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  1. Sly Reflex

    Moonlighter

    Moonlighter is a game about running a shop by day, and adventuring at night. That is the most basic way of explaining it without getting too complicated. You want to know more about it than that, so here goes, Moonlighter is viewed top down and is split into a few parts. There's a bit where you manage a shop and a bit where you go out adventuring to stock the shop with items to sell.. Lets get the fighting bit out the way first. There are 4 (maybe 5) dungeons in the game that work off tile sets and are randomly generated each time you enter them. You know the deal. The fighting is not complicated, there's a few weapons that you can equip, 2 at a time, and then go hit or shoot stuff. You can heal yourself if you have potions, as well as use and evasive roll which has a very large invincibility period. Killing enemies or opening chests in the dungeon has loot in them, or artefacts as the game calls them. It's these artefacts you sell in your shop. Except it's not as easy as that, because of course it never is. Item inventory plays a big part in this. Remember all those times you spent moving stuff about in Resi 4 trying to get everything packed in? Well, it's the same here, except it's got a different spin. Items from chests sometimes have requirements on them. They either have to be kept in the left or right of your bag, or the top or bottom. Now this doesn't sound too bad, but there's other items with arrows on them. You have to read the banner on these items, because it all comes into how you pack your bag. Some of them immediately destroy items if the arrow is facing towards and item, some items break an item they're pointing to when you teleport back to town, other can break if you take too many hits, there's an item that changes whatever is pointed at to the item it is so you can transmog a bit of junk into something nice and finally one where the arrowed item sends something home to your box back in the shop. Dungeons are split into 4 floors, with a boss on the fourth floor. They gradually get harder as you plunge the depths. You have a pendant that can teleport you back to the shop, however the deeper you go the more gold it costs to send you home. If you are caught short on gold you can also sell items to a mirror which you find when you go down a floor. You get a percentage of whatever the item you put ins worth. There's also another item called the catalyst which allows you to put a gate down and return to the point you're at for 2000 gold each time, although I'm sure this will go up as you get further into the game. This is a one use only, you have to pay each time, but I can imagine once you're rolling in it plopping it outside the boss door will be the smart thing to do. I think the biggest pain in the arse here is selling stuff to the mirror, instead of assigning it a button so you can send shit right to the mirror you have to directly drop the item in and it sort of feels like it was done with a mouse in mind and not a controller. It's easily patchable, whether they'll do that is another question entirely. If you do not survive the dungeon and your HP reaches zero, it spits you out. Any items in your bag are lost for good. However, items on the top line of the inventory are kept, so if there's something really important you need you can bring it out with you no matter what. When you're in town you have a shop where you can put the items on a table and open the doors. People come in and depending on how you've priced stuff will take of leave it. Occasionally you'll get a rich person come in that will buy inflated prices. More likely you'll get shoplifters who you have to apprehend once they've picked something up and tried to do a runner. If they get out the door your items are lost. What to do with the gold you earn from all this? There's a blacksmith, a enchanter, a trader, a decorator and a banker you can spend gold on to bring into your town. These all use gold and items found in the dungeons to craft and upgrade weapons and armour, as well as enchanting them. The trader can get you items at an inflated price if you can't find