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marurun
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Re: Games Beaten 2019

by marurun Thu Jun 06, 2019 10:21 pm

Wow, bone! Amazing write-up for a game I apparently need to give a second look.
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prfsnl_gmr
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Re: Games Beaten 2019

by prfsnl_gmr Thu Jun 06, 2019 10:49 pm

marurun wrote:Wow, bone! Amazing write-up for a game I apparently need to give a second look.


Agree 100%. Awesome review, Bone. I’m really intrigued by that series now.

.....

First 25
1. The Legend of Zelda: Four Swords Anniversary (NDS)
2. Reigns (iOS)
3. Castlevania: The Adventure (GB)
4. Castlevania II: Belmont’s Revenge (GB)
5. Castlevania Legends (GB)
6. Yankai’s Triangle (iOS)
7. Mega Man III (GB)
8. Mega Man IV (GB)
9. Mega Man V (GB)
10. Sin & Punishment (N64)
11. Love You to Bits (iOS)
12. Mega Man Powered Up - Old Style (PSP)
13. Mega Man Powered Up - New Style (PSP)
14. Mario vs. Donkey Kong (GBA)
15. Mario vs. Donkey Kong 2: March of the Minis (NDS)
16. Mario vs. Donkey Kong: Minis March Again! (NDS)
17. Detective Pikachu (3DS)
18. Super Fantasy Zone (Genesis)
19. Fantasy Zone Gear (GG)
20. Fantasy Zone - The Maze (SMS)
21. Fantasy Zone (Famicom)
22. Fantasy Zone (NES)
23. Kung Fu Master (2600)
24. Kid Dracula (Famicom)
25. Kid Dracula (GB)

26. Fantasy Zone (TG16)
27. Double Dragon V (SNES)
28. Fantasy Zone II (Famicom)
29. Street Fighter: The Movie (PS1)
30. Fire Fly (2600)
31. Pac Man (2600)
32. Extreme Sports with the Berenstain Bears (GBC)
33. Fantasy Zone (PS2)
34. Space Fantasy Zone (TG16)
35. Arnold Palmer Tournament Golf Fantasy Zone (Genesis)
36. Mega Man (GG)
37. Konami Pixel Puzzle (iOS)
38. Qix (Arcade/NES)
39. Congo Bongo (Arcade)
40. Phantasy Star Gaiden (GG)


Congo Bongo is a pretty fun, isometric hybrid of Donkey Kong and Pitfall. Developed by Sega, it still looks really good for a game released in 1982, and it’s not too difficult to learn its mechanics, obtain a high score, and loop it. Highly recommended.

Phantasy Star Gaiden is an abysmal DQ clone for the Game Gear in which Alis Lansdale’s clone daughter grinds levels for eight hours or so. It’s really nice someone translated this game so I can experience all of the classic Phantasy Star series, but unless you’re an obsessed completionists, like me, it’s best to avoid this side story. I wrote more about it, and it’s many deep flaws , in the TR thread.
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BoneSnapDeez
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Re: Games Beaten 2019

by BoneSnapDeez Fri Jun 07, 2019 1:52 pm

prfsnl_gmr wrote:
marurun wrote:Wow, bone! Amazing write-up for a game I apparently need to give a second look.


Agree 100%. Awesome review, Bone. I’m really intrigued by that series now.


Thanks dudes.

Kind of weird how Xak III is rarely talked about. ARPGs are pretty popular among RPG/emulation/translation nerds and yet the fan translation of this one has been out since 2004 and I don't hear much of anything. I could only find a single English language review (on a Brazilian website, no less). (Though now the top Google hit for "Xak III review" is my post... just on GameFAQs :lol: :lol: ).

Could be a combination of this one being on the PCE (more daunting to emulate than Super Famicom) and having no available online walkthroughs or guides (though, as mentioned, the game is just as linear as Exile).

In any event, as I said, I think most fans of classics ARPGs would really dig it.

