Report on the RE3

It’s common knowledge that I’m really friggin’ into the Resident Evil series, right? Okay, good. What might be less obvious is that Resident Evil 3: Nemesis never really clicked with me. I’ve played it through, but only like once, ages and ages ago. All that said, I am having an absolute blast with the remake that released just a week ago.

Released a week ago, and I’ve already finished it four times. It’s basically all I’ve been doing between work and sleep. If not actually playing the game, then watching speedruns to try to learn some sweet strats. Of course, I’ve been absorbing as much of RE3 as I can this week because it’s sure to be forgotten whenever my copy of Final Fantasy VII Remake arrives.

Having not been a big fan of the original game, I guess I can’t really weigh in on whether the changes made to RE3 are for better or for worse. All I can really say is that there are a lot of them. For as close as Resident Evil 2‘s remake tried to stick to the source material, RE3’s remake goes way off the rails. It’s kind of nice to not have the anchor that is nostalgia weighing me down, so that I can purely appreciate this product for what it is.

I mean, I’d try to do that anyway. I take pride in not being the kind of nerd that gets all butthurt when a remake doesn’t adhere strictly to the original.

Something that I’d heard reviewers complain about before release is that RE3 is too linear. And you know what, they’re correct in that it is pretty linear. You do get to run around freely and explore each area, but there’s definitely a visible track that you should be following, and there are lots of “hallway”-style segments between the larger areas. I actually kind of like this design, though, since I have to spend less time finding keys and then remembering which doors each one opens. I think that kind of design is great – but only on the first run. It’s more of a hassle on replays. the more linear style that RE3 adopts is perfect for replays, because it keeps the momentum going and allows you to focus on execution, which is a lot more more fun to me than zig-zagging through a giant maze of locked doors.

I’m also a really big fan of the shop system in this game. There are so many bonus items to unlock, and you can use them all without any penalty to your rank. I’ve heard at least one speedrunner grouse that this is bad design, but most people don’t play that obsessively and develop that kind of skill. Allowing players to use shop items to help them through the game just makes RE3 accessible to more people, which is a very good thing. This is already a game that doesn’t pull any punches and you have to beat the game once to unlock the shop in the first place, so it’s nice that Capcom put in a feature that gives the 99% a fighting chance.

So yes, I’m really into the new Resident Evil 3. I think it’s a super fun game to play, and I like to imagine that I’ll be going back to it fairly regularly. After all, a successful run takes under two hours. That’s shorter than most movies. There’s really no reason not to try to squeeze in a quick replay here and there.

Wherein I can stream, live

Did you know that you can stream gameplay from your PS4 to your YouTube or Twitch? I did, but I had never bothered to try it until now. And, it was a bit of a rough start, since getting the audio from the game and microphone to mix properly is unnecessarily complicated. But I got it sorted out finally, and now you can watch me play the middle of Resident Evil 4, one chapter at a time!

Here’s the first video where I’m actually audible. The Chapter 4-1 follow-up is also decent. The four videos that came before are rife with growing pains, and I’m mostly impossible to hear because the game drowns me out. Whether that’s a good or bad thing, I’ll leave to you, dear reader/viewer.

Monthend Video Game Wrap-Up: March 2020

~ Game Over ~

Murder by Numbers (Switch) – I was sold on this as a mash up of detectivin’ and picrossin’. It only really delivered on the nonograms, and all the detective work was done by the story. That said, the story was charming and the dialogue was generally very well-written. I still think I’d rather just have the puzzles without all the text boxes in-between.

Mega Man Zero (GBA) – Via the Zero/ZX Legacy Collection. Still adore it all these years later. Played the vanilla mode because I like it rough. Busted my butt to get an A rank on every mission, even though it means nothing, just makes me feel like a big man. Not the biggest man, because S ranks are a thing, but they’re basically impossible for an old fart like me to achieve. Besides, I already did a perfect S run back in high school when I was stubborn enough to do something like that.

