What Are You Playing?

I have a handful of friends that have tried to rope me into D4 since it’s release, but the shakiness of the launch and the MTX always sort of deterred me from an outside looking in perspective. Although, the most recent DLC has probably been about the closest I’ve been to taking the plunge. Interested to hear some more of your thoughts on those aspects as you play through the game.

I myself have just completed a play through of Bully: Scholarship Edition. It’s one of those games that has been in the dusty corner of my steam library for eons, and I ended up just taking a dive into it on a whim after Backloggd lost my daily journal notes for Final Fantasy IV and I got completely lost one what I was doing following a recent home move… (I will never be using Backloggd for session journalism ever again because of such.) I can recall trying to pick this game up a couple times over the past decade, but would get stuck early on due to some buggyness when interacting with a gate, and I didn’t really care enough to troubleshoot. Looking at a lot of the modern discussion, it looks like many need some type of patch to play— although it also looks like Rockstar made some adjustments within the past year so unsure if that has impacted anything. Regardless, this time around my experience was incredibly smooth on Linux, and I had really only one instance of game disrupting bug— getting stuck on a black screen between a cutscene and gameplay transition. For how much of a mess this game has historically been on PC, I was really surprised to have so few issues. Could be Rockstar tweaks, could also be Linux & Proton.

Overall, really fun game that scratches that GTA itch in a fun, different spin. I don’t think there are too many other games out there that tackle this sort of rough, delinquent school setting, so it’s really cool to see here & in a narrative style that Rockstar does best. In many ways, it does boil down to a ā€œGTA but you’re a kidā€ kind of feel, as the game appears to use a similar engine as earlier entires, and the core Rockstar DNA is there. The story is serviceable, as you work through narrative archs with all of your school cliche factions and earn their trust, or submit them to doing your bidding. The Prep & Greaser chapters are both really great, but the later ones start to feel really rushed— especially the final chapter in particular. It can be easy to miss some things too, as the chapters serve as a seasonal time skips, and if you’re not on top of doing all the extra missions or collectables, some can become unavailable as you move out of a chapter. On the flip side, I think that type of system is great for encouraging replay ability. (I almost want to revisit Chapter 3 just to experience some of the unique detention mini games present in winter.) The minigames themselves are a little simple & uninspired, even for 2006/2008. But the bulk of them do a really good job in helping build up the identity of the setting, and frequently reward you with some character progression in the form of better slingshot accuracy, more melee and grapple combos, better dialog interactions with the generic NPCs, and better bikes. Even if the game is relatively smaller in scope compared to the GTA entries of the time, what is present all does a really great job in immersing the player within the world. Even if some of the gameplay elements are a little shallow, they are frequently complemented with some of that fun, edgy Rockstar dialog that gets a reaction. Likewise, side quests always felt worthwhile to do, both because you never truly know what is and isn’t a side quest, and that you are always rewarded with some sort of item or benefit, and once more get a great dose of NPC dialog & setting enrichment. You get a ton of fun costumes and clothing options— but get in trouble for breaking the dress code, which again I think is super flavorful. I also really enjoyed the way progression was consistently displayed through the main character’s dorm room. As you play through the story, various items start to get displayed along the walls reminding you of some of the past story beats that you’ve moved through. It’s a really fun way to reflect the character progression of the protagonist, as you move through being the new kid to the king of the school. While I do think some aspects of the game have aged poorly, and in some cases problematically, I can chalk most of these things up to the game being 20 years old, and leaning into edginess during the pinnacle of Rockstar catching the ire of governing bodies.

I’ve been playing New Super Mario Bros. 2, it’s been a lot of fun dipping into a level here and there. And with Netpass taking Streetpass online it has been great to properly experience coin rush mode.

I’ve started doing this thing where on a Saturday or Sunday I will play 1 hour of a random game from my library with no commitment to a playthrough.

It’s been kinda fun to try out stuff I might not normally think of getting into a playthrough of right now. I played a bit of Fantasy Zone on Switch this morning and it is a really good little arcade shooter and M2 have done a great job building on it with extra modes and features without losing the core of the original game.

