to make a reproduction version of the game that works in an NTSC-U Super Nintendo.
With Square Enix announcing the remaster for Nintendo Switch, I knew I'd have to check it out...and it lived up fully to my expectations. While the game engine has been updated to enable a 3D world, character spritework is still beautifully detailed. The music is the classic arrangement but updated to make use of the Switch's sound capabilities, and voice acting adds a new touch that the original could not provide. Cut scenes are also skippable if you've already seen them (so a series of them right before a boss fight you have to redo or something is easily manageable). In fact, it's basically the classic brought forward for a new generation to enjoy.
For those of you unfamiliar with the property, Live A Live starts with you selecting one of a variety of heroes from different time periods. You play through each story, and once the initial ones are done, a new set of stories unlocks that ties everything together, revealing that all the characters are drawn together by a singular powerful entity which represents relentless destruction. Each scenario offers unique approaches to story, though all rely on a tactical combat system where you maneuver around a grid and unleash attacks to hit specific spaces. In fact, if it weren't for the shared combat system, some of the stories would be radically different to feel they warrant their own games, from managing townsfolk setting up traps for an invasion to a fighting game-style story of a modern ultimate warrior to a futuristic horror title where fleeing is your best option.
I still love Live A Live, and this remastered release is a new way for me to enjoy it. I recommend it highly to RPG fans with a Switch.
Turnip Boy Commits Tax Evasion
Turnip Boy Commits Tax Evasion is a Zelda-inspired game in which a living turnip is stripped of his property by an unethical mayor and must fight back against tyranny and oppression...mainly by hitting things with a shovel and solving simple puzzles. It's short, it's silly, it does offer a never-ending combat dungeon if you really like the gameplay, and it lets you wear a variety of hats. Dungeons are pretty short, the plot is simplistic, and the visuals are charming.
That's pretty much it. There isn't a lot of meat on the bones here, but if you want something that approaches 2D Zelda games the way Gato Roboto approached Metroid, a quick romp that's fun and doesn't overstay its welcome, then Turnip Boy Commits Tax Evasion isn't a bad way to spend an afternoon.
Pathway
Pathway is a tactical game similar to X-Com or Jagged Alliance but with a visual style reminiscent of SNES games and set in 1930s North Africa and the Middle East against Nazis and cultists that raise the dead. There are a series of five unlockable adventures, each one focusing on tracking down a different legendary weapon that either the Nazis or the cult want to use for their own evil purposes, and your ragtag group of adventurers has to stop.
Combat is done tactically on a grid, with both sides taking turns to move and attack or use special abilities. The limited roster of characters you can get have to be unlocked, but they offer a variety of skills and playstyles, and there is an RPG system that enables unlocking a skill tree of options to build them however you want. Plus, each team member brings different talents to the party, which can help with your adventure outside of combat.
That's because a lot of the game isn't combat, it's actually spent traversing points across the region that each story segment takes place in. It's similar to a board game, where you must monitor your fuel supplies as you travel from point to point. Random things can occur at these points, be it finding friendly nomads, engaging in firefights with enemies, or simply nothing at all in the open desert. But sometimes random events will have options for your talents, which can lead to major changes in how the event plays out, with new benefits or different results. Or alternatively, sometimes you can take a gamble that may help you out or give one of your characters a crippling injury for the rest of that adventure.
With so many adventures, hidden events, as well as an array of unlockable characters and items, Pathway lets you enjoy short stints but also the long haul should you want to seek it. There are secret events too that can only be found by meeting very specific conditions; good luck finding them! Pathway has given me a lot to enjoy, and I look forward to continuing adventures and explorations in it.
Rewind or Die
Torture Star Video makes PS1-style horror games. Rewind or Die is just one of those games, where you play a frustrated video clerk named Tony who ends up trapped by a pig-headed slasher eager to show you what your internals look like at a nearby condemned meat-packing plant. Go from the monotony of work to the terror of fleeing a killer in sewer tunnels.
The game takes place in chapter sections, starting with you stuck at work on your day off and eventually devolving into a battle to find a security guard's handgun while fending off the killer, who looks straight out of Motel Hell except in his underwear. Each chapter offers something a little different, be it stealth, openly running from the killer, or trying to solve puzzles and find secrets which will enable the weird alternate (best) ending. Or you could accidentally kill the homeless guy who lives behind your video store. You know, choices.
If you like your horror games mostly helpless and running, and you have a love for the PS1 golden age of survival horror, this may well be a game worth checking out. I have liked what I have tried of the Torture Star games, so I'll keep looking into them.
- PartridgeSenpai
- Next-Gen
- Posts: 2994
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2024
Partridge Senpai's 2023 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat
1. Terranigma (SFC)
2. Eastward (PC)
3. Pulse (PC)
4. Lost Ruins (PC)
----
5. Turnip Boy Commits Tax Evasion (PC)
----
6. Dropsy (PC)
----
7. Call of Juarez Gunslinger (PC)
----
8. Pokemon Ruby (GBA) *
Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat
1. Terranigma (SFC)
2. Eastward (PC)
3. Pulse (PC)
4. Lost Ruins (PC)
----
5. Turnip Boy Commits Tax Evasion (PC)
----
6. Dropsy (PC)
----
7. Call of Juarez Gunslinger (PC)
----
8. Pokemon Ruby (GBA) *
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
Re: Games Beaten 2024
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023
1. Tormented Souls - Switch
2. Battlefleet Gothic: Armada II - PC
3. Fantasy Empires - PC
4. Vagrant Story - PS1
The late 90s and the 4th generation of consoles was a time of great experimentation for Square. Nowhere is that more evident than with Vagrant Story, a game that mixes elements from Parasite Eve and roguelikes and story inspiration from Final Fantasy Tactics. You won't find another game quite like it, though some of that is due to the fundamental mess that its systems are.