Continue reading Monthend Video Game Wrap-Up: March 2020

Live reactions! – Nintendo Direct Mini 3.26.20

Hey so Nintendo dropped a Nintendo Direct this morning out of nowhere. I don’t know, maybe they said it was coming and I’ve just been so far up my own ass lately that I didn’t notice. Nevertheless! They called it a “Mini” but it’s still almost half an hour long. Time for me to type up my knee-jerk reactions to all the announcements as I try to eat lunch at the same time! Here’s an embed so you can watch along!

Xenoblade Chronicles Definitive Edition – Release date is May 29. I am PUMPED. That is perfect timing, leading right into summer and vacation season. Looks like I know how I’m going to be spending at least a couple of my weeks off this year. Not sure how I feel about the idea of re-recorded music, as Xenoblade has maybe my favourite video game soundtrack of all time. But I’m choosing to be optimistic about it! And of course, I cannot wait to dive into the new epilogue, as more Xenoblade is only a good thing.

Continue reading Live reactions! – Nintendo Direct Mini 3.26.20

Nonograms for Days

I’ve been playing two picross games lately. Well, I guess that’s a lie because Pixel Puzzle Collection is still a thing.

I’ve been playing two picross games on my Switch lately. One, PICROSS: LORD OF THE NAZARICK is by nonogram verterans Jupiter, and is based on an obscure anime. An obscure anime that they never once name in this game. The other is Murder by Numbers, which is by Mediatonic, a video games company that I’ve never heard of. This one blends puzzle solving with story about solving murders and robot amnesia.

Both of these games have one major trait in common: they both mash a whole lot of text boxes into a puzzle game, which is the last place where a whole lot of text boxes should be. And maybe you can tell by my glib descriptions in the paragraph above, but only one manages to do so with any measure of success.

Picross: Lord of the Nazarick (I refuse to bend to the all-caps nonsense) is one of very few video games in which I’ve mashed past most of the text on my first playthrough. I tried to be courteous and listen to the story that they wanted to tell, but it was complete gibberish to me. And while it’s true that this particular edition of Picross was not intended for me, I still think that Jupiter failed utterly, because they should have made it somewhat accessible to non-fans. The first problem here is that, as I mentioned above, they never once use the name of the anime that this game is based on. It’s Overlord, by the way. I shouldn’t have had to do research to know that.

The other big problem is that it just assumes that you, the player, have a strong working knowledge of the plot and characters of Overlord. There are no introductions of any sort, and I found myself completely lost at every turn. It was baffling, and do nothing to make me want to learn more about this franchise. I never came to care about any of the characters, what their motivations were or what trials they’d been through, despite the fact that Jupiter so obviously wanted me to. Lastly, I’m working on an assumption that the story scenes in Picross: LotN are structured to sort of recap some highlights of Overlord’s story. Like a clip show, but told entirely through text. Which is a terrible way to do a clip show. ‘Nuff said.

So Picross: Lord of the Nazarick flops completely for someone like me, who has absolutely zero knowledge about its theme. Which is really too bad, because it’s another solid Jupiter-made Picross game, and they do the best nonograms in town. I just got so lost in the anime nonsense that I gave up on even trying to understand what all the text boxes wanted to tell me, and took it entirely as a puzzle game with a bunch of weird fantasy goobers and anime characters as puzzle solutions. And you know what, that’s exactly how one should play Picross. Intrusive text boxes have no place here. At least, that’s what I thought until I played Murder By Numbers…

Now this – this is how you make a puzzle game besieged by text boxes. Assuming you think that such a thing is necessary. Murder By Numbers splits the difference between visual novel and nonogram puzzles, and the two are interwoven in a way that creates a fun, unique product. This is the story of a young lady and her robot pal solving murders with the power of picross. How could it lose?

