Wednesday, November 17, 2021

the mission, the nightmares, finally over

 long story short, it's been one year since my house burned down

i have not given much attention or care to this blog. 

if it wasn't already obvious, this blog is dead until further notice.

i want to put more effort into things that will be fun instead of fake journalism..

so i'm putting work into my youtube channel, making memes.


The Trains13 - YouTube

Friday, July 17, 2020

Far cry 6, cheers!

So I'm a new fan to Far Cry,
I played blood dragon, I'm getting through 5, new dawn and 3 are on my list (yes yes, I know it's heresy to play 5 without playing 3 first.
But let me say what excites me (or at least interests me) about being involved with Francesco di Ravello, I mean, El Sueno, I mean, El Presidente. you know what i mean, dictator removal specialists.

Can I first say how I'm impressed how we are slowly getting more and more villains that not only have the voice but also likeness of their actors? Like video game characters are slowly becoming more like casting for a movie.


With that out of the way
See the source image

There are three kinds of game philosophies
1: Here's what you CAN do
2: Here's what you MUST do
3: What do you WANT to do?

The first kind usually encapsulates an overload of choice for open world games, ubisoft actually surprised me when it took them until far cry 5 to implement this design style where it had been plaguing Watch_dogs, Assassins creed, and Ghost recon.

The second kind usually is involved with some PvP games but only specific ones. Like Overwatch has trouble avoiding telling their players what to do. Destiny 2 often gives the illusion of choice for a while before going "uh oh, these things going byebye, better not MISS OUT ON THEM"

The third kind tends to show up with more chatoic or freeform games. Borderlands is one of said titles. R6 Siege is this in a curated fashion (yes there's  "counterpicking" but really the amount of approaches that can be focused on by either team ensures there's no one right way to play.

What does this have to do with far cry?
The first category often splits into two sub categories
1"Well, whattya gonna do?"
2" HOW do you want to do this?" and that makes all the difference
You could say "isn't that just 'type 3'?"
And here's what I say back

Far Cry has often had a lot of "here's what you can do" gameplay, often hinting at all the various new and cool toys they give you. And they ask "how do you want to do this?" like I ask my D&D players when they finish a monster off.

So Far cry 6 has me wonder a few things.
Active revolutions aren't quiet so how quiet will the open world be?
Will we have to kill the poor indoctrinated kid?
How many guns can I use creatively with this?

Because despite there being a "best way"  to do things. Far Cry makes you feel like "I want this gun, this gun, and load the rest into my semi that I'm about to plow through a hut with." The games destruction is almost creative in a way. having you wonder "Well that felt great but what can make a bigger explosion?". Far Cry tended to be about surviving in the early games, but there was still that want to see just how interesting you could make it.

So as Parvos Garnum has been saying "What do you desire?"

Oh, I also like that opening credits despite feeling like using red dust in cinematic artistry is overdone.
But I like how they've been keeping this weird theme of each game having a color since 5
5 had white
New dawn had pink
and 6 has red
See the source image

Wednesday, July 8, 2020

Ow, ow, ow, ow, ow, why

JASEM
(just another shooter with electronic music)
Is good in everything but one major flaw
which decimates the entire gameplay
YOU CAN'T CONTROL IT VERY WELL
yes kb+m has good directional control for a tank shoot-em-up
but you go so fast you have the possibility of falling off each area and each bridge between the area.
Combine that with certain bugs or issues that ruin a flawless run for the "triple letter achievements" and you get a letdown
I wanted to like this and get every achievement before writing this but it's just, painful to play.

319/1000 (at least marvel vs capcom was a full game no matter how little value it had)

Tuesday, June 16, 2020

Hello!

So a few things incoming
One, I am back at college full-time (I know, pretty absurd of me)
Two, I'm working on longer reviews of bigger games I love (Xenoblade Definitive Edition and the like.)
Three, Next immediate review is on a little gem of a game I found called JASEM (Just Another Shooter with Electronic Music)


Enjoy your summer! (I'm still not in phase 3)

Monday, May 11, 2020

If you want bite-sized reviews...

check what I review on steam!
(this does not exclude these games from getting full posts in the future)
BRINGER OF CHAOS! (ULTIMATE LIGHTNING FURY SLASH NOT MY PICTURE!!!!)
https://steamcommunity.com/profiles/76561198429587059/recommended/See the source image

Friday, May 8, 2020

X Morph Defense avoids a lot of problems with the Tower Defense genre.

Greetings from Quarantine!
This one is pretty short and sweet
kind of
this game is really good at several things.
One, engaging gameplay:
instead of it being something you will set to auto advance and set up your phone in class on your desk; you will play it.
Two, Uniqueness in a very stable or stagnant genre.
And three: Having the level of polish and design to make it A: look worth its price and B: justify being a PC game as opposed to being just a pc port of a mobile game kind of like Bloons TD.

