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Sumez

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Everything posted by Sumez

  1. Not familiar with the GG version, but the Master System game is a completely different game from the MegaDrive one.
  2. Yeah, most of the time it's not strictly necessary, and you can even get away with kinda mashing the parry button, since it doesn't leave you open, you just do a block instead. But you'd definitely enjoy the game a lot more if you adapted to it.
  3. That BJ scene just bothers me so much because it's a massive step down from the rest of the movie, it's extremely cringey and embarassing. It's interesting to learn that it's a part of a longer segment that got excised, because that probably explains why they didn't just excise that scene. People talk a lot about Ghostbusters being a "perfect" movie, but it has quite a few low points like that, and that's a specific example of a scene where if you just remove it entirely, the rest would still feel intact and be a better movie for it.
  4. Parasol Stars? Ninja Spirit? Splatterhouse? Legendary Axe? Bomberman? Devil's Crush? Bonk? Tonma? Neutopia? Sonson 2? Jackie Chan? Nexzr, Soldier Blade, Sapphire, and Super Star Soldier? Best ports of Gradius 2 and Salamander? That's just scratching the surface. It's no NES or SNES, sure, but if you can find enjoyment in the Saturn library, the PCE should be ripe for you.
  5. May... bea. The timing and parrying stuff never clicked with me even after playing the entire game through. It's a good game no doubt about that. Its just not made for me.
  6. ...yeah it just plays completely differently
  7. Do you enjoy all of the six first Might & Magic games?
  8. Do you enjoy all of the six first Might & Magic games?
  9. God dammit how can you even begin to criticize Sonic gameplay without having played the single most essential game in the series
  10. To repeat myself. I'd agree with this argument if the games were actually designed that way. But they aren't.
  11. But you're still gonna perform better when you've raced the track before and know the corner. Across the entirety of Sonic 3 & Knuckles I can think of a total of two occurrences where a spike would show up and hurt me without giving me any chance to react to it. It's not something that defines the game at all.
  12. The Talos Principle - Beaten 31/3 I think this game has probably been hyped up a bit too much, or at least I was definitely expecting more from it. The most immediate comparison for the game is probably The Witness, a game I definitely loved. As in, it's a first person puzzle game which pretends to say some vaguely insightful things about humanity I guess. The difference between the two is interesting though. While the puzzles in The Witness were mostly delegated to individual little boards placed around the game world, the way the world was integrated worked as quite an interesting companion to the puzzle solving, and was at least as much a part of the game as the puzzles themselves - and unsurprisingly, solving the puzzles would often creep into the game world around them. In The Talos Principle, the puzzles are set in the game world itself, like in a traditional block-pushing puzzle game - although usually confined to individual walled-off puzzle rooms. But where The Witness feels meticulously hand crafted into every detail, the first impression I got from this game was a set of standard assets randomly mashed together to form a game they weren't really designed for. And as you move around trying to solve the puzzles, everything just feels a bit more cumbersome than it should be due to the core engine clearly not being designed with a puzzle game of this sort in mind. My immediate reaction was that this was some sort Unity asset flip - is this really the game people have been raving about? What's really going on, as I'd later learn, is that the game is built from bits and pieces of a Serious Sam game, which as expected really does feel quite unfitting for both the game's setting and its gameplay. The puzzles are a bit unfocused as you start encountering different components. There's the usual stuff like boxes, or fans that move you or objects around, locked doors and keys, etc. But the components that define the game's identity to a bigger degree seem to all be based around line of sight, justifying the first-person perspective. A jammer that can open doors or disable turrets, or crystals used to connect color coded energy signals around the map. These are really interesting components, but the way they play into the solutions are usually the same across most of the puzzles they feature in, which means they eventually grow a bit old. Another puzzle game comparison I'd make is Baba Is You - last year's biggest standout on my backlog list, and probably the best cerebral puzzle game I have ever played. For every single thing that game does well, The Talos Principle is pretty much the exact opposite. Puzzles are often easy with straight-forward solutions, and when the solution is eluding you it's most often because something was obscured to you. or some stupid red herring. You usually end up spending more time carrying out the solution than you do figuring it out, which gets especially bad once you encounter the item that lets you record and play back actions. And some obstacles will just straight up kill you, forcing you to