I just finished playing through Zelda: Twilight Princess for the first time since it was released. Went with the Gamecube version + Dolphin + SteamDeck this time. Overall, I think it the game still holds up and is the darker story/setting fans thought they wanted in that generation. (I get many were upset with the shift from Spaceworld’s 2000 GCN teaser and Wind Waker. At least WW has been better appreciated for a long time now) I always felt there was this disconnect in Midna’s character. You have this imp-like character that acts like you assume they would. But in reality, she is the princess of the Twilight Realm. Would she been as manipulative and playful if still in a human form?

Watching the recent SGDQ run of Zelda: Tear of the Kingdom sparked the itch to go back and play it. Its been 2+ years since I put the game down. I stopped soon after obtaining the master sword. I look at the map with all the tickers and tagged points of interest and think, ā€œwhat in the world was I last doing?ā€ Right now, I’m farming for money (without glitches), so I can buy arrows, to farm for money. And I plan to improve my armor in hopes of finishing the game. I have a hard enough time with Phantom Ganon encounters, and I saw the final battles in the SGDQ run.

2 Likes

I’ve recently finished The Last Gas Station. It’s like a management game where you run and upgrade your (surprise surprise) gas station, but the whole game has a story to it.

In essence, you arrive in Cloven Peak to reopen the gas station, but quickly discover that the town of Cloven Peak is full of mysteries about all kinds of stuff. I won’t tell any more about the story since I don’t want to spoil anything. The management aspect at first looks really simple but it has some depth to it, so together with the story, it really keeps you engaged and makes you want to solve the mysteries of Cloven Peak even more.

If you love a good cozy and low stress management simulator with a story with a little bit of a dark twist to it and some quirky humor, I would recommend you to play this game.

1 Like

I picked up a DS Lite and a copy of PokƩmon Sapphire over the weekend and have been having a blast. There is something wonderful about having a small, pocket friendly, handheld that I can just pull out for 5-10 minutes that I realised I have been missing.

I have also played some Sonic Classic Collection on the DS side for when I’m not feeling PokĆ©mon. The fact that a DS Lite can carry hold two games at once is a really underrated feature. Just enough to add some variety, but not enough to result in analysis paralysis.

1 Like

I just came off of a binge playing Jedi: Fallen Order and Jedi: Survivor back to back.

Really loved these games with the first one taking a lot of notes from the original God of War trilogy with some Dark Souls like progression. More than a few difficult boss fights but the more powers you gain the more freeing the combat becomes. By the end of the game there’s not much that really stands up to you and you’re more or less on the same level as Starkiller in the original Force Unleashed.

Jedi Survivor on the other hand takes from God of War 2018, Breath of the Wild, and Ninja Gaiden. Tons of wonderful platforming sequences, great puzzles, and the combat is even better and deeper than before. These games were definitely made for fans of the original Dark Forces/Jedi Knight games.

And right now I’m between games trying to find something I want to sink my teeth into. Might resume my FF7 Rebirth play through. Been thinking of getting into Dragon Quest 3 HD2D remake and I’ve also heard some great things about this ā€œAdventures of Elliotā€ game that looks more or less like a modern Link to the Past.

4 Likes

I’ve been carrying on with PokĆ©mon Sapphire and have now built my team. In no particular order we have:

  • Adrian the Geodude
  • Sid the Slakoth
  • Grace the Ralts
  • Mine the Wingull
  • Sap the Grovyle
  • Geo the Sableye

4 Likes

Just finished Kingdom Hearts (HD 1.5 Remix)— definitely on a bit of a Square Enix tear this year. My friend group has also been bitten by the Kingdom Hearts bug, with quite a few of us playing or replaying through a handful of the games within a short burst of one another. I never had played them myself before, nor have I ever been the biggest Disney fan, but it’s one of those games that is incredibly popular with my late millennials, early gen-z peers as we were a core part of the audience that this game catered to. My more recent Square Enix dives sort of sealed the deal in making me pick this one up out of my backlog and give it a go. Per some recommendations, I went through on Proud mode.