them yourself, and the decorator allows you to put RPG like buffs on your shop, such and making people move faster or tip more. The shop itself is also upgradable. You start off with a chest and a table with a bed to sleep in. As you progress you get more storage, bargain bins as well as more places to put decorative items that later the way your customers act. The bed gives you a set amount of HP above your standard health, I think it's bugged because it specifically says you get the buff after sleeping in the bed but you get it whenever you return from a dive. There's also cash registers that add tips to the base cost of an item which help mark up those items you cannot sell for a lot. There's other stuff in here as well, stuff like supply and demand also rear their heads, if you flood the market with a certain item people will refuse to buy it at a regular price. I think that's about it. In a way it reminds me of Rogue Legacy or The Swindle in that although you can die and lose your stuff, there's a part of the game where everything is still set in stone and is safe as long as you've banked it. Although I've not actually seen the boss of the first world I'm not that far off it, depending on how hard it is I'll have probably beaten it the next time I play. I'm wearing the thickest armour I can, I'm wielding the toughest weapons I can craft, it's just a case of getting to the fourth floor and giving it a hiding so I can get to the next dungeon and repeat until the end. This game isn't for everyone, but there's a select few here that would be all over it. It's also the type of game I reckon would play well on Switch.
  2. I seem to remember @illdog posting about playing this, but I can't find the thread where it is. I'm a big fan of the original Megadrive game and this is basically that game but looking a bit better with added enemies and friends, online multiplayer and stuff. I don't think it's a sequel, seems more of a reboot of the first game. Anyway, it's a rouge-like if you haven't played it before and it is '90's as fuck. The music has always been great with extra funky basslines, and this one is no different. I was a bit concerned when they announced it that it would end up being shit, but a few hours of play on it so far and it's been fantastic. I'm not sure what people new to it would make of it, but for fans of the original, it's great. Level 0 is still there, so they didn't fuck that up.
  3. Finally, after years of watching videos of other people play this, bought the Switch version and had my first go of this with a couple of mates. Initially, we had the bomb defuser holding the Switch out of the dock but as there are two couches in my mate’s living room, eventually just settled on sitting on the couch not facing the TV and either using a laptop or phone for the manual. If you don’t know what it is, one person can see the bomb and has to cut wires and press buttons. The other person (or people) either download and print out the bomb manual or view it on a screen and have to guide the bomb defuser by communicating what the bomb holder is looking at. Colours of wires, how many, etc. It’s a manic affair and best if you swap over a few times, as then the bomb defuser will know what information the manual guy is really after and which information is superfluous. On the PC and PS4, it’s playable in VR which is probably the best way to play it. But we figured out we could actually play it together on Skype with only one copy. It really starts ramping up in difficulty, throwing memory puzzles at you, morse code, etc and we got as far as extra modules you had to keep an eye on that couldn’t be solved from the manual. There’s these things called “needy modules” where they’ll be like a short timer on it and before it gets to 0 and blows up the bomb, you have to hammer a button to reset it. That’s along with the modules that will actually disarm the bomb. Plus the lights will occasionally go out for a few seconds. Or the alarm clock next to the bomb will go off really loudly so you have to put the bomb down and hit snooze on the alarm. It’s fantastic but I’m glad I played with people I have good friendships with!
  4. DANGERMAN

