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Post by Apollo Chungus on Feb 7, 2022 17:00:58 GMT -5
The Elder Scrolls IV: Oblivion (Xbox 360; First Time; 6 hours 55 minutes)
Oblivion is a game I've played loads of over the years, but I've never beaten the main questline. I'd usually get a few missions in before I'd get stuck somewhere, and then give up and go round doing sidequests or exploring the landscapes. For this attempt, I finally sat down and played through the entire main questline, fast travelling between locations if the game could do so. This especially helped when it came to the "Allies for Burma" quest where you can choose (as I later discovered, it's totally optional) to visit all the towns and clear nearby Oblivion gates in order to get extra soldiers for the major defense of Burma.
I did this while accompanied by my own custom soundtrack mostly made up of tunes from the TV series Robin of Sherwood and the Yasunori Mitsdua-scored RPG Tsugunai: Atonement, as I really wanted to play a fantasy game with synth-Celtic music for once. It worked surprisingly well, fitting a lot of the locations and the general vibe of the game overall. Playing through the main quest, it was cool finally checking out more than a couple of Oblivion gates, and there's some decent design that goes into keeping the mandatory ones varied in terms of what you need to do. Some odd scripting problems tripped me up, like how the "Spies" mission doesn't tell you where to find the second spy is if you've only found the first on their own, but it worked out fine once I looked up a walkthrough.
I was thinking of playing the Shivering Isles expansion included with my version of the game, but since it can only be accessed in-game, it probably won't count as part of this challenge. So I'll have to give it a think.
Looney Tunes Racing (PlayStation; Replay; 53 minutes)
This is one of the earliest games we ever owned, when all we had was a PlayStation and an grabbag collection of classics, cult gems and rando licensed/whatever games. It's a pretty decent kart racing game, and one that I'd played through a few years ago. I'd totally forgotten I'd beaten it until I was halfway through it this afternoon, having decided to give it a bash because I was really in the mood for a racing game. On this attempt, I came to appreciate a bunch of different things I'd always observed but never really thought about.
The weapon system, where the item you throw depending on how many points you've collected via pick-ups, encourages you to think on the move by making you consider whether to use what you've got or wait til you have more points for a more advantageous weapon. The attempt at dynamic music is a bit clunky, but I appreciate it trying to convey something similar to the Looney Tunes cartoons by mapping loops to specific parts of a race track and playing unique arrangements for when you're boosting, going down a hill, overtaking or being overtaken. I especially dig how well the minimalist angular backgrounds fit the style of the late 50s cartoons, particularly the Chuck Jones cartoons where Maurice Noble handled the backgrounds. A really good example of how limitations allowed for a better representation of the source material's artstyle.
I used to be fairly apathetic towards this one, but I've come round to it and can say it's quite the fun little racer.
Letters covered: #AB-DEF------------S-----Y-
One new letter with 'E'. I'm only counting games I've beaten for the first time, so 'L' isn't getting in.
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Post by Deleted on Feb 7, 2022 17:57:47 GMT -5
Shin Megami Tensei V (Switch, First Time, 61:27)I finally got through SMTV and I must say after around six weeks it feels like a load off. It's quite the heavy game. But of course, all is not finished until I cover it here, so here goes! What makes Shin Megami Tensei V stand out against past entries is that exploration is now presented as a subset of large, explorable somewhat open levels with free movement and even some makes use of platforming. The dungeon crawling trappings of past entries are gone. Where formally it would be a case of slowly probing corridors carefully with a sense of risk/reward ever present due to the ever impending random battles now we have freedom to move around where needed and with enemies present on the battlefield can generally pick and choose out moments to attack and seek out particular monsters to recruit. The player is in control here which gives a more laid back feeling to play. What is retained however is the sense of resource management that was ever present in the past, as magic points and items are often in short supply, and one strong enemy encounter can push those resources to their limits requiring a quick retreat to a save point to resupply; if you can afford to. For the most part though you'll spend your time picking and choosing what to do and how to progress next; through quests, seeking out Miman's or progressing through the story. It is something of a shame that the game worlds are not better handled. They are huge and with some ambition but it comes at the extent of performance. Never before have I encountered so much pop-in. It is literally constant and it seems like smaller areas would have been a more fitting choice, although being able to instantly travel within one area so big was pretty impressive for the hardware. Going back to the story, it is a weak point. Actually I found it was not only uninteresting but actively dull, but fortunately isn't the focus. Generally the set up is to have a large explorable area followed by a short(ish) plot based intermission. Those intermissions came in differing forms, though they always slowed my progress to a crawl