Random Gaming Thoughts

I finished Star Ocean 6: The Divine Force.

I actually thought the game was all right for a non-AAA title, although the finale was a lackluster experience. The AP system was awkward to use at first in combat mode (a currency system to utilise combat and magic techniques), but I got the hang of it eventually. Motoi Sakuraba's soundtrack never fails to disappoint, as usual. I've been a fan of his work since Shining the Holy Ark.

I'll plat the game, but not right now. A friend of mine bought me a copy of Catherine: Full Body. I've been meaning to give that a go for ages now.
 
i played the resident evil 4 demo (ps5).

it's good fun but i think it will a bit of time to get use to the gun gameplay as my aim was way off. the gun gameplay is not that much different to resident evil 2/3 but RE4 being more of an action game, you need quicker responses to fend off enemies.. i was shooting all over the place lol ( of course, handguns do minimal damage :censored:)

graphics, sound and animation are all top notch. i look forward to playing it when it comes out.
 
reviews are in for the resident evil 4 remake. it sounds like a solid game.

ign - 10/10
gamespot - 10/10
the guardian - 5/5
nme - 5/5
comingsoon - 10/10
pcgamer - 80/100
 
I want a widget for my phone, consisting in:
- screensaver with the PAL key (MGS1) aspect.
- connects with weather data
- allow input of my cold/hot and confortable temperature intervals.
- it changes colors accordly.
A PAL key thermometer.
 
I finally played through Carrier on Dreamcast sans Jessifer's story. Pretty neat game. The visuals were surprisingly good imo, and it mostly runs at 60fps. I say mostly not because of dips, but because the game is split up between 60fps and 30fps depending on the area that you're in. I honestly thinks it's really cool they allowed the majority of the game to run at 60fps instead of capping everything down to 30 for consistency, so dividing things up by area worked well. Nice lighting and textures in spots, too, and cool designs/setting. Unexpectedly good music (ambient music?) where it existed. At least one track in particular gave off a strong PSO vibe.

Probably the coolest thing about the gameplay was a little scanner device you get near the beginning of the game. The game has fixed camera angles but is fully 3D, so pulling out the scanner allows you to see everything in the environment from wherever you're standing in first-person. It also brightens things up in the dark (some areas have the lights go out completely), allows you to see through certain organic matter to find doors and items, and will alert you with a visual + sound when an enemy or item is near the center of the screen. That last bit might sound kind of pointless since you'd think you'd be looking straight at the item/enemy in that case, but it's actually really useful. For instance, when entering a new area with a long corridor, you can use the scanner to look all the way down the corridor. Even if you can't actually see the enemy in this circumstance because of how small they would appear from this distance/shadows hiding them, you'll be alerted to their presence. Other enemies will hide in the ceiling and drop drown when you get close, so you can run the scanner over the ceiling to locate them before they're visible. For items, it'll ignore objects in front of your immediate vision, so it'll help you find items hidden behind things like flipped over tables, locker doors, crates you need to use explosives to open, etc.

There's also a neat little survivor system where you'll find people all throughout the ship. They'll give you info, an item, or both, and then you send them to the upper deck or w/e to be rescued. Sometimes they'll look human but already be infected, so you'll want to use your scanner on them before approaching. It'll give you a notification if they're "Safe" or "Dangerous", and if they're dangerous you just start blasting. I'm (pretty) sure I did not kill any innocent people with false positives this way, I trust the science.

The aiming system is also interesting in that it gives a bright blue indicator of what part of the body on an enemy you're aiming at. The idea is you want to stop and steer your aiming a bit to shoot at the head and conserve ammo, but you can also aim to blow up their arms if you're a sick fuck. You also have to time your shots a bit, you can't just mash shot until the enemy is dead. I think this is supposed to represent the bullet missing if you fire again right hitting them since they've been blown back into a slightly different position or something.

I only have a few beefs with the game. For one, the turning felt a little slower than I would've liked, and the delay between pressing a direction to turn and the character actually beginning to turn also felt a little long. There's a quick 180 degree turn, but that also takes longer than I would like. I also felt the game was in dire need of a shotgun. I get they were trying to do their own thing though, so part of that is you get a taser instead of a knife and an assault rifle instead of a shotgun. The pacing felt pretty sluggish at times too, but I'm pretty sure that's down to my overly cautious playstyle more than anything else. Would be pretty fun to watch a speedrun of the game to see how quick the pacing can be, but unfortunately it doesn't seem to be popular enough to have any speedruns. 🙁

Edit: sorry I didn't mean to write a fucking book about it, jesus christ brain
 
I finally played through Carrier on Dreamcast sans Jessifer's story. Pretty neat game. The visuals were surprisingly good imo, and it mostly runs at 60fps. I say mostly not because of dips, but because the game is split up between 60fps and 30fps depending on the area that you're in. I honestly thinks it's really cool they allowed the majority of the game to run at 60fps instead of capping everything down to 30 for consistency, so dividing things up by area worked well. Nice lighting and textures in spots, too, and cool designs/setting. Unexpectedly good music (ambient music?) where it existed. At least one track in particular gave off a strong PSO vibe.

