Living fossil.

Also on: @coelacanth@aggregatet.org @coelacanth@piefed.social @coelacanth@fedia.io

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Joined 3 years ago
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Cake day: July 4th, 2023

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  • I only spent much time with the crane game, as that is the source of thousands of skill points and I wanted to unlock the skill tree faster. It’s weird that the rest of the minigames don’t give much in terms of rewards, but I’m not complaining, as I didn’t enjoy them that much.

    Grenades are definitely important, and in an attempt to copy Ninja Gaiden it feels like those long gauntlets are meant to test routing and planning. You’re often punished for using grenades early, as there will come a later encounter before the checkpoint that almost require them, and sometimes it feels like it’s intentional to force you to redo these a couple of time until you’ve seen enough to make a plan. But honestly it just makes a first playthrough kind of miserable.

    There is some stuff you can do in the combat, even gun cancelling and alternating between the two combo trees, and the slide slash is pretty good for staggering, as is the running kick. But I don’t know, it doesn’t feel like there is enough juice here to make me want to do a second playthrough. I’d rather fire up any of the 4 Ninja Gaidens. Well, maybe not NG3.

    EDIT: I am at the last level at the moment. I am having negative amounts of fun. I get the taking a break thing, I can only play this in stretches of 20-30 minutes before it pisses me off too much.



  • Brother, there is no suspension of disbelief that can hold this shit together hahaha. It’s a shame because it’s sometimes managing to hit that “so bad it’s good” vibe, but too often it’s held back by the voice acting. It’s quite literally the worst I’ve ever heard and it fucks up the whole thing. It isn’t even bad in a hammy way to match the B-Movie vibe, it’s just… absolute garbage. Like people who have never acted before doing roles in their second language while cold reading their lines off the page over Skype bad.

    I’m at the end of the Police HQ stage. I can’t tell if it’s a learning curve or just a fucked up progression, though. The first level was by far the hardest, but there’s just way too much shit locked behind the skill tree I think. Like, when I got to the 5 shield guy ambush after the miniboss in the first level I hadn’t yet unlocked any of the tools to deal with shield guys. Almost quit then and there.

    I also kind of hate the sequences of huge gauntlets with no checkpoints. It’s not the kind of challenge I enjoy that much. I’m sure some do, and there are some elements of strategy and planning it requires of you that I’m sure some love. I don’t, really, though.

    I’m also glad the game isn’t that long. I think this is the penultimate level. The lack of variety in melee and the combos and attacks you have is starting to feel noticeable.


  • Have barely played any games this week, a few hours total if that.

    I started on Roadwarden, and so far it looks promising. It’s very slow though. It is pretty much just a choose-your-own-adventure book. I’m liking the writing and the world building and setting, but it’s just walls of text upon walls of text. Not at all bad text (in fact it’s quite good), but I have to be in the mood for reading to sit down with it, not gaming.

    I also played a bit more Wanted: Dead. Still not in love with it but I want to finish it before moving on to a new game. Let’s hope I can. The combat does get a bit better after you unlock most of the skill tree, but I would still not claim it to be good, even though it has its moments. And there are loads of questionable design decisions in there. It’s a very bizarre game in every way.









  • I finished The Séance of Blake Manor, which I’ve been playing on weekends with my sister and brother-in-law for the past few months. On the whole I must say I was disappointed, especially given the hugely impressive reviews it has garnered.

    We can start with what the game does well: it’s a very well-researched game about mythology, particularly Irish mythology but also some 19th century occultism and mysticism. This is by far the most interesting part of the game. If you view it as a glorified few hours of stumbling through Wikipedia pages about Irish folklore and mythology then maybe you’ll enjoy it.

    Unfortunately it’s an absolutely lousy deduction/detective game. Actually maybe that’s too weak a word. I found it to be complete garbage. I’ll go into more detail, but the short version is this: at every single step of the way the game fundamentally fails at the central principle of a deduction style game - making the player feel smart.

    Now, I do concede that constructing a detective game is very difficult. A central challenge is the interface with and verification of knowledge: how does the game know you’ve figured something out? Obra Dinn had an elegant way of solving this, Blake Manor does not. You will constantly be frustrated, shouting expletives at the moronic protagonist as you’re clicking on every interactible object you can find in the hopes of the game finally accepting that you know the thing you as a player figured out three hours ago. The “hypothesis” mechanic is terrible. 90% of the time you already know the hypothesis long before you’re allowed to actually input it by the game, and the rest of the time there is usually only one word in each slot that makes grammatical sense. Again, never making you feel smart. Also the protagonist farcically exclaims ‘Wait! I know what happened here!’ every time, which is less euphoric when you’ve known what happened for hours as a player.

    And this poorly implemented mechanic of what “clues” unlock the state of something being known leads to further problems, too. You have a myriad of discussion topics available to you, but there is no real throughline or logic about which topic leads to actually unlocking new “clues” or “evidence”. If there was a sound logic here, this would be an opportunity to make the player feel smart: “Wait… I need to talk with this person about that subject!”. That would be good design. Unfortunately Blake Manor does not have good design. Sometimes a completely random person-topic combination gives you the clue, sometimes a very clearly important person-topic combination gives you nothing. The end result is that you’re just kind of talking about everything with everyone, exhausting every available topic until you finally talk about the one random thing with the one random person that the game decides will give you the next piece of “evidence”. It doesn’t make you feel like a detective. And that is the central defining trait of Blake Manor mechanically: it fundamentally fails at the raison d’être of the genre. You’re never really investigating or deducing, you’re just walking around clicking on things until the game gives you the next thing to click on, which gives you the next thing to click on, etc etc.

    The only actual deduction in the whole game is related to who the central “culprit” is, and that is so laughably easy I hesitate to call it a puzzle even.

    I also had a lot of issues with the writing. Especially the “character arcs” of each NPC are bizarrely written, with almost all of them doing a complete 180 after you simply confront them with their own plan. Like imagine you have someone plotting to consume the soul of another person to obtain magic powers, which they’ve desired their whole life. This would be actual dialogue in game:

    Protagonist: You plan on murdering Johanna and consuming her soul to obtain her magic powers!

    Previously magic-obsessed woman: Oh no! I see the error of my ways! How horrible! I must give up on this, and never again pursue the allure of magic!

    Also the voice acting wasn’t great either, or at least very uneven. Especially one climactic moment in the endgame was let down by poor delivery. And it felt like most of the cast struggled with the Irish accents?

    Anyway, I could go on but I’ve probably ranted enough.