    Refunct

    Refunct is cool as fuck, really chilled It's a first person platformer, which ordinarily is immediately bad game design, but it's very generous with ledge grabs and how likely you are to just fall off something. The game is jumping up pillars to activate switches, which will cause more pillars to rise. What's cool is that you pretty quickly start to learn how to play without being told how to (although it is worth mentioning there is a duck button). You go from carefully lining up jumps to rebounding off. It's really short, like 20 minutes or so, but it is also only 65p on Steam at the minute
  5. Picked up the Pikachu version on Friday and put in about 5 and a half hours so far. This is the first Pokémon game since X/Y on the 3DS years back so I've been away from the series for quite some time - partly due to believing the Stars Switch rumours that never came to fruition. So far though it's been nicely familiar. I think what has surprised me most is just how much of a Remake to Red/Blue/Yellow it is, that may sound a bit silly but in my mind I was massively downplaying the Remake factor of the game, just expecting it to be so vastly different thanks to the 2018 visuals that it would feel like a completely different game. But it doesn't, and that's great. It has brought back memories already, the songs that play, Team Rocket, Misty and Brock, early areas like Mount Moon, Professor Oak and all that good stuff, it has brought back some fond memories that I didn't even know were still swimming around in my head and does feel in lots of ways like a very authentic remake of the original games. The much publicised changes to the formula though have been divisive among long term fans. As I've spent a number of years not playing a Pokémon game I was always willing to overlook a lot of these changes and embrace them purely because I just wanted to play through and experience another Pokémon game again after all this time. You know what though, I actually really dig a lot of the changes they've made. Being able to see wild Pokémon in the tall grass means I don't have to waste time engaging in random battles with shitty Pokémon I'm not interested in - or have already caught - and can just spot which one I want in the tall grass, run up to it and capture it. There's no random battles with Pokémon in this either which is a bit strange at first as I'm just so use to having to battle/run from random Pidgey's etc. At the start of the game. In this though all you can do when you encounter a wild Pokémon in the tall grass is attempt to capture it. The capturing mechanic mimics the Pokémon Go mechanic of flicking your finger to catch a Pokémon. But now you flick your wrist with the JoyCon/Pokéball Plus into a circle on screen to capture the Pokémon in question. You also have a variety of berries you can feed a Pokémon in order to make it easier to capture them - a coloured circle denotes the difficulty of capturing a specific Pokémon. The new capture mechanic puts much more of an emphasis on capturing Pokémon rather than just using them to grind or level up. With only the original 151 Pokémon in the game it means for the first time ever I can realistically hope to fully capture all the Pokémon in the game and fill in the Pokédex. Everything else though is still remarkably similar to the mainline Pokémon games of old, the trainer battles are similar to X/Y, the Poké Marts/Poké Centres work just the same as you'd imagine, there's TMs (although I believe they no longer remove obstacles in the environment) and the whole game doesn't feel so vastly different, it feels like a Pokémon game - just with a few bits and pieces spiced up - and that's great. Playing with the Pokéball Plus just makes it even more of a blast too. It's smaller than you expect and features an analog stick on the side - which you used to move your character - along with a hidden button on top the lets you cancel things and access the in-game menu. When you capture a Pokemon in a Pokéball just the act of virtually throwing an actual ball at a Pokémon is just cool and feels great, similarly when you catch or fail to catch a Pokémon all the lights and sounds that are emitted from the Pokéball just makes things feel that little bit more immersive and invests you a little more, it just feels cool and a little bit more like you're a Pokémon Trainer, there's just an inherent childlike joy from using it. It's just so jolly and relaxing to play. You can play with one hand (either JoyCon or Pokéball) and just sit back and stroll around a Route/Dungeon/Town whilst watching TV or something, hearing the charming music playing along and having an absolute blast. If you like Pokémon games I still think overall not a massive amount of things have changed, but what has changed spices up a formula that had long grown a little stale and injects it with a little bit of innovation and originality.
  6. I bought this ages ago but have only just started playing it. It's a pretty good action RPG - my only memories of Wonderboy (bar Jack Black and KG) are from the simplistic original platformer and one on the Master System that I didn't like because it had stats and shit (like this, really). I think it might have been Dragon's Trap. Oh well, will have to hunt it down. Anyway this is a great little game, it's quite frustrating in places - as soon as you die you go straight back to the title screen, and saving costs you money so it can get quite tough. So far I'm enjoying it and it's something a bit different so I'd recommend it. Here's a bit of gameplay footage to watch.
  7. I don't really have a lot to say about Box Boy + Box Girl, it's another Box Boy, so if you've played one before it's more of the same. If you haven't, the game is a slow puzzle platformer. You're a box boy who can produce other blocks, you have to use this ability to get through the level. That might mean dropping 1 block so you can reach a new platform, making a row of 3 to make a bridge, or maybe building a staircase. You're limited in the number of blocks you can produce depending on the level, which is where the puzzle comes from. Getting through the level is the basic task, but there's crowns to find, plus bonus rewards depending on how few blocks you've used. You have to get quite creative if you want to get all the bonuses while getting through the level To give an example of how the levels work, I'm on a section with springs. Standing on a spring will launch box boy in the air, meaning he could then reach the next platform, but maybe there's spikes on the ceiling, in which case you're going to have to put a box on your head to stop yourself from hitting the spikes. Maybe the spring needs to be activated by a button, if so you'll need to find a way press the button while you're stood on the spring by way of a tip, one of the things I've been doing is using my blocks to move me without making them permanent in the world, meaning they don't count against my wall 2019050121520500-BF8B423169A80825B3832B694E38C6B4.mp4
  8. Started this earlier on the Switch. Played the opening 20 minutes or so. The game reviewed well when it came out last year and the comparisons to Studio Ghibli were enough to convince me to buy it. The game is basically a side-scrolling adventure in a Ghibli-esque world, or something out of an Enid Blyton story. The setting seems to be a world where forgotten things go, most of the characters in the game seem to be objects and household items, things like that, but you play as a girl. There’s also an older man who is trying to develop a way to get back to the real world. From what I gathered. The game looks beautiful and the opening is very cinematic.
  9. DANGERMAN