due to disinterest. As ever the basis centres around a post apocalyptic environment, yet we're presented with the inevitable high school scenario and combination of two worlds that not only feels out of place, but lessens the impact of the story. There's a lack of consequence in being able to move from one world to the other. On top of these segments sometimes there's a dungeon at the end of a world, and due to structure seemingly necessitating inclusion of all these separate segments it seems pacing is slowed to a crawl. It's unfortunate but I was simply ready for the game to end a good while before completion. The dungeons themselves provide a nice break from the outdoor environments and feel more akin to the series roots, though they also contain some of the more confusing level design found within the game. Speaking more to the games strengths the star of the show is as ever the impressive press-turn battle system, wherein using the correct element or attack type to match an enemy weakness gains an additional combat turn. This can lead to an immensely satisfying system, especially when you're in control of the battle. Pulling off combinations without giving the enemy a chance to counter is a rush. What makes it even more appealing of course is that this system also applies to the enemy, and so you must be sure to cover your own weaknesses and work around them. A fair number of enemies you encounter will be stronger than you as there's a good number of mini boss style encounters outside of the story through quests and Abscess battles which are needed to uncover the map. Defeating these battles requires a thoughtful choice of demons to bring as you will need to make the most of each and every action. Battles become a test of wits and resources as you need to make use of elemental attacks, buffs and debuffs, items and healing magic, along with conserving MP and deciding whether to make use of Magatsuhi special moves or preserve this to replenish your HP/MP. It becomes a game of preparation, and that's where the new freedom to explore pays off. Once you come across an encounter you can't beat (since you can expect to die a lot) hopefully you'll be able to form a strategy to beat the challenge next time. And yes, sometimes this is achieved simply through levelling up, but most often it's the abilities you bring with you that will be the difference between success and failure. In order to further facilitate the monster growth and customisation of our own team there are items given to strengthen demon's in various ways, through levelling up, gaining stats or enhancing potential. The most extensive addition to this team management aspect is the addition of Essences, which can be used to teach members, including the lead character, abilities they otherwise would not have access to. There's the ability to teach moves, or to alter weaknesses to suit those of another demon to which you posses the essence. This allows for a sense of freedom not previously seen, and it is particularly tough to choose just which actions to hang onto or to drop at a given time. Fortunately we are now able to recruit substantially more demons at one time than ever before, making it possible to have a set up for any enemy that comes your way. It is of course a time consuming endeavour to get just right, but feels rewarding when it pays off. Shin Megami Tensei is V is a generally strong RPG with it's main detractions being a storyline that distracts from the adventure rather than adding to it along with it's structure leading to a sense of bloat. Despite modernisation of the level structure into something perhaps more friendly to new players there's enough retention of the core themes of SMT that it feels at home within the series. Performance issues may harm the presentation for some, but I suspect long term players will concern themselves less and be able to appreciate the games strengths of combat, monster collection and exploration without hampering their enjoyment. Score - 8/10
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Post by dsparil on Feb 8, 2022 11:04:38 GMT -5
Rock-On (TurboGrafx-16, First Time)
I'm not going to go and say something ridiculous like Rock-On being good because it isn't. However, like Deep Blue, it feels like a game that had promise and was released before it was done. There's a lot of graphical and audio bugs, the game is really short with only two full length stages and two very short ones, and the weapons are very unbalanced. However, the graphics are bright and there's even multiple endings.
I finished in 00:58:05 across two play throughs for both endings.
Rating: 5
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Post by Snake on Feb 8, 2022 12:34:28 GMT -5
Little Samson, NES (1st time, approx. 2 hours 35 minutes)
This game! I ended up doing 2 playthroughs, since playing on easy didn't give the real ending. This is a beautiful game, as one of the last releases on the NES. If it feels like playing Mega Man, it's not a coincidence since there's some ex-Capcom staff that went on to develop under Takeru/Sur de Wave. The graphics sprite and pixel work is lush and impressive with the NES's limited parameters. For me especially, the dragon fight reminiscent of the Mega Man 2's Mecha Dragon. Great animation, and cool, textless story narrative. Fun being able to switch between 4 different character playstyles which can essentially be boiled down to - Samson/Rikkuru who plays like a wall scaling Mega Man, the dragon which plays like Gargoyle Quest's Fire Brand with charging mega buster shot, the golem which plays like a walking tank and punches like Mega Man 6 power Rush Adaptor, and a mouse which feels like Metroid Samus ball with bombing and scaling capabilities.