You control Ashley Riot, an agent for the church known as a riskbreaker. It has been discovered that a town is a nexus of power and several different groups are trying to tap that power. You are sent in to stop this from happening. In addition to learning more about what this power is, you learn more about Ashley's past. The game has an excellently done localization, with a consistent voice that is far above a basic translation. And story elements are told with sweeping cutscenes that are frankly impressive they got working on the PS1. The use of camera angles and the general direction is more akin to what we would see on the PS2, and the only tipoff that this is on the PS1 is the low polycounts and low res textures on the models.
The game is set up as a dungeon crawler, where you have this large city with its various zones to navigate. Things are divided into rooms, each with a fanciful name on the map. Inside a room there might be enemies, or there might be box or jumping puzzles to navigate. Or there might be nothing. After your main initial foray through things you'll need to start doing a lot of backtracking to use keys you've picked up. This is assisted with a teleport spell, but it's clunky and doesn't have the same sort of level design a Metroidvania would have, even though the "revisit previously inaccessible areas" is a common feature to both.
Combat is quite weird. You and enemies run around in real time, and if they're close enough and are ready to attack enemies will be able to attack or use magic on you. At any time you can press a button and pause time; this will allow you to cast magic or attack enemies in range. Attacks are directed against body parts; different parts might have different resistances and evasions, and damaging a body part sufficiently imposes a penalty (both on you and on enemies). Spells just fire off, but attacks introduce the chaining system. Like many other games of the era, you have timed hits available to chain your basic attack into special attacks you've learned. These special attacks do less damage, but they usually have additional effects, and more importantly you can chain it all infinitely if you can master the timing (in practice you won't go above 8, both because timing gets harder past that point and because of risk gain). There is a downside to chaining, however. There is a mechanic in the game called risk. As you attack you build up risk points, and if you chain too long this goes from a linear buildup to a geometric buildup. Now, this doesn't have an effect in the middle of a chain as the relevant numbers aren't calculated until the chain ends, but once a chain ends you'll discover that a high risk means your accuracy is noticeably lowered and you take more damage (you also take more healing, because the heal formula is identical to the damage formula with the sign inverted). Risk goes down over time and can be purged with items, but it does mean in a battle you can get blown out on a counter attack if things are timed wrong.
Then there's the crafting system. This is where the roguelike comparison comes from (the game doesn't have per-playthrough random elements). The game has a fairly deep system around your gear which utilizes crafting to maximize. Let's start with the basics; you can combine two pieces of gear in special forge areas to make a hopefully better piece of gear. Most recipes are sidegrades, but there are just enough upgrade ones that you'll want to take advantage. Gear also has a material property, which improves the base statistics. Fortunately, this one is easy; you pretty much always turn into the second best material after a combination or two, and once there it is extremely hard to get off. Forge areas also let you repair gear, which is important (it has a significant impact on your damage). Where forging gets more complicated is the relationship between the various trained stats on gear and the final piece; it isn't a simple "sum both" or "take the best of both".
And let's talk about those trained stats. Every piece of gear has several groups of stats. The first is the base stats; these represent your raw damage/defense. Then you have a grouping of how effective it is against classes of enemies (human, beast, etc). Next is elemental affinity; the highest is the one applied on attack while defense uses the appropriate one for the incoming attack. Finally, there is the edged/blunt/piercing axis. All of these axes serve as multipliers (alongside your weapon durability) that improve the base stat (as part of a formula that sums up your character base and the weapon base). This all ends up being SHOCKINGLY impactful; as an example, my first attempt on the final boss saw me doing a base of 0 damage (so I could do a couple points with random jitter), while my second attempt had me repair my 25% durability weapon and swapping my accessory from being -14 against the boss's type to being +15 and now I'm doing 30 damage a hit (on an enemy with 666 HP; only took a handful of decent combos to work through that). All of these stats (aside from pierce/bludge/edge on weapons) can be trained by hitting or being hit by a relevant enemy; each time there is a chance the stat goes up. But when a stat goes up there is also a chance another stat goes down (with a well defined set of relationships). The sum of all of this is you have two options for effectively playing the game. The first is to have several types of weapons that you swap between depending on the enemy. The other is to just use a single weapon (forging up the rank chart as you go on), as overall it will gain an overall increase in stats over time, alongside swapping out gems (which can give targeted stats) depending on the enemy.
I mentioned block and jump puzzles earlier, and this is the single weakest aspect of the game. Some areas just require you to make precise jumps to clear gaps. The jump physics are bad, and many of these jumps are shockingly precise in terms of jumping at the last pixel to clear things. You would think they might have considered just slightly upping his jump velocity or something. It gets worse when you need to do an angled jump and use your "grab the ledge" ability; this often misses because the game didn't like your angle. Worse is the block puzzles (which sometimes end with precise jumps). The game has a series of block types, and sometimes these will be in a room and require you to arrange them properly so you can make a jump or get a full bridge to a chest (because the lid is facing a cliff). They start off as "this takes an annoyingly long time due to animations" and turn into "ugh, these are a pain in the ass to try and solve along with taking an annoying time even knowing the solution". It really drags down things.