    Cat Quest

    I started this today and it's really good, although it does have a couple of problems. It's an action rpg, and it's got a few nice ideas in there. You have a standard melee attack and a magic attack, a dodge, which you'll need as you see an indicator of where, and how far an enemy will attack. If I had to throw in a comparison, it's not a million miles away from something like Ys, except smaller. The most notable good idea I like is that there's only limited types of weapons and armour in the game, so if you pick up a duplicate it levels up that weapon. It's random, or seemingly random, what you get, so you might have to switch from a build you like because something else has streaked ahead. What that means is, you might have a sword that does decent damage, but the wand that's just levelled up might do so much more magic damage it makes sense to switch My issue with the game then, and I am really liking Cat's Quest, is that it feels very small. The map gets restricted very early by very powerful enemies. I got a story mission I was warned not to go and do until I'd levelled up a bit, so I had to circle around the same small area for a couple of hours picking up side quests to gain some levels. The game never told me what level I needed to be at to take on that story mission, maybe it does in some menu somewhere, but it meant that when I'd started to run out of side quests, or hit a bit of a wall with them, and went to do the main mission, I pissed all over it The quests almost always involve you going to a point, possibly then to another, fighting some monsters, completing quest. It's fine, some of the set ups are pretty good but then some are kind of repeated. I picked it up fairly cheap, it's not a bad Switch game, not sure it's something you'll play solidly for a week
  10. HandsomeDead

    GRIP

    Time for impressions me thinks. I've decided its great. It's a futuristic racing game where the car's have big wheels and can drive upside-down. It's high speed so you can ride up walls, ceilings and generally flip around. It's very fun. The game starts off very easy - you can come last and still progress - but now I've spent some time with it I see that early parts of the game are just about learning the tracks and how your car reacts to the environments. So I will just say you may progress easily but it's important to pay attention. You'll need to because later where positions are more important you can't just fling yourself around; your flinging has got to be considered. Handling is a weird combination of twitchy and heavy. Like steering between other cars on the straights is twitchy but when the tracks start throwing sharp turns at you you need to be heavy on the breaks and the car's suddenly feel like barges. It's weird to get used to but it does make an odd sense after extended play. It has a good variety of modes. Races come in different guises: You have your basic races, there are races based on points (you get points nailing others with Mario Kart style weapons and sick jumps), an arena mode like a death match taking place in an open area and others. I think it's really cool. It's hard, and like a lot of weapons based racing games it can definitely be frustrating but then there are lots of highs, too, so it's a game you have that kind of dysfunctional relationship with, especially with all the flipping. Here, I have a clip of me racing that has a bit of GRIP drama in it (shout out to the self correction after being screwed *chefs kiss*. Boo to me being an idiot and driving into the edge of a pipe)
  11. Sly Reflex