Overall, I think the game has a lot of really interesting things going on in it, but I found the camera & targeting systems a massive point of perpetual friction. Being really core to the combat experience, it’s pain made itself present frequently, and any time I felt myself getting frustrated with the game, my struggles with the camera & targeting were typically the root suspect. Coupled with just my general lack of attachment to Disney IPs (and the one I probably cared the most about, Neverland, being the shortest of them all), I nearly bounced from the game, but ultimately stuck it through as the moments that I did have fun were incredibly, and my friends assuring me that the game picks up after the Disney worlds. Despite my frustrations, many of the boss encounters were incredibly fun & challenging across all of the worlds (baring my camera frustrations in Halloween’s final boss). Early into playing, I even made a joking side comment that the game was kind of like Dark Souls, as to label anything as a Souls like is a bit of a meme. As I got further and further within the game, it was sort of surprising to see how not far off that statement is. Maybe that’s also just a modern perspective warping it a little, and how action combat systems like this have become labeled with that term, but attack patterns and adjusting your build or item layouts to fit your circumstances definitely feels like it inspired something there, even if they are core RPG systems. There’s just something about the boss encounters that felt familiar between the two games with predictive swing patterns, and finding opportunities to gain an upper hand.

Narratively, the game is an absolute slow cooker if there isn’t that Disney attachment. I think that also played into some of my early frustrations— the gameplay was rather frustrating while pretty much nothing is going on expect jumping from Disney IP to Disney IP for their little cameos, and to hit another check mark on your saving the world journey. That being said, I do think the puzzles within all of the worlds are all pretty solid, with the Aldan world being my favorite of the Disney themed ones, even if the final fight was lackluster. But man, once you get to Hallow Bastion, the game really starts firing on all cylinders. The boss battles actually start to have some real teeth, the story really starts picking up, and build variety actually starts to become a factor. By that point, my abilities and items were a complete after thought, very set and forget. But by the time I completed the final fight, I had done some extra grinding for xp, gone through some more tiers of the coliseum for additional skills, grinded some mobs so that I could synthesize some half-decent gear, and even spent time to make sure Donald & Goofy were setup to be the best supporting party members they could be (which resulted in Donald being a piece of paper that exists to buff me and get KO’d, and Goofy to be an absolute BEEF CAKE of a tank). The final fight is peak Square design, and I was just at utter disbelief once it was all said and done. It’s probably up there for some of my favorite big-bad fights in video games now at this point, as it took some incredible twists and turns with handful of ā€œthis has to be itā€ fakeouts. Contemplating if I want to go back and visit some of the secret bosses that I missed with my lack of guide usage, or if I just want to shelf it and jump to Chain of Memories on my journey.

I do still retain some of my frustrations with older games here, as there are a lot of things that feel like you need a guide for. Some of the items in particualr I would have had no idea how to obtain them. If I had played this game as a kid, I probably wouldn’t have stuck with it for a multitude of similar reasons— although I probably wouldn’t have picked Proud mode either, so that could be a factor. I do think what is here is good, and it’s fun to speculate the ways that it influenced games that came after, but I think the camera in many ways holds this game back from being truly great in my eyes. Without the desire to revisit the IP either via nostalgia, desire to experience the Disney IPs or Square design philosophy, I feel like it would be difficult to suggest this game to others unfamiliar with the game today, even if there are some great things present that I appreciate. The persistent friction with the camera almost made me bounce, and I think would make many others too if they lack any of the aforementioned motivations.

Also, the Gummi ship sucks, lol.

1 Like

Beat New Super Mario Bros. the other day. I still haven’t played all the levels yet and have a lot of Star Coins to still collect, so I’m not stopping soon.

What I wasn’t expecting is how tough and straight to the point the game is. Later games in the series, and modern Mario games in general, have this reputation for being easy and focusing on gimmicks. This game is just pure platforming challenge through and through, and the majority of it is spent with just Mushrooms and Fire Flowers, so you don’t even really have power-ups that make platforming easier.