That is not to say that Murder By Numbers necessarily excels at either of its component genres. The nonogram puzzles, at least for an addict like me, are far too easy and lack any sort of alternate modes. It’s all stock-standard puzzles, and it’s exceedingly rare that they reach past 15×15 grids. The story part is actually really engaging, and I thought that most, if not all of the characters were really well-developed. However, the mystery part isn’t all that mysterious, as I had figured the killer within the first five minutes of three of the four cases. There is another big issue, but this one may be more on me…

See, when I saw the promotional material for Murder By Numbers, I got the impression that you’d get to do some actual sleuthing as you try to solve these crimes. People kept presumptively calling it “Ace Attorney meets Picross.” But no, it’s not like that at all. It’s just a straight visual novel and you have exactly zero input on how it unfolds. You don’t really get to search for clues, there are no red herrings, and there are certainly no courtroom scenes. The few decisions you do get to make are just window dressing, and will just say “nah, try another option” if you don’t choose correctly. While being completely removed from the plot was a bit of a bummer, I got over it because again, it’s a really good story! Of course it ends with a sequel hook, and I can’t wait to see the further adventures of this wacky crew.

And, you know, the picross was still fun. Even if it could have used a little more challenge or variety.

I suppose the lesson here is that you shouldn’t just ham-fistedly try to mash plot into a game where it doesn’t belong. If you’re going to try to shake up a genre, make sure that you’re designing the game from the ground up to make the best use of all the components. At least get them to a place where they harmonize with each other well enough to make the final product greater than the sum of its parts.

Legendary Update: Volume 1

As I continue to slowly plod my way through Mega Man Legends 2, I find myself wondering more and more “Do I genuinely enjoy the first game, or is it just nostalgia?” Because MML2 really isn’t doing much for me, and I can’t pinpoint exactly why.

I touched on this before in regards to the plot, but I think the bigger world also hurts the gameplay, in a sense. In MML2, the story has you go through a handful of elemental-themed dungeons to collect the four sacred macguffins. This makes it feel a lot like Zelda, which should be a good thing, but I don’t want Mega Man Legends to be Zelda. The original game had a collection of underground tunnels and ruins that seem segregated at first, but as you collect various weapons and power-ups, you slowly discover that most of them are actually smaller sections of one gigantic interconnected maze. It was amazing! Now that I think about it, MML might have been the first 3D metroidvania. MML2 has no such reveal, as each dungeon is located on a separate island.

Plus, the conceit for exploring the ruins in MML is “maybe this one will have the legendary treasure!”, which is significantly less video game tropey, and just more fun in my opinion. I’m way more excited to keep adventuring when I don’t know what’s at the end of the next ruins. Knowing that the goal is just to check another goober off the list isn’t nearly as compelling. (Though the compulsive part of my brain begs to differ.)

At this point, I’m probably about three-fifths of the way through the game, and I’m desperately hoping that the worst is behind me. See, the second dungeon is the Water Temple equivalent, which allows you to flood or drain each level as required. Only you need each floor to be flooded at pretty much all times to get anywhere, so it’s basically 90% underwater. And Mega Man moves SO SLOW underwater. Easily half-speed, and it is so impossibly tedious. I think I spent two hours in this dungeon, and I’d bet that I could have shaved off at least half of that if I’d been able to move at a reasonable speed. Maybe it’s my fault and I missed the Gravity Suit upgrade, but I don’t think that’s the case. I think that it’s just a really poor design decision.

Now let’s talk about a greasy anime trope that made me sigh in contempt. MML has a scene where you walk in on Roll while she’s changing, which is like… ugh, really? But it’s a very quick scene and I think it’s even optional. You’ll miss it completely unless you go into the wrong door at the wrong time. MML2 has a similar scene, where you walk in on Roll in the bathtub. It’s not long either, but this one is forced. You literally cannot move the story forward without seeing it. I suppose that the bathtub scene does get replaced with a “depressed Roll” scene if you treat her like garbage, but why would you do that? Who would do that to Roll? So yeah, the bathtub thing is completely unavoidable.

