What are you playing?
#871
Posted 08 March 2016 - 03:31 AM
I played some more of Guardian's Crusade and it's a really cool game. Nearing the end of it. The 'living toy' system, where you can summon from one of 70 different 'toys' to aid you, is interesting, the game has some 'tamagotchi' like elements (being a late 90's title), where you have to feed and care for a strange pink hippo-like creature named Baby. My favorite thing about the game is how there's unique dialogue for nearly every object in houses and towns... Reminds me of what I tried to do with the Engine games.
Also, up to the final boss of the genocidal run in Undertale... this'll take me a while
#872
Posted 08 March 2016 - 09:59 AM
djtiesto, on 08 March 2016 - 01:31 PM, said:
Oh, I didn't think the scenarios dragged; if anything dragged, it could have been the final chapter, but it's not like you have to complete all the dungeons and it's a lot shorter if you don't. I meant more that the battle system quickly reaches the limit at which it continues to provide entertaining gameplay. A couple of the chapters turn into mini-grindfests as skills necessary for beating an upcoming boss / difficult battle are locked behind certain levels. In those cases there should have been a wider variety of enemy encounters - you could probably manage this without even creating new enemies, simply because each encounter design provides an interesting little puzzle - the problem is that once you've solved the puzzle each battle against that design involves performing the same moves again. Things can change thanks to the effect of the random number generator, but they seldom change much.
I think it's a fascinating battle system with some good ideas that I would like to see fleshed out further, and one that could probably be tweaked to work for a full length RPG.
Anyway, really intriguing game on the whole. I can't complain about the amount of content, considering all the different chapters and the fact that each chapter has its own set of enemies, characters, moves, items etc. so it has the same amount of stuff a full-length JRPG has in it without itself being quite full-length.
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#873
Posted 10 March 2016 - 06:22 AM
djtiesto, on 08 March 2016 - 01:31 PM, said:
Prehistoric is the one I have mixed feelings about. On one hand, I love that they try to avoid using dialog, and it had a pretty funny overall presentation. On the other hand, its quite terrible gameplay wise, since battles are nearly unavoidable, frequent and grow very tiresome quite quickly.
Beyond that and the final chapter though, I don't think any of them really dragged. If anything though, I felt some of the scenarios are a little too barebones (I'm especially looking at the Wild West and Kung Fu ones). It is very charming game, and I love it too, especially for the medieval chapter, which is one of my favorite jRPG moments overall.
#874
Posted 11 March 2016 - 05:11 AM
Anyways... play Guardian's Crusade, such a great game that was ignored back in the day.
#875
Posted 11 March 2016 - 05:53 AM
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#876
Posted 12 March 2016 - 04:51 PM
I am just about to embark on Trails in the Sky: SC for the PC. GOG is running a sale where you can get both TITS 1 and 2 for $30. Fantastic games, and I'm psyched that the third game just got announced for the US!
GOG link to the TITS series
#877
Posted 12 March 2016 - 07:54 PM
Quote
SNES version. I dunno, but I love that moment in a JRPG when the world opens up and you have no idea what to do next, but there's stuff awaiting you wherever you go. I felt DQ2 handled it pretty fantastically. The world map is so big! Hell, it contains the world map from the previous game inside it! You can go back and loot the Dragonlord's castle from the previous game again! All this in a game from 1987!
Sora no Kiseki are fantastic games. Good on XSEED for not backing down on those.
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#878
Posted 16 March 2016 - 09:54 AM
Dr Lancer-X, on 13 March 2016 - 05:54 AM, said:
Huh, I remember Alefgard just being a small island in DQ2; it is definitely cool being able to visit it though.
This post has been edited by Goshi: 16 March 2016 - 09:56 AM
#879
Posted 16 March 2016 - 10:22 AM
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#880
Posted 22 March 2016 - 10:16 AM
Continuing to play Shin Megami Tensei 3-- it's definitely an impressive game. I've idly thought about the kinds of things you'd need to have for a perfect modern Megami Tensei game to work and SMT3 has basically all of them, plus a few that I didn't think of. Press Turn is probably the best thing ever put in an RPG battle system, and although I guess it was "refined" in Persona 3 and 4, I think the original works better (and makes a bit more sense in turns of mechanics- throwing the enemies off balance gives your entire team more time to get attacks in before the counterattacks come, but even that can only be stretched so far). I kind of miss swords and guns, though-- oh well, there's still Soul Hackers.