Not the hardest game, but challenging enough, with a cool selectable intro stage that serves as a way to warm up to each character's playstyle. It's animated beautifully, and feels wonderfully polished as an NES game. Too bad it was one of those, minimal marketing, minimal production, mostly forgotten with the transition to new console, type of games. That makes tracking down a cartridge a pricy treasure hunt.
8/10
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Post by Woody Alien on Feb 8, 2022 13:40:28 GMT -5
I've mentioned it before, but the source for the reference times doesn't seem to have made it into the rules so I'll make sure to add it in. The primary source is the HLTB Main Story time. If that isn't available, I go with the average playtime listed on GameFAQs divided by two which is roughly accurate in my experience outside of some edge cases. I use the time listing for the platform specified, and the one with the most submissions if that one doesn't have any. After that is a complete non-speedrun play through on YouTube which I generally only have to use if it's a mod, really obscure or a newish indie game. If nothing turns up still, I just go with whatever the reported time is which has only happened a handful of times. I do keep track of if the time is HLTB or not, and it's been around 90% HLTB. There's two situations where I skip a site. HLTB has a tendency to lump together games that have the same title even if the title is the only similarity making the overall average time nonsense. HLTB does breakdown times by platform, but there usually aren't enough submissions for me to feel confident in the average. GameFAQs / 2 doesn't work that well for arcade games, but those don't tend to vary much in terms of time taken so YouTube does end up working fine to those. Speaking of arcade games, HLTB is fine for ones that didn't received reworked ports. Thanks for the info! It wasn't a complaint, I just was curious about how you did it!
By the way I also finished a very short title made for a Game Jam, Unlock Everything, but I'm not sure if it's eligible. I completed it in 12 minutes for the record.
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Post by dsparil on Feb 8, 2022 15:03:12 GMT -5
Thanks for the info! It wasn't a complaint, I just was curious about how you did it! By the way I also finished a very short title made for a Game Jam, Unlock Everything, but I'm not sure if it's eligible. I completed it in 12 minutes for the record. Thanks for pointing out that I didn't actually include the process. I assumed it was in there, but I accidentally removed it in 2020. I don't see why Unlock Everything wouldn't count. I gave it a spin, and it does end conclusively. Just note the platform. Unlock Everything (macOS, First Time) A short Mega Man derived game that reminds me of the early part of the first Evoland which was also made for a game jam. It'll be interesting to see if this does get expanded upon because that did not work so well in Evoland's case. Going from nothing to the most powered up X could be an interesting trajectory for it to take though. I finished in 00:11 by my own timing. Rating: 7 Also a note for anyone that might try the Mac version. The application isn't properly signed—this is actually worse than being completely unsigned from the OS's perspective—so there's a few terminal commands that need to be run: codesign --force --deep --sign - Unlock\ Everything.app xattr -rd com.apple.quarantine Unlock\ Everything.app chmod +x Unlock\ Everything.app/Contents/MacOS/Unlock\ Everything (replace the signature, remove the quarantine extended attribute from everything in the app bundle, add the execute permission to the bundle's executable) Required Caveat: Don't do this all willy nilly for any random application! I live on the edge 🙃, and it's always better to contact the developer to have them fix it if the OS starts complaining.