2 Likes

I’ve recently finished this small cozy game called Cozy Cleaner. It took like 1,5 hours to complete and it’s basically just a cleaning/organizing sim. Each level is another room that has been made a mess by a little kitty.

Gameplay wise, this game is not super exciting but it definitely does the job as a cozy Sunday morning game. I especially enjoyed the aesthetic of the game. The art style and music were really suiting and relaxing. You also really feel the love the devs put into this game. It’s sad that I’ve completed all the levels already, but the replayability of the game is very high and the devs also mentioned that will be adding more content in the future.

Usually I write these once I’m done with a game, but I just have to share this one.

I don’t typically buy too many games on, or very close to release these days— but it was becoming super hard to ignore the overwhelming praise I’ve been seeing towards Splatoon Raiders in the early days of it’s launch. I’ve flirted with a handful of looter shooter & extraction shooters before, but they all too typically suffer from the live service woes with the various carrots on a stick to get you coming back. I enjoy the genre enough, but never enough to the point to make one my ā€œmain gameā€ as I just don’t care about the gear treadmill the genre has all too much (I get it bad enough with MMOs as it is.) While the Splatoon coat of paint was super tempting, I still had my reservations around the gameplay loop. Typically too, I never really had too many other people express interest in the Splatoon series prior, so the idea of solo playing a looter shooter despite the Splatoon spin really just didn’t seem to appeal to me. Well, with all of the praise, it made some of my more looter shooter fond friends curious, and a couple secret Splatoon fans come out of the woodwork (I don’t know what it is about the series, but it’s one of those where it seems like people don’t really talk about the games despite them being rather consistently well regarded.)

So, 3 friends and I have been on an absolute Splatoon Raider tear this past weekend, and it is easily one of the best Looter Shooter/Extraction style games that I have played— and likely going to be one of my personal favorite multiplayer games to drop this year. The genre typically has some common pitfalls with item management that Raiders has done a wonderful job addressing. Duplicates being auto-converted into currency and multi-weapon selection based on quality filters (and the ability to lock ones you want to keep) make dismantling weapons down to currency super easy, and inventory management a breeze. The game consistently encourages you to try out new combinations & gadgets by limiting some progress via leveling all three up— which in turn encourages dabbling with various different gadget combinations. But, most importantly with a system like that, nothing feels bad to play. Even if I’m forced into swapping away from a setup I’m enjoying, I have easily found myself enjoying tinkering with the new set of gadgets & perks, customizing them all to fit my personal liking and play style a little more within the parameters, and still having an absolute blast despite the swap being seemingly ā€œforcedā€ upon me. Between all three tanks (which is sort of the ā€œcoreā€ decision in terms of the perk and gadget options) I can easily find a setup I know I’ll enjoy— or know that I can easily swap a handful of options around within a tank to fit a specific use case a level may demand. I do wish that the weapon upgrade system let you go further for those who really know what they want, though. That’s consistently one of my frustration with the genre, there are typically only a handful of weapons I enjoy when it comes to shooter and I had hopes for Raiders to provide the option of being able to perpetually upgrade my favorite weapon(s) of choice, with a bit of a grind of course. That being said, I do have familiarity with the series beforehand, and so was personally really open to swapping weapons around here as opposed to other, more real-to-life style games within the genre (plus, just in general the weapon variety here I find much more interesting compared to having your standard gun options.) Along with that, some of the levels do feel a little flat and simple, especially when compared to what you can find in the campaigns of 2 & 3. But really, these are super nit picky points that are largely a nonissue for me.