    Minecraft

    Have you played Minecraft before? If it's a yes, you already know what it's about, probably best to click off the thread. If no, pull up a chair. Minecraft isn't for everyone. It's a very directionless game where outside the simple premise of building a house for yourself, you are free to do what you want. In the day time the game plays out as a building sim where you spend time harvesting blocks of various materials. You start off by punching them, but soon enough you are able to knock together a means which will allow you to make tools. Tools allow specific materials to be harvested faster, axes allow wood to be gathered faster, shovels allow dirt or gravels to be smashed u[p faster and so on. On top of that, each tool you make takes a durability hit each time you use it, although as you progress you can make better and better tools for harvesting materials that you couldn't previously. Of course, the more materials you have the more things you can make, and the more things you can make the more materials you can get. It's a vicious circle or harvesting and producing. At night you have one of three choices. You either hole up in the house or shack you managed to find or throw up before the sun went down and sleep the night off in a comfy bed, you curse yourself for over reaching yourself in building a house or you make equip yourself with the armours and weapons you made during the day time to try and endure the night. If you ended up doing the latter two options, you just entered the survival horror part of the game. They might be blocky sprites, but when you hear their howling or attack call it will make you panic. If you survive the night, it's back to the day time cycle. There are a lot of things to do, even outside of building massive houses and castles for you to live in. The beauty of this game is that you can play for one day cycle which is about 20 minutes from what I worked out, or you could play for hours upon hours. If I was to do some game algebra it would be Animal Crossing + Keftlings + Survival Horror + First Person Perspective + LEGO = Minecraft. It's something you should at least try the demo of and see whether you like it if you have not tried it already. You can have a good piss about before the demo ends and get an idea of what you are getting into. I personally didn't try the online part of the game, but I did grab about 40 minutes in splitscreen and it works really nice. The only think I do not like about it is that the menus have not really been optimised properly for a controller. The crafting part is fine, but just moving stuff about your inventory is a bit of a pain in the arse, I'm not sure how they could have handled it better, but I'm sure they could have done it somehow. It's made even more annoying by the fact that the hints and reminders are constantly pushing the inventory box to one side, it could have seriously done without that.
  12. Hendo

    Puyo Puyo Tetris

    I just realised we don't have a thread for this. It came out in Japan in 2014 but only came out over here last year. As you can see by the tags, it's out on pretty much everything bar PC. For anyone that doesn't know, Puyo Puyo is Mean Bean Machine and it mixes that with Tetris. The game modes are insane. You can play against people playing one style while you play the other one (or the same if you like), you can play a weird hybrid mode where the two styles are combined and you will get Puyos and Tetris pieces in the same zone, you can play an alternating mode where you play one style for say 30 seconds and then it switches to the other style, or you can play a puzzle mode where you have to fill in certain puzzle shapes. I played quite a bit in multiplayer over the Christmas break and it gets really fierce and fun. I wouldn't recommend playing online against randoms because fucking hell. You can view replays of other people playing and they are like machines.
  13. ThreeFour

    Golf Story

    Picked this up last night. Ended up playing till 1am I like it so far. Still to get my head fully around it - appears to be deeper than I first thought.
  14. I fancied some retro stuff today, and maybe even putting proper time in to something. I was toying with playing something on the Saturn or Dreamcast but instead I booted up the Mega Drive collection on Steam. The nice thing about the PC version, which has had a bit of an odd history, is that it has mod support. Sometimes that means things like playing as Knuckles in Sonic 1, sometimes it means whenever anyone dies in Streets of Rage 2 it makes the Tim Allen noise, and other times people have just added other games to the collection through the rom option. I played som Hyperstone Heist, some Maximum Carnage (a Spiderman game), Batman & Robin. What I learnt was that this is cool, people have added all sorts of stuff, but also I'm not as good at these games anymore, nor do I have the patience for them Instead I played some Landstalker. I really liked Landstalker when I was younger, I was probably a bit too young and inexperienced to make the most of it though. It's kind of Sega's Zelda (it's actually made by Climax Entertainment, who made the excellent Dark Saviour for the Saturn), but with some isometric platforming and a bizarre take on how to move in isometric games (there's a mod to change it to more traditional controls, as default it's all about diagonals) I'm not far enough in to say definitively if it still holds up, but certainly it's not terrible. The biggest problem is when you encounter enemies, if you're by a wall your attack wont come out as the sword will hit the wall. Lining up to enemies is a bit fiddly thanks to the odd controls, I almost wish it was slightly more grid like movement, so you moved a set distance with each step, it'd make lining up against enemies and things to interact with a lot easier. Aside from that it had the adventure game thing of never quite being A-B, you aren't just moving in a straight line, even in dungeons you'll have to work to find keys or to activate something. I'm hoping it doesn't get too obtuse, but I'm hoping I keep chipping away at it, I don't go back to properly old games and finish them as often as I'd like
  15. Hendo

