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    Castlevania: Dawn of Sorrow (DS)    by   jp       (Apr 27th, 2026 at 22:04:52)

    I got to that point where I hit a monster/boss that just wasn't that much fun, and then I got a bit lost in terms of where to continue making progress, and the backtracking started to get a bit tiresome...as I explored and searched for different paths. So, time to bail!

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    Legacy of Ys Books I & II (DS)    by   jp       (Apr 27th, 2026 at 22:03:27)

    Can you believe that I capped out on character level? I hit level 24, with plenty of game to go (I checked a guide, though I had reached the last 20% or so) and that's it. No more levels. It was a bit of a disappointment to be honest, and I also started to tire of having to backtrack all over the place to talk to different characters and so on. It was fun, and surprising to me in many ways, it's an action RPG with real-time combat, but no real challenge or interest in the combat - limited items and gear, no significant shopping or upgrading...there's boss fights (which are much harder than the regular game), but there wasn't much there to continue to keep my interest. So, I've decided to bail.

    I did also spend some time on the Wikipedia page and it looks like the game has been re-released a million times across different formats, and rebundled with new content, and stuff touched up and more. I'm kind of surprised because I wasn't all that impressed to be fair. As in, the game was fun and I enjoyed it for a bit, but I'm not entirely sure that it merits THAT much attention in the re-releases? Maybe I'm missing something and this game really resonated strongly with lots of people?

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    Legacy of Ys Books I & II (DS)    by   jp       (Apr 26th, 2026 at 10:06:39)

    I need to look up more info on this. I had assumed it was a bundle of the two first Ys games, but upon starting the first one (Book I), the 3D graphics make it seem like it's a newer game? So I'm really curious what the backstory here is...

    It started out pretty frustrating - because I wandered into a field outside of town and died immediately. I had to start over which was a drag - lots of text to skip past, and died again! Sigh. I eventually figured out how to save your game, which helped. So, I decided to then book it, dodge enemies and made it to a city! Here I bought a sword and some armor...and figured I wouldn't die again immediately but I did! It turns out I hadn't figured out how to equip the items and that solved EVERYTHING.

    I've been playing since, and the game's quite interesting in its camera perspective - it's a very unusual sort of 3D isometric view, but it's not at an angle, but rather it's sort of straight? (like vertical/top to bottom). It's a weird perspective because there's lots that gets occluded (if you walk down towards a wall, the wall blocks you from seeing what's close to it when you come from the top part of the scree). I mean, it makes sense spatially, but it's a weird perspective in a game - you also cannot rotate the camera AFAIK.

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    Pokémon TCG Pocket (iPd)    by   jp       (Apr 26th, 2026 at 09:59:12)

    I'm still "playing" - I stopped going for the competitive ladder mostly because I was playing the same deck all the time, didn't have the cards for a new competitive deck and...well, it's gotten a bit boring.

    That being said, the collecting part is still fun and there's a new set coming out so we'll see how excited I get. I've been opening packs from older sets hoping to finish sets from which I'm still missing a bunch of cards. No real luck so far. Sigh.

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    Mystery Dungeon: Shiren the Wanderer (DS)    by   jp       (Apr 26th, 2026 at 09:51:07)

    I've since played some 15 runs or so, I seem to get farther than ever on every other one or so. There's some cool and interesting things here, but also the randomness of the rogue aspects both works and doesn't. I've decided to stop playing mostly because it's getting a bit tiresome when you have to go over the same things such that it starts to feel like busywork. For example, talking to the guy at the bar in the first area always nets you a rice ball (yay!), but it's a bit of a drag to have to go through all the conversation and such over, and over again.

    Perhaps the feature I've come to appreciate the most is a shack that has different "puzzle" levels for you to solve - you're supposed to do them one at a time (smart design choice, because you get a reward from each) and each time you do one you get reset to level 1 with no items, you also lose any progress you may have made (including items) inside each puzzle. But, you get a reward when you complete them successfully. The puzzle levels are smart because they act as a tutorial of sorts, but because you only really want to do them one at a time, it's a slow burn tutorial that shows you the diversity of items and what they can do. I've done 12 or so...with more than half left to go. Some might require using a certain staff, or require you move around diagonally. Stuff like that. So, I've had to use items I hadn't considered before (I tend to be a cheapskate when it comes to items, use only in emergencies!) and now I know how they work without having to "waste" them while adventuring.