(On a closing note, I know it's so insufferably cliché to talk about how quickly time passes, but it's surreal to think that the fan translation of a game like Xak III was released closer to the game's original physical release date than to the present day. Damn).
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Re: Games Beaten 2019

by dsheinem Fri Jun 07, 2019 2:49 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
Momonga Pinball Adventure - Switch
Psycho Soldier - Arcade/Vita
Super Mutant Alien Assault - Vita
Burly Men at Sea - Vita
Sigil - PC *new*

Total: 20


Previously: 2018 2017 2016 2015 2014 2013 2012 2011 2010

Sigil is a great addition to the original Doom, and arguably some of Romero's best level design for the series. Highly recommended for anyone with any love of the original. Don't let the talk of Sigil's difficulty put you off - it wasn't inordinately harder than the main Doom game, and arguably most levels were more rewarding than some of the original's more ho-hum designs. If you have ever enjoyed Doom, you should enjoy this!

EDIT: If anyone needs help getting it up and running (e.g. "How to Play Doom WAD files for Dummies") let me know and I will walk you through it. It takes 2 minutes and is easy.
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Re: Games Beaten 2019

by pook99 Sat Jun 08, 2019 9:17 am

76. Mega Man 5 (nes)

In most discussions of classic Mega Man 4, 5, 6 are considered to be the turning point for the series. The large opinion out there seems to be that 4 is not as good as the first 3 and the series took a decline after that until finally returning to glory with 9. This is not an opinion that I can relate to at all and 5 is probably my favorite nes MM right under 2.

This opinion is not influenced at all by nostalgia, I did not own 5 as a kid, and never really played it until I was an adult, but I instantly fell in love with it and after multiple replays my opinion of this game stands.

What makes MM 5 stand out to me is the level design. The gimmicks in this game are varied and fun, and every level does something different that makes it stand out from the other games. Gravity mans stage really stands out to me as one of my favorite stages, but there are all sorts of cool set pieces in this game like the spiked elevator in gyro mans stage, the jet ski in wave mans stage, the falling block stage in protomans castle just to name a few. Each level in this game does something different and there was not a single stage that is not a blast to play.

The bosses in this game are all fun to fight as well, each one has clearly defined patterns, and they feel less random than they do in some of the older games. I mean I have been playing the MM games for 30 years and still don't think that the quick man clone in MM 3 has any discernable order to his attacks other than just random jumping and throwing boomerangs all over the place.

There are some common criticisms levied against it, some is legit, some I disagree with. There are definitely people out there who hate the charge shot and slide and I am just not in that camp at all. I think both mechanics are wonderful and even though I love 2 and 9, I think their addition to the MM series is most definitely a positive thing. The other issue people seem to have with this game is that the weapons are more or less useless, I get this and agree with it. MM 5 is a game that you can clear using just the mega buster (mostly) so I do understand those who complain about the useless weapons as the varied weapons system is the stand out feature of the series.

The final thing people seem to complain about is that this game is a little on the easier side. It seems to me that every 3rd enemy you kill drops a 1-up that, combined with the charge shot, means this game is not as hard as most games in the series. I think there is something to that, but it does not detract from my fun of the game. At this point in my life I have played these games so many times that all of them are easy for me(yes even MM 1) so I enjoy the game for what it is, and that is a well made MM game with solid mechanics and really fun level design.

In the hierarchy of MM games MM 5 is near the top in my opinion and if I had to rate the series it would be

mm 2 = mm 9 = mm 11 > 5 > 3 > 4 > 1 > 6 > 8 = 7 > 10 with 10 being the only game in the series I do not enjoy at all.
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Re: Games Beaten 2019

by MrPopo Sat Jun 08, 2019 10:58 am

There are definitely people out there who hate the charge shot and slide and I am just not in that camp at all. I think both mechanics are wonderful and even though I love 2 and 9, I think their addition to the MM series is most definitely a positive thing. The other issue people seem to have with this game is that the weapons are more or less useless