    Sonic Mania

    Oh my word, it's glorious! The smile on my face in the first world was pretty wide. Then the remix came into effect and it gets even better. Finally a Sonic game made by people who understand what a Sonic game should be. Also, I'd heard that the second zone's boss was something special for long time fans and it really didn't disappoint. I won't even put it in spoiler tags at this point but you'll know.
  16. This is by SWERY so you know it's bonkers as shit. I had no idea what type of game this was and i was not expecting a horror puzzle platformer. You play as Jackie (J.J Macfield) in search of her girlfriend Emily after she vanishes during your camping weekend in the mountains. Immediately noticable is the slow pace at which you move, closely followed by doughnuts and use of your mobile phone. The game also explains nothing so you have to guess what to do in all instances. So it turns out you use J.J's body to your advantage. She can dismember herself on various types of scenery, from losing an arm (which can be picked up and thrown), then a leg, then you are just a torso, finally just a head (which moves quickly and has a boss jump). You can also set yourself on fire and you can use all this pain to progress through the levels in search of your beloved. I don't wasnt to give anything else away, i just recommend you play this knowing as little about it as possible, it's truly bat shit crazy but I'm really enjoying it (apart from the crawl speed of the character movement). I will say the story/message is getting good, text messages between J.J and her friends are drip fed to you as you progress.
  17. retroed

    Nintendo Labo

    First impressions are positive. Only built the RC car and fishing rod so far but they have been fun to put together and seem sturdy enough. Few short vids of our first look. It me.
  18. Not got that far in The main game yet, it's pretty similar to previous games on ds/wii so far, it's good fun. But I'm crap so find it frustrating sometimes. Anyway mainly wanted to say how brilliant the challenge mode is, there's loads of stuff like time trials, finish sections without touching the floor, collect coins in a time limit, etc, all with gold/silver/bronze medals for doing well. I'm really enjoying doing these, only thing is a quicker restart would be good. Being able to play on the controller is pretty cool too.
  19. Thanks to a suicide at the next station I was handed 2 hours to play Switch this morning in the cold. Unfortunately the demo for Yoshi is only 20 minutes or so long as they’ve only given us 1 short level to explore. 20 minutes includes my 3 play throughs to 100% it. It’s beautiful and the added depth adds.. depth.. to the world. There’s almost zero challenge to the level in the demo which I think is 1-1. I’ll upload my videos and pics once home later tonight.
  20. I played through book 1 the other night and enjoyed it. I'm not sure it clicked for me the way it has for others but it is a lovely looking game, hard to dislike
  21. It’s not as bad as easy allies made out with its 5.5. Eurogamer must be drunk to give it 1/5. It very much falls into the 6.5 - 7/10 ball park. I cant stress enough that depending on how much you enjoyed the previous two entries will greatly determine how invested you’d be with this newest adventure. I’ve only played and completed the first game of the in game console which is an isometric brawler. It’s better than I’d expected while also being pretty straight forward. Level design so far is very simple but I was surprised to learn I’d missed some secrets a long the way. Its only £25 Digitally without the season pass and I’d say that feels the top end of acceptable from what I’ve played and enjoyed of it so far. Also it’s obsessed with tee shirts ??‍♂️
  22. DANGERMAN