Overall Vagrant Story best serves as an example of a studio willing to experiment and take risks. But it's telling we never saw a follow up, or even a game using the same mechanics. The combat is simplistic while the gear is complex, and you need to engage with that gear complexity to succeed (that aforementioned final boss is a straight up brick wall if you don't). This is definitely not a game to pick up at the secondary prices it commands.
1. Tormented Souls - Switch
2. Battlefleet Gothic: Armada II - PC
3. Fantasy Empires - PC
4. Vagrant Story - PS1
The late 90s and the 4th generation of consoles was a time of great experimentation for Square. Nowhere is that more evident than with Vagrant Story, a game that mixes elements from Parasite Eve and roguelikes and story inspiration from Final Fantasy Tactics. You won't find another game quite like it, though some of that is due to the fundamental mess that its systems are.
You control Ashley Riot, an agent for the church known as a riskbreaker. It has been discovered that a town is a nexus of power and several different groups are trying to tap that power. You are sent in to stop this from happening. In addition to learning more about what this power is, you learn more about Ashley's past. The game has an excellently done localization, with a consistent voice that is far above a basic translation. And story elements are told with sweeping cutscenes that are frankly impressive they got working on the PS1. The use of camera angles and the general direction is more akin to what we would see on the PS2, and the only tipoff that this is on the PS1 is the low polycounts and low res textures on the models.
The game is set up as a dungeon crawler, where you have this large city with its various zones to navigate. Things are divided into rooms, each with a fanciful name on the map. Inside a room there might be enemies, or there might be box or jumping puzzles to navigate. Or there might be nothing. After your main initial foray through things you'll need to start doing a lot of backtracking to use keys you've picked up. This is assisted with a teleport spell, but it's clunky and doesn't have the same sort of level design a Metroidvania would have, even though the "revisit previously inaccessible areas" is a common feature to both.
Combat is quite weird. You and enemies run around in real time, and if they're close enough and are ready to attack enemies will be able to attack or use magic on you. At any time you can press a button and pause time; this will allow you to cast magic or attack enemies in range. Attacks are directed against body parts; different parts might have different resistances and evasions, and damaging a body part sufficiently imposes a penalty (both on you and on enemies). Spells just fire off, but attacks introduce the chaining system. Like many other games of the era, you have timed hits available to chain your basic attack into special attacks you've learned. These special attacks do less damage, but they usually have additional effects, and more importantly you can chain it all infinitely if you can master the timing (in practice you won't go above 8, both because timing gets harder past that point and because of risk gain). There is a downside to chaining, however. There is a mechanic in the game called risk. As you attack you build up risk points, and if you chain too long this goes from a linear buildup to a geometric buildup. Now, this doesn't have an effect in the middle of a chain as the relevant numbers aren't calculated until the chain ends, but once a chain ends you'll discover that a high risk means your accuracy is noticeably lowered and you take more damage (you also take more healing, because the heal formula is identical to the damage formula with the sign inverted). Risk goes down over time and can be purged with items, but it does mean in a battle you can get blown out on a counter attack if things are timed wrong.
Then there's the crafting system. This is where the roguelike comparison comes from (the game doesn't have per-playthrough random elements). The game has a fairly deep system around your gear which utilizes crafting to maximize. Let's start with the basics; you can combine two pieces of gear in special forge areas to make a hopefully better piece of gear. Most recipes are sidegrades, but there are just enough upgrade ones that you'll want to take advantage. Gear also has a material property, which improves the base statistics. Fortunately, this one is easy; you pretty much always turn into the second best material after a combination or two, and once there it is extremely hard to get off. Forge areas also let you repair gear, which is important (it has a significant impact on your damage). Where forging gets more complicated is the relationship between the various trained stats on gear and the final piece; it isn't a simple "sum both" or "take the best of both".
And let's talk about those trained stats. Every piece of gear has several groups of stats. The first is the base stats; these represent your raw damage/defense. Then you have a grouping of how effective it is against classes of enemies (human, beast, etc). Next is elemental affinity; the highest is the one applied on attack while defense uses the appropriate one for the incoming attack. Finally, there is the edged/blunt/piercing axis. All of these axes serve as multipliers (alongside your weapon durability) that improve the base stat (as part of a formula that sums up your character base and the weapon base). This all ends up being SHOCKINGLY impactful; as an example, my first attempt on the final boss saw me doing a base of 0 damage (so I could do a couple points with random jitter), while my second attempt had me repair my 25% durability weapon and swapping my accessory from being -14 against the boss's type to being +15 and now I'm doing 30 damage a hit (on an enemy with 666 HP; only took a handful of decent combos to work through that). All of these stats (aside from pierce/bludge/edge on weapons) can be trained by hitting or being hit by a relevant enemy; each time there is a chance the stat goes up. But when a stat goes up there is also a chance another stat goes down (with a well defined set of relationships). The sum of all of this is you have two options for effectively playing the game. The first is to have several types of weapons that you swap between depending on the enemy. The other is to just use a single weapon (forging up the rank chart as you go on), as overall it will gain an overall increase in stats over time, alongside swapping out gems (which can give targeted stats) depending on the enemy.
