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Jan 27th, 2025 at 12:32:02 - Everybody's Gone to the Rapture (PC) |
Well, that didn't take as long as I thought. 3 hours. HowLongToBeat says more like 4.5-6, so I was planning on this taking the whole week. I liked it overall, but it was slow. The walking speed, as I imagine nearly everyone who played it would agree, could be faster. There is also a weird effect, which I am assuming is just my computer, where the character would speed up and slow down. Like the walking speed would slingshot between faster and slower. I also noticed that effect with water in streams. Water in part of the stream would appear to be moving very fast, while water just a few feet downstream would appear to be moving at a normal speed. It was like the game would fast-forward at times. Very strange! Maybe that's why it only took me 3 hours, haha.
So, this is a narrative-heavy exploration game. A "walking simulator," if you will. The setting in the English countryside is beautiful, and whoever did the sound design and music deserves awards. My favorite part was the music, which was making me feel emotions, especially when it swelled to an orchestral or hymnal sounding piece. The lighting effects were cool too, and played with the music to create some nice moments. The story is a little difficult to piece together since it requires you to explore the map and find these "remnants" of events and these glowing lights that trigger scenes between characters, who are all either raptured or dead. If you miss finding these scenes--and I think they are mostly skippable--then you won't understand who characters are, what their relationships are, and what exactly is going on. Although there is a mystery unfolding regarding the light and the raptured people, the game really reminded me of Eternal Threads because it's a "slice of life" of the characters. You'll play through the stories of six or so characters, delving deeper into their lives and what they were doing before the rapture. The whole game takes place in like an hour of in-game time. I did inadvertently miss the ending of one of the characters' stories, so...woops, I have no idea what happened to him.
Since you have to explore a fairly open map, it's good that you get a guide. There is a floating light orb that you follow around. It guides you from scene to scene, although it can be a little difficult to figure out where exactly it wants you to go, and you can lose the orb. When I didn't finish that one character's story, it's because I lost the orb. I saw a windmill in the distance, and knew I was trying to get there, so I just cut across the landscape toward it, thereby missing everything along the main path to it. It's neat that it lets you roam though. Another time, I lost the orb, and I found myself backtracking and going in circles. I had no idea where I was supposed to go, so I found a tall hill nearby, climbed it and looked out to see if I could spot the orb anywhere. After a minute, I noticed a flash of light through some trees, then saw it again. Spotted! I went straight down the hill through the woods and reconnected with the orb.
It's important to have that orb guide. Although the English countryside is beautiful, there is a tension between its allure and your walking speed. I wanted to poke around in houses, see what was down side paths, and explore more, but the character moves soooo slowly that I also didn't want to explore. Like, "I want to see what's in that house over there, but it will take five minutes to walk there and back. Eh, I'll just follow the orb to the next main thing." And so on and so forth until the end...which was...fine.
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Jan 25th, 2025 at 17:50:50 - Astro's Playroom (PS5) |
I didn't realize this was even a game, but apparently it is and it comes free with the PS5! I thought it was like Dreams, which was the free software with the PS4, and which was basically a content creator application for minigames. Astro's Playroom is a little Mario-esque platforming game / experience / tech demo / celebration of PlayStation. It was cute, short, enjoyable, and OH MY GOD THE PS5 CONTROLLER IS INCREDIBLE.
Seriously, what's up with the PS5 controller? What magic conjured it? This thing is so freaking cool. The new Xbox controller has haptic feedback, but nothing like the DualSense, and it doesn't have the adaptive triggers. I first noticed those in Returnal, which uses a half-press for one firing mode and a full press for an alt firing mode. Ratchet & Clank uses the adaptive triggers throughout. Astro's Playroom really showcases the range of vibrations for different environmental elements and actions. For example, walking on different surfaces produces different vibration intensities, patterns, and sounds. Like, you could close your eyes and guess that you were walking on glass or sand or whatever. It is SO impressive.
The controller sound is also well done. I completely disliked the PS4 controller audio and turned it off in every game that used it. The sound was tinny. But the PS5 controller audio is much improved, and I have noticed it most so far in Spider-Man 2, which I just started. Your phone calls come through the controller and various other sounds, those that are supposed to be especially proximal or "in your ear." It's really immersive. The only downside is that I often play PlayStation sitting next to Sasha while she is working. She has a preternatural ability to tune out my videogame noise, but the controller noise is right next to her and it is distracting. So, if I'm playing next to her, I need to turn it off, which is actually kind of neat to compare how the game feels and sounds with and without the controller audio.