Probably the coolest thing about the gameplay was a little scanner device you get near the beginning of the game. The game has fixed camera angles but is fully 3D, so pulling out the scanner allows you to see everything in the environment from wherever you're standing in first-person. It also brightens things up in the dark (some areas have the lights go out completely), allows you to see through certain organic matter to find doors and items, and will alert you with a visual + sound when an enemy or item is near the center of the screen. That last bit might sound kind of pointless since you'd think you'd be looking straight at the item/enemy in that case, but it's actually really useful. For instance, when entering a new area with a long corridor, you can use the scanner to look all the way down the corridor. Even if you can't actually see the enemy in this circumstance because of how small they would appear from this distance/shadows hiding them, you'll be alerted to their presence. Other enemies will hide in the ceiling and drop drown when you get close, so you can run the scanner over the ceiling to locate them before they're visible. For items, it'll ignore objects in front of your immediate vision, so it'll help you find items hidden behind things like flipped over tables, locker doors, crates you need to use explosives to open, etc.

There's also a neat little survivor system where you'll find people all throughout the ship. They'll give you info, an item, or both, and then you send them to the upper deck or w/e to be rescued. Sometimes they'll look human but already be infected, so you'll want to use your scanner on them before approaching. It'll give you a notification if they're "Safe" or "Dangerous", and if they're dangerous you just start blasting. I'm (pretty) sure I did not kill any innocent people with false positives this way, I trust the science.

The aiming system is also interesting in that it gives a bright blue indicator of what part of the body on an enemy you're aiming at. The idea is you want to stop and steer your aiming a bit to shoot at the head and conserve ammo, but you can also aim to blow up their arms if you're a sick fuck. You also have to time your shots a bit, you can't just mash shot until the enemy is dead. I think this is supposed to represent the bullet missing if you fire again right hitting them since they've been blown back into a slightly different position or something.

I only have a few beefs with the game. For one, the turning felt a little slower than I would've liked, and the delay between pressing a direction to turn and the character actually beginning to turn also felt a little long. There's a quick 180 degree turn, but that also takes longer than I would like. I also felt the game was in dire need of a shotgun. I get they were trying to do their own thing though, so part of that is you get a taser instead of a knife and an assault rifle instead of a shotgun. The pacing felt pretty sluggish at times too, but I'm pretty sure that's down to my overly cautious playstyle more than anything else. Would be pretty fun to watch a speedrun of the game to see how quick the pacing can be, but unfortunately it doesn't seem to be popular enough to have any speedruns. 🙁

Edit: sorry I didn't mean to write a fucking book about it, jesus christ brain
I see you've been carried jeje... Ok that's the door, I see it now.
 
Have any of you guys ever played High Seas Havoc? Holy FUCK this is actually pretty tough for a console platformer. Excellent visuals too, one of those games that makes it hard to believe the Megadrive had color limitations compared to other 4th gen consoles.

Edit: Yeah okay nevermind on that "pretty tough" comment, this game is outright satanic. Finally got through Mt.Chester, what an evil pair of levels. 🫠
 
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Been replaying Breath of the Wild in anticipation of the sequel. Had been replaying a bunch of Zelda games actually, but decided to put a hold on those until later, with the limited time I have to play anything on the weekends and especially with time away from home entirely for two whole weeks prior to release. Don’t know if I’ll make it but I’ll try. Certainly want to do the DLC for my first time but doubtful I’ll make it.

I did end up finishing Ocarina of Time again for my first time in years, think I got pretty close to 100%. A bit smaller than I recall, but certainly enough of an adventure. Used to think it got too much praise, and this didn’t really make me do a 180 on it, but I could appreciate it more now. At least compared to Twilight Princess, it’s not as derivative nor as much of a linear slog to get through. I much prefer both Majora’s Mask and Wind Waker but I’ll get back around to those eventually.

Also been replaying Skyward Sword, and while it is great in a lot of ways, it definitely has a ton of slow moments that just feel like a chore to wade through, similar DNA to TP as far as that goes unfortunately. It’s too bad because everything else about it is near flawless in my mind.

So in comparison, well…both SS and BotW have both been tied for third in my overs Zelda tier below WW and MM, since both are just so radically different from one another. Both definitely have some things I’m not happy with that the other does better, and are just from different ways of designing things I guess. I feel many fans just don’t grasp that and say whiny stuff like “that’s not Zelda”, but then what else is new for this series at this point.