I mentioned block and jump puzzles earlier, and this is the single weakest aspect of the game. Some areas just require you to make precise jumps to clear gaps. The jump physics are bad, and many of these jumps are shockingly precise in terms of jumping at the last pixel to clear things. You would think they might have considered just slightly upping his jump velocity or something. It gets worse when you need to do an angled jump and use your "grab the ledge" ability; this often misses because the game didn't like your angle. Worse is the block puzzles (which sometimes end with precise jumps). The game has a series of block types, and sometimes these will be in a room and require you to arrange them properly so you can make a jump or get a full bridge to a chest (because the lid is facing a cliff). They start off as "this takes an annoyingly long time due to animations" and turn into "ugh, these are a pain in the ass to try and solve along with taking an annoying time even knowing the solution". It really drags down things.
Overall Vagrant Story best serves as an example of a studio willing to experiment and take risks. But it's telling we never saw a follow up, or even a game using the same mechanics. The combat is simplistic while the gear is complex, and you need to engage with that gear complexity to succeed (that aforementioned final boss is a straight up brick wall if you don't). This is definitely not a game to pick up at the secondary prices it commands.
Re: Games Beaten 2024
Ack wrote:Rewind or Die
Torture Star Video makes PS1-style horror games. Rewind or Die is just one of those games, where you play a frustrated video clerk named Tony who ends up trapped by a pig-headed slasher eager to show you what your internals look like at a nearby condemned meat-packing plant. Go from the monotony of work to the terror of fleeing a killer in sewer tunnels.
The game takes place in chapter sections, starting with you stuck at work on your day off and eventually devolving into a battle to find a security guard's handgun while fending off the killer, who looks straight out of Motel Hell except in his underwear. Each chapter offers something a little different, be it stealth, openly running from the killer, or trying to solve puzzles and find secrets which will enable the weird alternate (best) ending. Or you could accidentally kill the homeless guy who lives behind your video store. You know, choices.
If you like your horror games mostly helpless and running, and you have a love for the PS1 golden age of survival horror, this may well be a game worth checking out. I have liked what I have tried of the Torture Star games, so I'll keep looking into them.
Have you tried Night at the Gates of Hell or Bloodwash? The former's a creepy tribute to the Italian zombie films of the late 70s and 80s, and as a fan of retro Italian zombie films that immediately got my attention. Definitely a recommend to fans of Zombi 2 (RIP Tisa Farrow) and Zombie Holocaust (aka Dr. Butcher MD). The latter's more of a tense thriller about a young pregnant woman who runs afoul of a serial killer while doing laundry at an all-night laundromat.
Fun fact: The main character's boyfriend from Bloodwash appears at the beginning of Night at the Gates of Hell.
And if you're a patron of Puppet Combo, you can even get Steam keys for games they put out, including the Torture Star titles. And that's not counting early pre-releases, unreleased betas and the first two parts of the three-part Planet of Bloodthirsty Santa series.
- PartridgeSenpai
- Next-Gen
- Posts: 2994
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2024
Partridge Senpai's 2023 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat
1. Terranigma (SFC)
2. Eastward (PC)
3. Pulse (PC)
4. Lost Ruins (PC)
5. Turnip Boy Commits Tax Evasion (PC)
6. Dropsy (PC)
7. Call of Juarez Gunslinger (PC)
8. Pokemon Ruby (GBA) *
9. Secret of Mana (SFC)
This is a game I’d heard a lot about as a kid, and I even bought it on the Wii Virtual Console well over a decade ago. I played a bit of it, but found it too awkward and difficult, so I put it down and never ended up returning to it. I’ve tried it once or twice again since then, but it’s never really gelled with me, and I’d grown quite the negative impression of it over the years. Listening to some friends talk about their experience with the Mana series convinced me, though. I’d owned this game long enough, and I was going to sit down and finally finish this thing! Playing on my Super Famicom Mini, it took me around 19 hours to beat the Japanese version game without abusing save states (though sometimes using a walkthrough).
Secret of Mana follows the story of a young boy who, when playing in the forbidden area behind his tiny village, discovers a mysterious sword calling to him. Pulling it from its place in the ground, he finds the world around him suddenly filled with monsters! After fighting his way back to his village, the villagers accuse him of inadvertently starting the end of the world by pulling the blade from its place, and they quickly banish him forever. So starts the journey of our intrepid young hero who soon meets both a young girl and a strange fairy who also come along for the journey.
Secret of Mana’s English story is a further truncated version of an already very cut down story (as this game had quite a hectic development cycle). The original Japanese version that I played does have a bit more character to the dialogue and certain details are a little more fleshed out, but it still bears the scars of the some 40% of the story they allegedly needed to cut to get this final product out the door. There are a few themes or interesting (or even surprisingly heavy) plot beats here and there, such as how the empire ends up falling or how all three of our protagonists are missing parental figures in their lives.
There are some very strange parts here too, such as the “Republic” only having a king as its government, or some NPCs complaining about how the empire used to be so good and peaceful until the war 15 years ago despite an empire, by its very nature, being a political entity founded upon an idea of inherent supremacy above subjugated groups (and there’s very little to suggest that these NPCs are being ironic or speaking from misguided viewpoints). Regardless, by the halfway point, it all just feels like a rush to the finish as nothing is really dwelt on enough to form much of any larger cohesive messaging. The story isn’t bad, per se, but it’s certainly nothing special, and unlike a lot of other SquareSoft games from this time, the story really isn’t a big reason to come to this game.