start the puzzle over entirely, wasting your time. In Baba Is You, a solution would frequently force me to think in creative manners, and employ the same abilities in many different ways, often thinking out of the box entirely. It's the sort of game where when you find the solution it's like an epiphany coming to you that feels incredibly satisfying. This never happened in The Talos Principle. For most of the puzzles, solving them just felt like work. As you can tell, I'm not a big fan of the game... There are many games of this type out there, and I don't think anything about this one stands out - I'd recommend replaying every NES Lolo game over trying this one out. However, outside of the puzzles themselves, another element to the game is the plot which feels like some super half-assed derivative "I, Robot" style story about what separates a machine AI from human consciousness. It's such an overplayed philosophic trope that nothing this game tries to throw into that crockpot managed to engage me at all. Instead it just felt extremely annoying that it would keep bothering me with the same things. And in the most non-immersive way possible, too - via a bunch of computer terminals placed around throughout the game. These feature an absurd number of extremely long text dumps that there is no way I am ever going to waste my time reading through at the extreme pace they kept showing up. It's accompanied by a series of interactive dialogues with a computer AI, that constantly tries to challenge your world view, again in an incredibly immature and flawed way (possibly intentionally, possibly because the writers didn't have anything better to work with). The game's sole redeeming quality are the (usually) super-secret Star collectibles, which often featured much more interesting solutions than the game's main puzzles. Often in fact thinking outside the box, forcing you to break the pressumed limitations of some puzzles, such as placing items in a way they can interact between puzzle rooms, or even escaping the confines of a room entirely, with tools in hand (something that is normally blocked). Unfortunately, solving the puzzle is often just half the task, as even finding out where they are can result in an tedious hunt throughout every single nook and cranny, which I really didn't have the patience for. For one of the stars, my attempt at finding it ended up taking me completely out of bounds, and going both past the killplane and through the floor. That felt so janky I'd have lost all interest in hunting down the remaining stars, if I hadn't already run out of patience long before then.
  13. I never understood the hate for this movie. It has tons of great moments, and is generally almost as enjoyable as the original. Also Janosz is fantastic
  14. Come on man. Read the line you just quoted in bold yourself. He's saying that you shouldn't try to speedrun the game without knowing where you're going. And somehow you chose to interpret that as that being the only way to play it? Just chill and enjoy the game, and when you know the game well, you can look cooler playing through it. Just like any good arcade-style video game. I'd agree with you if that's actually what happened. You're not gonna get killed by that crab if you're spinning. And if you're not spinning, why the hell not? That's clearly your own fault. These situations in Sonic 2 or 3 are extremely rare, and don't represent the majority of the game. They aren't perfect about it sure, but they also aren't nearly as terrible with it as Sonic Mania. The majority of the game can be enjoyed speeding casually through, and if you're a big fan of the game and play it through a lot, you'll be even faster at it. Just like other games when you get good at them, you die less, you know? It's not entirely novel. You wouldn't criticize a racing game for having corners either.
  15. I get the point, but honestly, in practice I very rarely run straight into stuff I didn't see in a Sonic game (Sonic 2 and 3 anyway) unless I felt that I was being reckless or could have done better. Usually the stages are designed intuitively enough that things won't get in your way to downright hurt you if you are just following the layout. That is, until Sonic Mania. I want to love that game, but I feel like it really is that thing people usually criticize older Sonic games for. It's not hard, because you can always just pick up even a single ring and stay invincible - but just constantly running I to stuff you had no way of knowing was there really isn't fun.
  16. That's like... not what he said at all? The game rewards someone who practices and knows the game well. That's not something only speedrunners do. That's something every decent action game should do. Didn't you claim you were a fan of arcade games once, or did I confuse you for someone else?
  17. On one hand I agree, but on the other hand I really love Sonic 3! Style is definitely a big part of the equation, but it's also a big part of why the game just feels so good! Can't agree on Ristar at all. It's not a particularly good game, and some of the stages are way more infuriating than Sonic ever got. But I do love hearing takes like this
  18. That is World of Illusion. Land is just mickey, but imo it's also better than Castle.
  19. S3&K, S3, or S&K would easily be the better game even without Knuckles entirely
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