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    Mewgenics (PC)    by   jp       (Nov 3rd, 2026 at 17:19:24)

    After a bunch of good/easy runs I got into a streak of bad runs...all the cats dying and that sort of thing. Which makes me wonder if this wasn't designed - as in, I got an easy run in the beginning before the (invisible) training wheels came off?

    The longer I played though, the more grating the crass humor became. To a point that I'm happier just playing something else now, which is a bit of a shame because there's interesting stuff here and I was enjoying discovering new combos and interactions and such. But, it also feels like the game is a bit grindy in ways I'm not too excited for...I need to "dump" a lot of cats to get more upgrades so, is it really worth it? It doesn't seem like it, so I'm putting this back on the metaphorical shelf...

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    Read Only Memories: Neurodiver (NSW)    by   jp       (Nov 3rd, 2026 at 17:16:11)

    Finished this last night and it was... well, less interesting than I had hoped? The interesting parts of the story sort of got lost along the way, and the interesting things about this cyberpunk universe (one on which psychic abilities and gene-manipulation such that people can acquire certain animal traits exist!) were also downplayed to focus on a story that's loosely about memories/reality and...sort of a ghost(?) (as in Ghost in the Shell, not as in scary ghost stories).

    Also, the "puzzly" moments - picking which pictures from your inventory to drag into slots on a fuzzy picture that needs solving were...mostly nonsensical to me - as in, I never felt really confident as to why I had to pick certain things and not others. The logic behind the correct solutions was unclear at best...which was annoying. I even looked up a video playthrough for one part - and the person who did the video ran into the same problem with the puzzle I was stymied by. And they did what I did - scoured the other places for something they may have missed before going back and trying combinations until one worked.

    At least I did confirm that the order of selection did not matter. A relief that made the trial and error a lot easier to manage. Thankfully.

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    Monster Hunter World (PS4)    by   jp       (Oct 30th, 2026 at 13:18:58)

    I'm really digging this so far. It's a lot more involved than I imagined, but also seems a little bit familiar...from playing the mobile f2p game of all things.

    I'm only a few missions in, just getting started, but I've been having fun exploring and learning about all the things the game has. Which is a lot! Crafting and cooking and inventory and stuff management. And lots of different weapon types, I've only tried two...but it's also been weird...


    1. I started out with a full plate armor set equipped - I think this might have been a promo of some sort? But, it's super good - like, way above level...so I don' really take damage when fighting monsters so I feel like I'm cheesing it. But, this wasn't my choice - I just started like that.

    2. From reading reviews over the years and stuff others had said, I sort of had the idea that the spaces in this game were huge, and it took time to track down and hunt a monster...and that it was all really involved.. but so far I feel like the spaces are really small. And tight. I've fought the "big" monsters 3 times - and they're not that big nor that remote...which feels strange. Perhaps I'm just getting the easy-peasy low level "big" monsters that sort of slum it in the starter areas? It's happened to me twice that I'm "tracking" a monster and then it's just there...wandering around and I tart to attack it. It's neat how their animations when they're wounded, and then try to run away...felt bad too.They make different noises (more "I'm dying and in pain" than "amgry roar be scared".

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    Read Only Memories: Neurodiver (NSW)    by   jp       (Oct 30th, 2026 at 13:11:04)

    It feels weird to say that I almost bailed on a visual novel because I couldn't solve a puzzle. But it's true!

    I don't actually know what happened, but this was a scene where you have to place items from your inventory...and I had three items, did it, got it wrong, tried all the combinations and it still didn't work. Then I spent 20 minutes scouring the environments in case I had missed something, did not find anything new and was about to go "ugh, I'm done". Went back, tried again, and now it worked. What?

    I think I might have misunderstood how the interface worked or was supposed to work? Maybe I did it differently the 2nd time? I don't know. We'll see what happens the next time I get to a "puzzle" (I mean, they're not really puzzles, but hey...)

    So far I'm intrigued, but I've only played what I assume is the prologue - so, we'll see how much longer I can maintain interest. The problem I sometimes have with games like this where you have to do lots of reading is that, if I'm playing at night in bed, I'll just get sleepy five minutes in. So, it's really hard to make progress.