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Post by Deleted on Feb 9, 2022 4:22:49 GMT -5
WarioWare: Get It Together (Switch, First Time, 5 Hours Appx)Ah, the latest game from every ones favourite company (talking about WarioWare Inc. of course). Wario's latest game is ready to go live. Unfortunately it's full of bugs and Wario and his underlings are sucked in to the game and separated. Wario must play through the games stages to wipe the bugs and eventually escape the game world, and I guess rescue his co-workers too. Whatever on that one I guess. As ever WarioWare: Get It Together is divided in to thematic stages where we initially need to beat a set number of micro games and a boss fight to progress. Once beaten we can return in order to attempt to set a record number of games beaten on any given stage. The gimmick this time around is that we take control of a player character within the game; starting with Wario, and one-by-one unlocking each of the beloved chumps who came along for the ride. Each character has some unique ability or control scheme. Wario for instance will bash to the left or right, Mona can only throw a boomerang which once thrown we control in her place, Mike can only shoot upwards etc etc. There's a good amount of characters and whilst it was somewhat impressive designing the game around a group of different movesets I can't help but feel it was limiting to the game design. Of course the micro games were always simplistic but we need to interact with them more directly than before and some characters are pretty useless. As for the games themselves there's a decent amount and as ever they're pretty off the wall, silly affairs. The humour is juvenile. Mostly it's a selection of toilet humour, nose picking and giving anyone and anything a Wario face. Generally I'm the sort who'd see myself as being above these kind of jokes, but despite the repetition in theme they somehow manage to frequently surprise and are presented with such glee that I couldn't help myself laughing along with them. Of course these games aren't deep but there is a good attempt to shake things up through giving you a random character (from a small selection) and through each micro game having three variety's which is an attempt at difficulty. It managed to keep me guessing as keeping the player on their toes is the main trick of WarioWare. Unfortunately this is also where it's clear to see the limitations of the package. Once you've learned a game and seen each variant you can almost always beat it. The speed is increased as you go, but I found it was either not enough to impact me or so far gone there wasn't time to complete the given task at all. There is the inclusion of achievements in order to push more playtime through the limited offerings, and there are a lot of them, but I didn't find they drove me to play any more. Once beaten you are rewarded with in game currency, but the only thing to spend these on are continues which makes it pretty pointless. It would have been a nice usage to be able to unlock games, since each micro game in a theme can only be unlocked through it's random appearance. Once unlocked you can play a particular micro game on repeat with a chosen character in order to beat the challenges. There's a couple of unlockable mini games but they didn't capture my interest. As a package WarioWare: Get It Together is a little lacking, but it's around what we've come to expect from the series and it's not like there was no effort to enhance the experience. Each character gets an introduction video for their respective stage and we get an overarching, appropriately silly, story. I do find the inclusion of the boss sections, which last a couple of minutes somewhat undercut the micro game concept just through being a highlight. As a hobbyist of course I was delighted to see another round of Nintendo themed games, and it actually had me craving a replaying of Super Mario World. Some of them were surprising appearances; heck, even Devil World showed up. These are all conceptual issues though and honestly I'm pretty happy to be able to play through a more light hearted game with only a few hours of play right now. Taken on it's particular gimmicks within it's own series I enjoy this entry and found it made me laugh a good amount, but I was less keen on the direct interaction of the gameplay than the perhaps more varied ideas at the series roots. Score - 7/10
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Post by 🧀Son of Suzy Creamcheese🧀 on Feb 10, 2022 12:14:28 GMT -5
Peggle Deluxe (Win10, first time, 4h10m)
This is a good game to play all day, several days in a row if you're sick with that certain thing that's going around right now.
This has more strategy than I had thought honestly. There's still plenty of luck involved, especially when you get to the more difficult challenges, but it's definitely possible to get a really good shot or score thanks at least in part to strategy. The story mode is more meant to learn the ropes (or to replay for a high score), but it is the thing that unlocks the credits. The challenges are more fun, though.
Rating: TBD
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Post by Woody Alien on Feb 10, 2022 14:16:02 GMT -5
So I'm including it then!
Unlock Everything (PC, first time, 12 minutes)
A very short platform game made for a Game Jam where you have to, well, unlock everything from menu options to soundtrack, movement, backgrounds etc. It's amusing but I would've preferred if the author made something more original instead of being such a blatant Mega Man 2 homage, also there's nothing special about it besides the gimmick. 6.5/10
I also managed to finish Blaster Master Zero just now:
Blaster Master Zero (PC/Windows, first time, about 9 hrs according to Steam)
I took so much time because I was going for 100% completion but, as stated in the other topic, was annoyed by certain elements of stages and gameplay so decided to get to the end right there. I will probably pick up another save state to finish the exploration and the few things I missed, since there's nothing that is really so difficult to find, in the next few days. As I said in the other topic, it's a solid well-made game but its low challenge level (especially some bosses that can be wiped out without even really trying) and some annoying quirks made me feel I was going through the motions near the end. The final area especially seems just another setting and not the epic climax that it is supposed to be. Still, it's a nice effort to remake a series for more contemporary times while still keeping the retro feel. 7/10
But what kind of dumb name is "Jason Frudnick"?