My absolute favorite part though, especially in a multiplayer context, is at no point did the difference in progress between my friends ever felt like it discouraged or dissuaded us from playing with one another. Sure, one person might be ahead in terms of level, point buy availability, tank unlocks and so on. But the way Nintendo has handled the per-person scaling feels incredibly well done. A higher level person scaling down will still have a slightly easier time (you just have more stuff to work with), and a low level scaling up a little harder time— but at no point has it ever felt like it’s lead to an absolute wash of a level, or made one feel impossible, frustrating or like I’m underpowered. Plus, the game actively encourages and incentives you to go back and help your friends through levels you may have already completed; you’re always going to get gear, items to tinker with your gadgets, or XP to continue leveling & progressing your base stat strengths with come each level gained. Every run feels worth your time no matter what, which has made playing this game an absolute blast both on my own, and with my friends. It feels super easy to hop in a session and make it feel like all parties are gaining something as opposed to catching someone up to where everyone else is.

Lastly, this is a fantastic session game. A run hardly ever takes more then 15 minutes, and usually falls somewhere in the 5 to 10 minute range. It makes the game super approachable, easy to pick up and feel like I’m making a little bit of progress even if it’s in short bursts. But, it’s also super easy to ease into longer play sessions if I’m feeling up for it.

Again, I was a little resistant for a handful of factors. But, the incredible reception has it’s merits. This game delivers a really enjoyable experience that scratches that looter shooter/extraction shooter itch incredibly well, but manages to sidestep the incredibly common fallacies that games within the genre seem to retain. This one is probably something I’ll keep popping in and out of for a hot minute, and honestly something I wouldn’t mind seeing Nintendo support further with some DLC.

2 Likes

I really love how Nintendo’s priority of being child/family friendly benefits everyone by giving us fun games that respect our time.

Just finished up my second playthrough of Shadow Generations. It was a lot more fun to go back now that I am familiar with the mechanics and how they design the levels, and I already throught it was one of the best boost games so that says a lot.

Yeah, a lot of these Sonic games are short. But the real magic with them is in the replay, taking what you know and refining your runs to do better each time. Getting to see and feel yourself improve.

It was also nice to play at 60 FPS on the Switch 2 this time.

1 Like

I recently beat the original Super Mario Bros. I have beat the All-Stars version before with the help of it’s save system, but this time I wanted to beat the original without using Save States, Rewinds, Warps and continue codes (nothing wrong with those, just personal preference).

I’m kinda glad I did, as learning the level design and physical really strengthened my appreciation for what that game was able to do at the time of release and made beating it all the more satisfying.

It took me five attempts.

1 Like

I’m just about firmly done with Splatoon Raiders now, as I’m going through and replaying through the levels on the post-story, ā€œsuper spicyā€ difficultly. I won’t really get into the weeds too much, as I’ve outlined a lot of what I really like before; just want to add on a couple more odds and ends with my near-completion perspective. Long story short though, easily one of the best extraction/looter-shooter style games I have played. For this to come out of Nintendo & the Splatoon team feels a little out of left field, but this is quite the home run. I really hope to see some longer term support with additional levels, gadgets, parts, and so on— ultimately just something to come back to at some point.

At the time, this was largely as result of me only being about half-way, or so, through the campaign. The later levels introduce some much more interesting levels, with many of them starting at, and following the arctic-style levels being super solid. The gadget levels also have some super interesting restrictions & challenges that feel like they tap into some of the dungeon & puzzle designs that are present in the mainline campaigns.

Definitely one of the handful of reasons Nintendo consistently earns it’s place in people’s homes, even if they’re seen as the #2 console for some. I was super surprised to see them put out this style of game, in many ways it felt very against the grain for what I expect from Nintendo— but their philosophy really helped shape a fantastic spin on a genre that typically devolves into an engagement treadmill.

A great way they respect your time here, is that they take the Mario Kart influence with circuit completion, and apply it to the difficultly modes & rewards. In Mario Kart 8, at least, if you race a circuit on 200cc and 3 star it, you get 3 stars on all of the easier modes— which is an absolute god send for someone like myself, who is always hopping in at 150cc to start. In Splatoon Raiders, you always do a normal run first, and shortly after unlock spicy mode difficulty for bonus rewards and better drops. After beating the game, you get super spicy and one more reason to loop back through all of the dungeons. If you haven’t completed a spicy version before completing super spicy, they just give you the rewards for both. It’s really such a small thing, but it’s one in a mountain of many that shows Nintendo truly has a pulse on their user’s experience, and understands how increasingly important low barriers to entry & respecting the player’s time are.