I do wonder if third-party games or PS4 games use these features of the DualSense to their capacity. Actually...I know they don't, now that I think about it, because I just got done with a month of PS Plus, and God of War and the indies that I played didn't use vibration (beyond what is typical) or adaptive triggers. Are developers going to keep incorporating these features? Are there some games that are especially creative in their use of these features? Are they a novelty that I'll get used to or that will wear off?
Uuuh, anyway, I was writing about Astro's Playroom. Comes with the console, tech demo, Mario-esque...collect coins, stomp some bad guys...different levels showcase different features of the controller. Aside from the controller, I really enjoyed the PlayStation nostalgia. In each level, you find "artifacts" of the PlayStation days of old, like each console generation and its accessories. It was a trip down memory lane seeing the start screens of each console, especially the PS2, which I probably played the most of any console (till I got into PC gaming). You also see characters acting out different PlayStation games, which was fun. I noticed a Solid Snake in a cardboard box, Cloud's sword from FF VII, a plane flying around like in an Uncharted game (I think), the Horizon Zero Dawn main character, and others to guess at.
So, that was really cool! And, after my first month of owning a PS5 and month's subscription of PS Plus, where I knocked out a whopping seven games from the wishlist, I can cool it with the manic gaming and start digging into the physical discs. My plan is to purchase physical discs, beat the games, sell the discs back on ebay, and basically fund my PS5 gaming through buying and reselling. I am already halfway through Spider-Man 2 and purchased Persona 5 for when I am done with that (though I realize I could have played that on PC, so maybe I'll grab something newer that my PC probably won't run well like Black Myth: Wukong).
Hooray PS5!
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Jan 23rd, 2025 at 20:23:33 - Sayonara Wild Hearts (PS5) |
I had no clue what to expect going in. I always thought it was some kind of motorcycle/sword fighting/action game from the cover art. Turns out this is a short rhythm game. Okay! It's stylish, that's for sure. You play through five or six clusters of levels, each of which culminates in a "boss fight" of sorts. In each level, you're basically auto-running/motorcycling a la Rez Infinite. Each cluster of levels has a different style or mechanic. For example, (like Rez Infinite) one of them mounts guns on your bike and you target and shoot enemies. Another (the most unique) has you playing through the level as if you are on/in a VR headset.
You do have to steer somewhat to pick up hearts, but you're usually going forward, except with the perspective shifts. Often, the perspective will shift when you have to do some timed button presses that make your character perform an action. The timings are easy because the music is all thumping pop music. I don't think I missed a single one. This is a game that doesn't want you to fail. I wrecked a bunch on one part, and it actually asked me if I'd like to skip that part. Nice accessibility feature.
That's pretty much it, really. It's a rhythm game. I was expecting...not this. If you've played Audiosurf or Rez Infinite or something, then this will feel familiar. Enjoy the brief, slick ride.
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Jan 23rd, 2025 at 20:04:53 - Rogue Legacy 2 (PS5) |
I got sucked into Rogue Legacy 2 hard. This is a grindy roguelike that's a lot of fun to play. It's got a strong Spelunky vibe. Everything feels good, it's nice and polished, and there is great variety in the levels, layouts, character classes, weapons, spells, and so on. The upgrade tree (a castle that you build by spending gold) is massive. I don't even know if it's possible to purchase all the upgrades. There are even upgrades that add more levels of upgrades, and those upgrades have upgrades. All unlocks and upgrades are persistent; you are constantly putting points in stats and unlocking stuff.
The main feature that sets Rogue Legacy apart is that when you die, you are basically transferred into another character, and you pick from three random ones. So, every run, you have a new character. There are like two dozen classes, each with its own weapon and talent. There are also spells (each character gets one randomly), relics (which are sometimes inherited and which you can find in your runs), and equipment (find blueprints and runes to craft, purchase, and upgrade). And later, you unlock altered versions of each class, which often have different weapons still. The combinations are endless. Since this is a "genealogical roguelike," your "heirs" also sometimes have traits. This is where the real randomness comes in (because classes are fairly consistent). I was 30 hours into the game and STILL seeing new traits; there are tons of them.
