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Everything posted by BadgerFarmer

  1. Finally got round to Ori and the Blind Forest now that it's on Switch. Probably about halfway through and having a great time with it. Just my sort of thing.
  2. A couple of shorter pieces I wrote recently on similar subjects: The Guilty Pleasures of Video Game Violence Are a Mirror for Our Consumerist Nightmare https://egmnow.com/the-guilty-pleasures-of-video-game-violence-are-a-mirror-for-our-consumerist-nightmare/ The Neoliberal Parent Trap: Family and Its Anti-Social Fantasies https://everydayanalysis.net/2019/11/15/the-neoliberal-parent-trap-family-and-its-anti-social-fantasies/
  3. I wouldn't disagree with any of that, but it does improve. I stuck to exploring just once a month, talk to everyone once, done. And after a while the fetch quests are phased out. Also, the battles do get more interesting and challenging, especially the side quests based around specific characters. Whether that's enough, I don't know. I don't think it ever quite flows together as it should.
  4. Yeah, I think it was only on for about a week.
  5. It's a grind. When you start you've got no chance of getting far. Keep playing and eventually you'll be strong enough to win. All you really need is the will to keep plugging away.
  6. 36. Sparklite 7-10 Nov This started off very promising and it certainly looks and sounds the part. 16-bit visuals and sounds that reminded me of Secret of Mana as much as anything (although the music isn't that good). The combat and upgrading systems are also solid and there are some decent boss fights. But in the end it's all just a little bland. Exploring isn't that much fun when what you discover is rarely exciting. It works by procedurally shifting around the contents of the levels each time you return to the hub (although it's really not a Roguelike, as you're always progressing and keep stuff when you die), and in each area there's a new piece of equipment to find as well as other caves and grottoes with useful power ups. But once you've found the main stuff it gets repetitive traipsing around looking for minor treasures. It doesn't help that the level design never really requires you to use your Zelda-like inventory to solve puzzles either. Each item is really just a new kind of key to access more of the area. I still finished it and couldn't really dislike it, but it just didn't do enough.
  7. It is basically a Roguelike for people who don't like Roguelikes.
  8. It's taken longer to sort things out than I thought. One I did and something went wrong with the recording, so now I'll have to do it again. A couple of others are still scheduled. I haven't had much time recently because I'm finishing off another book, this a proper academic one based on my PhD. But I'll be submitting that today and can get back to giving this a push after. I've sold a few hundred so far.
  9. Looks like I should've read the OW thread first. I can see now a few people had similar issues. Someone had told me not to read anything about it, just go in blind, and I guess that kind of backfired in this case.
  10. Outer Wilds Shame this, because I enjoyed the opening hours and liked the idea of it overall. When you're visiting all the new planets for the first couple of times, finding out how they work and what stuff might be buried there, it's great, and every death is a learning experience. But when it comes to the point of actually trying to make steady progress and get through the game, it really wore me down. When every little mistake or rash decision often results in a restart, and when it can be quite tricky to get back to where you were, and when you're never sure when you're on site if you've found everything you can in an area, it just requires too much patience for me. I also never really got hooked in by the story. I tried using a guide to get through it for a bit, but it became obvious that there was too much to do, and if you're not exploring for yourself there's not much point. And there's actually some pretty tricky platforming stuff involved, which I couldn't be arsed to do with the imprecise controls. So that was that.
  11. Definitely do an A and B run. The way things are remixed between the two is a key part of the experience IMO.
  12. 35. Ape Out 5-6 Nov I love the style of this, and the structure that unfolds like a classic, high concept arcade game, building on a tight rule set with slight variations throughout. The soundtrack is the highlight, with its jazz drums and cymbals beating out the rhythm of your actions. It's perfect for a style of play that often feels like improv, with its meandering progress routes and moments of panic, that also match the sense of controlling a gorilla run amok. The classic jazz album visual design rounds it off perfectly. The game itself manages to segue between different modes from moment to moment with a very basic control system. Bursts of stealth, twin-stick shooting and maze running blend together. and each enemy type demands its own approach. The only issues really are due to unevenness, in quality of level design and difficulty, with some sections flying by with no new challenges and a few bits proving irritatingly tough (level 3.6, that's you). Otherwise it does exactly what it sets out to do. And the ending is great too. Edit: And it's half price on Switch this week. A bargain for that.
  13. I wrote an article that's kind of connected to the book, sort of. Similar themes anyway: https://egmnow.com/the-guilty-pleasures-of-video-game-violence-are-a-mirror-for-our-consumerist-nightmare/ Has anyone got round to reading the book yet BTW? Any thoughts? And again, if anyone could stick a review on Amazon or Goodreads that would be great. Just a little one even.
  14. Doesn't that do a bit of a disservice to games that use violence to try and make a point? Like the white phosphorous bit in Spec Ops: The Line, say, or some of the stuff in The Last of Us. Registering the harshness of it is surely part of the experience. I think it's fair to point out that there's violence and there's violence in games these days. Sometimes it's exhilirating. Sometimes it's comic. Sometimes disturbing. It would be a shame if that range wasn't possible, as it is in other media. The reason why Hotline Miami works so well is that it plays on the lines between these different reactions - encouraging you to enjoy it and then feel disgusted at yourself for doing so. Otherwise it's a pretty basic game. Reminded me of this: https://kotaku.com/id-have-these-extremely-graphic-dreams-what-its-like-t-1834611691 People who spend their days working on finishing moves in modern Mortal Kombat games suffering from PTSD.
  15. Now I've played through the first half of it, and it's great so far. Love it.
  16. Well, I've bought it now anyway. It's only a few hours long, I believe, so no problem that it's quite simple.
  17. It's officially out on Thursday, I think. It's usually the Thursday after subscriber copies arrive.
  18. Nice. Time to get Ape Out, I think.
  19. I've not read it yet either, but it seems like a more interesting angle than another best of list. Presumably there'll be GotY next month and with the best 100 games specials they've put out in recent years, is it worth another revisit into a lot of the same titles? Looking at how the industry has changed in the last decade (a lot) through some of its key games sounds good to me.
  20. How much less? Like, is it a percentage thing? (I wrote something else in this issue BTW. I wasn't going to mention it, but...)
  21. It's easy to mix up which is which. But as long as it's the right article (it's one of mine and I really hope it does the game justice).
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