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#881
Posted 28 March 2016 - 07:52 AM
The ship is pretty intimidating since there's like 1000 different things you can do. DQ3's world map is massive, I think its the biggest in the series in fact.
#882
Posted 29 March 2016 - 08:45 AM
Getting towards the end (I think) of Shin Megami Tensei: Featuring Dante from the Devil May Cry™ Series. Still awesome, and I'm having a considerably more pleasant time now that I've gotten the hang of boss battles (at least to the point where I don't die the first time I attempt each one). Before I was in Persona mode and put too much emphasis on having a broad range of different elemental attacks + healing spells (which doesn't work in a game where nothing is vulnerable to anything)- I've gotten back into the SMT 2 mindset of having every *kaja and *nda and throwing them all down in order to see what sticks, and this seems to be working well.
EDIT: Started playing Dark Orb II. I shit you not, you have to grind in order to beat the very first boss.
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#883
Posted 01 April 2016 - 03:52 AM
#884
Posted 01 April 2016 - 04:17 AM
Also playing through Shadowrun Hong Kong. Never played the added the content from the Extended Edition before so this is slightly new to me. Running a Mage/Shaman for my main character, since there is no Mage companion in the game, and I love my Flamethrowers, Fireballs and Blindness spells. Would've liked to have used summons, but Hong Kong's budget is too tight to waste on expensive totems ==
#885
Posted 03 April 2016 - 09:23 PM
I'm up to the Tower of Kagutsuchi in Tokyo Mirage Sessions 3 and things are going pretty smoothly- I've fought the first two bosses and haven't had too much trouble so far.
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#886
Posted 07 April 2016 - 02:11 AM
Anyway, it's just RPG battles in various FF games with a bazillion characters to collect. The battle engine is the classic ATB system from the 16-bit era, and everyone has the same 16-bit sprite style (yep, even everyone from FF7 onwards; 16-bit Cloud and Lightning <3). The whole thing is just a nostalgia fanfest where you can use a team of your faves to fight in that memorable battle from that game omg. And also mobile crap like stamina, premium currency, and the dreaded gatcha system used here for getting equipment (but at least not characters). Overall, it's okay I guess; gives me something to do at least.
Oh yeah, and the music. All from the original games. So much nostalgia... although for me, the FF4-6 music makes me nostalgic for MZX instead because I've never actually played any FF's before 7 and only heard the music from MZX games like Doomsday Dream Legend and FF Edventure. So Locke's theme? FF Edventure's title screen to me
#887
Posted 10 April 2016 - 06:08 AM
I'm playing Mystic Ark. Very interesting game so far. It's Dragon Quest-esque, which makes sense considering it's an Enix title. Apparently it's a spiritual sequel or something to another game I haven't played, 7th Saga.
EDIT: I was able to port my saves to PC and continue my game in PCSX2. Finished the game-- beat Lucy on my first try. Pfft easy =P
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#888
Posted 15 April 2016 - 04:51 PM
Its amazing, though the netcode seems really shitty at the moment.
#889
Posted 15 April 2016 - 05:23 PM
Dr Lancer-X, on 10 April 2016 - 02:08 AM, said:
I tried this one years ago when the translations were first ready. But I couldn't finish it, and I don't remember very much about it except being bored. Something about the whole format of breaking the game down into these different worlds each with their own random backgrounds and no real overarching narrative makes it really hard to keep my attention. That and the gameplay felt very standard.
The game was hyped up for years too. It was one of those really big SNES RPG translation targets. The popular sentiment was that it was like a much better version of 7th Saga. But I think I liked 7th Saga more, even if I didn't make it through all of that game either.
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#890
Posted 18 April 2016 - 02:32 AM
#891
Posted 12 June 2016 - 03:06 PM
Next up, I downloaded ISOs of the 2 Suikogaiden games, visual novels that take place around the time of Suikoden 2. Want to play them to continue with my Suiko series playthrough (after this all I have left is Suiko 5, and hope the PSP Suiko gets a fan translation eventually). And need something rather quick to play before Star Ocean 5, Setsuna, and FF15 hit.
And also going upstate for my brother's wedding next week so I think I'll give Vita some love. Danganronpa or Tales of Hearts R are in consideration.