I think this is a case of the latter leading to the former, especially in MM5. When the buster ends up being the fastest weapon to kill several of the bosses you know something is off with the balance. The concept of the charge buster is not a bad one; I think it's more NES limitations causing a lack of utility in the other weapons that makes it stand out. By contrast, in Mega Man X your weapons all have a variety of utility uses that encourage you to swap back and forth, and boss health is calibrated so that you can kill a boss with the buster (as you need to on the first one or if you run out) but it is always more efficient to use the weakness due to some combination of damage, ease of hitting, and attack pattern interruption (though they mess it up a bit in X3 when the iframes are so long it's faster to use buster again, even if it takes more shots).
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Re: Games Beaten 2019

by MrPopo Sat Jun 08, 2019 6:54 pm

1. Octopath Traveler - Switch
2. Dusk - PC
3. Forsaken Remastered - PC
4. Tales of Eternia - PS1
5. Resident Evil 2 (2019) - PC
6. Pokémon Trading Card Game - GBC
7. Metro Exodus - PC
8. Thronebreaker: The Witcher Tales - PC
9. Project Warlock - PC
10. Magic: The Gathering - PC
11. Ghost 1.0 - PC
12. Call of Duty 2 - PC
13. Sekiro: Shadows Die Twice - PS4
14. Revelations: The Demon Slayer - GBC
15. Mechstermination Force - Switch
16. Shadow Warrior Classic Redux - PC
17. Lost Sphear - Switch
18. Warcraft II: Beyond the Dark Portal - PC
19. Dragon Quest III - NES
20. Rage 2 - PC
21. Blood - PC
22. Harvest Moon 64 - N64
23. Battlefield V - PC
24. Sigil - PC
25. Shining Force III: Scenario 2 - Saturn

Shining Force III was created as a three part game, but we only got the first part in the US. And considering the massive cliffhanger that part 1 (and part 2, for that matter) end on that ended up being a real bummer. It's also a bummer that the III trilogy was the last Shining Force game we'd ever get (not counting the GBA remake of SF1); future Shining games went the action RPG route. Which is a real shame, because the Shining Force games end up being fairly unique in the SRPG space; pretty much everything else goes with either the Fire Emblem model or the FFT model.

Now, the three parts of Shining Force III were clearly written all at the same time. Parts 1 and 2 cover the same time frame, with 2 starting slightly after 1 (minus the initial battle) and ending slightly after 1. Then 3 starts most of the way through 2 and then carries the story to its conclusion. This allowed Sega to do two things. The first was to release three games with less than six months between each successive release, guaranteeing them some good income as people bought each title, without necessarily having to spend as much as you would on three unique titles. The second was to add some polish to the subsequent entries. This was pretty apparently in Scenario 2 once I got past the initial area that was shared with Scenario 1; now I was seeing more visual effects (fog, night time, more types of architecture) and improvements to many of the animations, as well as a proper victory pose and fanfare on level up. I'm quite curious to see if things improve further in Scenario 3.

The basic recap of the Shining Force III story is that there is an Empire, and then a bunch of its territories revolted and formed a Republic. The series opens up at a peace conference at a neutral trade city. However, said conference is disrupted by some sinister masked monks who engineer the abduction of the Emperor and pin it on the King of the Republic. Scenario 1 follows Synbios, son of one of the founders of the Republic, as he escorts the King back to the Republic capital. Along the way you start to see threads of a plot engineered by the masked monks to bring about the resurrection of their ancient lord Bulzome. The game ends at the capital, with Synbios having fought off the incursion of some Imperials allied with the Bulzome monks, but then Prince Medion shows up to finish the invasion.

Now, Prince Medion is the third son of the Emperor and the protagonist of Scenario 2. While in Scenario 1 he kept showing up at opportune times to help out Synbios, the fact he shows up to invade at the end of Scenario 1 leaves the player wondering how this happened. And so you restart with Scenario 2. Here the focus is on trying to find the abducted Emperor, which quickly turns into following around the Bulzome monks, as they are clearly involved in some fashion. The Emperor is eventually found, and in the process you uncover the fact that the Bulzome monks are working with members of both countries to play them against each other. But the Emperor, ever the schemer, takes advantage of the plots to achieve his own personal goal of recapturing the Republican territories, and he blackmails Prince Medion into turning against his own ideals (compassion) by holding Medion's mother hostage. So we end at the same spot Scenario 1 ended; the impending fight between these two noble armies. And there are some initial blows before a messenger stops the fight; something has happened related to the hostage situation, but the game ends before we hear details. All we know is it is related to the third protagonist, who has spent time in each army before moving on. And so now we'll roll back again to see what Julian (the third protagonist) was up to and how he interferes with this plot.