The gameplay is part turn-based RPG, part 2D top-down Zelda game, and it frankly manages to miss most of the fun aspects of both. The gameplay as a whole is what I found the most difficult aspect of the game to tolerate, and this was quite the slog for most of the game, even after I’d gotten more to grips with the combat past the few several hours. Your melee attacks function via a charge system, and you’ll need to wait several seconds between strikes if you want your attacks to have any power at all. However, just hitting the enemy isn’t enough to land a strike. For both you and the enemy, you have innate hit and dodge percent chances, so it’s actually a dice roll behind the scenes that dictates whether a well aimed and charged melee attack will hit. On top of that, enemies (especially bosses) have very unclear hit boxes, dodge animations, and invincibility frames in between their animations and attacks, so combat is often a very messy rinse and repeat exercise of slowly pummeling an enemy in between periods where they happen to be invincible. It makes for a really unsatisfying combat experience that makes every fight feel like an endless waiting game until you can get lucky enough to kill your opponent, and that’s especially frustrating for the enemies that continuously spawn full-health copies of themselves.
While the boy can only use melee attacks, the girl has defense and support magic, and the fairy has attacking and debuff spells. Sure, magic attacks (both yours and the enemy's) never miss, but it takes so long to cast them and the enemy is invincible during them that most of what they do is just slow the already dull combat down to an awful crawl. Additionally, your own reserves of MP are very limited for a large chunk of the game, so this makes using it to fight normal enemies a very unwise choice, especially with how invaluable magic so often is for fighting the very annoying to hit bosses. Even when you have the MP to actually use spells effectively without worrying about running out of juice, you need to spend time grinding up spells levels to make them actually effective. While your normal attacks and stats increase just by killing enemies, and the level and money curves of the game are pretty reasonable as long as you just kill most things you see, magic only levels up by repeatedly using that specific type of spell a bunch of times. You’ll REALLY want things like your ice and moon spells at max power as much as you can, so that means going to an inn, resting, going to a battle area to spam you spells until you run out of MP, and then doing it all over again until the spells you want are maxed out. It cumulatively takes hours, and there’s just nothing fun about it for how necessary a part of the gameplay loop it is.
Weird design choices like this abound in this game. On the lower end, you have annoyances like how necessary armor is, so should you miss a merchant (or should a merchant be hidden from you in an out of the way location) and you miss the next armor upgrade, you’ll start getting absolutely mulched with just how tough the next area’s enemies are. Then you have your consumable items, which you can only carry four of at a time, so your healing and such are really reliant on your magic because you just don’t have the pockets to carry around large amounts of healing candy. That in and of itself isn’t much of a problem, balancing-wise, and you can always find more items in chests dropped by enemies. These chests, however, THEY are where the problem lies, as they are just so vindictively mean as to be pointless.
Whether you have space for the item inside or not, a chest disappears once you open it. You’re likely going to be conserving your items anyhow, so most chests will have useless stuff you need to throw away anyhow or just useless equipment you out-leveled ages ago. A lot of the time, however, chests are trapped! This can range from a little punch to the face, to health-bar shredding poison effects (particularly nasty in the first half of the game), or even instant death for the character who opened the chest! You only can carry four revive items at a time, remember, and you don’t get the revive spell until almost the very end of the game. This makes opening chests dropped from monsters a proposition so dangerous as to be pointless. Anything not harmful from them is almost certainly useless, and anything harmful from them is SO bad as to be a potential catastrophe. Outside of messing with the player, it is totally beyond me why the trapped chests are in the game at all, and they feel like a very half-baked mechanic.
One of the most annoying mechanics, however, are your AI party members. Your party members don’t *have* to be AI controlled, granted, and if you’ve got some friends, they can hop in and take control of the other characters. You can even press Select and switch between them on the fly if you’d like. However, there are SO many compromises to the rest of the gameplay to accommodate these party members that I frequently found myself wishing that they weren’t there at all, and I simply had one character who had all of these spells and such.
On the level of outright compromises, there’s first the camera. The game needs to accommodate two or three people potentially playing the game at once, so it can’t just focus on one character all the time. As a result, you need to get VERY close to the edge of the screen to actually scroll it, meaning you’re quite vulnerable to enemies just off screen “seeing” you first and working in a cheap shot before you can react to it. This makes the already slow, plodding combat and exploration even more slow as you’re force to very frequently tiptoe forward lest you get ganked by an unlucky enemy placement. On top of all of that, your AI allies have some very mixed pathing abilities. This means you’ll very frequently be swapping control to them or going back and forth as you try to un-stick them from whatever pillar or bush they’ve decided to take the wrong path around.
While I do appreciate how you can adjust their AI on scales of how aggressive you want them to be as well as the distance they should keep from enemies, I found that I was nonetheless babysitting them constantly while I tried to get them close enough to actually aggro on enemies (or pull them away from things they’d decided needing to be killed at once). Sure, you can go into their respective AI menus and swap which preset they’re fixed to depending on what you’re fighting or where you’re exploring, but that involves going into the tedious menu system. To facilitate the simultaneous RPG multiplayer, you’ve got an unconventional menu UI where a ring appears around each player. You can press Y for the one of the player you’re controlling or X for one of the AI’s menus, and there is nothing quick or simple about going through these things. It’s not the worst thing in the world, sure, but it’s very quickly a huge pain in the butt to have to constantly change their AI behaviors, so I usually didn’t bother.