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Post by Deleted on Feb 10, 2022 18:31:05 GMT -5
Cruis'n Blast (Switch, First Time, 6 Hours Appx)Outside of Mario Kart 8 it's been slim pickings when it comes to racing games on Switch. Especially considering that game is not to my tastes my need for a nice arcade racer had gone unsatisfied. Thank goodness for Cruis'n Blast which caught my attention immediately with it's announcement for the platform. The apparent silliness of it's over the top tracks and playable 'vehicles' coupled with it's cheesey earworm of a theme song game me a 90's nostalgia rush. On playing my initial impressions were exactly in line with my expectations. This is clearly a case where the publishers knew their audience. The tracks were short, fast paced and filled with plenty of events happening on screen to ensure there's never a dull moment. UFO's fly through the skies, dinosaurs are on the road, planes are crashing before your eyes as you try to best your nine opponents. When it comes to the racing at the games core the sense of speed is fantastic. It's not a difficult game on normal mode (higher difficulties must be unlocked) but the AI will alway be competitive enough to keep you in the game. To win you'll have to keep your speed up through hitting speed bumps, drifting to gain long boosts and pushing cars off the road in order to push yourself to the end as quickly as possible. There are six tournament's offering 4 tracks each along with the original arcade tracks being available to play individually. In reality the tracks are not unique. Each tournament offers a different theme and these themes are applied to the handful of the pre existing ones from the arcade. The number of genuinely different tracks included is tiny so there's a large amount of repetition involved in a playthrough. When looking at the game more deeply what's interesting is that the events that happen on screen which appear to make the race dynamic are not truly dynamic at all. Actually they are programmed to occur in sequence based on how far you are along the track. If you slow down or stop so will any incidents happening before your eyes. It becomes clear that these on screen action sequences cannot impact your driving at all and they act as an illusion to ensure engagement. No doubt this effect works very well when played in the arcades, and I found whilst playing casually, but the façade falls under more active play. Further if you try to very off track or turn around the game forces you back in the right direction. It's clear the game is all about moving forwards, and only moving forwards. I liken it to a theme park ride where you are there to passively move through the experience and let yourself be entertained by it. With this in mind the limited amount of differing tracks makes more sense, because the track designs do not truly matter as much as their presentation. Despite the repetition and guided track design I enjoyed each track for the silliness of the theme and the sense of speed does much to hide the games shortcomings. Also there's enough alternate routes to add a little variety. There are three keys functioning as collectables on each race as well as money to be collected and won on the way all in order to unlock more playable vehicles. This aspect added something to the longevity of play. Once each vehicle is unlocked it can be individually 'levelled up' in order to be able to purchase design changes. It's quick enough to level up that it never becomes a chore. The vehicles themselves are often pretty silly and sometimes not vehicles at all. I was fond of playing as the triceratops myself. Cruis'n Blast is all about the spectacle. Enjoying it is means being able to put aside the deeper technicalities of the racing genre. Playing it at its own game by treating it as an arcade title in short bursts allows for a great deal of fun. Somehow through offering a great sense of speed yet being mechanically passive it manages to be both thrilling yet relaxing at the same time. This is a game that delivers on it's promise of an arcade racer in the home, that doesn't take itself too seriously. This is clearly a product for a very particular niche. Also the slender contents of the package will bother many, however there was a recent permanent price cut on the digital store and with DLC on the way, there's never been a better time to jump in. Score - 8/10
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Post by alexmate on Feb 11, 2022 12:04:17 GMT -5
I was listening to the podcast and decided on these two:
Shatterhand (NES, 1st time, timer: 59 minutes) Really fun game, great graphics for the time and hardware, soundtrack is good. Honestly I prefer Bionic Commando, Castlevania, Contra and Ninja Gaiden. Same sort of difficulty level.
Rating: 7
Kabuki Quantum Fighter (NES, 1st time, timer: 42 minutes) I agree with the podcast on this one. On the mediocre side, but the high side of mediocre, great soundtrack, good graphics, fun and quirky with some nice boss design and about right in length. Just not overly exciting to play unlike say Mega Man.
Rating: 7
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Post by spanky on Feb 11, 2022 13:26:07 GMT -5
Crash Bandicoot: Warped via the N. Sane Trilogy (PS4, First Time)
Whew, finally put this compilation to bed. Warped tries to improve on the second installment by...adding more gimmick levels. This reminds me quite a bit of Donkey Kong Country 3 which does pretty much the same thing. The motorcycle race levels in particularly are very frustrating and there are 4 of them! Just when you think you're doing well, the race throws a sharp turn that requires you to have the track already memorized. That being said, the gimmick levels grew on me by the time I had finished the game.
You also get a bunch of new abilities as the game progresses, which I appreciate. The double jump controls are a little finicky, there are only certain parts of your jump that it actually works (near the apex). The fruit bazooka, which you get after the 4th world makes the vast majority of enemy encounters trivial as you can just sit back and blast them.