I wouldn’t say it’s entirely a new appreciation for it but I’ve really been enjoying my time with the game this time. Before I was a bit disappointed that there wasn’t much enemy variety, or that the dungeons and bosses weren’t so great, etc. In fact I’d been hoping that the Divine Beasts would have played out more like Shadow of the Colossus; Aunoma claims Skyrim was an inspiration but I honestly feel that was just for press and it feels far closer to that classic. Even so, while those factors are still things that big me, I guess my newish philosophy on games or really life in general has allowed me to move past those kinds of things and let me enjoy much more than I normally would in the past.

Not getting bogged down in technical stuff, certainly never been a part of the crowd that worries about every small fps or resolution difference, but to let myself get hung up on whether there’s technically this or that kind of specific content would have me be missing the point of the experience as a whole. It’s why I don’t understand those who say Hyrule is empty, or now Nintendo is lazy for “reusing” it in the sequel. There’s very much intentionality in the design, to allow moments to breathe or to be familiar enough to really surprise us with what’s new in contrast. I’m very confident there will be much to love in the sequel.
 
i completed resident evil HD and resident evil zero again on ps5. its the 3rd console ive played these games on (gamecube / ps4 / ps5) and ive just bought resident evil 4 remake, so ive got that to look forward to.

both RE-HD and RE-zero are good fun. i love the art style, its timeless and they look great.

resident evil zero has some controls issues and im not a fan of the game not having any inventory trunks..in zero, you leave the items on the floor.. which means you end up doing a lot of back tracking but other than that, the story is pretty good. i like the enemies and the main boss is solid.. i think its more deserving of a remake / re-imagining rather than resident evil code veronica, which people keep asking for.

on a side note im getting better at call of duty warzone 2 but i need to stop playing it lol ..its terrible. i can easily waste many hours on it, non stop.
 
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Allah have mercy. I made it to the final boss but for the life of me can not actually beat this absolute cunt

View attachment 17919
Oh wow, this game takes me back. How nostalgic.

I've managed to complete Classic Hard Mode on Catherine: Full Body. I mostly overcame the puzzles myself. I only used a quick walkthrough for stage 7-5 and 10-2 because I died numerous times on said stages.

I'm hoping to plat this game before the turn of May.
 
@Dietsoap Carrier is indeed a great game. It always lived in the shadow of RE Code Veronica. Carrier is not as good as RE CV but it is still great game. I really love the attention to detail like leaving bloody food prints on the floor when you walk over defeated enmies. The aiming system is also interesting as you said. I also realyl like the scan feature.

I have only finished the campaign of Jack so far but I also want to complete the game witht he campaign of Jessifer in the near future.

Carrier is one of favourite DC horror games next to RE CV Ilbleed and Blue Stinger.

Blue Stinger is my least favourite of the bunch. I do not hate the game it has a interesting and very crazy setting. But the camera work and the super bad facial animations make it a bit hard to play sometimes.

The visuals themselves are quite neat though. Minus the bad facial animations I really like the art direction and the character design. The weapon effects are also nice.
 
I finished the Resident Evil 4 Remake yesterday and i have to say
it was one of my most positive surprises in a couple of years.
I'm more of a oldschool Resident Evil fan, so i pretty much only liked
Resident Evil PSX, Resident Evil 2 PSX and Resident Evil Remake and RE2 Remake.
Everything else always felt a bit meh.
So i was never a fan of Resident Evil 4. I didnt like the look because of the plain boring lighting,
it always had this kind of ... Zelda adventure look with these random arcade looking treasure chests in the world,
i didnt like the stuff like the lava room in the castle or that the villains can call Leon on his codec device.
The whole world always seemed more like a
amusement park and to me the game was never scary at all. Instead of horror and gore etc
it was more like a action adventure game with a very cheesy early 2000 script.

But now, after finishing the 4 Remake, i have to say
that i would probably rank this Remake higher than RE 2 Remake. Which is a huge surprise for me.
Pretty much all of the problems i had with the original are fixed.
The game overall has a way darker look that gets rid of the boring plain lighting,
the tone of the game is more serious, some of the almost cartoonic over the top scenes are completely removed,
and there were some scenarios where i actually got scared in the Remake.
Pretty much all of the boss fights received a better upgrade, the music was fantastic ...

Yeah, the stuff on the island is still a bit lame but at least it did feel more compact
and didnt take that long (this is a problem that i have with a lot of RE games like 4, 7, Village
where it always turns into a brainless waves of enemies shooting game for no reason in the last couple of hours)

But yeah, i had a lot of fun with this Remake. Its not even that different from the original,
they basically just tuned all of the cheesy early 2000 game world stuff down by 20%
and optimized the look and everything so that its more in line with the look and feel of RE 2 Remake.
And thats pretty much all that i wanted. I just didnt think they would do exactly that.
I'm still surprised about how much i liked it.
Awesome game.
 
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