This even extends to just changing your own weapon as well. The game has eight different weapons you can use, find upgrades for, and level up in proficiency in, but you NEED to go into your respective ring menus if you want to change which weapon you’re using. This wouldn’t be such a huge annoyance if you didn’t need to switch between the sword, axe, and whip so often to cut down particular barriers or cross certain whip-able gaps. Given that not one but *both* shoulder buttons are completely unused for normal gameplay, it is absolutely beyond me why they didn’t just let you hot-swap between weapons using R and L. If I had to guess, it’s probably down to some programming hurdle that couldn’t be overcome, but no matter what the actual reason is, it doesn’t make switching weapons any less annoying.
The gameplay experience of Secret of Mana isn’t a particularly difficult one most of the time, but good gods is it boring. Mechanic upon mechanic piles up to make an experience that feels as unrewarding as it is frustrating. The only times it feels particularly great is when things have gotten *so* simple that you can just breeze through enemies because you don’t need to deal with the most annoying design decisions at this particular moment.
The aesthetics of the game are decent enough for 1993, but they’re nothing special, and as is also the case with the writing, they certainly bear the scars of something that was in development for so long. Sprites are relatively nice looking, but animations are often very simple for both players and enemies alike. Despite this, the game still gets quite bad slowdown problems, and only 3 enemies can ever be on screen at a time lest the game slow down to an impossible crawl. That can even turn into commands for your AI allies to use spells getting eaten while their AI and the gameplay action catch up from whatever was happening at the inopportune moment you decided to fire. The music is at least pretty good. That’s one area where even a much rougher gameplay experience like this doesn’t let you forget that it’s a SquareSoft game. It’s a nice silver lining to a very dark cloud.
Verdict: Not Recommended. There were times where I was enjoying this game okay, but those times felt more like happy accidents than actual high points of design. The general pieces of the experience of Secret of Mana make for a consistently boring and frustrating gameplay loop that is very hard to recommend to really anyone. Like Shining Force that I played a couple years back, this is one I can kinda see why people may’ve enjoyed it back then, but even still, the problems it has are so great that it’s kinda hard to believe it didn’t have more detractors back then. Even if it was great back in its day, Secret of Mana is a game that has aged like milk in the sun, and it’s one you’re far better off avoiding in favor of one of the better games in its series.
Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat
1. Terranigma (SFC)
2. Eastward (PC)
3. Pulse (PC)
4. Lost Ruins (PC)
5. Turnip Boy Commits Tax Evasion (PC)
6. Dropsy (PC)
7. Call of Juarez Gunslinger (PC)
8. Pokemon Ruby (GBA) *
9. Secret of Mana (SFC)
This is a game I’d heard a lot about as a kid, and I even bought it on the Wii Virtual Console well over a decade ago. I played a bit of it, but found it too awkward and difficult, so I put it down and never ended up returning to it. I’ve tried it once or twice again since then, but it’s never really gelled with me, and I’d grown quite the negative impression of it over the years. Listening to some friends talk about their experience with the Mana series convinced me, though. I’d owned this game long enough, and I was going to sit down and finally finish this thing! Playing on my Super Famicom Mini, it took me around 19 hours to beat the Japanese version game without abusing save states (though sometimes using a walkthrough).
Secret of Mana follows the story of a young boy who, when playing in the forbidden area behind his tiny village, discovers a mysterious sword calling to him. Pulling it from its place in the ground, he finds the world around him suddenly filled with monsters! After fighting his way back to his village, the villagers accuse him of inadvertently starting the end of the world by pulling the blade from its place, and they quickly banish him forever. So starts the journey of our intrepid young hero who soon meets both a young girl and a strange fairy who also come along for the journey.
Secret of Mana’s English story is a further truncated version of an already very cut down story (as this game had quite a hectic development cycle). The original Japanese version that I played does have a bit more character to the dialogue and certain details are a little more fleshed out, but it still bears the scars of the some 40% of the story they allegedly needed to cut to get this final product out the door. There are a few themes or interesting (or even surprisingly heavy) plot beats here and there, such as how the empire ends up falling or how all three of our protagonists are missing parental figures in their lives.
There are some very strange parts here too, such as the “Republic” only having a king as its government, or some NPCs complaining about how the empire used to be so good and peaceful until the war 15 years ago despite an empire, by its very nature, being a political entity founded upon an idea of inherent supremacy above subjugated groups (and there’s very little to suggest that these NPCs are being ironic or speaking from misguided viewpoints). Regardless, by the halfway point, it all just feels like a rush to the finish as nothing is really dwelt on enough to form much of any larger cohesive messaging. The story isn’t bad, per se, but it’s certainly nothing special, and unlike a lot of other SquareSoft games from this time, the story really isn’t a big reason to come to this game.