MML2 doubles down on this, though. About halfway through the game, you’re pitted against Tron in a boss battle. Once you win, the robot she’ piloting explodes, and the camera switches to a blushing Mega Man. A couple of Tron’s servbot cronies then sheepishly explain to her that her clothes were burned off in the explosion, and that she is now buck naked. In what other medium besides anime do characters completely fail to notice that their clothes are no longer present? It’s ridiculous in the worst way, and it just sits on this reaction shot of Mega Man for what seems like ages as Tron admonishes him for staring and being a big ol’ pervert. Yikes.

So that’s that for this update on my Mega Man Legends 2 playthrough. It’s possible that the rest of the game could really turn it all around and amaze me, but I’m thinking that’s probably not going to happen. I think what’s going to happen is that I’m going to get to the end, finally beat it, and then never play it again. I’m having a hard time coming to grips with this concept, but I think that I might legitimately dislike Mega Man Legends 2. Is that kind of thing even possible?

Monthend Video Game Wrap-Up: February 2020

Turok (Switch) – A real bait-and-switch, since I grew up knowing the N64 subtitle “Dinosaur Hunter”, but really you’re mostly killing people and the occasional velociraptor. Aside from that, I really liked this game. It’s a lot like DOOM, but in 3D and has lots of platforming. The biggest failing is that the first boss (and only the first boss) is almost impossibly difficult. I burned through seven of my nine lives in that fight.

Timesplitters 2 (GC) – Co-oped the story mode, and it was a wonderful nostalgia trip. Maybe it’s just me, but it seems like big studios don’t really make shooters like this any more. Specifically, ones with big maze-like levels, varied objectives, and a willingness to be unapologetically weird. And it’s the last one that matters the most to me. I’m less turned off by murdering hundreds of people when they’re over-the-top cartoons.

Continue reading Monthend Video Game Wrap-Up: February 2020

Chasing a Legend

I replay Mega Man Legends fairly often. Probably every other year, at least. I could likely even squeeze in more replays, as it’s a pretty short game. It’s an all-time favourite of mine, even as its age becomes more and more apparent with each subsequent run.

Despite this, I’ve only ever played the sequel once, and I didn’t even finish it, at that. The final boss was just too tough for me, and I guess I must have been distracted by some other shiny thing before I could work up the skill to finally conquer it. I’ve been in a very PS1 kind of headspace lately, so I decided last weekend that it’s time to right this long-standing wrong.

Mega Man Legends 2 just isn’t landing with me the same way the first game does. Maybe it’s because I don’t have the same nostalgia for it that I do for the original. I don’t know. It’s certainly a better game, in technical terms. The graphics are considerably better, the controls are less terrible, the world is bigger, the dungeons are more impressive, the voice acting is even wackier. I could go on.

What bothers me are just a few little things. Most of all, that the lock-on feature is a friggin’ idiot, quite commonly locking onto the enemy farthest from Mega Man, sometimes refusing to switch to closer threats. A lot of the time, it shows a strong preference to lock on to enemies that are around corners, which is never helpful. The solution, of course, would be to not bother using the lock-on, but it’s way too hard to aim manually at anything that isn’t stationary. So that’s a bit of a frustration.

I’m also not super crazy about the bigger scope of the story. Yes, of course it was going to build up to that, and it’s not that the plot really suffers for it. I just have a personal preference for the story of the first game, which focused on a single island and its many mysteries. In MML2, you’re hopping between all these islands, and the fate of the world is at stake, so on and so forth. That’s all fine, but Kattleox island had so much personality, whereas the smaller locales in MML2 haven’t been developed enough to have that same level of charm.

Lastly, the first dungeon boss was just insanely annoying. This stupid frog boss took me four tries to beat, mostly because the room is constantly flooded with things trying to kill you. For one, there are spike traps zipping around the perimeter of the room, and these little tadpole guys flopping about in the center, between the raised platforms that the boss jumps around on. The boss itself is constantly spewing out bubbles that track you until they hit a wall or you shoot them, and there’s a respawning dragonfly flitting around above the arena that exists solely to screw up your lock-on. You might have to see it to get a good idea of how badly this fight is stacked against you, but trust me. It’s rough.