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    Fallout 4 (PS4)    by   jp       (Oct 26th, 2026 at 15:08:51)

    Made it to level 9, did a few more quests and...yeah, I think I'm tired now. Strangely, it feels like there isn't much/enough story for me to continue to want to play, and I got a bit tired of always being under-health? Well, that got a bit better because I "discovered" (figured out) the cooking part of the game - I was finally able to put all these animal/critter parts and learned that lots of the stuff you cook then gets rid of the rads (all the food items I had healed, but also added rads - and I didn't have a way to mitigate that, so it seemed like a negative downward spiral). The no-rads healing food was really a game changer in that way, so that was a big improvement.

    Oh, every now and then there's a weird storm - and it was a super cool experience - it sounds and looks incredible and I was genuinely worried...rads going up, lightning noises and stuff. Great ambience!

    Maybe I should have gotten to the city I was supposed to visit for the story...but Ilooked at the shelf of over games to play and though..meh.

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    Guitar Hero III: Legentds of Rock (Wii)    by   b2@dpu

    Great way to spend a night with a case of beer and some friends
    most recent entry:   Thursday 24 April, 2008
    Who hasn’t at some point dream of become a rock star? To rock out? To sellout a stadium shows? To be loved by thousand of fans? To tour the country in a tour bus? To be adored by the groupies? However, for most of us this is just that a dream. We don’t have the time to spend hours practicing. We might not even be talented enough to play a musical instrument or sing. Finally, most of us don’t even want to devote are lives to playing music. So for those of us that will never rock out to a sold out crowd or even be in a garage band there is Guitar Hero III: Legends of Rock. Guitar Hero III: Legends of Rock is a simulation video game of the musical genre that allows the player feel what it is like to be a rock star by having them be the guitar player in a rock band. This goal of the game is to complete all the songs and finish the level of game play that you are attempting (easy, medium, hard, and expert). Guitar Hero III: Legends of Rock successfully creates a fun and challenging simulation based game that anyone can play by using the descriptive method of play and the evaluative method play.

    Guitar Hero III: Legends of Rock uses the descriptive method of play to create a fun and challenging game by having one basic action of the game, playing the guitar. This is accomplished by having the neck of a guitar shown vertically on the screen which the notes flow down. When the note hits the bottom of the guitar the player must hit the correct button or combination of buttons and strum the strum bar on there guitar shaped control in rhythm with the music. When a note is play correctly the player then receives points and the rock meter which measures ones level of rock rises. However, if the note is missed or played outside of the expectable time limit the player is not reward points and the rock meter falls. If the rock meter drops to zero the song stops and the player is booed of the stage. However, if the rock meter does not drop to zero and the player is able to finish the song the song is marked and completed and the player can move on to playing the next song. Once a majority group of songs is played the player affectively levels ups and can thus play the next level. The descriptive play thus allows the player to experience the general job of a guitar player, which is playing the correct notes (at least playing enough correct notes not to get booed of stage).

    Guitar Hero III: Legends of Rock also uses the evaluative method of play in order to simulate the jobs of the guitar player that are not as simple as just playing the guitar… getting the crowd amped up. Guitar Hero III: Legends of Rock accomplishes this by having groups of starred notes that increase ones star power meter when all of the notes in the group are played correctly. When ones star power meter is full, one can tilt the guitar controller to activate star power. By activating Star power one receives double the points for each note hit correctly and a jump in their rock meter. This is a evaluative method of game play because one can strategically chose when to activate their star power. For example on could use is to get the most points by activating it when they are getting extra points from hitting a number of notes correctly in a row, or when they are at a difficult point in the song and their rock meter is in need of some serious help. This aspect of the game is also used in when battling the bosses of the game, which include Slash the guitarist from Guns and Roses and Lou the Devil, as a way of messing them up instead of directly helping you. However, in these battles your opponent can also use these attacks on you. Therefore, the star power and battle power gives the game a evaluative level of play that simulates the ups and downs that guitarist face other than just merely playing the guitar.
    In conclusion, Guitar Hero III: Legends of Rock through the use of both descriptive and evaluative game play is a thoroughly enjoyable game that effectively simulates aspects of being a guitar playing rock star while not requiring the in-depth knowledge, time, and skill required to actually be a guitarist. Another aspect of the game that creates another real challenge of being a “guitar hero” is the cartoony background because it creates a distraction much like the crowd and other activities at a concert would be distracting. In my hours and hours of playing this game I have found it to be very enjoyable even though I have not been able to bet the medium level of game play and now that it is in no way really increasing my ability to play the guitar. However, I have heard that there is a company that is attempting to create a similar game that will actually teach the player to play an actual guitar. As for me I’ll just stick to guitar hero and the RED, GREEN, RED, BLUE, YELLOW….

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