    Wargroove

    I haven't played a huge amount of this but someone should start a thread It's the easy comparison but Wargroove is basically Advance Wars meets Fire Emblem, but bigger. It's got the commander concept, stronger units that mean victory/failure if defeated, and who also have special abilities that can affect surrounding units (health recovery, defence boost, an extra turn), this is the titular Wargroove. Aside from that it's the familar Advance Wars tile based gameplay, with units being strong or weak against other types or units. This could be clearer, you click on them and have little icons that show the types they're strong to or weak to, but it might be better to have it spelt out a little more, maybe even showing that they're boosted as you line up an attack. There's also critical traits, things like having two pikemen next to each other means that the one that's attacking will have boosted attack. It's a key part of the gameplay but some are much easier to act out than others. For whatever reason, as much as Wargroove is Advance Wars and it is Fire Emblem, it doesn't quite feel like either of them, it's not as immediate or as compulsive. It might just be that it's be that it's not as good, the first Advance Wars rates as right up amongst the most I've enjoyed a game on first encountering it. I think part of it is the maps, they're larger than the early stages of the Nintendo games its aping, and they quite quickly start trying to trip you up in a way that those games don't in their early stages. The fog of war it introduces for example, Advance Wars would leave enemies very deliberately in place so you could breeze through learning the mechanic, Wargroove turns it in to a proper level. It also feels like some units are just not very good, it's less rock/paper/scissors and more that swordsmen are just worse than pikemen. The longer length of missions is probably not helping it either, but then, that's just in comparison to Advance Wars and the like, it's a good game, it just suffers because it wears its influences so obviously I will say though, I'm enjoying it, and the way the audio pans as you attack from one side of the screen to the other is a great touch
  23. I'm surprised there is no thread for any of these. I got this a little while ago and just started getting around to it. I've not really played any of these games before except looking at the Vita one for a few minutes when it was on PS+ so I'm more than a little late to this party. So its a relatively simple block puzzle game with ties to music. You make up squares and they disappear... then you get points and you have to last a long time. Sorry, I'm not very good at the game yet and I don't think I understand it that well. I've played a few of the missions were it sets up certain situations and you have one move to eliminate all the blocks but I've not been strategically setting anything up yet in the main game; I just whack stuff down vaguely together hoping it will all combo together further down the line. I do try to time my dropped blocks to get the most down before the music's BPM(?) bar does a scan so I can get the most down and get combos... I think, that's how it works. I'm having fun with it, anyway. I'm a bit hot or cold with the music so far to be honest but I'm enjoying the game. I have no idea how I'm gonna get anywhere near @spatular's score.
  24. Well,this is a very welcome return for the Onimusha series. It’s been laying dormant for far too long (So has Dino Crisis,Capcom. Hint hint). So when it was announced that the first game was getting a Remaster,I was all for it. I absolutely loved these games back in the day,which was basically “Resident Evil but in Samurai times”. And the game has held up really well. The combat is simple enough to learn, one button for sword attacks,another for magic,one for blocking. Killing enemies earns souls,which are used to level up your gear. The graphics have been given a nice lick of paint, it looks good. Though as it’s a straight up port,there’s things to be aware of. Cutscenes are totally unskippable. Which wouldn’t be a problem,except for the infamous Water Puzzle section. Which puts you through 3 traps in a row,the final being a sliding tile puzzle,which are always a massive ball ache. Made worse here as you’re up against a time limit,and failing means doing the entire section again, after going through a lengthy cutscene preceding it. YouTube guides to the rescue for that bloody bit. It would have been nice to have some extra content thrown in,such as a history of the series,promotional material,stuff like that. Something like the effort Capcom put in to the Street Fighter Anniversary Collection last year. And it’s a shame it’s only the first game,rather than all 3 in one collection. But I’m just glad to have the series back. And hopefully we will see more of it in the future.
  25. illdog

    Donut County

    Odd that Blakey just posted a picture in the Latest Purchase thread as I just finished this myself today. Its only a couple of hours long. The immediate comparison in my mind was Katamari Damacy where as you move something around and as you add to the thing you're moving it gets bigger. In this case it's a hole. The more that goes in the bigger the hole gets and the bigger the things you can swallow. It's more set pieces in opposition to Katamari's sprawling playscape and Donut County is much more story driven. Its about a racoon called BK and his pal, a young lady called Mira. Using an app on his phone that controls the moving hole, BK has basically swallowed up the town including himself and Mira. Turns out the Earth is hollow and all the townsfolk have gathered together underground to try to figure a way out. The levels you play are flashbacks leading up to the current event. In the levels themselves you move the whole around, swallowing things up. Each level is split in to little areas and sometimes the hole size resets, depending on the goal. Also there are puzzle elements. Like in the second level you need to launch a hot air balloon by swalling a flaming kiln. The hole then emitts hot air so you can lift the balloon and end the level. It gets more complicated than that obviously but you get the picture. BK the racoon is quite funny, he's a selfish cunt to comedy effect. The games humour continues in the Trashapedia which is basically a log book of all the shit you pick up with amusing(ish) descriptions. So yea, its nice. Looks nice, nice music. You know, nice. It's just quite short. I liked it though, my kind of game. Nice.
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