In order to get 100 percent (or 104 percent in this game. Another DKC similarity), not only do you have to find all the gems through box smashing and secret paths, you must also clear a time trial for each course, making you play every level at least twice. Given the way the game gradually throws new abilities at you, you're pretty much best off beating the game once without taking any time to unlock gems or do time trials THEN play everything again once you have your full repertoire of abilities. It is kind of a pain to go through everything again but I actually found it sort of engrossing. I think my biggest complaint is that smashing all the boxes requires backtracking in some levels and when you have to run towards the screen to backtrack you have to move verrry slowly else you will fall into a pit.
There's a few secrets that require a guide but overall much less than the last game. One in particular requires you to jump into an easy to avoid enemy that you'd normally never think of running into. The good ending is kind of funny but the series really needed a crazy "true final boss" to cap off the trilogy. What you get is pretty underwhelming and easy.
The port seems fine and I'm not sure if the slight control and hit detection issues I'm seeing were in the original game or were introduced in this port. Anyway, it was good to revisit the series once again though I'm not clamoring to play 4 anytime soon. 7/10.
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Post by dsparil on Feb 12, 2022 19:22:33 GMT -5
Pokémon Legends: Arceus (Switch, First Time)
Is it the game every Pokéfan has been wanting for years? Almost! It's a lot like the BotW (or SMTV) of the series in that it focuses on exploration at the expense of everything else. Few trainer battles, nearly no dungeon-y locations, no gyms or gym replacements, trimmed down move sets, no abilities, no held items, no breeding, etc; well, trimmed down move sets isn't a total minus since they've gotten so bloated over the years, and it's very nice that you can freely pick what four moves a Pokémon has directly. What you do get is five largish maps, ~240 Pokémon and a traditional RPG division of 27 Missions (main quests) and 94 Requests (side quests) along with a whole heap of Pokémon specific tasks. The presentation is also much nicer than Sword/Shield and you're actually an active participant in the plot instead of bystander being told to mind your own business for 90% of the game. I think the biggest let down is that you actually have to actually catch every Pokémon for the final mission to unlock which is way too much; the actual main storyline ends at mission 18 for reference. Some Pokémon only appear incredibly rarely in "space time distortions" which themselves are rare. It's sort of a weird decision and one I hope gets tweaked later one.
I finished in 34:41.
Rating: 8
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Post by Deleted on Feb 13, 2022 3:17:54 GMT -5
Pokémon Legends: Arceus (Switch, First Time) Is it the game every Pokéfan has been wanting for years? I'm going to say no. My partner is a Pokemon fan, that being someone who actually likes the recent games (and would count Sword and Shield and Lets Go as favourites). He's absolutely hating this new game. Him being the type to play through anyway just because he bought it is getting on my nerves actually, but in response to this line I'd say it's perhaps what lapsed fans have been wanting for years or those who wanted something different from the franchise. I'm not convinced that Legends Arceus offers much for fans of the current product. For the record he played through BotW 3 times and is currently on the New Game+ for SMTV so the appeal isn't crossing over somewhere along the line. I think the fact that the primary audience for Pokemon isn't game enthusiasts means there's a pretty big contrast between the negativity we see from outspoken people online and the opinions of the majority who are actually playing.
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Post by dsparil on Feb 13, 2022 8:52:22 GMT -5
Pokémon Legends: Arceus (Switch, First Time) Is it the game every Pokéfan has been wanting for years? I'm going to say no. My partner is a Pokemon fan, that being someone who actually likes the recent games (and would count Sword and Shield and Lets Go as favourites). He's absolutely hating this new game. Him being the type to play through anyway just because he bought it is getting on my nerves actually, but in response to this line I'd say it's perhaps what lapsed fans have been wanting for years or those who wanted something different from the franchise. I'm not convinced that Legends Arceus offers much for fans of the current product. For the record he played through BotW 3 times and is currently on the New Game+ for SMTV so the appeal isn't crossing over somewhere along the line. I think the fact that the primary audience for Pokemon isn't game enthusiasts means there's a pretty big contrast between the negativity we see from outspoken people online and the opinions of the majority who are actually playing. What it is that he doesn't like? I honestly haven't seen much negative about it outside of obvious trolling on GameFAQs. In general, I'd say the enthusiast community has been eating it up. It's definitely not perfect, but the overall execution is good. There's a lot of nice little touches everywhere, and the hidden ancient poems are interesting too.
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