#892
Posted 12 June 2016 - 11:49 PM
But then: Human Resource Machine. Wheeeeeeee! Do you like SpaceChem, TIS-100, or even Redstone at all? You use Assembly-like commands to make your dude do stuff until eventually computers replace you and you are "retired." Good puzzle goodness from the World of Goo team, as usual, with some very weird cinematics, as usual. This is an excellent game to pick up for a mobile platform, as it's very conducive to a five minute brain-teaser. It's really nice, if a bit short.
#893
Posted 13 June 2016 - 08:37 AM
this month:
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#894
Posted 13 June 2016 - 02:09 PM
That's HRM's primary sin, though, the gameplay is clumsy in the bad way. And a lot of this is just the interface. It suffers from what I'd dub "mobilitis" (n.b. consolitis for mobile devices), having clearly been designed solely with the mobile sector in mind, and no consideration or concession given at all to the idea that someone might actually play it with a real pointing device or even a keyboard attached:
- No no, I don't see any need for some sort of text entry, everyone's going to LOVE crudely scrawling comments and data labels with their fat fingers.
- No one actually needs ROBUST undo/redo support in a programming game, just slap a button on the bottom there that says "Undo", good enough. What do you mean it's a problem to scroll all the way to the bottom of the code every time you want to undo something? Why would anyone need to SEE what they're undoing? It's going away anyway! What is this "redo" you speak of, if they want to redo something they'll just do it again, won't they? It's not like Assembler is hard to read or anything.
- Of course drag and drop is the only method we need for writing the program. I can't think of any good reason someone wouldn't want to spend at least a second dragging each command in a 50 line program into place and then poking at widely separated places on the screen to set parameters. It's very visual, you see, all of those instructions look like little pieces of candy! You like candy, don't you?
- Localized selection, copy, and paste? What would you need that for? What is this "loop unrolling" you speak of, you're saying you want to copy the same segment of the program over and over again, and that makes it faster somehow? Look, we gave in and provided you a way to copy the whole thing out to the clipboard, shouldn't that be enough? Use whatever external program you want if you're gonna be pissy about our interface.
- What do you mean "fast isn't fast enough"? Look at that little guy go, I mean queue up the Benny Hill music am I right? No I haven't sat through 1000 cycles multiple times trying to sort out that one last optimization, that's your job.
Honestly I think that tone really captures it. HRM feels like a programming game designed by managers that don't know how programming works. And maybe that was on purpose to fit the mood, but it's bad design either way. They asked the eggheads for some programming challenges that are easy in modern languages but difficult-ish in limited Assembler, slapped a clumsy UI on it, and called it done.
That leads into the other problem with the gameplay, which is that the problems provided by the game and the limitations set by the language just aren't all that interesting. You're working with a single accumulator Assembly Language with small set of commands and very limited memory, but there's generally plenty of space to do what you need and the command set doesn't have any notable gaps that you need to work around. Ultimately this makes pretty much all of the problems straightforward if you have any inkling of procedural programming at all. Contrast this with TIS-100 as a obvious parallel and a MUCH better (and more challenging) game. This has a similarly small command set, but imposes two very non-standard limits and a unique design constraint in having a number of physically located instruction sets executing in parallel. First, all sub-programs have to be 15 lines or less, which forces you to split more complex programs into tasks that have to work in concert. Second, there is no data storage to speak of, you have to come up with schemes to juggle values around the grid in each individual accumulator register, and figure out how to retrieve them later. Basically, almost every problem in TIS-100 feels like a unique challenge, frequently requiring some very creative thinking. Almost every problem in HRM just feels like CS 101 homework.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.
-Wervyn
#895
Posted 13 June 2016 - 08:04 PM
So I have no contest with anything you said and I'm inclined to agree that if this game on PC is anything like it is on iOS, then it would probably be much more annoying to play. But I feel like for someone like me, having no ASM experience and playing it on a phone, all of these things were positive factors or at least didn't affect me.
I do look forward to playing TIS-100, though. I hope the memory cell concept isn't anything like trying to reverse-engineer sliding puzzles.
#896
Posted 14 June 2016 - 01:09 AM
CJA, on 13 June 2016 - 04:04 PM, said:
So I have no contest with anything you said and I'm inclined to agree that if this game on PC is anything like it is on iOS, then it would probably be much more annoying to play. But I feel like for someone like me, having no ASM experience and playing it on a phone, all of these things were positive factors or at least didn't affect me.