Here are some of my favorites, like if I got these, I would usually go with that character:
Cartographer: Map is revealed but you have no position marker. (It's great to know where the chests, special rooms, and boss are.)
Combative: +50% weapon damage, -25% HP. (Some of the best classes for me are the ones that stand and swing sharp objects.)
Compulsive Gambling: Only chests drop gold and chest values swing wildly. +50% gold. (If this is coupled with being able to see the map, you can earn a ton of gold by going straight for chests.)
Exploding Casket Syndrome: Enemies drop an exploding potion when they die. +50% gold. (The gold bonus is great for how easy the explosions are to avoid.)
Hero Complex: 100% more health, but you can't heal, ever. (Great for boss attempts because you aren't healing during boss fights anyway. I almost beat one of the last bosses on one of my first tries by just having a huge health pool.)
One-hit Wonder: You die in one hit. +200% gold. (Okay, this is one that I kept picking because it is usually a couple upgrade points even though you'll die fast.
Pacifist: -60% HP and you can't deal damage. +150% gold. (Same as One-hit Wonder.)
Many of them are tricky. They will seem tempting! But over time, these are some I learned to avoid:
Algesia: No immunity window after taking damage. +50% gold. (This one is brutal. Enemies will just bounce you back and forth hitting you. Normally, you have like a 1.5-second window or something after getting hit before you can get hit again, so you can dodge away or whatever.)
Clumsy: Objects break on touch. (Dangerous. Depending on the level, you'll break platforms that you need to stand on.)
Synesthesia: Everything leaves behind color. +25% gold. (Seems like easy gold, but when every enemy and object leaves behind a rainbow of color, you can't see anything!)
Puritan: Enemies are censored. +25% gold. (Like Synesthesia and several others [e.g., Spotlight], traits that limit visibility or distort what you can see are death, especially once you get to levels with lots of hazards.)
You need to earn gold in runs to purchase skill points, equipment, and so on. Traits are always tradeoffs, risk for gold!
So anyway, that's the loop. Choose a character, enter an area, explore the area. Kill enemies, find treasure chests, win trials, and eventually unlock the area boss by killing minibosses or doing whatever other pre-reqs. Die, choose another character, spend your gold, delve into the dungeons again. The dungeon areas randomize each time, and they always look different, though play long enough and you'll start to see the same rooms repeating. This means that you have to find the boss of the area you're in every single time. But, you can take a gold penalty to "lock" the world so that the map that you just revealed in your last run remains revealed. This lets you go straight to the boss, and is really useful when you are either tired of grinding, want to practice, or actually think you have a shot at killing it.
Bosses are no joke. I think there are six main bosses in the dungeons, plus two more final bosses, plus a bunch of minibosses. Most of the main bosses took numerous tries. At the end of the game, it tells you how many attempts, deaths, and victories you had for each enemy type. So, I saw that two of the bosses took me a dozen tries. It felt like longer because often I was going through the entire dungeon over and over. It would routinely take me an entire afternoon of playing to kill a boss. Learn their move sets and/or farm enough gold to brute force your way through. I think that I generally did the latter, but wish I had realized that's what I was doing earlier, because learning the bosses was a lot of fun.
At some point in the game, you are forced to improve your skills and really learn how to move and attack, using a variety of weapons, talents, spells, and classes. It gets pretty difficult, and you will die over and over and over and over. It didn't tell me how many heirs I had, but it was probably like 100. Maybe 200!
My main complaint is such a small thing. The game keeps track of your heirs--their portraits hang on your castle wall--but it doesn't keep track of any of their accomplishments. For example, I want to know who I killed each boss with! Who did I do the highest critical hit with? Who killed the most enemies? Which one died the fastest? Etc. I do know that it was a chef who killed the first two bosses. I think I used a regular knight for two of the later ones, and a mage for one of them. I almost got one of the last bosses with the bard. It was often surprising which classes I would do well with. Several of my boss kills were like, "oh my gosh, I'm actually winning...I'm going to do it...I won!! With...a chef?!"
There is tons and tons of replay value. Once you beat the game, you can NG+ I read as many times as you want to, adding modifiers, and making the game harder and harder and harder. Apparently there are some more bosses and lore and stuff too. It's a big game. But I think I am done, very satisfied that I beat it! Be warned that the game is grindy. If you're okay with that, and you like a roguelike with devious enemies and traps that requires you to get really good at it, then you should find a lot to enjoy here.
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