Now the first, and only barrier to entry, it has a hefty price tag for what you would think a TD game should have.
However this isn't some cheap 2d flash player game that is only worth a "heh, fun" on the toilet. When I sit down to play X Morph Defense, I am ready to GAME.

Let's begin with the first thing you see. The look of the logo and menu.
So the first thing you are drawn to is the honestly pretty cool logo that reminds me a bit of Xenoblade Chronicles X's logo. The immediate next thing you notice is the somewhat generic "techy" edges and mildly uninspired font. but DO NOT let that discourage you, this game is not defined by its theme it is most certainly the gameplay. Other TD games with a Sci-fi theme only set themselves apart by their themes. I'll stop reiterating that point

The next thing you wonder about is the story. It's simple. You are on a conquest to help your race conquer the earth and convert it for harvesting. After landing, you blow the Sh*t out of some civilians. The Military mobilizes and every mission is you defending against these vehicles.

Gameplay structure:
You actively participate as you are in a small fighter ship that assists the towers you place. 
The vehicles don't self destruct upon reaching the core. You don't have a set amount of "lives". The Base has a health bar and vehicles begin firing upon it once reaching the center and will continue firing until destroyed. In addition to the vehicles that follow the paths there are support vehicles that will fire upon you as their primary goal. After each long wave (6 or 7 waves max to a mission as opposed to 40-80 of other games) the base will regenerate some health

The next thing about the game is its two sub-genres
Bullet Hell and Sandbox. 
The vehicles approaching the base will fire on you as well, every vehicle will spray bullets just like a shoot-em-up. New enemy types will constantly appear and mix in with the waves in a way that's like "oh, i gotta watch out, there's a few Anti-air tanks in this horde" as opposed to, "Here comes a break in the combat and here comes the heavy unit squad." then there's the constant peppering of unique side squads of the light units or aerial units which decide to strafe your ship. If your ship gets blown up it will be rebuilt but take a few seconds which could be used to get tanks off of your base. There's (in the main campaign) a few waves of a few missions that involve a boss vehicle of some sort, and these seem to have the strongest shoot-em-up roots like they were from a Japanese arcade game like Crimson Clover WORLD IGNITION
Crimson Clover World Ignition is available on PC (not my photo)

Don't take the word "Sandbox" the wrong way, this isn't an easy game on it's normal difficulty. The entirety of the maps are not simple, there's multiple paths for the enemies to take. The Towers have the Laser Fence ability which allows you to block and redirect certain paths of the enemies to make it longer for the attackers. To counter some of this, certain units can hop laser fences (usually weaker ground units which are usually countered by tower types that would be there anyways). 
Your ship comes equipped with (after upgrades) many different types of abilities.
Your basic gameplay loop is to choose the tool that fits your situation best. You can switch to ghost mode to build a tower and get out of the heat. You can switch between the 4 types of primary fire. which have certain strengths and weaknesses. There are also the auxillary weapons that come with each type that have cooldowns but are powerful bursts. one can even be used to bring buildings down on enemy paths to block them!
Bringing down a building to redirect enemy paths.
The strategy also extends to choice of weapons and towers. You actively change your ship weapons and tower type throughout the waves. Tower costs are dictated in bars of resources instead of set cash amounts. You gather scrap from defeating enemies which will fill up the bars. The basic tower costs 1 bar and any upgrade for it costs an additional bar. you can reconfigure the tower between upgrades or downgrade it to get refunded costs. There's a further level of upgrades that can branch off to make 3 bar cost towers. These, like ship weapons, have certain effectiveness against certain enemy types.
There's the vanilla blaster and turret which are overall ok (I found myself using it more during the late game even though I now had more options.) The missiles and anti air which are especially effective against air units, helicopters are the most noticeable one. (fun thing is most towers and weapon types work against air AND ground, bypassing the usual problem with towers.) Laser tower and weapon are great to focus down high health targets one at a time and melt their armor. and lastly the bombs and mortars which are best for groups of ground enemies.

There is one more type of tower which is the infantry type which is flamethrower/thumper. I wasn't a fan.

Each weapon you have active on your ship comes with a defensive perk (like intercepting projectiles while charging or firing) and a sub-weapon (like the antimatter bomb and black hole generator.) 

Now what this also comes with is high scoring to encourage replays with new strategies at new difficulties, also there's co-op where you can go through the entire campaign in local two player gameplay with a separate save. Then there's also an onslaught mode called survival where you play wave after wave and see how long you can last!

This game is a great option for intensity and strategy at the same time.
My rating (before finishing the DLC) 963/1000

I'm bad at keeping my ideas in my head, I wrote a huge portion of this and then forgot about this because I had college stuff (almost done cause finals are next week). so I come back to this and i'm like "what else did I want to write? eh forget it i'll probably remember" so TA DA!