I do look forward to playing TIS-100, though. I hope the memory cell concept isn't anything like trying to reverse-engineer sliding puzzles.
Not really much like sliding puzzles, it's more that you have to be creative when doing anything involving more than one value at a time.
Let me give you a "simple" example:
>SEQUENCES ARE ZERO-TERMINATED >READ A SEQUENCE FROM IN >WRITE THE MIN VALUE TO OUT.I >WRITE THE MAX VALUE TO OUT.A >EXAMPLE INPUT: 14 73 58 0 21 87 11 56 0 50 71 60 0 98 60 18 76 0 20 28 98 0 83 34 11 0 50 84 53 58 0 92 52 83 24 88 0 76 0 >EXAMPLE OUT.I: 14 11 50 18 20 11 50 24 76 >EXAMPLE OUT.A: 73 87 71 98 98 83 84 92 76 IN | +------------------++----------v-------++------------------++------------------+ | ||MOV UP DOWN || || | | || || || | | || || || | | || || || | | || || || | | || || || | | -> -> -> | | || || || | | <- <- <- | | || || || | | || || || | | || || || | | || || || | | || || || | | || || || | +-------^--|-------++-------^--|-------++-------^--|-------++------------------+ +-------|--v-------++-------|--v-------++-------|--v-------++------------------+ | ||MOV UP ACC ||MOV LEFT DOWN ||\ /| | ||MOV ACC DOWN || || \ / | | ||MOV ACC RIGHT || || \ / | | || || || \ / | | || || || \ / | | || || || \ / | | -> -> || \ / | | || || || >--< | | <- <- || / \ | | || || || / \ | | || || || / \ | | || || || / \ | | || || || / \ | | || || || / \ | | || || ||/ \| +-------^--|-------++-------^--|-------++-------^--|-------++------------------+ +-------|--v-------++-------|--v-------++-------|--v-------++------------------+ |S: MOV RIGHT ACC ||MOV UP ACC ||MOV UP ACC ||S: MOV LEFT ACC | |SUB RIGHT ||JEZ Z ||JEZ Z ||SUB LEFT | |JLZ R ||SWP ||SWP ||JGZ R | |MOV 1 RIGHT ||S: MOV UP ACC ||S: MOV UP ACC ||MOV 1 LEFT | |JMP S ||JEZ O ||JEZ O ||JMP S | |R: MOV 2 RIGHT ||MOV ACC LEFT ||MOV ACC RIGHT ||R: MOV 2 LEFT | | ->SWP ->SWP -> | | ||MOV ACC LEFT ||MOV ACC RIGHT || | | <-JRO LEFT <-JRO RIGHT <- | | ||SWP ||SWP || | | ||JMP S ||JMP S || | | ||O: SWP ||O: SWP || | | ||Z: MOV ACC DOWN ||Z: MOV ACC DOWN || | | || || || | | || || || | +------------------++----------|-------++----------|-------++------------------+ OUT.I v OUT.A v
This is a program that tracks min and max values over sequences. The three cells at the top are really just about splitting the input and passing it to two different processing units of very similar form. These take the form of a storage unit (right above each output) and a comparison unit (to the left or right). The main limitation is that while each "processor" can store two values and SWP between them, it can never work with both at the same time. Processors can reason about data being passed on their "ports", but not about comparisons between values "inside" themselves. So we NEED a second processor in order to ask a question about the relationship between two values. The program basically says, accept first input. Zero (empty list) passes through automatically, otherwise we store the first input. For all subsequent input, we check for end of list (output current stored value), and then pass both to the comparitor. The comparitor subtracts and compares less than zero and then returns what is basically an argument to a switch statement (JRO X jumps X instructions forward or back depending on the value read from X). This way, if the subtraction says the original value is less than or equal, the main processing swaps it back to storage. Otherwise, the new value remains in storage and the old one gets overwritten on the next loop. the right side of the program runs very similar steps targeted at determining the largest value instead.
Hopefully that's understandable enough to follow, while demonstrating the complexity of the workarounds you have to invent to get around otherwise simple problems like comparing two values.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.
-Wervyn
#897
Posted 14 June 2016 - 01:35 AM
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#898
Posted 14 June 2016 - 11:48 AM
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.
-Wervyn
#899
Posted 14 June 2016 - 06:52 PM
#900
Posted 15 June 2016 - 09:54 AM
up next:
ugh...
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository