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Author Topic: 12in12 / 52in52 Video Game Challenge in 2016  (Read 33865 times)

Offline coachie

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #80 on: July 21, 2016, 05:14:47 PM »
SOMA

The best time and 7,99 I spent in a long time!!!

Offline Tuffty

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #81 on: July 21, 2016, 09:57:23 PM »
^ I bought it on sale too and I'm not sure at what point I am in the game but have to agree with you. Absolutely enthralled by it so far.

Now I can say.... CHALLENGE COMPLETE though I like doing these so I want to keep going XD

July (12/12): Furi



There's usually one game in a year that will catch me by surprise. Sometimes it's a game I hadn't played before and only got a chance to play it, wondering how I missed it at the height of it's popularity. But mainly it's the release of indie games with very little marketing behind it until right around the point it comes out. Last year it was Rocket League, now one of my favourite games and something I play almost daily to this day. This year it's Furi and while I doubt I'll be playing it as much next year, what is here is a game that feels specifically made for me.

The premise is as straight forward as they come, Furi is essentially a boss rush game. Defeat nine bosses and the credits start to roll. The mechanics are even simpler, the combat is stripped to the core tenants of any action game, slash, shoot, dodge and parry. There is some hidden depth to the combat, such as you can parry enemy projectiles back at the boss or you can charge your boost to dodge further, or dodge as you're charging your melee but that's about it. There are no hidden combos, no collectibles, no upgrades. It is a mixture of an isometric twin stick shooter and a 3D hack and slash game. But what makes Furi stand out is that each boss encounter is fairly unique and genuinely requires a mix of strategies and gameplay in order to succeed. Some bosses are constricted to small arenas, some take place in large almost labyrinth type areas, some are mainly melee focused, others can only be damaged by ranged attacks. Each boss has multiple lifebars, take down one and different attack patterns get thrown into the mix, keeping you on your toes. Some boss fights stick out more than others but I enjoyed each encounter. Most of these bosses take up to 10 minutes or more to beat, not including any times you die against them as you learn their attacks. I've only briefly tried the first boss once again on the harder difficulty and was thrilled to learn that it includes even more attack patterns not seen on the normal difficulty which adds a whole new layer to the boss fights now. I love character action games like this, one where through practice you can fine tune the combat to your will and each victory feels well earned and rewarding.

I must also include the fantastic soundtrack to this. Backed up by electronica artists, the game feels like a descendant of Hotline Miami and the choices are fantastic, really adding to the excitement of fighting a boss. The visuals are quite nice, the neon esque landscapes all differ between each boss and the character designs themselves are pretty crazy although sometimes the garish lighting can really detract from the look of the characters when viewed up close. If there are criticisms, I'd say the plot is incredibly simple and doesn't give us any time to care for the characters within it (the protaganist is silent). Each chapter begins with a lengthy prologue where your character very slowly walks up to their new challenger while a creepy man in a rabbit head cryptically narrates the plot. While I appreciate the downtime between each boss which allows me to appreciate the visuals and the music, but the sluggish walk speed and awkward camera angles can often make it more of a slog than was intended.

Playing Furi I felt the inspirations were clear, a love letter dedicated to Platinum Games and bullet hell shooters and so I was glad to see that they along with Shinji Mikami, Hideki Kamiya, Hideo Kojima and others are given a shout out in the end credits. Furi isn't for everyone, it's made for a specific audience in mind and you have to respect that. While the above criticisms stop it from being a masterpiece, the white knuckle action it offers along with it's presentation makes for a gem of a game I'm delighted to have played. It's free on PS Plus this month and if you have it, it's well worth downloading it and giving it a try.

8/10

Offline etranger01

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #82 on: August 07, 2016, 08:37:56 PM »
@coachie: YES! INDEED! great game. have you seen the end?......ahhh goosebumps 9,99 /10

my games are: life is strange, SOMA, the vanishing of ethan carter & doom (2016)

but i can't complete 12 games in 12 months. impossibru~
もし、モーニング娘。がいなかったら、私達はいったい誰のファンだったのだろう。
もし、モーニング娘。がいなかったら、私達はいったい誰の曲を口ずさんでいたのだろう。

藤代冥砂

Offline Tuffty

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #83 on: August 12, 2016, 08:30:37 PM »
July (13/12): SOMA



There doesn't seem like a whole lot to say about SOMA from a gameplay perspective. Much like the studio's previous game Amnesia, it is a survival horror game where you have a series of objectives to follow, solve puzzles to progress and hide from the threats wanting to kill you. The idea of having no weapons at all and having to hide from any monsters rather than confronting them was fairly ground breaking at the time of Amnesia's release and it's been copied over since by many other titles. So it was a pleasant surprise to me to find that SOMA doesn't try to do more of the same and it's all the more horrifying and a better game as a result.

You play as Simon Jarrett, a man who at the beginning of the game must undergo some radical brain therapy in order to try to help cure brain damage after a car crash. Once he wakes up, he's in a completely different place than the hospital he went into. It's dark, industrial, almost futuristic and most definitely abandoned. Eventually you discover you are in an underwater base, one of many, about a 100 years into the future. Through dialogue, visual signs and logs found in old computers you'll uncover more of the story and want to see it through all the way to the stunning end.
 
To say any more would be spoiler territory but let me just say that SOMA has some absolutely fantastic writing and delivers one of the best video game experiences I've ever had. I think what impressed me so much about it is that the horror that the game portrays is in the existential, not mechnical. There are sections where you must hide from the monsters that can instantly kill you but these instances can be counted on one hand and typically fill these sequences with tension rather than outright scares (although it must be said, there's a section like this near the end that absolutely terrified me). For me, the true scares came through the unconventional, the existential the game forces you to confront that makes me think about it long after the game is over. As an example, there came a point, maybe 2 hours into the game where you find yourself walking on the ocean floor. I was walking through the area, processing the information I had just found out and I just stopped and looked all around me and I felt like I didn't belong. That I was truly, completely alone in this world. Having known what happened, what had happened and where I was with this vast space all around me, I felt genuinely scared thinking of the prospect if I were in that situation. It's something the game does so well and it continues to raise some difficult existential and ethically grey questions that are so difficult. Discoveries that are usually game ending twists in other games are delivered within the first few hour or so of gameplay. It's not a game about sudden gotcha moments, it's more of a slow drip of information that gets you absorbed into the game's fiction more and more until you reach the end of a typically 10hr playthrough. It's not that other games haven't asked these same questions before, but SOMA does it the most clearly through some clever writing.

There's very little to talk about in the way of missteps. The puzzles are challenging but not too much to grind the pace to a screeching halt and they make a nice change of pace. It looks fantastic, the lighting and water effects are on point. The audio brilliantly keeps the tension alive at every turn. The game didn't feel so short as to be fleeting but didn't overstay it's welcome either. I guess the only weakness to the game is the monster encounters themselves, they're drawn out instances of hiding then sneaking or running to the exit of an area but they do raise the tension and set the heart beat racing when you feel one might be chasing you.

To some, SOMA might not be the horror game they're looking for. They might want more monsters jumping out or more instances of having to hide from some terror. That can be disappointing if that's the only thing you want out of it. But don't let it scare you into thinking it's not worth playing at all. It's one of those rare video games that is paced perfectly from start to finish and like any good science fiction story, will stick with you long after the stunning ending. Suffice to say that while the themes being explored are far from new to science fiction, this game puts a unique spin on them and uses your own first-person involvement in the tale to build and deliver a killer and emotional payoff that can only be achieved within the video game medium. It's dirt cheap right now, I cannot recommend it enough.

9/10

Offline pikapikapika

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #84 on: August 20, 2016, 09:24:32 AM »
I really regret that I couldn't keep up with this! work and life just ground me down until I couldn't manage it.
Saturdays I always looked forward to starting something new, making screenshots and having a good time.

Maybe I can pick this up another time.

Offline Tuffty

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #85 on: August 27, 2016, 02:02:20 AM »
August (14/12): Inside



Much like SOMA, there's very little to say about Inside, the latest game from the makers of Limbo. After a lot of reviewer praise and fanatical support for the game's setting and ending, I came away from it feeling let down.

You play as a nameless boy constantly moving forward as you make your way into a base where officials appear to be conducting some dark experiments. I wish I could say more but it is a very short game (3-4 hours for me max, I started it on Thursday and finished it the next day) and secondly there isn't really much to talk about. The reason why you the player are constantly moving forward is not just because it's the design of the game but because you want to see what happens next in the hope that more will be revealed to you to get a better understanding of the story. But that never happens. There is no dialogue, no hidden logs in journals to read, any questions you have right from the beginning of the game go unanswered. The game's only communication of story are events that are happening in the background so really the whole game just feels like moving from scene to scene. Survival is initially the objective but as you get deeper into it, more questions are asked but very few ever get explicitly answered. Show, don't tell is a good thing for story telling, but only if you show things well. If you leave an important part of it too vague or unconnected, you have less of a story and more of a series of fragments which people then have to randomly guess and speculate the answers to. That's how I feel about this. The much discussed ending also fell flat for me personally. While there's definitely a basic structure of a story you can piece together here, I don't think it's something I enjoy that much. It doesn't make me care for any characters or make me think about it afterwards on any issues it raises, like SOMA does so well.  Personally not for me, but if you can appreciate that method of story telling then I think you'll like this.

Not much to say about the game itself, much like Limbo it is a 2D platformer with often physics based puzzle solving. The platforming is serviceable and the puzzles are mostly straightforward enough that you shouldn't be too stuck on any particular one. With such a limited moveset at your disposal, there are only a few areas of experimentation you can make before you work out what needs to be done.

I will say the presentation of the game is also great, there is some really great direction, lighting and camera angles and overall the game is very dark and unsettling. It's an interesting game, worth playing because it feels so unique, but personally I was hoping for something more around the story considering the amount of hype I've heard about it.

7/10

Offline pikapikapika

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #86 on: August 27, 2016, 10:23:13 PM »
Week 12:






Smaller screenshots may contain spoilers.

Time Played? 30 minutes
I actually had this ready to go months ago when it actually was week 12! But this game? yeah, I don't have much to say about it, it's a standard FPS where you can switch characters around and I got bored and deleted it after the first level  :lol:
It's another one I got in the Eidos bundle I think, I'm sure I had more to say about it at the time, but it left such a huge impression on me I've forgotten everything!!

Recommended? nah
Replay? nope

Offline pikapikapika

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #87 on: August 27, 2016, 11:02:06 PM »
Week 34:








Smaller screenshots may contain spoilers.

Time Played? 23 hours (beaten on normal)
Now this is a game I was kind of looking forward to, then it felt a bit flat and I forgot all about it!

Resident Evil Revelations on the 3DS was released around the same time as RE6 and was the real "survival horror" game to complement it.

Except this wasn't true :lol: Revelations was a good attempt however!! it was kind of it's own thing with the Raid mode (different from Mercenaries) and item collecting and upgrading, I ended up having a lot of fun!! The 3DS was pushed to it's limits, which also added the survival horror element of smaller levels and taking your time and being scared of what was coming. Rather than the huge, long endless linear levels in RE6 which you could just run straight through in a lot of cases.

Rev 2 was hyped up as being the continuation of that, plus some RE2 elements and characters and Survival Horror. Along with the return of fan favourite character Claire Redfield.

Oh dear.

Well, they tried? haha. The first problem was Claire was not voiced by Alyson Court, the actress who had played her since the 90's, this actually stopped me from buying it for a long time as I am a big fan of hers (I actually played it through in Japanese the first time just to avoid the acting), the other is the long, long levels from RE6 were back. The survival horror gameplay is there but it is toned down somewhat (there is a "survival mode" but that too just doesn't feel right) and in general feels even more derivative and inauthentic, it really plays a lot like Rev 1 had an RE6 makeover since they weren't limited by size anymore since this isn't a 3DS game. I don't know it's odd.

Regardless of that, it is a good game, and better than RE6! Barry and Claire have second characters in their stories, Moira and Natalia who are actually more fun to play as, Moira has a torch and Natalia can spot enemies and hide and get through small holes, I tend to spend most of my time playing as them. Raid mode isn't as good as Rev 1 but I have been playing it through, some Rev1 characters are in it like Jessica who was my fav in the last game.. and for some reason has a better character model than anyone else, the graphics seem oddly downgraded somehow, I know Rev 1 got a HD makeover for consoles, so it's just another odd thing.

Recommended? if it's cheap, because it's a good game!
Replay? Yes, raid mode and S ranks and things

Offline Tuffty

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #88 on: October 05, 2016, 03:15:34 PM »
September (15/12): Hyper Light Drifter



Hyper Light Drifter is a 2D action RPG released earlier this year that can easily be compared to early Legend of Zelda titles. That is no faint praise, but it is the best way to describe this fantastic pixel art indie game. Much like Nintendo's series, the game values exploration and skill, invoking the same sense of adventure as you discover secrets and fight enemies from a top down perspective. Where Hyper Light Drifter differs is it's sense of style, it's incredibly challenging difficulty brought about by it's fast combat system and a basic, but cryptic narrative. Needless to say, all things I have come to love in a video game.

The narrative revolves around the protaganist (the name is never mentioned but is referred to online, rather sensibly, as the Drifter) navigating through a land decimated by Evangelion looking giants in searches for the cure to a mysterious illness affecting your character. The interesting aspect to the narrative is that it doesn't give you much in the way to fill in the blanks. Aside from the opening cutscene which establishes the character and the world, the game doesn't expose much other information to the player. There are very few characters to interact with and aside from gameplay hints, there is no dialogue and no written text logs to further emblish the world or what has happened. The storytelling is largely left to the player's interpretation as they wander through the various environments like the snowy mountain tops to the underground robot factories. What helps is the game's striking appearance, the game uses a variety of colors that is easy on the eye and begging for the player to take a moment to appreciate. It's a world brimming with life that has begun anew, but also living in the shadow of a long dead civilisation that was much grander and more luxurious than the current one could possibly hope to be.

The cryptic nature even extends to the gameplay. From the get go, you start in a central town area where you can purchase upgrades to weapons, skills etc and have the freedom to explore any area you see fit, either North, East, South or West, where some areas are more suited than others if you're just starting out. The game subtly gives you some hints about what you should be doing but largely leaves you to figure out on your own how game mechanics work such as the combat, managing the health system or even how to purchase upgrades. Only through playing do you realise that in each area you must track down 4 terminals containing gems tucked away in their own mini dungeons or hidden in the overworld, as well as defeating a boss in the area in order to progress towards the final part of the game. Navigation is an early hurdle, as the map is quite basic but I found that I got pleasantly lost without feeling frustrated. I was constantly seeking out new paths or secret areas to see what it would lead me to. It has a slight Castlevania element were certain sections of the area couldn't be accessed without a specific weapon or skill found later in the game, so it was also one where I had to take notes on so that I could come back and discover what was there. There's good incentive to do so as well, areas such as this often lead to even more challenging gameplay areas leading to new upgrades, cosmetic differences to your character and even leading to mini games and optional bosses. If I had any gripe, it would be that each area is distinctly separate from each other and not connected like a Lordran or even a Hyrule.

Navigation is the least of the player's problem anyway. Most of the game's difficulty comes through it's combat which can be swift and brutal at every encounter if not handled correctly. You come to learn the basics in a few hours, sword slashes are the primary method of attack but you also have firearms to use like pistols, rifles and one of the best, useful shotguns I've seen in a while. Rather than bullets, the ammunition for the guns require recharging through sword slashes against the enemy. You can dash in any direction, which lets you get away from danger or navigating the environment by crossing over ledges, but it does not make you invincible. With all of that in mind, you must make use of them during combat which sees you come up against a group of enemies. It takes a while to come to grips with the combat, the Drifter is fragile, and health packs can be hard to come by, of which you can only carry 3 at a time so at times you can feel overwhelmed by having to manage so many enemies at once. Eventually once it all clicks, you learn that enemy prioritisation is key, identifying who is going to be a problem will allow you to target who you should deal with first. Acquiring upgrades can also make it easier e.g. you can deflect projectiles back at enemies if you swing the sword at the right time, or you can acquire bombs which can clear a group of enemies fairly quickly but has a long recharge time. While you may occasionally fumble at the beginning, it is always satisfying to tackle a group of enemies and dispatch them all within seconds, like a swift whirlwind of death. It's one of the closest feelings I've had playing a game to feeling like a lone samurai.

Overall, the game exhibits a nice combination good game design and enchanting aesthetic direction. It's filled with secrets that encourage thorough exploration and the combat is challenging and satisfying. The visuals and synth soundtrack are both great as well making it a game very much worth your time.

8/10

There's also a good documentary about the creator who made the game as he was battling a fatal illness and how that transpired into his work.

« Last Edit: October 05, 2016, 07:25:32 PM by Tuffty »

Offline coachie

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #89 on: November 01, 2016, 07:50:44 PM »
Games payed and finished since my last update

- Bioshock 2 Minerva's Den DLC
- Bioshock Infinite
- Layers of Fear + DLC
- Atelier Sophie - Alchemist of the Mysterious Book
- Silent Hill - Shattered Memories

Challenge Complete!
« Last Edit: November 01, 2016, 07:56:26 PM by coachie »

Offline Tuffty

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #90 on: November 03, 2016, 12:09:57 AM »
November (16/12): Hitman



This week saw the release of the final level of what is 'Season 1' of the latest Hitman game. A pre-existing AAA franchise making the switch to an episodic release was always going to be controversial, but aside from a few hiccups and long standing issues (which I'll get to), the end result has been a resounding success culminating in not only my favourite Hitman game of the series, but one of the best games this year.

The latest Hitman game is true to the series roots by offering large sandbox levels offering you the player the freedom to assassinate the target however you so chose, but it must be as clean and silent as possible. Stealth is the way to get around the levels and adopting disguises allows you to progress deeper and closer to the target without the fear of being spotted. Taking out the target stealthily however is usually a challenging proposition and each game in the series has offered creative methods to carry this out. Sure, you could take out a target from distance with a headshot from your pistol but what if you were to poison the target's drink? Set up an explosion? Tamper with the ejection safety of a harrier jet so that when the target goes through a routine safety check the target is ejected high into the sky without a parachute? These are some of the options available, with each game creating a sophisticated sandbox that was both approachable and ripe with creative opportunities for advantageous players to feel like they performed the perfect hit. In essence, Hitman is as much a puzzle game as it is an action stealth game.

From a design and gameplay perspective, the latest Hitman game offers some of the biggest, most varied and intricately designed levels in the series.The first level, set in a fashion show in Paris, is a fantastic way to start the game. With 2 targets to kill, the game has a multitude of ways to complete the mission. Hundreds of civilians bustle from dance floor to bar, caterers weave purposefully through the crowds, all as models take to a gorgeously lit catwalk set to a booming soundtrack in the centre of a sprawling mansion with multiple floors – it’s down to you to decide how you want to proceed. It truly feels organic, a realisation of the type of game Hitman always aspired to be, but now with the hardware to support it. The next level, Sapienza, is my personal favourite. The largest map of any Hitman game and gorgeous to look at, even later levels don't really match it. In a sense, the game almost peaks too early as other levels don't quite match, but that's not to say they're bad. Indeed, each one is unique and challenging in their own right and absolutely gorgeous to look at. Each level has a number of unique opportunities to kill targets, you will usually hear NPC dialog which hints at a character flaw or weakness of the target which you can exploit. By following the on screen prompts, it will often lead you to being alone with the target or kill them in a hilariously unique manner. Swapping out the targets golf ball with one that explodes will always be funny. The game can be pretty dark but also has a wonderful macabre sense of humour to it as well.

I was rather sketchy of the new episodic release format at first, but thankfully IO and Square Enix pulled through. Despite a rocky launch period at first, the game has been supported really well between the release of each new level. Bug fixes and game updates would regularly be provided to make the game smoother and better performing but they've also added in additional content with Escalation and Elusive targets. The former are unique contracts set in a level, requiring you to kill someone but there will usually be conditions around it e.g. kill someone wearing a certain disguise. After completing it the first time, the game asks you to do it again but this time with an added condition, such as kill another target or hide the body in 30 secs. Complete that and you get another condition, leading up all the way to 5 levels, often forcing you to re adapt how you approach the mission. I really enjoy these because they tested my knowledge of the level layout and how to complete it, really highlighting the puzzle aspect of the game. Elusive targets are also interesting, essentially real time limited missions where you have limited intel on how to find a target with the added caveat that you have only one chance at getting it right. Fail it and you can never play that mission ever again. When I said they are real time limited, I meant it, past missions can never be attempted even now. I really like the idea, it ramps up the tension in each mission as you plan ahead on how to get it right and one of these missions in particular led to one of my gaming highlights of the year as I timed it just right so that I sabotaged a church bell to drop and fall on the targets head, making it look like an accident.

There are a few downsides to address. The most obvious one and one I have a hard time justifying, it that this is essentially an always online game. Yes, you can play the game offline, however for some reason it not only seperates out offline from online saves, but also any equipment or weapons you unlock in the online version, cannot be used offline. Indeed, they can't be used at all, as they are exclusively available online. That in turn has also created problems where I can and have been disconnected from their servers and so end up forcing to quit mid mission and retry connecting. It was a fairly regular problem in the first few weeks but since then things have been much more stable that I can't even remember the last time I was kicked off. The main story thread started off promisingly but ultimately was rather weak. The cutscenes are gorgeous, as you would expect from Square Enix and it was interesting at first, but once news came out that a Season 2 might be in the works, it ends just as you would imagine. But ultimately the story is just not that interesting to be engaged with in the first place and can't really be told effectively as it's fractured between each episode in small doses. My other gripe is voice acting. You get to go to Paris, Italy, Marrakesh, Bangkok, Colorado and Japan. Yet every NPC in the game has the same voice actor, using the same British/American accent throughout. It's kind of immersion breaking.

The final level of the season may have been released, but the developers have a plan to continue releasing side content and elusive targets for weeks to come and it's great to see the game get that level of support. It thoroughly deserves the success, as each level shows the developers have a good grasp on the basics of Hitman enough to twist it in interesting ways for each level. A full boxed edition will be released in January and the game has so much content and replayibility already that, in my mind it's easily worth the money. I hope that Season 2 is confirmed for next year, as they won me over with the episodic format, making each level the focus of a string of weeknights, exploring every corner and taking out every target, rather than ditch it the second you’ve played it once. While I wouldn't be happy for that format to apply to every AAA game in the future, it fits Hitman considering it was a set of disconnected sandboxes anyway. It also just happens to be the best game in the series.

9/10

Offline pikapikapika

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #91 on: November 11, 2016, 11:53:31 PM »
It sounds like I would hate this a lot  :lol:

Offline shirenuファクトリー

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #92 on: November 12, 2016, 11:15:51 AM »
I've continued playing Spelunky (yes, after all this time); it can be so brutal, but I am experiencing some (slow?  normal?) progress and that's good times. I don't know if I highlighted that before, but it really is such a good game. I'm mentioning it in this thread specifically because it was one of the games I 'sampled' earlier this year :lol: I will make use of the list I've already made for this year, but really my gaming is such a mess. I play with Stryfe and xerony a lot (they tend to be around; it would be fun to have a +1 for full 4nin play sessions) and then I have my Sims and then there are games I've just recently bought like Stardew Valley and then this list and other unfinished games... :lol:
LJ★  ~Rest in Peace marimari, Jabronisaur, ChrNo & Fushigidane

Offline pikapikapika

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #93 on: November 12, 2016, 11:37:43 AM »
Ahh I miss our 4 player game sessions, what has this job done to me? D:

Offline Tuffty

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #94 on: November 13, 2016, 02:54:05 PM »
November (17/12): Titanfall 2



2016 is, surprising to all, the year of shooters. Some of the biggest, most critically well received games this year are first person shooters. Titanfall 2 is the most complete package of the lot, offering a brief but thrilling single player campaign and multiplayer that is fast and chaotic.

The single player campaign sees you, Jack Cooper, training to be a Pilot, an elite soldier who is capable of swiftly moving across the battlefield with lethal efficiency but also able to commander a giant mech capable of turning the tides of battle, known as a Titan. The story is even more generic than you expect. Future sci fi universe under threat from an Empire that considers all human life expendable and a plucky rebellion to fight against it. Early on you link up with BT, an experimental Titan who also has more of a personality than the man you're playing as. Like all cinematic shooters, the campaign funnels you through from level to level but rather than strict linear corridors there is usually a wide open space to take advantage of. The levels and enemy placements are designed in such a way that you can't help but experiment with. Running along a wall shooting enemies at the same time will never ever get old and that's also down to how good the game controls. It's fluid, fast and weapons feel satisfying to use. You also get to control your Titan in other sections which is as empowering as you hoped it would be. There are different loadouts to select for it which opens up new abilities to use and the game makes the best use of it when fighting other Titans.

But where Titanfall excels is the variety of what the game asks you to do. The game controls are satisfying in their own right that the developers could have just left it to be a straightforward experience without too much work, but instead they chose to give each level a unique element which keeps things interesting. An early highlight is a level where you're in a factory line as these houses are being constructed. This level is more puzzle like in nature than shooter focused, as shifting planes requires you to think how you will navigate through the level. When enemy encounters do happen,  you can use the environment to your advantage as you run, double jump and sprint your way across. There are other levels that give you a piece of equipment that ties into the level design in some way or drastically changes how you handle enemy encounters. These ideas are not worthy of me spoiling here, but with each level introducing a new idea or game mechanic and then disposing it for the next level, it almost feels like a Nintendo game. The campaign is short, 4-5 hours and I do wish it was longer, but that's a testament to how well the campaign is put together, it's the most enjoyable shooter I've played in a long while, perhaps as far back as COD4 (not so surprising considering the developement team is composed of veterans from that game.)

The single player campaign is a triumph, but the multiplayer is also a fantastic addition. The fast movement and Titan battling all makes it's way to the multiplayer and it creates an online experience that's fast, frantic and chaotic. You can select your weapons and equipment in a create a class system like COD, but thankfully the game doesn't throw in so many options that it's overwhelming. You can select an ability per class which offers some unique advantages. The one most used is the grappling hook, which just feels very satisfing to use as you can zip across the map or even grapple onto other enemies. There's also a pulse knife which where thrown, sends out a ripple effect and highlights where the enemy is in your field of view, perfect so you can set up an ambush. You can also turn invisible, move at 3x the normal speed, produce a cover which amplifies any firing shots going out which are all useful in their own way. The best game mode is Bounty Hunt, where NPC soldiers and Titans come in rounds. You compete with an enemy team to kill these NPC's as it earns you money. At the end of each round, each player scrambles to a bank terminal so they can deposit their winnings and contribute to the team effort. The fastest to earn $5000 wins and the tables can turn because when a player is killed, half of their bounty goes to the player who killed him. Player progression earns you new weapons to use, different titan classes, cosmetic items etc and it's fast to level up so I never felt like I was being denied anything cool and having to grind for it. It's the action on the battlefield that really cements Titanfall 2. That rush of clearing out a few grunts, capping a couple of enemy pilots, earning your Titan, calling it in right in front of you, wall-running and jumping as you hear "Stand by for Titanfall" then sliding on the ground into the space where your giant metallic buddy slams into it, seamlessly being picked up and placed aboard, then terrorising the ant-like soldiers below... that's Titanfall. It's truly unlike anything else you can feel in a competitive shooter, it has never ever felt old and I don't think it ever will.

In recent times, first person shooters have felt like they have had either their single player or multi player modes tacked on, usually made by another development team and you can tell it's not given the same focus as what makes the other mode so compelling. Titanfall 2 is truly the complete package, a well paced, inventive campaign and a chaotic multiplayer that makes most of the competition look stale by comparison. It is such a tragedy that EA decided to release it between Battlefield 1 and COD. It doesn't have the same name brand as those two so it can't really compete and it shows. The fact that one of the highest critically rated Xbox One games ever (8th of all time last time I checked) is released to low sales should be something that EA should be ashamed of.

9/10

Offline Tuffty

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #95 on: November 30, 2016, 08:41:41 PM »
November (18/12): Deus Ex : Mankind Divided



The sequel to Human Revolution, Deus Ex Mankind Divided was one of my most anticipated games of the year.  The latest entry to a series highly regarded as one of the best of all time, the original proving to be a revolution in game design still felt to this day, I was excited to continue the story of Adam Jensen. Unfortunately, the latest game isn't as much of a revolution as it is an evolution. That's ok in it's own right, but it also introduces some problems across the board which left me feeling ultimately rather disappointed.
 
One of the most interesting things about the series is that like any decent science fiction, it takes real world struggles and concepts and are able to use these to tell an interesting story. The original Deus Ex is a cyberpunk global conspiracy spy thriller but also oddly prophetic for its time regarding surveillance, data mining and artificial intelligence. There’s a general theme throughout the series around big business interests in politics, augmentations and transhumanism that raises interesting questions and makes the player think. Mankind Divided approaches a different subject, racism, but the results are not as successful.  Two years after the events of Human Revolution, people are basically divided into two categories, human and augmented, with the former deeply fearful of the latter after *Deus Ex Human Revolution Spoilers* ‘The Aug Incident’. Basically a global catastrophe where people with augments where driven to violent insanity after a biochip embedded in people’s augments was activated. Augmented people turned on non-augmented people which resulted in the death of 50 million people worldwide, particularly where the population of augmented people were highest. Adam Jensen stops it from continuing on and pulling the people back to themselves but the damage was done and governments around the world decided to pass laws on how to deal with people’s fear and anger. In Mankind Divided’s case, a ‘mechanical apartheid’ is imposed on Prague where augmented people have human rights taken away and segregated to live in ghettos under constant police surveillance.
 
If that all sounds a bit far fetched as the narrative basis for this game then that’s because it is. To know that the upper class individuals from the first game who were able to afford augments in the first place now become a poverty stricken oppressed class, in the space of two years since the events of the previous game, is pretty far fetched.  The level of open racism on show by civilians and even police forces seems comically over the top.  There are even examples of ‘Aug Lives Matter’ printed across the world, a real world allegory about as blunt as a sledgehammer to the face. It’s not new for Deus Ex games to take real world issues and exaggerate them to fictional extremes and as we near some cyber dystopia of our own here in the real world, a story around identity politics could be interesting. But the handling of it in this game, having to incorporate it to events of the previous game, seems ham fisted and indeed even a little disrespectful to the very issues it is attempting to explore and expose.
 
The main narrative isn’t much better.  You play as Adam Jensen once again, a fully augmented secret agent who gets caught up in a terror incident in Prague and finds the strands connecting to a bigger conspiracy involving the Illuminati and must uncover them.  The problem is that the story told over 30 hours isn’t particularly meaningful. I got my money’s worth but it doesn’t feel like I had accomplished much by the end of it. It’s hard to feel you’re involved in a global conspiracy if the majority of your time is spent in Prague, as opposed to previous games that would have you globe trotting. The ending came more abruptly and anti-climactically than any game I’ve played since Halo 2, leaving the game with several plot threads left unresolved and where the real conflict will be addressed in a future sequel. But as a prequel to the original Deus Ex, we already know the outcome so it just seems like delaying the inevitable for the sake of more games to release in the series which is pretty shady.
 
The main strengths of the game come from the other aspects that Deus Ex is renowned for, it’s first person stealth RPG hybrid combined with expansive level design.  In many ways it feels like fine tuning the formula laid out from Human Revolution as opposed to doing anything drastic to try and break it. You will often find that there isn’t just one solution to an obstacle in your way but many, all catering to how you approach the game. As an example, if you need to get to a location but need to get through a room of guards in order to do it, you have a number of options as your disposal. You can hack into terminals to unlock doors or bypass security systems in order to progress or you could find a vent shaft that leads to where you need to go, you could use your augments such as an invisible cloak to move from cover to cover or you could even construct your own path using crates and boxes to reach a higher elevation that allows you to traverse right above them without them seeing you. You could also use a lethal approach but I wouldn’t recommend it, the FPS mechanics just aren’t on the same level as a Titanfall or other FPS you care to mention. It’s fairly clunky, imprecise and slow, even pulling out the gun takes longer than you expect. Stealth is the best way to approach the game and it shows as you are given experience point bonuses for completing an objective for not raising an alarm or being spotted. For what it's worth, I played on the hardest difficulty option available to me when I started the game and didn't feel challenged at all when taking this approach. I imagine it's probably more difficult to go in each encounter all guns blazing but I can't imagine why you ever would if it doesn't feel great to begin with.
 
Your actions in the game like completing objectives or hacking terminals gives you experience points which you can use to upgrade your abilities and define your own play style, especially when combined with the array of lethal and non-lethal weapons.  New to this game are new ‘experimental’ augmentations, which offer new abilities. The inspiration from Dishonored is apparent, even including it’s own ‘Blink’ mechanic to be able to teleport short distances across.  While interesting, the trade off is that you must permanently turn off one of the core abilities to facilitate it’s inclusion.  An interesting dilemma to begin with, however these new abilities don’t have a fundamental impact on the way you play the game in the same manner that your base abilities do and they often use up a lot of your energy meter, which can’t be so easily replenished without a fairly rare resource you must buy or find through digging meticulously through every container in the environment. Remote hacking and firing a concussive blast don’t amount to much other than a fancy parlor trick, the trade off with your base abilities is too high to even warrant the deal and you’re not going to be challenged without using them. It even seems like the developers were aware of this as halfway through the game you can complete a side quest which allows you to bypass the limitation. Any base ability you had previously disabled is now re enabled ready for use and every experimental augment is available to upgrade without penalty.  Again, it’s a case where the gameplay doesn’t quite match with the story they’re trying to tell. How am I meant to feel part of an oppressed class and made to be treated as such when I can kill multiple security guards with the push of a button?  I can launch explosive blades from my arms but I’m meant to feel scared of the security checkpoints and racist police force? There are a few tonal inconsistencies like this which only highlights that maybe there were missed opportunities they could have taken with the story.
 
There is a lot to like about Mankind Divided, it has smart level design, a cool looking cyberpunk world and offers the freedom to approach the game in a combination of ways that make the player feel smart and rewards their curiosity. I feel the core gameplay loop is solid enough to shine through its mechanical flaws and hasty writing but as a fan of the original and of Human Revolution, I was hoping for more from the story and it doesn’t leave me with confidence that it’s in good hands with the series going forward.  In addition the game feels like a fine tune of Human Revolution that I felt like I was playing more of the same with incremental changes. It’s a good game from a series where I was expecting greatness, even excellence.

6/10
 
Side note: One 'improvement' from Human Revolution is that there is only one boss battle in this compared to the several that plagued the previous game, unanimously the worst parts about it. It’s saved to the very end but I feel the boss may have helped to my overall impression that the ending was so anti climatic. You're fighting a villain who you've only seen maybe twice throughout the whole game at this point and the room is fairly large, there are various avenues to go down, rooms to explore, potential doors and turrets to hack. I think what they intended was for you to make use of the whole environment, using it to your advantage but  I tried a tactic by hiding behind cover, moving to the side of him where he couldn't see me, threw an EMP grenade at him and whilst he was stunned I ran up and pressed Circle to perform a non lethal takedown. It worked, the boss fight lasted roughly 20 seconds, dispatched as easily as any other human enemy in the game. Going forward, they should just stop making boss fights altogether, it’s not worth it.
« Last Edit: December 01, 2016, 12:33:17 AM by Tuffty »

Offline Hart

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #96 on: December 01, 2016, 04:39:47 AM »
Sorry it's been so long since I last updated. I haven't given up on both challenges, but stuff happened (mostly a walking toddler who can't be unsupervised for more than a minute) and I couldn't follow with the plan I made at the beginning of the year. Rather I should say my nephew figured out how to turn on and off my PS3 as well as constantly pressing the eject button. He also knows how to turn on my PS3 with my wireless controller. I've had to hid my controller for the past several months. :nervous

So far I've played one game per week since my last post, which I think was back in.....April. Since then I've completed at least one game per month. Can't remember the games I've played for the moment, but I'll be sure to list them eventually.

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #97 on: December 07, 2016, 07:56:50 PM »
December (19/12): Everybody's Gone To The Rapture



Famous for it's 'walking simulators' The Chinese Room's latest game came out last year. In it, you play as a silent, unnamed protaganist wandering through a completely deserted English countryside village piecing together a mystery of what happened to all it's residents. I don't even consider it a spoiler to say what happened, it's established in the first 15 mins of the game and it is the title of the game after all. I eventually learned that the draw to the story is not the mystery of how this happened but of who it happened to. You wander from place to place in first person view and when you stumble upon a location of interest, ghostly apparitions of light assemble in front of you and disembodied voices start to be heard, reliving out interactions between members in the community and it's through here that you get to know people's back stories and how they coped with the impending crisis as people start to disappear one by one. As you encounter these scenes by location rather than through a linear sequence of time, you start to realise that these scenes are played out across different time periods, making it a challenge as you try to piece together the overall story in a coherent timeline. Turning on subtitles is a must, without any physical character models, voices tend to blend in making it hard to remember character's or know who is even involved. All that's left is finding out more about these character's who aren't particularly interesting or likeable having interpersonal conflicts with each other which all ends anti climatically as, well, everybody goes to the rapture. It's established within the first 15 mins of the game that this is what happens to everyone because of some ethereal light source which causes people to disappear one by one but by the end of the game no further explanation is given which led me to wonder what I had been learning throughout the running total of 3 hours or what enjoyment I had out of it.

Other than the story, there is little of the game itself to discuss. A walking simulator in the true sense of the word, there is nothing else to do in this game but walk around this vast open world hoping to find the next scene to play out in order to progress further. There are no puzzles to solve and you can't interact with the most basic of objects meaning the game itself is more akin to a virtual museum tour and oh boy it is a slow one. My biggest grievance by far is the awful, plodding walking speed of your character. You move at such a snails pace in this open environment that it really starts to frustrate if you want to deviate off the main path to see if there's anything of interest down a side route and realise you have to slowly walk all the way back again. This is especially frustrating when the magic ball of light that acts as a guide to show you where to go to trigger the next event decides to have wonky AI. The guide is inconsistent, often leading you down a path and then suddenly turning around 180 degrees and going back down the path it just led you down on for the past minute, making you walk back the way you came because it got the pathing wrong which happens more times than it should. It only gets more frustrating each time it happened. I'd strongly advise not wandering too far away from it either. One particularly bad moment early on came when I moved away from it to see if there was anything to discover only to find when I moved back the light had gone away from view, leading me to very slowly walk from area to area aimless and lost, hoping to find the light or trigger an event. There is a run button which is never explained in the game, but you must hold down R2 and after 8-9 seconds your character moves probably 20% faster than before. The walking speed is by design, presumably to maintain a slow pace like a Sunday stroll through the village but I really don't think it would have hampered on artistic vision to include a proper run button. When a 3 hour game feels like 30 by the end of it, you know something went wrong.

The best parts about the game are the visuals and the audio. It really is an impressive looking, realistic English countryside village. Cottages and small shops and pubs built in with nature surrounding it and it all feels lived in and real. It also helps that some events change the environment from day to night in a flash, giving the location a different look and feel as this event plays out with the night sky covered with stars. Once it's over, the sun rises back to it's previous location again only sped up, as you see the sky colour start to change and shadows move across the environment. However, the performance can start to noticeably drop particularly as the scenes play out which is rather immersion breaking. The soundtrack might be my favourite part about the game. The choir arrangements are haunting and beautiful, playing at the right times throughout the game usually as some past interaction had finished. That, combined with the visuals at times would often make me stop and appreciate it all.

Everybody's Gone To The Rapture is all about piecing together a story on your own, not so much about the apocalyptic event itself, but of who it has affected. Unfortunately, the characters themselves don't support it, making the driving force behind the game become a real issue. Without that, the game really suffers as any enjoyment you wish to have through player interaction simply isn't there. It doesn't even feel like a game at all, but might be better served as an audiobook or radio play. It's not a criticism on the walking simulator genre, SOMA is a horror game but one can also call it a walking simulator and that happens to be one of my favourite games this year. But while both games have fascinating concepts, SOMA has strong characters, unique environments, light puzzles, interactions, additional means you can find and flesh out the backstory and environment through scrounging through emails and the story challenged me and makes me think long after the credits rolled. EGTR really suffers without a compelling story that's disjointed and has minimal gameplay to back it up. The fact that design issues like the slow walking speed and technical performance issues also plagues the game makes this the worst of it's genre that I've played. No doubt it has it's audience, maybe some will appreciate it more than me. But I do think there are far better examples of these kinds of games out there.

3/10
« Last Edit: December 08, 2016, 01:48:26 AM by Tuffty »

Offline coachie

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #98 on: December 16, 2016, 04:38:25 PM »
Thank you for that review, Tuffty!

Had this on my must play list for the longest time, always usure if I should get it or not, now i finally kicked it! XD


Since my last post I played two games

Rise of the Tomb Raider


After a year its finally here for the PS4!

Long story short: I enjoyed it, maybe not as much as the Reboot but for different reasons

The Story: its Tomb Raider so... nothing new here  :P
Here I prefer the first game over RoTR, just because there was Sam and saving Sam played a large part in my motivation to get on with the story. So that alone puts it in my personal opinion above RoTR.
The Challange Tombs are still not very hard, but they were a step up from the previous game and one or two took me a while longer to figure out
From a technical standpoint I cant say anything bad about the game. It looks and sounds goregous and I didnt encounter any bugs apart from the occasional enviremant (mountain, tree) that took three nanoseconds longer to load.
I played on Survivor difficulty and it is totally managable. The game throws so much crafting material at you, I was rarely out of ammo and never out of healing items.
But you die after what feels like two or three direct htis and dying i did a lot... like really A LOT (like 322 times, yeah i actually counted)
But that was always my fault for being incompetent, cant blame the game at all!

So even with Sam missing and some frustrating moments, I overall enjoyed the game.

My only wish for the next game... please get rid of the whole Trinity storyline as motivation for Lara... but I fear that wont happen...


Which brings me to the next game

Limbo... I mean Inside

Aaaah, I was so happy,, when I saw this was released on Ps4. This was one of the veeeery few games I envied the Xboners for.
In exactly 6h I was through with the story and wow... mind blown!
But after a good nights sleep i started feeling that i actually enjoyed Limbo more(?) and I cant really tell why.
I feel like i felt more emotionally connected to the boy in Limbo than the boy in Inside. So dying in Limbo "hurt" me more than seeing the Inside boy die.

But still a great game! The riddles were fun and at one or two points I got stuck for a few minutes, but in the end, I figured it all out by myself. Yay me!
« Last Edit: December 16, 2016, 05:24:45 PM by coachie »

Offline Hart

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Re: 12in12 / 52in52 Video Game Challenge in 2016
« Reply #99 on: December 25, 2016, 02:09:22 AM »
Quick reccap from my previous posts:

Week 1: Kingdom Hearts 1.5 HD Remix Completed
Week 2: Contradiction Completed
Week 3: The Room Three Completed
Week 4: Rhythm Heaven
Week 5: Zero Escape: Nine Hours Nine Persons Nine Doors Completed
Week 6: The Blackwell Legacy
Week 7: Super Mario Bros. Completed
Week 8: Kirby's Adventure Completed
Week 9: Deadpool Completed
Week 10: Syberia Completed
Week 11: Evoland II Completed
Week 12: A Bird Story Completed

And now the rest of the year....

Week 13: République Completed
Week 14: Persona 4
Week 15: Phoenix Wright - Ace Attorney (Ace Attorney Trilogy) Completed
Week 16: Don't Starve
Week 17: Kingdom Hearts Unchained x
Week 18: Shadow of the Colossus
Week 19: The Talos Principle Completed
Week 20: Transistor
Week 21: Legend of Zelda: Oracle of Ages Completed
Week 22: Legend of Zelda: Twilight Princess Picross Completed
Week 23: Zero Escape: Virtue's Last Reward
Week 24: Legend of Zelda: Oracle of Seasons
Week 25: Miles Edgeworth: Ace Attorney Investigations - Prosecutor's Path
Week 26: Flow Completed
Week 27: The Room Two HD Completed
Week 28: The Longest Journey
Week 29: The Silent Age Completed
Week 30: The Legend of Zelda Completed
Week 31: Radiant Historia
Week 32: Super Mario Bros. 2 Completed
Week 33: Lego Dimensions
Week 34: Pokemon Picross
Week 35: Super Smash Bros. 3DS
Week 36: Phoenix Wright: Ace Attorney - Spirit of Justice Completed
Week 37: The Elder Scrolls V: Skyrim
Week 38: Rain Completed
Week 39: Beyond Good and Evil HD Completed
Week 40: The Secret of Monkey island
Week 41: Young Justice Legacy
Week 42: Red Dead Redemption
Week 43: A Story About My Uncle Completed
Week 44: Blackwell Unbound
Week 45: Parasite Eve
Week 46: RWBY Grimm Eclipse Completed
Week 47: The Vanishing of Ethan Carter Completed
Week 48: The Wolf Among Us Completed
Week 49: HuniePop Completed
Week 50: Oxenfree Completed
Week 51: Papers, Please

Looks like I completed the 12in12 challenge twice over.  :lol:
Just one more week to go. And I think I have an idea of what game to play to finish of the year......



EDIT: Uh.....change of plans.  :nervous

In honor of getting the Lego Ghostbusters Firehouse set as a Christmas present, as well as getting Ghostbusters: The Video Game (a.k.a. the 3rd movie) really cheap during the Steam winter sale, I'll be playing that instead for Week 52.

« Last Edit: December 26, 2016, 07:46:27 AM by Hart »

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