But I’m only like a quarter of the way though as of this writing, so who knows? Maybe it’ll really start to click with me once I get a little farther in. I hope so. I feel giddy every time I play the original game, and it would be awfully nice if I found even half as much enjoyment in the sequel.

Not the JackBest

When I purchased Whipseey and the Lost Atlas a couple weeks ago, I bought JackQuest: The Tale of the Sword at the same time. They were the same price, and both on sale with the same discount applied. I probably should have clued in that they’re by the same developer/publisher.

Indeed, Blowfish Studios is not making the best name for themselves in my book. While I’m somewhat ambivalent about Whipseey (it’s too colourful to be mad at), I can say confidently that I did not especially like JackQuest.

Unlike Whipseey, JackQuest has a little meat to it. But not much, mind you. It took me about an hour and a half to finish. That includes a lot of time being stuck and going in circles because the entire game is one samey-looking dungeon with no direction and one false wall that you must find to move on. That said, JackQuest is a wee little metroidvania, and it does have power-ups, keys, switches, save points, etc, etc. All the Video Game Things you expect, as opposed to Whipseey’s very minimalist design.

While I am mildly annoyed at JackQuest’s whole “here’s a maze, figure it out” design, it’s not technically a flaw. You can roughly navigate by landmarks, and while it takes about half the game to earn it, there is a rudimentary map available. It’s old-school design. I played games like this for years and didn’t knock them because they lacked features that would lead me directly to each point of interest. In a game that was more fun, I might even appreciate the invitation to draw up my own map.

The real problem with JackQuest is that the controls are loosey-goosey, and the physics don’t feel like they make sense. Jack has a really weird gravity to his jumps, and wall-jumping in particular feels imprecise and more difficult than it should be. I think if the developer has spent just a little more time tightening up how Jack moves, it could have increased my enjoyment of this game by a significant margin. Alas.

So what else is left to say? I don’t know… To be honest, JackQuest is largely unmemorable. I’ve forgotten most of the fine details already, and have been left with little more than a foggy memory of being unimpressed. I think the boss fights were alright? There are about four bosses, and they do present a halfway decent challenge. Or at least the spider boss did, as I remember needing to retry it a few times before I defeated it. The rest are part of that foggy blur.

Of course, I would not recommend JackQuest. I spent four dollars on it, so sure, I got my money’s worth in gameplay. But it wasn’t an enjoyable experience. Just a middling plod through tropes, with nothing really special or unique to share. It isn’t a bad game, but with so many similar options available there’s really no reason to bother with JackQuest. Just pony up a few more dollars for Hollow Knight instead. It costs only slightly more and is a vastly better video game.

Monthend Video Game Wrap-Up: January 2020

Remember back in the day when I used to write a little blurb for each of these? I don’t think it’s going to be a regular thing again, but… Man, I played a large variety of video games in January. Considering that AGDQ sapped up a lot of my free time and school is eating away the rest of it… You start to realize that most of these games are either very short, or carried over from last month.

~ Game Over ~

Mega Man X (SNES) – The opening video game of the year, as per usual. Short writeup here.

Mega Man Legends (PS1) – I really do adore this game. Sadly, every time I go back to replay it, the… unfortunate control scheme gets harder and harder to re-acclimatize to. And the stupid racing game is impossible but I want the Shining Laser. Wah wah wah gamer tears.

Army Men Air Attack (PS1) – I kind of wish I’d played this back when it was new, as I think I would have really enjoyed it then. Looking at it now, it’s an amusing little curio almost certainly lost to time. What I found most odd about it is that there’s a massive difficulty spike right in the middle of the game. If you can tough it through missions six to nine, it’s smooth sailing to the end. Also the co-pilot voice clips are super repetitive and annoying.

Continue reading Monthend Video Game Wrap-Up: January 2020