The gameplay is part turn-based RPG, part 2D top-down Zelda game, and it frankly manages to miss most of the fun aspects of both. The gameplay as a whole is what I found the most difficult aspect of the game to tolerate, and this was quite the slog for most of the game, even after I’d gotten more to grips with the combat past the few several hours. Your melee attacks function via a charge system, and you’ll need to wait several seconds between strikes if you want your attacks to have any power at all. However, just hitting the enemy isn’t enough to land a strike. For both you and the enemy, you have innate hit and dodge percent chances, so it’s actually a dice roll behind the scenes that dictates whether a well aimed and charged melee attack will hit. On top of that, enemies (especially bosses) have very unclear hit boxes, dodge animations, and invincibility frames in between their animations and attacks, so combat is often a very messy rinse and repeat exercise of slowly pummeling an enemy in between periods where they happen to be invincible. It makes for a really unsatisfying combat experience that makes every fight feel like an endless waiting game until you can get lucky enough to kill your opponent, and that’s especially frustrating for the enemies that continuously spawn full-health copies of themselves.
While the boy can only use melee attacks, the girl has defense and support magic, and the fairy has attacking and debuff spells. Sure, magic attacks (both yours and the enemy's) never miss, but it takes so long to cast them and the enemy is invincible during them that most of what they do is just slow the already dull combat down to an awful crawl. Additionally, your own reserves of MP are very limited for a large chunk of the game, so this makes using it to fight normal enemies a very unwise choice, especially with how invaluable magic so often is for fighting the very annoying to hit bosses. Even when you have the MP to actually use spells effectively without worrying about running out of juice, you need to spend time grinding up spells levels to make them actually effective. While your normal attacks and stats increase just by killing enemies, and the level and money curves of the game are pretty reasonable as long as you just kill most things you see, magic only levels up by repeatedly using that specific type of spell a bunch of times. You’ll REALLY want things like your ice and moon spells at max power as much as you can, so that means going to an inn, resting, going to a battle area to spam you spells until you run out of MP, and then doing it all over again until the spells you want are maxed out. It cumulatively takes hours, and there’s just nothing fun about it for how necessary a part of the gameplay loop it is.
Weird design choices like this abound in this game. On the lower end, you have annoyances like how necessary armor is, so should you miss a merchant (or should a merchant be hidden from you in an out of the way location) and you miss the next armor upgrade, you’ll start getting absolutely mulched with just how tough the next area’s enemies are. Then you have your consumable items, which you can only carry four of at a time, so your healing and such are really reliant on your magic because you just don’t have the pockets to carry around large amounts of healing candy. That in and of itself isn’t much of a problem, balancing-wise, and you can always find more items in chests dropped by enemies. These chests, however, THEY are where the problem lies, as they are just so vindictively mean as to be pointless.
Whether you have space for the item inside or not, a chest disappears once you open it. You’re likely going to be conserving your items anyhow, so most chests will have useless stuff you need to throw away anyhow or just useless equipment you out-leveled ages ago. A lot of the time, however, chests are trapped! This can range from a little punch to the face, to health-bar shredding poison effects (particularly nasty in the first half of the game), or even instant death for the character who opened the chest! You only can carry four revive items at a time, remember, and you don’t get the revive spell until almost the very end of the game. This makes opening chests dropped from monsters a proposition so dangerous as to be pointless. Anything not harmful from them is almost certainly useless, and anything harmful from them is SO bad as to be a potential catastrophe. Outside of messing with the player, it is totally beyond me why the trapped chests are in the game at all, and they feel like a very half-baked mechanic.
One of the most annoying mechanics, however, are your AI party members. Your party members don’t *have* to be AI controlled, granted, and if you’ve got some friends, they can hop in and take control of the other characters. You can even press Select and switch between them on the fly if you’d like. However, there are SO many compromises to the rest of the gameplay to accommodate these party members that I frequently found myself wishing that they weren’t there at all, and I simply had one character who had all of these spells and such.
On the level of outright compromises, there’s first the camera. The game needs to accommodate two or three people potentially playing the game at once, so it can’t just focus on one character all the time. As a result, you need to get VERY close to the edge of the screen to actually scroll it, meaning you’re quite vulnerable to enemies just off screen “seeing” you first and working in a cheap shot before you can react to it. This makes the already slow, plodding combat and exploration even more slow as you’re force to very frequently tiptoe forward lest you get ganked by an unlucky enemy placement. On top of all of that, your AI allies have some very mixed pathing abilities. This means you’ll very frequently be swapping control to them or going back and forth as you try to un-stick them from whatever pillar or bush they’ve decided to take the wrong path around.
While I do appreciate how you can adjust their AI on scales of how aggressive you want them to be as well as the distance they should keep from enemies, I found that I was nonetheless babysitting them constantly while I tried to get them close enough to actually aggro on enemies (or pull them away from things they’d decided needing to be killed at once). Sure, you can go into their respective AI menus and swap which preset they’re fixed to depending on what you’re fighting or where you’re exploring, but that involves going into the tedious menu system. To facilitate the simultaneous RPG multiplayer, you’ve got an unconventional menu UI where a ring appears around each player. You can press Y for the one of the player you’re controlling or X for one of the AI’s menus, and there is nothing quick or simple about going through these things. It’s not the worst thing in the world, sure, but it’s very quickly a huge pain in the butt to have to constantly change their AI behaviors, so I usually didn’t bother.