Shining Force III builds on the systems of Shining Force II by incorporating some ideas from Fire Emblem, as well as adding in some dimensionality to the battle maps by virtue of being in 3D. This is most apparent in internal maps; different terrain will be at different height levels that will impede progress. You can go down more levels than you can go up, for example, and properly accounting for this is important. The stuff it takes from Fire Emblem is the support system, weapon levels, and the weapon triangle. However, these don't end up being implemented the greatest. The support levels are gained by attacking the same enemy as someone else or healing someone else, and ranking these up will confer benefits. However, these benefits are only realized when you stand adjacent to your partner, and since most units are melee this means you frequently won't be able to enjoy them. Additionally, if a character dies you lose a friendship level. Considering Shining Force has always encouraged you to sacrifice a unit now and them for the greater battle this works at odds with the game systems and just isn't impactful enough. The weapon triangle is in a similar situation; unlike Fire Emblem where it provides hit and evasion as its primary purpose, here all it does is give you a damage boost if you have the advantage. This is due to Shining Force having dodging and counter attacks being a rare event. This makes the system more of a "oh, that's nice", rather than something you'll ever take time to take advantage of. The weapon level system is another one that works against the traditional Shining Force gameplay loop. Each character can gain levels with their equippable weapon classes. This provides two benefits; the first is you can trigger a special ability that is more powerful than a critical hit and might confer a status effect on the enemy, with additional ones unlocked as you gain more weapon levels. The second is you get a damage (and magic power) boost while using a weapon of that type based on your weapon level. While getting a damage boost is nice, this has the side effect of also making you unable to equip anything outside a single weapon class if you want to do damage, as the damage boost is enough to make an old weapon of a type you are proficient with stronger than a new weapon you aren't proficient with. The end result is that you end up upgrading an individual character's weapons very infrequently. Considering previous games included the shopping loop to buff the team every so often, having it now turn into "ok, I'm at new town, let me upgrade the ONE character who has a new weapon that they are proficient with" which is a feel bad. This also ends up further devaluing the ranged options the melee characters have (spear, knife, tomahawk), as not only are they about 5-10 damage points weaker (which is a lot when the end game weapons are 25 damage), but if you don't have them trained they are another 10-15 damage points weaker than your primary melee weapon.

Those minor quibbles aside, it's a fantastic Shining Force experience. Each game is as long as Shining Force 1, so you're getting a ton of gameplay. And there's a nice series of connecting points between the games; save a character in one scenario and you can recruit them in a second scenario, or take an item in the first scenario and it's not available in the second scenario. There aren't enough of them to make you feel like you've screwed over a future playthrough if you don't do a "perfect" initial run, but it is nice to see the developer foresight. And the intent behind the new systems isn't bad, it just could have used another iteration. Had we ever gotten a Shining Force IV I would have expected it to refine those systems to something more fluid.
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Re: Games Beaten 2019

by ElkinFencer10 Sat Jun 08, 2019 10:12 pm

Games Beaten in 2019 So Far - 33
* denotes a replay

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


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


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


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


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


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


33. The Walking Dead: Survival Instinct - Wii U - June 8

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I'm a sucker for Wii U. I'm a sucker for zombie games. With those things in mind, a zombie game on Wii U should be everything I want in a game, right? Yeah...that might be the case normally but not this time. I knew going into it that The Walking Dead: Survival Instinct had been pretty much universally panned as an unmitigated disaster of a game, but with my love of terrible games, I figured I could find something to like about it, and to some extent, I did, but it was a challenge to find any redeeming traits here. Like the zombies in the game, flaws pop up out of nowhere and without an end.

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The first thing that players will notice is the graphics. This game looks like a hot mess. Aside from a couple of visual flourishes - and I mean "a couple" literally - this game looks like it would be right at home on the Wii or Xbox. Even those flourishes I mentioned give away the craptastic visual quality. When you're holding the crossbow but not aiming, you can see a reflection of the environment in the scope's glass lens, but you'll notice that the reflection doesn't move at all; it's just a static image that looks vaguely similar to that stage's environment. Yeah, it's a nicer touch than just a blank black lens, but it's an obvious crap job. As far as the zombies go, there are something like a dozen character models that are just used over and over again. I once killed a knifed a zombie that was eating an identical dead zombie right beside a third identical zombie. Obviously, it would have been impractical to make hundreds of unique zombies for a low budget game, but at least design an algorithm that doesn't do that crap.