Splatoon Raiders is an easy recommendations from me if you like Splatoon, or the extraction/looter shooter style of game play. This is the only time I’ve played a game within the genre and felt willing & able to max out my character and gear as there is no time wasty, disrespectful grind.

Segway— I am super happy the game made me pick up my Switch 2 again. My fiancee needlessly spoiled me with one as an early birthday present a few months ago so we could play Pokopia together (which, unfortunately I need to finish still. Almost completed it, just got overwhelmed by the last zone and it’s needs.) It’s actually been seeing some more regular play out of me then my PC has the past couple weeks, as the ability to play in the living room while my fiancee is on the TV or chuck it into my bag for a quick play session on lunch break has been incredibly nice. We ended up picking copies of Leaf Green & Fire Red to play through Kanto together as well, as she never played too many of the games before & I was more then happy to accompany her with some parallel play. Having the Switch 2 around has also made me ease back into playing some Animal Crossing New Horizons. I have a real soft spot for the series as it helped me through some rough times in my life. I know not everyone is a fan of the real time clock, and the way it slows down progression; but for me, it feels like the whole point. It gives you time to work towards something slowly, consider and reflect. In a time where binging and min/maxing is super normalized culturally, it’s nice to have a game that forces you to slow down and smell the flowers a little bit. I’ll probably chip away at densely decorating another pocket of my island before bouncing off of it until the holidays.

2 Likes

I decided to try Sonic Dash again after a decade of not playing it. I used to think it was a fun distillation of modern Sonic gameplay that was good fun for 5 minutes.

But good lord, if there is one negative to a mobile game managing to sick around it is that they have had plenty of time to perfect it’s attention grabbing mechanics. I ended up wasting an hour on this when I only meant to kill 15 minutes. I would have been better off playing something more meaty on my Switch 2 or Retroid.

The most annoying thing though, it is still a pretty fun game at it’s core and is pretty enjoyable for like 5 minutes or so.

I beat Forza Horizon. I really enjoyed my time with this game, it is smaller than its sequels but that worked out for me as I felt I had my fill by the end of it.

After bouncing hard off of Horizon 4 it was nice to play a take on the game that has a stricter sense of progression, with firmer requirements as to what cars you can use in each event. Horizon 1 feels like a true singleplayer racing game compared to the multiplayer sandbox the sequels became. Both have their merits but I prefer the former.

It’s not perfect through, I do feel like the map could have been a little denser. By the time I got near the end I was getting a little tired of racing on the same roads I had raced on in another half a dozen events. Although it was somewhat paid off by the final race touching on a lot of the memorable places on the map.

And the story is laughable, it is very much a teenage boy’s fantasy. Going from a nobody to champion whilst absolutely bodying your professional, and immensely egotistical, rivals. And the fact that every woman (all 4 of them) are designed to be ā€œhotā€ and low key into the player. I can look past that as the sequels moved beyond that and the game is over a decade old.

I still have some events left to do, so I will be returning to this from time to time. But I am looking forward to checking out Horizon 2 to see how it improves on this first entry.

1 Like

Need for Speed Hot Pursuit has a similar pay off. After spending all this time crisscrossing everywhere as racer and police, the final event is a nearly 15 minute race across the entire map.

1 Like

I might have to give that one a try at some point.

I’ve been enjoying fields of mistria lately. It’s like stardew valley but with a 90’s anime aesthetic and tad more magic. I didn’t vibe with it too well in early access but once the full release came out and could settle with it for a few days in a row I’ve been having fun with it.

I’ve also been messing with the PCSX2 and RPCS3 emulators and I am shocked with how far we’ve come with those. Mostly just been playing the sly games on those, but more things are playable than when I last checked

Also found out that the mech game S.L.A.I is capped a 30fps thanks to PCSX2 so that’s was fun to find out lol.

1 Like