This even extends to just changing your own weapon as well. The game has eight different weapons you can use, find upgrades for, and level up in proficiency in, but you NEED to go into your respective ring menus if you want to change which weapon you’re using. This wouldn’t be such a huge annoyance if you didn’t need to switch between the sword, axe, and whip so often to cut down particular barriers or cross certain whip-able gaps. Given that not one but *both* shoulder buttons are completely unused for normal gameplay, it is absolutely beyond me why they didn’t just let you hot-swap between weapons using R and L. If I had to guess, it’s probably down to some programming hurdle that couldn’t be overcome, but no matter what the actual reason is, it doesn’t make switching weapons any less annoying.
The gameplay experience of Secret of Mana isn’t a particularly difficult one most of the time, but good gods is it boring. Mechanic upon mechanic piles up to make an experience that feels as unrewarding as it is frustrating. The only times it feels particularly great is when things have gotten *so* simple that you can just breeze through enemies because you don’t need to deal with the most annoying design decisions at this particular moment.
The aesthetics of the game are decent enough for 1993, but they’re nothing special, and as is also the case with the writing, they certainly bear the scars of something that was in development for so long. Sprites are relatively nice looking, but animations are often very simple for both players and enemies alike. Despite this, the game still gets quite bad slowdown problems, and only 3 enemies can ever be on screen at a time lest the game slow down to an impossible crawl. That can even turn into commands for your AI allies to use spells getting eaten while their AI and the gameplay action catch up from whatever was happening at the inopportune moment you decided to fire. The music is at least pretty good. That’s one area where even a much rougher gameplay experience like this doesn’t let you forget that it’s a SquareSoft game. It’s a nice silver lining to a very dark cloud.
Verdict: Not Recommended. There were times where I was enjoying this game okay, but those times felt more like happy accidents than actual high points of design. The general pieces of the experience of Secret of Mana make for a consistently boring and frustrating gameplay loop that is very hard to recommend to really anyone. Like Shining Force that I played a couple years back, this is one I can kinda see why people may’ve enjoyed it back then, but even still, the problems it has are so great that it’s kinda hard to believe it didn’t have more detractors back then. Even if it was great back in its day, Secret of Mana is a game that has aged like milk in the sun, and it’s one you’re far better off avoiding in favor of one of the better games in its series.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
- TheSSNintendo
- 128-bit
- Posts: 579
- Joined: Mon Jul 11, 2011 10:27 pm
Re: Games Beaten 2024
Evo Land 2 (Steam)
- elricorico
- 32-bit
- Posts: 225
- Joined: Wed Sep 19, 2012 11:02 pm
Re: Games Beaten 2024
1. Sonic Lost World (WiiU)
2. Kirby and the Forgotten Land (NS)
3. Kinect Adventures (XB360)
Many years back, when the Kinect was a pretty new thing, a friend brought one over with Kinect Adventures and Dance Central. I recall having fun playing with the kids. I've had a Kinect from a bundle for years, but didn't have any games for it until I found Kinect Adventures and Kinect Sports for super cheap a couple of months ago. I grabbed them thinking that I might get the family playing together and have some laughs over the holidays.
Well I didn't manage to convince anyone in the family to play kinect games with me, but in trying I played enough Kinect Adventures to realize it had a bit of a main quest and an actual finishing condition, so I ended up playing through those myself. That part is only a few hours long, though I don't have an exact time.
The Kinect tends to work a little better than I expect it to, reacting to me jumping around and looking silly fairly responsively. I have a decent sized room, thought I probably would have had to move some furniture to play with 2 people at once. There are five basic games that make up Kinect Adventures, and each requires you to use your entire body to play. The physicality of the games ranges from finding the right body position in a 3d space to plug leaks in a glass case underwater, to jumping, ducking, shuffling side to side and reaching for items in an obstacle course. I keep myself in decent shape, and the obstacle course left me sweating quite a bit when I had to play through 3 or 4 courses back to back.
I had fun and got some exercise. I probably would have had even more fun if the kids wouldn't take themselves so seriously and had played along, but I guess you can't have it all.
2. Kirby and the Forgotten Land (NS)
3. Kinect Adventures (XB360)
Many years back, when the Kinect was a pretty new thing, a friend brought one over with Kinect Adventures and Dance Central. I recall having fun playing with the kids. I've had a Kinect from a bundle for years, but didn't have any games for it until I found Kinect Adventures and Kinect Sports for super cheap a couple of months ago. I grabbed them thinking that I might get the family playing together and have some laughs over the holidays.
Well I didn't manage to convince anyone in the family to play kinect games with me, but in trying I played enough Kinect Adventures to realize it had a bit of a main quest and an actual finishing condition, so I ended up playing through those myself. That part is only a few hours long, though I don't have an exact time.
The Kinect tends to work a little better than I expect it to, reacting to me jumping around and looking silly fairly responsively. I have a decent sized room, thought I probably would have had to move some furniture to play with 2 people at once. There are five basic games that make up Kinect Adventures, and each requires you to use your entire body to play. The physicality of the games ranges from finding the right body position in a 3d space to plug leaks in a glass case underwater, to jumping, ducking, shuffling side to side and reaching for items in an obstacle course. I keep myself in decent shape, and the obstacle course left me sweating quite a bit when I had to play through 3 or 4 courses back to back.
I had fun and got some exercise. I probably would have had even more fun if the kids wouldn't take themselves so seriously and had played along, but I guess you can't have it all.