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The story is...okay. It's a prequel to the AMC series that focuses on everyone's favorite character who wasn't named Glenn (RIP), Daryl Dixon. The game has you play as Daryl as he goes looking for his white trash brother, Merle, in the early days of the infection before the first episode of the show picks up (but, as far as I can tell, after the later developed Fear the Walking Dead series takes place). There isn't anything especially bad about the story although the voice acting sucks except for Norman Reedus and Michael Rooker, but the story is just boring. It feels like it was the last thing they decided on. "Okay, we've got this game about zombies and shit. Who's got a story we can haphazardly put over it?"

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The game's biggest downfall is just its controls and performance. There really is a good game here, but it's buried so deep under shitty performance, clunky controls, and annoying bugs that it's nearly impossible to find. The game targets 30 fps, but it usually runs somewhere in the 20s and, at times, dips to something like 10 fps. Considering that the Wii U was the most powerful of the three consoles that saw releases (I'm excluding PC, naturally, as it's not a console), this is egregious. With the game looking as sub-par as it does, it's inexcusable that it runs like shit, too. The controls also just feel unnecessarily cumbersome. Your inventory management is done with the gamepad's touchscreen, a feature utilization that I actually think deserves praise, but the game seems to have a hard time deciding if you REALLY wanted to switch to that item or weapon. If you just lightly tap it, it seems to consider that "incidental" and doesn't change your weapons. Normally, this is fine - just tap the screen again a little hard and a little longer - but if you're trying to change weapons while being cornered by a horde of zombies, that second or two could get you killed. The crossbow - ironically not acquired until more than halfway through the game despite being Daryl's whole thing - was my biggest point of frustration. Sometimes the arrows go exactly where they should. Sometimes the arrows hit a zombie's head despite clearly missing the zombie entirely. Sometimes you can watch an arrow go straight into a zombie's head but register as a shoulder hit. You're supposed to be able to retrieve arrows regardless of whether you hit or miss, but a lot of these arrows just seem to vanish into the ether. Even if you can see the object model of the arrow sticking out of a tree or a wall, it will occasionally not let you pick it up even if it's got a red outline to denote that it's an item that can be picked up. All around, it's clear that QA was not on the priority list before rushing this game to market.

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The Walking Dead: Survival Instinct is an affront to fans of The Walking Dead, an affront to fans of the Wii U, and an affront to fans of zombie games in general. It's a shame, too, because the foundations of a really fun game are here. It stars a fan-favorite character, the survival and risk-vs-reward aspects could be a lot of fun, and the survivor companion management during missions is neat, but it's a "death by a thousand cuts" sort of situation here; there are just SO MANY problems with the game, that what few redeeming aspects it has just aren't worth the hassle. Unless you're going for a full set of games like I did for Wii U (or if you're going for it on Xbox 360 or PlayStation 3), there's absolutely no reason to own this game. It's entertaining enough for a while as a "Haha, look how shitty this game is" party gag, but as an actual game, it's utter garbage.
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Re: Games Beaten 2019

by pierrot Sat Jun 08, 2019 10:48 pm

MrPopo wrote:This is most apparent in internal maps; different terrain will be at different height levels that will impede progress. You can go down more levels than you can go up, for example, and properly accounting for this is important.

Oh, interesting. This actually sounds a bit like Terra Phantastica. Seems like Camelot might have gotten some ideas from Chime. Terra Phantastica also has a bunch of other novel stuff it does, and is probably my favorite SRPG because of it.

I always kind of felt like Shining Force 1 and 2 were a but too stripped down. I guess not having to worry much about a bunch of different variables is probably comforting for a lot of gamers, but even if they aren't necessarily implemented all that well, the additional systems in SFIII sound like they could potentially help my enjoyment. The nice thing is I might find out how you feel about the entirety of Shining Force III by tomorrow, or Monday.
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Re: Games Beaten 2019

by MrPopo Sun Jun 09, 2019 1:05 am

Each scenario has taken me between 30 and 35 hours, and I know Scenario 3 has more battles in it (as part of the finale). So I probably won't finish the game until late in the week given the other draws on my time.
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