    Once unlocked, companions might appear in later areas - and join your team! I made some progress with a 2nd one (I wonder if you can have more than one?) and I think it's neat how they operate semi-independently. They'll sometimes run off chasing a monster. I haven't quite grasped how their health works because they'll sometimes disappear (dead?) and I lose them for the rest of the adventure which is a bit of a shame.

    In all, it's been fun to explore and playthrough. Runs are longer than I'd like and how that I unlocked the special jar that lets you combine items...I REALLY get the feeling that the game wants you to meta-strategize to cheese. In other words, play lots of runs to boost items to then combine them, and do this over and over again until you feel confident you can go. Which is interesting, and risky.

    Finally, at this point I'm also missing out on a neat feature wherein other players can "rescue" you if/when you die. But it's a connectivity thing - other people need to play and you can help each other out that way. At this point, since the game is way old, it's like there's zero change of that working for me... which makes me a bit sad, right? I mean, playing this with some friends would be really neat in that context.

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    1 : jp's Legacy of Ys Books I & II (DS)
    2 : dkirschner's Turnip Boy Robs a Bank (PC)
    3 : jp's Mystery Dungeon: Shiren the Wanderer (DS)
    4 : dkirschner's Final Fantasy 7 Rebirth (PS5)
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    Random

    Grand Theft Auto - San Andreas (PS2)    by   whirl

    No comment, yet.
    most recent entry:   Wednesday 21 January, 2009
    I played a couple more missions. One that I decided to ethically analyze was "Burning Desire". The C.R.A.S.H. team are waiting at the donut shop in Vinewood. Officer Tenpenny calls Carl over, and offers him a seat. CJ says he couldn't visit earlier because he was busy. Officer Pulaski thinks CJ is screwing with them, and Tenpenny makes it perfectly clear that they own him. He then goes onto explain that there's a gang-banging cop-killing thug like yourself holed up across town. Pulaski hands you the address. Your job is to make sure that he doesn't leave the neighbourhood alive. Tenpenny has hidden some molotovs in an alleyway in Downtown Los Santos you pick them up. You can use the cop car parked in front of the donut shop to get there. Once you have collected the molotovs, you go to the Vagos gang house and torch it. You kill the gang members standing in front of the house. Throw molotovs into the downstairs windows. More Vagos attack as you torch the house.

    You soon discover that a girl is trapped inside, and she is choking because of the dense smoke. You go inside the Vagos Gang House and save the girl before her health bar runs out. Go into the kitchen and collect the fire extinguisher. Then go up the stairs and use the fire extinguisher to put out the flames separating you and the girl. The girl follows you wherever you go. The roof collapses, and the house is beginning to fall in. You extinguish any flames blocking the exits, and ensure that the girl gets out safely.

    From the last entry I came to the conclusion that murder is wrong in all ethical views, so when he kills the gang members it is immoral. When Carl torches the house it is also unethical. Through utilitarianism, the satisfaction of the corrupt police officers does not out weigh the negative consequences of burning someone's property. Through Kantianism you can universalize the rule that destroying someones property is immoral. Through social contract society deems it wrong to commit arson. But what was interesting about this mission is that Carl does a rare moral deed. He saves a girl from being burned. Utilitarianism would say that saving the girls life would increase the happiness of the world. Through Kantianism, you can universalize the rule that it is moral to save someone when possoble. Through social contract there is nothing that society would say is wrong about saving someone's life.

    This game has many forms of violence, racism, and rewards for committing crimes. It is unfortunate that Carl was thrown into this life but that still does not make his actions moral. Even still I was surprised to see he actually did one moral deed. Almost all the actions are immoral in the game but that does not mean it is a bad game. Apart from being very fun, the game shows you elements of society that are true, even though it might be a little over exaggerated. We can all learn by playing Grand Theft Auto that society does has its problems People realize that it is immoral but it is just a game.

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